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I made a character on an alternate computer with lower graphics setting using the Armor Plate settings. When I made the character I noticed the updated Armor Plate pieces had this cool reflective quality that worked well to make the character look like Brass. I liked it.
I got home to my high end machine and started playing with my friends and I noticed the Armor Plate pieces were no longer reflective. I started looking into why; visiting the tailor, changing graphic settings, etc.
What I found is if I turn off Environment Reflections under my graphics settings options my character once again looks reflective! Wait, that's totally counter intuitive to me. Why would the Environment Reflections options turn my costume pieces non reflective? -
I *love* the sewer trial. It's fast, fun and gives good boosts that remove the tedium from low level play.
I also haven't had any problems either joining or forming teams for Posi 1 and 2 recently so I don't see the problem with here. I even formed a Synapse team of 8 with no sewer trial interference. If I can form a team with no issues for a mind bogglingly bad TF like Synapse I see no detriment from the sewer trial.
(This is on Virtue in case you are wondering.)
In my mind the sewer trial is awesome and I haven't seen any detriment except we don't have to do the crappy King's Row stuff. -
Here's my problem with Regen.
Because it requires so much relative time activating defenses it is the only secondary that actively reduces my damage output.
Every other set has at least one power that boosts offensive capability, or a taunt aura to prevent you from chasing runners which I consider an offensive boost. Even SR has Quickness. Meanwhile the only offensive advantage Regen used to have, extra Stamina, has been watered down by inherit fitness, IO and Alpha endurance management tools, and even the sewer trial Endurance buff.
While most soft sets have increased DPS as the reward for exceptional builds and playstyle, Regen still forces lowered damage with no real benefit. -
Quote:Giving this set an additional melee defense boost of 10% base is extremely powerful. As Kioshi says, the set is already a top contender for AoE and has good single target as far as I could tell on test. All the knockdown gives it decent mitigation as well.TW has 2 high-damage 120 degree cones, 1 low damage cone that gives you +def, and a PbAoE with the same radius and recharge (and almost the same KD chance iirc) as Footstomp - also basically the same damage as FS sans rage (when I compared the Brute numbers, I tested a 50 TW/Regen Broot).
And you can use all your AoEs in quick succession after you get momentum (which is damn easy) - I could chain low damage cone (to get +def and momentum) - BU - PbAoE - high damage cone (forgot the name) - stupid damage cone (arc of destruction) and they were all benefited by BU, plus what wasn't dead was on the floor since all the AoEs except for the +def cone have a chance for kd. Now Build Up's been changed to Build Momentum so not sure if it gives as much of a tohit/damage boost (dunno why people found so hard to leverage momentum with the regular attacks that they wanted another power to give momentum, I was happy with 'pure' BU), but still, it's a great AoE set while having good ST unlike Spines or Elec.
If only the two handed weapons looked better. -
Quote:I haven't found a use for the damage auras. First, even my heavy melee blasters are jumping in and out of melee to set up cones, reduce enemy damage, and kiting. Second, because they click off so often to enemy crowd control I find that reactivating them lowers my DPS more than the field increases it.Thanks!
I'll be living in melee so That sounds great. I'll have to find room for all of those! I basically would be using Shroud as mitigation rather than damaging. If it does -tohit, I'll probably throw the P.V.P chance for -resist in there
If I do not need a PBAoE for set bonuses I can generally find better uses for the power and the slots. -
Don't underestimate the of Frozen armor. Not only does it help cap S/L (~15 fully slotted) but it also accepts Resistance IOs, meaning you can slot Steadfast +3% defense (and the PvP +3% defense if you are hardcore enough to get it) without taking Boxing/Tough/Weave.
This allows you to work on capping S/L with only Combat Jumping and Manuevers, giving you Tactics for cheap S/L slots and allowing you to take both Hasten and Aid Self.
I hate the blocky graphic though and always go for Scorpion Shield even though it's annoying as heck to slog over villain side to procure it. But if it fits your concept it's a very good power. -
Quote:You can earn it through Vanguard merits in the Rikti War Zone, or get to a VIP level where you get it for free. Doing the Vanguard arc will let you start earning Vanguard merits for completing missions and taking out Rikti. There is a costume vendor in the RWZ where you can purchase weapons for this in game currency.So, having recently returned to the game with Freedom, I rebooted my legacy Bots/FF mastermind and couldn't help but notice that the Vanguard 'Redding' Rifle is available for customization when speaking with any tailor. "Sweet! I've always hoped they'd proliferate it over to Pulse Rifle" I thought to myself. So, off I happily went to go farm the vanguard merits needed to unlock the rifle and when I go to the crafting table, I notice that it isn't even an option.
So basically, what I'm seeing is that Bots Mastermind, and only Bots Mastermind, can purchase the Vanguard Rifle for use via the costume editor but not craft it? Is this correct? I'd love some verification here, because I wouldn't even put it past NC Soft to make it an option on the costume screen just get Masterminds' hopes up. -
I've never had my pets bug out.
As for the AI being "broken" - it's annoying but it isn't broken. The ranged pets seem to have a cycle of attacks they use, the lowest priority being the lone melee attack. When all other attacks have cycled the pets will resort to the melee attack. This can be dangerous for them if you need them huddled in your force field or something.
The way to combat this is to get a feel for the rhythm of their cycle and click the "gather to me and ignore enemies" option when it's time for the melee attack, or when one starts running forward and then tap "Attack the selected target" option followed immediately by the "Defend" option.
If you get the timing right the F1... F2 F3 move will essentially allow them to reset their attack chain and start at the beginning of their ranged attack cycle again. Each pet type has a different delay between F1 and F2 to let the first ranged attack recharge. -
Quote:Well, except you can mail them to yourself.Once you buy them, you can only claim them once, on one character. If you want them for another character, you need to buy them again. "Account bound" means you can't trade them to a character off of your account. They can't go in storage bins, be sold, etc.
So you can buy some sets for a level 20 character, and when you reach 47+ and respec into an endgame build you can unslot these and mail them to the next low level alt. This is especially easy since I now have 30 enhancement slots on all characters to store IOs after a respec.
I am of two minds about the big advantage of exemplaring with store bought IOs. One one hand I have three builds per character, so I can make an exemplar build in addition to my end game build if I want to. On the other hand, I agree it's strange that the store bought IOs are superior and I strongly feel that normal IO recipes should change with level the way store bought IOs do. Not only would it encourage exemplars which in my mind is a good thing, but it means I can start working on my IO build in the 30s instead of having to wait to 47 to slot out my positional defense characters. That would really make the slow time of 37 to 46 much more enjoyable. -
Quote:Maybe the Spines slow helps with that?I guess I miss-read the op when he said he wanted strong aoe scrapper sets for farming.
No doubt that the aggro shields are great for keeping the mobs together, but really, I have never been left feeling that my spines/fire scrapper is crap for farming. Maybe not optimal, but never left in the dust either. Also, if you are sitting at +2's the spawn won't have a chance to scatter. +4's are a different story.
I know I rerolled my Katana/Fire scrapper because it took me two to three times as long to clear a map because everything immediately runs when I hit Lotus Drops, never mind Burn. It was really a useless character. I don't even want to talk about the time I was trying to finish my Freak Tank badge solo with my MA/SR scrapper back in the day before I realized I should just run a TF.
On a happier note I am having a lot of fun on my Broadsword/Fire Brute. -
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First, to get this combo to work you will really need to build towards survivability. You best damaging combo will be Soul Drain + Nuke, followed by Soul Drain + Bullet Rain + Empty Clips when that is down. As such, there will be like 5-6 seconds where you will be standing in the middle of the spawn animating your AoE damage.
You might be able to fully slot Dark Pit and work on ToHit buffs to get it up every 18 seconds or so to mitigate minion damage, but Lts. and higher are still going to turn and try to hammer you.
DP is bad enough without needing to set up Soul Drain. If I was going with this combo I'd push for soft capped S/L and Energy defenses at the very least. Then you can at least farm specific groups fairly well. Until then you will be running on base difficulty and will probably want to pick up Aid Self to get you through. -
I love Two Pistols conceptually, but I hate the goofy animations. But that's personal preference.
My problems with the set:
~ Your third single target attack will either be Piercing Rounds or Executioner's Shot and both have atrociously long animations. (The first two single target attacks are standard length for blast sets.)
~ Your cone and targeted AoE attacks are both long animation DoT attacks. So while Fire Blast, Archery, Dark and similar sets lay out the AoE damage before the enemies return fire allowing you to already be moving or starting a heal, the Dual Pistols character will be eating the alpha return fire while the first AoE is still animating. This is my biggest complaint of the set I think. I'd be fine with it if either Empty Clips or Bullet Rain had guaranteed knock down to mitigate return damage.
~ No Aim.
~ Redraw. If they could fix this just for secondary powers it would help.
~ The crashless nuke is great, but it requires you to be in the middle of the pack which is a disad.
~ Losing my -Res from Piercing for running Fire ammo is annoying. (Fortunately I hate the animation so much I tend to skip the power.)
~ You need Swap Ammo to bring your damage up to par, so basically you don't get Aim so you can waste a power to bring your damage on par with middle of the road sets. To put it another way, if the set was changed to have extra Fire damage and the chance to knock down it still wouldn't be as good as Archery or Dark.
Let's not compare the set to Fire since a lot of people just love the raw damage. Let's compare the set to Archery which I think is a fair comparison. Archery is awesome. It has a lot of little perks like reduced recharge on the tier 1 attack and full 80 range on the tier 3 attack. These, combined with the crashless nuke that can be used at range, make up for redraw. In addition, the Archery standard AoEs fire fast and don't agro enemies until the damage is actually delivered. I can get off my cone while kiting, for example, which I can't do with Empty Clips.
After playing Archery I go back to Dual Pistols and the set just fights against itself. I take so much more return fire because of the long animation AoEs that deliver DoT and the point blank nuke.
Now some advantages of Dual Pistols that aren't obvious.
~ Because it has so many secondary effects and accepts so many weird sets into its attacks there are interesting IO set bonus games you can play by slotting knockback, slow, and similar sets.
~ It is sometimes useful having a single target control power that can be a disorient or a Hold, especially where Hold sets have some good set bonuses for two or three slots.
~ If you can survive a point blank alpha the crashless nuke is awesome.
~ Being able to sacrifice damage for knockdown is an interesting game choice. -
Quote:I don't think that swapping power order or changing powers at this point is a realistic expectation. The devs have no good way of dealing with current builds with specific IO slotting.See, that actually aids my "Back Blade" (Dear gods, someone think of a BETTER name than that!!... Scabbarded Strike? [would that take art assets though?]) idea, since conceptually, using the weapon in an ill-fitting manner as that, you'd not be as accurate, but more bruising.
Leave the inherent Drawn Weapon accuracy bonus, since EVERY drawn weapon set (excepting Spines) gets it, and then pull the swap on the damage to Smashing with a secondary of -Res. I'd say actually pull out Slash to swap with this toggle, moving Slice down to Tier 2, which would also give the benefit of making Broadsword directed more towards AoE, since you could pick one up from Level 1 (a precedent we have coming down the pipe with Titan Weapons).
Quote:Another problem with having the set deal -Res instead of -Def is that the accuracy numbers in every power would have to be adjusted to rebalance it with Katana, since both sets currently have an inherent accuracy bonus and -Def. -
Quote:The only viable farmer from those secondaries is SD. The others on a scrapper will just cause all of the enemies to scatter. All of them are excellent on Brutes however.Spines, elec, claws/fire, dark, elec
Fire, elec/sd
Pick whatever flavor appeals best to you. Sd is nice to keep the mobs close for your aoe's.
To farm on a scrapper you really only have 3 secondary options; Shield, Willpower and Invulnerability. Anything else and you will spend all your time chasing runners, which will reduce your kill speed tremendously.
I have had a pet project to see if I could make a /DA scrapper work by locking enemies in place with Cloak of Fear so they don't run, but I keep getting sidetracked by other projects. -
At first glance I like this idea. That would be nice and easy to accomplish mechanically. It would be a matter of using small enough -Res numbers to not make it overpowered.
Oh, and the set desperately needs a cool animation for Headsplitter. -
Quote:I think the idea is that there should be *some* kind of mechanical/mathematical advantage the set has over, say, katana which is superior in every mechanical way. If the sets are going to differ only in animations that's cool, but there should be some reason to play Broadsword so people who pick that aesthetic don't feel that they picked a set that is inferior in every way.I have no problems with BS being buffed.
I also have no problems with it being the weakest Scrapper primary.
If it is made exactly as good as the second weakest set, doesn't that still leave it the weakest set?
You can see where the logic goes from there: straight into Power Creep, unless the true aim is to make all sets exactly equal by some metric, in case we should state that metric up front so that all proposals can address that. -
Quote:It includes the bonus crit for the next attack. SK - CAK - SK - CS is mathematically superior, even with EC's increased crit. Storm Kick is *that* good. It just requires a lot of recharge which might not work with your particular build.I would skip Thunder Kick (Does around half the DPS Storm Kick does) and Crane Kick (The knockback effect can be bothersome). If you do want Crane Kick for concept and looks, just slot it with 2 acc/dam HamiOs and a dam/end IO... Or all KB IOs. Pretty funny seeing Hellions flying across Atlas from time to time.
Is that DPS including EC's increased chance to land a critical? If not, EC-CAK-CS-SK could be better than the SK-CAK-SK-CS attack chain.
I saw your Rikti Pylon thread post awhile ago and 68 seconds is amazing even if Lore pets were used. I could not crack 100 seconds using SK-CAK-SK-CS and T4 Warworks Core. The attack chain could have been a contributing factor along with Cimeroran Lore pets. -
Quote:Storm Kick is also, by far, that best damaging power in the set.SK - CS/CK - SK - CAK is the best ST DPS, which you must have the recharge for, if you can go EC - CAK - CS. So, just curious why that's the ST chain for you, or is it just about the animations?
Just curious, cause Storm Kick I consider a great animation
That said, EC -> CAK -> CS -> SK has relatively low recharge requirements and is only 5 DPS behind the top chain. By having EC available you can also use EC -> DT to boost your AoE with extra crits. -
Quote:You realize that EC -> CAK -> CS -> SK has higher DPS than EC -> CAK -> CS?I skipped Thunder Kick, Crane Kick, and Warrior's Challenge. CK can be swapped with Cobra Strike, but it's a matter of do you want to chase enemies or stun them. Pick which works best for you.
With high recharge (you're /regen, you better build for high recharge), my attack chain on single targets is EC -> CAK -> CS. In big messes, it's EC -> DT -> CAK -> CS. SK is just there if I get slowed or bored and want to off a straggler without overkilling too much. -
If I had room on a build for fun powers I'd take Spring Attack with decent recharge just to teleport out of stacked Caltrops in the Knives tip mission when running at higher settings. The damage is bonus.
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Thoughts:
Brutes: Increased Fury generation from attacks.
Scrappers: Increased *damage* from criticals, as opposed to increased critical chance.
Tanks: Bruising effect increased. -
Quote:My extreme scrapper tricks character is my main, MA/Shield. I also have an array of other characters good for that. This character is built purely to leverage Burn as much as possible just because I really enjoy Burning stuff. With a S/L capped build I have an extreme farmer for both Fire farms and Smashing/Lethal farms. In fact the *only* trouble the S/L character will see is with Sappers and Carnie bosses. This is a universal issue for most of my characters, and probably isn't one I need to solve with this particular character. I am too lazy to run tips at my normal settings anyway.Well, I would keep in mind your intentions for the character.
If you build to what you intend to do solo and then keep in mind buffs that you'll typically have in teams for big game stuff you can really find quite a bit of leeway in what you want to do.
Sometimes a keyed up build is just overkill in many situations.
I am not drain resistant, but I do have Superior Conditioning, Physical Perfection and Stamina all with Performance Shifter +Endurance so I doubt I'll see issues outside of Malta. If I do I can make an alternate build that also has Consume and better E/N for that group.
Edit: (The S/L version also has a small hole to Cold attacks but I do have some slow resistance.) -
Quote:This is good advice.There's very little point to soft-capping both Melee and S/L.
If you're going to lean on Parry for melee defense, consider focusing other slotting on Ranged defense instead. S/L covers just that, S/L. Many ranged attacks are pure energy, which the way you are slotting you will have very little defense to, and not a great deal of resistance either.
Since many ranged energy attacks are electricity based (clockwork, Mu, Freakshow), you will have issues with being drained. Also: Sapper attacks are flagged ranged/energy as well, so they will have no problem hitting you.
With Broadsword/Fire you probably won't be able to soft-cap all positions, but you should be able to get melee and ranged at least. I'd take your 4 AoE powers (Slice, Whirlysword, Burn, Head Splitter) and slot at least 4 Eradication in them for the ranged defense (1.56%) and max HP bonus (2.25%, largest non-purple bonus) or split the difference and slot 2 Oblit sets and 2 Eradication.
Just my 2 cents, but I really think ignoring ranged and energy defenses are going to hurt you in the long run.
I have two builds; one the caps S/L and one that goes for Ranged and relies on Parry to cap melee with one application. My Katana/Dark goes positional and caps melee and ranged, but it doesn't have the extra burden of slotting Burn and it has an extra 3.75 in Cloak of Darkness.
I'm not psyched with how the positional build is looking. I don't have enough slots to use my usual tricks for soft capping ranged. Not enough slots for Red Fortune. If I rely on Mako's I am losing a lot of recharge. I also lose 3 slots to Tactics for Gaussian's. I end up gimping my resistance powers for slots.
S/L on the other hand comes easy enough that I can work on getting E/N up hoping hitting 32 to cap with one purple for Sappers, and fully slot my resistance. My energy resistance is above 50% (unless Mid's is borked like it is for Scorpion Shield) and hopefully I can use purples for sapper missions to cap energy.
The struggle to cap ranged on a Parry build versus S/L is certainly the biggest question about the build and I can see your points. I am playing with both angles, I just happened to be working on the S/L version when the question of Headsplitter came up. -
I'm working on a Broadsword/Fire Brute, and I am toying with the idea of soft capping both melee (with one use of Parry) and S/L. I can fill the holes with 90% resistance to Fire and decent E/N defense.
Do I even need Headsplitter? If Mid's is to be believed the DPArc is mediocre at best, no better than Disembowel or Hack. So far I have had limited success lining up more than one target consistently. I have much better luck just using Whirling, Slice and Burn with Parry for AoE. I am finding limited use for Headsplitter.
If I dropped it I could pick up Slash or Air Superiority for a Kinetic Combat mule, soft capping S/L in the process.
With Hasten up I am thinking my single target attack chain would be something like:
Parry -> Hack -> Disembowel, throwing in Burn as it recharges.
Most of the time I would be skipping Hack and Parry for Slice and Whirling Sword. The only use for Headsplitter would be replacing Parry every other chain for 58 DPArc instead of 51 for Parry. I can't justify the slots in Headpslitter unless it replaces Slice.
Am I crazy? Do people regularly get multiple opponents in Headsplitter? What do people use as a single target attack chain?