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About Me

Found 5 results

  1. I like the idea of scrappers being able to critically strike. Perhaps my bias for more complex game mechanics will show here, but I think the current passive just seems bland, and impossible to work around because of the inherent nature of RNG. However, I think it'd be interesting to incorporate some sort of mechanic that makes the critical strikes consistent and controllable instead of random. Here's some ideas: Have a Brute-like fury bar that charges up on attacks. Every X attacks (four or so) is a guaranteed crit, and drains the bar. Possibly also make the first attack in combat crit?
  2. here's short question for pro PVPers: in lvl 50+ melee pvp, who has higher chances to win 1v1: scrapper or brute? considering best 1v1 melee pvp builds, enhancements and endgame stuff for this fight both for scrapper and brute side.
  3. So I've been playing a claws/energy aura brute for awhile now and I've come to feel that the set could benefit from a change to one power in particular (not talking about the t9 here as most armor t9's are pretty bad across the board, but if people have ideas to fix that by all means), that power being Energy Cloak. The reason I suggest looking into it is that the power doesn't really seem to mesh well with the power set overall, and the same can be achieved if someone takes stealth if they choose. What I would suggest in its place, is a click based PBAoE power that fun
  4. I had to much time on my hands at work one night and got to thinking about powersets and the podcast I was listening to was talking about pro wrestling. After doing very little research I had some ideas for a scrapper, brute primary and a tanker secondary. The idea is out of my head, I leave it to people smarter than me to refine if they want or let it die on the vine here. Level 1 Eye Poke Low damage(dot) blindness Low endurance Level 2 Slap Low damage, Knockdown, Low endurance Level 3 Leg Sweep Moderate
  5. The last couple days I've been playing both an invulnerability and a stone armor tank. Both characters, among others have powers that give +Max HP. Each set has a power which boosts Max HP, and were originally designed before the Absorb mechanic came out. AT's have HP caps. What I'm suggesting, to keep these powers useful, which seems practical given characters hitting hp caps with IO's, accolade bonuses and such is to make whatever amount of HP that powers like Dull Pain or Earth's Embrace would have in excess over the the HP cap if it wasn't there converted into an Absorb shield
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