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Everything posted by Carnifax
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You bought 100 of them?? Thank god I sold most of my stuff a few days ago on the market. Looks like an ingame recession is on the way.
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Good : Lots of stuff. Enjoying most of the new arcs. Love the Trick Arrow changes Bad : Whirling Hands change for Domi. It no longer spams the screen with NRG Release so the impact feels much less now. But I've flogged that dead horse multiple times so now I'm just abusing PROCs with it instead. Fugly : Base TP changes, although I totally understand them it did end up with a lot of travel. Tying into that, the middle of the hero arc which lead me on a multi-zone dance (Skyway -> Hollows talkie-> Skyway Hunt -> Skyway "run to these 4 points". Urrgh. Destroyed the flow of the arc and half my PuG team quit as I was doing it. Not out of badness, just the interruption let them realise what time it was so they called it a night).
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It did seem to be pretty crazy. In a good way, I had a ball doing it but I was playing a level 20-something Fire/Claws Tank and there was an Incarnate tank on the team as well (and we were both playing very aggressively, taunting additional spawns in and the like). So we were fine overall but there were a LOT of Freak Tanks attacking us and I could see a lot of teams struggling.
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I've kept my macro, because it's for a "transport hub" SG base so I still use it. Of course I need to be beside a Base Portal for it but I've bought the base portal power for a couple of alts. Good thing I started marketeering again on Sunday to earn a couple of hundred million to pay for them and a few new alts. I was planning my Grav/Trick Arrow. Then a concept distracted me so I've been playing that instead.
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Just seems to be how our powers person likes things. Live Devs used to do the same, to be fair (rip Machine gun Rad Blast). Personally I prefer each set to have different pros and cons including things like damage and recharge times, but I'm not the one trying to balance it all either.
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This is how I do it too. Row 1 is the Macro, above each is the actual power. On my Ice/Fire Blaster row 1 is all "powexec_location self" for the Rains, because he's a blapper anyway. Row 2 holds the powers themselves and above again is the "powexec_location target" version (for when I'm scaredy-cat and wanna dump Blizzard on them before closing in).
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The biggest problem is that if you're in Dwarf mode you've pretty much 0 idea if you are mezzed til you pop out of it and start twitching in place. Very annoying. Personally I'd give Dwarf mez protection a bit of linger-time (6-10 seconds) so at least you can do something (other than pop straight back into Dwarf like a snail retreating back into its shell).
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+Assassins Stick (or whatever it's called). My Staff/NRG Brute is great and all but I'm always like "Why didn't I make you a stalker. You're even see-thru!"
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This is so clever. I like!
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You could squeeze two more procs into Acid Arrow if you can find the slots. On test I found it to be a bit of a proc monster. Actually you could get 3 if the damn game would let you 7 slot things.
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Yup, I strongly dislike Combustion on my Ice/Fire. It's just too slow to cast. Once I got Burn it was respec-away for Combustion.
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The powexec_location target is amazing too. My Plant/Stormie would be a nightmare without it.
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So Friday night at about 1am, after a few rums my brain forced me to make a new Fire/Claws tank. Barbed DeQue, the Flaming Chicken of Justice, was born (I was torn between this and Spatchcocked so I reserved that name too) Thank you rum.
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It's coming through unslotted for me. What Builder are you using? Here's what I see (my version of Mids is in the title bar)
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About 50% is your answer. My Mids has you at 42.7% ranged in combat. In Mids Options > Configuration > Effects & Maths tab and tick HitByFoe, MissionObjectiveClick and ActivateAttackClick is how I do it.
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First 50! Thank you for the help! Now what's next?
Carnifax replied to Aeroprism's topic in General Discussion
Specifically for Fire/Staff I guess Kinetic Combat sets (4 per power plus one random Acc/Dam in slot 5) in single target attacks and 6 Oblits in AoEs in pbaoe like CrazyDiscoSpin are a good starting point after you've slotted your ATOs. There's some really good Fire/Claws builds in the Tank forum you can download. Just switch the secondary set to staff and work from there. I used one as the basis of a planned new Fire tank, switching any Winters sets for Kinetics or Oblits because I don't slot them (too dear) -
45% with Incarnates, 39% without. Issue there is that it locks you into one Alpha when Cardiac is amazing for Stormies.
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I like it on my Plant / Storm, but as an occasional "I'm bored. I'll push things back into the death-patch" rather than something running all the time. That said things are really tight slotwise in this build and you're skipping three cool Water powers. Tidal Forces is not only a Build Up, it also gives you 3 Tidal levels and 3 Tidal Levels = way more damaging Geyser (base damage goes up significantly). Dehydrate is a great "sustain" power with the self-heal. Steam Spray is a decent cone. So you could drop hurricane for something else (Steam Spray for example). Keeping your Teleport requirements and based on the fact that Ranged Defense is the best thing to aim for here, coupled with how goddamn End heavy Storm is I'd aim for something like this. If you decide Steam Spray over Hurricane then at least 2 Anniliation will give you an End discount bonus. Edit : another thought, why not drop Hydro, slot up Aqua instead and then take another "1 slot" power. Victory Rush for example since it grants Recovery and End Discount. No Winters or Purples here because I don't slot sets of them (too expensive for me given my altsis) Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Natural Defender Primary Power Set: Storm Summoning Secondary Power Set: Water Blast Power Pool: Leadership Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: O2 Boost -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal/Rchg(45), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Regen/Rcvry+(46), NmnCnv-Heal(50) Level 1: Aqua Bolt -- Empty(A) Level 2: Hydro Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(3), SprVglAss-Acc/Dmg/EndRdx(23), SprVglAss-Acc/Dmg/EndRdx/Rchg(23), SprVglAss-Rchg/+Absorb(25) Level 4: Water Burst -- Artl-Acc/Dam(A), Artl-Dam/End(5), Artl-Dam/Rech(5), Artl-Acc/Dam/Rech(19), Artl-Acc/Rech/Rng(21), Artl-End/Rech/Rng(21) Level 6: Steamy Mist -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(7), LucoftheG-Def(7), LucoftheG-Def/Rchg+(9), Rct-ResDam%(9), Rct-Def/EndRdx(11) Level 8: Freezing Rain -- RechRdx-I(A), TchofLadG-Rchg/EndRdx(25) Level 10: Whirlpool -- Artl-Dam/End(A), Artl-Acc/Rech/Rng(11), Artl-Acc/Dam/Rech(13), Artl-End/Rech/Rng(13), Artl-Acc/Dam(17), Artl-Dam/Rech(19) Level 12: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(36), DarWtcDsp-ToHitdeb/Rchg/EndRdx(36), DarWtcDsp-Rchg/EndRdx(37) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def(15), Ksm-ToHit+(17) Level 16: Assault -- EndRdx-I(A) Level 18: Tactics -- ToHit-I(A) Level 20: Recall Friend -- Empty(A) Level 22: Teleport -- Empty(A) Level 24: Teleport Foe -- Empty(A), Empty(40) Level 26: Tornado -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(27), ExpRnf-Acc/Dmg/Rchg(27), ExpRnf-EndRdx/Dmg/Rchg(34), OvrFrc-Dam/KB(36), FrcFdb-Rechg%(37) Level 28: Water Jet -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg(29), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(31), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31) Level 30: Tidal Forces -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(37) Level 32: Lightning Storm -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(33), SprVglAss-Dmg/EndRdx/Rchg(33), SuddAcc--KB/+KD(33), FrcFdb-Rechg%(34), EndRdx-I(34) Level 35: Power Sink -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Rech(50) Level 38: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(40) Level 41: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(42), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(43) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Charged Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), EndMod-I(46) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
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It'll add Domination to any mezzes in the secondary. Domination used to also grant a damage boost but that was removed and base damage increased to compensate. The OG Devs did it to try and reduce the gap between Domination and no Domination. I really wouldn't like something added to increase that gap again.
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Generally I flit from character to character, but if I log in and want to just murder things then The Binman, my Savage/Shield stalker, gets picked ahead of my scrapper, Brutes or tank.
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What it lacks in damage, it makes up for in chaos? (build feedback)
Carnifax replied to monkeygodbob's topic in Defender
That's true, but only if things stay packed below it. If they start scattering (for whatever reason) then you'll start spreading them even further. 3 Thunderstrike, a Forced Feedback proc, Sudden Acceleration and one IO of your choosing (I went with another proc but a Dam/End from some other set would work nicely too) is my own preferred slotting for Lightning Storm. For a Defender, with your lovely Vigilant Assault 3 set bonus (my Domi hates you by the way) maybe 3 of those instead. That way I can just drop them where ever I like without worrying too much. Your defenses are excellent here but your damage really looks like its suffering. Personally, since you're a hoverer anyway I'd consider sacrificing some of the S/L defense for damage. You're not a Tank so you really shouldn't need to be that tough. Also with that amount of toggles you're really going to suffer for End, even with your fully slotted Health & Stamina. Storm is incredibly End tight. Might be worth considering Power Sink at 49 rather than Snow Storm (you'll need to find the slots for it though). Or replace Shocking with it. Bitter Ice Blast does great DPA. On my Blaster I went with it over Bitter Freeze Ray, just because BFR is slooooooow to cast. Tornado is another good source of damage, and Freeze Ray is your highest DPA attack so I'd slot that for damage. The hold is a nice bonus but you're a defender so even slotted up the Hold duration isn't going to be great. -
Frozen Aura is a beast of a thing and Frost is excellent too. AOE-wise Ice isn't that bad at all. Ice has two main issues : Two of the single target attacks are poopy (Fists and Greater Ice Sword). I ignored Fists and took Crosspunch instead of GIS. The other "issue" is that Ice doesn't feel too crunchy compared to something like War Mace.
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New to Kheldians, could use some info
Carnifax replied to TheGentlemanGhostronaut's topic in Peacebringer & Warshade
Well call it a "Source" or something, make it look like a baby crystal and basically it's just a defeated corpse for you to (ab)use. -
New to Kheldians, could use some info
Carnifax replied to TheGentlemanGhostronaut's topic in Peacebringer & Warshade
Fluffy seems to still have the suicidal AI which Phantasm also has, that is they'll try and close to melee range. This'll get them toasted very quickly. I do think Warshades should have a "spawn a corpse" power personally for AV fights. Although I've no idea what you'd call it, where you'd put it or what it should look like.