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Everything posted by ScarySai
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It's not -that- bad, it's just slightly more annoying to deal with solo. Some sets like katana, DB and martial just kinda work best on scrappers, too.
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Contrary to popular(?) belief, regen is not the best hamidon raid armor.
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This topic is funny, because I made a regen character as a goof pretty much right before finding it. Stay tuned for how that progresses.
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It just makes sense to me. Bio has tons of layers to fall back on if any one element fails, willpower is kinda the same but less modern, Rad has resist out the ass, absorb and infinite endurance, essentially. Regen comparatively has a very weak base to build off of: Either your heals/regen are enough to outlive whatever is hitting you, or you die. There's not really many layers to it, it has some resist but not really a lot. It has no defense baseline so it's kind of harder to build for it, scrappers have lower health and no taunt aura, so runners are a constant problem and all your heals scale worse by default. I'd be totally fine with it being a little overpowered post-buff, really. It requires a lot more attention to play properly than almost any other set, and you're pretty much rewarded by getting your ass handed to you via bad dice rolls, among other frustrations. Skillful play should be rewarded, regen is a set that requires more attention than most for little to show for it.
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I would give it slow and end-drain protection too, but yeah, one of those things to start small on. It was said earlier, but the thing with regen debuffs is the ones that are potent are loaded to like 1000% (Jack really had it out for you guys) or something, so just regen debuff protection by itself won't be a lot, unless they grant regen total immunity to it. Which I wouldn't necessarily be against, but yaknow. I try not to invite debate with my suggestions, keep them agreeable.
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I'm actually not talking about you or anyone here specifically, I'm ripping on someone I know on discord, mostly - lol. Chill.
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Thing with regen is this: It's advocates vastly overstate it's "potential", while it's detractors just kind of shit on it unconstructively. If you want the set buffed, someone comes out of the woodwork to tell you how the set is good if you spam four insps, rune of power while rotating shadow meld and mog every fight - that it's "actually the best set under these hyperspecific circumstances if we ignore that other sets can do this too." If you wanted to make the temp argument, I'd counter by saying energy and bio get way more from that with much less work. I'd personally like to see some + recharge , along with some debuff protection that at least matches what rad is rocking. You'd probably have to do different things for both scrapper and brute versions to get a good fix.
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If anyone remembers the TV farms, seeing my fire/psi dominator friend ripping through packs with pre-nerf shockwave was certainly inspiring.
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Consider fitting in cross punch. Worked wonders for mine. Torchblight 2022.mxd ----- Decided to revisit the last character I was working on before my break from the game. Forgot how utterly disgusting it is, and thought it would be fun to time it with only the alpha slot, and without starting with dom. 4:30's pretty good, all things considered (start timer when I engage.) Easily one of my more busted characters. The map also makes the carrion vines slower at catching up with you, and double-pulling more difficult. I may just try to push for sub-4 once I finish slotting it's incarnates out.
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STJ OR Energy/EN for a well rounded damage god. I like STJ more on a stalker. Ice/invuln for an absolute tank, also exemps well. Kinetic melee isn't horrible either, would also pair that with energy. Elec/shield for an aoe telefragging monster.
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To summarize: I'd consider them almost perfect. Only things I don't like are how gravatic snare is still awful, how emanation, dwarf mire, the PB heal and flares aren't shared anymore due to how integral they are to the playstyles, and how the changes indirectly make keybinding khelds more annoying to do.
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Last one from me since I don't wanna turn this into a pylon thread, lol. My energy's average is about 1:20ish, but I do occasionally get sub 1:05 kills when the stars align with BS>tf>Et>bs>snipe>ET* (if double focus). I think a lot of people don't game the ATO to it's fullest potential on energy scrappers in that thread. I also think overall that for energy, aside from pylon shenanigans, that rad is a better pairing for it, after having messed around with bio. Either way, claw/bio and energy/rad are some top shelf characters to mess around on. Even without procs. Can't go wrong with either, they're both god tier.
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I'll try it. Recharge?
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Energy is more bursty is what I meant to say, but I basically posted that and went to bed, lol. I need to dust that character off though. What rotation is currently doing best for claws at the pylon?
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I want to say ice, claws or dark as your attack set, with either fire or rad as your armor. Make sure to always put all of the prestige enhancements in your damage aura. It's big.
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Energy/rad - Looks cool, is cool, can do absurd amounts of damage when played properly. Claw/bio - slightly less ST damage, but an absolute blender of a character. Playing it below +4 feels like cheating.
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It would proc pretty much every time, but I still think bonesmasher would be better.
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I prefer bs>tf>et>>bs>snipe>et. Or something close to that depending on procs/misses/recharge. Not taking advantage of the crit ato on a set like this is a waste of potential.
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Probably lose more damage channeling weaken resolve than is worth the effort. Energy has a lot of good attacks, but the fact it has high base dpa overall is meaningless by itself.
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Around the two minute range with some very brief testing. Could probably get it lower, but I don't really care for pylon times on that character.
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Everyone alive? Quiet week. Quick run on my ice/fire, and dusting off my old main to test a respec on brainstorm. I'm missing a lot of my macros/binds on the shade, so I'm pretty happy with the time. Slight note: Warshade is amped from a previous test, but it shouldn't swing things too much, as I took out two LOTGs to compensate.
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Nictus Ambush would probably be a good start. @Sovera The rad/ss was fully built to take advantage of tanker benefits. Double rage does more for a tank than it does for a brute. Procs let you ignore the rage crash, beta decay let's you proc more, rad's recovery and proc bombs gives you more leeway to build offensively without sputtering out of end from the combined rage/hasten crashes. Couple all that with radius/target cap buffs for a monster character. Though, something like rad/claw or bio/energy is also pretty insane with minimal proc abuse.
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At damage cap the difference between them is about 10% or so. So I think when it comes to clearing trash, tank very handily beats brute unless we talk like, fire armor or savage, just due to how well those two sets scale with fury. Brute will definitely win on a pylon or AV test, but it's a small advantage when you evaluate everything else. I think tanks are now overall stronger depending on the build. Brutes will generally exemp and level better, though. I won't tell you brutes are bad now, they certainly aren't. Though I think the new toys tanks got gives them a serious edge in pretty much every metric besides dps benchmarking.
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Could probably close this one for now, considering how we had the rare honor of getting an evident official confirmation of implementation. Lots of other ground to cover, but it'd be off topic at that point.