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Bill Z Bubba

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Everything posted by Bill Z Bubba

  1. Earth Assault would get a nod but not until the animation glitch on stone spears is fixed.
  2. It does but with all the +psi resist/def single IOs you can plug it pretty effectively. In end game builds, that 6th purple is 6% resist per pop.
  3. None of them as they all need to have the underlying equations and values reworked. But since that ain't happening.... Claws on Scrappers, Brutes and Tanks Katana War Mace
  4. I've always wanted this as well since using email is tedious but not just for inf. Converting emps to transcendents and emailing them is tedious. Converting merits to H-V merits and emailing them is tedious. Not being able to move threads at all is tedious. Would be much nicer to just dump it all in base storage for retrieval from an alt.
  5. Or maybe I just hate the new origin pools.
  6. Well, ya did edit your post after I posted... you provided none of the build info in the initial post. You mentioned resist tankers here with a random 10x vs 2.5x comparison. Thus my comment regarding them. I see no point discussing teammates and what they can bring during a build discussion. If the min levels of barrier are getting you to the incarnate softcap, so be it. And no, my goal isn't to fight at low health with capped resists. My goal is to survive everything solo without leaning on partial uptime powers/buffs.
  7. Rune of Protection is 100% useless 66% of the time. The above theory ignores extra HP from slotting. My tank sits at 2846 HP. It ignores defense and all the regen that occurs while you're not being hit. Since it was mentioned, it also fails to note how resistance builds must suffer all incoming debuffs while defense builds get to ignore the vast majority of them. Lastly, while an SR tank can certainly hit the regular softcap to all positions without weave, it's going to mean a lot more incoming hits when you're dealing with incarnate content.
  8. That's what I thought at first but there are two other issues. League gets 3 v-merits per pylon. And apparently there's some timer that starts with the first pylon down. Honestly, I don't consider either an issue. If someone is really going to freak out about the loss of 3-15 v-merits, that's their problem. And since even if a pylon respawns while the league is clearing the remainder of them, so what? They have to go an extra few hundred yards to spend 10 seconds taking it down? At first I was angry at the attitude, then I calmed down a bit and listened to the rationale for complaints here on the forums and in general chat, but in the end, I ended back at "fark 'em, ain't their zone, I'll do my pylon testing when I damn well please."
  9. And after all the specific nerfs before, during, and after ED and the GDN, we're right back where we started but even more so. There's a WHOOOOOOLE lotta essentially immortal characters running around now. And an entire AT. And welcome back!
  10. No. Brute spin still won't crit. Still gets buffed by fury. Only major difference is my aoe chain between the two: Scrap can do followup, spin, shockwave, repeat. Brute/Tank have to do followup, focus, spin, shockwave, repeat.
  11. Still stronger than regen. /ducks
  12. I don't believe you. And that is specifically why I don't believe you.
  13. Depends on what they used not to die. There's several broken powers available to everyone that when used by meleers easily cover up any mitigation holes we might have. Doesn't mean the underlying set is overpowered on mitigation, just means utilizing all the tools available to make squishy lives better can make meleers into unkillable gods. Edit: I mean, my nrg/bio scrapper with shadowmeld is insane. If I added Rune of Protection she'd go right past insane into "by the dark and elder gods why is this even allowed?!?!"
  14. Bill Z Bubba

    /regen

    Oh? All the time? Or just when Rune of Protection and Eye of the Magus are up?
  15. It's overpowered on the damage output side, not on the mitigation side. It's highly susceptible to slows since it leans so heavily on the +absorb/heal clicks.
  16. I've got the full set of Superior Might of the Tanker in Followup. So regardless of whether I'm in single target or aoe mode, I generally see three stacks as long as I'm in the thick of it. No clue on the math behind it. Edit: Which means, yea, you need to stick it in an attack you use often. I'm sure some folks prefer AoEs but I spend a lot of time fighting hard targets so that would be counterproductive.
  17. C'mon, man, if you're gonna cheat like that might as well go scrapper. 🙂
  18. I meant the 90% cap. On that character, with 3 stacks of MotT proc, that goes to 62.91% SL. So I only need another 27.09% to hard cap which I'll hit at 32.91% health which in my case will leave me (didn't have accolades turned on in that screenshot, actually have 2846.17 HP) 936 HP. Damn near incarnate softcapped with capped SL, capped DDR and 936 HP makes for a looooong lifeline. Edit: DOH! Werner's right... forgot all about the Reactive Defenses scaling resist proc. Soooo yea, even more HP at resist cap.
  19. As it's the difference between 42.81% SL resist and 19.25% (turning tough on and off in Mids) for my SR/Claws tank, and knowing that the vast majority of incoming damage for any meleer is SL, I'm gonna side on Tough/Weave are necessary for full/proper functionality for any SR user for any AT that can use it. Edit: Here's what I shot for on mine. Considering the 20.1% you can get from triple stacking the grossly overpowered SMotT AT IO proc and then SR's scaling resists, hitting the cap to SLFCEN ain't hard at all.
  20. Brutes and tanks are identical and both have longer recharge and thus do more base damage than the scrapper version.
  21. Consider it another form of Zen rather than a malfunction.
  22. You just answered the question. Kids are born so that they can deal with all the unnecessary crap we accumulated in life! Maybe make a couple bucks for their never retirement.
  23. Pretty sure I'm on his ignore list anyway but at least yall will see my corrections.
  24. I don't disagree at all that debuffs and patches are exacerbating the issue further but again, I don't recall in all my time soloing scrappers back on live that I ever had to deal with the running we're seeing now in standard content. And I certainly never saw taunt being overridden/ignored as it is now.
  25. Yup. And yet we still can't get a full answer on WHY it's happening here cuz it sure as hell wasn't happening on live that I can remember. Granted, my memory sucks, but I just do not recall runners being an issue on live even for scrappers in any way that mattered.
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