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Sovera

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Everything posted by Sovera

  1. *stares at DM changes* *quietly withers*
  2. This will never not be funny. Carry on.
  3. When I tested a /SR (and (/EA) in a Comicon I was disappointed at how they got eaten alive. Aid Self was unable to cope up. /Bio didn't even care and I'm going to assume that Dark Armor is very much the same. The lack of resistances the numerical one above me mentions is correct, IMO, having resistances kick in only at half HP and lower is no way to keep up. Now that said farm maps in particular the Comic Con one do not reproduce normal game play situations and as thus should not be used as a metric.
  4. That unwanted pure damage IO from purples has found its way +5ed into many of my frankenslots. Cheap (in slotting) way of filling out that stat.
  5. Man, you did not lie about the rambling 😄 I just want to add that Blopper did something -precious- with this thread about movement speed in the Guide section. But basically buying Jump Pack and the Steam Jump not only maxes Afterburner's hardcap but also pushes Hover to Flight speed. And since both packs can be used in an alternated fashion this is effectively a permanent thing. And it only costs 100k ^^
  6. Note that the in-game tooltip reflects slotted accuracy (and possibly global accuracy but that part I am unsure of). I had this same doubt in the past and was clarified in these forums. If you are unsure use the character creator and then yes, use the detailed info and check the accuracy. I went and took a peek and all but the last two (who are at 1.2) have the 1.0 accuracy.
  7. Previous poster missed the point. But no, the buff stops expiring if you are logged off. Buy straight up eight hours instead and just re-up it if near Atlas or Pocket D.
  8. It's the HP that gets debuffed, not the def/res. If you monitor your HP at some point it reaches 300 HP where the slightest sneeze from the bot will kill.
  9. There are other reasons why /Bio is lacking for a Tanker. It has zero ways of natively raising S/L defenses so it needs to be brought up with pools and set bonuses. That makes the build tight (no real room for the Presence pool unless deciding to chuck Hasten). Because it relies on set bonuses and pools it doesn't benefit from the extra defense that Tankers get. So it ends being the same as a Scrapper ultimately. Why is this a problem? Because a Tanker is an agro sponge. They will just vacuum up agro and make everyone mad at them. A Scrapper can get away with this. Since the question wasn't 'does /Bio work for a Tanker' and instead 'Rad or Bio for a tanker, which?' I'm still going with Rad.
  10. Well, first off I'm going to say you missed your call by having rolled a Scrapper for that combo. While /Fire is a good choice to increase StJ/'s AoE doing so on a Scrapper will make the enemies run away from Burn which is pretty much the real reason /Fire is taken. Go for a Brute instead. As for surviving while you level you'll be wanting to munch on purple inspirations and rely on your heal.
  11. This was how it was in the previous expansion in WoW. I made a fair bit of dosh but it involved a looooooooooooooooooot of AFK crafting. Lets put this in perspective: I would go to bed leaving the computer on while the character crafted. It was common to spend a whole morning in a different window while my WoW character crafted. It was common to buy 3-4k raw mats (to put -that- in perspective it would fill my inventory four times, easily, and I had the biggest bags possible to obtain in the game) and juggle crafting while receiving mail since there was an enforced 1 minute delay between receiving mail batches. BUT! It was useful! I was grabbing crafting ingredients that players had placed in the AH, I was crafting, and then I was placing the end result in the AH and the people who needed it were buying them. It was a service! Gold moved! Those who wanted the stuff didn't have to craft it, those who were selling the mats had their time picking up things rewarded! Now I flip. And it's a useless service. It's leeching. It's skimming from the top.
  12. Does anyone even -care- about the defense Afterburner gives other than a coincidental LotG mule? Has anyone ever went omg I'm so glad I had Afterburner's extra defense! Letting it go and turning it into an auto would be welcome.
  13. I'm not sure if /Bio is suited for a tank. /Bio does not have DDR. /Bio's regen and absorbs are nice but will not be enough to save from a horde of cimemorans wailing on them. CC (constant knockdowns from Footstomp) or secondaries with defense increases (Katana, TW, Staff) will help negate this flaw. FOR A TANK I am going to say Rad armor.
  14. I gave up trying to make a grey Dark Melee coloring to match the Dark Shield skin in Shield Defense. If I choose Bright Coloring then DM refuses to be black. The darker the color the more invisible the effect. The whiter the color the brighter the effect is. If I choose Dark Coloring then DM seems to only have pitch black as an option. It's an exercise in frustration to wander around clicking on all hues and see the coloring not moving from pitch black. We can change to reds or greens and it is visible as long as we stick to the brighter hues in Dark Coloring, but straying towards the darker ones and it's pitch black. Suffice it to say grey is just not an option.
  15. I have to say one thing that is while people are starting to make grumbling noises about forming a lynch mob because they are being trolled this is a pretty normal practice in WoW. The newest expansion in WoW simply -murdered- professions and the game went from a healthy profession based economy to professions not being worth the dung one might step upon, so I was 'forced' to join in with the flippers after several attempts at funding myself. And I have to say it feels like trash. -Trash-. Flippers are the scum of the earth. A normal economy can be driven to the limit of what players can afford to pay until they reach a point they will rather not have it than pay for it. What do the flippers bring in to the game? -Zero-. They bring nothing. They only leech. They grab normal priced items and put them as little as 10 or 20% higher. That's it. As long as players will grumble but be in a hurry and pay the extra the profits come in. Since I was not very serious about it I averaged a modest 30-40k a day, but since I only needed about 200k to pay for a token as one can imagine I could pay for it in two weeks and my work was all automatic via addons. I can assure you that people were not trolling when they did this and while it is possible that people are trolling here I'd more readily believe someone setting up an AutoHotKey script to do all the clicking and cursor moving. Some people are literally AFK farming with dual auras until mobs kill themselves, so I don't find farfetched someone thinking that this is a good idea. Funny enough I found a small market when I was looking for damage procs of a certain niche set. The procs were selling for 4-5 million which was more I felt like playing with the current ironman rules I've taken to using. But the level 10 recipe of the set but from a different IO was at 10k. I bought five recipes, crafted for 600k cost total and then converted. I was actually tempted at buying all recipes and crafting and converting, but part of the self imposed ironman rules is not messing with the market.
  16. What is there to be said prior to having accumulated the needed influence? You're making a needless wide eyed case of an ingenue. You just live off inspirations like everyone else. Have you tried asking these questions in the threads where the builds you mention were posted? While you have a point this isn't DBZ where we will post a build and go 'This is me at 10% of my real power. And now I will use 20%'. Though I suppose it would have been less fun if Goku did not try to fight normally at first, then go SS1, still be unable to win, then go SS2, then 3, then god, then blue. I DIGRESS!
  17. And shit, it was only 99 cents!
  18. Really? Is HD lying to me? To the HD-mobile! Edit: You're absolutely correct. Time to move things around. Edit edit: I believe I'm going back to my dropped plan which is removing Weave. One free power, one less toggle, in this case a heap ton of slots to re-distribute. Still keep Barrier for the last 5%. Going inside the box would be ignoring Barrier and taking Ageless, but do I really need more endurance and recharge? I don't think so. Barrier is a nice panic button and 5% more res across the board.
  19. I need to be in a eight yard range of a team mate though, which seems super circumstantial to be relying on. If others wish to do so I'd say go for it. I'm going to say you're probably right regarding the Preventive proc. I feel True Grit is too valuable to slot 'empty'. I tried ignoring the resist side, for example, and aim for a full Preventive medicine chasing the recharge, but that was about 5% less resists across the board. Switching to the proc is 60HP less, which I'm going to say yes, the proc is worth the trade for. Full heal slotted it's only 275 as opposed to 204 with just the +5 heal
  20. We have very very very few 'black' options for FX. 'Black' ends up being 'near invisible' which is great to minimize FX effects, sure, but not so great when when we want a black aura similar to Dark Melee effects. In the same vein trying to color something particule intense that does not have a 'Dark X' option then we are unable to make it black and end with just the same near invisible effect. Auras in particular suffer a lot from this. I am still lobbying for an 'invisible dye' in the hue pallet. This would solve so much ugh in trying to color FX as well as stop giving extra work to the dev team. As an example /Bio Offense Adaptation has great looking veins of power, but then we have drippy glowing cloudy hands. Being able to turn that FX 'invisible' would be great and no need to ask the devs to spend time poking at things since the players can do it for themselves.
  21. Correct, pretty much every one of the BU powers systematically ignores the coloring attempts.
  22. It's a black smokey shield and it stays a black smokey shield with us unable to make to it change.
  23. This is still a thing, and the blue/purple really clashes.
  24. @Jimmy, is there a chance of throwing the new DM changes out into live? Its changes have been finalized and what was to be done with it for now has been done. I've been bidding my time but as I expected the patch to go live suddenly there are -more- things that will now have to be tested, refined, fixed and etc.
  25. I've given a stab at this build. I found myself unable to satisfactorily reach softcap to all (ranged is a PITA to get up much like S/L is on a Sentinel) and so just gave up and took the /Bio approach of getting the defenses to 40% and rely on Barrier's 5% to do the rest. That said it has a nice frankenslotted Life Siphon returning 247 HP on each use (half of what Radiation Siphon does with the same slotting tbh, but no Contaminated mechanic required), all four attacks have two damage procs (Smite, Siphon Life, Shadow Maul and Midnight Grasp), and Dark Consumption is both in and slotted (for now as an endurance filler but always open to be frankenslotted for damage procs later if its recharge is cut down) up every 55 seconds. Soul drain is sadly not perma at only 36 seconds and neither is Hasten at 132 seconds. Because we have Dark Consumption I took Assault as well, and took the 45% Musculature. If it proves to be too much Musculature 33% with endurance modification will be used. I took Focused Accuracy since i sometimes do friendly arena duels but neither it nor Physical Perfection influence the build so they can be replaced by whatever is desired. Tbh I think it turned out pretty well and elegant. Looking at the numbers I feel it is a bit of a toss up between both DM/Shield and Rad/Shield. - Rad edges out with the passive early damage aura that takes the -res procs which will buff everything else. - But Rad also has slower attacks (Devastating Blow at 2.9 seconds compared to Midnight Grasp's 2.2. Radioactive Smash at 1.8 compared to Smite's gorgeous 1.2). - Radiation Siphon heals for double of Siphon Life but does require the Contaminated mechanic, though Irradiated Ground just -spams- Contaminated. It may turn out to be a toss up in a longer run. - Rad seemingly wins hands down in AoE with both damage aura and PbAoE plus Contaminated mechanic. - In native damage Rad edges out with slightly better numbers. But Fusion only lasts ten seconds where Soul Drain lasts for 30 seconds. With only one target in range both give the same damage boost but needless to say that hitting the fabled 7 target cap Soul Drain blows Fusion's ten second 62% damage buff out of the water with Soul Drain's 30 second buff reaching 130%. Soul Drain being nearly perma negates this native damage advantage had even with just one target in range. As long as it does not miss. - The -Tohit of Dark Melee is a bit more useful than Rad's -defense. IMO neither is particularly useful overall. Rad has the opportunity to slot a Force Feedback proc in its attack chain that will speed things up. - DM has an endurance recovery tool. Due to its super long recharge it's not suuuuuper amazing, but it's still there and something /Shield with its lack of Recovery will appreciate. Overall it is a difficult pick. DM's Soul Drain buff is its linchpin, but Irradiated Ground taking both -res procs narrows the distance some. Both have heals, both are decent to good ST. The AoE gap might be cut a lot shorter with Shadow Maul's new brutal 120º angle down to a 3 second recharge further more with the damage it does (650 damage on 3 seconds recharge VS Atom smasher 407 damage in 7 seconds) and this not including the Soul Drain buffs further powering it up (918 Shadow Maul for 30 seconds VS 508 Atom Smasher for 10 seconds).
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