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Everything posted by Frozen Burn
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I love knockback and its control as well. I am with you in that others tend to hate it. But whatever. This is all for KB-lovers! 🙂 One of my favorite controllers is an Ill/Storm. The KB and chaos is GREAT! But it's Controlled chaos. But really, if you're searching for the most powers with KB, Storm is it. Illusion has very little except Phantasm's Energy blast. So I would think a Storm/Energy Defender or Energy/Storm Corrupter would provide the most. Storm has: Gale, Hurricane, Tornado, and Lightning Storm that all KB. For Thunder Clap, you could slot a Stupify Chance for KB in it as well. And of course Freezing Rain does KD, but that is added control. So that is 6 out of the 9 powers that has some sort of KB/KD component to it. Add in Energy Blast and voila - your KB King!
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Literally, whatever you want. Judgement - Pyronic is thematic. But can't go wrong with Ion or Vorpal. Void and Mighty are good if you spend a lot time in melee range too. Interface - Reactive and Cognitive are thematic and good. Diamagentic is always good to the -tohit and -regen. there are others that do good debuffing as well - totally your choice, Lore - again whatever you want. Do you have a character theme to go by? Do you want 2 damage pets or 1 damage + 1 Support pet? And if you want a support pet (Radial side) - what buff/debuff powers do you want from them? They all do varying things. Destiny - what do you need more of? Barrier is always good for +Def/+Res, Clarion for mez prot, Ageless for +end/+rech, Rebirth for +Heal/+Regen/+Max HP, or Incandescence for TP team/league. Hybrid - Assault is always good for damage, but if in melee a lot, maybe go with Melee Hybrid. Control Hybrid is also good for adding +1 mag to controls - which can be useful for those times when you have to build your domination bar again - it'll almost be like you still have Domination active.
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Question about Alpha slot for Kin/Seismic Def
Frozen Burn replied to CaptainAmazing's topic in Defender
Yes, but one should also consider if they will Ex down later as well before rearranging a build to solely rely on an alpha, as some above have indicated to do above. If the the player will never Ex-down and will always remain incarnate - it's no issue. But if they do choose to Ex down and they removed all Acc from their powers because they were relying solely on an Alpha that is not available at lower levels - this is an issue. While Vigor Core is still the way to go no matter what, the advise above about dropping Acc slotting from powers to proc out powers or use full sets that have no Acc bonus (like Prev Med or Numia) may not be smart if the player will Ex down often enough. -
Also to note: Hot Feet has a -fly component to it, so you can drop them by just flying near them. Yes, your immobs do too, but this can be handy at times as well if you want to drop them without immob'ing them - like to herd them together to where your Tar Patch is/will be. As for your slotting - there are many ways and theories out there. Yes, your 133% acc is fine. But consider the end cost - do you have enough overall recovery to for this slotting? Do you need to swap out a proc to pic up some IOs with endredux in them? Also, the proc rate in Hot feet is not that great. If I recall correctly, once every 10 secs, there is a chance a proc can fire in it. So yes, more procs means more chances they will fire, but it's a gamble and not guaranteed all will - and then in the meantime you're doing minimal damage. I personally slot a damage set that maxes the damage bonus (so I am guaranteed max damage from the power), has 70-80% endredux bonus, and then add in 1-2 procs to push the damage output over the top. I prefer more constant max damage from the power with the occasional 1-2 procs firing vs. gambling on 6 procs with minor constant damage. ....but that's just me. Others may disagree. Also, with Tar Patch, I don't think you really need the -Resist proc in Hot Feet. Normally, I would say it's a must have, but given you have Tar Patch that provides -Resist, you may be able to put something else in instead - just something to think about, especially if you need more endredux in it.
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Here is my 1 and only Sentinel (because I'd rather be playing a Blaster!) 😄 Dax Starkiller (Beam/Atomic Sentinel)
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Sorry I missed your original post back then and haven't replied until now. I know you say your style is playing at range, but you should REALLY consider playing it as a melee blaster. Rad/Rad blasters have SO many great PBAOEs and melee attacks, you're doing yourself a disservice by staying at range. All your big attacks require you to be in melee and your damage output will be low if you stay at range. Irradiate: is one of the best PBAOE debuffing attacks in the game. It makes all your (and your team's) attacks hit and it does good DoT when slotted/proc'd. Beta Decay: debuffs nearby foes, and buffs your recharge Atom Smasher: PBAOE high damage, debuff, and stuns Radioactive Cloud: PBAOE foe hold - also afterwards, it can make foes "sick" which gives it bonus hold duration as they are locked in the barfing animation - the Lockdown +2mag hold proc makes it so you can hold Lts and Bosses too! Negatron Slam and Positronic Fist: high and very high damage single target attacks that are wasted if not used. Atomic Blast: and of course, the nuke is PBAOE here is my Rad/Rad build and I do play her in melee range. She is a pretty unstoppable force. She flies and has stealth, like you wish. Hopefully, this will give you some ideas and I hope you do consider trying to play in melee. GL! https://www.midsreborn.com/builds/download.php?uc=1610&c=742&a=1484&f=HEX&dc=78DA75945B4F134114C767BB5B2A2D152A502877CA9DB65BAA89F75B14490892D436315183B094052669B60D1422DF42216AA2081AC588FAA84078D2A89FC1AFA03180F192A03EACA77BCEA44BA24DDADFCEFF9C39B7D9E9E08DDE92F1F1BEB34CF29E4F6BD3D3C3E7E037A74FB99229AE1B299DC1A7B497CF72436F4A68635C03CD055A03F90D273463421F532D5B8E670C0CD02ECCC9996C363395B3D90735836767D2D6C2D76F4CEA53BA9153C583279EC9A4D5BE349F98CCF9ACE77E63964FF3519EE6B939B7A524B3BA3EE645C7BC1F37260217B23CA58AA4835A4A879FFCF35C35141B86EF152F131F53668F013185399E20951564F753E491AE82336335285E8508928820FD274284221C850832392B721C1054D8BE4BC404D29D248EE0A66B90C129363917154B2C7A485C42EE7F848C2D233D701C2E51ABAB0523794129C6624D47F12EA01EBAFB2E639703C8EB90CE23D2799E61B89255E2734AF7021979893C0E8D792932F3AE3A2CF10488A592351D532E5D43B16C93B88EACDE400E435A9F98A32F8CE2811EA28AEC88224F42E4724AE72C9F47B1E20E7101E9FF840DB57E46767C4106610A95B459AA0CE54753CCFC44098C55626E5574C623505B408C24F00A5BAE794D5C4336AFD3483690A7A0C65AB1A996A15827111DB449A663539032A4AF178DD5FFC0821B76893F89BF90D12AC93AC1E8415C6B506623657436DE43B1E93E7191F800D9BC44D359469E8672836273F00D96D3F296F89EF80ED9FA0119FD8DA33E039BDB44AF6D37D1D87E8B384F5C4076DC46FE2963AC937A953BB7B18CAE6FC41D62FEA4F23709061312CE21720E9373989CC3E47C0CCA51C521AA8701458C0DC1747A84D813C2936D8652E8FA9A669DF28FFB7D718F184131AE142E3D936A51DC728328EE80449EDB7BC44E14776CA2245DC6A2ABB7B089AF7B8CF46EC7EE2207BA0B4D98876CC5C3C5460F05DEDE98F00854C042B4F7B1DC664954DA2C2B76CB66D0B688BB6D6E43F685665F8CDA17CC5FF8EB31FF02B13BF41F
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Vanguard Merits and leveling outside of a farm
Frozen Burn replied to Ukase's topic in General Discussion
Rikti have always been lvl 30-50. The Lost, who are lvl 5-30 are mutating into Rikti and supposedly by lvl 30, they do! That's always been the lore of the game. (I remember doing cape missions at lvl 30+ and getting Rikti in the final mission instead of Lost like you do at lvls 20-29.) 🙂 Anyway, also, back in issues 1-9, we used to have the Rikti Crash Site (lvls 40-50). In issue 10, they changed it to the Rikti War Zone and made it lvl 35-50 and instituted the VG merit system. Why they didn't make new zone lvl 30+, I do not know. Perhaps, the Devs back then felt like "lore-wise" our characters needed to spend time fighting Rikti in mission arcs between lvl 30-34 before being "experienced" enough to join Vanguard? I dunno. But now... Yeah, I too have noticed my toons under lvl 35 do not get merits when fighting Rikti. However, it's never really bothered me as the exchange rate into Reward Merits is not that great anymore and to buy the goodies from the vendor machines in the Vanguard base are easy enough later on anyway. And honestly, I disagree that a lvl 30-34 character should get a sum of VG merits awarded at the end of a mission or arc when they haven't joined Vanguard yet. That messes with the lore of the game. However, a possible solution would be for the Devs to open Leventera's intro arc to level 30+ (her other arcs could remain lvl 35+). They'd also have to change the critter population in some of the areas to be lvl 30-35 Rikti so lvl 30s can do Leventera's hunt. Seems like that could be easy to do, but I have no clue - maybe it's some difficult coding to change all that? But I wouldn't argue against a change like this, but I also wouldn't push for it. I'm kind of okay with how it is now. And I'm sure you know, but as a reminder, if you want extra VG merits, once you're 35, be sure to get the VG Day Job and you will get awarded extra VG merits upon ALL mission completions - not just Rikti Missions. It's only 1 or 2, if I recall. But as you said, it all adds up. -
Kelly Kane is a model, actress, and former Paragon Playmate of the Year. She was hit-on and stalked by one of Paragon City's most infamous photographers after one of her shoots with him. Unbeknownst to Kelly, he was an evil mastermind using mind control powers to manipulate models, actors, agents, and crew members to infiltrate Paragon City's elite society to rob, black-mail, and even murder them. But he was in love with Kelly and wanted her to come to him of her own free will. But he was creepy, smarmy, and just had a grotesque personality--and besides, Kelly just knew something wasn't quite right about the guy. Furious that Kelly keeps refusing him, he sent his minions to capture her best friend in a final attempt to make her love him before he would have to use his powers. Kelly finally saw him for what he was and decided to free her best friend and all the other models, actors, and people under his control. Having amassed a fortune, she bought the latest in tech and weapons systems. Kelly's favorite weapon is the bow and arrow--it's silent, deadly, and just plain sexy. She quickly grabbed the first costume she saw from her closet and raced to City Hall to register as a hero. Not wanting to waste time and anxious to get out on the streets to hunt down the evil mastermind, she chose the first name that came to her, Techno-Bunny. _______________________________________________________________________________________________________________________ Kelly Kane is the proud Founder of The Save A Model Foundation (SAMF) which is a registered 501(c)(3) charitable organization that proudly works to eliminate the abusive treatment of models everywhere. Beautiful models are a precious gift and resource to people everywhere. Help stop the abuse and mistreatment of the world's most beautiful people by donating today. All donations of money, equipment, or other items (as well as discounted sales and/or trades) are all greatly appreciated and 100% tax deductible! Thank you for your support, "For the Beautiful People!" (Archery/Devices/Munitions Blaster) Shameless plug: If you'd like to experience helping Kelly become a hero and helping her navigate the moral and ethical conundrums heroes face - please try my AE arcs: Kelly Kane - Part 1: The Making of a Hero (arc ID: 41555) Kelly Kane - Part 2: Crossing Lines (arc ID: 41334) Kelly Kane - Part 3: Necessary Evils (arc ID 41346) Original Bunny costume geared up! Something a little more synthetic for romping through the muck... More appropriate wear for her college courses... When in Rome... or Cimerora... or an event at Caesar's Palace in Las Vegas... Vanguard has donated equipment for her to help fight the Rikti... She enjoys sunbathing on her yacht in Founders Falls... or cooling off in the water... Something for those Steampunk / Retro parties... All Bunnies need a ski-bunny outfit for the holidays! Something for Halloween... And of course, an Easter "Bunny" costume...
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Access to Powers At All Levels After Acquisition
Frozen Burn replied to Maginary's topic in Suggestions & Feedback
The issue is, you're arguing against yourself and what you stated you wanted in your opening argument. You want people to slow down, be more of team player, and work together instead of just running off and speeding things... The things you like about the lower level content you stated are because people's powers are limited. And apparently, not many people are being uber in that low-level content with P2W powers or super inspires, or base buffs, or etc - otherwise, you would have stated something differently from the start. By asking the devs to give us all our powers when we ex down DOES NOT HELP what you stated in your opening statement - it will only make people do the exact opposite and speed off on their own. Can people already be sort of uber at lower levels with Super-uber inspires, P2W powers, buffs from base machines, and etc - yes. But rarely do people do this - as I think you know. So again, asking to give people all their powers at lower levels only makes it worse and more easily accessed and counter to what you're asking for. So pick what you want to argue for - slowing people down for better teaming and strategizing and having to rely on others OR being uber all the time and not needing anyone let alone a team. -
Story Arc: An Unnatural Order Level 26 at +0x1 Contact: Eliza Thorpe Mission: Stop Release of Mutagen All Will of the Earth crystals in the mission spawn a critter named: "Mushroom_Beast_01" ...I assume it should be "Fungoid," but came with a "generic" name instead. Additional: This is also the case in the next mission of the arc, "Defeat all creatures in cave." The Will of the Earth crystals do the same thing there.
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Access to Powers At All Levels After Acquisition
Frozen Burn replied to Maginary's topic in Suggestions & Feedback
Well, your opening statement didn't include anything about P2W powers and GM Impervium hit the nail on the head about your opening reasoning. Here is my feeble attempt to help show how this is a bad idea (as you previously asked someone to try).... Regarding the P2W powers, they do NOT replace the powers you get in your 20s, 30s, and then your epics in your 40s. They do not impact whether you have powers at lowere levels or not - the exemplar system does. The P2W powers: Nemmy Staff, Black Wand, Ghost Axe, and Sands of Mu ( you get 3 out of 4) were vet rewards back in live and intended to help veterans in the low levels as a reward for being with the game so long. The devs during live also added in inherent attacks for each original to also help out lowbie toons. And we're ALL veterans now! We all should have them. And for truly new players - it's fine for them to have them too, but there are those out there that still do not even know these powers exist. But still.... while these powers do help at lower levels, they do not replace what you will get in your 20s, 30s, and 40s. These P2W powers all shine and help at lvl 1-15 content and do good damage then. But by the 20s, you're no longer using them - unless you're a tank and focusing more on taking your primary (defenses). And the damage these powers do wanes in the 20s comparatively to what your primary/secondary/epics can do later on. Around lvl 25, these powers are obsolete and by lvl 30, their damage is less than what your other powers can do. (The only reason to keep these around is if you get extremely slowed and have no recharge on all your other powers - yay, vet perc!) To think these replace your primary/secondary/epic powers, is just not accurate thinking at all. They only supplement at low levels (as intended by the original devs) - that is it. The other P2W powers have to be purchased (like Envenomed Dagger, you previously mentioned). These are generally buffs or fun temp powers that could be earned in game, but because of the nature of how the game came back, the devs have allowed us to purchase these for getting us back up on our feet (thanks, devs!). But to the Envenomed Dagger specifically, it was put in the game back on live after the devs made all TFs/SFs being able to start with 1 person (ie soloable). Some people complained that the change was only fair to those who had abilities with a -regen component (as not all ATs or powersets have -regen attacks). So the devs added in the Envenomed Dagger to help everyone out. Yes, it's powerful, but it's only needed if you're on a small team or solo. Mid to large teams can defeat AVs/GMs without it. But let's talk about practicality.... a lvl 50 exemplared down will also have all their set bonuses and probably maxed damage for all their now available attacks. When you're leveling up, you don't have all those slots, all those sets, or the bonuses. Your attacks may only have 30-50% enhanced damage bonus while a lvl 50 will be at the 95% ED cap (or higher)! The level 50 will also probably have all their soft-capped defenses (from set bonuses) and then be able to walk through all the low level content - EVEN at +4x8. lvl 50s ex'd down currently already have an advantage over characters that are leveling up because they do get to keep all slots and enhs in the abilities they do keep. Allowing them to retain more abilities and more bonuses, and more "power" just makes them too uber for the low level content. And as previously stated by someone else, low level mobs don't do much damage comparatively to the higher levels. Nor do they have better defenses to counter the uberness that is a full slotted and fully developed lvl 50. When you reach your 20s, foes start getting a bigger mix of damage types, in the 30s you get an even more mixed bag of exotic damage types and things hit a lot harder, and this increases again in the 40s. It's this progression that makes the game great and a level 50 keeping all their abilities would negate that. And as GM Impervium replied to you, this would ruin what you are arguing for - community play. More players would run off from the team and just lay waste to all that is in their sights. If people are doing that already in endgame content with their fully set bonused lvl 50 (not even talking incarnates) and against harder foes, then it would be worse at lower levels (even at +4x8) where mobs/foes do not have the threat (damage output) or the defenses to even attempt to stop the lvl 50s. If none of what was said in everyone's posts show you how this is just not that great of an idea, then no one will convince you. And well, that's ok. It's right to believe what you want. But also as previously stated, if you want better community play, look to find other players that like that too. They are out there. There are people who hate speeding through things (I am one of them). I enjoy the content - even though I've read it many many times, I still do it and enjoy it. I like a challenge and not just walking through things. Have you tried a Hami raid - lots of community play, strategy, and organization. How about Incarnate Trials... lots of community and league coordination there too. There is plenty of end-game content that provides what you are looking for - just have to find and join it. Best of luck! -
Not complaining, but 14 conversions...in a 3 to a set?
Frozen Burn replied to Ukase's topic in The Market
I've spent up to 75-100 converters trying to get the enhancement I wanted. The RNG on these can be extremely frustrating and rage inducing. I wished the randomness was semi-limited so that you go through each enh in a set before repeating - especially for the sets with 6 enhs. There would still be the randomness from early conversions, and you can still get your lucky hit in 1-3 conversions but as you get towards the end of the set, it becomes more assured you get what you want. It is SO maddening to go through 5 out 6 enhs multiple times over and never reaching that 6th one that you really want. Same can be applied to set type conversions: For example, if you're trying to turn a Triage into a Miracle, it can take a real miracle to get it sometimes - especially if it is attuned because that's 2 more set possibilities in the mix! But ideally, your conversion would go through all appropriate healing sets until you get to the one you want (Miracle, in this example). You could get it in 1 conversion, but you would at least get in it 4-6 conversions max (depending on level of enh or if it is attuned). Trying to convert an attuned melee or ranged IO into another melee or ranged, respectively - is a nightmare! And statistically IS a miracle to get what you want because there are 10 sets of each to bounce between! This system would eliminate all the bouncing back and forth between 2 or 3 enhs/sets and never hitting the one you want. You would be at least assured a successful hit at sometime relatively "soon." And if you make a mistake and convert past the one you want (as I'm sure others have done before too) or if you change your mind, the cycle continues until you hit all possibilities and start from the original enh or set. -
The MacGyver Manual, or "You used X to make Y?!?"
Frozen Burn replied to Raevyn_Darke's topic in Base Construction
Nino's Pizzeria opened up in our base! I used some bathroom stall walls, some shower rails, and other mechanical doo-dads to make our pizza oven. The red flower drop lights make perfect heat lamps for keeping the pies warm! -
This is pure Brilliance! I Love it!! Now I want a Super Nun. 😄
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Uh, Water Burst! That should be a staple and never skipped, imo. If you have to skip something from Water Blast, skip Steam Spray (the cone), but even then, it's pretty good too. You'll get more use out of Water Burst than Misdirection. Phase Shift seems to be a throw away power in your build and it's pretty much limited use except for a once in a while as a OH S**T power... but since you have Rune of Protection and Force of Nature that both serve as that, Phase Shift is not really needed. Ditch that, and take both Misdirection and Water Burst. Also, you don't need both Stealth and Infiltration. Keep one or the other and then pick up a Celerity +Stealth IO to put in Sprint - that will give you your complete invisibility to foes. Then pick up Combat Jumping instead - cheaper toggle to run, slot your LotG +Global Rech in it and then move a couple slots to Misdirection/Water Burst as needed.
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People tend to overthink this. Pick ANY single AT and a team of them can go through all content fine. Yes, even Blasters and other damage-only ATs. My SG and I would do this often back in live and we do it now, pre-incarnate as well. My buddy and I have recently leveled up 2 blasters and duo'd all our content and most TFs (we have more TFs to get through - still working on our journey). But the fact is, this game is so great, that you can achieve some really great things and you do NOT have to have the holy trinity (Tank, Heals, and Damage) to survive like other games. This game really made controlling and debuffing a thing too compared to other games. And the beauty of this game is that you can break from the normal-thinking and overwhelm your foes in any one of these areas and be successful. So pick any AT and have fun!
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How are you guys proc'ing out Freeze ray and bitter freeze ray?
Frozen Burn replied to Neogumbercules's topic in Blaster
For me (Ice/Fire/Fire), no procs. Holds only. Both powers already do decent base damage. With the lower duration of holding blasters now have, it's more essential (to me) to have hold duration for the damage mitigation. With Freeze Ray, Bitter Freeze Ray, and Char - I can perma hold 2 bosses or an EB and destroy them without them touching me (or my teammates). Hold duration will increase your survivability - it's 100% mitigation vs. the 5% defense rule. And as @Tahliah mentioned, it's very useful for stopping those MoG'ing PPs, Fake Nem bubbles, and other pesky bosses / EBs from doing things that only just draws out the fight. ...my .02 inf. 🙂 -
This is great! Sometimes, simplest is the best. Less can be more! 🙂 Also, in the bio.... did you mean "astrology" as in horoscopes and the like; or did you mean "astronomy" as in planets, stars, and other objects in space? I could see it either way, but the context seems like you meant "astronomy." ???
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Water Blast is so great, it pairs with anything. I prefer fighting in melee range with my blasters (even as soloists) and give a second shout out to Water/Martial, and to: /Fire, /Temporal, /Atomic, /Sonic, /Dark, /Mental, and even though I haven't tried yet... /Earth as I think it would be similar in playstyle.
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I always take Opp Gloom. Cheap toggle to run and it takes pesky minions out of the fight while I work on bosses and Lts. And if you're bothered by the possible wandering of stunned minions (I am not), the Razzle Dazzle's Chance for Immob proc helps with some of that. I always skip Cloak of Fear. While it looks cool, because it's base accuracy is lower than normal powers and it's such a heavy toggle, it really needs full 6 slots to become mediocre. Generally, if you 6 slot something, it's uber. CoF takes all 6 slots just to get on par and to me, it's a waste. I can use those slots elsewhere.
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Shields: Why take Grant Cover instead of Maneuvers?
Frozen Burn replied to Shocktacular's topic in Archetypes
Grant Cover gives way more Def to your team than Maneuvers. Ideal is to take both. But if you can only do one... you have to decide if you want that little of Def from Maneuvers for yourself, or if you don't need it and you want to give your teammates a bigger buff. -
It does decent damage (smashing). Fun set. The nuke is ranged AOE - you call a meteor to fall in from the sky. If you're outside and camera is far out enough, you can see it coming from the sky. It's great! lol
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And I don't know why i didn't include this outfit in first post, but he does have a more "respectable" look for going out in the evening...
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Oh right! I forgot about those. Thanks.
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The Sunflare Surfer is the all-time galaxy champion of solar and sun-flare surfing. Growing up on Talos Island, he spent most of his time surfing and hanging at the beach. When he eventually developed his mutant fire powers and tolerance for heat and radiation, he successfully tested himself by surfing the plasma waves and flares of the Earth's sun. He now goes from star to star looking for the biggest waves and flares to ride and competing in the galaxy's sun-surfing tournament circuit. There are very few who can compete with the Sunflare Surfer as many are just not that talented or can't stand the heat--literally! Even though the Sunflare Surfer is also a registered "hero" with Paragon City's Hero Corps, he would rather be on a beach or the nearest star. Lately, he can generally be found off the coast and beaches of the Rogue Isles where the waves are "totally rad, dude!" Oh yeah... there is some villainy to stop there too. (Fire/Fire/Fire Blaster)
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