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Posts
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I'm too lazy to check numbers myself (mornings....), so how does this compare to Lightning Rod now?
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Carnifax has a valid point. From the picture you posted we cannot know the source of your influence.
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Quote:I haven't checked yet, but is KM available with SD?And, like most of the time, the majority is simply wrong. KM is actually a very good performer from a numerical perspective. The attacks are actually quite fast, regardless of the player perception of them and they have remarkably high DPAs overall. Even more, the -dam is an incredibly powerful secondary effect that makes KM an excellent AV soloing set.
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Quote:This.I have billions of "stuff" on the markets. I'm just leaving it alone. Too much to track and worry about. If I lose some, I'm still stupid rich. If I lose it all, I'll just get more. If everything works without problems I'll just keep getting richer. Not even considering changing anything I currently do. I'll adjust when the market changes.
Also it is just play money. I might take a few screenshots or something in case I lose some valuable items because I've often waited a while to get those with low bids, so it would annoy me to restart the waiting process. Other than that I have no worries about losing stuff. -
The only thing I'd like to have better recharge is the immobilizer pistol. Even if it had a 10 second recharge it'd be far from overpowered...
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Quote:Great news, I say. Time to get around to respeccing my SD/DM and Ice/SS, I think!The Issue 18 NDA was lifted today, so here's a new inherent ability that will be possessed by all Tankers: Bruising
The Bruising effect is added to all Tanker secondary tier-1 powers. When a tier-1 power hits an enemy, a 20% resistable damage resistance debuff is applied to that enemy for 10 seconds. Only one debuff as the result of this effect can be active on a target at any given time, even if multiple Tankers are attacking them. However, the durations of separate applications are allowed to overlap. So it's possible for even a single Tanker to keep the debuff going as long as they hit the enemy with their tier-1 power at least once every 10 seconds.
As an added bonus, the Tanker maximum health multiplier has been increased from 2 to 2.2. This means that at level 50, a Tanker's maximum health when buffed increases from 3213 to 3534. -
Tangler pretty much covered everything I was going to say.
As for the lack of Unstoppable, I've played an Invuln scrapper for two years now without it and haven't really missed it with the added Defense. On the Scrapper I have ~38% S/L and 36% E/NE Defense with one enemy in melee range, and often a purple inspiration does a better job than Unstoppable. Then, I also have Eye of the Magus (= Demonic accolade) which helps me for when I really need a survivability boost, and that's not too often so the recharge on that shiny isn't a problem.
Brutes do have higher Resistance caps and you're expected to tank so it might be worth it, but personally I hate the crash. What good is it in an AV fight if you can survive for the first three minutes and then be one hit? Besides, most AVs that can beat you when you aren't running Unstoppable last longer than the three minutes Unstoppable stays on for. Better just stick to purple/orange inspirations, IMO.
About the APP choice. As Tangler said, Gloom is an astoundingly good single target attack, which I think will help Super Strength's rather anemic ST damage (this is my experience). Dark Obliteration was an obvious follow-up to Gloom, because it needed no further power picks and it's not a bad power, you get solid front-loaded AoE damage and an AoE ToHit debuff which stacks with your Defense. Between that and Foot Stomp you should be completely safe in most spawns.
As for the IOs being level 45 (or lower), I prefer to plan my builds with those for a few reasons. First of all, level 49s cost half what level 50s cost to craft, and on top of that the recipe is often significantly cheaper. Two, you might get some of the recipes at lower levels while leveling up and that way you can use them without "hurting your build". Also some of the sets I've used cap at levels lower than 50. Smashing Haymaker, for instance.
And yes, Dull Pain is slotted for max Recharge. With a kineticist in your team or any other +Rech buffs available you should have perma Dull Pain. I also strongly recommend that you get the four passive accolades and Demonic.
P.S. Generally when I build a melee character, I first get enough survivability (mostly Defense, then Regen/HP) so that I can stick around doing DPS without worrying much about my HP. After that, I focus on getting +Recharge. I'd use +Damage too, but the bonuses for that aren't as spectacular as they are for Recharge. -
It looks like you're pretty much randomly slotting expensive stuff without any goals other than to make it as expensive as possible. I'm not sure if you're aware that you can use most sets more than once (judging by your resist toggle slotting).
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AAO is indeed very powerful. If we look at the offensive niches of SD and SR it's obvious that SD is more powerful. 20% Recharge vs. ~80% Dmg in the best case scenario, I need two to four IOs/IO sets to get the +20% Recharge for my /SD, but I don't think it's even possible for a non-claws/DB scrapper to get constant +80% Dmg if they aren't /SD.
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I've never deleted a 50, but I've had the urge to do it quite a few times. In the end I've never been able to do it, though. The two prime candidates have been my MA/Regen and PB who pretty much suck compared to my other characters. I like having multiple characters because usually character A is better than B at something and vice versa, but in the case of MA/Regen and PB, they weren't better at anything so I don't really like playing them.
Should probably add, I have 21 or 22 level 50 characters. -
The only thing /SR has over /SD for a high-end player is the ability to use all of the Scrapper primaries instead of only half of them. That said, going for the top Claws attack chain, for instance, will be much easier on SR than it is on WP, but survivability wise SR loses to both.
EDIT: I'd like to add, though, that /SR is a top choice for anyone without much influence, though. It's much easier to raise your survivability to soft cap on a /SR than it is on /SD or /WP if you have limited funds. -
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It's because Dispersion Field is a toggle. It applies a new short duration buff every second or so, which means it doesn't really matter when you apply Benumb. If it was a clicky, like Elude, which applies a long duration buff once, you'd see the difference.
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Your build looks very solid to me, so basically the only thing to do is add IOs and possibly change some slotting in order to get the best IO bonuses for you. The only thing I'd modify with SOs is change the 2nd Accuracy SO in each attack for EndRed or Rech because you have Invincibility and Rage giving you quite a bit of extra +ToHit.
You could check Call_Me_Awesome's guide to soft capping Invuln or my Kat/Inv guide for slotting ideas to build for yourself, too, but here's a rough build how I'd do it if I had very little influence to start with.
If you have any questions about the build, feel free to ask.
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Seriously, the arc takes, what, 15 minutes to do?
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Finnish (native)
English (not too bad)
French (decent)
Swedish (ok'ish)
German (reading comprehension is decent, but other than that...) -
Build looks quite nice.
Here's my Ice/SS/Pyre, might give you some slotting ideas. I've succesfully tanked the ITF and Kahn on this so I don't think Tough is needed!
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And it's not just the nearly doubled regeneration. He also has FOUR heals! Of which one is Dull Pain which doesn't just stop you with the ~10k heal, but also boosts his Regen for two minutes after. :S
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And people still complain it's hard. With level 50 characters!
Good job on proving them wrong, heff! -
I'd just like the "you're about to pay loads" popup to work with bids, too. Currently it only seems to work with listing items...
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Quote:It makes complete sense because people (like me sometimes) are willing to buy them at those prices. You know, it's the same as selling some super-(rare)-car in RL for $1 million. Surely it doesn't cost even nearly that much to put it together? Yet people with loads of money still buy it. I'd actually encourage new people to put stuff like commons up for a few hundred thousand - mostly because it would stop the constant cries of "inf so hard to make, fix markets!"Just the point of the whole 'ooh ooh i wanna make a buck off of someone'. If it only takes 10 grand to make, then why post to sell it for 4-500k? That's just stupid, imo. If someone chooses to overpay, thats on them. But to post at ridiculous amounts makes no sense to me.
Quote:You should post the official top hat and monocle I am ebil screenshot. Since you've now officially joined the club, you're entitled. -
Quote:Still works for me. Although I don't use the recipes above, but rather something I've discovered myself.This was a great idea until it was posted and then a thousand people did it. Now it no longer works. Prices for the above recipes and others have soared. Guess we're back to farming again.
As FF mentioned, this only works because there are a number of people out there who 1) have lots of money so they don't bother with crafting and/or 2) put stuff up in the market for much less than the going rate. You could call it ignorance, if by working for 5 minutes (searching for salvage and crafting) you could save 10mins+ worth of farming, but some people still prefer farming and paying extra. -
I'm fairly sure there'll be a new badge for doing something related to the new content.
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Quote:I think the reason they didn't do this was because of game engine constraints. Something to do with not being able to make sufficiently good attacks with water physics.Yes, i've been reading, and i heard that they couldn't make it look "water-y", but it has been a long time ago.
I must say, the electric control was already done before you started working on it, just one chain effect added...
I would love to see some water control, or water blasts. I really thing that some of the rad blast's powers look alot like water (the one with the 4 bubble-y balls thrown, for example).
I think a water control/blast using the rad animation would be both realistic looking and fun to play.
It's just not a superhero world w/o water control!
Aside that, if you think Rad Blast is watery, why not just recolour it blue?