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Posts
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Joined
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1. Remove team critical bonus, increase base critical bonus to 10% for minions and Lts and 15% for bosses.
2. Scrapper Damage Modifier.
3. Improved Assassins Strike, make assassins strike work like swap ammo for blasters granting toggles that provide add ional effects like -res and -regen for pve only. -
I always put the achilles heel proc in attacks like gamblers cut, slash, and ablating strike because the -res will apply on the second portion of the attack which serves as a nice indicator when it fires.
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Claws Eviscerate: I would like a slowed down version of Sweeping Strikes animation for this power.
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For a Elec/Elec I recemmend you pick up combat jumping and atleast 1 KB IO, using Lightning Rod is a sure fire way to get knocked down and Immobolized in a large group.
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I am really liking the progress of Alpha, I can't help but feel he needs like hydraulic lift below his feet though.
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I absolutely love how the organic armor pieces look with spines. I have two spine scrappers characters stuck in there mid 30s Rosa Toxic and Bitter Thorn, looking forward to the pack so I can finally get them to 50. Heres my plant type character it looks a little plain compared to the awesome ones posted here but I still like it.
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I would personally try to aim for 2000-2100 hp /w accolades and around 20hp/sec its somewhat easy with luck of the gambler and serendipity sets. Alot of the sets that a SR would get benefit out of using tend to grant alot +hp and regen bonuses anyhow. Don't forget that the passives grant resistance when your hp starts to fall below 60% so utilize the extra hp brutes get over scrappers and build for Hp>Regen.
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I would like an alternate animation for Eviserate in the claws powerset. I really hate that backflip animation on some of my characters, it looks odd especially if your character has wings.
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Yeah thats what I thought
supposedly in the next update they will be adding the tails and weapons (which I hope include claws) and hopefully for the love of things unholy monsterous feet.
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Curse this stupid mutant pack. I thought that this pack didn't even seem like a mutant pack till I remembered my only mutant origin character the Malvolent Xenomorphic Azahoth could use it.
Original Design
To this
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Subjective feedback:
Bioluminate:- I would really like to see a option for monsterous feet since theres a option for monsterous hands.
Organic Armor:- I would like to see another Non thorn style shoulder option. I think a spinoff to the existing organic shoulders would be perfect.
- I would like to see a chest detail, the set looks somewhat incomplete without one in my opinion.
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I wasn't expecting that the mutant pack was going to look like witchblade/Symbiote type stuff either although it does look really good from what I can tell.
Since the mutant pack name is already taken I think if and when they make a new pack they should make it a "Splicing" Pack.
"Splicing was the act of mixing and crossing DNA from two or more different species, to produce a hybrid organism. Commonly, it was done by mixing human DNA with animal genes, so as to enhance the recipient's genetic material. However, there were other forms of splicing, which depended on the specific intended goal." Taken from DCAU wiki.
I think that would cover everyone needs for the monsterous/animal hybrids and give new options for new animated tails,monsterous feet, and heads.
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Quote:Actually that costume reminds me of a Billz Carnage symbiote suit it looks pretty sweet.Every year Bill, you come closer to looking like a Daedric Lord from the Elder Scrolls games.
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What is your slotting like ? On all my brutes I tend to four slot my attacks with 2acc 2end in the early levels and damres in the toggles with brawl on auto. If you can manage to have a nice level of fury from mob to mob you should be streamrolling things on a claws/elec I know mine did lol.
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Quote:Yeah, that is included, but this would also have demon cybernetics/robotics.
Which isn't steam punk, but is magic/tech type.
Something like this, but not so humanoid.
I am guessing you mean something like this...?
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Quote:Everytime I try to build the two in mids Kat/Elec always seems to come out ahead. The 21 added defense and 7.5 recharge that you can get out of divine Avalanche I feel is to good to pass up.Well, Claw's top DPS is better than Katana's. Add in FU double stacking for LF (which would be the same damage adding ability for both without FU)...I'd give it to Claws.
But I think you know that.
I think the question would be, which one can get their best DPS easier without sacrificing added defense.
I also noticed that claws doesn't seem to speed up its attacks after using click powers like katana seems to do. On my Kat/Elec I can use divine Avalanche and gamblers cut after energize/hasten and it animates in like the time it takes to do a single gamblers cut its glorious!
I am curious what other people can come up because I am having alot of fun with my kat/elec.I tried to make a build with unlimited funds it came out pretty nice with 45 defense , 478 regen 36.2Hp/sec, and enough recharge to run GC-SD-GC-GD when hasten is up and decent aoe if they ever remove redraw.
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Central Park Media release at of great anime in mid 80's and early 90's, I loved watching them in early 90's on the Sci Fi channel. I would recemmend Venus Wars to everyone its one of my top five up there with Akira, suprised it not on here...
[Mecha]
Detonator Orgun
[Action and/or Drama]
Venus Wars
Demon City Skinjuku
Record of Lodoss Wars
Genocyber -
High level arachnos are pretty heavy on the toxic side especially with the 40+ Toxic Tarantulas and Bane spiders.
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During the 6th anniversary weekend I got almost dozen purple drops when the market was down. Since the latest patch its seems I am getting nothing but the temp powers and only a Ragnarok drop for me so far.
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Thats not a bad idea, I wouldn't mind trading tech salvage for some magical salvage and vice-versa.
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Once you get Power Sink and Energize you endurance problems will be over forever. Just make sure you use Power Sink when you have 20 or so endurance so you don't drop your toggles cause Power Sink cost 13end unslotted.
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In good conscience I find it hard to recommend this set paired with a scrapper after playing it on a brute with higher resistance caps, Darkest Night, and Hasten. Its not a bad pair just brutes have a lot more synergy with it in my opinion.
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[ QUOTE ]
[ QUOTE ]
Build Up power not granting full buff
Server: Virtue
Zone: Various - non PvP
Character name: Gas-Soaked Rag Man
Time: various
Location: N/A
Mission: N/A
Mission Contact: N/A
Bug Description: My level 46 Fire/WP scrapper is having a problem with Build Up. He is getting only 46.4% damage boost from it, rather than the normal 100%. The To Hit component is unaffected, and he still gets the expected 20%.
[/ QUOTE ]
Confirmed and more detail below.
Build Up power not granting full buff
Server: Justice
Zone: Various - non PvP
Character name: American Steele (Broadsword/Invuln)
Time: various
Location: N/A
Mission: N/A
Mission Contact: N/A
Bug Description: The damage bonus(es) for Build Up is being resisted by the character's damage resistance(es). This accounts for the varying bonuses reported above.
This is similar to a bug which was introduced into Dark Melee/Soul Drain during beta but was fixed before live.
This does not appear to affect Tanker, Brute or Stalker versions of this power, though I only tested a few powersets (Tanker Energy Melee, Brute Energy Melee, Brute Stone Melee and Stalker Martial Arts).
[/ QUOTE ]
Feature Name or Description
Follow Up Power Not granting Full Buff
Server:Infinity
Zone:Any
Character name:Ebonskull Claws/SR, Bitter Thorn Claws/Will, Fiery Invision Claws/Fiery Aura.
Time:Any
Location:Any
Mission:Any
Mission Contact:N/A
Bug Description:Scrapper Damage Bonus's for Follow Up is being resisted by the character's Lethal/Smashing Damage Resistance Toggles. Scaling Damage Resistance from Super Reflexes,Tough,Fire Shield,High Pain Tolerance,Mind Over Body,etc that add Smashing/Lethal only seem to be affected.