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Outrider_01

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Everything posted by Outrider_01

  1. Its the tax to be able to slot a 7.5% LoTG and 2 +3% def All/All, as well as 2 options for +KB protections, 3-4 slotting also to get a bit extra +S/L defense in resist or a bit of next to useless 1.5% S/L resist itself. tl;dr - 1 power pick, way too much utility and benefit for the other 2
  2. can we get more resist on this, mostly for cold but some others like energy, negative, and S/L. Fire resist is rare in a pure form and its usually a secondary effect on split damage types. I think +5-7.5% resist spread would be a decent buff to Temp Protections, fire is a glass cannon in resists if its not fire type.
  3. Put him on a bench near city hall and use a sitting emote, let him retire actively and just be there to give advice, like Ghost Witch in PD.
  4. Ah regen, the red head step child nobody will claim. I say throw a knockback/repel aura on instant heal while is active and a +KB mag 25 random proc on any attack including brawl to the passive, unenhancable . Everything else gets buffed as the nerf bar is lowered just a little bit more
  5. That's a nemesis plot actually, never a true win but a win none the less 🤔
  6. Its workable as a farmer if that is something you plan to do with it at some point. Mass levitate helps keeps things in burn. And fiery embrace helps offset that low damage factor from Psi against machine origin baddies.
  7. Forcus on 45% defense, as fire resit os easy to come by. I think a brute ends up with about 75-80% native resist with enhancement in the toggles and the passive so the last bit is easy to get via cheap IO sets even if 1.5% or 2 of the winter travel set 2.5%
  8. Question about suppression, but not exactly this discussion. Awhile back they let travel powers stack like CJ and SJ, but as long as the stronger power is active it over rules the lesser. You're wasting endurance mostly, for the sake of not having to remember about toggling a travel power. Im looking at a scrapper build with /Nin, does the +Jmp/+Run boost stack Kuji-Rin with CJ from (click mez protection like Practice brawler, with the movement bonus). Or does CJ over rule the Kuji-Rin bonus. Im looking at a non-min max (not uber) build of "to the hell with it, can it work", Ice/Nin build has extra slots over Fire/Nin (Ice slick, 2 recarge and its good to go compared to fire melee) so wondering if it would be worthwhile to slot in CJ for +up-distance or just slot Sprint for the hell of it for +run/jump, with the Kuji-Rin should get some decent ground speed in missions.
  9. Martial Arts / Fire Armor Farmer Just something I threw together and tried on test, would say its about as competitive as claws. 3 AoE, Burn / Dragon's Tail / Dark Obliteration. Slot the -resist in first slot of Burn or Dark Oblitteration, damage debuff is applied just before the damage is applied so the same attack gets a slight boost. Recharge is pretty fast 3 Single target, Cobra Strike, Crane Kick, and Crippling axe kick. All 3 are 1.6 sec activation and a fast attack chain. Plus Gloom in the epic, Great for chewing through EB in some of the bigger maps. Eagle Claw isn't needed, animation is too slow. +5 the recharge IO on Focus Chi, Hasten, and Fiery Embrace. With the incarnate, they are as low as possible for recharge. Extra slot in Health, could move to Crane kick for a Sudden Acceleration KB-KD. Suggest using some binds around WASD for Burn, Dragons Tail, and Dark Obliteration. Its not an uber build, it works and its something different if that floats your fury bar.
  10. Just something I threw together and tried on test, would say its about as competitive as claws. 3 AoE, Burn / Dragon's Tail / Dark Obliteration. Slot the -resist in first slot of Burn or Dark Oblitteration, damage debuff is applied just before the damage is applied so the same attack gets a slight boost. Recharge is pretty fast 3 Single target, Cobra Strike, Crane Kick, and Crippling axe kick. All 3 are 1.6 sec activation and a fast attack chain. Plus Gloom in the epic, Great for chewing through EB in some of the bigger maps. Eagle Claw isn't needed, animation is too slow. +5 the recharge IO on Focus Chi, Hasten, and Fiery Embrace. With the incarnate, they are as low as possible for recharge. Extra slot in Health, could move to Crane kick for a Sudden Acceleration KB-KD. Suggest using some binds around WASD for Burn, Dragons Tail, and Dark Obliteration. Its not an uber build, it works and its something different if that floats your fury bar.
  11. What if you are studying up on procs and making proc-lomations ? 🤔 Does that make you a proctologist studying proc-tology ? 🤔 Is that even science or religion at this point.
  12. An apt reflection of the actual Dev : Positron ? 🤔 And he was a paid glitch in the development staff 🧐 I didn't care for him after I4
  13. I don't think you are missing anything.... NPCs now don't miss as often 🤔🧐 Ok that was dumb. Exit stage left
  14. No muss no fuss no rolling keybinds assuming you get at least 124% recharge, basically just tap forward or right will keep them going. /bind w "+forward$$pow_exec_auto Domination" /bind d "+right$$pow_exec_auto Link Mind" Assuming you get about 180% recharge or close to it /bind w "+forward$$pow_exec_auto Domination" /bind d "+right$$pow_exec_auto Hasten" Uses WASD movement keys and resets auto fire every press of a button. If you leave a power cued like the next attack, it will not fire off until the cued goes off.
  15. My farmer is savage/fire, so the best I can say the display is bugged. I have 2 savage brutes, /Elec and /Fire + a Savage/Shield scrapper. Only the /Elec has hemorrhage and its underwhelmingly in the damage except that it actually will stack with enough recharge; I think...given that I cannot see if dots actually stack except for combat spam which doesn't say much. They could over right each one for all I know. I do have a cheap build for a savage/bio stalker that kind of disappointing since its so crunchy soft, but its a hoot since hemorrhage basically resets randomly and acts like a second AS out of hide. And the animation is incredible if you can AS than follow up with hemorrhage; it looks so savage!
  16. Somewhat endurance heavy at 1.92, has -resist utility, perma hasten when you use incarnates and it covers endurance recovery while active, 1 extra slot in health you can slot where you want, leave tough off, Tactics can be swapped for Assault.
  17. /bind w "+forward$$pow_exec_auto Active Defense" /bind d "+right$$pow_exec_auto Hasten" Uses WASD movement keys and resets auto fire every press of a button. If you leave a power cued like the next attack, it will not fire off until the cued goes off. change /bind W "+Forward /bind S "+Backward /bind A "+Left /bind D "+Right Or you can fuxxor your key and make W "+left go left when you hit forward. ++forward is auto run, basically ++ just makes it run in the direction you slap next to it You are welcome.
  18. I would say the oldest person in lore is /jranger🤣
  19. skip it, its not worth it. I used it in a build just before the damage was added as a plain slow; it got toggled off. Damaged added, still toggled off. There is a new buff where damage toggles won't suppress anymore, but you still need to be in melee range for it to work and the damage is kind of miniscule in comparison. Almost any other power is better; except for Power Boost since it only adds 2 SO worth of slotting secondary effect for 10 seconds. Really want to see buff powers like what fire or psychic assault have.
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