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Ashford

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Everything posted by Ashford

  1. woops Got that backwards meant rad/Fire melee, my bad
  2. That's why the caveat of these charts is that it only speaks about raw number performance and not the over all potential. MA may be up there in terms of raw performance but MA lacks in proper AoE, which means that it may work for a scrapper, but not necessarily for a brute or tanker (why even tanker if AT doesn't take advantage of target cap) in 100% of any situation. Same with Savage melee, it may seem high in performance like a scrapper or Tanker but will likely shine far more often on a brute due to it's dot mechanic which scales with fury. The only real downside to SM on a brute is that ramp up time.
  3. Any Fire/Rad Builds for Tanker?
  4. Ashford

    Dark melee/?

    Hard to say how it would do on a scrapper in the current balance, Dark is more of a Tanker pick but on a Scrapper? Maybe Dark/rad/soul and see if it outperforms the tanker variant. or just dark sheild
  5. Ya he clearly hasn't been up to date on what the current balance is for Tankers. 4 years ago, maybe this guy would have had a point as Tanker damage was that abysmal to the point that at the very least, it would be helpful for a tanker to keep aggro as quite frankly they can be very hard to kill. Now, no, Tankers very much outperform brutes in the AoE department and can do enough damage that the only reason a Tanker would actually need a taunt at all is if the Tanker rolled a more single target AT like Energy Melee. Even then, if a tanker can clear as fast as they pull it's not like anyone is going to care, not to mention Tanker can also just be played as a DPS as again, they do pretty nice damage now.
  6. Well with the current balance changes despite what people say, from a min/max perspective, AR could actually be a much better middle of the road AT for a blaster and could in theory pair much better with MA than DP does. Keep in mind, although this is strictly for ST, the OP did say AR still tested high for AoE
  7. Well there you go fellas, now AR/MA is the new DP/MA, and probably more insane
  8. Which is not a good idea because that's why players overlook SS in the first place
  9. Well the idea is since electric armor helps with recharge, stack that with hasten, rage with recharge and then it's a perma rage so no crash.
  10. How about Electric armor on Super Strength, would that fix the primary's feel bad rage crash?
  11. for brute, elec would probably be more of a sleeping giant as that armor set is much better on a brute than scrapper or tanker, plus rage crash on rad is still pretty bad without a few dozen million influence.
  12. If your reading this, the post was from 2020, alot has change since then so many of those builds are outdated. Could use and update.
  13. Ultimate? ya sure ""Ultimate"" that's why they are more widely used for a fire farm then, just let me spread that sarcasm on some toast. Any class can ""solo"" with the right AT's the same way a person can say "anyone can cook". Sure anyone can, doesn't mean it's a good idea for some. MM would need very heavy investment to ""solo"" in the influence count of billions. There is a reason the biggest highlight a MM build can do is exploit group fly to cheese a boss.
  14. I think from a newb perspective it's important to point out which AT is actually ""OP"" right out of the box once that character gets a decent number of enhancements under their belt. DM/Shield eeeeeeeeeehhhEEEEEH endgame potential it can do a very good chunk of content by itself but will likely need a small amount of investment to actually start seeing gains. Claws/Rad both ATs are in fact right out of the box, it can do a good amount of content, it's only real weakness is that it's a by the books scrapper AT which means it could probably smack down purples but will find trouble if the mob count is higher than 2-3 as it is single target.
  15. Honestly, there's not much incentive to play a MM these days if the players plan is to solo content as the class doesn't really do it that well. If anything a reason to play a MM is that they can be a buffer for the tank and group so trash are more likely to nuke the minions (that will die quickly) while providing support provided the class is not rolling weird builds.
  16. Most definitely would skip ablative Carapace once Parasitic has enough recharge to click it way more often. After that, don't need the extra emergency button, when para can debuff, give way more defense(as it's per enemy) and with recharge, be used way more often.
  17. When it really comes down to it, Shield defense and bio are close to one another but they both have drawbacks SD, as people stated lacks in endurance and is best paired with powers that help sustain endurance like energy/dark/elec, other than that, it makes for one tanky scrapper Bio can have defenses that can outperform SD but it's highly dependant on how many enemies are in the screen, making it a better pairing for AoE powers such as spines/RM/TW However, both require some investment before a player can see a substantial return. A more out of the box experience when it comes to a secondary would very much be Rad, it only has 3 clickies, and has a solid defense. Not to mention it great for a primary that can take great advantage of -defense. Of course all of this is only if OP really wants to min/max the synergies between primary and secondary for a more streamlined experience.
  18. I hear DM/SD synergies well.
  19. Electric blast is good but it's generally a little more of a defensive primary with a caveat. If say your character cannot drain the opponents endurance bar fast enough before it can do a ranged attack or get some melee attacks in (or dies), your character is going to have a bad time which is why enhancements, and defensives can go a long way.
  20. Any updated guide to necro/time because I was thinking this build when I seen how their mechanics would align well considering they also got -tohit debuff/siphon.
  21. Couldn't you get similar results with time manipulation considering you can double stack -to hit debuff?
  22. The general issue with MM is not necessarily that the minions are squishy. For new players trying a MM the biggest issue comes down to how a minion plays because the more erratic or melee centric the AI is, the more the player has to micromanage. For example, someone would reccomend something along the lines of demon/dark for their first build or thugs. Issue is, these minions are more higher maitanence as both suffer the issue of trying to do everything and/or going in to face tanks the damage. Meanwhile, bots and mercs would be more newb freindly as they for the most part keep a distance. The secondary problem with MM builds is that really when the cards are down, the secondaries are all hit and miss. Dark for example focuses on -to hit debuff, slows, sustain, and has an extra minion, but if the focus is on not getting hit FF does a far better of a job. However, FF doesn't add anything damage wise or heals. Every secondary comes with a trade off that really doesn't make them as great as they can be. for new players, that translates to a very unfun experience while leveling. So, generally what would be a good start? distance focus AI minions, and just a simple secondary that focuses on sustain/support so nature, FF, time which works great for minions that stay close anyway, etc.
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