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Parabola

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Everything posted by Parabola

  1. If claws/nrg isn't taken swap me over to that. It's the strongest 'whole game' scrapper I've played by a distance. Edit: Here's my current build for this combo: It's designed to take on pretty much anything with as much resistance as I could cram in. And this is a secondary build with the intention of turning it into a kind of off sentinel. I got frustrated with those moments that the game really doesn't want you to be in melee and this was the result:
  2. Just coming here to say the same. Mine is showing a fixed proc rate of 58% for a 3.5ppm (75% for a 4.5ppm) regardless of base power cooldown, slotted recharge or cast time.
  3. Super reflexes gets very tanky with almost zero interaction required. It probably pairs best with an attack set that provides some healing so that would be radiation melee or dark melee. Both are fairly straightforward to use but as mentioned above the nod might go to rad for the passive damage aura. Then again I find myself changing targets a lot on rad melee hunting down the contaminated enemies. Dark melee has a weaker heal but you can hit anyone to activate it.
  4. Scourge in mids; world beating. Scourge in game; largely disappointing.
  5. Ah, interesting. Yeah I get this. It never occurred to me it might be affecting other people too. I've found a quick alt-tab out and then back into the game window seems to fix it more often than not. My usual reaction however is one of confusion, panic and then rage as I'm hammering my power keys and nothing is happening...
  6. It was probably debuffs that were the problem. Resistance sets will get hit far more often and therefore eat more debuffs. I play a lot of rad on tanks and brutes and I wouldn't build one without focused accuracy and enough winter 2 pieces to cap recharge/slow resist. Also consider taking ageless radial even if the endurance and recharge are superfluous. You could also try slotting some heal in radiation therapy, scrappers only have 4 damage procs to put in it so if you can find the slots you can slot it for its actual purpose too!
  7. I would never not take Shockwave. It is a 100% knockback power barring misses which makes it very reliable. Slot it with a kb->kd, ff+rech and a couple of other procs and you have a power that gives soft control and accelerates the rest of your build. You are going to be blasting away with cones most of the time anyway so you may as well rotate all three.
  8. My default slotting that I try to get into Dark Regeneration as quickly as possible is: Fury of the Gladiator (Acc/Dam, Acc/End/Rech, Acc/Dam/End/Rech), Preventative Medicine (Heal/End, Heal/Rech/End), Theft of Essence (+Endurance proc). The power needs enhancing for Accuracy, Recharge and End Reduction primarily, and the +Endurance proc is basically mandatory. The extra Heal enhancement is nice if you ever need to use Dark Regen against a single target and you get a couple of useful bonuses too.
  9. I think there is a balance to be struck. Some powers became obnoxiously loud when they stacked, things like howling twilight and stone cages spring to mind. But others like dna siphon and radiation therapy were never all that loud and now are way quieter than other powers. I get why we'd want to reign in some of the worst offenders but I think some powers have been affected that really didn't need to be.
  10. Of the listed combinations I would think mace/nrg would be my favourite. That said after trying a lot of combinations the winner of the 'scrappiest scrapper who ever scrapped' contest for me was claws/nrg. It just works so well with scrapper mechanics, having the perfect home for the +50% crits ato in follow up makes a huge difference. If I'm being totally honest though (and cheating a bit) my favourite scrapper isn't a scrapper anymore at all. My bio/stone tank is just far too good at everything and it has eclipsed every other melee character I've ever played. I could go on and on about synergies and the playstyle, and in fact I've been very tempted to write an old fashioned guide for it. It has crossed my mind to try the combo as a scrapper but sadly I don't think it would be as good. Global = forum handle 🙂.
  11. Personally I'd put shield defence in the s tier and drop both stone armour and radiation armour to a. D is a bit harsh on staff, a is a touch generous to martial arts and I think dark melee could nudge up into a. I might also be tempted to push fiery melee down a tier, it just doesn't offer enough.
  12. My personal gripe is with the sound fx changes on aoe powers. Powers like radiation therapy and dna siphon are so much less satisfying to use now, they are barely audible. If there was one thing I'd revert from this update it would be that.
  13. Park your characters in a safe zone like pocket d.
  14. Dark regeneration is often a culprit for end problems that get blamed on the toggles. Unenhanced it costs a third of your endurance bar to fire. But, it is also arguably the most important power in dark armour so you want it, and want to use it. Therefore it needs heavy investment. You will want lots of end reduction enhancement and the theft of essence +end proc. Hit enough enemies and it becomes end positive to use. Other advice is to look at cloak of fear as a fantastic opportunity to take a different power. It has rubbish accuracy and offers little return for the end you burn running it. In early levels you don't need to run cloak of darkness either as you won't have much else to stack the defence with so concentrate on the resist toggles. Also try to always run death shroud. Yes, it has a high end cost but if you get into the habit of letting it whittle down the last sliver of health on enemies rather than using an extra attack you will save end in the long run. On the subject of attacks. Always slot your attacks for end reduction if you are struggling for end. Your attack chain will likely burn far more end than your toggles will. As you are running solo you can set the difficulty to have large numbers of easier enemies. That will give you lots of inspirations that you can convert into reds to fuel your damage which will make up for having less damage slotted.
  15. This. Stone is another fabulous partner for bio and my bio/stone is now my favourite character. No less than 4 ff+rech procs, 2 in almost guaranteed to fire aoes. Bio feeds stone with end management and supplies a supplemental aoe in the form of DNA siphon procced out. Stone feeds bio with recharge and boat loads of control. Most of your mitigation is active which makes for really engaging gameplay.
  16. I have to echo this. The best use of this power as I see it is to break the alpha on your way into melee range where ice control really wants to be. Therefore I would prefer greater range on the fear than the width. It just doesn't seem that useful a power to me once I am in melee range, by that point Arctic Air and Ice Slick are doing their thing. Agreed. Marry the two effects up with whatever arc/range is deemed suitable and have done with it.
  17. Blimy. I don't even remember creating this. It would be nice to have more fine control over the graphics settings for powers in general though. A saturation slider would also go a very long way for example.
  18. The alternative that I'd love to see would be for all contacts to offer you missions regardless of your level but accepting a mission would auto exemp you to the appropriate level. Ouroboros is a great way of running story arcs solo but it's limited as a platform for casual teaming. If you could auto exemp to a contacts level in the outside game it would allow others to freely join and leave as you go along. It would also open up all the non story arc missions that contacts have that aren't available through ouroboros.
  19. Indeed. Also indeed. This is a drum I have banged before but people tended to get quite upset with the concept that the ability to run maximum team settings solo might not be the healthiest thing, in what is supposed to be an mmo. I'm actually not really a fan of the hardmode options, I would have preferred a more general rebalance, but I accept that there are many who see things otherwise!
  20. I think this change makes a lot of sense. It doesn't feel right to me that an attack that does 99% psi but 1% lethal (hypothetical numbers obviously) is blocked entirely by s/l defence. Also the changes to zombie vomit are very welcome from someone who enjoys wading knee deep in sewer water in the early levels. One thing does occur to me, when this change does make it to player attacks psi melee might become the set I had always hoped it would be. Although as psi/tox defence and resistance are being added to tier 9's it won't cut through those in quite the satisfying way I'd like it to.
  21. I dunno, if I were going to buff AM I would love to give it a touch more recharge bonus instead. I never build a rad (or anything really) without hasten and it takes more global recharge to perma that than AM. Therefore the recharge of AM becomes something of an irrelevance as I push towards perma hasten. Reducing it's recharge would bump up its uptime at lower levels though which would be nice. I find it hard to say whether rad needs an overall buff. If it does it seems more likely the devs would look at some of the less utilised powers rather than buffing the ones that are already the meat and potatoes of the set. If fallout was changed so that it could target an enemy body with perhaps a reduced effect for example. Mutation, like all revive powers, could benefit from the ability to buff a living teammate. The only change I really want to the core powers is a reduction in cast time for radiation infection and we're getting that in the next release.
  22. It's probably worth saying that obliteration in particular has the most consistently useful and coherent set bonuses of just about any set in the game. S/l Res, damage, accuracy, recharge and melee defence are all generally useful to any melee character. It is one of my more regularly slotted non-purple sets. Sure, some extra end reduction enhancement would be nice but if I were compiling a list of gimped enhancement sets obliteration would be somewhere near the bottom.
  23. We're through the looking glass here people. https://youtu.be/ut3I6gFmlls
  24. Yeah this is just sad. Of course there is nothing behind it but there is no arguing with this kind of thinking either here or anywhere else, mores the pity.
  25. It's a massive shame the croatoa farm map (the one used for that irritating 'stop 30 fir bolg getting to the portal' mission) isn't used for farming. I mean, come on ... It's actually a farm ...
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