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Greentea

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Posts posted by Greentea

  1. I always felt once the mobs get CC’d, they should get damage taken increased considering they’re defenseless.

     

    For example, a Lost mob get mesmerized, a teammate use Haymaker for x2 damage or something like that due to CC’d. I’d imagine that will increase the value of controllers/dominators.

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  2. On 1/19/2024 at 12:07 PM, The Curator said:

    New Psionic Mastery Epic pool for Scrappers and Stalkers:

    • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
    • Psionic Lance (Sniper, DMG(Psionic), Target -Recharge)
    • Psychic Scream (Ranged (Cone), DMG(Psionic), Foe -Recharge)
    • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
    • Psionic Nexus (Summon Psionic Nexus: Ranged DMG(Psionic))

    HUH? Is this the same as Penny Yin's? It's kind of strange it's only available to two AT's APP.

     

    Regardless, I'm happy with a lot of changes. I can't wait to try it out. Also, please buff Broadsword.

    • Pizza (Pepperoni) 1
  3. 5 hours ago, Sovera said:

     

    So, you have no metrics about it behaving well other than your 'feeling'? If you'd check the Trapdoor thread there are many people posting and not all are proc monster builds.

    I don't have to.

     

    There's already one, Savage/Bio did time in Trapdoor mission. Though, I have no idea if it's filled with procs.

  4. 9 hours ago, Sovera said:

     

    From testing I guess. Try a pylon or Trapdoor test in the Scrapper forums and let us know what times you got.

     ...what?

     

    Does people nowadays cares about proc monster builds? No offense, but I don't think proc builds is a good example of trying to show Savage Melee doesn't suck. If I recall, proc builds usually contains procs mostly.

  5. <deleted>

     

    That's nice of you to show the patch notes, but I don't understand your point? [By the way, there's more bugs, you do know they don't post everything, right?]

     

    I don't know if you did played old savage, it was horrible. Now, it should be A tier, I have Savage/Bio and Savage/Dark, both amazing combos.

  6. 36 minutes ago, DoctorDitko said:

    If you haven't already, look into the Sorcery pool instead of TP. Mystic Flight throws in a nice free TP, Arcane Bolt gives you a good ST attack that benefits from Containment (and has a power boost of its own), and some people really swear by Rune of Protection.

     

    Also, no bonus procs in Health and Stamina? Hate END do you? Or is Consume just that good?

     

    Finally, I personally find PA slumping to the ground and vanishing reminds me to launch them again, so I don't mind a few seconds downtime, but I find the Base Buff that increases attack speed for a few junk salvage to be an excellent way to fill in those little gaps an hour-and-a-half at a time. (P2W Offensive buff is another option, of course, but more pricey and only an hour per.)

     

    Looks a like a really enjoyable build to play, have fun with it!

    Hello, I have questions regarding Sorcery. No one mentioned anything in my post, so I should ask you. ^^

     

    Arcane Bolt, is it better to slot with lots of procs, or just use IO for set bonuses? Rune of Protection, does anyone slot it with Recharge IO? How about +Psi Resistance IO? I wonder if Mystic Flight/TP is better than Flight pool. Sorry, I haven't play trollers since last two updates to Homecoming. I'm clueless.

  7. 2 hours ago, aethereal said:

    The bugs that it had fixed had little to do with Brutes.  I disagree that it's really good now.  It's, like...  fine.  Middle-of-the-road.

     

    EDIT:  Also, OP suggests using +range on Savage Leap to get more damage -- that won't work.  There's a max applied to the range bonus of the damage calculation, your range bonus damage caps out at 65 feet (base range of the power is 70 feet).

    What? There were so many bugs, in fact it was probably the most borked of all sets.

     

    It's not in middle of the road. You can get your attack chain really early, it's ridiculously strong at early levels. It's light on endurance and recharge, the lockout is really stupid, but you can bypass it using BU. Thanks to the fix, Shred is monstrous. As a Broot, you get savage leap early, it's really good with procs [3 is enough].

     

    I have no idea where you're getting this opinion from. Such a shame.

    • Thumbs Up 1
  8. Hey everybody,

     

     I have a year old plant/nature build. I want to make a better, current build for him, but I don't know much about 'trollers since last two updates to homecoming. Here's the build, please provide feedback. Thank you!

     

    Edit: Since this is /Nature build, I feel like I should focus on resistances; not defenses. This explains a small amount of defense if anyone's curious. Scroll down for link to my build.

     

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Nature Affinity
    Power Pool: Speed
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    ------------
    Level 1:    Strangler            SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(36), SprWiloft-EndRdx/Rchg(37), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40)
    Level 1:    Corrosive Enzymes        Acc-I(A)
    Level 2:    Regrowth            NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(5)
    Level 4:    Wild Growth            UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(7), UnbGrd-Max HP%(7), Prv-Heal(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11)
    Level 6:    Roots                PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rchg(25), PstBls-Acc/Dmg/EndRdx(27), PstBls-Dam%(31)
    Level 8:    Seeds of Confusion        CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(17), CrcPrs-Conf%(19)
    Level 10:    Spore Cloud            HO:Enzym(A), HO:Enzym(11)
    Level 12:    Hasten                RechRdx-I(A), RechRdx-I(13)
    Level 14:    Arcane Bolt            Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40)
    Level 16:    Mystic Flight            WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(34)
    Level 18:    Vines                UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(27), UnbCns-Acc/Rchg(29), UnbCns-EndRdx/Hold(29), UnbCns-Dam%(31)
    Level 20:    Wild Bastion            Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(25)
    Level 22:    Kick                Empty(A)
    Level 24:    Rune of Protection        ImpArm-ResPsi(A)
    Level 26:    Carrion Creepers        PstBls-Dam%(A), Bmbdmt-+FireDmg(31), GrvAnc-Acc/Rchg(33), ImpSwf-Dam%(33), IceMisTrmt-Acc/Dam/End(33), IceMisTrmt-+ColdDmg(36)
    Level 28:    Rebirth                Heal-I(A)
    Level 30:    Maneuvers            Ksm-ToHit+(A), LucoftheG-Def/Rchg+(34), HO:Cyto(34)
    Level 32:    Fly Trap            ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(46), ExpRnf-Acc/Dmg/Rchg(46), ExpRnf-EndRdx/Dmg/Rchg(46)
    Level 35:    Tough                StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36)
    Level 38:    Overgrowth            AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-Rchg(39)
    Level 41:    Weave                LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(42), ShlWal-ResDam/Re TP(43)
    Level 44:    Dark Embrace            TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(45), TtnCtn-ResDam/EndRdx/Rchg(45), TtnCtn-ResDam(45)
    Level 47:    Dark Obliteration        CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(48)
    Level 49:    Soul Drain            Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(50), Arm-Acc/Rchg(50), Arm-Dmg/EndRdx(50)
    Level 1:    Containment    
    Level 1:    Brawl                Empty(A)
    Level 1:    Sprint                Clr-EndRdx(A), Clr-RunSpd(13)
    Level 2:    Rest                Empty(A)
    Level 1:    Swift                Run-I(A)
    Level 1:    Hurdle                Jump-I(A)
    Level 1:    Health                Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15)
    Level 1:    Stamina                PrfShf-EndMod(A), PrfShf-EndMod/Acc(43), PrfShf-End%(43)
    Level 14:    Arcane Power    
    Level 50:    Intuition Radial Paragon    
    Level 50:    The Atlas Medallion    
    Level 50:    Task Force Commander    
    Level 50:    Portal Jockey    
    Level 50:    Freedom Phalanx Reserve    
    ------------

     

     

     

     

     

     

     

    plant_nature.mxd

  9. On 11/30/2021 at 4:49 PM, StriderIV said:

    I was interested in this! Which archetype would use the revamped Elec blast best.  I was thinking maybe Sentinels, since it was already strong on them in the first place. What makes you say Defenders?

     

    9 hours ago, Ironscarlet said:

     I believe he is referring to defenders getting more end drain secondary effect than other AT making shock mechanic work smoother. I believe this to be right depending on the level but most AT in time can get the end drain with the right combos.

     

    When it comes to Sent IMO  have the better Tesla cage mechanic but can also get the drain done with little effort once max level  and built. Do to being able to get Thunderous Blast down to 26 sec  = largest end drain power per application with a quick recharge. 
     

    That being said a Sentinel is still only as good as the secondary power set you combine it with just like many AT with elec blast.

     

    Yes, I was referring to end drain secondary effect; Poison [Weaken], TA, Kin, or Elec with Power Boost. You should able to sap regular enemies quickly.

     

    I'm not going to lie, Elec Blast is pretty strong on Sentinels. However, as a whole AT, it's WEAK. Their damage is close to Tanks. Hoo, that's not good.

    • Like 1
  10. Not really. I believe KD will break sleep. Frozen Aura should have 5 purple IOs, with last slot reserved for 1 of 3 procs; DMG, res debuff, or heal procs. I personally love heal proc. I didn't test it thoroughly, but it feels pretty much a guaranteed heal.

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  11. 7 hours ago, Solarverse said:

    I find Claws to be sadly lacking in damage. I think on a Tank they are frustrating outside of concept.

    I'm not sure what's the issue with tankers? Claws is amazing on tank, especially with Spin. Insane AoE.

     

    Claws is lacking on Stalker due to no Spin. ::sadface::

    • Like 1
  12. 1 hour ago, Mezmera said:

     

    Procs aren't dependent on animation times.  They are dependent on internal recharge values of that specific power.  

     

    As for Meteor it seems like they are making it a more action packed version of Archery's t9.  By the description it seems to be the same except for the knockback and the extra mechanic in the power set.  

     

    So if there's complaint about it animating slow and doesn't get to blast as many people as you wanted then Archery would like to have a word.  

    Sorry, I misunderstood him.

     

    Anyway, I noticed it's faster the closer you are.

  13. 2 hours ago, WindDemon21 said:

    I'm going to agree on upthrust and meteor, esp upthrust, seems too slow for the actual hit to the mobs. Meteor some too but it's a nuke so less of an issue. But otherwise the rest seems really solid! Would be awesome if that could roll out asap so i could play on live 😛 Got a sweet seismic/plant build that meshes awesomely!

    If it's slow, then procs should be strong in Upthrust.

     

    Edit; By procs, I mean damage procs.

  14. Singularity, without a doubt.

     

    Someone mentioned Patron Pets, I'm sorry, but most of them are useless--unless you're a buffer. Seriously though, they have small HP and tends to run in melee, so they die instantly. It'd be challenging for a buffer to keep them alive lol.

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