SomeGuy
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Everything posted by SomeGuy
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Yeah, DM doesn't do good ST. That's a myth. Not sure how or why it got traction. I really enjoy the set though, I'd enjoy it a lot more if Soul Drain got the attention it needs. The set would get a super easy fix if that one power was tweaked.
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This isn't MA/SR, but it's pretty close (this is a level 50 build btw): When you use Eagle's Claws, it DRASTICALLY increases the chance to crit for the next two MARTIAL ARTS attacks. Paired with ATO1, and if ATO2 procs in it, you have an extremely high chance to crit in the window EC provides. So for 2s after the buff activates, you get a huge spike in your chance to crit for your next MA attacks. This can be really really dirty with Dragon's Tail right after an EC, letting you have a really high crit chance against a large pack. Yea, EC has a long animation time, but it pays off big time on a scrapper.
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Yeah. Every AT and combination posts in this thread, yet they have to dig for it in the scrapper subforum, so they may not look at all. I know there are players who don't play melee who would contribute to this if they knew it existed. Hell, I know I'm primarily a melee player and I rarely ever see the Tanker subforum. I know there are a lot of people that primarily play a ranged AT aren't likely to see this thread.
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On my DM/BIO scrapper I have it and set it for damage to eek out more AOE on the AT. The combo of Genetic Contamination, Soul Drain, Dark Consumption, and a procced out Touch of Fear = an AOE machine.
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lol you definitely did. Furthest back I found it was brought up: And yes, I've seem this thread get moved to somewhere that makes more sense for all ATs before.
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Well, look at it like this.. You have 110 HP and 1 HP/s. Get hit for 100. You're still alive. You have 100 HP and 1000 HP/s. Get hit for 100. You're dead. That HP/s does nothing. So HP/s is nice and gives breathing room in between hits, but you were only allowed to have the choice to allow the HP/s to give you breathing room due to the fact you're still alive from DEF > RES > MaxHP. And HP/s is going to go up building for more MaxHP. I was there when IH was nerfed. Literally nothing, HP/s wise, is as consistently good as that. I will not be on the HP/s train unless it's as broken as that. Yes, the original IH was broken AF. I also played a Inv/Fire tanker in that time frame and was seriously scratching my head how some people thought IH was more OP then Inv tankers then. I could herd +8s with a default slotted Invincibility then. I remember power leveling myself in Bricks the instant I got it. Stupidly fast ride to 50 on that character. It was still 400 hours to 50 on the Claws/Regen. Fifty hours with the Inv/Fire. Quite a difference... I learned a LOT due to these two broken powers, and apply what I learned today. I seriously just look at HP/s as bonus eggs on my characters. Regardless if defense based or not.
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The Trouble with slotting the Critical Strikes ATO…
SomeGuy replied to The Trouble's topic in Scrapper
There's a particular thread that also needs to be moved...and no. Not referring to this one. -
I don't have a good opinion about Staff. Like, at all. My opinion about Electric Armor? One of the best resist sets in the game. It's amazing. The comments about Energize and Power Sink caught my attention. Granted, I don't even have Power Sink slotted, and honestly don't know if I ever use it...but Energize is a, to me, MUST HAVE/USE power in Electric Armor. I personally don't put a lot of value to Power Sink, especially once you have figured out your end issues, but I do have it for OH SHI moments and for exemping when recovery serums aren't enough. Energize gives a faily significant Endurance discount, not to mention it's immediate heal and HP/s, Energize is a HEAL. The end discount and HP/s are bonus eggs. Do NOT prioritize those, Prioritize the healing portion of it. Don't think of Energize as a regen power. Nothing in this game does enough regen to prioritize building for that mindset. Defense > Resistance > Max HP > DPS >--------HP/s That's a good template to keep you alive. Why DPS? If it's dead, it can't hit you. And not much in this game can't out DPS your HP/s. This is my current TW/ELE Brute build. Yes, it slaps.
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I'm Stumped. Worse Pylon Times on Test.
SomeGuy replied to Bill Z Bubba's topic in Open Beta Testing
I just know it's really hard to to build for someone else since priorities are normally very different. I am going to slap together a Claws/SR that I would do. I know it will be wildly different then how you normally build, but it may give some ideas. Re: BU Proc I remember reading a while ago, and also my own testing, that over time it pays off more than an individual damage proc. Obviously, a DMG proc is more valuable if you're on a team and get damage capped, but if solo, a 5s boost to ALL your damage is nothing to sneeze at. And it grossly outweighs a proc, with a similar activation rate. Luckily Claws doesn't need a crazy high amount of recharge to pull off an ideal chain. Also, if you'll notice, Shockwave and Strike have very similar base values for damage and, I think, identical cast times. I definitely use Shockwave in my ST chain because it can take another -RES proc to boot. The Barrier thing was my guess if you run something other then Ageless. Honestly, good call. I am going to build a Claws/SR the way I do (two slot Health, default slot for Stamina) and see how it goes. Claws is pretty end friendly and now I'm curious how well the combo can do with end just with accolades and recovery serums. -
I'm Stumped. Worse Pylon Times on Test.
SomeGuy replied to Bill Z Bubba's topic in Open Beta Testing
I'm of the opinion that your live build is subjectively better. Now, in terms of DMG, I'd do differently but I'm trying not to mess with your power choices that much. Everyone plays differently. I did make some slotting adjustments. I dropped Evasive Maneuvers to get Elude to get another LOTG in. Something to note, the Kismet: Acc unique only works in powers that are activated, that's why I moved it. If you don't value the Recharge/Speed protection (this is a bigger deal then people realize) as much as S/L resistance, you can obviously move the slot from Strike to Spin for the 6pc bonus in the ATO1 set that give 6% S/L resist. I'm personally not a fan of Focused Accuracy. It costs way to much end/s and doesn't give enough back. I moved the Gaussian BU Proc to FU and lost the 6pc bonus of the ATO2. I also replaced the Toxic DMG proc in Focus with the BU Proc from Decimation. Build you posted with small adjustments: I slapped this together last night: Something to keep in mind for survivability: Defense>Resistance>MaxHP>>>>HP/S Hopefully you get some ideas. I definitely prefer doing straight through, minimizing procs, and that's how I would build it normally, but I did try to have some of what you like in mind. -
I'm Stumped. Worse Pylon Times on Test.
SomeGuy replied to Bill Z Bubba's topic in Open Beta Testing
I see you have a LOT of end slotting with this build. What destiny you run? I'm personally a BIG fan of Ageless: Recovery due to it giving a LOT of end/s and recharge. Recovery Serums are dirt cheap also and give a LOT of end/s. -
I'm Stumped. Worse Pylon Times on Test.
SomeGuy replied to Bill Z Bubba's topic in Open Beta Testing
This your Claws/SR? -
I'm Stumped. Worse Pylon Times on Test.
SomeGuy replied to Bill Z Bubba's topic in Open Beta Testing
Post both builds here? -
I'm Stumped. Worse Pylon Times on Test.
SomeGuy replied to Bill Z Bubba's topic in Open Beta Testing
I've had it go back and forth on Live and on Brainstorm. I just chalk it up to RNG. I'd put the BU proc in FU, TBH. And the ATO2. -
RadM is definitely a fun set. It actually has some really good deleting power for ST also, granted I know it's more well known for it's AOE. I haven't messed with it paired with /SD but that sounds like a solid combo for sure. Obviously with /SR, but I'm to much a taunt aura slut.
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Liked: The -RES Debuffs for most of the attacks (not DMG...only the Whisper attack does that tyme of -RES). Dislike: "Meh" damage. Wasn't even mid enough to make up for the -RES on most of the attacks. The set is to ST oriented. Yes, I know I primarily build for ST, but this is just silly. Attune is to weak for how awkward it is. I'm not sure what the goal with this set was. Maybe it was posted somewhere and I missed it. Either way, if there was a goal, I feel like it was missed. @Zugzwangz has a decent idea about attune. I figure just throw it out with the bath water and have each attack do a % of what Attune does now. Or a toggle that applies the buff to each attack. Something.
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Yeah, I feel the same/similar about DM. It's a weird and AWESOME set to me. It doesn't have a lot of firepower compared to other stuff, but I personally really enjoy it due to the weird mechanics of it trying to get what you can out of it. Maybe KM needs to take a page out of DM's book. Cause you have to work really hard to get mid, at best, performance with KM. And there really isn't much reward. Where DM you work hard to get mid performance out of it, but it's fun getting there. DM/INV and DM/SR are both solid as heck legacy sets. You can make DM/Bio REALLY good with AOE (I'll put a billion inf down my DM/BIO can out-AOE 95% of all scrapper players out there).
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
SomeGuy replied to The Curator's topic in [Open Beta] Focused Feedback
I have all my click Incarnate stuff on the second row starting at 2 (Hyrbid, Destiny, Judgement, and Lore in that order). So, alt 2-5 are my incarnate things. I have Attune at 1. So it's pretty easy for me, muscle-memory wise, to just do Alt+1. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
SomeGuy replied to The Curator's topic in [Open Beta] Focused Feedback
I just have Attuned set to Alt+1. I just know from other toggles like attune, or lengthy clicks, I'll just forget to turn it on. I personally like the idea of just making it a PBAOE aura, but that creates other issues and would definitely change up sets. ST Melee to MeleeAOE are game changers. I dunno, make Attune an unhencable click (the affect doesn't cause aggro...this could be bad, really bad, for stealthers) that applies an aura around the user with a range of the average ST attack distance? If an enemy is in that Aura they get attuned for X seconds. And that attuned applies only from the user who put it there, avoiding multiple sonic melee players abusing the mechanic on the same team. Attune reminds me of the toggle put on something when using a x/rad controller. It would run out of range and I wouldn't see the toggle is off, the anchor would run off and aggro EVERYTHING, or the anchor would be hella arrested and I didn't want to use 5s of animation for a 4s encounter. *For reference I'm not currently having issues using it. I know I'm not because I use it in the same way my mind/muscle uses incarnates. I can 100% see why others do though. It is an odd mechanic to use. -
Oh, I see what you mean now. Good catch. Wait. This is still amazing. Especially for teams. And solo. This set won't suffer from debuff diminishing returns as much as other sets because of that.
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Gotcha. And that explains even MORE. The set will definitely be a force multiplier on teams regardless of personal DPS. Stacking -RES? lol. Ill/Son Dom, Col/Son Def, Kin/Son Def, something Bio/X tanker, and the rest x/bio melee? Lol target go PFFFT.
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Do you have Hyrbid on for these runs or is Sonic Melee just this OP right now? If it's off, the set needs to be tuned big time.
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I did this comparison a while ago, Brutes definitely do better ST damage then Tankers...but... Average for the ELE/TW tanker finally: Tanker ELA/TW 3:47 (Degen/Gloom) Brute for comparison: Brute TW/ElA 2:54 (Degen/Gloom) *This below is an generalized test. What was posted above was the two ATs wacking on a Pylon.* Just ran an interesting data collection with my ELA/TW tanker and TW/ELE brute. Set at +4/x8. Just killed Council Empire in a repeatable mission where they mainly do SL damage. Timed them both to get to 5 bars of XP. Most groups had about two bosses. Brute is SL Res hard capped and SL defense soft capped. Tanker is SL Res hard capped and around 35% SL defense. Brute: 7:14 Tanker: 6:53 These times are way to close to account for RNG (and neither build is proc heavy anyways) since I did NOT do multiple runs for an average. These are brainless to kill mobs. No debuffs or very strong attacks. The tanker would easily excel anywhere else. This post: Make what you will of this data.
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Whoah. This set needs to be tuned for sure. Like, I had suspicions based off the numbers, but damn.