
SomeGuy
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Everything posted by SomeGuy
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Nah, that's a good bonus. I personally try to not need it due to having to go that deep with the set and be more crafty at the Mid's puzzle, but I'm personally not against it. Hell, I know I make use the the CS SET pretty often in SD scrappers due to how much AOE DEF the 4pc set set bonus can give. I've personally done 6pc CS more than a few times with sets that AREN'T SD for that recharge. I know a lot of very successful builds do. That and the set does give some really good bonuses, none of them are throw away bonuses to get to what you want. All about what you value and need in your build is what I say. Now that I think about it, I do use the 3pc bonus of CS quite a bit in proc builds due to the global ACC it gives. (I employ the ACC/DMG, DMG/RCHG/ and ACC/DMG/RCHG ones a lot for this). @Gammos That slow resistance proc is a smart choice imo, I value sow/recharge resistance and it's pretty easy to build for (this is a big reason why I do that sometimes...you can actually build for it). @Pzn got me on that train of thought and I'm sad at myself for ignoring those bonuses as long as I did. If they added HP/s protection to those bonuses it would solve a LOT of regeneration's issue. I do know parking your toon in Cim not only gives +3 resistance to all (this is super nice) but also gives 20 slow resistance. With the Time Lord accolade? Add 10% recharge to all that. The Ageless debuff protection destiny is REALLY good at that too, cause even at it's weakest it gives something like 20% or so protection to recharge speed? I don't know for sure. Your logic regarding SJ and the inherent travels is right there with mine. I WISH I had room in my build for SJ, but I personally don't see what I could drop in my EM/RAD build to take it. Oh, and for anyone that was curious and looked at the EM/RAD I posted above, there wasn't an option in Mid's to slot basic -TOHIT IOs there, why I used those set ones. In game? They are just basic IOs that are +5ed.
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What @thunder_crane said. The accolades add a lot to your total HP. Something to keep in mind is that Beta Decay adds a defense debuff. This DIRECTLY increases your chance to hit a target. 1:1 ratio. Also, Meltdown may be the best T9 ability in the game. It gives a good damage buff and greatly increases your resistances while it is active. And it doesn't have a nasty crash. It has a low(ish) recharge and decent duration. The "crash" for Meltdown is it just stops your End/S recovery. You can still eat blues or pop Ageless if need be. I personally haven't had much success with proccing out EM's big attacks like I have with other sets.
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Just remember this: Total HP > HP/s Most heals are % based of your HP, and if you increase your HP you also increase your HP/s. And, if you have 200 HP and get hit for 150 you are still alive and can do something. If you have 140 HP and get hit for 150 you're dead. Can't regen 0. That % is still zero. 😄
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@Kachooman's spreadsheet needs to be in the OP: https://docs.google.com/spreadsheets/d/1d0VruEHGktnPFvtMLF_MdpKPBe0wgUhzyGvb1DQNQQo/edit#gid=0 Obviously, different players/builds are going to get different results.
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Oh, Bio Armor isn't complicated at all. It doesn't have a combo system like primaries do. It does have three different stances/modes and their titles are pretty self explanatory. That's really the only thing that is complicated about it. It becomes just as "complicated" as Rad Armor outside of those three toggles.
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I personally haven't found a set as risk/reward as Bio Armor. That armor set is absolutely a glass cannon. For a resist set, Rad Armor is somewhere in between Energy Aura and Bio to me.
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My first character was a Regen scrapper, so you DEFINITELY learn to use stuff like that before you need it. This is my current EM/RAD/SOUL build if it helps out anyone with ideas.
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You mean Electrical Melee? It's a stupid fun combo due to having two teleports. The Stalker version of this combo is pretty nasty due to the fact you do NOT come out of Hide after Shield Charge AND you can crank out some good ST DPS. I've done Brute, Scrap, and Stalker with this combo and really have to say the Stalker version of it is the most enjoyable to me.
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I definitely don't feel like there is enough reward for figuring the set out. You can't faceroll KM and do good damage. You can with almost everything else. And I only notice Assault on measured runs.
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You're definitely getting better at the rotation is what I read if you purposely took away 10% damage and had to stop attacking to heal. 😄
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DMG enhancements go well with it I hear. Get ENOUGH recharge to run the chain you want. You don't need more. I've got...DB experience. WP, SR, BIO, ELA, ENA, and STN. DB does do it all, but so do a lot of other primaries. DB has two weapons though, and I personally think that's a cool aesthetic. Bio is the biggest DMG increase for the set. Stone is the same DMG on STATIONARY targets, but Stone doesn't have a taunt aura. Chasing runners is a HUGE DPS loss (chasing = zero DPS). ELA is the next biggest DPS gain in that group, but it doesn't have a taunt aura, but ELA is darn tough to kill. ENA is my personal favorite of the group. Yeah, it doesn't have a DMG boost like the other sets (I don't consider recharge a boost since you can fill this hole via other means) but it is hard to kill and has a taunt aura. Really easy to get to softcap with most damage types and have good recharge to have the attack chain you desire. You are pretty likely to have Incarnate-softcap in a team. Build for good slow/recharge resist? Tough build with really good DPS.
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I suspect adding Enflame would get it in to lower if you wanted to. On very high high HIGH DPS builds it won't be that much, but for other ones it would do a lot.
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It's not, but you see what I'm talking about when I say it takes some work to figure out. CS-Snipe-SB-QS-BB-SB Yeah, that's the same chain I was doing. ATO2 in CS. The chain actually was easy to get down, real easy actually. Trying to best figure out (which I'm still sure I didn't get close) how to use Power Siphon was the hard part. It has a LONG duration, so you don't want to use it every time it's up cause there's a really good chance that CS refreshed it.
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Two something mark I'd guess. Lows 2s or high 2s? I dunno. *shrugs*
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Me too. Granted, it's not my go-to set for anything, but put in the same tier as regen? Sheesh. That's just an insult. WP isn't a bad set, hell, I don't really consider any of the scrapper secondaries bad (other than regen).
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lol yes they do
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Guess we gotta do the /s thing here too, just in case, 😛
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Honestly, I don't think I can remember. I hadn't touched TW for a lonngggggg time until recently. I do remember having CS (ATO2) in RA and prioritizing RA in the chain. I do know DB and IM can have some wild variables in times (especially DB...a string of SS misses really hurts).
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It's pleasantly consistent. I was pretty surprised by that. The RNG normally led to runs stupid fast, to the point I had to throw them out. I had one that was 0:58 BEFORE I even got good at the chain. Yeah, that wasn't factored in my averages.
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There are definitely a large amount of people that hate Brutes even existing. Some of those people are responsible for changes in this game. Brutes have from the start meant to be the class in between Tankers and Scrappers, so I can definitely see why balancing them was difficult. Tankers absolutely got overtuned to the point that Brutes don't even seem necessary any more for even regular content. The issue before the overtune was that there wasn't a need for Tankers because content could be handled just fine without a Tankers amazing survivablity. So instead of creating content requiring that from a Tanker, the AT was overtuned to make the existence of rolling a Brute over a Tanker pointless even for regular content. So, this genie is out of the bottle. To make Brutes relevant again I dunno what would need to be done. Have the Fury mechanic also boost Absorb/Res/Def along with DMG or something? I remember when the game was City of Brutes. I hate the idea of it going back to that, but it's City of Tankers now.
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The (most of anyways) RNG factor with it comes down to the pets getting in and attacking. Barrier right before hustling in solves most of the not-dying problem for them. BlueRuckus back on Live is who did this build mostly. I just did small edits since then. I know that person was having buddies TP his pets on the pylon at the start of a run and he/she was getting crazy times. I think he got a sub 0:25s time with Lore? It was dumb, Musc/Barrier/Reactive Support is slotted but not active. The global EndRdx is super nice.
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I just did some adjustments chatting with @Ratch_ and I'm getting times in the range he is talking about with TW/BIO now (even getting silly spikes way under the average). It does take a survivability hit, but Bio is a glass cannon anyways. @thunder_crane I suspect the Snipe is a really good filler in the chain, but I can't vouch for that. *I definitely have to agree with @Ratch_ about TW being higher up now. I'm legit surprised by the results I'm consistently getting. And I gave up a while back trying to crack under 1:25 with it again.
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I totally want to see your TW/BIO/SOUL and hear your chain.