 
        Uncle Shags
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Everything posted by Uncle Shags
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	Get the mod if you want, but the macro from that thread I linked does it in a way that doesn't need it.
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	WW2 Armies, looking for some historical input...Uncle Shags replied to Ultimo's topic in General Discussion Speaking of, why do you have someone following you around, thumbs downing everything you say?
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	Powerexecauto avoids this. Top of page 2: https://forums.homecomingservers.com/topic/4494-psa-for-new-players-how-to-have-hasten-and-domination-on-auto/
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	This post got me theory crafting. It looked so good on paper that I went a little overboard and actually built it. Then ToT fast leveling got me to 50. Then it was actually fun to play so now it's T4 incarnate. Thanks OP! For me, the answer to the question is /earth/fire. In short, it's the single target dps of fully procced Seismic Smash, Char, Freeze Ray, and Bitter Ice Blast. Not sure if it can be beat. And as an added bonus, 3/4 are mag 3 holds. Super fast, super fun. Bosses melt. But they're also frozen as it happens, so... Hmm. Not sure how that works. 🤪
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	I run pugs too. What's your message?
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	Water Blast/Ice Manipulation Blaster -- feedback requestedUncle Shags replied to Dazzer's topic in Blaster You can probably use mids to check it out. See what the damage difference is with agility turned on then off. I tried to get on my def build and give you numbers from my super proced water jet but my stupid mids isn't working.
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	Water Blast/Ice Manipulation Blaster -- feedback requestedUncle Shags replied to Dazzer's topic in Blaster I'm not sure I quite understand this reasoning. Agility Alpha, for instance, reduces recharge for your powers, which is nice. But it does it in a way that decreases the chances of dmg procs to fire. So if you're leaning heavily into procs it can lower your damage.
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	Alternatively: VG stacks with the other buffs making them stronger, has an easily managed end cost, and you get to hang out in melee range. Melee range isn't a bug, it's a feature. If you don't like it, that's fine. If you hate going in melee, don't take it. If you don't want to take tough and weave, don't. But trying to minimize and downplay its benefits is unnecessary.
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	I'm trying to wrap my head around this with an analogy and I think I've found one that works. My dad has a side by side with a funky speed governor. It goes 25mph without the seat belt engaged. Which is okay. But if you put on the seat belt the governor shuts off and it can go 60. If you don't want to wear a seat belt that's fine. And maybe 25mph is great. But you shouldn't try to convince yourself or others that you're going just as fast as you would be without the governor engaged.
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	It depends on the team, but yeah, I do a lot of jousting. I like to try to pop my pbaoes right over their heads. One thing /fire does have going for it is the hot feet slow and fear. Without that I've had to be more careful. I even joust with my melee attacks occasionally. I've also got combat tp with a backwards bind so I can zip in and out. It's a much more active/twitchy style than my other toons. I got rid of almost every survival tool and traded in for dps/recharge and mobility. I don't even have the +def/resist unique ios slotted, which sounds dumb. But it's fun!
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	1.8s Arcana time vs 2.9s. Standing still in nearly melee range for 3 seconds isn't pleasant. I can't stand fire breath. Also, unlike FB, BS isn't a full dot. A big chunk of damage hits before the dots. Procs also hit at the same time. I’ve found the cone is fine. The range on mine is over a hundred feet, which makes the far width 56ft. LRM has a 4 second cast time and a 240s recharge... And force bomb hits 10 with a 60 second cast time. My Bilespray recharges in 10 seconds. It does what I want it to do: it gives me another quick, big aoe button to mash when my others are on cool down. Have you tried it? I quite like it. It makes a disgusting sounds as an added bonus.
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	I like bilespray much more than fire breath. Faster, better range, and hits 6 more targets. I need the full 16 target cap on all aoes for my pure dps blaster. Not having 6 extra enemies trying to kill me makes a big difference.
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	Meh. You've got to try to die and the recharge is twice as long as Inferno. Or you can hit 16 targets each with Fireball -> P Shockwave -> Bilespray for Inferno level damage, and then do it at least 3 more times while you wait for your next nuke.
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	Other than for theme and procced out char (which is nice), I think triple fire is overrated. I don't think /fire/fire is the most damaging compliment to a fire primary blaster. I'm not sure what the MOST most is, but for instance, I've found my /mental/leviathan is much more destructive than my /fire/fire. I realize this is risky, as I'm saying this to people who like fire. Fire x 3. Please don't get all flamey and try to burn me. I'm a nice guy. And your super power should be about CONTROLLING your fire....
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	I'm a big believer in CJ, but when the build is tight, sacrifices must be made. It may sound silly because end cost is fairly high, but athletic/ninja run gives the same mid jump adjustment as CJ. I usually can build to afford the endurance. Combat tp is the other option.
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	The Trouble with slotting the Critical Strikes ATO…Uncle Shags replied to The Trouble's topic in Scrapper Wow, this is awesome. Also, nice word play. Edit: I'm curious about the numbers for TW when in momentum.
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	What are the current thoughts on Dark Melee/Super Reflexes?Uncle Shags replied to SemanticAntics's topic in Scrapper They're player designed missions that are harder than normal content. They get harder the higher the decimal. It's useful for testing survival.
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	What are the current thoughts on Dark Melee/Super Reflexes?Uncle Shags replied to SemanticAntics's topic in Scrapper 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.
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	What are the current thoughts on Dark Melee/Super Reflexes?Uncle Shags replied to SemanticAntics's topic in Scrapper 
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	What are the current thoughts on Dark Melee/Super Reflexes?Uncle Shags replied to SemanticAntics's topic in Scrapper 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.
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	What are the current thoughts on Dark Melee/Super Reflexes?Uncle Shags replied to SemanticAntics's topic in Scrapper 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.
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	What are the current thoughts on Dark Melee/Super Reflexes?Uncle Shags replied to SemanticAntics's topic in Scrapper 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...
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	What are the current thoughts on Dark Melee/Super Reflexes?Uncle Shags replied to SemanticAntics's topic in Scrapper 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.
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	What are the current thoughts on Dark Melee/Super Reflexes?Uncle Shags replied to SemanticAntics's topic in Scrapper Amazing combo. Giving SR a heal is game breaking.
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	Why is doing damage the only way to win?Uncle Shags replied to temnix's topic in General Discussion 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
 
		 
					
						 
					
						 
					
						 
					
						 
					
						 
                     
					
						 
                    