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Everything posted by Ston
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Would love to hear your guys' feedback on these tier lists. Been doing pylon, trapdoor, and general scrapper gameplay for a long time now and put these together based on spreadsheet and anecdotal data. I think a supported tier list is a great tool to point players to who may need a new idea for a character. Primaries: Secondaries:
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Gotta love watching fire/fire melt everything in its path. If I'm not wrong, this is the fastest run we've seen 👏 Pretty impressed with Oppressive Aura and the end recovery on your build. Makes a huge difference when you can run clarion instead of ageless!
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Gonna be hard to beat this controller time! Awesome run! Cool to see /dark clearing this fast considering it doesn’t have any damage on its own like /storm. Procs in Dark Servant I guess? Also yes, can confirm I saw you have bosses on lol
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That would be great since you get a marker for the last glowie. But I would recommend looking in between buildings on the edges of the map. There's a fixed number of spots that glowies and hostages can spawn. Here are the spawn points for objectives on that map:
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There's already been tests comparing powersets with just SOs. This thread is a showcase for extreme levels of min/max'ing DPS. The "raw skill" here is mostly in making calculations for your build and attack chain. IOs do make a big difference but there's a huge variety in how they're slotted across different ATs and powersets. There's many different challenges in this game. This one in this thread is how much damage can you possibly do against a stationary target. The Trapdoor challenge (another thread in the forums) requires skill in more aspects of the game in case that's what you're looking for. EDIT: Also, no. The most expensive build is not guaranteed to be the most optimal. In fact, you can slot all your powers full of Purple and Winter IO's, spend over a billion influence, and not come close to what a cheaper build can do.
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Yeah this build is ST focused. Though you could make some easy changes to keep high ST damage and bring in some AoE: - Swap Thunder Kick for Dragon's Tail - Swap Moobeam for Zapp and Soul Storm for Ball Lightning The chains I alternated were: Cross Punch>Crippling Axe Kick>Moonbeam>Storm Kick Cross Punch>Crippling Axe Kick>Thunder Kick>Storm Kick Here's the build: This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build!
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Lots of tests this week, here's a surprising one: STJ/FA Stalker - 1:02 Stalker Burn is so good against a pylon.. Shame it makes enemies run in regular content. Also got under 1:10 with MA/FA and EM/FA
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Here's a couple more tests. I've been leaving hybrid on recently because I think it's interesting how different sets benefit from core vs. radial. MA/BIO - 1:06 * I'm a HUGE fan of Eagle's Claw. Though I ditched it here for something faster in animation times. I might try another test soon with EC equipped. SPINES/BIO - 1:28 * It took a ton of tinkering in mids to get a decent time with Spines. The redraw is absolutely brutal. I got the most success with using Weaken Resolve as a filler.
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So I ended up trying a run with an SS/FA Brute and was able to get 3:55 with a defensive amplifier. I died several times and I think this is the main concern with tankers. I didn't even come close to dying on the tanker version, the ATO in Blazing Aura kept my resists very high most of the run. Damage seemed to be about the same between the two ATs with very similar builds. The Brute either needs outside buffs, less proc slotting, or to slow down in order to regain HP. @Sovera Here's the build I was using for the tanker (couldn't find the fire/sav one but this one is pretty similar): This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! And the Brute version: This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build!
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I’ll post it when I’m back on later today. But it’s a proc build, lots of procs. And I’m with @Bill Z Bubba on this one. I’ve been able to get Brutes into the 4:30ish area, but I think only tankers are getting <4:00 reliably. To be fair I haven’t tried an SS/FA Brute yet, but I’d imagine it wouldn’t survive if I slot it the same as the tanker. Tanker is basically all offense.
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i got 4:06 with a fire/sav tanker too. tankers simply are able to output too much damage with their increased radius & target caps.
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FA/SS Tanker - 3:50 Tankers... perfectly balanced.
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Don't see any reason to be against Enflame. You took advantage of the +dmg, just looks like a creative way to shave a few seconds! (i think endurance management can be ignored for pylon tests. recovery serum, amps, etc. others may disagree) But anyway, this is bananas. Claws/Bio the new TW/Bio for now!
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Claws/Bio - 1:14 Man, there are a lot of different ways to use claws. Please share your most optimal chain, it's hard to pick! This combo is a ton of fun and probably my #1 choice for a general purpose scrapper build In the video I was using FU>Slash>Moonbeam>Focus>FU>Slash>Focus>Swipe I also got a 1:16 run using FU>Slash>Eviscerate>FU>Slash>Moonbeam>Focus
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Wanted to do a couple trapdoor tests with a couple top-tier scrapper combos. WM/RAD Scrapper - 4:33 * this thing is super satisfying to use but it was decently slower than my claws/rad. it's pretty limited by the range/arc of crowd control, but this thing would shred on a full team where positioning isn't as important EM/BIO Scrapper - 4:17 * pretty easy to get fast time with EM when bosses are going down in 3 hits. might get close to <4min if I went with Mu Mastery, but I just like Fire Ball.
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There's times where it would be nice to see someone's global name without checking it through a command, global friend list, etc. My suggestion is to add an option to titles that is your current global name. It would sit right above your character's name. Would anyone else use this? Bonus: Would be even better if you could do that AND see their global name between their character name and supergroup name in the target window.
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My mistake, I agree it wasn't an attack on the PVP community specifically, but it was a suggestion that recent updates have been made to appeal a very small group of players that are close to the devs, which just doesn't seem true. There are plenty of changes that have originated on the suggestion & feedback board. And yeah 10-20 may have been a conservative exaggeration, I'm hoping it will lead to Recluse's Victory being filled for fun combat on a regular basis!
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Did you have the same complaints when PVP-only accolades were added to the game? This really isn't a big deal and will have minimal impacts on the rest of the population. Asking for resources for PVP without needing to do PVE content isn't a game-breaking request. This is how the system works in other MMOs. Sheathed weapons, toggle suppression, new hardmode content, rebalancing softcapped defense, new costume currency, roleplay improvements... Yeah, the devs really don't care about anyone but the small circle of PVP players. Myself and other PVP players have been asking for free resources for PVP, I can assure you I'm not in any inner circle. This is a huge QoL improvement to introduce players to a different way of playing the game. For me at least, this isn't changing anything except removing 2 hours of AE farming I would be doing. If all I plan to do with a character is PVP, there really isn't any reason I should need to engage in PVE content. It also seems like an exaggeration to suggest this will impact the rest of the playerbase. This will maybe get 10-20 players into PVP long term. That isn't something that's going to break the market or ruin your chances of badge hunting. You still need to get the enhancements/boosters/influence to fund your PVP characters via PVE anyway.
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issue 27 Focused Feedback: Attack Typing Adjustments
Ston replied to The Curator's topic in [Open Beta] Focused Feedback
I'm not sure. Just pondering why lethal instead of fire ¯\_(ツ)_/¯ Although I think the only powers that give only lethal defense are Parry and Divine Avalanche anyway. -
issue 27 Focused Feedback: Attack Typing Adjustments
Ston replied to The Curator's topic in [Open Beta] Focused Feedback
I was thinking the lethal component was for shrapnel -
issue 27 Issue 27, Page 4: General Feedback
Ston replied to The Curator's topic in [Open Beta] Focused Feedback
I think that's the point. Slotting for S/L defense trivialized any enemies with typed damage that had a S/L component, which is like... 90% of their attacks. Luckily most S/L defense comes with melee defense, so you will still have that layer of mitigation. And building for positional softcap will still be very cheap & viable. -
Here's a couple fun tests I've done recently. Water/Fire Blaster (4:17) - Had to use barrier since I skipped the fighting pool and didn't really slot for any defense. Super fun build. Would be better as fire/fire but whirlpool helps slow enemies down in this environment. Rad/Invuln Scrapper (5:15) - This one was a little harder. Really wanted to test how gaussian's would perform in invincibility on a scrapper. It does go off pretty often, but I'm not sure it's worth it for how squishy you are outside of t9. Was getting killed on the first few runs so had to swap to using Diamagnetic for the -tohit. All around it's a pretty fun combo, but I would rate invuln on the lower end of scrapper secondaries.
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I'm aware. Good thing the presence pool already has 15ft radius taunt to use while leveling. Only needs one training taunt IO to last longer than other taunt auras and is only a 1.67s cast time. It's also +1 mag to the taunt auras. I don't think there should be a pool power taunt aura. I make Fiery Aura, Electric Armor brutes because they don't have taunt auras on scrappers. There would be even less reason to choose brutes if everyone got a taunt aura IMO. However I know it sucks that only a handful of scrapper armors get it.. it was a poor design choice.