HiddenJackal

Apprentice
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  1. I rolled a Br/NRG blaster. Not regretting it, fun as heck. Going to go with munitions for the LRM rocket, should be fun. Thanks everyone!
  2. The survivability of Dev looks pretty interesting, although I think that the tools in NRG are just as helpful. Does power boost affect the secondary powers of BR?

    Some of the powers in devices I'm iffy about. Trip mine, I was never fond of, because the setup was...kind of negligible most of the times compared to just going in and shooting things. More of a hey look what I can do power, although I'm sure I'm wrong in regards to that.

    I heard gun drone was buffed, but I'm not sure how necessary it is if its just single target damage.

    NRG looks great, although I feel that some things are limited. I can I'm sure though make up for AOE with things like the LRM rocket. I'll have to try that out.

    BR/NRG/Munitions I suppose will be my final build. Will the survivability difference from devices really be that big of a deal compared to NRG?
  3. I rolled a beam rifle corr and was pretty underwhelmed as a result. However, I've seen and heard some pretty awesome things about BR.

    Only question I have at this point is, which of the three should be worth looking into?

    I imagine MM would have some great -regen with drain psyche, however, I'm also sure the redraw would pretty much suck. However, it also has some decent AOE to make up for a lack of it with BR.

    NRG is also great for a ranged build I think, and it has some great powers with BU+PP. However, the single target attacks would be rather unnecessary, I would assume?

    Dev, while it's sort of...aged, I think is also good, if not great for surivability purposes, but I imagine it doesn't add much to the offensive category except for a few things like gun drone.

    Most likely I'll be going for a hover ranged artillery build for survivability, and that will allow me to focus on ranged defense. I assume that would make MM out of the question, however, I wouldn't completely give up on it if there were some other perks.

    Any advice?
  4. I'm considering DP, while Fire I believe obviously has better damage, I have to admit there's a sort of guilty pleasure to DP. Hmm.

    Wasn't there word/rumors on a possible DP buff?
  5. I have both at 50, but I'm stuck wondering what to IO out.

    DP/MM is fun, as is Fire/Fire. Performance was Fire/Fire with no IOs gives quite a bit of punch, however I noticed that the DP/MM definitely has quite a bit more in terms of survivability.

    Any suggestions as to what will give me better mileage for IOing out?
  6. If I can tool around with the colors then I may have to just consider ice. Thanks!
  7. Way back when this game first came out, I rolled a stalker. And after maybe...the third stalker, I thought, "Whelp, I'm done."

    But after these changes I'm very much so interested in playing again.

    For thematic purposes, Street Justice fits my character best.

    However, I'm stuck deciding on a secondary.

    I considered Nin, because it's awesome. However there IS the issue of endurance, and I also wonder, when it comes to being IOed, how does Nin hold up?

    The other two options are ice armor, and energy. Ice, I'd take up in an instant, but the effects of blocky ice have always been...meh. Energy...I rolled an energy scrapper, and I was honestly not too impressed with it.

    Super reflexes I've messed with before, and I'm not too fond of, too boring of a playstyle.

    Any suggestions?
  8. So I'm enjoying the new sets. However, question, where should I set the ATO in? I was thinking of six slotting Hail of Bullets, but I think the proc would be better used somewhere else. Any thoughts?
  9. Well I meant...eh, I don't know, I just don't want it to be "ALL RAIN OF ARROWS".

    TA/Arch was fun, because while TA was...meh at time, oil slick and EMP arrow were awesome.
  10. I don't mind going melee.

    I also heard about AR being low on ST damage, but that doesn't bother me. However, the cone limit on full auto is irritating.

    I have a TA archer and I'm kind of worried about it becoming a one trick pony type.
  11. I'm looking to decide between those three builds. Mainly because I'm looking for a good weapon set.

    DP is very interesting except...I hate the animations. Especially because seeing as how this is an RP character, he doesn't go well with animations.

    AR I'm thinking will be great, however, how does AR stack up nowadays to everything else?

    Arch I'm interested in, although I think it may be boring. I have a TA/Arch Corr., and while it is fun, I was turned off at oil slick getting bugged and not activating on certain maps (Did they ever fix that?)

    So any recommendations for a weapons based blaster?

    If all else fails...I'll probably roll an SOA.
  12. Would that be the stats for a tanker? I'm looking at the stats for the brute on MIDs and it's...about 10% less then that. One slot is 32%, two is 39%, and 3 is 41%.


    Considering how rare psychic damage is, I might just leave that one slotted for now. Especially considering that I will have several other forms of mitigation anyways, power sink etc. I plan on four slotting power sink with end mods instead of recharge. I'll keep it one slotted for now, and if psi damage is THAT big of an issue I'll invest in another slot later. Thanks!
  13. So out of curiosity, is it worth slotting static shield with more than one slot? While I have one res in it (End not being an issue), I've noticed that adding in more res slots for the psi resist adds...about 8-9% res? Is that really worth it, or should one just suffice?
  14. Quote:
    Originally Posted by Amy_Amp View Post
    Max of 16 targets. Link

    EDIT: Due to radius size I doubt is ever gets that high, but at least it's not a ST attack.
    Okay, cool. Thanks! Now...to answer the first question, defender or corr. I'm leaning towards defender because...well, while your damage ain't gonna be that high compared to a corr or blaster, the rest of the team will make up for it I assume.
  15. Alright so here's a question. AR/Traps--better on a defender, or a corruptor? The numbers on a corruptor will look great, however, the debuff on Traps is just ridiculous. This is also a bit of a concept build with the AR.

    Defender looks like, while the numbers won't be as pretty right off the bat, you have the benefit of some sick debuffs (Which many can't be enhanced), great base numbers, and I think that those will be enough to make up for your lack of attack power.

    With that, I also have a quick question with acid mortar, is the actual mortar round itself a single target or AOE projectile?
  16. So basically, its not as awesome as it used to be, but its not nearly as bad, is that correct?
  17. I have a friend who's arguing that SS is much better because of rage, KO blow, and footstomp. On the other hand from what I've seen, claws has just as good, if not better single target damage, and spin, while the range is not as wide as footstomp, seems to do just as good of a job DPS wise. The big issue would be follow up.

    I'm really tempted to go with claws on this one because yes, the numbers aren't as big as KO blow for a single attack, but you can very easily make that up it seems with a good attack chain.
  18. I remember reading from a previous thread that the Force Feedback +rech was nerfed, and then the nerf was removed, is that true, and if so, what does that necessarily apply to?

    For example, I had an earth/fire dominator that depended on the FF+rech proc in earthquake for a lot of recharge time, and it used to proc almost constantly. With the nerf, it really ruined my perma dom. Will I have the same effect again with the nerf being removed, or will it still not proc as much as it used to?

    Thanks.
  19. Kind of a hard thing to say just flip a coin on. I'm considering going with claws but rage is always something that's been something that you can look at.

    Blergh.
  20. Sooo...benefits for either?

    SS is always...well, SS. Awesome. However claws has that chainsaw effect...

    Argh, tough choice!
  21. I have a claws and SS brute, both above 40s, but I'm trying to consider which one to focus on and IO out for general purposes later. I'm having fun with both.

    PVP would be a distant afterthought--I'm on Virtue and some people like to settle RP with arena matters, but I don't really have much care for that.

    So for the sake of a limited budget, what would get me better mileage out of the two primaries?
  22. So I decided that I'm going to try both. I'll stick with a sonic/mm blaster and later roll a sonic/sonic defender when buffs are aoe.

    Thanks everyone!
  23. So I have a 22ish blaster. It's working fun so far, but I'm looking at the Sonic resonance set, and I realize, "Well, that sure looks pretty awesome."

    From what I understand, the def will do less damage, but have better buffs/debuffs, and the corr will be the opposite. I may just wait till the buffs are set to aoe.

    So does anyone have any word on sonic resonance? I'd think the -res would help make up for the lack of damage by defenders, but I'd like some input. Thanks.
  24. You're going to have a ridiculous amount of survivability, so 45% cap is still good. Trust me, even on the trials, you WILL be buffed to oblivion defense wise, and trust me, you're still going to get one or two shot because you are def based, no matter what. I'd say just focus on the soft cap, and you will be good. Here your goal is to be a scrapper and to cause damage, that's it, you are not a tank! If your trial relies on you to be a tank, you are screwed anyways, find another one.

    I have a 50+3 elm/shield/fire scrapper, no purples. I went with the Rebirth ability based on advice of the people in the forums, and I can say that it was a GREAT decision. I've very rarely touched aid self ever since I've gotten it, and it has boosted my survivability tremendously. Barrier is great for a few seconds, but after the initial survivability, the diminishing effects just make me go "Meh".

    I went with ion core for the lightning theme.

    I went with the clockwork, specifically because the victoria has some great single target damage, which I need more than anything else.

    You can go with an all out purpled elm/shield build, but I was able to do a purple free build for 1.5 billion that engages in scrapperlock without remorse.
  25. I have a 50+1 elm/shield scrapper that's fully IOed for the 45% softcap for melee and range, and with the level shifts from destiny and lore, and I can say that honestly, the biggest thing that influenced my survivability was getting those level shifts. Once I did, everything was pretty standard. You might have a bit more issues with survivability with this increased tohit cap, but for those situations, well, usually buffs from teammates help me out tremendously.

    Honestly I would only consider it if your main goal was to be the maintank for these trials but even then, they aren't something that you're supposed to be soloing, you SHOULD have teammates backing you up.