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Everything posted by King Kog
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Oooh Archery! Is rain of arrows a pseudpet? It was my understanding that most DoTs scourge chance is calculated at cast, and not recalculated over time? Or are DoTs preferable because they'll (essentially) tick twice as fast once they're in the scourge range?
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How do Son and Psi interact with Scourge? I know Fire/* and Ice/* do well because of their rain powers, and Water/* with whirlpool, but I'm not sure about Son/* and Psi/*
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I'm wanting to make a corr to round out my toon collection, but I want to make one that really benefits from the passive. UNFORTUNATELY, I also don't want to make a fire/, ice/, or water/. (I've got a /fire blaster, ice/ tank, and water/ sentinel already, so thematically I've done those).
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Growbot! Basically cannibalized my 5hort 5ircui7z's costume (turns out elec/kin trollers aren't for me). Growbot was a surveyor bot sent to some lush distant planet, and powered down after running out of juice. Luckily for him the nature there is benevolent and saw a creature in need, and helped him! Now he protects nature. (Plant/Savage Dom) Cano! Water/Bio Sentinel, with water coloured as lava! (Cano as in VOLCano) Basically a fire priest/warrior/sacrifice tossed into a volcano to protect his people, came out covered in lavarock and able to toss lava. Chernoboy has a cape now, figured he should look more Soviet than he did before, and add a splash of colour. Thunduress, Storm/Sonic Junkhammer! TW/WP Brute! Just a junkyard owner fed up with having his junk stolen. The celestial aura on his gloves only show up in combat (to match the jet turbine hammer)
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Thanks to the 8-0 victory on the poll, as well as playing both up to 30ish, I've decided to go /WP! The end drain on TW is unreal even with quick recovery.
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No sets on that tank yet, and went Ice mastery for thematic reasons. I was just worried that (if I don't build for it) other tanks with non-positional defense would suffer a similar fate.
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Maybe I'm just sensitive since my Ice tank got shredded pretty handily the other day by some psi-slinging praetorians...
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Edit: Thanks to the 8-0 victory on the poll, as well as playing both up to 30ish, I've decided to go /WP! The end drain on TW is unreal even with quick recovery. Hello forums! I was going through my character list and noticed that I didn't have a Brute! And I don't have any character using a weapon! Thus, Junkhammer was born. Just a guy who runs a junk heap that was tired of having Freaks and other enemy groups filching his goods. He built himself a hammer out of a turbine he had laying around, and a quick-and-dirty exoskeleton (with rocket gloves) so he could actually lift and swing the thing. However! I want to take him to the endgame w/IO's (eventually), and really can't decide on the secondary. I've leveled up a TW/Invuln and TW/WP to ~20 now, but they both seem like they'll be good? I might farm once in a while on him, but he won't be a dedicated farmer. I plan to play through regular content, and maybe do some iTrials later. I don't want to base the build on incarnates, except perhaps an Alpha. I want to build him to be as tanky as possible without giving up too much DPS. (Instead of deeps first, tanky second) Invuln: Pros: Top tier S/L, and excellent F/C/N/E with sets? I don't have my own "Superman" style invuln character yet, and kind of want one (though less cookie cutter) Better DDR than WP More Max HP than WP Cons: Not sure if it makes sense for a regular human to be "Invulnerable" Psi hole? End heavy Additional Notes: I can expect that TW/Invuln will be a monstrous end hog. However, with the various procs and my current plan to slot a bunch of impervium armors to plug the psi hole, I figure end won't be too much of an issue endgame. Feeding 2 birds with one scone kind of tickles my fancy too. However, I'm not sure if I want to spent ~25 slots on 6 slotting resists to achieve that? WP: Pros: Good all-rounder set Thematically makes more sense for the character Much better sustain through RttC No potential momentum loss through clicking Dull Pain, and I may forego hasten and focus on some recharge bonuses/alpha so I never have to worry about clicking anything but attacks Much better end management 2 skippable powers (where I'd only want to skip one with invuln) Cons: Less max HP than Invuln Less S/L/F/C/N/E resists than Invuln Kind of boring? Maybe? Let me know what you think, and if any of my above assumptions are wrong!
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Haha, I played a Mon Calamarian too! Wasn't named Czar though 🤷♂️
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Thanks guys!
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What's the name of that hairy skirt piece?
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I've got some characters that have loose backgrounds to submit! The first 3 I feel like are part of a Heroes Jr. team. Chernoboy! A Rad/fire blaster created when the Freakshow attacked Terra Volta while he was on a field trip. Infra Fred! A Fire/Sonic controller. He's a boy genius who wanted to impress some girls in his class. The cool kids all knew how to play guitar, he figured he'd manipulate sound waves themselves with some nifty gloves! He lost control of the vibrations though and the reverberations caused his lab to collapse on top of him. So he built arms instead! He can vibrate things until they get so hot they burst into flame. 5h0r7 C1rcu17z. Elec/Kin Controller. Once Infra Fred's humble lab assistant, this robot's core containment field was badly damaged in the very explosion that crippled Fred. Leapfrogging off of his own sonic field manipulation tech, Fred used a similar technique to allow 5hor7 C1rcu17z to manually control the massive energy given off by his damaged power core. Ivanhood! Ill/TA controller. Illusion powers were awakened after a run-in with the CoT, trick arrows come from his quiver. King Kog. Bots/Dark MM. He was on an alternate-dimension alternative fuel finding mission, but what the company thought they'd found on their initial scans wasn't fuel. It was basically an evil X-Files Black Oil deposit/Stranger Things Smoke monster. King Kog was left behind and had only his mining bots, and the other-worldly being to keep him company. And Angry. Masked Mauler. DM/Will Stalker. Former amateur boxer, run in with the CoT left him scarred and unable to be in contact with anyone without the help of some dark energy containment gloves. So now he punches bad guys. Kangmi (Yeti was taken). Ice/Stone Tank. Some mountain guardian protecting the artifact on his belt, but during the Rikti invasion decided to use the artifact to help out.
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I don't really like this change. I like the idea that bringing a tank increases damage against an AV for the team. It fits thematically, and by taking it away I think that against a single hard target the team's DPS will actually drop. For me, I want the reason to bring a tank is maintain aggro in a hard fight. For fast-moving map clear style missions, bring whatever. I like the endurance change thematically, but not 100% sure I agree it's the way to go. I'm worried that Tanks will be stepping on Brute's toes here, but 600% damage to be roughly equal to Brute's output might be fine since it's so hard to reach that point? Love this change. Helps Tankers do what tanks should do: hold aggro off their teammates. Increasing the radii of AoE's means bigger AoE CC's, and cute tanker ticks of damage to boot. This seems good! This just makes me a bit sad that I remade my Shield/Kin Tank into a Brute haha. I also thematically like that Tanks start with the slower animating attack (since they're big and slow and strong? This might not be true for everyone though, just a personal feeling about tanks). On another note, why was Stone Melee skipped for the early powers swap? And I think Fault is the defining power of Stone Melee, and don't think it should be moved until so late in the build. Tremor feels awful to cast without casting Fault first anyways (the 20 year cast time doesn't feel as bad when all the baddies are just trying to stand up after being knocked down by Fault). Edi/ TL; DR: For what it's worth (if the purpose of these changes is to differentiate Brutes and Tanks), I think that: Brutes: res cap should be lowered to 85% (5% isn't a huge deal IMO, but it will make a difference) Tanks: Go with: AoE cap Increase Increasing the Taunt values for Tanks Swapping the T1/T2 attacks Dump: Damage Scalar increase Don't Mind Either way: Endurance Increase Damage Cap Increase
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Patch Notes for September 6th, 2019 (Bugfix Release)
King Kog replied to Leandro's topic in [Open Beta] Patch Notes
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