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Posts
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Joined
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People slot something lower than SO's? I usually just try to grind it to 22 myself.
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You were definitely one of the good ones.
See you in game buddy :-) -
In what way did you end up improving DDR? If you don't mind me asking.
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Not sure the animation on it when it procs, but how have you been checking to see if it procs?
The best way I'd check is to monitor your attributes using the /toggle combatnumbers command. -
QR
All this sounds pretty dumb to me. What MOO wants to do with their MA arcs is entirely up to them. I would never EXPECT to get juicy rewards for doing someone's arc, what I'm looking for is the content of the arc.
If the game weren't in such a state one should never have to point out that their mission "isn't for farming purposes."
It just seems silly to me to tell someone they should put a warning that they won't get inf/xp/tickets in an arc. There is a "Quit TF" button after all in case you see you're not getting what you want in a mission. -
My new favorite combo is Soul Drain -> Shield Charge.
That typically kills all the minions/lt's and leaves little mop up.
I just feel so beastly with DM/SD, but there are certain things that just kill me that I'm still getting used to. -
If you want to consider the magnitude separate to who it effects then that's up to you, you can try to nitpick semantics all you want but my statement still remains valid.
The buff itself is "massive" for the fact that it doesn't affect the caster, which makes it useless in the eyes of many scrappers. -
I was referring to the first sentence, I'd use quotes but I'm lazy.
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All the powers you compare it to give the person casting the power the benefits of the buff as well.
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You must not have enough +recovery or endurance reduction in your build :-p
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They just haven't gotten to that point yet :-p
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Well I took it but I don't think it is a good endurance recovery tool by the fact when it crashes it takes half your end.
For me it I took it and put the +3% defense IO in it so it got my scrapper up to the soft capped. It as saved me a lot too so it is a good tool to use.
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Crashing to half end is better than hitting 0 a few minutes before. -
Nah I'd rather play Guild Wars >_>
Actually I'll just catch up on my seasons of TV shows ( <3 The Office) -
That's how I felt: very underwhelmed.
I'm only still around for the friends at this point, oh and also trying to do crazy things with my scrappers. -
I'm taking it for a similar reason as Nicro. It can act as an endurance recovery tool if I really need it, plus it doesn't require many slots, and it's a good place to stick one of the +3% defense IOs.
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Looks like I'll have something fun to play this weekend :-)
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Or scrapper's resistance caps to be raised to 80% or even 85% >_>
Nah I want more damage. -
You can write as much as you want but your argument still sucks because you still ignore everything else.
Damage efficiency is the only thing in your eyes right now, mitigation and other benefits mean nothing to you. -
I'm not sure what I'd do when Going Rogue comes out and Brutes are available blue side.
That's the only edge scrappers have for me, that I can play them in Heroes instead of Villains. -
WP has no positional defenses, it'd be much easier to cap exotics (sans psi) and just go to town.
At least, that's what I do, softcapped L/F/C/E/N and Melee. -
QR.
The arguments for change are pretty funny in the sense that they are neglecting everything but damage and endurance, and even just endurance in an all out attacking scenario.
It's been pointed out but I'll just reiterate:
To starsman:
By your logic and calculations, a blaster has the easiest time taking down any enemy due to their high damage. We all know this isn't the case as incoming damage will kill them depending on the strength of the enemy. You also can't ignore the fact that the Tanker doesn't have to spam his attacks constantly to kill an EB, as Billz pointed out all they have to do is overcome the regeneration rate of the enemy while recovering endurance.
If you don't think survivability takes a factor into time taken to kill an enemy then you've got an argument with too many assumptions to be viable. Comparing X only to Y and disregarding the rest of the alphabet is just silly, and that's why the Devs disregard this kind of debate.
And just to keep typing, since I'm bored:
The scrapper's job is to do good damage while being able to survive on his/her own. A tanker's job is to take the aggro and protect his/her party members while surviving and dishing out some damage. A defender's role is to provide support in the form of buffs, debuffs and ranged damage. A blaster's role is to provide lots and lots of good ol' fashioned ranged and melee damage with little ability to protect themself. The list goes on all the way through CoV AT's as well.
Each AT has a different role to play and executes their roles separately. Saying a defender or tanker should be able to kill as efficiently as the classes designed for this intent is illogical. By that same logic a scrapper and blaster should be able to provide buffs and debuffs as efficiently as defenders, mitigate crowd control as efficiently as tankers, provide mob control as efficiently as controllers, etc.
If you want to call for a buff to defenders and tankers then find another argument other than "They don't kill as efficiently as the damage classes." -
I would 5-6 slot RttC with Regenerative Tissue, Numi, and a mixture of healing/endurance enhancements (Or just 3-4 healing IOs if you don't care for bonuses)
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It'ss too bad that using eviscerate in an ST attack chain would seriously hurt the overall damage output. At least that's what my gut tells me. The persistent 15% chance to crit + the -DR proc might make it ok.
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Are you sure that using eviscerate would hurt the single target attack chain? It looks like it has a higher DPA than strike, which is frequently included in the standard claws attack chain (FU+Slash+focus+strike), at least according to in game numbers on my claws scrapper who currently shows a 49.68 DPA for eviscerate vs a 46.69 DPA in strike (unbuffed numbers at L50). I don't have the arcanatime formula handy to calculate a real DPA (and I am too lazy to look it up and apply it) so that might push strike up over eviscerate but I thought that arcanatime tended to impact faster attacks much more than slower ones.
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Not that I know for sure, but I think it has something to do with layering FU properly. Evis would add more time to the chain leading to less FU stacking.