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Sovera

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Everything posted by Sovera

  1. The power does not need to having its animation fixed. We just need a third copy paste Ninja run/Beast run with Sprint's animation.
  2. I'd be all for it. Missing just for the sake of missing adds a fat zero nothing to the game. It is annoying for regular powersets and uber annoying for combo sets. An artifact from DnD, git yet gone! At the very least combo powersets ought to get a combo point just for having launched the attack, not only if it lands.
  3. I've noticed no difference with or without it, but without numbers this will be difficult to test whether it is working or if the effect is too subtle/low to be eyeballed.
  4. Valid point, broroxis. I knew of that mechanic with Gaussian and Tactics and it's perfectly valid (dare I say perhaps superior) to switch the slots between Fusion and Tactics. But I personally do prefer the on demand proc.
  5. Radiation/Bio Scrapper. I've lifted the build from honorable @Auroxis from here. Quoting his times from here: I have been rather enamored with his results but I found his build to be a quick PTS thing which I wanted to optimize. I started by copying his build verbatim and trying it on the PTS and got a 2 minute time proving everything was in place. Then I started tinkering to fit it into a generalist build. Moonbeam was not necessary since I already had enough enough attacks. Shadow Meld is great... but such a short duration and it has a 3.1 animation time... So I messed with the slotting to achieve 40% defense. Which means I needed a ton of Recovery to.. er.. recover from not having Ageless. With Barrier I get the last 5% defense and also the last 5 points to cap-ish S/L (capped at 90% HP when the Scaling Resists IO kicks in). To my surprise as I kept on getting short on slots and removing procs.... they made no difference. Procs are a drop in the ocean that are Scrapper crits. Certainly wanted because they *do* improve on times, buuuuut... Proof is in the pudding as some say. 2:13 2:25 1:45 2:15 attempting Devastating, Siphon, Smash even with gaps. Less endurance cost. 2:10 1:54 with Devastating, Siphon, and Smash again. It's also cheaper on the EPS. Basically whiffing on a Devastating Blow during Fusion + Gaussian proc makes or breaks the 2 minute mark. Also gave it the ol' stress test of Comic Con at +4/8 and it came out with flying colors. Unlike the Brute that had Ball Lightning and Electrifying Fences to add to the AoE chain, the Scrapper finds itself with just Atom Smasher and both damage auras.... and it made no difference. The crits made up for it and the Contamination mechanic added a bit of AoE (don't use Siphon during the AoEing as to not lose it) since instead of casting the Mu AoEs I was using my Rad melee ST attacks. Thoughts:
  6. Wow, 13 hours without a new reply. 1331 replies later I think we finally exhausted the topic.
  7. Tbh I don't even understand why Rage *needs* a crash. Has someone been secretly deleting posts where SS destroys a pylon in one minute like a certain other set? No? Then in a world where TW exists why single out SS?
  8. Roleplay is fine, and I myself am a roleplayer, but I would not mix roleplay and game mechanics. I don't RP with NPCs. Stuff like adding +perception or +Tohit, or 'go scout and come back with info' is RP and has no use to be found in game play when game play is blitzing through packs unleashing nukes and AoEs and moving on.
  9. As an addendum this happens on LGTF as well, where we can start it at 35 but the Hami mission spawned us level 50 mitos and we had to give up even with EoEs.
  10. At this point in the timeline I just wish I could have an agro aura on stalkers, weird as it may be. Mobs running away at 20% is such a PITA.
  11. The *funny* part is that I met most of them in WoW and they are playing the game. WoW! Let us compare the build possibilities between one and the other! So you're a hunter. Do you want to go melee, ranged, or ranged with a pet? Voila, three builds, three choices. Then I point them at easily 40-50 choices with with just scrapper. Do you wantto throw fire and be super dodgy? You can. Do you want to throw fire and be protected by ice? You can. do you want to throw fire and be protected by fire? You can! And after we reach the end of the list we can start all over with ice. Throw ice? Sure, do you want to do it with super dodgy? Do it. Protected by ice? Do it.
  12. Sadly I have been simply UNABLE to bring ONE, SINGLE, of ANY of my friends to try the game because they look at it and go BOOOOOOOOOHOOOOOOOOOOOOOOOOO GRAPHICS ARE SOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOLD LOOOOOOOOOOOOKING............................................................. And voila, I've just summed up the answers I got from my raving about the preposterous number of build possibilities, not just swinging a sword or shooting a bow, but summoning storms, throwing fire, throwing ice, fighting with giant FF7 swords, flying, super jumping, the *immense* capabilities of SG bases, the costume creator possibilities and etc.
  13. The patch notes say the Offensive Adaptation (and others) are fixed, but a quick look showed it adding no extra damage to attacks with it toggled on.
  14. Sovera

    staff stone

    Man, breakdancing in granite form must be a riot.. I WANT TO SEE IT!
  15. Super reflexes. I just posted one on the proc monster. At level 24 you're softcapped with just SOs. Everything else is just gravy.
  16. No. Two Nucleous in Irradiated Ground made for much worse times. Apparently IG procs accounts for a pretty large chunk of damage. I'm going to even remove the Avalanche I had slotted for mitigation for an Obliteration. With another damage proc in Irradiated Ground and some shuffling I got down to 3:30 minutes. Pretty decent, close to my Rad/Bio brute. Still not under two minutes as the TW monsters have achieved though. What is still amazing to me is how the tank is softcapped at level 24. All the times people make a tank to tank and are weak and squishy until much much later on, and this build is barely into SO levels and boom, lets do dis. Coupled with decent AoE and decent ST, and very light on endurance (with the current slotting). I don't think my endurance ever went lower than 70%.
  17. Your 3 minute times with the PTS tanker energy melee are still better than my PTS rad tanker. I only got four minutes as I posted on the Pylon thread. It seems to me like Irradiated Ground would be better served with some accuracy slotted in instead of 6 procs.
  18. After this talk I decided to try a SR/Rad Tank. - Softcapped at level 25 is like, whoa, da heck. - No idea what Field Medic actually *does*, if it does anything. I posted over the Bug forums just in case someone can clarify it. - No AoEs until 28, ugh, and then a feast from 35 to 41. - SR scaling resist starts at 10% under 50% all the way to 50% res at 10-15% HP. Psi and toxic nor included. - The Scaling Resist IO starts at 90% with 4% (3% base) to 6% at 50% and 12% at 10%. Psi and toxic included. - Stress tested. Went into the red many times but Lethal/Smash at 90% + Aid-Self + softcap made it near impossible to kill in a S/L environment. - Pylon kill in 4 minutes on the dot. Far from the Bio/TW 2:20 times of Auroxis, but simplicity has a tax. There may be improvements such as removing two procs from Irradiated ground and give it two Nucleous as well as it may be missing and I don't know. - No endurance problems (mostly because of tanker buffs I reckon). To give an idea the Rad/EA brute, with the same attack slotting and both having Ageless and using it, had to use Energy Drain to not go dry once Ageless was at its minimum. So with caveats due to being PTS and tanker changes still in flux here is the build:
  19. Is Field Medic bugged? How do we test this? I use Aid Self and my recovery does not move. I do get a buff under 'Current Endurance' that says I get 0.05 but my Current Endurance does not move either. It starts at 130 and stays at 130. Aid Self tooltip says we should be getting 5% to endurance which doesn't seem to be happening. I ought to go from 130 to 135, assuming it does not take in account the accolades and tank endurance buff. 5% to Recovery seems logical. Could it mean we get 5% of our endurance spread over a period of 8.1 seconds? So 5 points of endurance? If this is it then it means Aid Self, once properly IOed, is endurance neutral-ish, but how to test? If I can toss a vote it would be for both Aid other and Aid Self no longer having an interrupt if having picked Field Medic.
  20. It's like I said though, your HP went down to 30% at one point salvaged by the fact you had killed the rest fast enough. Had a second pack been pulled by accident or on purpose and I don't think you would have survived. But for regular one-pack-at-a-time it went great. In any case SR has an easy time to softcap so it does not require extra powers which does make fitting in aid-self easier. I'll go back to it and tinker. I will also have to test the damage resistance scaling to see how much it grants. And thanks for the tip on Evasion, Bill! I triple checked all the toggles tooltips but once you pointed out it was Evasion I changed to 'Effects', and sure as rain Evasion had a taunt effect. As Bill showed the build I posted would work fine for regular play. Find one pack, jump in, kill things dead. Cooldowns cool down as we move to the next pack. I did say stress test and that's going into the Comic Con AE and sit in the middle while packs and packs wander around and we are completely saturated for 2-4 minutes while we kill kill kill (Bill. Not you, Zubba). The /Bio handles that without a sweat (70%+ S/L res, one absorb shield, one health/regen clickie). EA, not so much though as you pointed it might just need some tweaks in survival. For example on my second attempt I switched one of the lower damage procs from Irradiated Ground to a Superior Avalanche KD proc. While the recharge made the procs in Irradiated Ground less reliable it did add a layer of soft CC with the KD that is aided by Ball Lightning's Kd. Not enough to survive the second attempt though. But stress testing is like pylon times. They are not particularly practical metrics that matter in the real game. For the Rad to do the extragood I require four attacks whose slotting I can frankenslot. Something I'm working next expecting the tank changes is a Rad/Rad tank. It has 90% S/L and pretty close to 90% on the rest (with the exception of cold and negative), while also having 45% defense to melee, while also having those four free attacks so I can frankenslot them.
  21. Why does it need no aid self...? Are we talking of chugging green insps or..? And which power in SR acts as a taunt aura?
  22. Rad/EA Br00t. After an abysmal 6-7 minute pylon run with a Rad/Bio I wanted to try to improve it but nothing seemed to really help with Bio being so tight for slots. Energy Armor gave me a lot of leeway and after loading up in procs I got 3:10 with Musculature 33%, Degenerative, Ageless and Assault not clicked. I find that perfectly acceptable considering the best Brute time is a piano build with stuff like Where with the Rad/EA it was basically Radioactive Smash, Radiation Siphon, Radioactive Smash, Devastating Blow. We pay for the simplicity with double the time, but I'm okay with it. The AoE is also pretty decent with the damage aura, Atom Smasher big unf and Electrifying Fences + Ball Lightning. For a single hard target Radiation Siphon does an amazing job at topping our HP but... Less okay was how incredibly squishy EA turned out to be when put under stress testing. Despite all the glory sung to it EA folded like wet paper when I stress tested it against a +4x8 lethal Comic Con. As I predicted in my head each time I looked at EA a single heal every 35+ seconds just did not cut it. Which is a pity because I was ready to embrace this as my new toy, but I don't know how to improve the survivability. The build: My next pondering is a Rad/SR for the same slotting reasons, but I'm forced to take Aid-Self since the set has no heals, and no endurance recovery, and the quadruple proc approach is super endurance hungry, and it also has no taunt aura, so overall not great for a tank character.
  23. Sovera

    Damage Proc IOs

    They do help a fair bit even with Fury. I have a Rad/Bio built 'normal' ((5-6 slotted sets in order to reach 40% defenses) and I had an abysmal 6+ minutes time to kill a pylon (used as a metric, not because pylon killing matters). When I tried it as a Rad/EA I lost Bio's Offensive Adaptation but gained easily softcapped defenses that allowed me to frankenslot all my attacks with a bazzilion procs. Got 3:10 out of a pylon. So yes, they do help.
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