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SomeGuy

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Everything posted by SomeGuy

  1. I'm not positive, but I don't think there is any reward difference between +4 and +5? I'd have to double check when I'm not as mentally compromised.
  2. That's actually not a bad idea. I know I've shared my ideas for them both, god knows I can't remember now. I do know it wasn't a global idea for the ATO1. I know for myself personally, I'd still slot it in a PBAoE Aura, but this would go miles for sets that don't have that option. As for ATO2? Add -RES and -Regen or something to it. Make it not complete crap.
  3. I have to wonder how many people were playing when Bio Armor was on the Beta Server, but never pushed Live, due to the shutdown. I was. Anyways, Starsman and Arcanaville framed numbers, like any *insert political party you hate* does very well. I remember it being shouted from the e-rooftops that it was way better at staying alive then Stone Armor on a Tanker. Narrator: It didn't. One person actually went to Beta, leveled a TW/BIO to 50, and incarnated it. They quickly discovered Stars and Arcana are as truthful with their data as a corporation trying to win the public eye (think OCP from RoboCop if that helps). This caught Synapse's attention. They lowered the survivability of the set and increased the offensive firepower of the set. Synapse was informed of this. Synapse knew Bio would be head and shoulders the most damaging melee secondary after these changes. This is the same dev team (the HC guys) that promised not to nerf anything that was pushed Live before the shutdown. *gestures at Rage* Bio Armor, in it's current state, is a glass cannon. If you sit in E or D mode, you may as well have rolled a non-crap version of Regen.
  4. Don't touch Meltdown. You run the risk of making it stupidly OP or absolutely worthless. And from what I'm reading....you heavily run the risk of making it worthless.
  5. The first one is "meh". The second is straight up hot garbage and not even remotely worth including in a build.
  6. Dear god this dev team really hates Rage. *cough cough i see a man from the stars* I've been screaming for well over a decade that the issue with Super Strength isn't Rage. It's the fact the base numbers for the attacks are straight up garbage and Rage has to make up for that.
  7. Any chance with all the changes we can numbers before and after? I've seen it done before. Would make it a LOT easier to make sense of proposed changes and what to look for testing.
  8. lol you found it! And I was definitely going to link you the post directly, I didn't want to derail this thread. @The Trouble put a lot of effort in to this.
  9. Ahh. My bad. Sometimes I forget which subforum I'm in.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. There's a particular thread that also needs to be moved...and no. Not referring to this one.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. This your Claws/SR?
  22. 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.
  23. 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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