Hejtmane

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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    <.<
    >.>

    Do NOTHING but plug DA's KB hole.
    I been asking for this for like um 3 years know my suggestion was alright their kb mitigation is less at least give it a mag 4kb and 50% resistance that means you still need at least 1 IO to get close to the rest of the scrappers and at the same time do not force us into an IO or a stupid power pool to cover a hole in a melee set that has to stand in the middle of things
  2. GO MA or Fire regen for pvp
  3. Hejtmane

    Shadow meld ?

    I thought you kept access even after changign sides back when respecing

    Oh well if not once that build is in place it will stay for a long time I plan to change sides with mt db/ela get my respec build done on my second build that is empty like I want everything come back hero side use the ulimited free respec to gut the guy on active build one switch two build two and farm for my build with other toons :]

    I also plan to do this with my shield and go ball of lighting instead of fireball on his second build I started
  4. Hejtmane

    Shadow meld ?

    Quote:
    Originally Posted by Cyber_naut View Post
    Great, another shield charge fiasco? Well at least whoever wants to use shadow meld probably has over a year before castle realizes it's overpowered and 'fixes' it, lol.
    Except I been told it is not overpowered by a tons of people in closed beta because stalkers are not pawn with it
  5. So here is the question Shield Charge got a much needed nerf yea little tear comes to my eye but it was way overpowered and it is much more in line and I do not kill everything on the screen anymore.

    Now comes the question on AAO what is the damage Buff %# we want to hit to balance out the +damage

    with 10 enemies in range it is 81.3%

    it's base is 12.5% then +7% per enemy

    If mids is correct I do not have the in game numbers in front of me

    so 12.5% base is fair better than assault if we just cap the targets at 8 instead of 10 we go to 67.5% damage buff That allow a 19.5% buff with just 1 enemy in the game or if we cap at 7 we hit 48.1%


    If you prefer to lower the +enemy buff to half 3.5% you only hit 16% 1 target but requires 10 targets to hit 47.1%

    So what total % is the balance point we need to hit ?

    Then is the ramp up to much or just the total or both ? To look at what the best solution for getting to X balance point
  6. Hejtmane

    Shadow meld ?

    Quote:
    Originally Posted by Rieze View Post
    I use shadow meld on my claws/dark stalker. As helpful as it is, it is far from over powering. I know. I know. Scrappers have more HP then stalkers. But so do brutes and tanks and they have versions of powers we have that help them out a lot more then they help us. I don't see shadow meld being any different. Besides, there is work involved in getting this power. Especially for the heroes that want this power.
    WE had this discussion on the forums it is that good for some sets 4 sets that get the biggest impact /fa, ela, /da and regen

    I can take /ela and get to 45% defense while upping my recharge rate giving me more dps a self heal; 50% resistance almost across the board and no crash yes I lose dps with 3s animation but I gain so much more in return oh and I can get it down to any where from a 5-9 second gap from up to down oh and through in a damage aura

    My guess is they will change the recharge time to 120s or 140s (just a guess)
  7. Hejtmane

    Shadow meld ?

    Yea I had all those arguments I have a build planned out it take 3 purple sets and I have a billion on hand so I ay be able to pull it off right now but I was thinking about taking by db/ela I have and get him Shadow Meld. I have enough recharge to push perma energize and have roughly a 8-9 second gap on SM if I wanted

    I think it will be nerfed my guess the APP/PPP where rushed and the devs ignored them so I am going to hold off a bit because I want to so take advantage of that bad design
  8. I should have done this instead of DB but I am kind of like Dual Blades now but on the high end my db/ela is not as survivable as other sets was a fun ride that I enjoyed

    I may have to remake him as one I thought about it just not made up my mind
  9. With side switching you could go villian for a short time get Ball of lighting with only needing one additional power for your aoe so you free up a power.

    So hey that is an option
  10. Quote:
    Originally Posted by Santorican View Post
    LOL no Shield Charge isn't the only problem with Shield Defense. If they really wanted to castrate Shield Defense and actually make Super Reflexes really really worth while again they'd make the defense debuff resistance in Active Defense unenhanceable and then they'd lower the radius of effect of AAo and how much damage bonus it granted.
    It is really hard to get that much recharge and still softcap I could not do it and keep aidself for my AV soloing build so I am sitting at about 70% if I turn on grant cover and I stack for very short periods to get above it. I still do all right I am not /sr. I do nose dive at times because of the hole my defense cascades and I can not keep my heal going because it gets interrupted.

    All they need to do to AAO is to cap the # of targets instead of shorting the radius if they think it is an issue. They could knock the cap from 10 down to 8 or adjust the % or do both is that is warranted.
  11. I thought the set was ok I like power siphon and hated the rest of the set.

    I think the animations are too busy and really hate the tier 9

    I ran a km/sd to 45 I never got to 50 was hard to find teams early on then when you could the que was long.

    I thought the set burned more endurance then some it seems like with the right build out this set should be pretty solid fighting AV's. Running standard missions or street sweeping seemed to burn more endurance and I had end reduction in every attack from start and I thought it was a little bit of a hog.
  12. Quote:
    Originally Posted by Cyber_naut View Post
    Wasn't the 5' radius set due to melee range? Shouldn't it be 7' now?
    Patch notes said 5' I have not tested the exact radius but the major damage is in the smaller area may have to give it another spin and see if i can tell if it is 5 or 7
  13. Quote:
    Originally Posted by Blood_Beret View Post
    Wasn't the Fear removed from Burn also? Or did it get added back?
    It was removed
  14. Quote:
    Originally Posted by Redlynne View Post
    Just to be clear ... the +Crit for 2 sec on EC does not apply to EC itself ... right?
    it gives a 33% to crit for 2 seconds after EC
  15. Quote:
    Originally Posted by mauk2 View Post
    Yeah, for my purposes, I ignore that "extra crit" silliness.

    In my opinion, the primary use for Eagle Claw now is as an 'opening shot' with CAK queued up right behind it. After that can-opener I doubt I'd bother with EC in a chain again, until time to start the next beat-down.

    Is that enough of a benefit to make it worth taking EC? Depends on how tight the build is, and what I could mule in it.

    Except, of course, that Eagles Claw is flatout pretty. I often throw it just to watch it.

    (sigh) I lose more dps that way....
    This is a post From Moonlighter on dps chain after the buffs


    Wow, okay so Crippling Axe Kick now hits like a truck. Well maybe not a truck, more like an Econoline Van.

    At level 50 it now hits for a base of 132.63. Let's look at the current test numbers to see where it stands:

    Counting boss crits and Arcanatime, the new DPA numbers:

    Code:

    Thunder Kick 54.79
    Storm Kick 89.95
    Cobra Strike 72.98
    Crane Kick 72.96
    Crippling Axe Kick 78.95
    Eagle's Claw 59.16 (plus additional crit on next attack)

    Some random attack chains and their DPS:

    (Note in chains that have one of CS or CK you can freely replace one with the other.)

    SK - CAK - SK - CS: 81.05
    SK - CAK - CS - CK: 77.36
    EC - CAK - CS: 75.53 (adds 33 EC crit to CAK)
    EC - CAK - CS - SK: 77.15 (adds 33 EC crit to CAK)
    CAK - CS - CK: 74.97
    SK - CAK - CS: 79.07

    So it looks like the old best attack chain is still best, though you can substitute CK for CS to avoid knock back.
  16. The final solution was it was kept at 90s recharge

    Stages/tiered what ever you want to call it on the damage. 5' radius and 20' radius so we get the splash damage effect (like LR) so at point of impact does more damage and everything outside that 5' radius does less damage

    The power is still good just not the mini nuke it is on live now
  17. Well a katana/wp solo the thing
  18. Quote:
    Originally Posted by chief_beef View Post
    as often as i need to stay alive. im new to katana so i dont know it's strengths/weaknesses yet.
    Well their are a few builds posted already where you can soft cap with 1 application of /da so your dps stays up a bit
  19. Quote:
    Originally Posted by Alpengeist View Post
    We shall see.
    47% acc hard to increase without uncapping. Still might put hasten in the build.

    Thanks for the input
    The acc may work I still worry about your overall recharge
  20. Inferno is a bear I got him but it took a lot of tries he just hits so freaking hard and I am using a fire/sd and he has 50% fire resistance


    Marauder is one of my favorite to fight but he is more of an endurance challenge because he pops unstoppable and your damage output goes to suck

    Nightstar I have beaten at lvl 50 and 51 not to bad for fire can be a bear for lethal (50% resistance to lethal)

    Chimera melted like butter he was easy Blackswan once I survived the first wave she went down pretty easy

    The stupid Carnival of Shadows AV never been able to solo her she just bypass my defense and my heals can not keep up and can be interrupted she is just Kryptonite to my fire/sd

    Shadow Hunter was just long and drawn out with his earth embrace heals it was just a matter of slogging threw the heals another endurance test not hard just long and drawn out.

    That is of my head I done more but those are some more recent ones

    Nice thing about Marauder is you can get him as a single mission flashback and can get a reward merit same with Nightstar
  21. What I see you lack acc even with the tohit buffs and from a scrapper note you lack the recharge to have a really good attack chain on your set.
  22. Quote:
    Originally Posted by DaveMebs View Post
    MA doesnt really synergize particularly well or particularly poorly with any of the secondaries. Maybe don't go with regen because you might die from not being able to click a heal during MA's long animations. Dark might go well with it because you could stack stuns. Other than that, nothing really stands out.
    The stuns synergize with Dark Armor's OG just fine
  23. Here is my current build

    I use it to solo AV's

    Code:
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    |-------------------------------------------------------------------|
  24. Quote:
    Originally Posted by Demon Keeper View Post
    Threads like this always depress me about my first level 50 Scrapper (BS/Regen). That, and remembering when Instant Healing was a toggle.
    Lets not forget the stealth nerfs to IH and Integration that Jack denied until people started throwing around the numbers. Man that was when 90% of the scrappers where regen or perma unstoppable inv with 90% resistances amd Dark Armor was played by like two people because their armor did not stack.

    The root times and animation times did not match up and everything else in between