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ScarySai

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Everything posted by ScarySai

  1. You said stand-up twice.
  2. I solo exclusively +4x8 at 50, and turn it down when exemping depending on my character. Claws and savage can handle themselves well early on, so I leave it turned up at +3, characters that don't get their fun AoE toys that early I turn down to like +0 or +1.
  3. Claw/bio is my favorite, and just buzzsaws through enemies.
  4. I don't care for these ideas. Here's what I want for shades, not much of a PB player. Front loaded dwarf/human mire: a QoL bonus that dark melee got a long time ago, it would greatly aid their ability to handle solo targets without affecting their AoE prowess. Harder hitting Siphon Life: Like above, this is a change ripped from dark melee. Essence Drain should get the siphon life treatment and also hit really hard. Right now it needs procs to be worth anything. Tougher Pets: Warshade pets are actually really strong, but they run into melee and die so easily that you don't really get to get the most out of stolen-soul army. Higher damage cap: It's really not great considering the mechanics of the AT. Better DPA: A lot of warshade attacks are crap, but the few that are good have a bit of a speed issue. They're slow and do low DPA - a good solution being either to crank up the damage, or make them animate faster. Both are good, I favor responsiveness so I lean on quickness.
  5. Arachnos soldiers make Cole crabby, they're the bane of his existence.
  6. If you're fine with sharing your build, I can fiddle with it if you like.
  7. I'll fiddle around with a brute variant laterish. Force feedback is awesome and ideally you want to fit it in there. The scrapper ATO just has decent stats and gives +5 S/L defense, brutes should have access to an alternative.
  8. 1: Remove Gladiator IOs from Vendor lists, like purples are. 2: Make common IOs able to be sold to vendors. Simple, but would make it a bit easier to manage inventory.
  9. 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.
  10. 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.
  11. Screw it, why not?
  12. I'm pretty sure they used to benefit from it, though I'm starting to feel gaslighted.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Very well, we will hunt down and destroy Derek...after he outlives his usefulness!
  19. We must hunt down Derek, he's too dangerous to be kept alive.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. Beam/tac, beam/dev, fire/mental and ice/time are the best ones I've made so far.
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