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ScarySai

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Everything posted by ScarySai

  1. I would personally like if instead of buffing the AoE/st damage directly, necro got something like what Tspy did and could just summon more zombies from the corpses of defeated enemies, maybe be able to use the t7 on enemies as well. Have a proper undead army going on.
  2. I don't know how it tends to be slotted or maths out on brutes, but shockwave is an absolute monster on scrappers. 3x ATO+Force feedback+Overwhelming force+Annihilation proc just rips through things and keeps the spins coming with a follow>Shockwave>spin rotation.
  3. Screw it, why not?
  4. I'm pretty sure they used to benefit from it, though I'm starting to feel gaslighted.
  5. Disclaimer: Even after the buffs, I have zero experience or interest in playing a tank. Brutes are something I am much more familiar with. What metric are we basing this on? While I would have liked to see bruising get a change instead of buffing tank damage so much, I have doubts of any competently built brute losing to a tank in a dps race. The key is the damage cap and fury. If we are talking about pylon representation, we have to keep in mind that not turning on assault, popping insps or waiting to cap fury are all key factors in a beatdown test. In an actual mission scenario, solo or grouped, with insps and damage buffs being spammed as tons of targets generate fury, I feel like brutes are still second only to scrappers.
  6. Assault rifle's snipe was definitely instant, it was actually funny because it was such good DPA that AR was actually top single target for a little bit, there. I'd be for the snipes being actually instant again, but if it doesn't happen I won't lose any sleep over it.
  7. The damage boost for storm from being a defender is often overstated, and really only applicable when solo. @Vinven, Water/storm has some great synergy, and scourge does some serious work on steam spray and whirlpool. The storms help compensate for water blast's ST deficiencies a lot, and grabbing a procced out dominate would make it even better there.
  8. I understand the math perfectly. Now kindly explain to me why this is relevant. Unless you are somehow missing out of capping resistance by taking a -damage power, this is a meaningless hill to die on.
  9. Not very strong? It's 20% damage reduction. This post assumes you'd be making a trade, where in reality you will more than likely be getting it on top of whatever resists you already had.
  10. Very well, we will hunt down and destroy Derek...after he outlives his usefulness!
  11. We must hunt down Derek, he's too dangerous to be kept alive.
  12. I could see water/time/fire being pretty strong. Beam/time as well, though I think beam plays better with devices and tact arrow, the slows in those sets let you line up the ranged shots and spread disintegration easier.
  13. Pretty much all of my roster is built to solo +4x8 all the time. I only turn it down if I'm in a rush or ouro badging. It's pretty fun, plus, when you join a group under that diff, you just crush it effortlessly.
  14. Yes/no/yes. Critical DoTs would be cool in a few cases. It works really nicely for stalker hemo, for instance. That does not mean I think we should make everything with a DoT work that way. I rather like how midnight grasp and lotus drops work and don't like changing things people are attached to if they are fine otherwise.
  15. Beam/dev is perfectly viable and able to trash things easily, but If your goal is pure range, go beam/tac. Plays very similarly, but you get the full benefits the set offers you without having to get close once. It's one of my favorite characters, proc out glue arrow.
  16. Beam/tac, beam/dev, fire/mental and ice/time are the best ones I've made so far.
  17. Which part? Storm has control and shreds things faster than Time could hope to while still being able to softcap pets and use patron powers for further control, Cold has very nice defense/resists as well as some of the nastiest debuffs in the game + infinite endurance, and Traps has mez protection, more control than time, better regen debuffs than time and better damage than time. Time's is a great set, it's tanky and has build flexibility, but if I wanted a min/max mastermind, it's not even my fourth choice. It lacks in a very important part of the equation.
  18. I don't value the defensive qualities, every set can easily softcap thugs or bots, and for control, you have patron powers. It's a great set for newcomers on masterminds, but once you know what you're doing, The first three absolutely outperform it on every level.
  19. Apparently, it's totally unresisted, making it incredibly strong on things it didn't used to be as strong with. It's going to get fixed, when things 'work as intended' the tar patch nerf really sets back dark a lot.
  20. Mind could use some touch ups, I'd like to see TK be replaced with a mass levitate, and mass confusion get a big cd reduction. But it is by no stretch of the imagination weak control. It's among the strongest control sets out there. Dark/sav will have better synergy, IMO. Vert strong combo, highly recommend.
  21. Demons/cold, Thug/storm and thugs/traps are my most successful masterminds in terms of clear speed and killing things. I have a bots/traps too, but they stall hard on +4 bosses, despite melting the packs in record time.
  22. Traps, cold and storm would be t1 on my list. Time would be t2, it has defenses and decent control, but the debuffs are very weak. If tar patch wasn't bugged it'd be a high-T2 for me. Dark miasma is great, but the big three operate on a different level entirely.
  23. If I can have absolutely nothing else, then my one pick to improve the set would be to give Trip mine the same buffs devices got. Traps is my absolute favorite secondary for masterminds, this change would make it a lot better for the other ATs, too.
  24. Yep! One per enforcer. The only downside is that it doesn't benefit you, but the tohit and assault are very nice
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