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MitchEvans

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  1. I'd love it if Archery got an ammo swap power like dual pistols.
  2. I'm set at +4/8. After some trial and error, I think the best spawns come from using 3/2/1 minions, lts, bosses. Perhaps keeping those constant (e.g., 6/4/2, 9/6/3, etc.) is the answer.
  3. What power sets work best for a smash lethal farm? Tried dual pistols, claws and dual blades, but can't find a good mix that avoids kb and/or -Def added effects. Any ideas?
  4. I've searched for the answer to this fairly basic question to no avail. When building a custom enemy faction, what determines the ultimate mob density/numbers? I understand that setting object and captive spawns to hard helps, but is there any particular ratio of Minion/Lt/Boss needed to optimize the spawns? Some of my farms seem to generate only thin packs of mobs. When I do get better spawns, I can't decipher what makes spawn density improve. TIA.
  5. Thanks for your response and input. I generally avoid SS. Just dislike that power. Considered CJ/SJ which I like on melee types, but I don't need the CJ defense, and the QoL of flight/hover with speed on demand binds, and the added LotG and QoL from Afterburner always catch my fancy. Proton sweep also feels kinda meh to me. A lot of animation lag for what seems to be a short and meager cone. I will consider the potential of proc slotting ball lightning though. Thanks again
  6. I was pinnacle from 2004-2006. Vectorr and Sahara King were my mains. My SG was the Adeptus Arbites. Any Arbites that return can find me on Excelsior as @Behemoph or @Anti-Biotic
  7. I like the other powers in Spines, it's just Spine Burst that fall flat IMO. My rotation for big mobs is a mix of Burn, Throw Spines, Ball Lightning and Elec Cages. Throw in an ion judgment from time to time, and Spine Burst never fits in. It's basically a parking spot for 5 Scirocco slots.
  8. Exactly, other than a vessel for another 5-set Scirocco bonus, I struggle to see its worth.
  9. I've been playing two different Spines brutes as baby farmers, one /Bio and one /Fire. They both work pretty well, even though I haven't geared up with purples etc. In my travels, I have become very underwhelmed with Spine Burst. The animation is glacial for nominal payoff. I'm very tempted to respec out of it and rely on Throw Spines, Ball Lightning, etc. for AoE damage. Is that nuts? I see various high-end builds include it, but can't see how it ever fits into a rotation. What am I missing here?
  10. Is there any way to see how many and/or who is queued in the LFG system? Seems like it would save time and reduce chat spam if someone with a team of 7 could see if they'll "pick up the spare" by launching the queue instead of spamming the LFG channel for the last member. It would also cut the constant "any TFs starting" spam as well. Don't want to organize a TF? Jump in the queue and you can get scooped up.
  11. Tested it, and nope. It fires off build up the first time, as expected. But pressing it again while BU is on cool down, just fails and doesn't trigger the other power.
  12. Hopefully, this Is the right forum for this bind tech question. I understand that binding two powers to one key (unless they are mutually exclusive like fly/hover) doesn't work. The game processes the first command, but cancels it to execute the second. I noticed that the inspiration combo binds use this to combine insps in order. So if the last command to combine fails for lack of appropriate insps, it falls back to the second to last. Question: does the same "backtrack" logic work if the last command fails to execute because the power is on cool down? I'm thinking about binding Aim or Build up to some movement or power keys so I can always fire it off when available. Wouldn't something like /bind P "powexec_name Brawl$$powexec_name buildup" Do this? I.e., pressing P fires off build up, if build up is on cool down, will P "backtrack" to execute Brawl? Thanks.
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