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Everything posted by Uun
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Way back in the depths of time before the proliferation of freebie ranged attacks (origin powers, veteran powers), confront could be the only ranged power available to a scrapper and was useful for pulling. Pretty sure I tried it in my build at some point back around 2005-2006. Agree it's pretty useless now.
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Storm Kick is a very good attack and worth more than one slot. Has far better DPS than Eagles Claw, which takes forever to animate and IMHO is skippable. Dull Pain should be maxed for heal and recharge, so 4-6 slots. Recharge is wasted in Integration (it's a toggle), so you could move that entire set to Dull Pain and lose some of the slots in Integration. I assume you're doing it for the set bonus, but Resilience doesn't need 6 slots. Can easily be 1-3 slots as the only thing enhanceable is the damage resistance. You're using a ton of slots on defensive pool powers that don't yield much defense (Hover, Maneuvers). Again, I assume it's for the set bonuses. Unless you're married to Afterburner, I would swap Hover for Combat Jumping, which is much more useful for a melee character and has the same defense. Not a fan of melee while hovering.
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I went with Blaze Mastery for Melt Armor and Fire Ball, although you have to waste a pick on Ring of Fire or Char.
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My main was MA/Inv and I also had Claws/Regen and Spines/Dark. I have re-rolled the MA/Inv on Homecoming, but only up to 38. BTW, MA was buffed considerably in I18.
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Yes, Blasters do 50% more base damage (https://paragonwiki.com/wiki/Damage#Damage_Scale), although Corruptors can boost their damage with buffs/debuffs. Also, /plant isn't a Corruptor secondary - they get /nature, which has only one overlapping power. Most of the blaster /plant powers come from the controller plant primary or the spines primary.
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Opinion: More players should see Null the Gull
Uun replied to Spotlore's topic in General Discussion
Prior to Homecoming, I'd been playing SWTOR for quite a few years. Over there you have the choice of playing Republic side or Imperial side. Contrary to the idea that most people are drawn to hero-type characters, population is much greater Imp-side. Not sure if it's the story lines or the the available ATs, but that game is much more active on the "villain" side, (although the end-game content is largely the same for both). -
Dimension Shift was changed shortly before shutdown. It's now a toggle and you can enter the phased area and interact with the enemies. Still situational, but much improved. Here's the new power description: Location-targeted AoE toggle. This power folds space in an area, immobilizing and phasing all targets within the sphere. Enemies who enter the area become immobilized and phased for the duration of the effect. Allies who enter the sphere's area of effect will enter the phase as well, allowing them to combat phased enemies. Detoggling this power ends the effect, bringing the phased creatures back into the physical world. Maintaining this dimensional distortion is taxing on the user, and cannot be done for more than 20 seconds. Singularity rotates Crush, Lift and Gravity Distortion and constantly runs Repel. (Because its intangible, you can stand inside its repel field.) Can't be healed but has 90% resist to psi and toxic and 50% resists to everything else as well as status protection.
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Titan weapons with a giant guitar. Obviously called El Kabong. https://upload.wikimedia.org/wikipedia/en/5/50/Hb_quickdraw_photo_01_md.jpg
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Similar to the Mind/Rad and Ice/TA I had back on live. I'm sure it's playable, but is it fun to play?
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I've got a Rad/Dark/Power that's a lot of fun. Lot's of team utility, lot's of AoE.
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If you want to add some soft control to Gravity, pair it with Storm. You can use Crushing Field on top of Freezing Rain without negating the KD and the baddies can't run out of the AoE. Snow Storm also pairs well with Crushing Field to negate mobs ability to do much of anything (62.5% -recharge). With those plus Wormhole, I definitely feel like "I have controlled those enemies". Obviously, this strategy would also work with Cold.
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Ground Zero does more damage than Atom Smasher, has a 15 foot radius and can hit 30 targets.
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The sustain powers were never on live, were they? I played a lot of blasters and would have noticed.
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The way a scrapper helps a team is killing stuff. Irradiated Ground should be slotted for damage, not defense debuff. Radiation Siphon should be slotted for damage and heal, not defense debuff. Ground Zero should be slotted for damage, not healing and defense debuff. Can't understand why you would skip Devastating Blow or Meltdown.
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Wormhole is a mag 3 TP. I thought you needed mag 4 to TP a boss.
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I can't speak to what's best, but I have an Ice/Time and I never run out of end. Temporal Healing (I think that's the right name) is a toggle that provides end recovery equal to 2x Stamina.
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Back on live I had a Claws/Regen scrapper with both Tough and Weave. This was back in the days when there were only four Scrapper secondaries. While it's not a huge amount of resistance and defense, it takes some of the sting off big alpha strikes that can overwhelm your healing. Between the two, I think you get more value out of Tough. If you expect to exemplar down for task forces, you can always respec to take it earlier in your build.
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I've unlocked the alpha slot on my Rad/Dark, but I'm at a loss as to what ability to slot. I had a Dark/Rad defender for years back on live, but I never bought Going Rogue so never had access to the incarnate system. Damage? Recharge? Endurance Reduction? Accuracy?
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A month or two ago I was teamed with Pool Boy. He was a defender, but only took the required powers and all his attacks were from the pools. He had it IOed out the wazoo. On live I took a Ninja/Poison MM to 50. Not the worst, but not easy mode either. I also had an Ice/TA controller. Couldn't solo worth a damn but could lock down everything in sight.
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Temporal Healing gives a small amount of absorption, but it's primarily +recovery. HUGE amounts of +recovery.
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FYI, this mechanic is also in place for the other anchored debuff toggles (Darkest Night, Snow Storm, etc.)
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I keep regeneration rate and recovery rate pinned to my screen so I can monitor live (also handy to know when you've been debuffed, if you have trouble seeing the green rings). There's a noticeable increase in regeneration rate as your health drops. I currently have Gamma Boost slotted with 1 end mod and 1 health.
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- Slot Hurricane for -tohit. Its -30% base and enhanced you can floor just about anything. - Wormhole needs to be slotted for accuracy. Can be useful to slot for stun and/or range. Note, Wormhole doesn't need LOS and can be used around corners. - Thunderclap is skippable (it's only a mag 2 stun) unless you want to stack it with Wormhole to stun bosses. - I haven't used Dimension Shift since they changed it in I22. You can now attack the phased enemies if you enter the phased AoE.
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Back in the old days I played 5 scrappers to 50 (MA/Inv, Spines/Dark, Claws/Reg, Elec/Shield, Fire/WP) and I'm currently working on a Rad/Rad that's up to 33 and have just started slotting IO sets. Rad primary is good other than the activation time of a lot of the powers is pretty long. The cone is fidgety and hard to line up to get more than one - I can line up shadow maul with no problem but not this one. You don't get a good AoE until 32 (other than the aura). Rad secondary is very good, although you have to play it like Regen and avoid getting overwhelmed by too many mobs. The set has more +regen than straight heals, so you want to avoid letting your health drop too much. Beta decay is awesome, especially that the -DEF is autohit. You can laugh at shield generators and drones. Still debating whether to add Tough - will wait to see how it plays with the IO bonuses.
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Yo! I had 16 lvl 50s on Protector (13 blue/3 red). Haven't re-rolled any of them yet - waiting for clarity on whether there's another server wipe coming.