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BZRKR

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Everything posted by BZRKR

  1. BZRKR

    Rad Armor and Agro

    I think you would be wasting slots putting so many taunt slots all over your build. Beta Decay will aggro up to 10 targets Taunt will hit up to 5 targets Radiation Therapy will hit up to 11 targets Ground Zero will hit up to 30 targets, but hits allies and enemies. And then there are however many targets you hit with your secondary and aggro with Gauntlet. But the aggro cap is 17 So, unless you are planning to aggro things and then never kill any, you should be able to grab plenty of attention as the rest of the team does their thing.
  2. This is a neat idea! I wonder if the concept can't be made to fit the current armor T9's, is it possible you've found the framework for how one of the unimplemented Incarnate slots could work?
  3. First off, thank you for all of your work on these threads! Second, is there a math-based reason why Boxing is preferred to be a slotted up attack instead of Kick, or is it preference?
  4. While I'm all for increasing the size of Spinning Strike's Aoe, I would hate to lose the unique mix of slotting options in my Street Justice Brute.
  5. I'm home now, and you are correct ... but so am I 🙂 Build Momentum gives a 10 second Momentum window, which is plenty of time to do Whirling Smash twice with a filler attack, if I have enough targets triggering Beta Decay to get my global recharge up around 200%. However, the Momentum window from a slow attack is indeed the much shorter 5 seconds, which probably contributes to the extremely uneven feel of the set. Given that I usually run on teams/ leagues, I am positive that what I am thinking was "normal" performance was actually with plenty of buffs that I hadn't bothered to take into account. @Techwright So that's something to consider. Get Build Momentum and slot it up so you can have that bigger window as many times as possible.
  6. Come to Indomitable at 7:00pm Central US time for the Mothership Raid and hit me up at my global. It may very well be that I'm misremembering something, but I'm pretty sure two Whirling Smashes in one momentum window isn't one of those things.
  7. The power "Build Momentum" gives you momentum when you click it. Otherwise, you will have to do a slow attack to start each attack chain. Try to think of momentum as a "fast attack" state that comes and goes. When you have Momentum, you should see the word "MOMENTUM" in red in your buff indicator area. When you have it, you have it. When you don't, you don't. +Recharge is needed to ensure that you have an attack ready to fire off while you have Momentum. Really smoothing out the attack chain will take IO sets at a minimum. Luckily, Beta Decay also helps. If the red "MOMENTUM" text is not present, you aren't in momentum, and will have to do a slow attack. Again, +recharge (global or from enhancements) are needed for smooth-ish attacking. Two enhancements is probably not enough. Also, if you are experiencing slow network connectivity or "lag", the ability to fire off attacks in your momentum window will be affected by that too. My main character right now is a Radiation/ Titan Weapon Tanker. At lvl 50, my attack chains are: Arc of Destruction>Whirling Smash>Follow Through>Whirling Smash Rend Armor>Follow Through>Whirling Smash> Rend Armor If Build Momentum is up, the chains are: Build Momentum>Whirling Smash>Arc of Destruction>Whirling Smash Build Momentum>Rend Armor>Follow Through>Whirling Smash>Arc of Destruction I sprinkle in Defensive Sweeps at the beginning or end of the chains to get the defense bonuses or try for Proc activations as needed. I don't have Crushing Blow or Titan Sweep. In between Titan Weapon attacks, I will do sets of my other powers: Radiation Therapy>Particle Shielding>Ground Zero>Barrier or similar. I like to "kick off" fights with my Vorpal Judgement. As for the "Tanker or Brute" question, all I can say is that I went with a Tanker because I wanted to feel better about having to stand there taking attacks while I was doing the slow attacks, and because Radiation Armor on a Tanker is very nice.
  8. Would it be too ill a duel to refuel the punster's gruel with the crown jewel of how to say Tsoo (according to Google)?
  9. I'm all for anything that brings Mercenaries up. It would be interesting to see these suggestions on Test.
  10. Oh hey! Your examples made me think of the Warburg Nukes. There could be one of 3 Devices: A weather machine that causes lightning strikes (Nuclear Blast) A chem-attack machine that sprays out toxic clouds (Chemical Burn) A bio-reactor that dispenses Nemesis-buffing substances (Biological Mutagens) Of course, preventing/ defeating each of the devices should have associated badges 🙂
  11. On my Dark/Savage ,I left Swarm at a single slot with an ACC in it. I only use it to show my contempt for a mob that has a tiny sliver of life left.
  12. Okay, but if the build has plenty of recovery, why not skip the endurance reducer and put in a proc that will fire a non-zero number of times for a beneficial effect? I can understand not wanting to double up on the Achilles Heel so that you aren't wasting procs on redundant debuffs, but there are more than one -res options, like a Fury of the Gladiator in Ground Zero?
  13. I recommend putting an Achilles' Heel Chance for resistance debuff in Beta Decay.
  14. Oh man, I'd love an "Underachiever" badge 🙂 And a "Wrong Way" one.
  15. I have nothing against your idea. However, I kind of like the aggro cap where it is, because against full sized spawns there are plenty of enemies for each member of the team to deal with. As a Tanker, I have the ones I can aggro and try to consolidate. The rest are for the other Tanker, or the Brutes, or the Controllers or Defenders, or that Mastermind over there. I like being able to have so many enemies to jump into that there is still an element of danger even if I perform my job flawlessly. However, it would be a lie to say that my reaction to the Aggro cap being raised wouldn't be a big smile and maybe some giggling.
  16. Communication is key. When the Team is forming up, consider asking "Who has the Team Transporter power?". Then, you can say something like "For missions in other zones, or more than a mile away, we will alternate using Team Transporter starting at the top of the list and working our way down.". And finally say "If you don't want to use the Team Transporter because you are leveling up or buying stuff, that's cool, just catch up when you can.". Wait for a majority of the team (or everyone) to respond, and do any further organization as required. Then, if people zip off on their own, you can proceed with confidence that they will catch up eventually or perhaps drop team. If they bitch, remind them that the ground rules have been set and that if they don't like them, they can have a nice day elsewhere.
  17. Thank you to all the GM's for all you do!
  18. WooHoo! Thank you for all of the hard work! Let's zap some Rikti!
  19. "Putting clients DAMAGE first by putting employees PROCS first, immediately after prioritizing fiscal responsibility GLOBAL RECHARGE toward exceeding by empowering our employees YOUR CHARACTER to put clients PROCS (and themselves AREA FACTOR) first, in a diverse and respectful environment of only those that come PROC first, first." (Apologies to Bopper, Sir Myshkin, The Sebben & Sebben Law Firm, and everyone else.)
  20. You're not wrong. I concede that it "can" have a bunch of attacks early on. My experience comes from building a Tanker, so I need armor toggles early on too. This does not invalidate what you said, but in order to cram everything into my build, I have 2 Titan Weapon attacks until level 28, which wouldn't be a problem because one would normally fill that attack chain with P2W stuff. In fact, the only AoE I have at lower levels is Defensive sweep, so I guess I don't see these advanatges that you are refering to. However, I have my Taunt and my Heals, so I can still do my job, but it's awkward. That's all I'm saying. I'm okay with it being awkward, because of how awesome it gets later on. My main concern is that IF the dev team was going to go under the hood for major surgery, they would also look at things like this. Basically, if the advantages are going to be trimmed back, then the disadvantages should be too. I don't want the set to be transformed into something really bad (energy melee) just because it once was good. If that's unreasonable, then I would like the Devs to let us know what the "correct" melee sets to use, so that we don't take another character past 99 vet levels just to see it drastically changed for the worse.
  21. What you say is absolutely true. However, a compelling part of Zeraphia's argument is at low levels when you don't have 4 attacks, and/or don't have the recharge to use the attacks you do have. When you are always doing a slow attack followed by a fast attack, followed by Momentum running out, followed by a slow attack... well it feelsbadman™ Whenever they get around to adjusting Titan Weapons, one thing I hope they look at is the Taunt animation, especially the redraw part of it. Compared to other sets, it feels like Titan Weapon takes longer to taunt, and it's such a super great animation that I wouldn't want it to go away.
  22. Does zooming out help any?
  23. Based on the info here https://paragonwiki.com/wiki/Enhancement_Sets and here https://paragonwiki.com/wiki/Hamidon_Origin_Enhancements#Nucleolus_Exposure, I believe that: SprCmmoft = Superior Command of the Mastermind TchofLadG = Touch of Lady Grey GssSynFr = Gaussian's Synchronized Fire-Control HO:Nucle = Hamidon Origin: Nucleolus Exposure SlbAll = Soulbound Allegiance ExpStr = Explosive Strike Hope this helps!
  24. Nice! As always, more content is more 🙂 I always thought the story arcs that Alan Desslock gives (where you put yourself on the "Destined Ones" list and then go be a "regular" Villain left a lot "off screen". Some content that includes dodging duties and your superiors in order to go "moonlight" as a Destined One, as well as the kinds of special operations you describe would be great. In particular, missions where you are sent on operations by your Arachnos unit, but have to keep a low profile to avoid being discovered would be interesting. Maybe your unit is sent to apprehend one of your other contacts for interrogation. Do you silence your contact to keep them from exposing your non-Arachnos activities, or do you turn on your unit and have to deflect suspicion as a "sole survivor"?
  25. If I have the slots, I like to 2-slot Taunt and put in a Perfect Zinger: Chance for Psi and a Perfect Zinger Taunt/Rech/Range. The set bonus for 2-slots is a little bit of Toxic/Psi resist, which is nice, and the range helps a little when pulling herds into the bowl during Mothership raids. After the most recent round of Tanker changes, I think you'll find that having one or more taunt auras and throwing plenty of AoE attacks will keep the attention of enemies just fine.
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