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Uncle Shags

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  1. Wow, this is awesome. Also, nice word play. Edit: I'm curious about the numbers for TW when in momentum.
  2. They're player designed missions that are harder than normal content. They get harder the higher the decimal. It's useful for testing survival.
  3. I built a DM/SR on test and took it for a spin. It could take 2 groups at once of CoT, Council, Arachnos, and Carnies at 54x8. It wasn't super fast, but the survivability was there. It wasn't as tough as my SR/DM tank which can solo all 54x8 radios and up to 801.5 with endless waves of multiple groups forever, but I think 2 groups at once for a scrapper is pretty dang good. I think trading survivability for damage is a delicate balance on every AT, but because of the raw damage potential of scrappers it can be a very big deal. I compared my TW/Bio, for instance, and vs some of the 54x8 radio scene it performed noticeably better by relying on kills as mitigation. But for other stuff (Arachnos) it melted while the DM/SR wasn't ever at risk.
  4. Epic ranged attack/snipe is another option for runners. You have to wait til 35 though. With fancy slotting you can max the heal and the damage.
  5. You can tell a lot about a person when they make personal attacks like this. Fine, I will educate you. DDR makes SR superior to Inv. Def debuffing enemies (which there a lot of) that will melt Inv will do nothing to SR. Once SR is above the cap it stays there, getting hit 5% of the time, while Inv defense crumbles. So what does SR do when those 5% of attacks make it through? According to you I should be "assured" that's still "plenty durable". You'd have to hope for team heals, or wait for regen, or pop an insp. Maybe that's good enough for how you play. But I can assure you that there are times when it's not enough. But good news! DM can heal. 250 hp every 3 seconds is not "okayish" and it plugs SRs only hole. Also, much of DMs damage reputation is based on testing with Soul Drain hitting one target. When it's saturated and perma it's awesome. OP, go for it if you want. The combo is great.
  6. OP isn't asking about Inv. They're talking about starting up their old toon. And the fact that SR doesn't need the - to-hit is a good thing, not a bad. It needs a heal. Which DM has. And I'll just say it: DM/Inv is crap compared to DM/SR for survival. This is kind of weird. An old player is coming back to relive their glory days. I say to go for it because I know from experience it's a great combo. You immediately try to talk them out of it for niggling reasons. Seems weird...
  7. If you're just looking for pure damage look elsewhere. But if you want to trade a little damage for a ridiculous amount of survivability, DM/SR is my pick.
  8. Amazing combo. Giving SR a heal is game breaking.
  9. I like it! I too have wondered what's the point of anything but damage if that's the only win condition. As was mentioned, the mechanic kind of already exists: I think it would add a new layer of depth to the game that would be a breath of fresh air. If I had the power I would
  10. If you mean what can stay at range with high degree of safety my vote is for Doms. More control than trollers and more damage. Going into melee to attack is available but not necessary.
  11. "Hey boys, we've got a complaint over in General!" "What?!"
  12. Maybe for you. I'm not so comfortable telling someone else what they should build for.
  13. It sounds like you're torn between concept builder and min/maxer. You say you start off with a character idea, but then it get a morphs into a min/maxed Frankenstein chasing stats. For some people that's fine and the way they like it. But if you're doubting that then maybe try to put the mids away for a bit. Just lean into your original idea with less focus on chasing numbers. Guaranteed it will play just fine, especially on a team. Shit, it might play better! Or, if you have the cash you can have multiple builds. Have one that's tweaked out min/maxed, and another that's just fun, with all the fun powers you want.
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