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Duck-Smokes-Quack

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Everything posted by Duck-Smokes-Quack

  1. Ice/ is interesting, its AoE is tragic ... apart from the fact the Nuke is INSANE I really wonder where a high recharge Ice/ with nuke on like a 20second CD or something would stack up in AoE terms
  2. Been waiting for this build for 4 months ... supplies are running low I fear I may not live to see it.
  3. This is going to save me SO MUCH TIME Thankyou you sweet kind man
  4. Bit late to the party but how do we feel about this build? I didnt go too much into +def since with 0% DDR it will be stripped in seconds. Instead im at 32%+ for S/L/E/N and range - i think that should be enough. Tired to get as much into the Damage as possible, and proc the attacks. Wish i could find just a touch more recharge in the build, but anyone see any glaringly obvious errors? | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1434;670;1340;HEX;| |78DA65944B4F135114C7EF3C2A94B6F268A1055AA1A5D0972D8CCFAD1125E1D158A| |8BA336484526B9A76026DA2DFC0F888891B13C1677C80FA015CFB2574E9D20D6A62| |306161EA99F99F2B354E32FDF5FECF3DE7FEEF3DBDCDDF38E75D5B9B392314DF74D| |5DCD8583E4B9F8DD27A67BED9301B957A4DD84F07BD218E2C2F99B572693537BB52| |C2E4511928362DABBEDE702279B356B19A5594F014EAF56A6EA65A295F6B789DEF0| |B25D3AAD4CA5DCEA068954AAB3ECCB1A750A0F7BC5559C94DD7ABAB54C92E7E3344| |16E2F4CED97E14C7554B1759550843176A8E3909EA534C03BC25FE3E2D553C178E3| |8F1024C3C03E7EDC28A53BAE5528E23F3D009B0F324F314D8759AF901C9B7099AB4| |A52510F4269929F0709A99011768B64BF08AAE97BCE22B30F11A4CBF616E83D91D3| |06FF7855774756CEB8ED8B3C37C0BF6BD63BE0703B348BE43596E4E56DC0F218EFD| |C2240FB5DBC3B614CFA0E688C6303840411F676ABE7E055EE7119CFCC9FC4DE1882| |EEE12BA65A5EE4D5AC6AF8BF8167881D45EB981DE47C80C6CF2325BCCC760E809F3| |2918231B7EB9017F064D1862DE23F473BB457F14A242194129065BF4088DA441D9B| |4C1A0E2781E0A81E1635829BC0FC6F7409D928665D270000770A487D9C7F483713E| |20372545E4E21116176934220F6044E0F04715A6CAD4C0A8CE74811FD342C464C51| |8572C93C571298EF3C62B2426A5E1241B4EB1E1141B4EB1E13457FAE2152223BD65| |16211E5D62169917C1EC25E665F03E65E5D88696FBAC3AE739F90934F6F16B33F6C| |0EB646F4A7A9EE20E46F5835BDE0AEB07B7D71E53E716FE970ABACC204971A4DDAE| |832A426451FADB3F6212E2F7365113BBE8F4589439479104FD617CC5F847DB64553| |CC036A27C8926F8128901FB12F10EAE508621B763B60FAEB60F0AED833FB5D6C79A| |-------------------------------------------------------------------|
  5. So ive been testing the Claws/Stone build on Beta - not extenisvly but from what little ive seen, consider me impressed its Stronk. Very very stronk, and oh boy does this build have some potential. Just look at those numbers in mids Its no secret that Claws/ is a monster on scrappers, and /Stone just seems too good to be true. It has a bit of everything ... *whispers it may actually be slightly too strong* But yeah from what ive seen im impressed. Notes: Build needs more recharge. For me personally i would like the gapless best ST and AoE rotation as an option. So i think dropping assault in favour of hasten + finding a slot could be the solution Mud Pots: always nice to have a damage aura, i noticed it for sure but the radius seems small + i didnt notice the slow at all. I think the 5 slots dedicated to the new Ice Mistral set is a waste - probably better off salvaging some slots here and spreading potentially - maybe just some end red and a purple proc and call it a day (also no taunt component ... i would REALLY like to see either [A] all scrapper taunt aura removed /or/ give the same small taunt to all scrappers /end rant) DDR: Not a negative against /Stone, since every single set in the game that isnt /SR can fall victim to it. But on an ITF solo run i was quickly humbled by how fast Def can be stripped away when it all goes wrong. Its a shame ... but honestly if this set had /SR levels of DDR nobody would ever play anything else every again Geode: WTF is this power, im not sure I see the point of it? Gets snapped almost instantly when i used it when i needed it (see earlier mention of ITF) ... idk, Hibernate is most certainly is not But i think /Stone is great, and Claws/Stone is a great combo, looking forward to seeing what people can come up with build wise - 100% keeping my eyes on this thread 👀
  6. 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 Scrapper Primary Power Set: Claws Secondary Power Set: Stone Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike (A) Damage Increase IO Level 1: Rock Armor (A) Luck of the Gambler - Defense (3) Luck of the Gambler - Defense/Endurance (3) Luck of the Gambler - Defense/Endurance/Recharge (5) Luck of the Gambler - Endurance/Recharge (5) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Slash (A) Hecatomb - Damage/Recharge (7) Hecatomb - Accuracy/Damage/Recharge (7) Hecatomb - Accuracy/Recharge (9) Hecatomb - Damage/Endurance (9) Hecatomb - Chance of Damage(Negative) (11) Achilles' Heel - Chance for Res Debuff Level 4: Stone Skin (A) Steadfast Protection - Resistance/+Def 3% (11) Reactive Defenses - Scaling Resist Damage (45) Kismet - Accuracy +6% (48) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 6: Spin (A) Superior Scrapper's Strike - Accuracy/Damage (15) Superior Scrapper's Strike - Damage/Recharge (15) Superior Scrapper's Strike - Accuracy/Damage/Recharge (17) Superior Scrapper's Strike - Damage/Endurance/Recharge (17) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (19) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 8: Follow Up (A) Superior Critical Strikes - Accuracy/Damage (19) Superior Critical Strikes - Damage/RechargeTime (21) Superior Critical Strikes - Accuracy/Damage/RechargeTime (21) Superior Critical Strikes - Damage/Endurance/RechargeTime (23) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (23) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 10: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 12: Earth's Embrace (A) Preventive Medicine - Heal (25) Preventive Medicine - Heal/Endurance (25) Preventive Medicine - Endurance/RechargeTime (27) Preventive Medicine - Heal/RechargeTime (27) Preventive Medicine - Heal/RechargeTime/Endurance Level 14: Mud Pots (A) Ice Mistral's Torment - Endurance/Slow (29) Ice Mistral's Torment - Damage/Slow (29) Ice Mistral's Torment - Accuracy/Damage/Endurance (31) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge (31) Ice Mistral's Torment - Chance for Cold Damage Level 16: Rooted (A) Numina's Convalesence - Heal/Endurance (31) Numina's Convalesence - Endurance/Recharge (33) Numina's Convalesence - Heal/Recharge (33) Numina's Convalesence - Heal/Endurance/Recharge (33) Numina's Convalesence - Heal Level 18: Focus (A) Superior Winter's Bite - Accuracy/Damage (34) Superior Winter's Bite - Damage/RechargeTime (34) Superior Winter's Bite - Accuracy/Damage/Endurance (34) Superior Winter's Bite - Accuracy/Damage/Recharge (36) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (42) Apocalypse - Chance of Damage(Negative) Level 20: Crystal Armor (A) Shield Wall - Defense (36) Shield Wall - Defense/Endurance (37) Shield Wall - Defense/Endurance/Recharge (37) Shield Wall - +Res (Teleportation), +5% Res (All) Level 22: Boxing (A) Empty Level 24: Tough (A) Unbreakable Guard - +Max HP (37) Unbreakable Guard - Resistance (39) Unbreakable Guard - Resistance/Endurance (39) Gladiator's Armor - TP Protection +3% Def (All) Level 26: Weave (A) Luck of the Gambler - Defense (39) Luck of the Gambler - Defense/Endurance (40) Luck of the Gambler - Defense/Endurance/Recharge (42) Luck of the Gambler - Endurance/Recharge (46) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 28: Minerals (A) Shield Wall - Defense (36) Shield Wall - Defense/Endurance (40) Shield Wall - Defense/Endurance/Recharge (40) Shield Wall - Endurance/Recharge Level 30: Super Speed (A) HamiO:Microfilament Exposure Level 32: Shockwave (A) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (42) Overwhelming Force - Damage/Endurance/Recharge (43) Overwhelming Force - Accuracy/Damage/Endurance (43) Overwhelming Force - Accuracy/Damage (43) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 35: Brimstone Armor (A) Aegis - Resistance (45) Aegis - Resistance/Endurance (45) Aegis - Resistance/Endurance/Recharge (46) Aegis - Endurance/Recharge Level 38: Conserve Power (A) Recharge Reduction IO Level 41: Physical Perfection (A) Performance Shifter - Chance for +End (50) Miracle - +Recovery Level 44: Maneuvers (A) Reactive Defenses - Endurance/RechargeTime (46) Reactive Defenses - Defense (50) Reactive Defenses - Defense/Endurance (50) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 47: Geode (A) Synapse's Shock - EndMod/Increased Run Speed Level 49: Assault (A) Endurance Reduction IO Level 1: Critical Hit Level 1: Brawl
  7. Gorgeous build really really nice, looks unbelievably solid I booted up in mids and made my own minor "tweaks" using yuors as a starting point: Pumped more E/N res at the cost of some F/C (which is already really high) Dropped Evicerate (not sure I can run FU>Focus>Slash as ST rotation without hasten ... gona try in Test Server now Slightly better end managment and +rec (because just looking at it on paper i have a feeling this thing gona be thirsty) I moved the Preventative medice + absorb proc to Health rather than EE since i feel like it can proc liek 3 times PPM a min in theory right? rather the guarnteed once every 45 seconds ... in my mind this is better but the math may say otherwise. Really excited to see how this thing plays becuase on paper ... im loving what im seeing *edit added data chunk i forgot to paste | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1428;665;1330;HEX;| |78DA6593596F125114C7EF3083C85E0A486BA14837B6B255DF7C71A9446B4950D43| |78353B8501461C29068BF863EF80D8CDB9730BEB97E01E3F2E6D6D2A4AD5A8DC1E3| |9C7385EA24931FE7CF3DE77FEEBD670A37171DB55AFE18935C279BAAAE974B958EA| |A69BC632EA8F54685FD792CF0FA845E2EF026E769587C430FFE1517798DB7749E2E| |75DB2D5E3EDEB9DEEE3047B1DD6EA697B9AA355A75A711E41BF5D52E4436232A699| |C57DD62559577F4D586E639A5352AE913EDEA5AB9A0EA5DDE591B03FB19781B1626| |9E3E6321404E615B09A084A2C27C92219A46885EA4324AF423AF42258992CC52D46| |488FB62C438727F829844DA1E03BD0ADB06479992653900BF42F0E7966C70FE1733| |98F1A37E0D9CCCC2C9FC54362AB99E119F23475E105F22475F219B906C9198C948B| |65C51F04F15E95B21569007AA444E84642B39332B6D7C077AB78BD3B27F409BB18F| |C44FC8839F895F905F21C929929C56B32106ED440772D2497421BF41925B24B9CFA| |1FDE479E4A112F102F122B2053D7BE886CD9E7BB891C87DE203E243E4F423643C87| |F7B30B8E5E712FDE25EC7D3A8F9C39433C8B94C0C92F66C9DF8787C92005447E609| |7D66F23E776880B4805168F8BED8DD3D8CDD1D84569ECE23476293AFD1FD0E18470| |98F8A7C32875183D4DBA0567DCE8307414A0C84C03312C6CC3EF7065FC2D32F186F| |89AF81EF91D6CA784EDD411EC653E4B3C4C3D2E204B90332B6C6793F891DD753216| |A30A52EC0E9E776E0994A8C23CD05352944F6EA2676A0399EB11E9087E422F69513| |EDDA391860A59216623E81956061F763FA80C7FFAC6752DFF2F15159101926448EB| |B64115C652587A638F1843B137249AD83AB6EDB8846D6722186FEE59740B0FC2410| |792B98D7C9218DC5CFF3264E4C436D4E1606538280E07BF011C83D0A2| |-------------------------------------------------------------------|
  8. Hmmmmm pretty much I suspected then, its a shame really, i really think either fault/tremor needs to be capable of real AoE damage personally to make Stone/ work for me Or even if they made Hurl Boulder a TAoE splash type damage (essentially behaves the same was as Fireball or something) I'll finish leveling my Stone/ Scrapper but not sure I can ever justify heavy investment knowing that I will forever be wishing I had more AoE capability
  9. Hows stone melee getting on with scrappers so far? I seems like being able to crit a bunch on heavy heavy hitting attacks would be great, but looks to have woeful AoE and very heavy end use? ST attack chain?: Seismic Smash > Heavy Mallet > Stone Mallet > Stone Fists ? Really I have no idea, that might even be too rech intensive to run confortably Hurl Boulder looks to have woeful DPA - maybe niche uses for runners/set mule? AoE?: Non existant pretty much? Could proc out Fault/Tremor (both?) and pray, but maybe best to pair with a high damage secondary to overcome this burden Anything with a damage aura + Sheild spring to mind Anyone have much experience with it? Ive just realised the latest version of mids cant be auto updated and needs to come from the website, so now obviously im looking at Stone/ scrappers a lot trying to figure them all out. I wonder how Stone/ really stacks up? It kind of reminds me of Martial Arts/ - very very strong ST damage and weak AoE. I suspect Stones/ ST damage exceeds MA/ , with the AoE falling behind - i wonder where Stone/ sits in terms of scrapper primaries.
  10. Hi guys, Ive been working on a Claws/Ice build in mids and wondered what you all think? I have little to no experience with either set so good to get some feedback. Claws/: As I understand it the best ST attack chains for claws are as follows ST = Follow up > Focus > Slash repeat - the slotting logic being Follow Up has +build up proc & +50% crit proc in it, followed by Focus (with double damage procs) followed by Slash with the -res proc AoE= Follow Up > Shockwave > Spin - similar logic with KB>KD in Shockwave + damage procs in both *note i didnt 6 slot Superior Crit striks in follow up because that would be my 6th +10%rech bonus which violates the rule of 5 for sets /Ice: Im an uber novice here ... am I doing it wrong or are Ice Armors numbers just a bit ... meh? Not sure if my slotting makes any sense - perma Hoarfrost - Icicles ... no idea how to slot this one ... did it botch it? - skipped Permafrost since its seems pointless, Winters Gift unqiue gives me the 20% slow res anyway - Icy Bastion looks good and will be up about 1/3 of the time - Conserve Power up 1/2 the time - Build does look a bit end heavy though - No idea at all how to slot Energy Absoroption ... - Dislike taking Maneuvers but even with it the defensive numbers just seem ... low Am i missing something with /Ice? Getting defence into the build seems a bit of a struggle, and even then with just 41% DDR the defense will be stripped away in no time at all. Resistances (apart from Cold) are basically non existant, even my previous /SR builds found more S/L resist that /Ice. Hoarfrost maybe is best of being used reactivly then as a heal rather than have it "perma". Im just not sure. Any and all feedback and critique welcome please! Let me know how you feel not just about the build but the powersets (/Ice in particular) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1443;660;1320;HEX;| |78DA6594DF6E124114C667602A424B29A5A5B4144A8BEDF2A72CACAD1AADC6A855A| |3823621F196208C2D8AB0599A682F7D056F7C024DBCF11DBCF5EF33F800556FBCF0| |C2D4D33D5FA9E94ED8FC76BF9973E69C2F33D45E6C8EBDBFFDF2AA90E337BACDC1A| |0516F394DDBD64EA0DEEAE85E4B8BC311A067EA68A651D35DAD4D5AFE7C30371437| |F563DD1B68F34E4B37AE39CFFA8E086DF5FB5DB36E6BDD1E735FABBA69777ADB61F| |7E356677B6797BE2247536DED0C763A76F4A6DD6999D7FBEDBD46AD39D8D5CE5E82| |365FA1A713101807F4A321DEE4E943BACA8818A7174B095F041C65AA101866AE4C3| |39F04104AB1D2F0B9DAA91C98679E2E804566E80331A644D210C2CFFB4AFFA2E039| |F029E51DE1BC6AE422C78D5D023798E397C12BCC6EE0D062E9D61278C7DA4453B99| |C7C04B698536D5033E7A99620D72282A8214BF946E1D4E80641F9459CB430AFF385| |E1C144D2EF32FE97E4941229CA15819F11F819879F09F899809F2B27FCEC51FE28F| |C8C96B88739132C33E72BA0C54CAFF2FE69DA3726DDFE452CC33D2C51BE69783C5D| |642D0DCED1FA199E53330F78FFF416335303EF8355A6A47CB3F064D63D3D515292E| |836896E4BE8B68C2ECBE8DA42B716BAF5536C0A15A4CE72178B7FC0DFA0C5B40E4B| |25776D8A5980430B6BEC40761D3CC73C731EBC007EE71C19EA7809B52E7D64ADF00| |9FC0C7E61AE7E05BFA10E8A5DE67DE5321C2C818A6ACA216F0E1EE4E1411E1EE4E1| |C12A3C28C1833AA52FC2D122F2BD0D0B61E2349AAFB98749DAA302AD82133AAF4ED| |EE50535BCCB07F70AC3D983826765C5A3581E65CDA3AC7B94AA47D952C3FF04215D| |253841371D95EC8768167DC812F7F1F358F3CB7DF63B7B97044309E321CED022EB3| |FFE8FCF71FCAF63CD275FB15F067C337013FE01C3DFCEAA| |-------------------------------------------------------------------|
  11. /Ice seems really interesting on scrappers, i have to try it (shame it doesnt get a taunt aura but oh well) What primary to pair? Anything have any particularly strong syngeries? Dark Melee: Classic to pair with defense set -tohit, double end management powers + heal Claws: Never tried it ... everyone always says its amazing other? Proabky leaning towards Claws/Ice unless theres a really strong primary ive overlooked
  12. Haha the main man himself! Do you have a version of your build please for comparission? For some reason i cant open those COHplanner links youve send in previous responses 😢 A data chunk export would be great if youre able to please
  13. Thanks for sharing! I'm a bit late to the party on this build just wondering what your attack chains are like? ST: MG > Smite > SL > Smite (and repeat? refreshing Soul drain whenever needed) AoE: Sheild Charge > Fireball > SM ? When if ever do you use DC? Do you ever use Char? Melt Armor? I am really intersted in running a Dark/Sheild but just trying to wrap my head around the concept
  14. I know people like to say theres no reason to play Brutes ... but i would kind of like one I was thinking this might be a good combo? but maybe a tank does it better im not sure Pro Brute Def (mainly) set, less about resists Double taunt aura = fury skip shadow punch Pro Tank More HP benifits Hoarfros and Siphon life Bigger AoEs (is this correct?) Bigger resists What do we think?
  15. Hi guys, I havnt had the ability to play for a long time for reasons I wont go into. I was just checking the forums because it had been a while as was shocked to find I have fully missed i27! Living under a rock 😉 i guess Earth blaster sounds so appealing to me! But how is it? Damage? Animations? Effects? Slotting? All that jazz Im not a super crazy min/maxer - but i like to know that the DPS is cometative at least If anyone has experience with the sets and would care to share their thoughts that would be something amazing to read as a I dream of one day being able to get back to my beloved CoH again Thanks!
  16. @Galaxy Brain Incredible work as always. I always enjoy reading your findings, truely a pleasure Ive taken a bit of a break from the game more recently, trying to get back into it. Whats your take on Martial Arts as a set? Seems to do quite well with a good IO build, but its AoE is just so bad it seems that its doomed to be near the bottom of most testing lists
  17. So you may be getting confused between resistance and defence Defence - the soft cap is 45% for reasons explained in great detail in other posts. This is the same for all Archetypes and is something a lot of people aim for when building a character. You can get way more defence than this by it has dimishing returns and isnt really worth it for non Tank/Brute/Scrapper toons without any DDR Resistance - the hard cap for resistance varies depending on archetype. Resitsance has a hardcap for example if you are a tanker with 90% resistance to smashing damge and get hit by an attack that hits for 100 you will only take 10 damage. There is no way to take any less damage than this from the attack thats why its a hardcap. Tank & Brute = 90% Peacebringer & Warshade = 85% The rest = 75% Obviously the best case scenario is to layer both defence and resitance, thats why sets like Invincability are so tanky. To use my above example again if you have 90% Smashing and also have 45% defence to either Melee/Smashing you barely ever get hit! and when you do get hit its only for 10% of the damage. Most squishy toons like Blasters/Defenders/Controllers often build only for defence for a couple of reasons: Set bonus give barely any Resistance but loads of Defence Defence is better than Resitance in terms of performance for squishy toons like those mentioned hope this helped a bit
  18. I dont agree with this logic for a few reasons: SS + SJ are two distinct trees so why should that be comparable to the highest tier of a single tree? SS + SJ are very very active to use - you cant just go grab a drink when flying accross the shadow shard lets say. Flights ease of use and versitility are why it should always be the slowest. If flight was the fastest/join fastest there would be almost no reason to pick anything else (apart from SS for indoors) since it has unmatched compelted 3d mobility Flight is too powerful to not be the slowest
  19. Astonished to see this thread so heated The one thing ive always long for were changes to travel powers (my no.1 thing was always for SS to run on water) Its great to see the tweaks IMO Fly - brain dead to use, unmatched mobility should always be the slowest. I thought that was obvious but apparntly not Jump - is very active but also such nice mobility that should always come in 3rd Super Speed - least mobility and so rightly is the fastest and always should be since the vertical sacrifice is so great, very active like SJ since few zones are like IP where you can just set and forget autorun Teleport - its own special thing - it used to be by far the most "difficult" to use and had/has the highest potential in return. Maybe the 15s hover buff is too generous? But imo TP should always be king for speed I think these chanes are cool and love them - not sure why people seem so angry (mostly about fly) Fly deserves to be the slowest.
  20. This is something I have wanted for the longest time. I made a post once about Travel power customization, basically: Mystic Flight + Translocate Speed of Sound + Jaunt Warshade Teleport Peacebringer Flight Are all "normal" powers with cosmetic changes thrown in (Exception being jaunt which seems to be teleport with a massively or completley removed cast time) The powers should pave the way for Travel Customization imo Personally for Super Speed specifically I would like to see: Add the option to have the Afterburner "sonic boom" aura. Themeatically is makes sense since the run speed cap of 92.5mph is still faster than the flight speed cap even with Afterburner. And it would just look so fuckng cool Run on water! Yes yes yes and again yes. I dont know if its that easy to make happen for the dev team - but I suspect that since the water can already become "frozen" during the winter events if having Super Speed enabled would allow you to interact with the water as though it were Ice (without the slide) that could work? Although i doubt you would be able to stop running and fall into the water ... much more likely that while SS is on you stand on water even when stationary I have loads of other ideas of how to improve travel powers even just asthetically. The main thing for me is replayability for a game to thrive: Endgame content which the game lacks to some extent. Normally people playing their toons post 50+3 are speed running TFs etc as a form of end game (or maybe completionist badger/all archs types) The other major part is loving your character. Be it the costume / the bio / the feel / the way they move around thats what really keeps you playing a character! Its not just about getting a TW/Bio scrapper - its fun for 5mins being OP but if you dont love the character hes doomed to gather dust. Same goes for things like Ill/Rad trollers - its fun to solo a GM, but if you dont love the characters feel you wont play it much. My long time main is a MA/SR scrapper - neither set stands out. Someone even call them boring +or underpowered ... maybe they are right, and yet its my main toon. Why? because i love the "lore" of the character. I love running zipping around as fast as the server will physcially let me and leaving the afterimage of /SR as run - and i love it FAR more than i love some of my other objectivly "better" toons. Travel powers for me have always been so important in terms of building your characters concept. You have to think about how they get around and what makes sense for them. The current trend on forums in the min/max crowd is that Sprint/Ninja Run and temp jetpacks are good enough for every build and that travel powers are a waste of a pick. I will always disagree (unless thematically your character uses that like a Ninja/Natural/normal type) and think travel powers are fanastic. I actually disagreed with the change to make them available at level 4 with no prior pick. I think they should still be level 14 (but with no prior pick) to make those low levels feel fresh again. Maybe I just want the good old days back. Where a team would run through Hollows on foot together and everyone would be so jelous of the WS/PB with their travel power getting to the mission first. Now 90% of the player base takes Super Speed / Mystic Flight at level 4 and nobody ever stops to smell the roses agian *Sorry went off on huge rant - yes Super Speed run on water GIVE!
  21. I thought my graphics card was playing up first time it happened to me the other day Disgusting I manually canceled the buff (as i do with non min fx ice sheilds) Maybe the indavidual character should be able to choose? Like you can toggle on/off teleport prompt toggle on/off costume/aura changes provided by others (with the exception of stealth see through?( Just a thought
  22. Hey thanks dont know how I managed to not find this! Must have been the colon throwing off the search
  23. Sorry to bring up an old thread but Ive just been gleefully updating my MA/SR build (having previously not known this proc existed thanks to an outdated mids version) But I come here to find that theres no benifit slotting more than 1 in an auto power? My search fu is failing me but do you know if this was ever a confirmed bug that is going to be fixed? Or is this how it is? (I dont mind it being a unqiue if they intend to change it - it would just be good to know!)
  24. Hold hell that build is juicy @Werner bet it plays like a beast! Stacking stuns from OG and /MA Build up with FC followed by a second mini build up when going EC > DT (CAK ST) Do it not run into end trouble? (I know you love to solo - ive seen your solo MoITF +4 thread, gz) The slotting for -slow resist is incredible. When testing on the beta server i very, very quickly realized "holy shit im unkillable on Dark/) The only i enocountered where i thought I may actually die were anything with -rech leaving me unable to Dark Regen - that 80% figure you managed to achieve is magnificant im deinantly going to have to look at adding that into my Dark/Ice build Finally more of a comment than a question but holy is /MA strong on tanks! makes the +def from weapon sets seem pathetic in comparison
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