Greentea
-
Posts
128 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by Greentea
-
-
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.
- 1
-
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.
-
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.
-
<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.
-
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.
-
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.
- 1
-
25 minutes ago, aethereal said:
I'm dubious that Savage Melee should be rated anywhere near so high.
Savage melee got bugs fixed a while ago. It's really good now, especially on Broot due to DoT and Fury.
- 1
-
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/MidsRebornLevel 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 MasteryHero 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
------------ -
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.
- 1
-
Elec/earth is pretty amazing. Conductive Aura saps endurance like crazy, you actually don't need to slot more than 2. Static Field is pulsing sleep, so, it's safe to get in melee and smash away. Its recharge isn't too bad, plus there's confuse chain ability, I love it more when slotted with purple confuse proc.
-
Defenders probably got the best of revamped electrical blast than other ATs.
- 1
-
I'm really excited to try out Stone Melee Stalker, but haven't decided to pair up with...
-
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.
- 1
-
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::
- 1
-
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.
-
Just FYI; there's nothing balanced about Electricity Assault. Its damage is very poor, and VS as tier 9 is a joke. Please, I beg you, fix this assault in the near future. Feel free to remove Static Discharge, and VS if you want to replace with something else.
- 1
-
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.
-
I can't wait to test new changes to Electrical Blast! Any chances Electricity Assault will get the same treatment?
That poor thing's all alone in the darkness, collecting dust...
- 1
-
Any chances you're making Disruption Aura replace the old Sonic Resonance version?
-
That sounds interesting, I'll mark my calendar. I have two lv50 tanks--both have taunt. I'll check the builds to meet the requirements.
-
What do you think of this build? I want to keep my fire mastery 😏
-
Nice build, though, it doesn't seem good for exemplaring due to many boosters. I have plant/savage, but I'm torn between working on ranged or s/l defenses. Plus, I can't give up my pretty green colored fire mastery xD
- 2
-
I did said most. The mu pet is nice, but I rarely use Mu Mastery. I don't recall any good experience with Fortunata, does she have Mind Link? I don't remember her casting often...
-
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.
Buff Controllers and Dominators by doubling the effect and endurance cost of melee AT defensive powers
in Suggestions & Feedback
Posted · Edited by Greentea
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.