
Fireburn
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There are two specific pieces of Scrapper archetype sets that can increase your critical hit chances. One, the scrapper's strike, is a passive boost that raises your base chance. the superior version increases chances by 3% for lieutenants/minions and 6% for bosses and higher ranking enemies. The other one is the Critical Strikes proc, and slotting it in the right power is crucial to leverage the strength of scrappers. When it activates, it gives a short time window ( 3,25 seconds ) duirng wich your attacksget a further 50% chance to crit boost. That is usually enough to get a couple of criticals in before the effect expires. Performance and chances of activation vary a lot between primaries, and putting the proc in the right place is sometimes the hardest decision you have to make for your build. All your primary attacks can crit, as do sour damage auras. Attacks from power pools can crit too, i have Cross Punch with an electrical /shield scrapper and i see a lot of criticals
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I tried to test this myself, but it's SLIGHTLY difficult to graps exactly how high or low the chances are now with the tentacles spamming so many attacks and dots over a pack of enemies. So procs have been massively nerfed for this power. It's ok, i'm fine with that. What i'm trying to determine is if they are still worth to slot and if so, wich kind of sets. i had all the targeted aoe damage procs until now. My test showed some positron's and bombardments firing, but not many honestly. Damage seems still fine ( although actually my test was ran on a controller and contaiment damage helped, but still, it's ok for me ). I love this power but it's a convoluted mess to follow mathematically. So, bottom question is, would it be better to forget about procs at all and slot Creepers for a set bonus, or can some extra damage still be squeezed in them?
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Thanks. I hope it gets looked at
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If it was intentional, i' d like to know why, since it seems to only be making the power harder to use for no reason. However, the fact that no one mentioned it makes me think that it may be a bug or mistake of some sort and perhaps this should be reported
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Just logged in with my electric dominator, entered a mission, and started my usual routine to build up domination while killing the first groups. I knew the power was now changed into a chain, but was expecting to not alert the enemies ( and the description still says so ). Well, no. the boss turns and shoots a me. i wasn't sure of what happened the first time i died, so after a trip to the hospital i tried again...and died again. Is this a bug or how the power is now intended to work? because if ti is, i question the wisdom of the change. it was very useful to confuse bosses without being noticed first, and now even if it's easier and much quicker to confuse the whole pack, you immediately gain the aggro of the most dangerous targets
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That's exactly the purpose i had in mind, getting a few seconds of distraction and avoid retaliation while they bunch up and expose themselves to controls. I hoped for more than 5 enemies taunted, but based on what you say it seems good enough
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I'm wondering about that. mainly because after making a pyro/storm controller, i find Glittering Column to be a very useful power. Casting it first makes the enemies waste their alpha strike, letting you fire your big aoe control powers without retaliation, and then you can proceed dishing out damage and kill them. Even if some find time to counter attack, it's too little and too late to save them, they are at too big of a disadvantage. Those few seconds the enemy pack loses in attacking the column make an enormous difference. I even have a meager 20% defenses and no mezz protection yet and still winning easy against x8 spawns. So, would spirit tree be equally or almost as good? It doesn't have the -to hit component, but i'm not concerned about that. It still taunts, and all i need are a few seconds of distraction and enemies not shooting at me while i neuter them. Testing it on the beta server is still a long and tedious process, so i ask to plant controllers, do you use it, and do you think it's good/bad/situational or neither?
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Wish List Issue 28, Page 3 (What could have been in Issue 28, Page 2)
Fireburn replied to Troo's topic in General Discussion
and of course....... KINETIC MELEE! KINETIC MELEE! KINETIC MELEE! -
Wish List Issue 28, Page 3 (What could have been in Issue 28, Page 2)
Fireburn replied to Troo's topic in General Discussion
No transparency options for ALL stealth powers. And especially for stuff like FADE. i love dark affinity, but every time i'm teamed with a dark controller i want to scream and run away. i don't, if i'm on a task force, but it's torture until the end each time he casts it -
The tanker cone change feels terrible, please revert!
Fireburn replied to nyttyn's topic in Suggestions & Feedback
Melee cones have always been a pathetic mockery of "area" attacks. The tanker increased arc was the only thing that made them usable and the only AT that could not treat them as weaker single target powers in disguise. But as soon as people saw a reduction in damage they scremed OUTRAGE! and so we ended up like this, and for a few tens of hp of damage we are back to stupid attacks. -
I usually test some stuff while it's on beta, and so did this time. I looked at psi armor, i made pyrotechnic control, tested plant control. What i did not take time to look at was electric control. Reading the patch notes seemed fine, and i did not foresee any trouble. So yesterday i logged in with an electric dominator. Tought "let's see how the aoe patch works now". Fired it, then jumped into the enemies to start punching them. And then the noise started. Every time the hold takes effect, it makes an electric crackling sound similar to jolting chain, for EACH ENEMY it hits, every 5 seconds. It's super, supremely annoying, it just drives me insane. It's so bad i had to stop using it because it was beyond my capacity to endure. Honestly i was suprised no one mentioned it. I don't see the reason for such a feature. I know it seems a small thing in the sea of good changes and amazing work the devs did, but really the power is borderline unusable for me at the moment. Is there a way to stop the noise?
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MY GOD, NO. NO. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!! Respecing is the epytome of annoyance incarnate. So obnoxious and clunky, such a time wasting process. NO. NO! i don't care how good some changes are. i don't care if sleep powers are now useful. i wouldn't care even if all characters could now one shot hamidon and survive every AV of every task force all at once. i have respeced some times in the past but now the idea simply destroys my sanity. so my characters will stay just as they are, they were fine until now, they will still be.
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Where did you get the Mids version with the recent changes? i tried downloading it here https://midsreborn.com/ and it says the latest version is 3.7.11.2. but the new sets aren't there yet p.s. trying to check update with mids itself shows version 3.7.14 but that never works, every time there are major changes i have to unistall and reinstall the new version, wich i cannot find at the moment
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Thank you all for your answers. Taking the time to lay a ton of mines might not be my style, but i admit i hadn't thought about the defiance boost on the opening salvo. That is useful indeed. In my planned build i had 2 slots to spare so trip mine will end up with two superior avalanches for slow resist, and with intuition alpha it will reach 98% enhanced damage. Plus a force feedback proc
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Reached level 30, and picked remote bomb. the visuals alone make it worth it 🙂 i didn't expect the blast to be so big. too bad it can't be available more often, but it's still fun to set off such an explosion!
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Ok, thanks for your answers. i think i will pick remote bomb and see if i enjoy it....then, if i have powers to spare ( and i think i will ) use trip mine for the purpose you described. off to shoot bad guys now!
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Mmmmhh, do you mean that them being kb powers, the force feedback proc has a chance of firing when you activate the power, like storm summoning pseudo pets? in that case, i can them useful for at least that purpose
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So....the thought came to me to try out /devices, wich i never really got into before. The primary set will be Archery, so i started to plan how it should play, keeping things at range, caltrops tro make enemies flee, the awesome to hit buff from targeting drone, etc. Then it came to trip mine and remote bomb. Well, uhm. I really don't know what to think about them. First question: are procs good on trip mine, or should it be slotted for set bonus? I hear it's a good power for those players who like to solo and play it slow and steady, laying a minefiled to pull mobs onto. Wich may not be my style. I wonder if the mine damage can be pumped by procs or not. I was going to ask a similar question about remote bomb. looks like rpocs in it should rally up the numbers....then i looked at the recharge again. 360 seconds. Even with very high recharge builds, that's an attack every 90 seconds. is it really worth it? maybe not. a mule power? perhaps. I'm a bit dumbfounded by these two powers. tempted to let loose big BOOOMMM explosions but not sure if it's effective or not. Can someone share some insight on them?
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
Fireburn replied to America's Angel's topic in Guides
Now i'm trying to decide between axe and mace....looking at the powers it seems mace has more aoe but worse proc chances. my initial choice would have been mace....trying to do the math -
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Fireburn replied to America's Angel's topic in Guides
Hello guys, i have a little question. I'm not looking for best farmer there is, just a character that is efficient enough, mainly to powerlevel my other account. I wanted him to have some kind of powerset that i rarely play and i ended up thinking about battle axe or war mace, with damage procs slotted of course. The plan is to make an active fire farmer, would it be better as a tank or brute?