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Zepp

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Posts posted by Zepp

  1. Okay, how's this for a solution, new slash command /PowExecLocationTray [direction] [distance] [slot] [tray]

     

    That way, you stick your active lore power in say the 0 slot, then do /Bind 0 PowExecLocationTray 0:10 0 1

     

    That way it will work especially well for your Lore powers as you level them. You can also slip different signature summons in there and switch them in/out based on the fight. Makes it versatile and fairly simple.

  2. I would prefer PowExecName $Judgement

     

    Using the $[Incarnate Power Slot] fix would allow your Judgement slot to either be /PowExecName or /PowExecLocation.

     

    Also, you may want to try using keybinds /bind 0 PowExecLocation 0:10 Robotic Drones Radial Superior Ally and be able to see the timer as well...

  3. On 8/27/2022 at 7:29 AM, Coyotedancer said:

    Not to mention that there seem to be a fair few people out there who prefer running those TF "at level"... and who have complained here several times that having exemped 50s joining their teams ruins the experience for them. Something about those 50s being "overpowered" by having a few extra powers and so making the at-levels feel useless...

     

    So, yeah. Even if the devs want 50s on those lowbie teams, lowbie character's players may not. Which presents a bit of an issue.  

    It's not only the 2-3 extra powers, it is the power slots and set bonuses that changes the power level of higher level characters when exemplared down.

  4. My two level 50 scrappers are Spines/Regen and Staff/WP... I may need to put together an Energy Rad to see the other side of the list...

     

    That being said, I've been playing Titan Weapon lately, and I find its performance up to level 24 to be below Spines and Staff at similar levels... Does it get better?

    • Like 1
  5. 4 hours ago, Clave Dark 5 said:

    Think I went overboard on keeping my blue bar charged with that?  I'll admit by the time I was hitting the last few powerr choice sbefore 50 that I had already taken the things I wanted most

     

    Thanks for the details in the rest of your post.  Definitely going to keep that in mind and se if I can live without popping RF, and then respec out of it if it works fine without it.  Heck, I still haven't decided on what my final power choice is, I was thinking to take TP Target as there have been times I wished I could TP a dead friend out of the action for their own good.  I think I looked over Weapons Mastery in the early stages, I'll give it another check.

    Fold Space may also be a power that interests you, if you free up some slots...

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  6. 1 hour ago, Clave Dark 5 said:

    Both you and @Bionic_Flea have a lot of good ideas, thanks for those.  This one here: I just picked up my Superior Conditioning and Physical Perfection one-slot-wonders and I seem to be good on End now, but I do need to play a bit more to make sure that worked out as hoped. 

     

    Rending Flurry is just about too good an AoE to drop.  Looking it up on the wiki though, the Stalker version of Savage Melee doesn't give you an End Reduction to go with that Recharge, but a Damage Buff (and I wasn't aware of that, somehow, duh).  My chain atm is usually BU+Shield Charge (or Savage Leap)+Rending Flurry to drop a whole mess o AoE bamf-ness on a crowd, then usually AS+Shred+AnotherAoRBamf/Rending Flurry again.  By then the mob's usually thinned down to only a couple and I can stick with the ST attacks.  So Rending Flurry is fairly important to the style I'm going for.  That said, when I get back to playing, I can try holding off on it a bit and see what happens.

    I just went on and double-checked in-game. Blood Frenzy has the same effect on Stalker as other ATs, 5.65% Endurance Discount, +4% Recharge per stack. That means that if you can maintain 5 stacks you have a consistent 28.25% Endurance Discount and 20% Recharge bonus. Also, I believe that is global recharge, so procs would be unaffected.

     

    The Wiki is actually wrong. Blood Frenzy offers the End Discount, Recharge, and bonus for Hemorrhage / Rending Flurry. After using Hemorrhage / Rending Flurry you experience a timeout on building Blood Frenzy (I don't know the timer on those as I don't take Frenzy-consuming moves on my Savage Toons). I see where you are coming from, as Rending Flurry is pretty good, it just has a drawback that you have to keep in mind when using it.

     

    Edit: You may also want to consider switching to Weapon Mastery so you can pick up Physical Perfection without Superior Conditioning.

    • Like 1
  7. So, Regen 2.0 [post-nerf Regen] v Regen 4.0 [Bio]

     

    hmmm... my guess and experience suggests that They will be somewhat similar, but Regen 4.0 will win out due to its higher Defense and S/L/Tox Resist (although some mobs may be easier to resist on Regen by a little with the upcoming changes).

    You are likely going to need your panic buttons (Rune, Moment, Shadow) for general play in higher level content whereas for Bio they will tend to be more panic buttons than necessities.

    You are probably going to feel like you are short on recharge on your Regen toon while you may be able to drop Hasten from your Bio build and still feel like it is working great.

     

    I think Regen 2.5 [post-nerf Regen on Sentinel] v Regen 4.0 [Bio] would probably be a better comparison...

  8. Depending on your Endurance management and play style, you may want to drop Rending Flurry. If you are going spawn to spawn rather quickly, then dropping RF will let you maintain the Endurance Reduction and Recharge from Blood Frenzy.

     

    For Incarnates:
    Alpha: Agility is good for Recharge & Defense, Cardiac is good for Resistance, Range, and Endurance (especially if you drop your Blood Frenzy on RF), Musculature is good for damage...

     

    Interface: Probably looking at Degenerative or Diamagnetic (I prefer Degenerative), but Reactive is a better option on a team.

    Judgement: Vorpal fits your concept best.

    Destiny: Basically, any of these will fit. Incandescence may look good, but I can't seem to like it. I don't know, it just doesn't seem right.

     

    Lore: I like Robotic or Polar Lights, They are less intrusive and seem to survive better.

     

    Hybrid: Assault's good, although don't sleep on Support!

    • Like 1
  9. On 8/3/2022 at 8:31 AM, Ultimo said:

    Oh, I can rationalize almost anything, but I was hoping to make him behave more like the Flash, Quicksilver or other "traditional" speedsters.

     

    Too bad there's not a "Driveby" attack power in Super Speed, where you do damage in an area around yourself while moving, relative to your speed (that is, an AOE around the character, in a short line running behind him that would do damage relative to his movement speed).

    If that is what you are looking for, maybe think of a dual Damage Toggle Scrapper (such as Rad/Elec)... that would provide damage that will hit while you run by (depending on the tic). Throw in Whirlwind (procced with Explosive Strike?) to get some KB for effect as well!

  10. Defender, Corruptor, or Controller with Kinetics would allow you to have cap speed in combat (pick up SS to increase the cap and give you speed-phasing)...  Electric blast / control would pair well if you are looking at a "Flash"-like character.

    Sonic (assault animations) can give you sonic-boom type attacks.

    Gravity control can give you relativity-like high speed gravitational distortions.

  11. I know it's a blaster ability, but don't sleep on Burst of Speed. It has similar damage to Spring attack with three jumps before it recharges.  Plus, 200' range is pretty insane. Bamf+PBAoE Nuke=BAM phh...

    • Like 1
  12. 10 hours ago, Moka said:

    I think this change is needed. People should actually play endgame content to make endgame builds. What a concept!

     

    If there were more solo-friendly endgame content I would agree with you. Unfortunately, a lot of the endgame content is designed to be very difficult or impossible without a group. As someone who primarily plays solo, this does not appeal to me.

     

    2 hours ago, SwitchFade said:

    Well, after reading how some people are exploiting the emp to merit at a high enough rate that it is a significant contributor to inflation, you all have convinced me!

     

    If it's not possible to instate a lockout timer to the conversion, say 1 emp every 24 hours (or some number that is the proper point between wealth creation and destruction), I would then 100% support the removal of the conversion altogether.

     

    Solid debate, previously I was of the stance that they should be convertible, but with a time restriction; now I am ok with a complete removal. Well done, forumites!

     

    Except, it wouldn't lead to inflation, it would lead to deflation. More X items on the market means that each item is worth less. This change will likely increase market prices, particularly on purples, and winter sets. They will raise the price on other enhancements due to an increase in the price of enhancement converters.

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