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victusfate

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  1. You know I did not, I'll try that next thanks. I may have assumed since it was still animating that I couldn't queue up another attack. I wonder why it feels so dreadfully slow, it must be something to do with the animation/projectile speed and needing to be drawn.
  2. thanks I think the dominator power has the incorrect time or at least it did 1.43sec felt much slower
  3. I think its a typo based on other thorn impales being 2.43 sec.
  4. Yeah message me or share it here, thanks. My issues might be just me piloting the character. I have had lots of success with many other characters but this particular combo had me both interested but a little frustrated so far.
  5. As with most builds you select a subset of preferred performers to go with pools that help the set that much more. Would you recommend dropping willpower or fighting pool for blinding powder and the heal? I haven't found either to be impressive or much utility (low mag on bp, heal is not much, long cooldown). Can you share some solo +4x8 play without those pools, I def could be missing a huge winner, hence the post. Thanks for the feedback!
  6. I had the heal but spec'd it out, it seemed kinda sad in use vs healing procs and regeneration over time (unleash potential helps a ton when its up). Plus I don't mind using temp powers and insps which help too. Thanks for sharing your numbers. Maybe ninjitsu just isn't as strong vs packs as SR and Energy Armor, I could reroll this concept as either of those.
  7. This poor fellow is level 44 and still collapses under any reasonable incoming fire. Am I barking up the wrong tree trying to make them tankier? here's their build plan (they are mostly on the way there with IOs etc). Ideally I'd like to get them ready for +4x8 (my scrapper ready threshold). I have the proc +50% crit IO in rib cracker. I experimented with it in sweeping cross and it seemed to proc a little more often when fighting groups. Scrapper_TenchuHyabusa_StreetFightingNinjitsu.mbd
  8. quick update Its supposed to be 1.43 sec but it seems much slower than the nemesis staff power which is listed at 2.4 sec with my phones stopwatch I'm measuring 3 seconds for impale between click and damage at melee ranged pylon. For nemesis staff I'm measuring 1.5ish seconds
  9. At first I thought it was just me, but then I tested it vs various other powers (like the nemesis staff at 2.43sec) and noticed it was slower. Can anyone else verify Impale is mega slow and not the listed 1.43seconds it states.
  10. Ugh, yeah tried it when I got out of bed. Also procs were hitting for a small fraction of their damage, is that a chain logic thing (odd that aoe procs hit for full damage right?)
  11. Excited about the increased speed that jolting chain and synaptic are receiving. These feel more like solo (slow) powers on live, and more geared towards group play on beta although jolting chain will require new slotting. Haven't tried the most recent build yet but will try this morning.
  12. I'm trying to keep an open mind. Working on figuring out new builds for my plant trollers and my new plant/thorns dom to adapt to the changes. Appreciate all those testing more thoroughly than myself (just tried a bit of AE for the initial build and logged off a little disappointed). quick summary: - can still skip spores? - replace damage procs from creepers for a damage set - plant pet is a bit tankier! - take that jack frost you are the weakest link! - vines is weird control/damage now - pull with seeds and tree is ok - spam roots (I like the extra pet spawner in it, fiery orb, or energy font)
  13. quick question about consume psyche and its variant, why a cone for scrappers & stalkers (and maybe even sentinels). My blasters & dominators have made good use out of the pbaoe.
  14. the reactive healing power feels good that way - you take more incoming hits/damage and regen more health without affecting recharge. I really like that design, its like an automatic vs manual transmission.
  15. Got a chance to test out my claws/regen scrapper with second wind and reactive regen and it felt good. If we are still in the tuning phase, a small recharge or other offensive boost might make it perfect. Just noticed MoG gives a small damage boost - awesome! The set still relies on fighting pool and willpower or sorcery to really shine. I haven't tested it without the above. Quick question, whats the intended design for MoG? Is it to serve a similar role as other t9 O.S.B. or as a means for soaking alphas more regularly? I was using it like a long cooldown/stronger version of shadowmeld to help with heavy alphas and to help with recovery.
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