Grimm2
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Everything posted by Grimm2
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Yeah, Scrapper Claws compares so favorably to Anything Spines. That being said, I like Spines' look, and I've had tons of fun with it despite it not being a top performer with Brute, Tank, and Stalker (144 vet levels on Spine/Stone Brute, and I have a Bio/Spine Tank). With Bio, you probably have the best case setup for Spines (I think Stone Armor is a close second). I'm not a build savant and I copy a lot of builds, but here's my 2 inf. - Spines needs Throw Spines to come together. It's always amazing to me how shit the set feels before Throw Spines is slotted, and how it makes sense after. -Barb Swipe is superior to Impale (except on Stalker). I agree with Maelwys. Stalkers appreciate the bigger predictable crit, but weaving in a Swipe feels better to me otherwise. Even in a team Swipe-Lunge-Swipe gets you in on that boss-mashing action. Throw Spines has a comparable DPA to Impale, as well. -Work on a hard target, letting Throw Spines and Ripper hit everything else. Spine Burst will slow you down. As you've seen, hard targets are the sticking point for clearing a spawn. I only use Spine Burst when I'm lazy about pressing buttons or I'm exemplared. Spines has some nifty slotting options worth mentioning. -Ripper will take a FF+rech, always good for Bio. -Most attacks do minor -Spd, but Throw Spines does a hefty 40%. This works well with 2 Winter IOs + 4 Ice Mistral's, getting you 25% slow resist, HP, some acc, and 50% slow. Slow res is excellent for Bio, and the slow messes with enemy AI. -In your case, you have 2 dmg auras, excellent places for the Brute ATO sets.
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This warms my heart. I've always enjoyed Brutes over the years, and though the Tanker changes absolutely made them much more powerful and enjoyable to play, some of my favorite toons are Brutes. I very much recommend sets that can take advantage of the big HP cap and resist cap...Invuln will eat up every s/l bonus you give it, and Stone is my favorite.
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Claws/Rad Brute sounds great to me, I always wanted to do one. Cycling Meltdown/Rune of Protection/Melee Core would actually keep you at the 90% resist cap, a scrapper could never feel that tough. Though you have less returns from Followup's damage buff compared to Scrapper, you could still stick a -res proc in Slash, and another in Rad Therapy. Claws is primo for FF +rech procs, I'm sure you know how much Rad armor loves that. Grab that Focused Acc and build for slow resist. I usually find resist armors fun to play only when they've been IO'ed from the toes to the teeth and back again...I have 2 rad armors, but several Stones, EAs, Nins...Defense armors I find more forgiving in the leveling process, due to how much a small Luck insp gives you once you reach 32% def on your own.
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This is a fun combo! I put one together that also uses Enflame for additional dps.
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This is a fun combo! I put one together that also uses Enflame for additional dps.
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I'm the OP, I've been away from the game for a bit and I only just saw this. I got the combo to 50 and did some incarnates. I found the TP pool to be awesome, the TP-to-foe trick works great and Fold Space comes in handy. EA is a very solid armor that has a T9 worth taking and cycling with Barrier. Rad melee I soured on because of the animation speed. I tried it with Katana and got it in the 40s before altitis kicked in, and it was much snappier.
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I stand corrected! I thought it was a special Sentinel thing. I should play Elec Blast on other ATs.
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Also, Sentinel Elec Blast's Aim clone has a +endmod tag for its duration, so you have a better chance of chunking a hard target's end right off the bat with your alpha strike.
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We're talking about nu-Council, here. I've noticed that... - the uniformed Lts and bosses have some kind of leadership buff. Sometimes it's Tactics! Sometimes 2 of them have Tactics! But not all the time. I target those Lts first above all else. 2 spawns of these close together can be really hard. - the Doggies have a claw swipe that is way more accurate than their other attacks. -i haven't clocked the Galaxies' TP as a combat tp, but yeah, that would make them hit more often too. And their rez is auto hit. I have the best luck if my defense- based toons have 54%+ def. My high-res tanker has the easiest time.
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They do. Each application of a power applies the debuff and stacks it up. I think it's worth mentioning that according to Mids, the recharge reduction does not get enhanced, only the slow movement portion. So a target's recharge penalty is the same no matter how much effort you put into making your Spines slow more. I'll look later to see if that's true in- game.
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Throw Spines has the highest slow value; 40% base, compared to 16% to the other powers. Throwing 4-6 Ice Mistrals into Throw Spines has worked very well for me.
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Stalker Savage has been on the back of my mind, but I've been trying out an off-brand Stalker-lite Sav/Nin Scrapper (in progress) and a dot-madness Sav/Stone/Enflame Brute (built out and working on incarnates, great tough fun build). If I did a Sav Stalker...I'd have a hard time not going Stone Armor again, maybe a gargoyle buddy for the Brute mirror. I recall you liking procced Ice Blast/Ice Spear a while back? Is that still true? That might make for some odd exemplaring attack chains and hamper Assassin's Focus?
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Dang! Thanks for correcting me. So its strength won't be reduced by higher- con foes, but higher resists will cut its effective contribution.
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I don't think anyone mentioned it's best attribute, which is that it is unresistable. The value is a little low, but it'll always do what it says it does.
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My spine/stone brute is literally a send-off of Phwibbledorf Pwent, Battlerager of the Forgotten Realms, who is notoriously stinky, and the double dot auras contribute to being so awful that folks perish of proximity. If I wanted full stink, I might do rad/stone, with darkest night?
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+1 for Sovera's answer, also I remember it's supposed to have a lower damage for ranged powers vs. melee powers. It's a 3 tick dot that has a 20% chance to cancel on ticks 1 and 2. They will crit on a stalker/scrapper, too.
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Man, Stone Armor has to be on the table for this. Granite-less neu-Stone is excellently sturdy and adds a damage proc and aura that are boosted by Fury. I've had the idea of a gargoyle- themed Sav/Stone that should see the light of day. Bio and Rad are great, but look at Stone if you haven't yet.
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The new Opportunity click is easy to forget, and not a game- changer. It does make a difference on a target, particularly at the +3/+4 difficulties because it is Unresistable. On a team its easy to see it work, too. Since the Sentinel bump I've been pretty stoked to play them. No Aim+BU combo and lower target caps does hamper how much of a spawn goes bye-bye over time, but a good Sentinel is a meat grinder. Speaking from elec/ea, elec/bio, and dark/rad.
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This looks like a variation of your earth/ psi AV crusher? Iiiiiiinteresting.
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I've been wanting a concept and excuse to try elec/bio/elec. The bio proc and shocked proc must be a very nice pairing. Bio outside of Tanks has felt overly squishy to me, so the drain mechanic (which I love) might be the ticket. I also want to try to fit in fences/havoc/dmg aura from the epic, and just haven't put the mids time in to see how possible it is. How do you run yours, @Uun?
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Gotta say that Rad/Savage is one of my favorite built-up toons. The opening salvo of Leap/full stack Flurry/procced RT/procced GZ with Tanker radius and target caps is a dopamine rush that never gets old. Also a firehose of endurance, more so than any combo I've played. Bio armor naturally fits the theme for sure, so would Rad with the right costume and coloring. Blood stacks support long- recharge clicks coming back faster, so Savage is great for both. I find that both Rad and Bio are a tich underwhelming until they are IOed. Bio loses some performance without a big group of foes and dead bodies, where I find Rad to be more stable. Edit: plague doc masks with hooks and Savage melee would be pretty awesome lol
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Stone Armor is a good candidate, with Spines or Rad Melee, probably. You get Mud Pots, also Brimstone adds dot to click attacks and it's pretty strong, close to Bio's added damage, while being more durable overall.
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Re: slots for Bio armor, especially for those toons that can fit FF +recharge procs, is to 3 slot Ablative and Parasitic with 3 +5'ed heal/rech IOs. If that was suggested already by others, apologies.
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Master Brawler is not only super dope because it's a toggle, but it gives you a click absorb power that gives you more absorb the less HP/more end you have. I think I got it to a 15 sec downtime and it granted about 450 hp at full health/ end on a DP/SR. You can also get a very high run speed with Ninja/Beast/Athletic+Sprint+Quickness. I also started a beam/SR recently, never tried beam before. Thinking elec mastery.
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Ranged Scrapper as an AT comparison is on point. Every Sentinel is mostly ranged to start, but how you engage a spawn changes once you get your ranged or pbaoe nuke. In the case of dark/energy, Blackstar is pbaoe, so most of the time that is where you're going to start. Toss Dark Oblit for a 1-2 combo and then you can bounce out if you want. Or stay there if you can handle the heat. Or hover above them to assert dominance. The epics usually give you a ST attack, a AoE attack option, and some control or utility options. i like what they give the AT. My Dark/Rad went /Dark for the melee attack and a 4th pbaoe. My new Beam/SR plans to go /elec for the melee attack, aoe immob, and dmg aura, so he can sit in the middle and cook with fewer runners. So it takes some time to get some versatility outside your blasts. But the end product is really fun, IMO.