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Everything posted by ScarySai
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This is one of those bugs that I hope they intentionally never fix.
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It's used far less often than on my other MMs, due to my /storm's relatively lower survivability compared to my others. Still, I'll use it to line of sight dangerous mobs so they don't smash my pets, or to lure distant mobs into my death traps. If support hybrid is up, I just spam it since I'm pretty hard to kill when it's up. Same thing for my thug/storm, which is much squishier. I have no qualms with popping insps when solo clearing, too, so if I feel like clearing fast instead of testing my limits, I'll just spam provoke in the middle of a storm cluster and watch things die. I strongly prefer Soul Mastery for /storm, and use that on my thug/storm, I mainly took /mu for teaming on the bots/storm because 1: Thunderstorm still knocked back when fighting mobs below +4 with the slotting on that build. 2: The build was made for when mastermind AI was still borked and staying at range was kind of a gamble. 3: I'd just spam it when things get tightly together to keep things in the burn patches, as my pets and I would have high enough defenses to just eat whatever. 4: It was an experimental build, I was in the process of testing Bots/storm and the Thug/storm relentlessly, before ultimately settling on thugs to due preference. Hence why I reference a better build I'm keeping private a few times during that argument. 😛 This thread should die now, so please PM me any follow-up questions. 🙂
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I'm sure it's been brought up before, but I'd just like to make sure it's noticed. This is a small, but incredibly annoying bug for Peacebringers. Using light form when it's not ready yet will still have your character do the animation and lock you out of action until it finishes, this is especially annoying when running with enough recharge to perma LF, as sometimes when you cut it close, it'll get you killed.
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/Traps is one of the best ones, that forcefield bubble with the anti-mez pairs very well with the buffs from the enforcers. Add in caltrops, poison traps, two stacking triage beacons and generally more well behaved pets following the patch and you have an unstoppable character. It should actually perform better than bots/traps in missions due to thugs having more raw damage, so they kill bosses much faster than bots. Bot's main strength is blowing up Minions/LTs and debuffing AVs/GMs. /Time, /dark, /storm (LOTS of damage with this combo.) /traps and /cold should all work very, very well. I'm more familiar with /dark, traps and /storm, than the others, though.
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Fire/psi was an old farming set. Favors melee, clears fast granted you hang out in melee. Synergizes well. Mind/fire is more specialized on lockdown and single target damage, but can confirm it clears +4x8 reasonably fast at 50 with the fire epic pool.
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Kheldians. General Improvements and Null Gull Option
ScarySai replied to LordgrayinBC's topic in Suggestions & Feedback
Skimmed a bit, it looks like we're on the same page. 😛 -
Kheldians. General Improvements and Null Gull Option
ScarySai replied to LordgrayinBC's topic in Suggestions & Feedback
I didn't know 'no' counted as a discussion, but that's an interesting spin. Nah. It's a legitimate concern considering it's prevalence with the ATs, especially for Peacebringers. The fact you don't like it and choose to act childlishly about it doesn't make it a 'crusade'. I'd say you need to check your definitions. I'll be ignoring you now to focus on the discussion at hand, try to be productive. -
Kheldians. General Improvements and Null Gull Option
ScarySai replied to LordgrayinBC's topic in Suggestions & Feedback
Dark detonation (Especially the human version), Gravatic, quasar and shadow blast are all capable of knockback and are all very frequently in use by shades. Do you even play a Kheldian? You seem very eager to shut down discussion on QoL, but completely uninformed with how the ATs actually work. -
Kheldians. General Improvements and Null Gull Option
ScarySai replied to LordgrayinBC's topic in Suggestions & Feedback
They kinda were. ...no? I don't think asking for an AT who's best abilities are melee to not knock things away constantly is being a stat chaser so much as wanting reasonable QoL. Immersion isn't even relevant here. You blow up, people get thrown on their back, and you then proceed to stomp on them. I'm kinda disappointed by how many suggestions are being replied with "BUH MUH FEE-FEES!" A grand overhaul that changes kheldians and how they play forever isn't happening. A bag of small fixes with the odd buff sprinkled in is really all each of them needs. -
Kheldians. General Improvements and Null Gull Option
ScarySai replied to LordgrayinBC's topic in Suggestions & Feedback
And others would like to follow-up on their melee attacks easier and have things nice and clustered for their AOE. This doesn't take away anything, it makes the AT more reliable out of the box. It is overblown a little bit for teams, but the fact remains that KD is better than KB in pretty much every practical scenario, it would free up a lot of slots, as well. -
Kheldians. General Improvements and Null Gull Option
ScarySai replied to LordgrayinBC's topic in Suggestions & Feedback
No. 🙂 -
Kheldians. General Improvements and Null Gull Option
ScarySai replied to LordgrayinBC's topic in Suggestions & Feedback
(Sorry for double post, don't know how to edit this into the last one.) They are very skill + keybind dependant and new players likely fail spectacularly and give them a bad rep. They were very strong before all these new builds and incarnates came in but have since kinda fallen behind. Semi-perma damage cap/to hit, 3-4 perma pets, a full hp/end recovery every 14ish seconds and permanently capped resists before IO defense is factored in lead to a pretty versatile powerhouse. The main weakness of warshade is it's terrible single target damage and reliance of being surrounded by corpses to sustain itself. -
Kheldians. General Improvements and Null Gull Option
ScarySai replied to LordgrayinBC's topic in Suggestions & Feedback
A few things. 1: To all the Jrangers: shut up. Kheldians are great when good players go out of their way to max out their potential - yet remain incredibly flawed. To presume they don't need further improvement at this stage is pure ignorance. 2: 200% For toggle suppression. It would be very nice for both Khelds. 3: Making peacebringer knocks KD by default would help a lot of newer players not get shunned, and also just make builds a lot cleaner. 4: Warshades need either a higher damage cap or their attacks need to be pushed up a bit to at least be on par with PBs. Even damage capped, they struggle with hard single targets, like bosses and AVs. -
Thoughts on skipping caltrops and trip mine in /Traps?
ScarySai replied to D4NNYB0Y's topic in Mastermind
Skipping trip mine is acceptable, but won't be if they ever fix it like they did for /devices. Never. EVER. Skip caltrops. -
The core issue with /storm is the endurance. You can make it work without incarnates, but not without playing conservatively and limiting procs. I have a very aggressive playstyle with my /storms, so I prefer to lean on incarnates solo and just hope buffs from other players fill the gaps in TFs. I'll post a mids build when I get to the comp later. I was experimenting with victory rush, which could solve a lot of problems. Also, give intuition a look. It's much better than radial musc for /storm.
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Bio is great on scrappers. Offensive mode scales very well with the AT, and the -resist goes a long way. Between the absorbs, heal, parasitic aura and defense, you'll be pretty hard to take down. My second choice would be rad armor. Lots more survival, less damage than Bio. Third: Dark armor, harder to kill than Rad armor, not as many damage boosts, but basically immortal.
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After some New Years revelry, I've decided I'd like to share the build. http://www.cohplanner.com/mids/download.php?uc=1616&c=757&a=1514&f=HEX&dc=78DA65944B4F135114C7EFB4534A0B489FB414105AE461690B039AB8928467509A542AA80B43062830097D48DB884B177E0137EC5CF801FC00060984B830C64FA00B1F0BE3C2472288AEEAE9FD9F30259D64F2BB735EF79CFF9D99E4CE54F38BD9C7E342714D6EE9C5E272522F9632DB5923B7664BEA1BC6AAA85E76BA43A667395DCE66F3B9C4427E255F32568BDD35AE89F2FA7A225DCA6F6739CAC86D88D6543EBF9598CFE86B99EDE2A65170CAE7742193596B91CB196363B344916EF994D47346A1BCA5978C7C2E345D305613351B24CBDCE3A32075354AF74B9BE0AB6213F754213455586E338F2D92EA67A297F8C92A9F1BDE8005F52C57882FC879405060B328D708AA5534301B996E92C42A832AAAD5AFC8BC665F950ED1ECC2F3052FA8FDA5B02E55EC519F36DECB1616D2E7B143DDAACDCEB622EDEFE0DA0EFFF95A2E17F670051459D31304F7A970136BD0B484393C7741DF37320F10AFA2F73659D32EDA78DE0835D082FD949621F410649628A41575ADAD87D030F815DA855E5B642FA1B7602FD5712356717F80EE9DEF41857C5E9ED35BA14B58C9E2E729FDA3A8D8F90FBC78CA3C669E802AE5043827C0CAF4DC84AF678E3903867F8307A44C3B2BD3BE8889C37798D7D15DEF24B3AA888F7882E943B45F07BF091D1A6C9742E759A6942E8EE91A631F9F643FF3907AE8E6E9BBD9F690F222DC57E409F6EF6785FBC7A1E8C004F31DFC031F31D31EA18F4FA54F6A6417974F987F98A7E02BC22062D5C1458BB44553CC5BCC05309E06F72967887B1BCA42E7D81C7A88E978E36209F4123F8096F123708790C019D912CF84EC7FF839338E1AC31AA8F1DC5A0CB57CA4F708EB34C2E7DB59FB85CA37275A6719A9B3687596B13ACB953ACB7CADC581DE92A6AD9232FF0C4291190E17FD07D8FBDD495E85BD719CF24FD36651C298B2F18622BF47E71226FC519B3788BC5FA64D5176D189F329384F1F92065F25E233D7B30173EDF19BEBDD6A3CF7781431D729A79C53AEEFD7ACF59AF54ACD7A2A6A2A31133DFBAA2AD3D1B37F4FE53FC52A07D2 Here's to the new decade.
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STJ is top dog in single target DPS, has some monsterous burst, and has some pretty respectable AOE once you get used to it. Dual blades actually comes pretty close to it once you can get the best attack chain going for it. Takes a bit more recharge than STJ's does, though. Pair STJ with /bio and you'll be casually two-shotting bosses. Even an AV will be feeling AS>autocrit Crushing uppercut. Elec is really good if you pair it with /shield - another very respectable powerset , as well.
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Apology, first. Then I'll think about it. 😛
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I keep forgetting traps exists on other ATs, I never, ever see it. I don't even think I've looked at it. Good to know. I like the idea, let's go further: Every trap that still exists explodes when you use detonator. 😛
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Bit overcomplicated, eh? Besides, traps doesn't have time bomb. Detonation could just use a damage buff maybe. Edit: I said devices, I meant traps. Just woke up. X.x
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I always thought the best way to fix time bomb would be to just make it omega maneuver.
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Frankly, I'm amazed it worked out with a sentinel. 😛
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The only time I'll die to carnies on the /storm masterminds is if I get a really badly timed mez after issuing an attack order on a master illusionist. This is sometimes necessary, as your pets will typically get stuck fighting the decoy phantasms and such instead of killing the boss. You don't get bodyguard and you might get chunked before you can reach for a break free, but it's rarely an issue. Both thug and bot variations eat carnies alive.
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Glad at least somebody got a laugh out of this nonsense. I disagree, but it's over now. 😛
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