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America's Angel

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Everything posted by America's Angel

  1. It's been a rollercoaster for sure.
  2. Oh wow! Thank you! My global is: @America's Angel
  3. Burn doesn't just summon a pseudopet. See the bit in red below:
  4. Agility would lower the proc rate of the first (non-pseudopet) burn attack, and the lack of musculature would lower every other attacks DPS. The extra recharge from agility isn't worth this tradeoff.
  5. To answer your question - yes enemies can still reach you on the asteroid map even if you're flying at the top, because the ceiling of the map is low. However, this doesn't matter. You shouldn't be flying. Burn and your damage auras are a big source of your damage and they're melee range. (So if you're farming on a blaster, you're doing it in melee range.) You mitigate damage by killing fast. Nah. You want to kill things as quickly as possible with procs firing with the highest rate possible. Agility is a terrible alpha for this. For farming, the only alpha you want is musculature core. Endurance is handled by Ageless. Accuracy can be found with set bonuses. (My rad/fire 6-slots procs into Burn and IG, doesn't use tactics, kismet, or FA, and still has a 95% hit rate vs +4s due to IO set bonuses.)
  6. You want them on separate maps. You'll earn more.
  7. Active (asteroid) = ice/fire blaster Active (all other maps) = rad/fire brute afk = rad/fire brute For incarnates: Alpha - Musculature Core judgement = Ion Core Final Judgement (+dam) Destiny = Ageless Core Epiphany (+recovery) Lore = Banished Pantheorn Radial Superior Ally (untouchable pet) Hybrid = Assault Radial Embodiment (Double hit) Interface = Degenerative Radial Flawless Interface (75% damage proc, 25% -HP) Reactive also works for interface, but as stuff dies so quickly Degen is probably better. The -HP works out as an extra attack.
  8. I'm not sure why Uruare is seeing lower damage on their crits. The only reason I can think of is that they were using Zapp. Prior to this update, Zapp was was erroneously using the slow snipe damage for the quick snipe attack. That has been fixed so it is now balanced with the other scrapper snipes.
  9. Melee/Support. Cleric style. And a class that uses the confuse effect to be able to control enemies for an entire mission with MM-level control.
  10. Yeah we discussed it loads in testing. There was huge pushback to it, so it got removed. That's why you don't see this in the CoD entry for the scrapper snipes anymore: (On beta this was set to "Recharge Power in 12 sec" for a reduced proc rate. Now it's gone.)
  11. Proc rate and base damage haven't been lowered in scrapper snipes.
  12. Update from Powerhouse: This is working as intended until the powerset gets a performance pass.
  13. It's legit. Animation cancelling was removed. And changes to rooting were made. From the patch notes: Power Animation & Rooting Update Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling The following powers will now never root during their activation: Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp) Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain) Scaling auras which do not damage enemies (eg: Invincibility, Beta Decay) The following powers will still root during their activation (and will do so more reliably): Any power that applies any kind of effect to enemies (this includes attacks as well as damage auras), apart from those mentioned above All powers that summon other entities All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window Weapon redraw should no longer cancel attack animations In addition, many powers with excessively long cast times have been sped up (listed below) Here's the rest of the patch notes if you're curious about any other changes:
  14. Okay so a few people have said Scrapper snipes are nerfed. So let me jump on this before the forum rumour mill does its usual thing of parroting objectively incorrect information. Snipes haven't been nerfed. The Mace and Mu snipes have been bugfixed, and ALL snipes (as well as all epic attacks) have been buffed. Here are the specifics: CHANGE #1 - BUG FIXES: Stalker/Scrapper > Mace Mastery > Mace Beam: Fixed numerous bugs in the crit damage. Stalker/Scrapper > Mu Mastery > Zapp: Fixed a bug where this version of Zapp would have a projectile delay on it's damage despite the power not using a projectile: Scrapper Only: Fixed a bug that was causing the fast version of this power inflict slow-version criticals CHANGE #2 - ATO BUFF: Scrapper ATOs and Shinobi-Iri Fixed a bug that prevented most Epic pool attacks from having their crit rate increased by these in PvP ...what this means is that if you trigger the critical strikes proc, your snipe will have a 53% chance of doing a critical. (In Page 1, you could only have a 5% chance, because it would ignore the Scrapper ATOs.) This is a HUGE buff. Read the patch notes:
  15. Yeah I wasn't sure if it was intentional or not, especially given Gaussian is a thing that exists.
  16. I don't think the Scrapper ATOs are boosting Concentrated Strike (kinetic melee) crit rate properly. I just tested it 50 times in a row: Step 1: Triggered critical strike window with smashing blow Step 2: Fired Concentrated Strike Result: Power Siphon would insta-recharge 28% of the time. (It should be doing it 73% of the time.)
  17. IMO it should be called Invisibility because "Stealth" is also the name of the power effect.
  18. Plenty people tested it. It just didn't work well so got rolled back. It looks cool.
  19. IME the devs are usually pretty good at listening to feedback. Having been through two beta cycles with them now, I've seen them walk back/ change enough things based on player feedback to see that they do listen. (Even if they don't always agree with the feedback they receive, they're certainly reading it.) That said, Martial Arts is is a much more popular set than old EM was, and the Eagles Claw animation is beloved by many. So I'd be surprised if there's any big changes in store for MA. Giving EC a "damage buff" doesn't mean make it do +dmg. It means increase the base damage. (I.e. the thing multiplied by all the +dmg brutes get.) So this would benefit brutes just as much as the other ATs. (Again, not that it needs it. Eagles Claw should be left alone. Even the almost-old-enough-to-drink typo that is its name.)
  20. I wouldn't say no to an EC damage boost as long as the animation is left completely alone. And I meant to put Cobra Strike, not Crippling Axe Kick. Oops. 😄
  21. Absolutely not. The incredible animation is why people take the power. (And in my case, the set.) I would hate to see one of the coolest looking animations in this game ruined because the forum playerbase is obsessed with chasing min/max DPS. Everything in the game doesn't have to be tweaked to fit the cookie-cutter way people on the forums play their characters. As for Martial Arts in a more general sense? It's really good if you know how to build properly. (Both in PVE and PVP). The only issue is AOE is a little lackluster. The solution is easy, take either Crane Kick or Crippling Axe Kick, Cobra Strike and make one of them a cone. That's all the set needs. No combo system. No reimagining. No gutting of Eagles Claw's epic animation. Just a minor tweak to one power.
  22. If I place a thumbtack on Port Oakes, it shows up on the map, but in the game it's sending me to the abandoned lab: This bug may take a few attempts to replicate. Some parts of Port Oakes work for the thumbtacks, some don't and default to the abandoned lab. Not sure why this is. Wonder if it's an elevation thing?
  23. It procs well. Good place for the annihilation -res proc. It's pretty much perma 12.5% -res:
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