Uses for Burnout


Arbegla

 

Posted

I was wondering if my fellow Scrapper lovers came up with any cool and unusual uses for Burnout. I haven't transferred any scraps over to Beta yet, but when I do I intend to try out Burnout on my FM/SD.

Obviously I will double up on Shield Charge, FSC and see how awesome that is. I might even throw Spring Attack. OC can be slotted for recharge so with just ED slotting you can get it down to 15 minutes. With some more +recharge slotting and spiritual you could easily get it to sub 10 minutes.

Off the top of my head I'm thinking:

Double Soul Drain
Double Build Up
Double Fiery Embrace?
God-Mode *Wait for it to wear off* -OC-God-Mode
Build Up>FE>Burn>Lightning Rod>Spring Attack -OC- Build Up>FE>Burn>Lightning Rod>Fire Ball>Judgement (OMFG!)
Instant Healing *wait till it wears off* -OC- Instant Healing

These combos aren't something you can do all the time, but when you can do them it's gonna make you feel like a total badass. *not a scrapper* but I just thought of dropping two Acid Mortars and 2 Poison Traps and 2 Triage Beacons on my /traps


 

Posted

What I want to know is if the debuff will persist through defeat. If not, I'm thinking use long recharge powers->Burnout->Self Destruct->rez, and you get all your powers recharged without the debuff.


 

Posted

I thought Burnout couldn't be enhanced for recharge? Was it changed?


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by Auroxis View Post
I thought Burnout couldn't be enhanced for recharge? Was it changed?
It can be slotted for Enhancement recharge, and is affected by the Alpha boost, but latest testing shows its unaffected by Global recharge (so things like ageless, and hasten won't affect it)

Granted, Synapse said that might be a bug... so you could in theory get a 6 minute burnout recharge time.... which is just often enough to make things like Strength of will and One with the shield (and IH, and Mog, and the list goes on and on) into double stacking, or even close to perma level beasts.


 

Posted

Seems like if alpha slotting and recharge enhancements work then the global bonus issue sounds more like a bug. Either that or it's setting a new precedent.


 

Posted

Quote:
Originally Posted by Arbegla View Post
It can be slotted for Enhancement recharge, and is affected by the Alpha boost, but latest testing shows its unaffected by Global recharge (so things like ageless, and hasten won't affect it)

Granted, Synapse said that might be a bug... so you could in theory get a 6 minute burnout recharge time.... which is just often enough to make things like Strength of will and One with the shield (and IH, and Mog, and the list goes on and on) into double stacking, or even close to perma level beasts.
I tested it with just hasten, and it definitely reduces burnout's recharge.


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

I've made a Youtube video that I captured with Fraps from beta with my Elec/Fire/Pyre Scrapper using the combo I mentioned above. It's uploading now so I'll post the link when it goes live. I'll give you all a teaser. It's pretty nasty.

Edit: OK here's the link - http://www.youtube.com/watch?v=o0oljtXO9B8

It's still processing as of this moment but when it's done you'll be able to watch it in full 1080p


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
I've made a Youtube video that I captured with Fraps from beta with my Elec/Fire/Pyre Scrapper using the combo I mentioned above. It's uploading now so I'll post the link when it goes live. I'll give you all a teaser. It's pretty nasty.

Edit: OK here's the link - http://www.youtube.com/watch?v=o0oljtXO9B8

It's still processing as of this moment but when it's done you'll be able to watch it in full 1080p
Cool vid.

Just for the record: Spring Attack's animation is...DUMB. It doesn't look at ALL right. It should look more like superleap, with the ground effect, no that glowy, herky-jerky thing.

Also, you should totally dive headfirst.


 

Posted

It should like like Mario's A jump from Super Mario World.


 

Posted

Perma elude with my kat/SR scrapper is what I am thinking with burnout and double build up sounds nice not to mention i can do something like this.

BU-GD-BO-BU-GD

Obviousliy this is a combo only when burnout is up and probably I will need to put conserve power before first build-up and elude after second GD but putting double build up on second GD which has a higher critical chance......priceless. Ofcourse this requires testing and I should see if I can put another one or two attack before first BU expires into chain.

With perma elude I will aim for different focus on SR's usual powers (higher acc, to-hit, damage, end mod, regen etc) instead of trying to reach soft cap.


 

Posted

How are people saying things like "perma elude" with reference to Burnout?
Just how fast can you get Burnout recharging exactly? Wouldn't a power need to have a duration as long as the recharge on Burnout to use it to get something perma?


 

Posted

Quote:
Originally Posted by Giant2005 View Post
How are people saying things like "perma elude" with reference to Burnout?
Just how fast can you get Burnout recharging exactly? Wouldn't a power need to have a duration as long as the recharge on Burnout to use it to get something perma?
Considering that not even AV fights last more than 6 minutes (2 eludes total time give or take 20 seconds) and only incarnate trial contents have a non-breathing combat longer than 6 minute fights (only if you are trying MO btw or being unlucky and more than half doing trial for first time) I think calling it perma-elude is not an overreaction. Ofcourse I didn't tested it yet but if what OP said true burnout have 6 minute recharge. With current system you can get elude's recharge down to 200 second 20 second longer than its duration. so it will be like this.

Elude-burnout-elude-20sec-elude-burnout-elude. I don't think its a bad deal considering you are only vulnerable for 20 sec at every 6 minute rather than every 3.


 

Posted

Quote:
Originally Posted by Kangstor View Post
Considering that not even AV fights last more than 6 minutes (2 eludes total time give or take 20 seconds) and only incarnate trial contents have a non-breathing combat longer than 6 minute fights (only if you are trying MO btw or being unlucky and more than half doing trial for first time) I think calling it perma-elude is not an overreaction. Ofcourse I didn't tested it yet but if what OP said true burnout have 6 minute recharge. With current system you can get elude's recharge down to 200 second 20 second longer than its duration. so it will be like this.

Elude-burnout-elude-20sec-elude-burnout-elude. I don't think its a bad deal considering you are only vulnerable for 20 sec at every 6 minute rather than every 3.
In previous discussions that vulnerable time was covered by either hibernate or eye of the magus, though eye of the magus does not work as well for sr.


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

Quote:
Originally Posted by Kangstor View Post
Considering that not even AV fights last more than 6 minutes (2 eludes total time give or take 20 seconds) and only incarnate trial contents have a non-breathing combat longer than 6 minute fights (only if you are trying MO btw or being unlucky and more than half doing trial for first time) I think calling it perma-elude is not an overreaction. Ofcourse I didn't tested it yet but if what OP said true burnout have 6 minute recharge. With current system you can get elude's recharge down to 200 second 20 second longer than its duration. so it will be like this.

Elude-burnout-elude-20sec-elude-burnout-elude. I don't think its a bad deal considering you are only vulnerable for 20 sec at every 6 minute rather than every 3.
Burnout's base recharge is 30 mins, but at the recharge cap (400%) you can get it down to 6 minutes..


 

Posted

It will be interesting; no doubt there.

My DM/SR already hase about 195% global (with hasten), and I can stack Soul Drain but the count only goes up to 11 - no matter how many targets I hit. I think Castle capped that.

Strength of Will, One with the Shield: I thought they had *fixed* recharge times that couldnt be modified.


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Quote:
Strength of Will, One with the Shield: I thought they had *fixed* recharge times that couldnt be modified.
Seeing as the recharge cap is 500% anyway, I think it's much more likely that the instarecharge is a different mechanic than recharge improvements in general.

As it is today, if you get hit by that bug where all powers instarecharge, SoW and OwtS also instarecharge.


 

Posted

If that is true, /Shield and /WP are big winners for survivability bonuses. And if you take body mastery, the -end would be covered well by CP. I'll seriously consider it on my /regen for all the tools including shadow meld. Interesting times ahead for a lot of secondaries.

INV and SR, hmm.... they still have pretty bad crashes, my DM/SR will cope with dark consumption, but the -health on INV may still really suck. Wish they'd change that, but I dont see it happening at all.


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

I think it can be nice on an invul brute, despite the HP crash. You'd activate Burnout right before the first Unstoppable drops, could click Unstop again (still having 90% res during the crash) and DP as soon as you get a tick of end.

Scrappers are admittedly a whole other story, chances are whatever you're against that required Unstop use would be hard to survive with only 75% res and part of your defense...

They're looking at the possibility of lessening the crash on blaster nukes these days. Maybe someday down the line they'll look at the possibility of thinking about perhaps doing something that could be like that on armor T9s.


 

Posted

Has anyone tested to see if using a crashing power (such as Unstoppable) again before it crashes cancels the crash? For instance, rage has a big defense crash that is stopped by using it before the crash. If so, Burnout is much more useful


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Combat View Post
Has anyone tested to see if using a crashing power (such as Unstoppable) again before it crashes cancels the crash? For instance, rage has a big defense crash that is stopped by using it before the crash. If so, Burnout is much more useful
As the -end portion of rage still takes effect, I wouldn't hold much hope.


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

Quote:
Originally Posted by Combat View Post
Has anyone tested to see if using a crashing power (such as Unstoppable) again before it crashes cancels the crash? For instance, rage has a big defense crash that is stopped by using it before the crash. If so, Burnout is much more useful
We old geezers remember those days...

If you are able to click unstoppable before it drops, you still get the crash. On a tanker, it's not going to be enough to kill you unless you're taking exotic damage, as you'll still have 90% resists. It's easy enough to get your toggles back up and hit Dull Pain in that circumstance.

We used to play that way back in I3. Of course, scrappers were able to do the same thing, as they also had the 90% resist caps. I couldn't speak to scrappers doing the same thing today.

It was a heart attack every two minutes. But it was better than being rooted any time you wanted mez protection.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

I remember well the days of perma-Elude (which, by the way, was more powerful than the soft-cap today because of the defense mechanics), I also joined in May of '04. Kids now-a-days don't understand what it was like back in the good old days. Back when Hamis were 50%/50% enhancers, a character could hit the damage cap just through enhancements, scrappers and tankers could get better survivability than today even without perma-T9s, etc. Oh, and perma-hasten could be had very easily (just 6 slot it, and that's if it wasn't a toggle at the time!). But the best thing was the aggro cap. Cheap, yes, but herding all of Perez Park on my D3 was a great feeling.

Anyway, it's too bad that the crash still impacts, though I guess it still follows the rage model (-def canceled, but health/endurance hits still apply). I guess Unstoppable is still not a power I'll use, but this is great for those with just end crashes or smaller crashes like SoW.


TW/Elec Optimization