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Posts
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Joined
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less xp then though so people will be hitting a big deficit at the end of the higher tfs
i wouldnt be doing this just to be able to do all of them, i've done them enough to say i've done them, it has to super accelerate a character so i can speed grow and adapt a character to fit whatever the team is taking, thats where the fun is for me
I was thinking of taking one of the below (in order of preference, subject to change):
emp/rad defender (current lvl 11)
peacebringer (current lvl 9)
claws/inv or spines/sr scrapper (current lvls 18)
fire/ta controller (current lvl 18)
while i dont have a tank in range i could get one to range for it if we needed. -
they escaped because of crey tech on the crey agents in brickstown interferring with the zig's security systems, hence you get missions to go beat up crey...
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i had a feeling that might be the case, bit of a shame that they've buffed the tank the wrong way to even them out.
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out of curiosity, has anyone compared the recharge/heal % of healing flames to an equally slotted reconstruction on a scrapper?
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[ QUOTE ]
Aye...altho I got a measly Dmg/Range, you can never complain on getting another Hami-O...cheers for organising it.
Capt
[/ QUOTE ]
ace on tank and scrapper epic ranged attacks.
i got dam resist and end discount, another for my tank - i'm happy -
i was dissapointed with total domination
the first contacts only 3-4 missions so should eb able to do that in a couple hours tops. -
Hey Gonkeh - dark/dark/psi defender - @extragonk
Monkey Psy - claws/dark/body scrapper - @psygon -
no raid for me or psygon this time, sunday evenings are a no go
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i concur with SW here - i'd go for active attacking as defence over additional toggles anyday. having 2 inv tanks at 50 (one taunt and one tauntless) neither have needed tough or weave to be effective, whereas they could always do with more endurance
airsuper i had on my SS tank but found that compared to the same animation time attack in SS - while kb chance was higher - it was lacking damage wise so i respecced it out in favour for all SS attacks. this speeded up the attackchain a bit and once you're up to footstomp yur attack chains cycling nicely so you dont really need the airsuper in there.
you mention TP - maybe tp foe+ko blow would be a cool combo -
when i logged on the test server lusca had spawned way up the map, about mid way up - on line with the kingsrow entrance (or there abouts).
so maybe they have done something to make her more of an apparent threat. -
thats good to hear, its pretty much what i was hoping with this dm/sr im running - and totally agree even if it was a great heal, on a regen its pretty outclassed.
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funny enough i just built a new dm scrapper up to siphon life level last night, it seems its not the exactly the same power i had back way back when, the end cost isnt nearly as hideous as before, its still a pants heal mind you
but im gonna work with it and see how it goes.
it is a shame that when you critical with it you dont critical heal yourself though, that'd make the power something special -
agreed - i took it on my first spec of my first scrapper, but i found it was: too slow nimation, too small a heal, too small a damage, too large an endurance cost and too long a recharge.
i tried it a multiple of ways when i had it as i 6 slotted it, i couldnt find a good combo to fit with the rest of the attack chain.
my advice would be to take Air Superiority from the flying pool in its place, its better at damage mitigation than siphon life -
we're running a shard tf on wednesday night either 2nd of 4th one, we currently have 1-2 spots spare.
starting around 8-8:30 GMT -
yep, fire tank at 30 and a scrapper at 34, 2 blasters at 35.
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intergrations missing! that should be in there instead of acrobatics (it does all that acro does and more!) with at least 3 heals on it
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when a scrapper 'takes one for the team' its normally to buy seconds of space, not to tank a mob and hold them in place (although this does happen if the scrapper is so equiped). certainly if i see a fight going pear shaped and i can buy those squishies (or even the tank) the additional 5 seconds they need to bug out or pull it round then i'll 'take one for the team'.
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indeed, mog is much more panic/situational than unstoppable because of all the things you stated, i still find it fun to have/use it though
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MoG is good fun, I dont use it often but its still a good last ditch attempt to save team move.
rather than just say dont take it (which adds to the mythos that it is [censored] and people who take it are stupid) take it and try it out, i had it, respecced it out and found that i missed that fun / risk element and specced it back in.
it drops you to 30% health or there abouts, couple it with dull pain first and you still have a good amount of hp left. -
i found with dark it got in the way of killing things, i started becoming more controllery rather than destroying them as i do with energy torrent.
i'd strongly recommend planning to 6 slot energy torrent so taking it at 47.
I had my dm/rgn scrapper to 50 with shadow maul and have since specced it out - with the improved speed of the attack chain+haste+3 recharge and 3 damage in all attacks means you do need quick recovery, stamina, dark consumption and conserve power to continue pouring out the damage.
imho DM has a couple of stella properties, and the primary amongst these is actually that Smite and Shadow Punch have very very short animation times, because of this you can be a switch target specialist, this is why i went down the fast as possible route, as fast attacks as i could possiby dish out to as many individual targets as possible, shadow maul slowed that down, even air super is a bit slow animation.
hes still probably the most fun built character out of all of the ones i have (warshade close second). -
or the one that kicks you from team leader bases (after loading it all up and giving you a .01 second glimspe).
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the 'boss killer' approach to scrapping has its place but if a scrapper just boss locks then i dont think they are doing what i'd consider a good scrapper job.
imo scrappers are there to quickly cut down the total damage inc rather than take one mob out the fight, its normally total damage that will overwhelm a team rather than one mob that does the damage.
my standard routine is let the tanks taunt target the bosses and then thin everything else out unless the tanks having trouble in which case support them.
In the time it takes to kill 1 boss you could have killed 4-5 minions and as minions are good enough to kill squishies thats a lot of risk you've just removed for the squishies over 1 boss mob.
exceptions are there of course, this is just a general goal of mine.
I do think that scrapper secondaries are secondary to scrapper play style rather than any effects they ooze, the DA scrapper could be off by himself doing his scrappers are god thing. A good team based scraper player will shine regardless of their powers because of their baddy picking and support. -
is the base hospital pvp bug still there where you base click and it just resses you on the spot?
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finished the evening on 16.2 (got boxing rah!) are we looking to get everyone up to 16-18 this week and then start synapse either tail of the night or week 8?