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Yomo Kimyata

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Posts posted by Yomo Kimyata

  1. Apologies for the necro, but I'd rather bring this back than start a functionally identical post.

     

    I've been using this pool more and more on my army of scrappers, and thought maybe Id share.

     

    Adrenal Booster is the prize of the set.  A 60 second power with a 600 second cooldown; for me that means that I can have it active about 1/4 to 1/3 of the time.  +34.6% damage boost, which is always nice.  +34.6% recharge speed, which is also very nice.  Looks like control effects last 34.6% longer, but I've never really paid attention to that.  None of this is enhanceable.  +34.6% to hit boost, which is a LOT, and which is also enhanceable.  I've been three slotting it with 3 lvl 53 Membrane HOs (which gets you deeply into the red ED zone on recharge time and to hit buffs), but functionally you should be fine with 2x lvl 50+5 recharge IOs since the base to hit is probably sufficient for my purposes.  If you don't have a build-up type power, the Gaussians proc is a good add and will have max proc chances.

     

    My two "pre-req" pool picks are generally Speed of Sound and Experimental Injection, and I will stick with the base slot on each (where I will put the Winter's Gift Slow Resistance and the Preventative Medicine chance for absorb respectively).  the PM proc will trigger no matter where it is in your build, so that's just a useful mule and I don't think I've ever actually used it on an ally, because I'm short-sighted and selfish like that.  More PM pieces would give some nice set bonuses.

     

    I've tried Toxic Dart in the past, but like most pool attacks, it's not powerful.  Personally I would not use it (or most pool attacks) as part of an attack chain but would use it as a ranged attack to pull if I didn't have one elsewhere.

     

    Corrosive Vial isn't a bad power at all, but it doesn't often make the cut.  It summons a pseudo-pet on the target and affects foes in an 8 foot radius.  That's small but as a scrapper in melee range I'm generally going to max out and hit the max of five enemies.  It does not take direct accuracy enhancements, so procs that require to hit rolls (I think just damage procs) are going to have a tough time hitting unless you use set IOs that have accuracy.  The power takes defense debuff sets, ranged AoE sets, and universal damage sets.  A no-brainer for me is an Achilles Heel proc and an Annihilation proc (although I've never bothered to check the combat logs on how often or even if they trigger.)  If I have a ton of free slots, I'll two slot Ragnarok with the A/R and the knockdown proc and/or two slot Frozen Blast for the slow resist.

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  2. I'm curious as to why this thread, which clearly is asking for AT suggestions, has been moved to the Scrapper subforum.  Is this because the powers-that-be have decided that the only possible answer is scrapper?  Don't get me wrong, that's generally how I feel about just about everything, but just wanted to see if I had missed something.

  3. 14 hours ago, TimesSeven said:

    Okay, so is the description saying that it's a mag 4 hold for electronic targets? That would make sense. 

     

    I read it as a mad 3 hold with a 50% chance for mag 4 hold for electronic enemies, but I mess up reading City of Data (all hail Uberguy) sometimes.

     

    I see the buff of this to be far more valuable to me and my style of play than the debuff (although the debuff is very good).  I'm setting up a safe zone for me (because I mostly solo).  I don't have to worry about break frees or Clarion or Rune of protection for control resistance.  The damage resistance, although unenhanceable, is very nice and will get me to the 75% cap in a few areas.  This enables me to spend my power choices and slots in other areas.

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  4. I don't think I've spent a lot of time on Trick Arrow above lvl 20 or so since they revamped it, and I'm primarily a melee character type.  I think that my pre-revamp 50 skipped EMP arrow to be honest.  But based on what I see post-revamp, it has been geared as both a team buff power than an enemy debuff power.

     

    https://cod.uberguy.net/html/power.html?power=redirects.trick_arrow.emp_arrow&at=defender

     

    team protection from status effects, endurance/recovery debuffs, 15% damage resistance all except toxic

     

    https://cod.uberguy.net/html/power.html?power=redirects.trick_arrow.emp_arrow_burst&at=defender

     

    enemy endurance drain, regeneration debuff, all kinds of debuff, damage, looks like mag 3 hold to all (holds lts) and a chance for mag 4 hold (holds bosses) if electronic.

     

    Oh yes, it is indeed making the cut from here on out.

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  5. My answer is almost always going to be scrapper, because that's how I roll.  Tanks are cheating.  Stalkers are hidden too much and I didn't spend that time in the costume creator to not see my character.  Brutes are all right, but scrappers are the bees knees.

     

    As it happens, I do have a 50 Spines/Ice scrapper.  I think my original thought was to double down on slow.  Despite the fact that I don't like most of the spines animations (and I HATE the flip), it was a nifty little critter.  Icy Bastion is one of the two best defense powers for scrappers (Meltdown is the other).  I think I skipped Icicles, but you shouldn't have much trouble with runners once they are within slow range.

     

    I also think Darkest Night is cheating!  It's a ridiculous power for survival.

     

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  6. I’m not above stance dancing, but by end game I’m generally always in offensive.  I’m not very familiar with sentinel bio, but I will consider shifting stances before activating a power if I think it’s worth it.  If I have time and I remember I will do this on Parasitic Aura on my scrappers and would probably do with Parasitc Leech on a sentinel:  activate defensive stance, activate Parasitic ***, activate offensive stance.  The 30 seconds of damage debuff will help me survive better than the 30 seconds of whatever else and it’s not hard to do.  It is hard to remember to do it though…

  7. 4 hours ago, Story Archer said:

     

    Is it really? That's what I'm trying to figure out. I'd like to be able to run all the toggles I want (Maneuvers, Focused Accuracy, Tough/Weave, etc.) and simply not have to worry about Endurance. If I could do that with only two or three instances instead of all four, those are free slots I could definitely use elsewhere. Considering that the build also includes four sets of Unbreakable Guard and a full set of Preventive Medicine, that's another 13.75% Global Endurance Redux on top of everything else...

     

    Yes, it really is.  A few points:

     

    1.  I absolutely recommend leveling up with any given character so you actually know what the endurance costs look like.  And that can change all the time with new powers or with various incarnate powers.  Don't fear the respec!

     

    2.  Based on my personal experience, radiation armor is extremely endurance friendly.  I just ran a few missions with my ice/rad scrapper at +4/x8 and never got below 80-90% running at full speed.  My base consumption is 1.45/s and base recovery is 3.74/s.  I think many people use the heuristic of double your consumption for your recovery target.

     

    3.  Let's look at the dreaded math.  Using Mids, with nothing slotted and with Alpha Barrier, Gamma Boost, Proton Armor, Fallout Shelter, Beta Decay, Combat Jumping, Tough, Weave, Maneuvers, Tactics, Focused Accuracy active, I get 2.8/s recovery and 3.2/s consumption.  Clearly that's no good, but that's with zero slots.  With my "standard" slotting for these powers, which is admittedly not cheap, I'm looking at 1.9/s consumption and 3.4/s recovery.  That's with a perf shifter proc in stamina and a panacea proc in health.  Focused Accuracy is a real hog, and I don't find I need it in addition to Tactics, but cutting that gets you to 1.4/s consumption.  Adding a perf shifter end mod to stamina and a miracle proc to health gets you 3.9/s recovery.  So that's only a single perf shifter proc in the bunch.

     

    Now, that's not even considering:  69.2% endurance drain resistance from Gamma Boost, so sappers (which only come one to a spawn, but it is very easy to aggro more than one spawn) aren't particularly dangerous.  Radiation Therapy gives you +endurance whenever you use it, and also can slot Theft of Essence proc.  Meltdown gives you additional recovery whenever active (although it floors your recovery for ten seconds after expiration).

     

    I'm thankful that I looked through this, because now I can tweak a bit and move some resources away from endurance on this rad armor and towards either defense or regeneration!

  8. 7 hours ago, Monty Haull said:

    Thank you for being so generous.  I am curious as to how many players have taken you up on your offer?

     

    I am not anywhere close to the wealth some of you have accumulated but I have given out over 6 bil in the last year or so.   

     

     

    I've seen your giveaways in Atlas, and kudos to you!  You make it entertaining while helping others.

     

    If the number is important to you, I'll be happy to send you a DM.  In my last giveaway, I had a contest to guess the number of people for an additional giveaway, so I'd rather not give a number on the forums.  

  9. 1 hour ago, Saiyajinzoningen said:

    I cant dive deep into the numbers but how about rularuu and cimemorans? (I hope those are spelled correctly)

    they seem to hit a whole lot more often than not VS defense based characters

     

     

    Sometimes buffs are ridiculously high.  Like quartz eminators give +100 to hit to all allies, so they blow past your "soft-capped" defense.

     

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