DreadShinobi

Renowned
  • Posts

    2867
  • Joined

  1. Quote:
    Originally Posted by Erin Go Braugh View Post
    You should all be ashamed of yourselves.

    I'm a recovering altaholic.

    Up until recently, I was happy developing one character at a time.

    Now, with GR, I decide to explore Redside and find Corruptors.

    Fine, I'll try a little Fire/Traps.

    Then, I find Fire/Rad.

    And now you dangle Fire/Dark in front of me, touting the awesomitude?

    Do you know what you're doing to my marriage?
    Fire/Cold too, if you don't mind playing a toon that blooms rather late. But is so full of win once it does bloom. :]
  2. try posting a build and then people can comment on it.
  3. DreadShinobi

    Kinetic Combats

    Thanks for the replies!
  4. Quote:
    Originally Posted by Grey Pilgrim View Post
    It depends on the proc and the power. For damage procs, you have to activate the power and it has to hit. Gaussian's, if it's a click (like Build up), it will have a chance to fire on activation, while a toggle will have the chance to fire every... gah, can't remember how often it is in toggles. Fairly often. However, it can be better to put it in in a click power, as then it is firing when you will want the damage (when you use Build up, etc.). In a Toggle, it may go off when you are between mobs, etc. You just don't know.
    Procs in toggles have a chance to fire once every 10 seconds.

    So basically if you slot it in Tactics it can easily proc 3x as much as it would by slotting it in Build Up, the drawback being that it can fire in between mobs. The proc is at its best when slotted into Follow Up or Blinding Feint.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    My problem isn't with knockback, my problem is with players who have the "You have to adjust your playstyle to match mine, but I refuse to extend the same courtesy" attitude about it.

    If someone is continually knocking things away from a tank, scrapper, or brute who depends on an aura power for a large part of their survivability, while refusing to adjust their playstyle, I'd say that melee player has a right to be annoyed.

    For the record, I love Sonic, but I despise Shockwave. It really doesn't take that long to get to level 18, and I'd rather take a power that deals damage at level 8 instead of a knockback that will just piss off a lot of things at once while not doing much to them.

    With Siren's Song, you can sleep a whole spawn, and kill them one by one. I would actually recommend taking Bonesmasher to help with single target damage. It hits like a truck, and activates fairly quickly.
    As claws said Sirens Song is a much better (sleep lasts longer than KB), non-disruptive form of mitigation.
    For bosses (that Sirens song doesnt affect) you have Power thrust. Which is a significantly better knockback compared to Shockwave being a single target power which can effectively remove a dangerous target from the fight while not disrupting the rest of the spawn.

    I also couldnt agree more with the sentiment about people unwilling to adjust their playstyles. If you think a team would require Shockwave to stay alive then I would say that there is a much bigger underlying problem with the team itself.
  6. Quote:
    Originally Posted by Pixel View Post
    Poor Rice. Can't do anything on this server without it starting up a drama fest.
    Very few people can.
  7. DreadShinobi

    Kinetic Combats

    Curious where people get their Kinetic Combats /off/ the Market.

    My next build calls for 20 of them (5 sets), as well as a couple other toons that will need a set or two come i19. So I'm just looking for another alternative so that I don't have to dump all my influence into this.

    I've got about 4000 reward merits saved up across my main toons and AE tickets are easy enough to earn. Or Hero Merits...

    Which would be the best choice to go about acquiring them?

    Would it be best to buy them individually or from random rolls (if so which level range/pool?)

    Thanks.
  8. Quote:
    Originally Posted by Dragonkat View Post
    That said if i was gonna build a flying sonic energy here's a quick throw together. The reason behind cold is for the extra aoe sleep to stack on bosses along with a backup plan too. That and extra HP from hoarfrost, and a second self heal with hibernate never hurts. Also power boost will juke up the heals and also buff frozen armors defense bonus for a few good seconds of extra def. The extra sleep and stun duration at that point is icing on the cake. The slotting is just generic IO's obtained at 25 and on up, sets are a whole nother can of worms.
    1) Both flash freeze and Sirens song deal damage so you cannot stack Sleep with them.
    2)Power boost does not affect Hoarfrost as Hoarfrost has a damage resist component.
    3) Frozen Armor has a damage resist component, therefore PB doesnt affect it.

    Quote:
    #2 If you queue up a cone like howl (I.E. have it readied as shockwave's animation goes off) The game engine still treats all those mobs now flying back as if they're still in the range of the second cone, and you'll peg them before they even can think of getting back up. You can see the exact same mechanic in action if you whack something with power thrust and have a melee attack lined up after. Be quick enough on the draw and something like energy punch still connects.
    You should be using Howl before Shockwave for the -resist. Shockwave doesnt have -resist. Although I wouldn't really reccomend using Shockwave in the first place. Yes, you can make shockwave's KB negligible, however that can be situational and/or takes too long to set up. Shockwave also doesn't provide -resist as said before, youre better just going with Howl and calling it a day. Especially for a newer player, I wouldn't reccomend having to juggle knockback effectiveness techniques while still learning how to play the game itself.
  9. Quote:
    Originally Posted by Neuronia View Post
    Assuming there isn't a change of heart, should A&C be showing on Saturday just in case, or can we have the day off?
    I would. GDHRT said they were quitting the league and then showed up ready to fight anyways.
  10. tl;dr: Empathy is a BUFFING powerset with heals in the set.
  11. Quote:
    Originally Posted by Dollymistress View Post
    Thursday sounds good to me.

    I'm not very experienced with the Cuda SF. I've done it twice before. I knwo the Kahn TF very well and if I recall there isn't a huge difference until you get to the end.
    Khan TF is significantly easier. Throughout the TF.
  12. DreadShinobi

    Thermal:Forge

    Forge can be used on more than 1 team mate by the way
  13. DreadShinobi

    Molrsf

    gj on the tf 0 deaths 57 min run, prolly the safest ive ever seen it run, i think i healed like a total of 5 times lol

    Oh and that Hecatomb proc off Citadel was a smexy bonus :P
  14. Fire/Cold is my favorite combo out there, its really powerful.

    The build is overcapped on 1.12% hp bonuses per the rule of 5.

    Benumb doesnt need endredux
    Sleet could work with less slots
    A good way to slot ice shield, glacial shield, and weave is 1 lotg 7.5, and 5 red fortunes each.
    Consider slotting a Centriole HO in blaze.
    Consider putting a Kismet proc in CJ
  15. Anyone take a look at the build? I know theres alot of great scrapper players lurking on this forum.
  16. DreadShinobi

    Molrsf

    Quote:
    Originally Posted by Amily View Post
    MR's Master run is Tuesday at 8:00 pm EST. As requested even if there is a death the team will complete the SF.

    I contacted the people who initially posted, but if you want a back up spot please speak up

    So far it looks like

    1. Mindripper- confirmed
    2. Kahlan- confirmed
    3. Dolly- ?
    4. Spatch- confirmed
    5. Cherry- confirmed
    6. Horus - confirmed
    7. Dread Shinobi - ?
    8. Fiery Enforcer - confirmed

    Alternates: Slacker



    Im on backup list to help with my emp if needed, but I would rather wait until my Cor is 50 and I've done all the other SFs first.
    Please put me as a backup, i think I have a pvp practice at that time, need to double check that
    edit: nvm practice is later, but still keep me as a backup please, as im not sure I will be home at that time.
  17. Quote:
    Originally Posted by Celestial_Lord View Post
    Sour grapes are sour.
    mmm
  18. DreadShinobi

    Molrsf

    Quote:
    Originally Posted by Dollymistress View Post
    You need good people for this. The sort that race each other to and within missions plus compete over kills and bragging rights. The sort that stay alive and defeat a huge ambush after their entire team has been wiped around them. The ones that think the LRSF is easy and the MoSTF is a piece of cake. Who always grab more Inspirs before going into the next mission.
    These types of people rock my world. However theyre not at all necessary for getting master badges.

    By the way to the OP, I believe @Zubenelgenubi and @ReDorothy still need the badge, you might want to get in touch with them (ReD being a bubbler, bubblers being really good for these types of things)
  19. Hi, so I've been working on a fire/fire build for a few days now. I'd first like to make it clear that I'm not a scrapper player, I play support(or blasters) almost exclusively, so I may be off quite a bit.

    My goals are as follows:
    --Able to use the highest damaging single target dps chain (I believe it was said that Incin>GFS>Cremate was the highest) The build below should be capable of that (238.5% rchg on GFS, 1.5% higher than what I read was needed)

    --Soft Cap S/L defense. The build below has 44.9% S/L defense. Although that requires stealth to be running which I'm not a huge fan of, would prefer to run maneuvers to finish my soft cap, although that would mean sacrificing lotgs, which means sacrificing the above attack chain. The build is also technically not soft capped (0.1% away) how damaging is this to the build's survivabilty? (I'm not a math wizard)

    --Sufficient knockback protection: enough to not be knocked back by Rikti Pylons, enough to not be knocked back by lord recluse. The build I have has 12 KB protection, is this enough for those 2 targets? Do I need to add more?

    --Able to tank Lord Recluse, with no emp (yes it is possible). The idea here is to use 4 (tier 1)oranges at a time to cap S/L/E resists at 75%. Assume also that there would usually be about 2 colds on the team raising defenses by about 35% (This is factored in simply because of the people I usually play with often play colds). No frostworks by the way. I would need to survive long enough for the yellow and green towers to be taken down and then recluse himself. The other big concern is his endurance drain. Will 80% defense (45+35) be enough for him to miss often enough for him to not sap me dry in a couple of attacks? Using Healing Flames and just a few greens, how delusional is this idea?

    --Anything else someone sees in the build that could be improved. The build is extremely tight, so moving around slots is really hard at this point without sacrificing the attack chain or my defenses. Even if it is just a tiny improvement that someone sees I would greatly appreciate knowing what it is I can do.





    edit: build removed from post since no one cares, if anyone wants to see it, send a PM.