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Crysis

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Everything posted by Crysis

  1. What’s sad is that Trick Arrow is pretty much what makes the list THE list.
  2. Confirmed here also, I thought it was something going wrong with my graphics card, but runes persist.
  3. 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.
  4. 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.
  5. 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.”
  6. 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 ------------
  7. 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.
  8. @Talionis, weren’t you the one trying to go for the “unicorn” of Necro/TA? Did you? How’s it going?
  9. Thugs/Storm with Burnout creates Double Gang War, Lightning Storm. Theres a few threads on it. TOTAL Chaos.
  10. We were discussing this a bit ago. The bottom least favored sets at last check were Thugs, Merc’s, Demons and Necro/Trick Arrow. Necro/TA was dead last but I can attest to what a craptastic combo was Demons/TA. More here: https://forums.homecomingservers.com/topic/13410-trick-arrow-mastermind-picking-between-demon-and-necromancy/?do=findComment&comment=141573
  11. The word “humble” has zero meaning to a scrapper.
  12. Yeah....Rick Rolled. Nicely played tho.
  13. BURNOUT -> DOUBLE GANG WAR + DOUBLE THUGS!!!! Nope not really. Ive had this issue repeatedly with my Thugs and Bots. I’ve tended to see it replicated more often if I’m using my insta-base transporter macro to zone between missions. At some point after my henchman just start disappearing, one or more won’t show up in pet tray but I can’t dismiss/resummon them either. I end up having to use the base macro to go back to SG base and in almost every case....there’s my AWOL henchman. Dismiss all, go out of SG base and resummon and all is well again until I use the base macro with henchman out again. Also happens with the RWZ “zone teleporter” behind Lev that gets you from Vanguard base out into RWZ proper. I’ve also had it happen if I use the zone based SG base portals like the one outside the Talos train station. I think its related to those Teleporters. Scotty is drinking again.
  14. While accurate, in the case of Sentinels in general, this is just a known bug. Swords just aren’t showing for Sents if you choose Ninja as a pool. I suspect it has more to do with the fact that Sentinels were cobbled together as an AT and thus the animation sequences don’t carry over. I’ve noticed it a bit with Tankers using Katana as well. EDIT: There’s about a dozen posts on this in the Bugs forum. Some say it’s the DP issue, many aren’t even DP users, some are straight Katana primary users and experiencing it, reported by Sents, Blasters and Tankers, some can see the weapon themselves but it’s invisible to anyone else, some only have it invisible during idle stance, etc etc etc. Looks like it’s any Katana models in general that are broken. Full search of Bugs forum: https://forums.homecomingservers.com/search/?q=Ninja&type=forums_topic&nodes=32
  15. I have very few “gaming” memories. Maybe a few ultra bosses I’ve beaten in other games or one or two AV’s in this game. But one I do have was from Live, playing my Dark/SR scrapper in a COT pyramid cave mission. Don’t recall which one. And out of a team of eight my entire team wiped....three times. Each time I remained in full scrapper lock (although whiffing terribly due to some is the -TOHIT debuffs that they were stacking on me) and would end up hitting my T9 to Elude while half the team sprinted back from hospital to revive the other half, only to wipe again. I was last man standing three times. We finished mission but I felt totally like a badassed Tab+MouseButton masher!
  16. This. Is. Scrarta!
  17. I keep hearing Reactive is broken and not working in the Bugs forum. I’ve skipped T4’ing any Interface power until they have it working.
  18. You feed them heal inspirations. Really, with my build, healing isn’t that big of a deal. Play it aggressive, no better debuff than flopping mobs dying on their backs. Resummon as needed. This isn’t an Empathy Healorz game. It’s a damage game.
  19. Clearly an example of jerk hacking.
  20. Well I "borrowed" from brighter minds than I so have at it! I get the theme, I went with Dark because I'm a voodoo cursed pirate so Fire = cannon fire, Storm = wind powering my ship and Dark = Voodoo. Your Power Sink and Shield are totally interchangeable with same from Dark mastery. I do really enjoy the perma-Soul Drain though. I have base +25% damage with Assault Hybrid passive. I toggle that on and I'm averaging over 100% damage bonus while it's up. But with perma-soul drain, and I'm usually +4/x8 anyways, I maintain a steady +150%-160% +DMG bonus, and if I use Aim (with Gaussian +BUILDUP proc firing) it can easily spike up to +240% or more and even after Aim wears off I'm still at +150%+ for remainder of that spawn attack. Then rinse/repeat for next. Insane damage from the build, especially once you see all this damage output with Scourge in effect. Enjoy the ride, it's a great powerset combination!
  21. His instructions said you have to detoggle Blazing Aura before you zone, then zone, then wait 12 seconds or longer to re-toggle it. Apparently proc is applied after zone event. If you are turning off while already inside mission you aren’t following CP’s workaround.
  22. Been posted here before and I experienced it myself on my DP/SR Sentinel. Invisible katanas look goofy. Parked that AT until it’s fixed. FWIW I’ve noticed same thing with Invisible Katana tankers recently.
  23. Can somewhat confirm this, I just updated and played 5-6 rounds in Briggs Comic Con fire farm on my Spine/Fire brute. I will say I had very few that did NOT return to me....just took 3-4X longer for them to do so, and I'd occasionally have to go throw an attack at them to re-aggro them....which isn't a huge deal if I'm moving to another spawn. However, if I use my Lore BP pet (the Untouchable one), his rain holds mad aggro and I'll maybe only have 4-5 runners out of the entire map. It's on my own I'm now seeing aggro-holding abilities changed. It's not unplayable, but does add a couple mins clear time for the map.
  24. I thought this was “fixed” internally per CP? Just not in this patch release? Or not going to be patched like...ever?
  25. It was a heckuva lotta fun the past weekend using Fireball with Ragnarok for guaranteed knockdown and Avalanche in Soul Drain for same. Combined with my storm powers, I don’t think I’ve actually killed anything while it was standing in several days now.
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