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Everything posted by BrandX
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It's a Scrapper. You're pretty good to go. 🙂 Claws/Stone is quite fun, if you're looking for a newer Secondary for Scrappers and a combo that couldn't be done before (claws/stone Brutes/Tankers aren't an option).
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Adaptation: An Idea for the Sentinel Inherent
BrandX replied to Calamity Cain's topic in Suggestions & Feedback
+1% to Resist per teammate (not including self), up to 5%, for whole team. Chance for -15% Resist with every attack. Chance for +5% Heal with every attack. Gives a team buff and does some -Resist on targets for the whole team!- 36 replies
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Adaptation: An Idea for the Sentinel Inherent
BrandX replied to Calamity Cain's topic in Suggestions & Feedback
While I'd love to see a new inherent for Sentinels. What I want is something not tied to the 1st and 2nd attacks. Unless it's combining them so you get both offensive and defensive but it's all triggered together by the 1st and/or 2nd attack. A little more ST damage would be nice for it though. 🙂- 36 replies
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Sudden Acceleration: Knockback to Knockdown
BrandX replied to kelika2's topic in Suggestions & Feedback
I don't think it needs a Damage Proc, but it might be nice to get damage added to it, like the Overwhelming Force one, so the set can actually reach full damage on the attack slotted into. -
I think the problem here is you think those names are creative while others can see those names as terrible. Of those three, only Red Havok seems very superhero comic booky. Charge Cable seems close, but it also seems like the type of name you'd hear others making fun of in the comics. Phil Harmonic more so. That said, only so many names to go around, but at the same time, lots of people don't like seeing multiple "Popular Superhero" running around with others using the name, because the company couldn't sell the other names.
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Null The Gull -> Knockback to Knockdown
BrandX replied to flyinggecko2's topic in Suggestions & Feedback
Yes, but the set can still get the slow and knock depending on ammo. Just because you don't take Swap Ammo, doesn't mean the effect isn't there. It's just unusable. -
Null The Gull -> Knockback to Knockdown
BrandX replied to flyinggecko2's topic in Suggestions & Feedback
I think it's sad you're getting killed because of knockback. I can see, "Man, I'm just annoyed that I actually have to move in a direction because of the knockback" than killed because of it. A good compromise for this however, is a new Energy Blast set. Same exact set, no Knock. Can't slot Knock IO sets (they're sub par anyways, right? That's why people say they don't want to slot those sets). Get the pure blasting set. -
Null The Gull -> Knockback to Knockdown
BrandX replied to flyinggecko2's topic in Suggestions & Feedback
The difference is, Dual Pistols gimmick is switching between ammos that grant different secondary effects. So, slot the slow sets, because the attack can slow, if the right ammo is in place. Which they still need to fix Pistol's which can do it but can't slot for it. That is not the case with a Null the Gull. Null the Gull isn't part of the set. I don't recall Null the Gull turning off Team TP (isn't that just an option that says "Decide or Automatic" and only has the "Disable Group Fly" which, can stop a few sets from working, as they require one to be on the ground. Though, I would've personally lived without Null doing that. As for what happens with those enhancements, they can just grey out and not give any bonuses. -
Null The Gull -> Knockback to Knockdown
BrandX replied to flyinggecko2's topic in Suggestions & Feedback
All knock on a character off and lose the ability to slot knockback IOs! -
Null The Gull -> Knockback to Knockdown
BrandX replied to flyinggecko2's topic in Suggestions & Feedback
Not for this. Don't like the knockback, don't use the set. I don't like how Kinetic Melee isn't the top tier #1 damage set. Can we have Null the Gull make it so? 🙂 -
I always feel this is a mistake. I feel the best time to use it, is when it will heal that damage you just took. So you get the heal AND the extra hit points.
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Okay. This is my newest build for the Fire/Axe Tanker Char is just concept and my love of having a hold for Hami/LGTF. Currently only level 35. IOs in where I can. Replaced Damage Proc in Gash with the +RCH Proc. Tried to give it as little Recharge Enhancement as possible with the set, to increase the chances of it going off. 90% S/L/F Resist with 85% E/N Resist. I'm hoping, that as a Tanker, these high resists will go a long way. RotP seemed like a good place to put the Absorb Proc, as it just needs to be slotted into the build to go off. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Fiery Aura Secondary Power Set: Battle Axe Power Pool: Speed Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Blazing Aura -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11) Level 1: Beheader -- TchofDth-Acc/Dmg(A), TchofDth-Dam%(11) Level 2: Fire Shield -- GldArm-End/Res(A), GldArm-Res/Rech/End(13), GldArm-ResDam(13), GldArm-3defTpProc(15) Level 4: Gash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(15), CrsImp-Acc/Dmg/Rchg(17), CrsImp-Acc/Dmg/EndRdx(17), CrsImp-Dmg/EndRdx/Rchg(19), FrcFdb-Rechg%(19) Level 6: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23) Level 8: Temperature Protection -- StdPrt-ResKB(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 12: Plasma Shield -- GldArm-End/Res(A), GldArm-RechEnd(25), GldArm-Res/Rech/End(27), GldArm-ResDam(27) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(29), ShlWal-ResDam/Re TP(29), Rct-ResDam%(31) Level 18: Burn -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/Rchg(31), ScrDrv-Dam%(31), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(33) Level 20: Whirling Axe -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(34), SprGntFis-Acc/Dmg/Rchg(34), SprGntFis-Dmg/EndRdx/Rchg(34), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Rchg/+Absorb(36) Level 22: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(36), SynSck-EndMod/Rech(37), SynSck-Dam/Rech/Acc(37), SynSck-Dam/Acc/End(37), SynSck-EndMod/+RunSpeed(39) Level 24: Taunt -- PrfZng-Taunt/Rchg(A), PrfZng-Dam%(39) Level 26: Boxing -- Empty(A) Level 28: Swoop -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), Hct-Dam%(40), TchofDth-Dam%(42) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(43) Level 32: Rise of the Phoenix -- Prv-Absorb%(A) Level 35: Cleave -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(45), Arm-Dam%(45), FuroftheG-ResDeb%(45) Level 38: Pendulum -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(46), ScrDrv-Dam%(46), Arm-Dmg(46), PrfZng-Acc/Rchg(48), PrfZng-Dam%(48) Level 41: Build Up -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(48), AdjTrg-Rchg(50), GssSynFr--Build%(50) Level 44: Fiery Embrace -- RechRdx-I(A) Level 47: Char -- Tmp-Acc/Dmg(A), Tmp-Dmg/EndRdx(50) Level 49: Weave -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(5), Pnc-Heal/+End(7) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), PwrTrns-EndMod(3), PwrTrns-+Heal(5) ------------
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This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Mutation Tanker Primary Power Set: Fiery Aura Secondary Power Set: Battle Axe Power Pool: Fighting Power Pool: Flight Power Pool: Leaping Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Blazing Aura -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(11) Level 1: Beheader -- Empty(A) Level 2: Fire Shield -- GldArm-End/Res(A), GldArm-Res/Rech/End(13), GldArm-ResDam(13), GldArm-3defTpProc(15) Level 4: Gash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx/Rchg(42), CrsImp-Dmg/Rchg(42), CrsImp-Acc/Dmg/Rchg(43), CrsImp-Acc/Dmg/EndRdx(43), Mk'Bit-Dam%(43) Level 6: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(15), Pnc-Heal/EndRedux/Rchg(17), Pnc-Heal(17), Pnc-Heal/+End(19) Level 8: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 10: Boxing -- Empty(A) Level 12: Plasma Shield -- GldArm-End/Res(A), GldArm-RechEnd(19), GldArm-Res/Rech/End(21), GldArm-ResDam(21) Level 14: Fly -- WntGif-ResSlow(A) Level 16: Tough -- GldArm-End/Res(A), GldArm-RechEnd(23), GldArm-Res/Rech/End(23), GldArm-ResDam(25) Level 18: Burn -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/Rchg(25), ScrDrv-Dam%(27), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Rchg/KDProc(29) Level 20: Whirling Axe -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(31), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(33), SprGntFis-Rchg/+Absorb(33) Level 22: Taunt -- Empty(A) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34), Ksm-ToHit+(50) Level 26: Fiery Embrace -- RechRdx-I(A) Level 28: Swoop -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(36), Hct-Dam%(36), GldStr-%Dam(36) Level 30: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(45), AdjTrg-Rchg(46), GssSynFr--Build%(46) Level 32: Rise of the Phoenix -- Empty(A) Level 35: Cleave -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39), FuroftheG-ResDeb%(39) Level 38: Pendulum -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(39), ScrDrv-Dam%(40), Arm-Dmg(40), Erd-Acc/Rchg(40), Erd-%Dam(42) Level 41: Consume -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/Rchg(46), ScrDrv-Dam%(48), Erd-%Dam(48), Obl-%Dam(48), PrfZng-Dam%(50) Level 44: Hover -- LucoftheG-Def/Rchg+(A) Level 47: Char -- Empty(A) Level 49: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(5), Prv-Absorb%(7) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), PwrTrns-EndMod(3), PwrTrns-+Heal(5) Level 14: Afterburner ------------ This is the build so far. Build goals were good ST DPS with Swoop > Gash > Burn > Swoop > Gash > Cleave > Repeat is looking to be decent for a Tanker, though I could be wrong. This is not meant to be a Fire Farmer (but hey, if it can, cool). What I'm looking for however, is maxing out the rest of the Resistances! Max Resistances and Healing Flames (with Healing Proc and Absorb Procs) to survive, is the goal!
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I will say, your build makes me think it's been a waste to slot up Evolving Armor, even for the 3 set bonuses. I can move those slots else where, for better on the S/L Resist (still at 75% but slightly better still), a damage proc in Energy Transfer (It adds less extra damage than in Moonbeam, but it has 2 chances to go off versus Moonbeam's one chance, in the attacking string), and more END Reduction in Hardened Carapace to make up for Evolving losing it's ENDRED.
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I got a 1:35 Pylon time with my EM/BIO using ET > TF > ET > Moonbeam > BS > Repeat, with Crit Proc in TF. Besides Tier 4 Hybrid (not activated), Tier 4 Degen and Tier 4 Musc Radial, I happened to have the CoP +25% DMG buff at the time of testing. I have ET 5 slotted with Hecatomb (all but the DMG/ENDRED IO and all are +5ed) and TF 6 slotted with SCS. Seems like possibly switching could maybe work, but then ET can survive without ENDRED slotting, TF I'm going to want ENDRED slotting. So, this way, I'm not wasting the ENDRED slotting.
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Has anyone figured out the best ST for Titan Weapons and how it does for Tankers?
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While I was doing the same on my Ninja's (don't have a SR), I will say, it's a little different with the Shields, since they have a toggle that turns off when mezzed.
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Teamed my Blaster, Bad Beat, with a, I believe, Tanker named Bad-Beat, on Everlasting.
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What's the average DPS/Pylon Time seen on a SR/EM Tanker?
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Give all Tanker Primaries Knockback Resistance
BrandX replied to Mr Pierce's topic in Suggestions & Feedback
Fixed my typo (Do...not...So...on the question). That's what I'm thinking, but I don't have a Fire Armor scrapper. -
You can do this with some of the robot arms, just have a sleeve covering up the top half of the robot arm. However, you're limited to certain robot arm styles for the bottom half. As for the OP suggestion, I actually wondered this when making my namesake. Now, I like her cybernetic arm on the side it is. However, seeing some people's characters, I was wondering if it was done to stop them from completing those Cable and Winter Soldier looks, by forcing the arm on the wrong side.
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Give all Tanker Primaries Knockback Resistance
BrandX replied to Mr Pierce's topic in Suggestions & Feedback
Dark Armor doesn't need KB Protection. It needs the ability to cap Negative Resistance all on it's own. Do Scrapper consider Burn to be a good offense when the enemies run from them when it's used instead of staying in the fire? -
I have to say, I do feel Defensive Mode on BIO doesn't seem to add much more survival compared to Offensive Mode (which I don't feel should get a -Defense just because it's offensive mode...why a penalty for what is basically the sets gimmick). Maybe the DDR in Defensive Mode would make it feel more useful.
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Everything you could slot before, you can slot now plus more. So as a set mule, nothing changed. Personally, I think the set is better. Invisibility at first pick. Set. Not just stealth.
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Maining EM/BIO Scrapper currently. Wish I liked it for my namesake, as the set's a lot of fun. Both /BIO and /STONE (Scrapper version) in fact, but overpowered is not what I feel for /BIO. I do feel awesome though 🙂 It's like just enough to be awesome without being godmode, which I've found with other sets.