Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

ScarySai

Members
  • Posts

    2102
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by ScarySai

  1. These guys are a proper threat now, I'm a fan.
  2. I really don't like Galaxy Archons. They won't slow teams at all, but are ultra tedious to deal with solo, still. Focus them? They full heal via rez. Ignore them? They slap you around and use their friend's bodies to heal to full, and then you deal with a rez. Needs to be better counterplay besides getting lucky with a knock before they get a chance to heal, between the massive resists, heal and self rez, actual bother to deal with on +4, but for all the wrong reasons. As for the rest? I actually really like them, the galaxys are just annoying, but the bosses are a bit OTT.
  3. Almost forgot: There's still no reason, lore or otherwise, for banes to not be able to fire frags from their deathstick. 1: It already fires web grenades, the space age beatstick can probably fire other variants like most grenade launchers do. 2: The player character is essentially a rogue agent, standard issue for NPC banes doesn't really apply to someone who can have all sorts of reasons to justify a difference in weaponry. How many bane spiders pull out a submachine gun and full auto your whole team?
  4. Arguably a nerf at the top end, and corruptors ate a slight -res hit. Either way, the idea we can't give qol to sets that aren't bottom feeders is a bad one.
  5. Frostwork -should- be better for pugging or solo mms now as a sort of 'save your ass' power, though on the higher end, I definitely prefer it with max HP for slapping on a tank that otherwise can't get it. Storm blast buffs are great, cell actually operates how I said it should have from the start, very notable impact now. Two kheld things I want to make sure didn't get missed: Was peacebringer fixed? They get this too, and I cannot make a quick test char till tonight. Make sure quantum maneuvers got this, too.
  6. Hear me out: If you turn that black hole power into a vacuum like axe cyclone instead of a clone of the worst intangible power in the game: this pool will be really fun. Good proof of concept for dark miasma, if it works well enough.
  7. I'd say soldiers are definitely more support orientated than widows, while both have leadership and team buffs, soldiers offer a pretty sizable amount of -res and other such debuffs, where widows really are more of a dps with some control.
  8. This set has potential with gravity and dark control, I'm eager to give those combos a go a bit later.
  9. The changes made are more or less good, though I'd like some minor things like mace beam blast to be KD by default, it's odd for a power like that on a melee character to knock back rather than keep things in crowd control range. Only real complaint would be the fact that it really seems like a barebones buff for a sort of middling AT. Some long requested changes sit ignored, such as psinado still having the old values that made it essentially trash without procs to carry it, or banes not being given a clobber clone of some kind to give their melee chain a sizable buff. One thing I would really like to see, is for the widow runner problem to be addressed in some form, since their poisons tend to ironically cause more mobs to run due to the dot and debuff stacks it applies, but it's not really strong enough to stop them. One solution to this could be to allow slow slotting on widow attacks. Procs shouldn't be a concern to bar it, here, since you can already full proc pretty much any widow attack.
  10. My feedback more or less echos Dispari's, but I would like to add the following. 1: Smoke Cann is a really cool power conceptually, but it feels like it was designed under the fear of it being too good, like they looked at seeds of confusion and were way too cautious. It does pretty good work on +0, but basically doesn't exist beyond that, nor does it benefit from overpower or dominate. 2: Consider replacing the sleep grenade for something closer to trap's poison trap. Massive slow and -regen, chance for vomit. Instantly a better power.
  11. 2:56/57 (looks like 56 on first hit to me) - amped. I stopped being lazy and committed to a respec I've been planning for awhile. That archon almost ruined it by actually putting down the RPG, lol. Scorched earth.mbd Might try again later with burnout off cd, but I'll consider this my win for the day.
  12. Fun fact: it's not just a drop. It'll heal you if you're under 50%.
  13. Big news, indeed. Will the powers team get any new leadership?
  14. I support all social media bringing dislikes back. If you can't handle a negative response to bad takes and cannot definitively prove you are correct despite that, maybe rethink your hills to die on.
  15. They are working on a meat dragon.
  16. Timing the new bio/martial, and re-doing the energy/rad and AR/tac. Claws/EA soon, and gonna push for that sub-3:00 fire/fire/fire soon.
  17. To break it down: pistols/mc or pistols/ninja if you just want style, RP value and a ton of holstered weapons. AR/tac for one of the best blasters you can make, and THE best pure ranged blaster, ar/ninja for one of the scariest blappers with incredible range clearing ability, just for clearing the trash before you murder the boss with your sword and snipe.
  18. 5. Unless I'm zoned out, I'd say my movement is pretty on point. 4. I prefer not to, but when I do, it tends to go well enough. Someone like Veracor should probably be considered a 6. 5. I'm one of the best character builders, and others have told me such. >.> 5. Badges are pretty easy to get for me on any character. Though I've only really gone for 100% on the warshade. 5. My bind setup is pretty good for me. 4. Some gray areas in terms of lore and power history, but my grasp of the game is pretty solid.
  19. ScarySai

    ENERGY MELEE

    Plus, even without procs it's still top tier. And knowing that if the devs are dumb enough to actually nerf procs - that your character would still be good, makes it easy to invest in it.
  20. Overpowering tohit buffs or higher difficulty settings, having a buffer for defense debuffs, and because monkebrain likes bigger numbers.
  21. I don't think you know what gatekeeping means.
  22. Dam cap was hit before HC got around to it, I forget how many times between then and now, but brutes took a few hits and were still basically on top by virtue of how bad critless scrappers, pre-HC tanks and pre-rework stalkers were. Brute sort of coasted by due to being the least awful melee, which over time - as functionality was fixed for other melee classes - highlighted more of the issues with brute on HC. Should I be recommending bad character combos because it's -1 diff? Spare me.
  23. Sav/dark brute/tank and pretty much anything with bio.
  24. Smite for the scrapper's strike set, Siphon life for critical strike procs - full set if you -have- to, but I wouldn't. It's a good power to frankenslot. Assault radial unless you plan to solo without using your insp trays at all. Between soul drain, team buffs and reds, you'll be flirting with the damage cap and wish you had radial.
  25. ScarySai

    ENERGY MELEE

    25% of an ET hit, particularly when stacked on reds, is still going to do more than most attacks crit for. Brutes and Tanks get an inherently worse version of energy. Total focus crits give stalkers and scrappers two charges for ET/power crash, which opens up a lot of crazy rotational potential, particularly if you get chain hits. Potential tanks and brutes can never tap into. Currently yelling at Ston to adjust the rotation, expect it to jump up a few places if he ever gets around to it. It's worth noting, Energy doesn't have access to a good FOTG or achilles mule by itself, which are notably large damage boosts. Regardless, you can't go wrong with energy. Pairs very well with bio, fire and rad (My favorite) in particular.
×
×
  • Create New...