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BrandX

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Everything posted by BrandX

  1. #01 Add my suggested Time Energy Armor in the Eco Friendly Thread ^_^ #02 Regen Buffs #03 Port EM to Scrappers #04 Buff EM #05 Give Scrapper Epics Energy Blast Option for Laser Eyes #06 Port Animations to other sets #07 More Epics, so more theme/concept options! #08 More set additions from Eco Friendly Thread #09 More Incarnate Options in the current Incarnate Types (Destiny/Interface/etc) #10 More TFs
  2. Some aren't worried about it, and those that are, look to be of the idea that if they can't farm with it, it must be bad. I like the idea of a ST focused set, that has me taking down targets quick enough, I don't care about the lack of AOE. 🙂 Mind you, I'm sure there are other sets that are pretty single target focused and should be in the running, and Fire Melee's whole concept is damage, so it should be up there. Though I'm sure such things as secondary effects would play an effect too.
  3. Pick up a couple enhancement unslotters, slot in into characters who can take it, catalyze it, unslot it and good to go.
  4. I can agree, that an IOed out character doesn't need to be tanking +4/8 content, on a team without buffs or just solo without buffs, but I still never felt Regen felt as tough as other sets at lower difficulties, so I do believe it could use a bit of a look at tp up it a bit.
  5. Yes, but not everyone cares about EM even being in the running for AOE. I was always fine with EM's level of AOE. It had an animation I loved, and it was enough AOE for me. I didn't need to finish a mission at top speed like others feel they have to, or be an AOE farm machine. I can live with the ST focus. This isn't to say AOE isn't nice, love it on my Dual Pistols, but seeing as how I use StJ on a Scrapper with just Spinning Strike for AOE (no cross punch), I don't generally worry about AOE.
  6. While they had a formula, wasn't their idea, to also not be tied to that formula? We hear that a lot. "Oh, this power over does this formula" but I recall that being a guideline more than a set in stone rule. Not to mention, the secondary effects would then have to weigh in on it. Why would something with a better secondary effect not do less damage than the one with a better secondary effect?
  7. Don't care for the "Muster Resolve" power myself, but then, I don't care for the "Scales with the number of enemies around you aspect" either. Fast Metabolism - Like it. Reconstruction - Like it, but I do prefer Sarrate's suggestion of putting the absorb on this power instead of Dull Pain. Resilience - I'd slap in -Regen Resist and a little more Toxic and Cold Resist, just as I feel those two resists should be a little more on a Regenerator, especially Toxic Resist. 🙂 Dull Pain - See Reconstruction. So no change. Integration - Put a little -Regen Resist in here too and able to enhance ALL of it's Regen ability. Muster Resolve - I don't think this needs a recovery component. Regen isn't lacking in the Endurance Recovery area with Fast Metabolism (or Quick Recovery in Regen as of now). I'm guessing part of the idea is to make this the taunt aura for Brutes (maybe Tankers too). I'd pick a number for the Absorb and then let people enhance it above that with enhancements. So, likely base it around 1-3 enemies. Instant Healing - Since it likely wouldn't be put back to Toggle, leave as is. Revive/Inexorable - I love revive powers! Might I suggest instead...the bonuses you suggest, just be passive abilities instead. Not sure of the overtime equal to what I'm guessing would be 300-600 sec recharge for 20-30 seconds of bonuses, but do the math and then make the conversion to passive. +5% Damage/Recharge/Rec, +10% Regen, +10% Heal (would enhance Fast Metabolism, Reconstruction, Dull Pain, Intergration and Instant Healing by another 10%). When dead, the passive abilities become inactive and remain inactive until the power recharges (so using a wakie would have the benefit of keeping the passive bonuses, instead of that 300-600 seconds of waiting for the power to recharge). Moment of Glory - Add in Psychic Resist/Defense and Positional Defense. It's a 15 second power on a long recharge. EDIT: Let me not forget, make it so you can't die for 10 seconds after using the revive! Gah, no point in a revive power, if I can't use it then and there, with enemies on top of me 😛
  8. As someone who plays and loves Time Manipulation, I have to say, I wouldn't call it popular because of being powerful. I'd call it popular because it offers great survival. It can also be made to work with other concepts and not be "Time" related...even with it's name (though I known plenty who go "Concept can only be related to a sets name" :p) I find Dark to be powerful, but even back on live, with toggle debuffs, I felt little use for them when a team is steam rolling content, but I find it a lot more useful when on those tough targets.
  9. StJ and SS have the luxury of being very superhero/concept friendly, with StJ being a good super strength concept for Scrappers. TW, not as concept friendly for many. Personally, I wish they'd just port the Razor Sword over to Katana 🙂 Love the concept, don't enjoy the playstyle.
  10. Being good at Single Target is a viable strategy, it just wouldn't make the set popular with people who focus on AOE. From what I've seen, the one's who want to increase it's AOE want an AOE set with pom poms, because they like the energy melee/pom pom aspect of the set, but nothing else. Personally, I like the idea of it being the #1 ST DPS and never had a problem with it's Whirling Hands AOE. In the end, giving it to scrappers is the most important aspect imo.
  11. Speed up animations of the longest two attacks. Give us some alternate animations to go with them. Make Barrage more awesome, as it has the awesome animation! Need no more!
  12. While I'm not sure I'd alter TW, I do have top agree, popularity doesn't mean anything. Regen is popular and it's considered by many to be an underperformer.
  13. Yes, but in the end, the DPS is still the DPS. The fact that you may not get that added end combo goodness, is purely psychological. You're not always going to get that hold on Crushing Uppercut (and added damage from that third tier combo CU). And having played DB both on live (mained it) and on HC, I never found myself missing the combos all that often. For those who feel they do, I have to wonder if they just don't have any ACC slotted.
  14. BrandX

    Kinetic/Regen

    Here's what I got so far... Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Kinetic Melee Secondary Power Set: Regeneration Power Pool: Fighting Power Pool: Leadership Power Pool: Flight Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Quick Strike -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(3), Hct-Dmg/EndRdx(5), Hct-Dam%(5), FrcFdb-Rechg%(7) Level 1: Fast Healing -- Mrc-Rcvry+(A) Level 2: Body Blow -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(7), SprScrStr-Acc/Dmg/Rchg(9), SprScrStr-Dmg/EndRdx/Rchg(9), SprScrStr-Acc/Dmg/EndRdx/Rchg(11), SprScrStr-Rchg/+Crit(11) Level 4: Smashing Blow -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(13), SprCrtStr-Acc/Dmg/Rchg(13), SprCrtStr-Dmg/EndRdx/Rchg(15), SprCrtStr-Acc/Dmg/EndRdx/Rchg(15), SprCrtStr-Rchg/+50% Crit(17) Level 6: Power Siphon -- GssSynFr--Build%(A) Level 8: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(19), Pnc-Heal/EndRedux/Rchg(19), Pnc-Heal(21), GldArm-RechRes(50) Level 10: Quick Recovery -- PwrTrns-+Heal(A), PrfShf-End%(46) Level 12: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(25) Level 14: Boxing -- Empty(A) Level 16: Integration -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal(29), Pnc-Heal/+End(46) Level 18: Burst -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(31) Level 20: Resilience -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(34) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(34), Rct-ResDam%(34), LucoftheG-Def/Rchg+(48) Level 26: Focused Burst -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37) Level 28: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39) Level 30: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(39), ShlWal-ResDam/Re TP(40), LucoftheG-Def/Rchg+(48) Level 32: Concentrated Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42) Level 35: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50) Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(43), LucoftheG-Def/Rchg+(43) Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 44: Fly -- WntGif-ResSlow(A) Level 47: Revive -- Empty(A) Level 49: Confront -- PrfZng-Dam%(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-RunSpd(A), Clr-Stlth(45) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(48) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ...thinking of ditching Confront. I love having it, but Repulsing Torrent with KB > KD IO could be nice. I like having a Hold for LGTF and Hammi Raids. Only saddened that they're not able to be taken without a previous power in the epic pool. I am trying to avoid Hasten, but that's only because I have limited power options! 😞 I'm trying to make a very survivable (and I'm pretty sure I'm failing) Regen Scrapper. With the new +Heal Procs in two Passives, was going with the idea, maaaaaybe that's enough to survive like other sets? Comments welcome.
  15. I have to disagree on DB's combo system being so terrible. Yes, the best DPS doesn't even require combos, but it also requires a whole lot of Recharge. Blinding Feint > Attack Vitals Combo > Repeat is easily obtained and good DPS. Enough so, it allowed me to solo ITF without Incarnate abilities. Yes. Miss an attack and you lose the combo. Doesn't matter. The average DPS still amounts to the average DPS of the set. Really, losing the end combo extra, just means some people feel bad. 😛 Take StJ, people still, for best DPS, use a specific string of attacks. They don't change them up. If you miss an attack in the build up, that means that Crushing Uppercut isn't going to be maxed out when you use it, but yet, you'll still use it, as using another builder is just going to mess with the DPS. Now, the part that sucks about DB's combo system, is that it's first two combo's are wasted later on. That's the terrible part of the set. Granted, I'm sure they didn't want to give you the best combo early on (they could have!), but it's what makes the set feel meh. Sure, one could take the early combo's for exemping purposes, but you're likely wasting slots/power picks for that.
  16. They want to make him cool, but don't want to give him to many weaknesses. Which, they should just go with those weaknesses. "Cut the red wire?!" He can pull out his phone and call a friend! Or just be screwed in that situation. 😛 The chemicals enhanced his reflexes right? Not just his senses? Make the player version a bit cooler. Not just peak human strength/reflexes/durability...but just above peak, to low superhuman 🙂
  17. Wasn't it a mag 4 stun that was reduced to mag 3?
  18. Part of the love Energy Melee needs, is porting to Scrappers.
  19. Yeah. The whole, stand there, out stretch the hands, and shoot people for every animation, that you seem to want, sounds boring and like every other blast set. No movement. Just stand and fire. Dual Pistols feels like one is moving about, dodging attacks, putting in some flourish. And I love bullet rain.
  20. You realize, every set was stand there and shoot. Energy/Fire/Cold/Sonic/Etc/Etc were just stand there and repeat what basically amounted to the same animation over and over. And let's look at your list. Two attacks have animations you don't care for, leaving all the rest for you to be happy with. So, two wild attacks for those who would like some wild animations, and then 5 just fine animations. So, really, the issue seems to be, you wanted the whole set to be a stand and shoot set. Which you can get from all the other blast sets. Until Water Blast, which I feel is the next set with something feeling different than extend hand and shoot, or aim weapon and fire.
  21. I love Dual Pistols for it's animations. If Dual Pistols was nothing but stand there and shoot with both hands out, the set would be boring.
  22. Wish I had seen that thread, as I would've posted my Temporal Energy Armor Set in there.
  23. Dual Weapons with billy club options. I believe it had a couple smashing damage looking weapon skins.
  24. That's why I added the +2 Mag hold. Figure, there's a proc like it already in IOs, so as an Interface, it may not be to bad.
  25. Either would work. Stalkers can hold their own in a straight up fight. Scrappers do seem to be of the tougher variety. So, likely it's a matter of Scrapper in his own book and Stalker when he's teamed up with more powerful group.
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