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Yomo Kimyata

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Everything posted by Yomo Kimyata

  1. Sappers are pretty specific enemies, and usually easy to deal with as long as you know that they are around. You can make a macro to search them out (I use /macro T targetname sapper). There is only ever one sapper in any mob, which makes it easy to target and remove them first and mop up the rest of the spawn at your leisure. Three caveats: Malta missions like ambushes; adjacent spawns can have two sappers in relatively close proximity; Murphy's Law tells us that if you cannot see the sapper in the mob, assume that it is hiding behind the pillar because that little S.O.B. is gonna getcha!
  2. It’s gone, but I think the devs use it to feed refugees in Galaxy City
  3. I’m tempted now to dual box two gravity controllers to turn the tables.
  4. I'm a big fan of Bio/Staff and making it on Tanker, Brute, Scrapper, and Stalker was one of the first things I did on Homecoming. Before I got pretty good at builds and such, I found the scrapper was the least effective of the four, but over time I really got it to shine and it's one of my favorite alts now. I can't access your build, but I can tell you how I went at 50: Only six powers from Staff Mastery (Precise Strike, Guarded Spin, Eye of the Storm, Serpent's Reach, Sky Splitter, and of course Staff Mastery (always in Body at 50) ); every power from Bio; Leaping (Combat Jumping); Fighting (Kick, Tough, Weave); Experimentation (Speed of Sound, Experimental Injection, Corrosive Vial); Soul Mastery (Moonbeam, Shadow Meld).
  5. It's Gravitational Pull that doing this, and it hasn't been around forever. I think they added it in a few issues ago but I don't remember if it was listed in the patch notes. I think it was the precursor to the mechanism that is now in Axe Cyclone. https://cod.uberguy.net/html/power.html?power=pets.singularity.gravitational_pull&at=minion_pets Repel is a different dynamic than knockback/down, and there is less access to repel resistance/protection. When you get two or more singy on you at once, you are probably going to get bounced unless you have specific repel resistance or protection. I know Shield has a lot of this, and it's probably here and there in other places as well. Break Free and Emerge only give you 50% resistance to Repel; the large or super inspiration will give you 100%.
  6. I've got a handful of masterminds with a full set of pets: Tribute to Harlan Ellison: Tribute to Kurt Vonnegut; Tribute to Money Heist/Paper House: And these are just for fun:
  7. Different people are going to have different styles based on their play and what they discover for themselves during gameplay. My style (which is clearly the best style (for me, that is (at this point in time) ) ) answers some of your questions this way: The current mechanics of procs for damage are favorable for low damage ATs, since they increase the total damage at the cost of a higher volatility. On scrappers, I tend to only slot them if I have an extra slot and I do not prioritize them. The purple damage procs for melee and melee AoE are definitely worth slotting (although only once each per build). I focus my proc attention more on -dam resist procs like Achilles Heel and Gladiator Strike. Slot for damage enhancement; I'll shoot for 95%+. Also, I use a fair amount of debuffs. Understand the scrapper ATOs and how they work in order to increase your overall rate of critical hits. With respect to the ATOs, I will usually split the Scrappers Strike set 3-3 between two powers unless it is a pure defense set in which case I will 5 or 6 slot it in one power. you should always slot the Critical Strikes proc, and sometimes that's the only one of the set I will slot. Usually I figure out a way to slot three for the accuracy bonus. Rarely I will 6-slot it in one power. This is where my biases really show up. I avoid barrier always because my scrappers generally are tanky enough and I also think it's kind of cheesy. Since I rarely play scrappers with defense debuff resistance. I take Ageless and when I do get debuffed I activate Ageless and it provides plenty of protection. Note: it does not override existing debuffs, but those tend to wear off pretty quickly.
  8. Experienced gives you 5 bars of patrol xp. This basically lets you gain experience at 1.5x normal rate, and it stacks with the P2P experience buffs. You cannot have more than ten bars of patrol xp, and the recharge rate of the power is ten minutes. I've currently got something like 3k charges of this power from opening hero/winter packs, so I figure out why not use them? They are useful both pre- and post-50 and make levelling extremely fast. Post 50 it's going towards vet levels (and the accompanying emp merits every three levels.)
  9. Countersuggestion: once a name is created it is permanently invalidated. I can’t speak for why name campers (and I’m flabbergasted that current devs can name them) do what they do. But it’s easy enough to make something new. It sucks if you have a personal connection to it. Probably the person who owns it does too. unless the devs choose to cut back on the thousand names per server. That makes total sense and the only objection I could see is if one of the other devs were the campers
  10. Another factor behind the original design of Kinetic Melee (in my opinion, I wasn't there) was that it adds an extra layer of protection in the form of -damage debuff on enemies. This has the approximate effect of additional damage resistance, which would enhance survivability. Unfortunately in this iteration, survivability is pretty much a given, especially for tankers with their ATOs. And so, players don't notice they are surviving more, since they have no problem surviving, and players then focus on why isn't my damage higher. I don't like Kinetic Melee enough to play it on a tanker or a brute, but I'll get some use out of it on stalkers or scrappers. Scrappers get a recharge of Power Siphon when Concentrated Strike crits (20% chance) but unfortunately that chance is not enhanced by either of the scrapper ATO procs.
  11. The kindest way I can respond to any of these "buff the power sets I don't use until they are better than the ones I use!!!1!" is a gentle pat on the back as I murmur "there, there, it'll be ok." I think @Glacier Peak did a fine job of talking up the set as it is. I have it on very few of my alts, but those that have it use it very well and use it exactly as they described. Maybe, maybe there is a learning curve that some people may not be aware of? I know that's blasphemy but I can't understand otherwise.
  12. Math-wise you get a lot more bang for the buck (and more drops) increasing your x rather than your +. Both help, but more enemies gets you stuff a lot more quickly. Try +1/x3 and see how quickly you go. then I'd try +1/x5, and feel things out from there. In my experience with melee alts, by lvl 40 I'm generally running +2/x5 and maybe x8 if I have enough Aoe. I'm at level 50 before I can blink. Also, the Experienced power (which is the same as Patrol XP) really helps a lot with rapid levelling. The devs give it out occasionally during events, but I get it mostly from opening hero or winter packs.
  13. I'm seeing it as -150% for radiation v. -100% for bio, plus a faster recharge.
  14. I'm tempted to make Pepsi Marlboro and see what happens.
  15. Radiation Armor. Lots of debuffs, including the regen debuff from Radiation Therapy.
  16. It can be. Some of my scrappers have at least two builds: one primarily for single hard targets and one for standard play (+4/x8 for me at endgame, which may not be for everyone). I'll usually pick a different power to put the Critical Strike proc in for each build. Also, look at Savage Melee set. Do you want to take Hemorrhage? Some people do and some people don't. It's great for proccing out, but if you don't want to use it it's useless. Also, are you paying any attention to the stacks of Blood Fury that you are building up? I'm not a pro on the set yet, but there are definitely times I want to avoid putting myself in lockout since I want the reduced endurance.
  17. Most of my builds at this point run either Force of Will, Experimentation, or Sorcery. Unleash Potential is a catch-all power. I would like to 6-slot it if I can (Lotg +rech, Lotg D/R, Panacea H+5, Panacea H/R+5, 2x lvl 53 E/R DSO). On scrappers I've been moving towards Experimentation, since Moonbeam/Shadow Meld is such a good epic pool pair. Adrenal Booster or Corrosive Vial depends on how much AoE I've got. the pull power on Axe Cyclone now practically demands Corrosive Vial. I find Unrelenting ok, but not stellar. I'd rather have Invoke Panic!
  18. I think it comes down to which AT do you prefer to play? For me, scrapper is more active. In order to get the most out of the build you will want to figure out where to put the ATOs in order to increase your damage. for a brute, it's a more straightforward smashie-smashie.
  19. Not enough/too much cowbell.
  20. Occasionally I consider putting together some art project where I would build a model of what the building would actually look like from the outside. Emphasis on occasionally and consider.
  21. I try to diversify. I don't like pure defense sets, because sometimes defense fails you. Ideally (and this is for a scrapper), I will try to get around 40%+ defense to melee, 50%+ resistance to what I expect to fight against, at least one (and preferably 2) heals, and at least one "oh shit" button. For bio and radiation armor (which are admittedly my faves), this is pretty easily done. Since my defense is generally active, I can get away with not blindly softcapping defense. also, I like to put a LOT of knockdown and other crowd control, which helps with not needing to cap things.
  22. Feel better soon!
  23. Well, first of all it DOES do something. It restricts the highest enemies to their weakest attacks. How well would your character do if they were restricted to their weakest attack? I get it that endurance drain needs to affect enemies differently than enemy's endurance drains affect characters, because the deck is so overly stacked in our favor. Secondly, it is remarkably easy to build for endurance drain, significantly easier than building for health drain. You can drain a foe from 100 to zero in an extremely short period of time that is a tiny fraction of the time you can drain health from 100 to zero. If endurance drain immediately led to AV/GM incapacitation, then people would build for that. I think that people are blinded by their cognitive biases, and only judging by dps. Endurance drain significantly improves your survival (just like sleep, or -damage from kinetic melee, etc.) but people don't care because their survival is practically guaranteed and so they just want moar dps.
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