Jump to content

SomeGuy

Members
  • Posts

    1056
  • Joined

  • Last visited

Everything posted by SomeGuy

  1. Whoah, these changes make Fiery Melee leap frog to the top of ST DPS. I'm averaging less than a minute against a pylon with this build: I knew the fact the set was going to be able to take the -RES procs would be huge, but I didn't see HOW huge. Cycling GFS-Snipe-Inc-GFS-FS-Inc repeat for my chain. If this was the intention, well, they did it. If not, I don't have a solution? Maybe change back (or change the ratio?) of the damage type of the attacks? edit: Done a lot more runs. I'm averaging in the 1:10s now. Maybe my first batch of runs were RNG heavy.
  2. *stares at Rage* lol This logic isn't shared with everyone. On topic: did i miss the intended changes to Burn after the roll back? I just did a few runs in a ST scenario with it in the current state and didn't notice anything to cry about my my EM/FA/SOUL Brute. Is Mag1 KB protection even worth it in Temp Protection or do we still need to slot for at least 4? I haven't looked at the minimum for it in a while. I was always "4 or 12" sort of guy. I've ALWAYS been really annoyed at the KB hole in FA. Having to take Acrobatics pre Inventions was such a waste. It's only slightly better now. I do have to agree with @Sovera. If Burn gets nuked from orbit it makes the set dead in the water. The set is INCREDIBLY squishy on anything but a Tanker and it's offensive output is it's one main draw. Fiery Embrace is absolutely not enough to make up for that.
  3. Just for the next attacks used in that time window, so that second part you said. It's NEVER a 3.25s time window btw. Every attack has a Animation Time Before Effect. I just brought up Seismic Smash randomly. Something like Midnight Grasp is DRASTICALLY different. The Arcana Time is what you should care about for cast time. Animation Time gives a rough idea when you move on to the next attack. So, SS has a AT of 1.716s. The ATBE of SM is .833. You'd substract the ATBE from the AT. So just 1.716-0.833=0.883 THIS is the number you now care about. You would subtract this from the duration of the ATO2 proc and that's how much duration you'd have left of the proc to fit attacks in. For SS? You'd have 2.367s left for the duration of the proc. Trust me, this ain't bad. Pretty good comparatively. To compare, Devastating Blow in Rad Melee is 2.51s left and it's REALLY good. You can get, normally, two more attacks off in these windows. In Midnight Grasp you'd have 1.71s left. You'll only get one more attack in this window, unless the one after MG has a really really fast ArcanaTime. But if you want to get in the details of this stuff, the Animation Time isn't what you want. Just cause something's AniTime might only be 1.33 doesn't mean you can start casting the next attack that soon. Look at Moonbeam for example. It has a 1.33s AniTime but a 1.584 ArcanaTime. You aren't going to be able to move to the next attack until the ArcanaTime is complete.
  4. AOE situations aren't what are likely to stop you in your tracks, high HP ST situations are. This isn't a playstyle preference thing. It's just reality. This doesn't happen much any more, but I have seen more then a few TFs fail at the end cause there wasn't enough DPS for a single AV/GM. Obviously you need a balance, but going all-in on AOE is a really really bad idea unless you only ever do radios or something. Food for thought when picking where you slot it.
  5. Here's the real answer people hate...the answer is...that depends. If you goal is DPS? No combo. Just the BF-AS-SS-AS chain when your recharge is high enough. If you are doing a procced out build and DPS is your goal? Most likely you won't have enough recharge and the Empower combo actually becomes very worthwhile. NS-AS-BF-SS Attack Vitals is a pretty hard hit on sustained DPS due to Vengeful Slice's long long longgggg animation. Cool attack, looks awesome doing a SHYROUKEN with a sword, but it's a DPS hit. I won't even take Vengeful Slice on my DB characters.
  6. Six slot your T1 attack and slap the entire set there. Then ctrl-click that attack to set it to auto. Just in case, /s
  7. No probably to it, it does. Stone Armor is a really good secondary for scraps if you don't care about the taunt aura. It's really sturdy and adds a LOT of damage.
  8. And a take on a procced version:
  9. and THEN they have to not hate you
  10. Both are great sets. I honestly don't know how it wouldn't be a good pairing. Here's a hot take on the combo just doing straight-through setting (this is still crazy good DPS):
  11. These are going to be some rough levels for anything. I'd definitely go with @BrandX's advice, if anything the Kismet getting priority.. If you can't hit you can't crit. If the thing stays alive it is going to eventually kill you.
  12. lol this is hilarious
  13. So when is science going to allow me to have sex with a forum post? Cause I choose this one. As someone that extensively put in a LOT of time figuring out TW and ways to optimize it before the nerfs/changes, what you've done is absolutely beautiful to me.
  14. Yes, as a "scrapper".
  15. Claws is one of the best scrapper sets IMO BUT it does not have burst/frontloaded damage like others. It absolutely feels different then the other melee sets. War Mace and Energy Melee stand out as feeling very opposite to me. Those sets are very crunchy in comparison. Ninja is...a good secondary on scrappers IMO. It gets compared a lot to SR, and I agree to the why of that. Both sets have their strengths/weaknesses compared to the other. I've played both sets pretty heavily and I personally enjoy Nin more. That make it better? Who knows. I've got a MA/NIN scrapper that I can't stop laughing at every time I play it cause the costume is Dan Hibiki and the character is named Ti Kwan Leep.
  16. I totalllly get this. I legit do NOT like my costume being suppressed when out of combat with my ENA for example. I was going to do SM/ENA but my concept steered me to do SM/RAD instead. And omg, so glad I did cause the concept is hilarious (to me). @FUBARczar I personally don't think anything less than adding a hefty chunk of recharge/slow/regen protection is gonna do it without changing the core gameplay mechanics of the set. The Absorption toggle is an interesting idea...very. I wonder why it hasn't been implemented 😄
  17. Stone Armor for scraps is legit durable. I just personally wish it had a taunt aura. If it did it would be a no-brainer for me to pick it over Bio since they do just as much damage as each other.
  18. One of my big reasons for liking absorb is because it get's past HP caps. Like how procs get past damage caps. Layers of mitigation. Mmmmmm.
  19. I didn't say it would be ideal 😛 I just know you could do it and it wouldn't be bad. I'd be surprised if it wasn't actually good. Do a hover/ranged claws scrapper. Really confuse a team.
  20. You can play a Claws scrapper entirely at range and not be gimped. In fact, it actually wouldn't be bad at all. Focus, Shockwave, and Snipe. 😄 This would actually be pretty good, since Shoclwave can be used in a ST chain too. You'd just lose out on the +DMG/+TOHIT of Follow-Up and the -RES with Achilles in Slash. You'd still get some -RES from Shockwave, but the Annihalation -RES isn't as strong as the Achille's one. It would be pretty funny to see a Claws scrapper completely at range while a blaster stays in melee on a team.
  21. I'm to biased against regen to fairly answer that. The smartass in me wants to say "reroll is a good resist level for the set". You're gonna get your best survivability prioritizing Def (no damage) - Resist (still get hit but not as hard) - HP (got hit but didn't faceplant) - HP/s (regen) x/Regen does this in reverse. That ain't good. And honoestly, inflicting damage is more beneficial than HP/s in my experience. Make it dead then it can't hit you. Regen doesn't contribute to that. The regen has to be ABSURD (pre-nerf IH) to make it good, and even when IH wasn't in it's current state, there is no way it would last in the current game with the flood of damage coming in. You can't regen if you are dead. I slapped together a db/wp scrapper out of boredom and these were the #s I got: That ain't bad at all. Not one bit. Good defense and good resist. Good HP (only 400 away from scrapper cap WITHOUT accolades). I slapped a -TOHIT IO in RttC also. If something would get the full -TOHIT debuff with this, then it would be soft capped to SL. *with accolades this is less than 100HP of cap.
  22. 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.
  23. I'm not liked by a lot of people either.
  24. 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.
  25. 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.
×
×
  • Create New...