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Everything posted by krj12
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What would be the best way to keep players retention?
krj12 replied to spartan52's topic in Suggestions & Feedback
More end game content, more i-trials, and most importantly ..... more ways to advance our level 50s beyond what they are. Let's face it, MMOs are primarily about enhancing and advancing your characters. When that advancement ends, the game becomes stale and dead. And no, I never bought into the line "go make another alt". That just doesn't cut it any more. I'm not talking about raising the level cap, but maybe more incarnate powers would help for now, with corresponding new trials needed to unlock them. -
Ran another one tonight. I tried real hard to get an all FIRE team together, but just too many competing events going on, including a MSR. I opened it up, and we ended up with the following powersets: Trollers: Fire/Rad Fire/Kin x 2 Plant/Pain Illusion/Kin Plant/Dark Doms: Fire/Psi Fire/Fire Good representation of Fire, so not a total loss. :) A solid 54 minute run, lots of fun! Thanks to everyone who participated! Some screenshots:
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I think Fusionette and Jim Temblor already fill this role. :)
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Ok, we just did another one this evening! I made it a little more specific, ALL ILLUSION! I thought the prior ones were chaotic - I would have to say I spent most of this TF unable to see the mobs for all the illusions. Very crazy. :) Just a few observations: - Not quite as fast as I was expecting, I guess without mass amounts of debuffs Illusion is somewhat average in its DPS. Took an hour and 15 minutes. We had 5 incarnates and 2 people below level 50. - We had more deaths than I expected, didn't really keep track of who - whether it was the lowbies or whatever, but I was honestly expecting the illusions to take all the aggro. All in all though, it was a load of fun, though a bit hard on the optic nerves. Thanks guys for joining. :) Group Composition: All Illusion of course. Secondaries: Storm ( My character) Time Rad x 2 Dark Poison x 2 Electric Idea for the next one? Maybe all Fire/Rad, though I may loosen it up to just Fire/*. Below are a few screen shots - you will get an idea of how utterly chaotic it was. A couple of group photos at the end - with and without our army.
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Did another one this evening. Thanks everyone for joining! Group composition was: Nature/Ice ( Me ) - I really need to make another defender just to have some variety. Any suggestions? Note: I like a lot of eye candy :) Dark/Dark x 2 Pain/Dual Pistols Cold/Beam Rifle Rad/Sonic Emp/Sonic Emp/Energy Pretty good variety of powers. I think we had one death - due to some group splittage at one point. Other than that, it went very smooth. We had some difficulty with Rom running around at the end, but for the most part was able to smack him down pretty fast. First time I've ever run into the scenario where he died, but didn't resurrect - we ended up having to kill the final Nictus. Took about 54 minutes, not the fastest I've ever done, but not bad. I think a super fast kill most usually runs around 30 minutes. Some screenshots:
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Hmm, thought it worked on my defender - will do some more testing. Edit: I had it in "Wild Bastion" on my Nature Affinity defender - always assumed I was getting double the absorb proc, but maybe not. Regardless, it isn't even working on me, so I'm guessing at best the beacon itself is receiving the proc - not very useful.
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Make Ice Control Cooler: A Control Powerset Buff
krj12 replied to Blackfeather's topic in Suggestions & Feedback
Just curious which offensive powers are devastating, other than maybe procing them out, I don't see it.- 202 replies
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- ice control
- buff
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(and 2 more)
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Just picked up Triage beacon on my MM to see how well the Preventive Medicine absorb proc would help with my minions survivability. It doesn't. Doesn't proc either for me or my minions.... is this working as intended, or a bug?
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I would just have to say that from a UI perspective, multi level cascading menus are extremely annoying. Keep it one level if possible. ( like the N-Z underneath A-M just isnt good )
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Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Tanker Primary Power Set: Fiery Aura Secondary Power Set: Fiery Melee Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mu Mastery Hero Profile: Level 1: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprAvl-Rchg/KDProc(7) Level 1: Scorch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), SprBlsCol-Rchg/HoldProc(21) Level 2: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(34), Ags-ResDam/EndRdx/Rchg(34) Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(34) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(50), ShlWal-ResDam/Re TP(50) Level 8: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(9), MckBrt-Taunt/Rchg/Rng(9), MckBrt-Acc/Rchg(15), MckBrt-Taunt/Rng(17), MckBrt-Rchg(17) Level 10: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(11), MckBrt-Taunt/Rchg/Rng(11), MckBrt-Acc/Rchg(13), MckBrt-Taunt/Rng(13), MckBrt-Rchg(15) Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 14: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(37), Ags-ResDam/EndRdx/Rchg(37) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(23), Arm-Dmg/Rchg(23), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(25), FuroftheG-ResDeb%(27) Level 20: Build Up -- RechRdx-I(A), GssSynFr--Build%(46) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(48) Level 28: Fire Sword Circle -- SprMghoft-Acc/Dmg/Rchg(A), SprMghoft-Acc/Dmg(29), SprMghoft-Acc/Dmg/EndRdx/Rchg(29), SprMghoft-Dmg/EndRdx/Rchg(31), Obl-%Dam(31), Erd-%Dam(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(48), Rct-Def(48), Rct-Def/EndRdx(50) Level 32: Stealth -- LucoftheG-Def/Rchg+(A) Level 35: Incinerate -- Hct-Dam%(A), Hct-Dmg/EndRdx(37), Hct-Dmg/Rchg(40), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(46) Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40) Level 41: Ball Lightning -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(42), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(43), Ann-ResDeb%(43) Level 44: Mu Lightning -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(36), Mrc-Rcvry+(36) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Core Embodiment ------------ Can switch out the tanker specific sets if you want to run a brute instead.
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Seems like it would have been much easier just to add all of the zones to the Oro portal, reduce its timer, and been done with it. None of these other methods, or even the new menu would have been necessary.
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I'll have to respectfully disagree. As someone who has been playing MMOs since the original everquest, I think WAY too much time is spent in getting from point A to B. Early MMOs were notorious at using this "mechanic" to stretch out game play time. It's annoying and unnecessary. I think the enterbasefrompasscode command was one of the best changes I've seen to this game, and I'm sorry to see it nerfed. As far as Jimmy's post where he thinks no one should be able to do it, well, I guess he never played a game like Guild Wars 1, where once you've been to a zone, you can teleport to it from anywhere. Worked fine in that game, and no one considered it to be an exploit or OP.
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I don't care for you making drastic changes to zone travel just to fix a supposed pvp exploit. What percentage of players actually pvp, maybe 5% at most? The old devs kept breaking pve for the sake of pvp, why continue that tradition? I liked the teleport macro like it was. I don't like having to go to specific points on the map to use it. Nor do I care for a watered down version that I have to get a friggin accolade on ALL of my characters just to unlock, then hunt for a exploration badge in every zone, only to find out it is on a long timer. I want to just play the game - grinding out exploration badges on umpteen characters does not fall in the category of fun, or play.
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Just did another one this evening, and amazingly enough - not a single Illusion Troller showed up, I was a bit astonished. This one had a very ICY/PLANTY theme to it.... enough so that Romulus asked the Nictus how to get his frosty bum warmed back up. 😉 The powersets were as follows: Ice/Cold x 2 - My character and one more Grav/Nature Ice/Storm Plant/Pain Plant/Kin Plant/Storm Electric/Nature Went a lot smoother than I expected considering we didn't have the usual army of Illusion pets tanking for us - I don't think we had a single death. We were also quite successful in keeping Rom from running all over the place - the overload of Ice might have had something to do with it. Thanks to all who joined, it was an excellent run! A few screenshots, including a group screenshot at the end:
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My response to this: 1. Controllers are of great use in most groups - they tend to keep everyone else alive, in a way they provide the same use as a tank 2. Most controllers do not use sleep - and yes the sleep powers that do exist are pretty useless. 3. Damage depends a lot on which primaries/secondaries you pick. My Plant/Storm for example does quite fine against level 50+4 x 8 council radios. Back on live Fire/Kin trollers used to be the go to farming toons since they did massive damage in certain missions.
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An option to disable Incarnate abilities
krj12 replied to s1l3nttr00per's topic in Suggestions & Feedback
If there was an extra reward at the end of the TF, not a bad idea. However, this can be accomplished already by just not using said powers - just have to find teammates willing to do this, or invite people under level 50. -
Make Ice Control Cooler: A Control Powerset Buff
krj12 replied to Blackfeather's topic in Suggestions & Feedback
As someone who has an Ice/Cold controller, the biggest issue is damage - or lack thereof. This is probably the least damaging of all my characters, including a defender.... a moderate increase in damage in a couple of powers would be nice.- 202 replies
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- ice control
- buff
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(and 2 more)
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Thanks for the build. The only thing that bothers me a bit is the lack of personal attacks... only Pulse Rifle Burst. I know some may prefer to just sit back and let the pets do all the work, but I like to actively participate in the mayhem myself. :)
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I've been poking around this forum looking for information on this combination, and haven't really found much. Is this considered a bad combination for some reason? I've seen a few posts here and there indicating that bots is a low dps set and I thought /kin would help in that regard, not to mention being good in groups since everyone loves a kin. Or should I just reroll with a different secondary? Also wondering if anyone has a good build they can share? Looking for something with good survivability, semi-decent dps, good in groups and solo, and useful in incarnate content.
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This was on Excelsior
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I just did another one this morning, at lev 50+4, all Defenders across the board this time. Not the fastest in the world, about 45 mins, but probably the smoothest. We didn't have a single death and 45 mins isnt bad for a kill most. Group composition: Nature/Ice (My Character) Kin/Archery Cold/Ice Elect/Elect Cold/Fire Pain/Sonic Kin/Dark Emp/Dual Pistol Great fun! Thanks to everyone who joined! A few screen shots, including a group shot at the end:
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Just curious the point behind afk farming... In my experience on the rainbow arc, most of the mobs end up stuck around the edges of the map.
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Plant/Storm is good soloing. Fire/Anything is good in the DPS department, once you get your pets. I wouldn't judge any combination until the mid 30s, which is where most controller sets start to shine.
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I'm not sure that's the issue. If I get down to 2 items in a stack, then take it very slowly, it works fine. I think there's some issue with asynchronous code getting out of sync with the list - doesnt seem to handle a lot of gui interactions very well in a short span of time.
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I use four trays typically, I'm just saying I want powers of like type in the same tray. On certain characters I have to move powers where I don't want them, and it gets a bit awkward.