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Posts
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Joined
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In some cases, the magnitude of certain effects can indeed be buffed by enhacements, such as the ones called "Increase Knockback Distance"
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Umm, have you looked at Seeker Drones' numbers? it's got a big -damage debuff, that right there counts as resistance...
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You can frankenslot it as you like as long as the recharge is ED capped and it has some accuracy (60% or more)
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That may be the fastest looking character, but most likely will result in the slowest Scrapper alive at killing things
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Are you mostly playing AE missions?
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I tend to stay away from these type of posts "make me an uber build! inf is not a problem!" because people with unlimited budget and very limited ingame knowledge tend to be RMT clients, sorry.
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Try to build around 40% ranged/AoE defense and get the rest from RI would be my suggestion. With some recharge you can probably do Blaze, Flares, Fire Blast. I'd aim for about +50% rech (to start with a modest number, considering purples redside are worth 350m a piece (no not per set, per piece))
For a Patron I'd recomend Scirocco -
You walk into a full spawn on a Blaster with PFF on and you might die because, as you know, defense debuffs ingame are very abundant, and your defense may (unluckily) get debuffed into the red.
A Scrapper with Elude on has capped defense debuff resistance and higher HP, so he'll live. -
Quote:Well yeah but I was talking about ATs who have access to Electrical Melee >_<It affects my Widow too, who has -speed/-rech in her attack. Normal enemies she can kill lightning fast, but it's always amusing to have EBs and AVs flee from her.
At least Widows get access to AoE immobilizes, it's really hell for AoE focused Scrappers though (save for Shield and Invuln) -
If anything, you can grab it early and use it in a conservative manner. I would wait until after Stamina for the fire AoEs though
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Castle confirmed through PMs that it does have a fear effect, it's just not listed for some reason
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It's a Scrapper/Stalker only issue. Brutes and Tankers have a taunt component in their attacks which prevents mobs from running away
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Getting exp from +7 enemies while in a team of 3 (the farmer, the bridge, the lowbie), set for 8 (as it was usually done)

