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Crysis

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About Crysis

  • Birthday 01/01/1004
  1. Don’t mind me, let anyone play however they want. I’m just bitter because I’ve done /TA MM’s several times, invested hundreds of hours into them and billions of influence just try try and MAKE them perform at some reasonable level of effectiveness. I’m by no means a perfect player, but they are by no means an enjoyable set of powers for me either. To each their own. I just remain disappointed because THEMATICALLY the /TA set is just about exactly what I wanted for several of my MM’s. Now I’d give just about anything to swap it out for something more akin to Tactical Arrow instead.
  2. Yes, because playing in a “cowardly manner” as a Mastermind is a great way to feel like you are playing a superhero/villain game. Not snarking at you. Snarking at Nin/TA. Or even just /TA. I’ve been terribly disappointed with all of /TA on a MM and have tried multiple combos. Some T4’d fully via Incarnates with billion dollar builds just because I was CONVINCED some new proc or slotting strategy would make it almost as effective as a Thugs/ or Bots/ build running on SO’s. It’s just a poorly designed set for MM’s. Never again will play this set until it gets some attention from the Devs, and even then I doubt it will ever be anything more than bottom tier on a MM.
  3. While most of my play has been on Excelsior for many months now, its a very nice QOL feature to be able to swap so frequently on HC. It’s also worth it to keep at least one higher level AT that you’ve otherwise “retired” on your alt servers and build a SG base using that one. That way you’ve got this nice little home for any characters that come visiting. Not as necessary for travel given all the SG’s that are open now, but helpful for salvage storage, etc.
  4. I confess I don't know what you are saying here, but on my Fire/Rad/Fire Sentinel, my primary attack chain each spawn is Aim (self buff) + Ground Zero (PbAOE) + Inferno (PbAOE) + Fire Sword Circle (PbAOE). Fireball, Blazing Blast and Blaze....those are cleanup attacks, usually fired at point blank range against targets that survive the alpha chain.
  5. Technically true, but range is so short on Sentinel powers its more like “point blank” range half the time.
  6. I’ve never really understood “roles” in this game. In other MMO’s, there are fairly defined roles and overlap is limited. In this game, that’s never been the case. I’ve seen Tankers with high defense and the Medicine pool healing others mid-battle. That’s definitely NOT their “role” in most other games, but here its entirely possible (and even thematically plausible). No matter the melee AT I’m playing, my job is to wade into the spawn and hit stuff. I can almost do it with my eyes closed by simply hitting Tab+Follow keys. That’s my role. To wade in and punch stuff. I do the same on my Blasters and Sentinels as well.
  7. Maybe after the Devs address Sentinel DPS it would be interesting. Until then, it's just kind of.....depressing.
  8. I've run with a few all-MM teams, and you can pretty much overcome any obstacles of ANY MM team with enough overlapping and stacking buffs/debuffs. True for any other "All-XX" AT teams also (run an all-corruptors team sometime....Scourge is insane). But once you hit Incarnates, everything is pretty much viable as you a) get an extra free Enhancement per power with Alpha, b) Get a really powerful AOE and c) Can totally block Psi, plug Def or have unlimited END. Incarnates are just totally OP for this game in general, regardless of AT's.
  9. What’s sad is that Trick Arrow is pretty much what makes the list THE list.
  10. Confirmed here also, I thought it was something going wrong with my graphics card, but runes persist.
  11. Yes, one of the "speed run" tips is you defeat the first two Knives leaders (either both on 1st floor, or one on 1st and one on second), then run down the elevators to Sigil and click on her to start the conversation, then run back upstairs to defeat the third Knives leader -THEN- back down to Sigil...usually the BP attacks are just starting. Shaves a whole minute or so off the speed run if you do it this way, rather than waiting around for them to finish their conversation whilst twiddling your thumbs.
  12. To my mind, prioritization of bugs should be: -Do players make a meaningful investment (time, influence, etc) in something and it’s not WAI? That frustrates players and creates a disincentive to do make further investments knowing something is misleading/false advertising. For example, if MSR raids awarded no Vanguard merits for all that effort, high priority to fix. -Does the bug create a handicapped state of play for the users, putting them at an unfair disadvantage versus others. Inverse of this is somewhat true, in cases where a bug creates an advantaged (exploitive) state of play. -QOL improvements. Bug doesn’t create conditions 1 or 2 above, but it’s annoying. <— I suspect there are hundreds of these, if not thousands. Prioritization of these should be based on data mining active user population and determining how many players would be impacted by QOL changes. This particular issue likely falls into that last category.
  13. I learn so much more than how to kill Skulls when reading these forums. Great job @Bopper, @Gulbasaur and all the others who have worked so hard to figure out how Procs really work. I’ve actually been only slotting my Interface powers to T3 until this got fixed as I wasn’t sure if it was WAI or truly bugged. Sounds like I can safely T4 out the ones I want now, knowing even if they aren’t functioning properly right now, they will at some point “Real Soon Now.”
  14. Necro'ing my own post here. So I just T4'd out my Alpha and Destiny (Agility and Ageless mainly for the +RECHARGE). I'm going to post my build below. For a scrapper, very durable. Defense is 60% Melee and 55%+ for AOE and Ranged. Resists are 75% S/L and 45-63% everything but Psi, which is 69% when Rune of Protection is up. I thought about going with Shadow Meld but honestly didn't want to throw the extra slots at it so just kept Kuji-In Retsu with one slot (Scaling Resist proc) as my "oh crap" button. Honestly, I don't think I've mashed it one time yet. I just don't get hit often. PVE content at highest setting is easy mode. Stacking Defense Debuffs do hurt, but I don't really have issues with those either. Have END under control and have really good Regen also. Also threw the Kismet proc in the mix so that I can more reliably pull off combo's even against +4's. But I still feel like my damage output could be better. I basically use the Attack Vitals chain more than anything else. On AV's that's pretty much all I use in fact. I had Thousand Cuts but respecc'ed out of it. Looks badass but really long animation for what damage it actually does. Anyone have any tips on ways to get my DPS up a bit more? I suppose I could actually lose some +DEF and still be OK, but I liked overbuilding on DEF since my DefDebuff resistance isn't the same as SR. BTW, this is my first time playing this combo. Flashy and fun like Dual Pistols, but I've enjoyed it more. Thanks in advance for any help! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Dual Blades Secondary Power Set: Ninjitsu Power Pool: Fighting Power Pool: Leadership Power Pool: Sorcery Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Nimble Slash -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(50), SprCrtStr-Acc/Dmg/Rchg(50), SprCrtStr-Dmg/EndRdx/Rchg(50), SprCrtStr-Acc/Dmg/EndRdx/Rchg(50), SprCrtStr-Rchg/+50% Crit(50) Level 1: Ninja Reflexes -- Rct-Def(A), Rct-Def/Rchg(50), Rct-Def/EndRdx(50), LucoftheG-Def/Rchg+(50), ShlWal-ResDam/Re TP(50), Ksm-ToHit+(50) Level 2: Ablating Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(50), SprScrStr-Rchg/+Crit(50), SprScrStr-Dmg/Rchg(50), SprScrStr-Dmg/EndRdx/Rchg(50), SprScrStr-Acc/Dmg/Rchg(50) Level 4: Danger Sense -- Rct-Def(A), Rct-Def/EndRdx(50), LucoftheG-Def/Rchg+(50) Level 6: Shinobi-Iri -- Rct-Def/EndRdx(A), Rct-Def(50), LucoftheG-Def/Rchg+(50) Level 8: Blinding Feint -- Mk'Bit-Acc/Dmg/EndRdx/Rchg(A), Mk'Bit-Acc/Dmg(50), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Dam%(50), Mk'Bit-Dmg/EndRdx(50), Mk'Bit-Dmg/Rchg(50) Level 10: Kuji-In Rin -- RechRdx-I(A) Level 12: Typhoon's Edge -- Obl-Acc/Rchg(A), Obl-%Dam(50), Obl-Acc/Dmg/Rchg(50), Obl-Dmg(50), Obl-Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50) Level 14: Boxing -- Empty(A) Level 16: Seishinteki Kyoyo -- PrfShf-EndMod/Rchg(A) Level 18: Vengeful Slice -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Dmg/EndRdx(50), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50), Mk'Bit-Dmg/Rchg(50) Level 20: Kuji-In Sha -- Prv-Absorb%(A), Prv-Heal/EndRdx(50), Prv-Heal/Rchg(50), StdPrt-ResDam/Def+(50), GldArm-3defTpProc(50) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-EndRdx/Rchg(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-ResDam/EndRdx(50) Level 24: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(50), LucoftheG-Def/EndRdx(50) Level 26: Sweeping Strike -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50), SprAvl-Acc/Dmg/EndRdx(50), SprAvl-Acc/Dmg/Rchg(50), SprAvl-Dmg/EndRdx(50) Level 28: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(50) Level 30: Bo Ryaku -- ResDam-I(A), ResDam-I(50) Level 32: Mystic Flight -- BlsoftheZ-ResKB(A) Level 35: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50), SprWntBit-Rchg/SlowProc(50), SprWntBit-Dmg/Rchg(50), SprWntBit-Acc/Dmg/EndRdx(50) Level 38: Kuji-In Retsu -- Rct-ResDam%(A) Level 41: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(50), UnbGrd-Rchg/ResDam(50), UnbGrd-Max HP%(50) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 47: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(50), StnoftheM-Acc/ActRdx/Rng(50), ExpMarks-Dmg/Int/Rng/Rech(50), StnoftheM-Dmg/EndRdx/Rchg(50) Level 49: Soul Storm -- UnbCns-Acc/Rchg(A), UnbCns-Acc/Hold/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 47: Quick Form Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany ------------
  15. Thugs/Time, Robots/Time, Thugs/Storm, etc. As long as you softcap your DEF you can do just about anything +3/x8 with a MM fully IO’d out with Incarnates. For me, +4/x8 really only works exceedingly well with Bots/Time. And that’s due to the high -TOHIT of Times Juncture, which not only effectively ups the +DEF of the Bots (which are already softcapped) but effectively diminishes incoming damage as well. That gives the henchman the time they need to chew things up. The whole level shift issue for Incarnates, and how it impacts T1/2 pets in particular, is the issue. I often find myself going petless or just with the T3 pet in things like LAM trials because everything else just can’t survive such a fast paced aggro mess. Soloing an indoor mission, however, is much easier because I can set the pace.
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