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SomeGuy

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Everything posted by SomeGuy

  1. Funny you say this. Almost no one does. Once sets get thrown in to the equation though? Regen goes quickly to the back. The wayyyyy back. Not even in the same zip code. But when just comparing SOs? It ain't horrible. But holy cow it does not scale well. At all.
  2. I'm not liked by a lot of people either.
  3. I really really enjoy Dark Melee and I think Electric Armor is massively under represented/rated. DM pairs well with almost anything, and the PBAOE aura with ELA will help the minimal AOE with DM (btw, you can actually crank out some good AOE with DM if built appropriately). Proc bomb Touch of Fear and slot Soul Drain for damage. You may be really surprised how much these two changes can REALLY add to your AOE output. Doing the same with Dark Consumption, as Soul Drain, and you won't hate life when solo and big packs are a thing. Add in Ball Lightning in Mu Mastery for extra oomph. You CAN resist cap Electric Armor to a LOT of different types, but this is capped at 75% on a scrapper compared to the 90% on a tanker/brute. Yeah, it is definitely noticeable. Also, Electric Armor on a scrapper does NOT have a taunt aura. This one is a deal breaker for me personally, but not for others. Take that as you will. I'd honestly be surprised you'd have End Issues. And Electric Armor has some really good Debuff Resistance baked in to the armor. On a static target Electric Armor was king of ST DPS before Bio Armor hit the scene (well, and Fire Armor for scrappers too). It's moved down the list some since Bio, Stone, and Fire were options, but damn. Electric Armor is a really good option. I'm of the opinion that Muscle > everything else for Alpha on a DPS oriented class like a scrapper, but that is up to preference. Muscle adds a LOT of damage. I get confused when people say they are building their scrap/stalk/blaster for damage and refuse to use Muscle Alpha. I was never a fan of buzzsaw builds and my data collection backed that up. You said you were in the Pylon Thread, so you can see I'm decently active there. I'd also peruse the Pylon Spreadsheet when you get a chance. Not sure how similar to how you would build these are for you, but might give some ideas. One is with Ball Lightning and the other is with Shadow Meld. Both are SLFCE resist capped. Obviously, the one with Shadow Meld is tougher to kill. Shadow Meld Build Ball Lightning Build The SM one personally looks pretty rock solid to me. Has a higher recharge too, and the Psi resist is at 60, instead of 50 with the other one. I can vouch from experience with my DM/BIO/MU that I do NOT miss Dark Consumption. It does have a Proc Bombed DNA Siphon in liu of though. Pretty sure if I spent more time on the DM/ELA/MU one I could really tighten it up, but the DM/ELA/SOUL was pretty darn easy.
  4. SomeGuy

    KM/SR

    I'm pretty curious on this one. Why do you feel you are enjoying SR more than EA? I personally think both sets are really good (lean towards EA because of a taunt aura for me). I do get annoyed I can't always see my costume with EA. That is a real irritation for me. I actually enjoyed the KM/SD combo, but my costume was a super fat clown carrying a pothole for a shield. That helped, a lot. That costume cracked me up.
  5. Mid's says: @Gobbledegook lol woops
  6. Not sure what you're asking, but yeah. Scraps have a cap of 2400 and tankers 3500. My SD scrappers have 2200 (sets AND accolades for this one), Inv is capped when Dull Pain is active, and Stone Armor scraps can cap out when Earth's Embrace is active, like Inv, too. I'm probably forgetting something, but those stand out. Scraps CAN cap out at 2400, but most aren't. Same with Brutes being able to cap at around 3200 (I think?) but most won't. I've personally never felt the need to argue for a rise in scrapper HP cap, but that's me. Now a rise in Brute HP BASE? I like Brutes. I feel they need love (especially after the last round of tanker buffs). Maybe a change to their ATO2 that does a heal and increase to their HP max (until cap if that happens). Because the current state of Brute ATO2 is pretty booboo in most people's opinion. Hmm. I'd go out of my way to slot that if so. Currently? I only ever slot it if it is used in the set's 6pc bonus. HP/s is pretty bad in the grand scheme of things.
  7. The HP difference is way more a deal then some people realize. Getting hit for 1200 is way less important when you have 3400 compared to 2400. The resistance caps are the same, so that doesn't matter when you hit 90%...dat HP total though.... 2400 HP and get hit for 1200? Literally half your HP. 3400 hit for 1200? Still got 2200 left. That also means a difference with HP/s.
  8. SomeGuy

    KM/EA

    Hmm. It's a PITA getting the global ACC decent with this combo. Here's my quick take: I have no issue using steam jump/jump pack, so the lack of Hover isn't an issue for my playstyle. I will readily admit Hovering around is nice on toons that I have it on.
  9. I personally just try to keep in mind a PERSON made a tier list. And people are biased on their opinions. Everyone's tier-list would be different. I can agree that certain things are considered high and really scratch my head what is as high/low. I personally don't consider some things higher than others on that list, but I can see why someone else would. Although for secondaries I was really wondering why WP was considered so low, because I personally think it's really solid. Is it my jam? Absolutely not. Doesn't mean I consider it bad, let alone in the same realm as regen. Now that is just unfair putting something else in the same category as that.
  10. Nice. Good catch. Thanks for pointing that out. I honestly prefer set bonuses, but with the way procs are right now, kind of hard for me to not chase them.
  11. -RES has a lot to do with it. It's a straight up damage boost from all sources of damage when they proc. Katana responds really well to a procced out build. You can slap an Achille's -RES in every attack in the chain you'd use and Golden Dragonfly also can take the Glad Fury -RES too. No, the Achille's don't stack but you drastically increase the uptime. That and you can slap the Force Feedback +RCHG proc in Soaring Dragon and Golden Dragonfly. I personally build to do the SD-GD-GC-SD-Snipe-GD chain with the hope that the RCHG procs go off and I'm able to run most SD-GD-Snipe when solo(when this happen I prioritize attacks, but it's still fast AF if you just faceroll these three). If teamed and you get a fat recharge boost it just stays silly. It actually has been fairly consistent that way in my Kat builds and the results are pretty damned smokin'. This is how I do my attacks for my Katana builds:
  12. Yo. This made me happy snort.I honestly would love fighting game inputs for certain moves/combos/chains. I also don't think that would be very appealing in an MMO 😛
  13. So I tried just doing SB-QS-BB-SB-Snipe chain. Times were surprisingly good, but I couldn't how to make it consistent in 4-5 runs. . I was bouncing around in the 1:30s all the way to 2:10s. Prolly averaged in the high 1:40s, not 100% sure on the average. Going by estimation there. Went back to the typical CS-Snipe-SB-QS-BB-SB build/chain and tried using PS a little different. It was more consistent. I was averaging in the 1:30s (never got a run above 1:37) and it just felt a lot smoother. I did measure out the chain time length (8.448s) in case I got a CS crit that refreshed PS, but I found it working better for me to just watch the PS icon fade out or not. I've gone back and forth how to use PS (I suspect getting this down is the key for the set) and I've had my best results slotting it like other BU powers. There is no guarantee CS will crit and refresh it, so this seemed to work. I definitely agree that KM needs some love like EM got, but I don't suspect it will get it. KM isn't in a bad place like EM was. Nor is it a legacy set like EM is. Here is the current build for my KM/BIO/SOUL: I cast PS BEFORE CS (in case it crits and refreshes it). Is that the best? Not sure, but it's working OK for me. Also, I've personally become a big fan of proc bombing DNA Siphon and Radiation Therapy. That helps a LOT with KM's weak AOE. Way more than you might suspect.
  14. This is painfully true. One miss on a run? I'll keep going. Two? I scrap it and move on to another. It may be more devastating to missing the opener with old TW.
  15. Ehh, if it came across that way it wasn't my intention. The internet is a great place for miscommunication. Not sure which part came across that way, I was just trying to get some of my mindset across. I don't get a lot of people's mindset towards things, but that doesn't mean I'm against it. I don't have to understand something to support it. Not like this game is hard and everyone needs to min/max to get through a mission. I've played that game(s). I ain't trying to do that here.
  16. That's some damned nice progress. My personal reasoning for doing CS-MB-SB-QS-BB-SB repeat is getting that damage stack in to CS, since it can start dropping off during MB's cast. One day I do intend to revisit the build. I'll use an unslotter in MB to take the damage proc out and replace it with Decimation: BU proc instead. 😛 You are right though, the difference in Muscle Alphas can actually really add up when measured. Not measured? Who cares.
  17. I personally play a set to it's greatest strengths. With Bio, that is it's damage output. Even in Defensive Stance, there are just sets straight up better. A lot better. So, I'm not playing Bio for that. I've also been playing Bio since Beta. I know how to fill in holes where it's weaknesses in survivability are. But I ask myself....why? I can build to it's strength and just make the thing(s) dead. If I bring the thing to zero HP then it doesn't matter what my survivability is. Not sure why that is a hard concept for some people. Then again, some people think Regeneration is a good secondary.
  18. 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.
  19. 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.
  20. 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. 😄
  21. @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.
  22. 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.
  23. 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.
  24. 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.
  25. See: Claws.
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