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Rumors

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  1. Savage Melee is, IMO, definitely one of the cooler new powersets that we got when the game returned. I have a blast with it, having taken a Savage/Regen Scrapper all the way up to 50 and beyond and still enjoying him. That said though, Savage definitely feels unfinished and it also has some... janky bits. I've not tried the set on all ATs, so this'll mostly be from a Scrapper's perspective, although I don't think it should change much for Tanks/Brutes on my suggestions here. So, my suggestions to fix/buff Savage Melee! There are both mechanical and asthetic suggestions here! I know tooling around with animations and sounds is probably pretty difficult for the SCORE team, but I thought I'd include them anyway. Overall mechanics -The stacks of Blood Frenzy are cool, but getting new stacks doesn't refresh/replace old stacks when you're at max, which leads to random bits of drop-off and slightly inconsistent performance. If possible, a simple fix would be to have new stacks overwrite the oldest stacks. -Scrapper critical hits are pretty erratic on this set. They all have weird, random damage values on all the powers, except Shred which absolutely cannot crit for some reason. This also reduces the value of the Scrapper ATOs on this set. Crit damage values should be redone to make them fall in-line and be consistent with other sets. -The Exhausted lockout is too darn long. Blood Thirst clearing it is very nice, but otherwise dropping your stacks already hurts performance typically, so Exhausted is just the rotten cherry on top. Trade-offs are cool and all, but dropping five stacks of Blood Frenzy, and therefore ~20% recharge/end discount, is already a big trade-off. I'd suggest reducing the Exhausted lockout to 5-10 seconds rather than 15 or just removing it entirely. Alternatively, see Blood Thirst for a bigger change and suggestion below. -Real Numbers don't work for the set, or work right at least. If possible, would be nice to fix this! -I imagine the fantasy of this set is someone that jumps in and just viciously keeps slashing and lashing at the enemy in a frenzied rage, never stopping, never quitting, just go go go until all the enemies around you are in bloodied, shredded heaps. While the low cooldown attacks and gradual speeding up help sell it, the set is actually a fairly thoughtful one instead where you need to pay attention to stacks and think about when and where you burn them. Or if you burn them. Not really sure how to address this without entirely changing the set, but I imagine it's a problem. Powers Maiming Slash and Savage Strike - Perfectly fine as is. Shred - Mechanics-wise, this move needs help. It's fine for leveling, but it's like... using Flurry. Except a bit better since it can take -Res procs, but even then it needs some super optimal scenarios to even have a chance of competing wth the rest of the set. (And we really shouldn't balance the power on the ability to take certain procs.) Savage has two wide-range AoEs as is, so I see no problem in increasing the width and reach of the cone a bit to make it more competitive as an AoE tool. Ideally, if possible, maybe with some sort of wide slash animation change. REMINDER THAT SHRED CANNOT CRIT ON SCRAPPERS! This really needs to be fixed! If the animation stays the same, then it really needs a tweak for visual and audio oomph. Just like how Sands of Mu and Flurry have the uppercut at the end, Shred needs some sort of "finisher" to the end of the animation. Non-trivial to do of course, but worth mentioning. Vicious Slash - Mechanically, the move is fine. Terms of audio/animation, it needs some tweaks. At bare minimum, I think it needs a different, maybe sort of more visceral sound effect to distinguish it from Maiming Slash. It's also possible that it has the wrong animation, with it being swapped with Hemmorage. Swapping the two would make sense, but this would increase Vicious Slash's cast time if left to perfectly match the animation time. However, if you could still interrupt the animation after the ~1.8 seconds it currently has, it might be fine. Otherwise, it'd probably need a small damage buff to keep the performance consistent. Alternatively, the Knock Up/Down could be moved to Hemmorage and Vicious Slash could receive more damage or some other debuff effect to compensate. But, I have other ideas for Hemmorage so... would prefer not that one! Blood Thirst - The cast time on this power is way too long and the buff is weaker than other Build Ups for no reason. ...okay, it lasts longer, but is that compensating the weaker build-up or the longer cast? Or the Blood Frenzy stacks? I think this power is over-balanced. Preferred change: Reduce the cast time to 1.32, same as regular Build Up. Alternative change: Increase the damage buff. Combined change: Do both and reduce the duration. Fourth change: Instate/re-instate the healing over time Blood Thirst was supposed to have. Visually/audioly, the power needs more oomph. It lacks the usual Build-Up-esque effects and sounds and the audio is has is very quiet! It at least needs the Build Up stuff and louder growing/roaring/howling/etc. Also, it'd be nice if the normal Build Up empowered sort of animation was an option in power customization, which would be great for those characters who aren't savage, but have natural claws that they're fighting with. (Or like... robots with claws or something.) BIG SUGGESTION! So, here's an idea that might better sell the savage fantasy, make exhausted more workable, and give the set a third way to burn stacks. (It really feels like it lacks ways to use its resources.) So, tweak Blood Thirst. Its current effects stay as is. However, if used at five stacks of Blood Frenzy, then the stacks are consumed and the character goes into an even more frenzied state. Now, I don't know about numbers, but I'm thinking even stronger Blood Thirst effects + even stronger Blood Frenzy effects for the duration of the power plus Rending Flurry and Hemmorage acting as if they had max stacks. Possibly some extra things too, like Fear and Placate immunity? When the power expires, then the character goes into Exhausted at the full duration (and maybe make Exhausted nastier too if need be). Under this idea, Rending Flurry and Hemmorage would only consume stacks, not Exhaust. Or, maybe alternatively, empowered Blood Thirst's exhausted would be a different, seperate crash? This would definitely give the player more options and make Savage Melee a bit more distinct. Blood Thirst could be used as an alpha strike tool or as a way to instantly recover Blood Frenzy after consuming them, like right now. Or the player could use it to go utterly nuts for a little while at the cost of a crash. I think this would be pretty cool, but would be a pretty big change and non-trivial to implement. Taunt/Confront - A customization option to use a more standard Taunt animation would be nice and appreciated by concepts where the character just happens to have claws and aren't savage. Rending Flurry - Only issue here really is the audio. It needs some sort of more visceral sound effect(s) rather than just spamming Maiming Slash's sfx. A different visual and/or audio for use at max stacks would be nice, but hardly necessary. Hemmorage - As it stands, Hemmorage is a net-loss of damage no matter how you use it. Except Stalkers, they have a better version apparently that is actually worth using. A really simple fix here would be to make other versions more match Stalker Hemmorage. Hemmorage could also stand to tick a bit faster since it's not uncommon for teams to kill the target before the move does its thing. A more complicated fix? Hemmorage should be the "big, tough target" killer. The idea is you're making them bleed out, so instead of just shoving more damage into the attack, we could stick something like a -Regen, -healing received, -recovery, -res, and/or other debuffs here that scale with the number of stacks used on the move. I mean, hey, if someone just gave you internal bleeding then you're gonna be more vulnerable and not be able to walk it off or heal as easily! Adding those sorts of debuffs would still leave Hemmorage as a more niche option, but it'd be a really good option in certain scenarios. Also, I said a bit about mechanics and visual/audio on Hemmorage in Viscious Slash's part. that all applies here still! ...when writing the draft, I miswrote "internal bleeding" as "eternal bleeding". I suppose making empowered Hemmorage tick for an incredibly long time would also really drive it into the "big tough target killer" role. Savage Leap - Mechanically, it's mostly fine. Two things though: First, sometimes the damage/effects don't trigger. Not 100% sure what causes it, but it's most easily noticable if you use it from melee range against the giant mech in the Market Crash Trial, where Savage Leap will fail to do anything almost all the time. I think it might be related to hit boxes? Second: the move does more damage at a distance. It could be nice to light the move up with an orange circle if the chosen target is at optimal range to make this mechanic more clear. And maybe mention it in the tooltip? Beyond that, the power needs more visual and audio-oomph. For the top tier power of a powerset, it's really lacking. It needs some sort of landing impact visual/audio and maybe a very slight wind-up time to give more the illusion of a leap. (With the right tweaking, the wind-up could be included without increasing the cast time much or at all.) The actual hit sound could, again, stand to be something more oomphy than Maiming Strike's hit. And, hmmm, I think that about covers everything. Overall, I think the set is in a pretty good place, but it could really use some adjustments for better flow, making some powers more useful, and selling its fantasy better.
  2. Hemmorage is a DPS drop on Scrappers in most, if not all, situations. Stalkers, I think, can actually get a DPS boost from running it though, Shred is good for filling your attack chain leveling up, but is pretty terrible by the time you can get a solid chain with Savage, Maiming, and Vicious Strikes. Even with the -Res Proc, it does not fire off very often and you'll have to spend a loooot of time animating Shred over and over and over to get much use out of it. It might be worthwhile if you can line up multiple hard targets with Shred consistently but... that's pretty uncommon. Take Pylon numbers with a bit of a grain of salt since they're very specific situations, but running a chain of 5-slotted Vicious > Maiming > Savage > micro gap, which is a sub-optimal chain if you don't have the recharge to rid of the gap, takes down Pylons about 5 minutes faster than running Shred with Achilles Heel debuff. You add procs, ATOs, and Incarnate powers to that and the above chain is just gonna start getting a lot faster. I can link to the post I did the run if you wanna see in more detail. Shred also gets a bit outclassed in the AoE department. 5-Stack Rending Flurry and Savage Leap are both wide-area and can wipe all the minions in a spawn if they're close enough together if you use Blood Thirst as an alpha strike. Or you can mix in an APP/PPP AoE, like Fireball or Ball Lightning to do it every spawn. At that point, you can just focus the toughest target in the group with your single target chain and throw your AoEs as they come up everything should drop at more or less the same time. And of course, Taunt/Confront is situational whether you want it or not. And for reference, I'm also Savage/Regen. The combo is so endurance light is obscene. Only ever had endurance issues that couldn't be solved with a blue was when I was being sapped or hit with recovery/end cost debuffs.
  3. 1. If memory serves right from someone's math, Brutes out-damage Scrappers at low level, but on most sets Scrappers pull ahead once Build Up and SOs come online and they tend to stay ahead. Brutes typically only out-do Scrappers on like... double Kinetics teams. Brutes are tankier though. Brutes also tend to have taunt auras in stuff where Scrappers don't, which can be detrimental if you DON'T want to hold aggro. Brutes also have a crippling weakness to waiting and patience. Their biggest threat is anything AFK related. 2. The Defender will have a stronger Rad set in nearly every respect except Fallout and EM Pulse's damage, AFAIK. Its Electric attacks, while weaker, will drain more endurance. Scourage is also fairly unreliable in most circumstances except really tough targets. Like, if you can Scourge a minion consistently, then you're probably not hitting hard enough to begin with. In general, there are some sets where Corrupters are much better than Defenders and vice versa. 4. Bio Armor definitely can do a lot of damage and stuff. Not much experience with the set, but it apparently takes a lot of investment to get to running Offensive Adaptation constantly comfortably? Even then, most other sets bring different utility to the table or can survive things Bio cannot or are much cheaper and easier to get to their peak or require less power picks, etc. 6. Broadsword still hits really hard and can still deal respectable damage. It might not be the highest DPS, but it has some utility to make up for it. Katana really does outshine it though. :/ Except with Shield, Kat/Shield is not possible. Your Defender would most likely do less damage, yes, but again, stronger buffs/debuffs/heals as the trade-off. Sonic Attack is really strong on a Defender, but less good on other ATs (although not bad). It lacks some things though, like a Snipe. It's also not great at AoE. Dunno Beam much, but from my understanding it's mostly/purely single target where AR has multiple cone options.
  4. If my understanding is correct, Stalkers have much better single target damage with Savage Melee. But they lose Rending Flurry, which is an excellent AoE attack with very wide range at five stacks and recharges really quickly, making it good for mowing stuff down. Although that's really a trend in Stalker versus Scrapper in general. Stalkers tend to trade an AoE attack for Assassin's Strike. Although some Stalker sets benefit more from that trade than other. I wanna say Savage might be better on a Brute than Scrapper due to the fast recharge nature would be good for Fury building, I imagine, but I've seen Brutes complaining about the set pretty hard so... shrug. BS is pretty outclassed, but I think Scrappers run it better than Brutes do, if memory from Live serves me right, such because of the cooldowns.
  5. Would it count as a gear check to make note of a preference of a certain role for LFG? Like "Looking for the Forum TF, room for 2, support preferred." I mean, I'd like someone to be there to save us if things go south in the content, but if I wound up with myself and seven Blasters in that situation anyway then I wouldn't worry too much about it and would roll with it. ...although I've been thinking about "gear-checking" for Incarnate-less TFs, make sure everyone has them entirely unslotted. But not sure that's what people are complaining about!
  6. Okay, so, Kaeladin's recent post inspired me to just say screw my wrist and investigate my curiosities. ...and I also realized I can just navigate with my right hand and then just click my powers instead of using my left hand >.> So, I threw together a quick build to test Hemmorage, Shred, and Waterspout with Savage. I think Kael's post is proof enough that Hemmorage at 5 stacks all the time = bad, which is what I suspected, but is kinda sad. But there was still a few other things I wanted to check out. So, I threw together a quick (and very bad) build with all the powers on it (to eliminate possible variables from differing enhancement bonuses). Used Savage/Regen, since A) Regen has no offensive benefit and B) ...well, my main is Savage/Regen. I did not slot any procs save for Achilles -Res on Shred and Waterspout to remove possible randomness from proccing (and to really tank my times, I imagine). Only used T4 Spiritual Core (to perma-haste since my build is bad) and T4 Hybrid Core Passive (no toggle, just passive) to speed things up a little. No other incarnate powers. Build ran Assault and Hasten, but no other pool powers to boost damage. My build is really, really bad, so these times won't be great. Heck, my main's times are better But, the point is to compare individual powers with as few variables as possible. So, for baseline, used attack chain of Vicious > Main > Savage > micro gap while using Blood Thirst on CD. I was a little inefficient at the start, so could probably shave a few seconds or so off of 8:24. I think Vicious > Savage > Maim > Savage would have done much better, or if I had a little more recharge to remove the gap but, eh, no biggie. So Kael's test showed using Hemmorage at 5 stacks all the time resulted in lower DPS. But what about Hemmorage > Bloodthirst whenever the latter is about to come off CD? This would get the DOT while maintaining 5 stacks. Using same chain as above with that thrown in, and doing things more efficiently, my time came to... 8:38. Actually worse despite not being thrown off from different recharge times than on the normal servers. So... Hemmorage is either a DPS drop regardless it seems. :/ Or, assuming a change of the base chain affects things for it, might be DPS neutral at best. Okay, now Shred! Is it worth using it with resistance debuff procs? It can take up to two at once, but the second one is not identical to the second one Waterspout takes, so I only used Achilles in both to remove potential varibles. So, the chain here was Vicious > Main > Shred first attempt and second attempt was Vicious > Shred > micro gap. What were the results? Did the Achilles debuff give a massive boost to damage? Would this make my poor, lazy, half-assed build actually do decently? Well... 1st attempt: 13:03 (Probably closer to 12 since the Dropship made me pop Moment of Glory three times) 2nd attempt: Gave up at around 7:50 with the Pylon at ~50% HP. Looked like it'd be a 16-18 minute run. ...yeah, Shred is awful for single target damage. Even with the proc, it's terrible, horrible, no good, very bad. Using both -Res procs ought to be an improvement, but I doubt it'd be a 4+ minute improvement, especially since I'd have to unslot an enhancement giving stats to the move. And even if I did that, I could take three of Shred's slots to put them into the single target attacks for procs or more stats/bonuses, which ought to give a good boost to the original time. ...yes, the ST attacks in this build are only 5-slotted. Shred is probably still worthwhile if you can nail multiple targets. But, we can't squeeze multiple Pylons together to test AoE damage so... dunno! Ooookay, so, what about Waterspout with the -res debuff? So far, everything's pointing to "just use the basic three attacks for ST only". Is this true? Is this the only way to do things when it comes to big, beefy targets that Savage encounters? Well... 7:21 Hoooray, an improvement by about a minute over the original time! Yes, my first time was a little inefficient, but I didn't know the best time to pop Spout in my chain, so there's probably improvements to be made here too. And this is only with an Achilles, it too can also take a second -Res proc. As far as Pylon times go, Waterspout is by far the superior option, especially if you can somehow squeeze enough recharge in your build to keep it up all the time (I had around ~15-20 seconds downtime). For other situations though, Waterspout might not be so viable for general use since it might go chasing minions, knock things away, or whatever else. Still though, if your AV is cooperative, it could be useful for AV soloing. There's still one thing I wanna test, but I need to stop and go do other things. But basically, I'm wondering if Blood Thirst's activation time might be causing the move to be DPS-neutral or a DPS-drop. I mean, even if it is, it's still good for alpha strikes or doing double maxed Rending Flurries for clearing crowds in a pinch. But, definitely need to compare my time to alpha-only and maybe Blood Thirst + Gaussian proc.
  7. Rumors

    Rad/Sonic Build

    I believe it'll shut down minions on its own, but nothing higher (in most cases). Oppressive Gloom does the same thing there for much less endurance cost, albeit at a later level and a cost of your APP/PPP pick. You can also stack it with Screech for quick stuns on most bosses. But really it's up to you and your playstyle. And partly depends on your APP/PPP pick. It's a useful power, but hardly essential.
  8. I can definitely understand the sentiment of wanting to see the set by itself on its lonesome. But, not to be uh... rude or confrontational or anything, but it seems like a weird place to draw the line at APP/PPPs when, in your videos, you were using Hasten, Assault, Quickness, and Incarnate passives. Not to mention all the set-bonuses that come from non-SM powers. I think at that point APPs/PPPs are all fair game since you have everything else any primary can have. And I went into Waterspout since... in best case scenario, Shred you have to continously activate to get its -Res debuffs and it's a long, slow attack, so much that you're way overslotted for recharge in your Hemmorage-less videos versus 'Spout having roughly same up-time from pseudo-pet ticks while you do other things. Worst case, Shred's low cooldown means it's harder to maintain the -Res debuffs due to PPM while Waterspout pretty much applies them 100% of the time for a looooot less animation time over the course of a fight. You use Shred for your debuff, you use it a loooooot, and its low DPA/S may potentially be negating the usefulness of the proc over a naturally stronger ST chain. Especially since Shred is going to be affected by the "area factor" that reduces its PPM since it's a cone. (Waterspout is affected too, but seems like less of a big deal since you fire it and then it does it's thing instead of needing a recast every 5 seconds.) Mind, I'm not 100% sure what the superior option is since there's frustratingly little information on how current PPM works in any real detail and Paragon Wiki's equations are probably outdated. I'll try to make note of looking into it myself whenever my wrist stops being a dick lest someone beats me to it.
  9. If I understand right, Waterspout is a pseudo-pet with a 30 second duration and a rather long recharge (not 100% sure how PPM works with pseudo-pets, but, at worst, the Spout would be attempting to proc on its own while you do other things). It also only has a ~1.3 second cast time. Shred has a cast time of 2.3 seconds, which is enough time to use both Maiming and Savage Strike and is slightly faster than Savage + Vicious (before lag and server time), and you're using it constantly. And since it has a muuuuch shorter recharge, you have to use it constantly to reliably proc. I think you might be spending too much time animating Shred to get the same value from it as in Waterspout or a lot of other -Def powers in other sets It's also about the same cast time as Blood Thirst (which REALLY needs to be dropped down to Build Up's cast time), which you can easily have up 50% of the time before you even touch set bonuses or Blood Frenzy. I'm not sure on the duration for Achillies or Fury procs or how much uptime is possible on them in PPM, however. I'm not super mathy on this game, but I think if you're going to utilize the -res debuff procs in Savage, you might be better using Waterspout from Leviathan for them and running different melee powers. Maybe a lot better even.
  10. It's basically a faster version of Ninja/Beast Run + unslotted Sprint with lower jumps. It does drop all of your toggles, but otherwise it's easily usable as a travel power. You cannot stack it with other travel powers because you cannot use other powers in that form. It's neat, but something to really only buy for funsies.
  11. Apparently the best way is to go back in time, make a Defender on Freedom, mark yourself as LFG, and take every blind invite that comes your way. With a smaller playerbase that's bit more hardcore and dedicated, it's gotten a lot less common in my current experience. Even then on Live, it wasn't super common as long as you didn't take blind invites. Or marked yourself as an Empath. On Live, I had an Empath who I gave up on in the low 20s because every other groups had one or more people screaming at me for heals while they were on the other side of the map hitting the aggro cap. These days it's mostly been through radio-team PUGs in the 20s. But I've only encountered a scant few toxic/useless players, like the one mentioned above or a like a Bots/FF MM who just kept their pets on aggressive, stayed a distance behind everyone, and stood there, not even running their bubble toggle even though they had the power nor giving commands to pets, leading them to stand around if he wasn't close enough to the enemies. On live or now, it doesn't happen too terribly often to me, my above Empath aside. But the instances are usually pretty memorable. >.>
  12. I'm not expecting Savage to have outstanding single target DPS, considering its big move is a massive AoE rather than a mega-smash or something, so underwhelming isn't the real concern. Your videos suggest Hemmorage literally doesn't increase or decrease DPS by any appreciable amount, so using it seems somewhat pointless. But I kinda feel like there's some missing variables in there. ...although I do wonder why you're using Shred in a ST attack chain. I'm not a numbers guy to calculate this myself, but Pines suggests it has among the worst DPS and DP-Animation in the set and its DP-Activation is slightly worse than Maiming Strike. I mean, I get you can put a -Res proc in there, but I'm not 100% sure the proc is worthwhile when the base DPS is about half of the other single target attacks.
  13. I have a few, dunno which is the biggest. Probably #2, but you be the judge. My first Scrapper took neither her mez protection nor Stamina. I managed to make it to the upper 20s before my complaining about endurance and mezzes in a group led to helpful players steering me along the right path, which gave me a much improved character! When level pacting came out, I level-pacted a new alt with a friend. Once we got about 12, they just vanished. We got along well enough and I stubbornly believed they'd come back, so I slogged my character all the way to 50 while level-pacted. I basically gained around 40 levels at half XP mode. My friend never returned to the game that I am aware of and I have no idea what happened to them. I like to think that, during a time I was unsubbed, they happened to come back and found a random level 50 just waiting on them. Not being subbed when the game entered sunset mode, which meant I was permanently locked into freemium mode, which really sucked. Between that and the game shutting down, I was super hardcore disheartened and never played again until Homecoming. Many times in the years between then and now I wished I had played at least a little bit more and gotten more out of the game.
  14. Letting them use IOs, especially optimal IO builds, makes this pretty easy. Make it a SO-only scenario and then we'll actually need to do some thinking and debating.
  15. Either I think you're misunderstanding the complaining or, instead, I'm misunderstanding the fellow complainers and they're being more complainy than I am. Like in the OP, if the person is rolling their toon for a certain playstyle or RP concept, fully aware of the sacrifices they are making, then fine, sure, no problem. It won't be the most efficient thing, but that doesn't matter most of the time. I'll take your super tanky tank no problem. I'll take my extreme-control Controller from Live (which I really need to remake once my wrist is feeling better). I'll take someone's Man-build for most content. "The healer" is a different sort of mindset though. These are the people who insist the only good Defenders (or Corrs or Trollers) are those who overload themselves with heals and support powers. Take a blast? You're a noob. Play something other than Empath or Pain? Instant kick. Buffs are worthless, you need to be pre-casting heals, etc. etc. etc. These aren't people who are going for crazy and weird concepts knowing what they're getting into. They're being ineffective out of ignorance and, pretty often, being toxic about it as well. I've had my Rad/Sonic Defender kicked from a PUG on live because I never used my heal. I didn't need to since it was a +0 mission team and hardly anyone took damage due to my tohit debuffs. I've had a FF Defender on live kicked mid-mission because they realized I had no heals, only for me to watch them instantly wipe to the next spawn since they lost my buffs. I've had teams panic when I brought a Sonic Resonance Defender because I didn't have the heals they were expecting and didn't tell me they wanted. Hell, my Pain Dom Defender got yelled at for actually using her blasts by one person in recent times, which are Dark and slotted for -tohit, instead of using my heal. ...when everyone was at full or close enough my toggle would top them off. Don't dare try to correct these people, it rarely ends well. I can't speak for all the people ranting here, but at least myself, and maybe, hopefully, some others are not ranting about weird builds and concepts, but instead are about the more toxic "healer" mentality. Was a bit nervous of making this post since I don't want to come across confrontational or defensive, but at the same time I feel like the original complaint is getting a little bit warped.
  16. One thing I'm curious with on Savage Melee: how does Hemmorage impact DPS. I want to look into this myself, but my cubital tunnel syndrome (carpal tunnel syndrome's lesser known sibling) is flaring up and preventing me from playing any WASD-controlled games (which is like... 75% of everything I have) for more than a dozen minutes, so it'll be a while before I can look into it myself. So, if anyone wants to look into it, I'm curious on these scenarios... 1. No Hemmorage 2. Use Hemmorage all the time 3. Hemmorage > Blood Thirst only (no/minimal loss of Blood Frenzy stacks) If anyone wants to look into those on some Pylon tests, that'd be great. If not? Well, I'll get to it myself in a week or two and share when my left wrist isn't wanting to nuke me for using WASD controls, holding my steering wheel a certain way, or whatever other arbitrary actions it decides it doesn't like.
  17. Rumors

    Rad/Sonic Build

    Not true. Shriek will self-stack with enough recharge. Buy a Power Analyzer from the P2W Vendor and check it out for yourself. AM + Hasten alone can easily maintain a -40 and sometimes hit -60 on just Shriek stacking alone.
  18. +1 I have fond memories of chasing Rikti and Zombies during invasion events with lowbie characters. The mobs also dropped higher level recipes and such, if memory serves right, so it was a good injection of early influence too. Players who do not want to participate can either keep moving (mobs don't spawn if a player is moving too fast), stay up in the air, leave the zone, stand under cover (mobs won't spawn if you're under a bridge, overhang, or whathaveyou), or hang near the drones. Additionally, harder mob spawns require more eligible players to be present in an area. The current rules will make it MUCH harder to get things like the Rikti Heavies, which are needed for the Elusive Mind accolade, to spawn. I'm really hoping for a Rikti Invasion Week to come along to fuel my nostalgia (I first started playing on Live during such a week), but it'll be very sad to see it neutered by excluding level 25 and below players from triggering spawns.
  19. Honestly, the worst thing about healers is when they put their healing aura on auto. Not because laziness or anything, but because they never take it off auto. Waiting for everyone to arrive at a mission? AUTO HEALS! Someone is AFK? AUTO HEALS! The healer is AFK? AUTO HEALS! Standing at the trainer working on a costume? AUTO HEALS! Roleplaying? AUTO HEALS! Standing with a League waiting for it to fill before doing a MSR or something? MULTIPLE AUTO HEALS! Pleeeeeeeease turn off auto heals when you're not in combat! Especially if you have lots of recharge, especially if you're not going to be in combat soon. And extra especially with Empathy or Radiation! Those both have a high pitched whining noise that gets super seriously grating when you're hearing it every 2-3 seconds for minutes on end while nothing is happening! Also, if you wanna get technical, well-timed heals are both more effective and more efficient than auto heals. My favorite is when I'm the only support on the team, don't use my heal, and get told "Great heals!" ...it's even better when I'm using a set with no heals, like Force Field.
  20. Same-mezzes stack. Otherwise most Controllers would never be able to solo hold a boss without blowing their AoE hold on them. But you can probably skip Screech for team mez since you're liable to have one or more Controllers or Dominators to lock bosses down more efficiently, which you can aid more efficiently with Choking Cloud, EM Pulse, or an EPP Hold. Or heck, take Oppressive Gloom and you can walk up to most bosses to single-shot stun them with Screech or Dreadful Wail.
  21. So, using my live build concept Savage/Regen Scrapper using 35 IOs for examplaring (I didn't know about Attuneds >.>) with no purples, ATOs, only PvP is a Pancea, and built for hybrid ST/AoE, using a chain of Savage > Maiming > Vicious > Savage > Maiming... Using T1 Hybrid Assault passive only, T3 Spiritual Partial Radial, and T2 Reactive Radial and I get 188.97 DPS Adding the Hybrid active, T2 Pyronic Core, and T2 Storm Elemental (one of which died about a minute in), I get 217.82 DPS. Not impressive, but not bad I suppose since I don't have a single-target optimized build, let alone an optimized build for my own goals, or T4 Incarnates yet. If I find the time, I might reroll on Justin to try things maxed out, more optimized, and more ST focused. And would be a good test to see if Hemmorage is worth using or not without having to respec or second build. Either way, there's a loooot of room for improvement here.
  22. Ha ha, go for it. At least until the day they change Energy Melee.
  23. Savage definitely needs a little tweaking, and it definitely feels unfinished. I think it's biggest failure is it doesn't quite sell the "Savage fantasy". It has the constant stream of attacking and most of the animations are good, but it's lacking some good ripping, slashing audio and a few visuals to accompany it. You'd also think of it as something where you'd jump in and start blinding ripping and tearing at enemies, but instead you need to be thoughtful on when and how you build and consume stacks of Blood Frenzy and when and how you use Blood Thirst. Hemmorage, IMO, is also kind of disappointing since, as juicy as the DoT is, it's costly to execute since it puts you into Exhausted and most targets will drop to a team, or even just the Scrapper themself, before the DoT finishes. It does seem excel at steady damage output without stopping. I mean, you can have a (near) gapless very early (Savage > Maim > Savage > Vicious > Savage > Shred > repeat). One thing both a friend and I noticed is that his Titan/Bio Scrapper can like... do massive alpha damage to a hard target and do like 60% to an Elite Boss' health in a blink of an eye by blowing everything, but kind of struggles towards the end with a combination of everything going on cooldown and blowing his endurance bar. Meanwhile, my Savage/Regen Scrapper just steadily takes them down without any real struggle at any point and is pretty much immediately ready to jump at the next several groups without a break. I think the only other one I'm aware of that's "bad at what it's trying to accomplish" might be Dual Blades. It's a perfectly fine and servicable set, but its best chains make little to no use of the combo mechanics as far as I can recall. So, as a first go at a combo set, it kind of flops at combos. I wouldn't say any Scrapper primaries are bad in general, however. Then again, Scrappers don't have Energy Melee.
  24. Somewhat support. Make a similar power that does this and leave Reveal as is. That way people who want to reveal the map but not all the objectives on it still have that option. ...plus I wonder if adding that feature to Reveal might cause issues when using it on non-mission maps.
  25. The real step 1 everyone is overlooking: Go to the P2W vendor and buy the 5 prestige enhancements. They're absolutely free, have pretty strong values, have a nice damage proc from 1-20, and never expire. You can replace them at your leisure once you hit 22 and go for 25 SOs/IOs. In the teens though, unless you're powering through them, I at least recommend slotting Accuracy DOs/IOs and maybe some damage and/or endurance reduction depending on your powerset. Going through those levels with zero enhancements is a slog, especially without any accuracy, especially if you skipped the DFB accuracy buff. It won't cost you very much and makes the 12-22 experience much smoother. You don't need a full set of enhancers for all your slots, just accuracy and maybe damage/end redux will do.
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