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Everything posted by Carnifax
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Help with Beam/Time - which powers do I take, and which should I skip?
Carnifax replied to Bilious Slick's topic in Corruptor
I always like splitting Scourging Blast into 3 and 3. That way you get 2x 10% recharge. I've also found that Chrono is perfectly happy with 2 level 50+5 recharge IOs in it and nothing more. That gives you 4 slots to play with, letting you stick 4 Unbreakable Guard into tough, giving you precious Melee Def (although really anything getting close enough to melee gets debuffed by Juncture anyway). So minor-tweak version I'd switch Cutting to take 3 of the Scourging, plus some frankenslotting aimed at adding Range to it (Cones love +range), pare back Chrono and that gets you closer to melee cap. Costs you some AoE but since nearly everything is capped anyway it won't matter too much. Do you need Conserve Power? Layering Temp Inv on top of Tough gives you nice s/l resists instead, at the cost of one more toggle. But you look well slotted up for +Recovery and Chances for End. This Hero build was built using Mids Reborn 3.0.4.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Beam/Time: Level 50 Technology Corruptor Primary Power Set: Beam Rifle Secondary Power Set: Time Manipulation Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Power Mastery Hero Profile: Level 1: Charged Shot -- SprScrBls-Acc/Dmg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(3), SprScrBls-Rchg/+End(3), Thn-Acc/Dmg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/EndRdx(7) Level 1: Time Crawl -- Acc-I(A) Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11) Level 4: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(17) Level 6: Disintegrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(21), SprWntBit-Rchg/SlowProc(21) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 10: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(23), DarWtcDsp-ToHitdeb/Rchg/EndRdx(25), DarWtcDsp-ToHitDeb/EndRdx(25) Level 12: Cutting Beam -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Dmg/Rchg(27), SprScrBls-Acc/Dmg/Rchg(27), Artl-Acc/Rech/Rng(29), PstBls-Dmg/Rng(29), Ann-ResDeb%(31) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31) Level 16: Temporal Selection -- RechRdx-I(A), RechRdx-I(33) Level 18: Lancer Shot -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(34), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34) Level 20: Time Stop -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(36), UnbCns-Acc/Rchg(36), UnbCns-EndRdx/Hold(36), UnbCns-Dam%(37) Level 22: Aim -- GssSynFr--Build%(A) Level 24: Distortion Field -- Hold-I(A), Hold-I(37) Level 26: Penetrating Ray -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(39), FrcFdb-Rechg%(40) Level 28: Farsight -- LucoftheG-Def/Rchg(A), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-Def(40), LucoftheG-Def/Rchg+(42) Level 30: Kick -- Empty(A) Level 32: Overcharge -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43), PstBls-Dam%(45) Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(43) Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(45) Level 41: Slowed Response -- Acc-I(A), RechRdx-I(45), AchHee-ResDeb%(47) Level 44: Temp Invulnerability -- ResDam-I(A), ResDam-I(46) Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(47), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48), GldArm-3defTpProc(48), StdPrt-ResDam/Def+(50) Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(49), LucoftheG-Def/Rchg+(49) Level 1: Scourge Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(15) Level 1: Disintegrating Level 49: Quick Form ------------ -
Bitter Freeze Ray is the one to deffo skip in the set. It's sloooow, especially compared to the rest of the set. Freeze Ray is great though. Ice Bolt and Ice Blast are neck and neck DPA-wise so you may get away with skipping Blast and using Bolt as your filler attack along with BiB and Freeze ray. Frost Breath is maybe skippable. Again it runs counter to the rest of the set and feels slow. But for a Corruptor the moar AOE may be worth it.
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All those muscled out Supa-trolls in Skyway are definitely looking for a gay-friendly nightclub / warehouse rave to hit up, right?
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Temporal is one. Time Wall (Immob) has a small chunk of -Regen (25%) in it and also increases the Mag of Time Stop (Hold), which also has a chunk of -Regen (50%). My Water/Time doesn't have the melee attacks and uses the Hold instead occasionally.
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What's hurting Dark Primary for Blasters?
Carnifax replied to Solarverse's topic in General Discussion
Full set of Artillery works nicely. Chuck of Ranged Defense / NRG / Neg def and Artillery comes with 2 Range enhancements. My range goes from 40 to 54 feet. As for Umbral my "cheap and cheerful" (relatively) slotting is 3 Artillery (Acc/Dam, Dam/End and Acc/Dam/Rech), a Overwhelming Force Dam/KB2KD and a Forced Feedback. I don't even have a 6th slot in it. I don't use the Range enhancements because Umbral doesn't need it. -
Making the change from SO’s to IO’s after update?
Carnifax replied to Jacktar's topic in General Discussion
I stick with SOs now as I slot my sets as I go. So it's a massive improvement for me. Start set IO when available (level 7, 17, 27 and 32 and as I gain slots) and SOs before a set becomes available or to fill gaps. -
It's been a feature for a while but Mids had issues with some IOs and would exit fatally when it hit them. So you'd end up with a tiny part of your build. Now it seems to handle things like LOTGs and the ATOs quite happily. Very impressive.
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Yup, jumping to 4 Column view seems to sort it. And weirdly now even 3 Column view is working. Resizing made no difference.
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Good news and bad news. Good news : As above I tried a load from /buildsave and it worked perfectly. Bad news : Warshades and Peacebringers don't get their Nova or Dwarf powers shown in Mids. Even trying a new Peacebringer didn't make them show up when Nova was chosen. Or rather they're there but hidden (tool tips show up)
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Latest version is much better. Stalker damage values are much more normal now (Staff was counting things like assassination and combo levels for everything resulting in apparently huge numbers). All proper and correct now. Thank you dev team for the constant stream of updates. I know it isn't easy when releasing something this major and doing the bug stomp thing on it for a few weeks afterwards, it's hugely appreciated
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Defensive Spin is likely to be amazing on an Invul as well.
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DP/Kinetics corruptor is hilarious. Zip in, Fulc Shift and then death by 1000 bullets. Dual pistols doesn't mind being in close, kinetics demands it. Other corruptor or defender sets which like being close : Time (you have an aura which debuffs the ToHit of anyone close). Nature & Rad (you have an aura which randomly holds stuff). Nature is more buffing, Rad has some nasty debuffs. Traps tends to find itself in close too to drop it's nasty pressies.
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My DP/Kin corrupter wishes you luck getting that name. I had to make do with Bullitt Time 🙂 DP/Temporal will work well. Temporal is a decent all-rounder and its "secondary effect" is more recharge which is nice. The single target attacks are nice and snappy, which DP likes and DP doesn't mind being in close for "BreakdanceOfBullets" (and rain of bullets). NRG got buffed recently so that may be worth a look too.
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Staff/NRG should be really good. Takes a while to blossom but mid-30s you'll find yourself with stupid defense, lots of End recovery tools (the lateness of these is one reason NRG can feel late blooming), some resists and a self-heal. My Staff/NRG Brute ended up at the incarnate cap for Smashing and Lethal almost by accident (actually beyond Lethal once you get Guarded Spin going).
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It's just how I like to play is all. Even on my tank I play like this. I just think "if support is going to drop their great debuff patches here then logically we should pull as many as possible here too". I am not a number! (Gets enveloped in a weird giant white beach ball and dragged away)
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What's max dps farming?? I've honestly no idea. I just like playing every character in full Scrapperlock mode. It's why I love the ITF so much.
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Pretty much this. I'll always welcome a tank but you have exactly 2 seconds to rush a spawn or my Kin goes in anyway with a Fulc Shift. A bad tank will say "wait here" and go off and do their herdy thing. A good tank will rush the spawn, absorbing the alpha, with us closely behind him. A great tank will barrel right through the first spawn and drag outliers (or a 2nd spawn, I'm not fussy) back into the mosh pit.
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Here's mine. Great character. Note that if the Winters Sets are too expensive for you a set of 4 Kinetics Combat in Fire Sword (and one random Acc/Dam from somewhere else) and an Oblit in Burn will work nearly as well. One thing I do is add PBAOE macros for Ice Storm and Blizzard like /macro IS "powexec_location self Ice Storm" /macro BL "powexec_location self Blizzard" Makes it a lot easier to drop them on top of my self mid-combat. Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9 https://github.com/Reborn-Team/Hero-Designer Click this DataLink to open the build! Thermodynamic Flux: Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(48) Level 2: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Rchg/HoldProc(19) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 6: Super Jump -- BlsoftheZ-ResKB(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Fire Sword Circle -- Obl-Dmg/Rchg(A), Obl-Acc/Rchg(13), Obl-Dmg(13), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(21) Level 12: Ice Storm -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(34), PstBls-Dmg/Rchg(36), PstBls-Dmg/Rng(40), PstBls-Acc/Dmg/EndRdx(40) Level 14: Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx(33), Thn-Acc/Dmg/Rchg(33), Thn-Dmg/EndRdx/Rchg(42) Level 16: Build Up -- RechRdx-I(A) Level 18: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(11), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36) Level 20: Cauterizing Aura -- Heal-I(A), EndMod-I(45), EndMod-I(46) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39) Level 26: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(33) Level 28: Consume -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(45) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31) Level 32: Blizzard -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(46) Level 35: Burn -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(39) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(42) Level 41: Hot Feet -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 44: Web Envelope -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(11), EnfOpr-Immob/Rng(31), EnfOpr-Acc/Immob/Rchg(31), EnfOpr-Acc/EndRdx(45), EnfOpr-Acc/Immob(48) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 49: Tactics -- ToHit(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 1: Momentum ------------
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On an 8 man endgame team everyone is about 3/8s unneeded. That's just down to how teams snowball faster than the enemies can. A 5 man would be more balanced Vs +4*8. Player power creep just outpaces mobs.
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Damage buffs will apply to pseudopets. However pseudopets have a cap of 400% damage. Everyone starts at 100 and you'll have another 95% from enhancements. So that leaves you with 205% or so buffage. Fury will get you most of the way there leaving you not much buffage space for build up, the chance for buildup proc, reds and teammate buffs. Of course knowing that you could always not slot for damage and instead proc up your pseudo pet power instead.
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Totally this. Ice storm is nice. Ice storm, burn & FSC is lethal (the other pbaoe is too slow for my liking). Blizzard and Burn are ridiculous together. And against AVs Fire sword and ring of fire fill out the single chain nicely. On my Water/Temporal I skipped most of the melee attacks but I really notice it against tough enemies.
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Self /macro BL "powexec_location self Blizzard" /macro IS "powexec_location self Ice Storm" Target versions (for when a bunch is scary and I want to attack from afar) /macro BT "powexec_location target Blizzard" /macro IT "powexec_location target Ice Storm" (I *think* that's the correct slash) I use these on my Ice/Fire blapper. First two are on Bar 1, powers themselves are above them (to watch the recharge) and then the ranged versions live above them ahgain in Bar 3.
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Really? Shouldn't be doing it should it? Pretty wide area + fixed 10 second "recharge" should mean low individual % chance on everyone in close? Could it be making 2 rolls every 10 seconds, one for the mag 2 and one for the mag 1?
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In a target rich environment a Triform WS is probably going to out DPS a Sent just thanks to saturated Mires and AOEness. So running day-to-day on teams the WS should do better (while sitting at 85% resist to everything). It's a much fiddlier play style though and easily disrupted (if you aren't given enough time to feed off nearby enemies it becomes hard to maintain a decent level of self-buffage). ST probably not against a Pylon or AV because of the lack of fuel.
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How the heck do I convince myself to make a Corruptor?
Carnifax replied to Chompie's topic in General Discussion
Any team which gives you backlash for not having a power which doesn't actually exist in the set (Time doesn't have a rez) is baffling. P2W Rezzes are cheap anyway, I'll tend to get them when I'm stocking up on other P2W things like jetpacks and Daggers. And then I tend to forget until someone has made multiple trips to the hospital (I do the same with TT). I had the same issue with Corruptors for a while. I tried a Water/Rad, which was fine. But then replaced with a Water/Temporal Blaster instead. Wanted a Time but went Time/Sonic Defender for the better -Resist and buff stats. Finally stuck with a DP/Kin Corruptor and they're now one of my current favourite chars (although if you wanted to go pure effectiveness Fire/Kin would probably be much better thanks to the animation times).