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venetiasilver

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Everything posted by venetiasilver

  1. I think a simpler effect is to generally make brute math easier. Keep Fury Bar, make it operate on 3 Tiers. T1: 40% Damage Buff, T2: 80% Damage Buff / +5% Resistance / 3% Defense T3: 120% Damage Buff Endurance Discount. Rase the base damage a smidge (5%) on all Brute Powers. Let the Fighter, Fight, just easier less build planning.
  2. My character Saggitarian Crescent did it with the skin of her teeth. I swear I never studied HP bars so much. No Envenomed Daggers either. Just my kit and the boss.
  3. That's the cutoff level range for the story arc https://homecoming.wiki/wiki/Olivia_Chung#The_Vahzilok_Plague_(15-19)
  4. There's so many drawbacks to Regeneration, however it is the best one for duels against AV's. Take any level 19 Scrapper against the Story Arc Dr. Vahzilok as an AV, the rule. Only 1 Green Inspiration allowed, no Reds/Purps/Oranges. See how far you can go. I did it with a Valkyrie homage, Broadsword / Regen. Classic Issue 1-4 stuff, and it was the most intense fight I've had, and I can finally appreciate Werner's Dedication to that 8 hour Nemesis AV fight.
  5. We have super strength its called Street Justice.
  6. The overall worst thing for Invuln as an Armor Set is it is very backloaded; I'd almost want to swap Dull Pain and Invincibility's position, It takes until around level 35 for it to feel sturdy enough. It's an amazing set but feels rough leveling with it. Willpower feels a bit smoother of a curve, Radiation is pretty solid My personal favorite Armorsets to play with have even curves as opposed to everything being two powers like Invuln's +Def powers coming in at the tail end. SR and Fiery Aura are neat.
  7. I will concede that the newer content portions post Dark Astoria and the Incarnate Trials have basically pushed an entire armorset out of the game in terms of competitive features. It is due for updating that I hope can retain the core features without going into the old "Its unkillable at X condition" No game is ever a game without a sense of risk. So I hope they manage to do an interesting dynamic playstyle with Regeneration.
  8. When comparing the 4 original armors for Scrapper. Arcanaville's Thesis of the 4 sets; Invuln / SR / Regen / Dark Armor still is a bulky read, The overall results of reading through that is a firm understanding of the total system of Damage Mitigation. The one core objective nature is Regen can handle any Archvillain without collapsing; The same cannot be said for Super Reflexes. Invuln shines better than SR when handling a variety of enemies, but it does fail to Cimeroran's -Defense Debuff. Dark Armor is amazing in pack to pack fights, but when you get down to one enemy you have to play careful. Tentatively, Regen is fine and pulls ahead of Super Reflexes in the Time Clock, Though Invuln is easier to pilot and Super Reflexes allows easier mitigation of Alpha Strikes.
  9. Broad Sword Slander!
  10. I give a big bump to ScrapperLock Classic Let's Player vibes, had some flaws, corrected them. And overall genuine fellow.
  11. It is a bizarre problem, For if Regen's HP/S eclipses the Enemy DP/s even at a margin of .01 then its basically an unkillable armor set. Yet the allowance for the clicky style and heals and shields Bio is given, and even to an extent Radiation Armor it feels that Regen is needlessly left in "Pre CoV Jail" because no single developer wants to risk such a solid set.
  12. considering the "meta" is bizarre. I've done yellow sets before while leveling up like crushing uppercut or the yellow tier resist/defense sets. it does add some good cushion but you have to be careful of when to apply them. 22 is about the best time for that. However in the standard purchase enhancements at the vendor, Brutes can still be faster than tankers at the leveling process.
  13. A little bit here and there, but it still feels slow compared to Brute unless you're bankrolling every boost imaginable (Amplifiers, Serums, Summons, Prestige attacks) Like taking say a simple Katana / Willpower Combo. SoTW when you're rolling at 80 Fury (common hover rate) 9.25 Damage per CD on Brute. vs. 5.43 Damage per CD on Tanker. Then even after achieving Build Up. 20.3877 Per Sting on Tanker 23.24 Per Sting on Brute Then when Build Up is back on cooldown. 11.3265 Damage per Sting on Tanker vs 16.0956 Damage per Sting on Brute
  14. Out of the box Brute is nearly a perfect archetype; From Level 1 to 20 the Archetype's passive always stays relevant, Then by 30 I think you need to make a choice. Damage or Survival. I think the problem people face nowadays is enhancement build metas where it becomes cookie cutter. If you're a Broadsword / Invuln Brute, make some cuts to your defense and pick some creative ways to handle threats. If you're a Dark Melee / Regen Brute hit them Recharges, Throw some fun disorient procs in Dark Consumption to add to your defense toolkit. I feel there's generally playing to your powerset strengths and you could eclipse tankers in speed but you gotta play differently than "roflfacerollkeyboard" I feel there's a lack of Werner Discipline in the Brute Path.
  15. The main draw of the Brute Archetype is its easy to play; much like Tanker. You can click the 4 Melee AT's, Scrappers aren't a real at without their ATO, Tankers take forever to clear leveling content, and Stalkers suffer the more mobs exist unless your the bonkers Elec/Shield combo. Then hit Brute, aside from Kinetic Melee (A broken set on all AT's except Stalker) all combos are viable, Dark Melee / Ice? Go. Elec Melee / Radiation? Go There are some levers you can pull to make some really good, like Radiation's Dots stacking, or the Bleed from Katana being boosted. When it comes to the data, yes Tankers apply more damage as of their buff in Arcs and Target Caps. However when it comes to Boss Critters / Elite Bosses you won't get that juicy one shot from Double Rage KO blow. The main argumentation I have that Brutes need is a bit more clarity in their Damage thresholds.
  16. I figured that was right, it seemed to work better spamming hack into disembowel than backwards.
  17. Currently I have a BS/SR Scrapper who has it slotted into Head splitter.
  18. Since the cross of Jedi was a Sci Fi Samurai it can be interesting to figure out. Regen would work for lore of a Jedi since most of them get limbs cut off on a frequent basis. So they take hits. However I'd say for Theme. Electric Armor. Speed / Resistance / Regeneration. Decent combination.
  19. Now further details, say the Red Text Happens [Critical Strikes] over the character head (Which I think needs a better UI element to show when your buff window is) How much time is eaten up by Disembowel vs Hack? And does it matter which order of the powers?
  20. Given the nature of Activation Times, I'm curious as to how many attacks you can fit into the Crit ATO timer window of 3.75 Seconds. And if this set were to get a buff what power needs a faster activation time buff?
  21. I tend to stay away from DFB's a lot. My general play goes: Do I want the Isolator Badge? If no straight to AP. Then I have 4 routes afterwards. First Step: Turn on Bosses, 2nd Talk to one of the Origin contacts, or street sweep till level 5 to get to the Hollows. But overall I like this archetype, I've just had a hard time learning the pathological build planning to make the 1 to 20 experience smoother.
  22. They do like doing poses though. Practiced Brawler is a total Power Ranger move.
  23. Courtesy of @Icesphere Scrapper (Martial Arts - Super Reflexes).mbd
  24. Both AT's work well for it, but I would say the mini crit damage from TF/ET seems aggravating, but I recognize they put the majority of the damage front loaded.
  25. For a total passive based armor set I'd rather pick invuln, I like the idea of "Active Tools" in an armor set.
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