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Parabola

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Everything posted by Parabola

  1. 26 these days but agreed with your whole post. Claws is the scrapper set as far as I'm concerned. Great aoe, great single target. It has the most natural home for critical strikes of any set I've tried on a scrapper too.
  2. Both Bio and Rad really love recharge to cycle their healing/absorb/regen/proc bomb powers more often. Rad does provide a bit of its own but Bio is entirely dependent on what can be provided from elsewhere. Fire Melee doesn't give you any slots for FF+rech so of the two I'd probably lean more towards Rad for this pairing. Martial Arts would be a great pairing for Bio (although it would also complement Rad) - in fact I'm currently looking at rolling a Bio/MA myself. In general I think Rad is the sturdier of the two outside of really high recharge builds (Bio can be seriously tough when you get the tier 9 up more than it's down). In terms of fun I like them both - I like having active mitigation. Overall I probably favour Bio as it has more buttons to click and it does more weird and interesting things, but I always pair it with powersets that I can stuff FF procs into.
  3. I've had a go at what this combo might look like if I built it. It's soft capped to ranged (more or less) and with 5 force feedback procs (all the empty slots) it should recharge plenty fast enough too. Not sure what I'd do with the last two power picks - they'd need to be one slot wonders.
  4. Well that looks pretty conclusive to me, thanks so much. Good news for powers such as carrion creepers that love both recharge and procs.
  5. Most (all?) pet summon powers can be slotted with recharge but the pets attack powers are coded to ignore recharge to stop the AI derping out. So my question is does recharge slotted in a pet summon also get ignored by the pet powers when they check for proc chances?
  6. I've said this before but this is exactly the kind of commentary I think should be released when changes first hit beta. Yes, there are now going to be arguments about the commentary rather than the changes themselves, but having some context for the changes is just so useful. Thanks for taking the time.
  7. Is this a dual box question? If so seriously consider making the support character a mastermind. That way you can have reasonably hands off support and more offence in a single package.
  8. Bio/stone is excellent, probably my favourite toon. I'm currently levelling a bio/ss which is good but a bit more awkward due to feeling forced into the fighting pool early for cross punch. Boy does it do damage though! Both sets synergise well with bio. Basically anything that can slot ff procs in aoes is a winner. I've looked at /stj a few times for another bio pairing but have always felt a bit disappointed in the single target damage given that's supposed to be a strength of the set. That might just be an on paper problem though and I'm sure I'll level one at some point. A further mention for /stone. Bio loves two things: recharge and control. The clickies need to be recycled as fast as possible and then given enough breathing room for the regeneration to work. The combination of aoe knock-downs and stun is hard to beat for this. Mine is built all out for damage, proc'd to the gills, and is still highly survivable because of this. Also having a mag 4 fast activating hold is just awesome. It can solve so many problems.
  9. Very excited to have a play with AR and Psychic Blast - I have concepts that have been waiting for those revamps for a very long time :). If we're looking at Dark Blast would it be possible to give some attention to the way the cones line up?
  10. I run the hollows arcs on every new alt. I consider it a rite of passage of sorts and you get a couple of badges, a load of merits and you open up the cavern of transcendence trial. I also love the old school vibes of the place. I only wish perez park had similar content.
  11. A point that I have come to appreciate more recently is that I prefer the corruptor ato's to the defender ones. An extra big damage proc and the bonus end proc are generally more valuable to me than the heal and absorb (particularly as I can't stand the sound effect attached to the absorb proc). I don't have any doubt that corruptors could do with a bit of a boost though, likely through making scourge more meaningful in non av fights.
  12. Necro/time works very nicely for this. Most of your pets want to be in melee and times juncture gives you a very strong incentive to follow. Chrono shift is very useful for recharging soul extraction too.
  13. Change the trams so that using them isn't tied to the tram animation cycle. Still annoying after all this time.
  14. You haven't slotted a proc in it have you?
  15. Regardless of any reasoned arguments (which are clearly pointless) this simply isn't your decision to make. We play in homecoming's playground. They make the rules.
  16. The constant 'never back down, never surrender' arguments around here are utterly exhausting. Maybe it's not life or death important to argue every little point into the ground?
  17. I'm not sure you've thought this through - the prevention of using rest and personal force field at the same time isn't a restriction, it's there to prevent you killing yourself. Rest has something like a -100,000% defence penalty and a similarly huge resistance penalty - enough to make you hit the floor for both defence and resistance regardless of any other factor. It also completely immobilises you. Adding the ability to accidentally toggle rest on during PFF would be a flat out nerf (but it would make an entertaining noob trap).
  18. It's a nice idea but given that we can just email inf between characters it would just be creating a slicker, more lore friendly solution to an already solved problem.
  19. I meant to add the word reactive in there. Energise is on too long a cooldown to adequately fill the role of a reactive heal in my opinion.
  20. If there absolutely had to be a penalty for using the toggle then sure. I'd leave it to the devs to find the right balance. I'd ideally prefer to go in the other direction: give kb something extra that is lost when it is turned into kd. Obviously more technically complicated by far so might not be feasible but in an ideal world... Re energy blast. To be completely honest my biggest gripe with the set isn't the kb, it's how inconsistent that kb actually is. When aoes only have a % chance of kb they are all but guaranteed to scatter mobs. Yes, it is possible to limit this through positioning but personally I don't find the game enjoyable trying to hover over mobs (camera control etc). If slotting kb enhancement could raise the probability of kb to 100% I'd be all over the set.
  21. I find myself wishing I had a universal kb mag reduction when playing some melee sets vs kb vulnerable enemies. Battle axe vs clockwork for example can be an utter pain. Overall I don't entirely disagree but surely there has to come a point where we accept that this idea simply isn't going away and the people requesting it over and over again have legitimate reasons. Preventing power creep is an admirable position but only so far as it serves the interests of the overall health of the game. If enough people find kb to be detrimental to their experience of the game then that isn't serving the greater good. Also, I don't think the sets that would benefit the most (energy blast and peacebringers) would be pulling up trees even with some sort of toggle. For my money they would move into the 'maybe playable' bracket as opposed to the 'never going to touch them' bin where they currently reside.
  22. As I said: I just think it's a shame to have anything that makes a small community feel smaller.
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