Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
2503 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by BrandX
-
I've done testing, and at least with Scrapper, you're better off using Concentrated Strike in the chain than just the first t1-t3 attacks, at least for the hard single targets. For normal enemies, I would agree, generally faster to just use the t1-t3 attacks and Burst (which I feel gets more then 2-3 foes, but I do try to be in the middle of the group). However, that CS for Scrappers helps recharge Power Siphon. I did test with just the t1-t3 attacks, which I talked about in the Pylon Damage Thread in the Scrapper Forum. For Scrappers and Stalkers at least, I wonder if CS being able to crit would be enough for it's DPS besides just shortening it's animation. However, that doesn't seem like an idea that would help Brutes/Tankers. Focused Burst, I just really want made into an attack that was worth putting into the ST DPS chain, so I can use it all the time! Love it's animation so much!
-
Bio Armor. It increases the damage, at least ST DPS, that much! Energy Melee for, if I recall, best ST DPS.
-
As I've been maining the set... Focused Burst needs to be updated. Should get a damage increase to increase it's DPS, in line with the others so it can be part of the regular attack chain. I like my idea of giving it the snipe treatment and that can make it so either you can't take the other snipes (locks em out) or they're on the same recharge. Or hell, able to take two 😛 But just putting it in line with Body Blow or Smashing Blow would be good. Concentrated Strike needs to crit for Scrappers/Stalkers. I feel that's just a given. Even if it's partial crit. If able, get it's animation time down to Total Focus time and it'll probably be a solid t9 set. Now, I can swear I get 5 Power Siphons going at once, but using Concentrated Strike w/ it's long animation knocks that down and it has to be built back up. Maybe if they lasted a second longer?
-
I like to six slot Scrapper's Strike in damage auras. To my knowledge they don't get benefit of damage procs and I usually like all the set bonuses of the set and the +3% to Critical isn't be wasted in an attack.
-
I'd leave Ice Melee for Stalker myself, as you get the Assassin Strike with it. I don't care for PC myself and if I recall I had to use the Energy Focus to get it to be a cone. Though, I never complained about EM's AOE being only Whirling Hands. Worked for me. Axe is a good choice to go with tho. Lots of fun with that set on my Tanker.
-
I didn't feel like I had this problem. I did feel the problem was it was the same as all cones. 😛
-
Energy Melee. Softcap defenses and Panacea/Power Transfer Proc and you have some healing to not worry about that self heal until maybe Incarnate when you can grab Rebirth 🙂 Whirling Hands and Shield Charge for AOE and the best Single Target 🙂
-
I don't care for Power Crash either. Whirling Hands was enough AOE for me with Energy Melee before, still is now. Also agree on Energy Punch. Since my end ST doesn't rely on Energy Punch, I take the better animation Barrage. 🙂 It only gets used in low level when exempt down.
-
Have you tried running Beast Run and Ninja Run at the same time?
-
Make Dominators worth playing before Perma Dom.
BrandX replied to Wavicle's topic in Suggestions & Feedback
Effects of mez lasts 50% longer (not sure if they're any stronger in terms of mag), refills endurance bar, and gives mez protection. No change in damage as they changed Domination damage to have that effect permanently. What's wrong with all that exactly? -
Didn't notice this. Would not be bad at all! Not sure if it needs to be energy pistol, but I like the idea of it.
- 792 replies
-
- powerset suggestion
- powerset
-
(and 5 more)
Tagged with:
-
You know, Energy Aura on a Stalker sounds so much better than it is on Melee, considering it doesn't have a taunt aura tied to it's mez resist. Not sure I'd go Energy Melee on Stalker with no PBAOE attack, but on the other hand, I love the pom pom effect.
-
Didn't expect it to break numbers or anything, just tested due to a comment on Discord and I happened to have a Water/SR Sent 4m40s - 4m50s DPS Time 260-264 DPS Assault Hybrid (Passive Only) - Degenerative Core - Musculature Radial Water Jet > Dehydrate > Hydro Blast > Repeat - Throwing in a Knockout Blow when it was recharged.
-
As someone who mains a Kinetic/Electric Armor Scrapper, but has rolled a Kinetic/Bio Scrapper, I have to say, Kinetic is not an underperformer. The Kinetic/Bio of mine got a 100 second pylon time and another poster was getting 95 seconds. This isn't to say it doesn't need some tweaks (Concentrated Strike needs trimmed from 3.036 seconds to 2.772 seconds at least, wouldn't hurt to something besides reset Power Siphon on crit too...that may be enough, but I'd personally also love to see Focused Burst animation time taken from 2.244 to 1.584 - 1.848 cause I want to use it regularly) to make it more enjoyable for more.
-
I'd put recharge over +HP
-
This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Spoilsport: Level 50 Mutation Scrapper Primary Power Set: Kinetic Melee Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Flight Ancillary Pool: Soul Mastery Hero Profile: Level 1: Quick Strike (A) Mako's Bite - Accuracy/Damage (48) Mako's Bite - Damage/Endurance (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge (48) Mako's Bite - Chance of Damage(Lethal) (50) Touch of Death - Chance of Damage(Negative) (50) Gladiator's Strike - Accuracy/Endurance/Recharge Level 1: Charged Armor (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - Resistance/Endurance/RechargeTime (5) Unbreakable Guard - +Max HP Level 2: Body Blow (A) Mako's Bite - Accuracy/Damage (9) Mako's Bite - Damage/Endurance (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge (11) Mako's Bite - Chance of Damage(Lethal) (13) Touch of Death - Chance of Damage(Negative) (13) Gladiator's Strike - Chance for Smashing Damage Level 4: Smashing Blow (A) Mako's Bite - Accuracy/Damage (15) Mako's Bite - Damage/Endurance (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge (17) Mako's Bite - Chance of Damage(Lethal) (17) Touch of Death - Chance of Damage(Negative) (19) Gladiator's Strike - Chance for Smashing Damage Level 6: Lightning Field (A) Superior Scrapper's Strike - Accuracy/Damage (19) Superior Scrapper's Strike - Damage/Recharge (21) Superior Scrapper's Strike - Accuracy/Damage/Recharge (21) Superior Scrapper's Strike - Damage/Endurance/Recharge (23) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (23) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 8: Conductive Shield (A) Gladiator's Armor - End/Resist (25) Gladiator's Armor - Resistance/Rech/End (25) Gladiator's Armor - Resistance (27) Gladiator's Armor - TP Protection +3% Def (All) Level 10: Static Shield Hamidon Origin:Ribosome Exposure Level 12: Combat Jumping (A) Kismet - Accuracy +6% (27) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 14: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Shield Wall - Defense/Endurance (29) Shield Wall - Defense/Endurance/Recharge (31) Shield Wall - Defense (31) Shield Wall - +Res (Teleportation), +5% Res (All) Level 16: Grounded (A) Steadfast Protection - Resistance/+Def 3% Level 18: Burst (A) Armageddon - Damage (31) Armageddon - Damage/Recharge/Accuracy (33) Armageddon - Recharge/Accuracy (33) Armageddon - Damage/Endurance (33) Armageddon - Chance for Fire Damage Level 20: Energize (A) Preventive Medicine - Heal (34) Preventive Medicine - Heal/Endurance (34) Preventive Medicine - Endurance/RechargeTime (34) Preventive Medicine - Heal/RechargeTime (36) Preventive Medicine - Heal/RechargeTime/Endurance (36) Preventive Medicine - Chance for +Absorb Level 22: Kick (A) Empty Level 24: Tough (A) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (37) Unbreakable Guard - Endurance/RechargeTime (37) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 26: Weave (A) Reactive Defenses - Defense (37) Reactive Defenses - Defense/Endurance (39) Reactive Defenses - Endurance/RechargeTime (39) Reactive Defenses - Defense/RechargeTime (39) Reactive Defenses - Defense/Endurance/RechargeTime (40) Reactive Defenses - Scaling Resist Damage Level 28: Lightning Reflexes (A) Run Speed IO Level 30: Power Siphon (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 32: Concentrated Strike (A) Superior Critical Strikes - RechargeTime/+50% Crit Proc (40) Hecatomb - Damage (40) Hecatomb - Damage/Recharge/Accuracy (42) Hecatomb - Recharge/Accuracy (42) Hecatomb - Damage/Endurance (42) Hecatomb - Chance of Damage(Negative) Level 35: Power Sink (A) Synapse's Shock - EndMod (43) Synapse's Shock - Damage/Rechage (43) Synapse's Shock - EndMod/Recharge (43) Synapse's Shock - Damage/Recharge/Accuracy (45) Synapse's Shock - Damage/Accuracy/Endurance (50) Synapse's Shock - EndMod/Increased Run Speed Level 38: Assault (A) Endurance Reduction IO Level 41: Moonbeam (A) Decimation - Chance of Build Up (45) Apocalypse - Damage/Recharge (45) Apocalypse - Damage/Recharge/Accuracy (46) Apocalypse - Recharge/Accuracy (46) Apocalypse - Damage/Endurance (46) Apocalypse - Chance of Damage(Negative) Level 44: Soul Storm (A) Empty Level 47: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Fly (A) Winter's Gift - Slow Resistance (20%) Level 1: Critical Hit Level 1: Brawl Here you go. I've since respeced the powers to different positions w/ Page 5, but I did it before mids update.
-
I had my Kinetic/Bio Scrapper soloing pylons at 1m40s Sadly, I didn't like it for the concept, so switched to Kinetic/Electric Scrapper. Bio just turns it's user into a killing machine 🙂 I haven't tested out my newest Elec/Bio Brute for DPS yet.
-
I did a Pylon run without Bio's Adaption on and there was a big difference. What you may want to do, which I sometimes do, sometimes don't, is not use Offense Adaption when normal teaming, but on tough single targets, while using the Defense or Efficient Stances while normal mission clearing, as you're right, you may not see that difference so much (ITF with the EBs could be exception). Now, Staff's Offensive Stance may be different in terms of using while running normal missions on a team, but I know you'd at least want the DMG stance for Staff.
-
The only thing I feel SR needs, is a tweak to the tier9. One could give the melee version Enduring, I guess, but honestly, tier 9 fixed up to not be what it is now, would be all I feel the set needs. It's easy to softcap and it's DDR is impressive. Love using the set, don't even auto the mez protection, which is usually used as a break free. 😛
-
Armor T9s: thoughts, reviews, and suggestions
BrandX replied to PoptartsNinja's topic in Suggestions & Feedback
I should note, I don't think every set has to be a no recharge power, like SoW, even when I make suggestions for it or compare them to SoW. It's just easy comparing. I'm okay with them being longer recharge and effected by recharge...or even the same and effected by recharge. 😛 It's the crashes that need to be looked at. I can't recall if all are as bad as Electric Armor (the most recent I was looking at to take), but everything dropping to zero, with no way to use another power to save one from the crash isn't good 😞 -
Armor T9s: thoughts, reviews, and suggestions
BrandX replied to PoptartsNinja's topic in Suggestions & Feedback
Some suggestions (going by Scrapper numbers)... Electric Armor: Power Surge Have to keep the Gremlin look. Just needs to be done, especially for those who may take it purely for that. Currently gives 52.5% Resist to all but Psionics. This really just feels useful to get Toxic Resist, while capping the rest on a SO build. I'd say halve this. 20-26.25% (26.25% being the amount of resists the shields give unslotted) Resist All (except Psionics) and Mez Protection. Then add an Energy Damage Proc to attacks (like Brimstone), +Recharge (10-20%), +Slow Resist (10-20%), +Recovery (as much as it already gives) and +Defense All, the Meta is you're pure energy and it adds another layer of survival and yes, it could make for a IO mule for some, but I believe it'd be more than that with this change. 60-180 second duration - possibly fixed recharge - same End Drop as SoW can even put in a -Recovery for 10 seconds. However, it just shouldn't have the drop it does now. I will be fair, if the drop it had now wasn't so awful, I was going to take it myself, just to turn into the gremlin every now and again. ... Super Reflexes: Elude Keep everything, but lower Defense to 13.88-20% Defense All (You're softcapping w/ SOs). Now tack on 5-10% Resists and some Regen, give it SoW level Drop and Recharge. It does add some new IO sets yes, but now one can feel to use it for some added Recovery/Recharge (offense) or Defense when the already awesome Defense is some how failing. ... Ninjitsu: Kuji-In Retsu Same as Super Reflexes, instead of Resists added in, some Regen and Heal. ... Energy Aura: Overload Same as Super Reflexes. Drop that Defense. Give it an Energy Damage Proc. So able to softcap the SO builds. More damage. Has it's same goodies. On a SoW recharge/drain. ... Regeneration: Moment of Glory +15seconds to MoG ... Ice Armor: Hibernation - Stone Armor: Granite / Geodea - WP: SoW - Shield: OWtS - Bio Armor: Parasitic Aura - Fiery Aura: Phoenix Rising I think are good as is. ... Dark Armor: Soul Transfer Rise of the Phoenix treatment, except it needs a target. ... Invunerability Same as Super Reflexes...SoW treatment. For INV I'd go with some good Resist/Defense without it being 52% base. Go smaller, with less of drops. In the end, desireable while not leaving you in a dead state 😕 Also, didn't mention Radiation Armor, because I haven't played this set to comment. -
Armor T9s: thoughts, reviews, and suggestions
BrandX replied to PoptartsNinja's topic in Suggestions & Feedback
Don't see an issue with the idea of IO Mule. Honestly, I would want to see the T9 be more than that. Technically, one could call Strength of Will an IO mule, but it's also handy. I know I've always said WP users should grab it, just it's better used before you're close dying. -
Add +Absorb to Elec Armor -> Power Sink
BrandX replied to Spaghetti Betty's topic in Suggestions & Feedback
I'd leave it in a bit for those who don't IO out the builds, but that could be a reason to keep the Resist on the lower side and Defense on the higher side. However, the idea that you're now living lightning is why I feel Defense All works. Keeping the resist in also keeps current slot options, why adding more. Adding more +RCH on it, likely wouldn't hurt it any. 300-600 Second Recharge (static, can't be changed) and 120 Second Duration as a living gremlin, I do feel people may take as long as they know they can survive the crash. -Recovery for 10 seconds and -Set Amound of Endurance, that isn't all Endurance, should be survivable. -
Add +Absorb to Elec Armor -> Power Sink
BrandX replied to Spaghetti Betty's topic in Suggestions & Feedback
Well, I know the power can't stop turning people into a gremlin. I feel that can't be done. However, that could be the buff to the set (still like the idea of more oomph on those passive +RCH powers), being a rework of the t9. Not sure it needs to drop Energy Resist, being a being of pure energy. +5-20% (Scrapper values) Resist All (maybe except Psi, since it doesn't give Psi Resist) +Absorb (no idea of the value) +5-20% Defense All (another possible except Psi situation...tho Defense all would still put positional defense) +DMG Proc the same as Brimstone. +Recovery Then when it crashes, instead of total health and endurance drop...how about -15 to 50 End (so if one isn't paying attention they can still drop depending on build) and maybe -Recovery for 10 seconds where they can rely on Power Surge to save them in that area (and a few IOs for sure) -
Add +Absorb to Elec Armor -> Power Sink
BrandX replied to Spaghetti Betty's topic in Suggestions & Feedback
I always forget about the t9s! Checked it out on test hoping it may not be that bad...oh wow...so bad...end and health drop to nothing! Just not worth taking it imo. Still would love that additional +Recharge and Slow Resist I suggested. Helps defense and offense 🙂 Could make it so t9 gives smaller amount of +resist, tack on +Absorb, maybe even a bit of defense (?) and then give it the same duration/recharge as Willpower's t9, so it won't be perma, but for when things start to go south (but not to far south) or alphas every few minutes.