
Neiska
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Everything posted by Neiska
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A 4 star what may I ask? And were you solo or on a team? But either way, good job.
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Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
Case in point. -
Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
You know, we both agreed on the ITF thing, until you had to add that snip at the end. But here, let me clue you in on the actual situation and conversations going on other non ITF content, as far as MMs are concerned. In short, it widens the gap between pet sets. What is good, and what is bad. It varies by primary. Beasts - for beasts, its a problem that they lack ranged attacks and chase down mobs, which in turn, aggros more mobs. Their lack of a constant attack cycle only expands this as they tend to pause a moment giving mobs more time to flee. Attempts at hold/immobilize are partially successful, but often a Boss or EB will make it to the next spawn and bring back their friends, in which case the Beast MM gets clobbered. Mercs - lol. Not even going to expand here. Undead - Simply put the undead lack enough CC oomph for harder content. Due to Mag mechanics as well as target caps, which are often exceeded by aggro caps. (meaning you are fighting more than you can CC.) Again, tactics and engagement can play a role here, but its easy to make a mistake and get overwhelmed and experience cascading failure in CC and defenses. Robots/Thugs/Demons - Seem to be able to handle the hardest non-ITF content well enough, using a variety of methods according to chosen primary. Ninjas - something of a mixed bag, depending. Some report its rough but doable, others say its been rough indeed. But this is one of the "glass cannon" pet sets, so that shouldn't surprise anyone. Now then, considering that we have far more experience than you do when it come's to masterminds, particularly when its all of us together, it is extremely likely that we know what we are talking about, as we actually you know, go and play the content we are speaking on. And in case reading isn't your strong point, I will highlight the topic of the thread I referenced - "ITF Hardmode" I think perhaps in your eagerness, you knee-jerked a reaction post. No one is stating that MMs can't do +4 content. Its ITFs and 3-4 star content, had you actually read the conversation I linked to you. I mean, I power farm with masterminds on +4 difficulty. I even posted a video and a guide. I have over 30 level 50 MMs, so I think I have a pretty good grasp about them. But hey, if you want to defend a point that no one suggested, then that's on you. -
Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
Thank you Flea. But I did state I am no PVPer, at most I cheer for my friends on the sidelines. I don't know what full attention they have or have not seen development wise, I only hear the gripes from those that are passionate about pvp. And since most of them seem to despise the forums (their words, not mine) I felt the need to at least make mention of it. Honestly if it was up to me I would organize it into seasons or something and keep track of wins/losses and so on. But pvp is not my realm of play. -
Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
First, its the ITF I am mainly referring to yes. But Trust you? No, I don't think I shall, thank you. Particularly with things like this - Pretty much all of the big names in the MM sub-community are saying the same things as I am here. -
Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
There is a difference between trivializing content, and trivializing classes. It isn't a matter of "turn down the difficulty." Personally I consider +2/8 as the "goal" and anything beyond that as a bonus/newgame+/extra mode, because nearly any build could do +2/8 with simple IO investment. It was a good benchmark. Now I enjoy playing on max difficulty myself, but I had already considered that the "hardmode" for some builds and setups. But there is making hard content, and then there is making content that discourages including certain playstyles, ATs, and so on. Now I am not expecting them to make it so a merc/empath MM can finish a 4 star, but they can certainly make a few tweaks so it isn't so "do or die" on 3-4 star difficulty too, which it currently is. But I do agree, people SHOULD have their niches and corners. So why is it then that the "we need nosebleed levels of difficulty" win out here, when other niches that have been asked for don't get their "niches," and when even other "niches" are penalized/changed/nerfed? For example, lets compare 4 star hardmode to AE farming - the farmers said "don't like it, then don't do it" and that was deemed unreasonable, and farming was changed. But now the 4 stars are going "don't like it, don't do it. And don't bring X/Y/Z AT's either, or just turn down the difficulty" and that's acceptable? Seems a bit paradoxical to me, that. -
Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
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Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
I find this very ironic coming from someone who was on the team when I joined and it was said "we don't want MMs." (At least I believe it was you ShadeKnight.) But I have run with you once before on Everlasting, on my Crabber. It was a pretty good run too, just got a little dicy in the Rom fight. But for MM's it isn't just "difficult." Its pretty much dark souls level for any MM, regardless of build. Clever engagement, tactics, or builds will not save you. The only time I was successful on a two star, was when people were pretty much cycling barrier every 30 seconds. And even then, some pets still got 1 shot. There has been ongoing talks in the discord, forums, and in game about this. It isn't a "l2p" or "gitgud" issue, and it's hardly unique to MMs. Also as you may or may not have seen for yourself, some ATs/players are being flat out turned away for their class. People want nice, clean, flawless runs. The majority of random's don't want to roll the dice on a sentinel, or a mastermind, or whatever. And they don't want to "carry" someone either. Until they fix things for those classes I've shelved my MMs at least as far as hardmodes go. Been focusing on my crabber because at least some teams still take them. They aren't top pick for sure, but they aren't bottom either. But at least they aren't excluded, at least not yet. -
I continue to play several of my 50s even after they are fullly T4'd. My main is my Robot/Electric mastermind, with my main backup is my Crabber SoA. The MM is vet level 400, the Crabber is 100 or so. Most activities I do is Farms, run random PI missions, do random things with friends, badge hunt, sometimes playing Ouro missions, and so on. Personally I think there is more to do at 50 than in 1-49.
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Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
I think you may have taken my words out of context or missed my point. But I will clarify. For the majority of content, all content, its "play whatever you like, you can make anything work" which is what I love. Then in incarnate content, that begins to change where it is more difficult for some AT's than others. Again, I am fine with this, as balancing will be difficult in that kind of play. But hardmode is going back to the wow/other game design of "Tank, Healers, DPS" trinity. Which by and large I hope we all agree was a good thing CoH did not adopt or require in its game design. And I worry that continued changes will only expand this concept, until the game is no longer "play your way" as even in this current iteration, 5-6 ATs are already shunned. Granted it is new content and I do hope they address how not all ATs just aren't viable, but are completely unplayable in this new content, but I also worry that it will change the standard of "play your way." I already see posts in LFG daily for - "4 star team starting. LF3M. 1 Tank 2 Support wanted" and I would argue this is not a good direction to be going in. Hope that clears things up. -
Submission - a few special cosmetic only rewards that can only be gained by other means. Costume 1 - only obtainable by buying with raw INF. 1 billion. The costume? A top hat, cane, and monocle, like the monopoly guy. Costume 2 - PVP only costume. A costume that can only be earned via pvp winnings or participation. The costume? No idea, whatever the pvpers might like. Big shoulder pads maybe? Emote 1 - "Make it rain" emote, bought with 1 billion inf. Emote 2 - Teabagging/tacodropping - earned through PVP "Stinky Cheese" aura - earned by getting X number of "thumbs down" reactions on forum posts.
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Personally I am conflicted. I guess most times it depends on how they respond or ask. Someone asking "hey, may I change characters" I have no objection to. Some reply with a simple "me." But I do want to make mention that sometimes, depending on the activity, people might be in a rush to respond in an attempt to secure a place before the team fills, which can lead to some quickly written as well as amusing responses at times. But for me, it depends on how they ask. If they ask politely I will save their spot. If not, then I may or may not save it. It just all depends honestly. But that's just me.
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Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
First, I would like to say that I will word my reply as respectfully and tactfully as possible. I am thankful for everything all of you on the staff have done, the work put into the game, all on your own time. Even if its not things I personally will enjoy, because hey, someone here will enjoy it right? However, I do have some concerns. 1. Part of the magic that is CoH is the fact that I can fully progress a character all on my own at a reasonable pace. Other games such as Wow, diablo, and so on, a player must raid to fully gear a character, or hunt endless runs for that .005% drop chance. But here, that isn't needed. I can find my own things, craft my own things, trade, or buy off the auction house. CoH is very solo-friendly. And many of the changes seem to be changing away from that. I hasten to add they haven't made it impossible, only more difficult or time consuming, so I do worry that it will eventually slide into something akin of "purple recipe's only drop in trials" or something similar, eventually falling into the design of so many other games out there. Which to me, is not a good thing at all whatsoever. 2. Much of the content that has come out, has been aimed at a specific part of the community. Namely the high end people, or certain ATs and/or classes. But for all this talk of the new hard modes, it is only for a minor part of the game. Anything over a certain difficulty is impossible for many ATs, no matter what the build is, what your incarnates are, or how much INF you throw at them. Off the top of my head, there have been several conversations ingame, here on the forums, as well as the discord about the state of Masterminds, Peacebringers, Warshades, Sentinels, etc. Simply put they cannot take part in the new content, its only for Tankers, Brutes (perfectly built), Defenders, Corruptors, Blasters, Dominators, and Controllers. I actually got told by a group putting together a team that they would take anything else than a Mastermind, even though my mastermind is full T4, built to support (electric affinity), has 400 vet levels, and is purpled to the gills. I would ask that by what context is that balance, or "play your way", or encouraging/discouraging certain groups of people? 3. In line with #2, the PVP crowd I don't think have even gotten so much as a glance by any development. I am not a pvper myself, but i can sympathize with those that enjoy that play. Essentially, many of these changes feel directed at a certain scope of player. And if you are not that kind of player, IE A raider, or someone who likes to solo, or someone who likes certain classes, then the message feels to be "screw you." I hasten to add no one on the staff has actually said that, but that's certainly what it feels like to many of us. Particularly when there is a lot of talk about an issue and we don't even get so much of a blip that says "we are aware and considering options" or even a "working as intended" post would go a long way to quell peoples worries. Because in some parts of the community, they feel pretty neglected or forgotten. My thoughts about it. Again, I wish to re-integrate that I don't mean to come off as disrespectful in any sort of way. Only concerned. And if you see this, thank you very much for your time. Best wishes -
Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
I have found four prisms in total since the patch went live. I gave them to a close friend because she adores the costume stuff, and I don't. And she's helped me out in the past so I thought she might appreciate them more than I. But I would like to take a moment and gesture upwards. The people who wonder why there are those of us who don't run ITFs and so on? This. This right here is why. If I wanted to deal with aloof egotistic people, I could do it in any other game. Just take a sit back and see how people treat each other. How they speak to one another here on the forums. Now put that into an ITF or worse, a hard mode, 2 or 3 stars. Now "your" runs might be all grand, but for some of us, it is such an unpleasant experience that we don't care what carrot or stick they use, we flat out won't do it. Because it's really starting to look like Wow Barrens Chat/Diablo Pvp/League of Legends/Call of Duty communities. It's okay to disagree. People get heated. I am guilty of that myself. But we are a small community, and an older one at that. I would hope that such things were beneath us, at least on face value. But it's gotten to the point that if it is no longer feasible to solo play or farm, a growing number of people will sooner leave than partake of those activities, even if they gave a billion inf and every purple. My two cents for what it's worth. -
Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
Personally, I think it says quite a bit when almost any topic in forums eventually turns into a "nerf farms" debate. Ever since patch 4 hit beta it's been a hot issue. My theory is that some people spend way too much time worrying about how other people play or spend their game time. And by that I don't mean only the anti-farm crowd either. -
I know its been discussed in discord, but I have yet to hear a GM/Dev comment about it. Even if they are aware of it, I doubt it's going to be fixed or addressed anytime soon. So I have more or less shelved my MMs far as hard modes are concerned. You can bring literally any other AT and it will be more of a help than "any" MM. So I am currently leveling up a character specifically for hardmodes until they at least say something about it.
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Hello Forums, A friend asked for help with their Elec/Elec corruptor. Corruptors aren't my strong point but this is what I came up with. They like to team so I included Defib and Amp-Up, and tried to keep 45% ranged def for soloing. But the build looks pretty self-sufficient far as Heals/Absorbs/END goes. Here is a snip of the totals - And here is the build. I don't think I missed anything but am wondering if this could be slotted better. - This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Electrical Blast Secondary Power Set: Electrical Affinity Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Lightning Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(43) Level 1: Shock -- Empty(A) Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Absorb%(5), Prv-Heal/EndRdx(43), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46) Level 4: Galvanic Sentinel -- PreOptmz-Acc/Rech(A) Level 6: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(39), Artl-End/Rech/Rng(40) Level 8: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/Rchg(9) Level 10: Energizing Circuit -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(11), PreOptmz-EndMod/Rech(11), PreOptmz-EndMod/Acc/End(33), PreOptmz-EndMod/End/Rech(34), PreOptmz-EndMod/Acc/Rech(45) Level 12: Zapp -- ExpMarks-Dmg/End/Int(A), ExpMarks-Acc/End/Rech(13), ExpMarks-Rng/FSnp(13), ExpMarks-Acc/Dmg(15), ExpMarks-Dmg/Rech(15), ExpMarks-Dmg/Int/Rng/Rech(21) Level 14: Fly -- BlsoftheZ-ResKB(A) Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-Max HP%(21) Level 18: Kick -- Empty(A) Level 20: Empowering Circuit -- AdjTrg-ToHit(A) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(50) Level 24: Weave -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(25), Rct-Def/EndRdx(25), Rct-ResDam%(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(49) Level 26: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(27), ExpRnf-Dmg/EndRdx(27), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(46) Level 28: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(29), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(50), RedFrt-EndRdx(50) Level 30: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: Thunderous Blast -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(46), SprMlcoft-Acc/Dmg/Rchg(48), SprMlcoft-Dmg/EndRdx/Rchg(48), SprMlcoft-Acc/Dmg/EndRdx/Rchg(48), SprMlcoft-Rchg/Dmg%(49) Level 35: Insulating Circuit -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), LucoftheG-EndRdx/Rchg(40) Level 41: Charge Up -- GssSynFr--Build%(A) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Defibrillate -- RechRdx-I(A) Level 49: Amp Up -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3) Level 1: Shocked Level 49: Quick Form Level 14: Afterburner Level 50: Musculature Radial Paragon ------------ Thanks bunches
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Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
I do both, afk farming and active farming. I do agree that my afk time isn't as fast as my active time. But it matters to me how fast my afk farmer can kill things. If it takes 3 minutes then I can do 10 maps in the time it takes to do a 30 minute clear. Honestly, the biggest effect on time required for afk farming is which map I use. Smaller maps tend to have faster clear times. But if you are "slow-mode" and you don't care about clear times, then maps where mobs can move or path is also advantages. But to answer your question, my fastest farming setup is my 3 mm team which is right at 3 minutes now, lower if I use Lore Pets but I don't consider having to use Lore Pets as a good frame for reference. -
Sins of the Devs are visited upon the players
Neiska replied to The_Warpact's topic in General Discussion
What's funny though, is that for some of us our farming has actually gotten better with page 4. And yes, that includes afk farming. Now I don't have to move around so much to aggro more as they instead come to me. I won't go too much into detai, but, specific afk builds are still certainly possible. The biggest impact was the one's that were just getting by have to make changes, but the really fantastic ones are even faster now. And not just my AFK farming setups, but even my "chillmode" tanker farmers or my 3 box MM teams. Page 4 cut about 38 seconds off my map clear time. And I hear some people have below 3 minute clear times now. Honestly, the only way they are going to completely nuke AFK farming, is if they get rid of the autocast option. But that will change everyone's gameplay, so it's really a question if they consider that benefit worth the change. IMO, they should stop offering tools and then try to control how people are going to use those tools. Either its an open game environment, or it isn't. The moment you go "this is an open world but you can't play it X, Y, or Z way" is the moment it stops being, well, open world. The biggest change though? The things that still work (or even work better now) people are being more tight-lipped on, because there are some in the community that more or less feel "they will nerf that too" which personally, I find worrisome, because we certainly don't need an "Us vs them" atmosphere any more than it already is. -
Okay, here is a budget version of the build I posted, using it as a framework. I kept the "must haves" and put IOs into the rest. You still have good Defense and good resists, particularly for a flyer. You still have the same attack cycle too, so you can upgrade as you go. (I tried to keep it simple.) This build won't be soloing +4/8, but it should be fine on +2 or 3. As you upgrade you will get roughly 10% more defense and 20% more resistances. The biggest issue is that you might have END issues, so you can either take Cardio as an alpha or Ageless as a Destiny. I tend to favor the Muscled for Alpha and Ageless for Destiny. Some like Agility as their alpha to help with perma-spider pets though if you want to go that route. Personally I perfer super-durable crabbys. But this should be within 50-75mil price range, most of that coming from the special uni builds that are more or less required. Here's a screenshot of the totals - And here's the build - This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Channelgun -- Empty(A) Level 1: Crab Spider Armor Upgrade -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), StdPrt-ResKB(3) Level 2: Wolf Spider Armor -- ImpArm-ResPsi(A) Level 4: Hover -- LucoftheG-Def/Rchg+(A) Level 6: Kick -- Empty(A) Level 8: Suppression -- Ann-ResDeb%(A), AchHee-ResDeb%(9), Dmg-I(9), Dmg-I(11), Acc-I(11), EndRdx-I(13) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), DefBuff-I(13), DefBuff-I(15), EndRdx-I(15), EndRdx-I(17), EndRdx-I(17) Level 12: Venom Grenade -- Dmg-I(A), Acc-I(19), Dmg-I(19), Ann-ResDeb%(21), SprSpdBit-Rchg/Global Toxic(21), SprDmnofA-Rchg/DmgFear%(23) Level 14: Tough -- ImpArm-ResPsi(A), Ags-Psi/Status(23), Ags-ResDam(27), Ags-ResDam/EndRdx(27), Ags-ResDam/Rchg(31) Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33), LucoftheG-Def/Rchg(33), LucoftheG-EndRdx/Rchg(34) Level 18: Frag Grenade -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(34), Dmg-I(34), Dmg-I(36), Acc-I(36), EndRdx-I(36) Level 20: Tactical Training: Leadership -- EndRdx-I(A) Level 22: Tactical Training: Assault -- EndRdx-I(A) Level 24: Fortification -- ResDam-I(A), ResDam-I(25), ResDam-I(25), EndRdx-I(37), EndRdx-I(37), EndRdx-I(37) Level 26: Fly -- HypSnc-+Special(A) Level 28: Serum -- RechRdx-I(A), Heal-I(29), Heal-I(29), RechRdx-I(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 35: Mu Lightning -- Acc-I(A), Dmg-I(39), Dmg-I(40), Dmg-I(40), Acc-I(40) Level 38: Summon Spiderlings -- RechRdx-I(A), RechRdx-I(42), Dmg-I(42), Dmg-I(42), Acc-I(43), Acc-I(43) Level 41: Electrifying Fences -- Immob-I(A), Immob-I(43), Dmg-I(46), Acc-I(49), EndRdx-I(49), Dmg-I(50) Level 44: Call Reinforcements -- RechRdx-I(A), RechRdx-I(45), Dmg-I(45), Dmg-I(45), Acc-I(46), Acc-I(46) Level 47: Summon Striker -- RechRdx-I(A), RechRdx-I(47), Dmg-I(47), Dmg-I(48), Acc-I(48), Acc-I(48) Level 49: Mental Training -- Run-I(A) Level 1: Brawl -- Empty(A) Level 1: Conditioning | Hidden Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Prv-Absorb%(7) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5) Level 26: Afterburner ------------ ------------ Hope this helps! And welcome to Arachnos! We have Taco Tuesdays, Casual Fridays, and No-Pants Thursdays. (Butt capes still permitted though for the Widows!)
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PS - you can skip either the ranged powers or the melee powers, the ranged are generally better. being a flyer will really cut down on your incoming damage as well. as far as budget builds, thats a bit tricky. I will see what i can put together for you but thats really tight, not sure how tough of a crabber you are going to get with that much. But i will see what i can do.
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Here's my hovercrabby, shes super tough/durable. She plays like a tough hover blaster. She has pets but they aren't quite perma. But these values are without any incarnate powers activated - This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Technology Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Channelgun -- SprSpdBit-Acc/Dmg(A) Level 1: Crab Spider Armor Upgrade -- GldArm-3defTpProc(A), StdPrt-ResKB(5), StdPrt-ResDam/Def+(7) Level 2: Wolf Spider Armor -- ImpArm-ResPsi(A) Level 4: Hover -- LucoftheG-Def/Rchg+(A) Level 6: Kick -- Empty(A) Level 8: Suppression -- AchHee-ResDeb%(A), PstBls-Dam%(9), Ann-ResDeb%(9), Bmbdmt-Dam(15), Bmbdmt-Acc/Dam/Rech(17), Bmbdmt-+FireDmg(47) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(11), Rct-Def/EndRdx(11), Rct-Def/Rchg(13), Rct-Def/EndRdx/Rchg(13), Rct-ResDam%(15) Level 12: Venom Grenade -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(37), Ann-ResDeb%(37), SprSpdBit-Rchg/Global Toxic(40), SprDmnofA-Rchg/DmgFear%(50) Level 14: Tough -- ImpArm-ResPsi(A), Ags-Psi/Status(33), Ags-ResDam(34), Ags-ResDam/EndRdx(34), Ags-ResDam/Rchg(46) Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-EndRdx/Rchg(43) Level 18: Frag Grenade -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(19), SprFrzBls-Acc/Dmg(19), SprFrzBls-Dmg/EndRdx(21), SprFrzBls-Rchg/ImmobProc(21), Ann-ResDeb%(31) Level 20: Tactical Training: Leadership -- GssSynFr--ToHit/EndRdx(A) Level 22: Tactical Training: Assault -- EndRdx-I(A) Level 24: Fortification -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Max HP%(33) Level 26: Fly -- HypSnc-+Special(A) Level 28: Serum -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 35: Mu Lightning -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), Apc-Dam%(37) Level 38: Summon Spiderlings -- EdcoftheM-Acc/Dmg(A), EdcoftheM-Dmg/EndRdx(39), EdcoftheM-Acc/EndRdx(39), EdcoftheM-Acc/Dmg/EndRdx(39), EdcoftheM-Dmg(40), EdcoftheM-PetDef(40) Level 41: Electrifying Fences -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(43), GrvAnc-Hold%(43) Level 44: Call Reinforcements -- EdcoftheM-Acc/Dmg(A), EdcoftheM-Dmg/EndRdx(45), EdcoftheM-Acc/EndRdx(45), EdcoftheM-Acc/Dmg/EndRdx(45), EdcoftheM-Dmg(46), ExpRnf-+Res(Pets)(46) Level 47: Summon Striker -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(47), CaltoArm-Dmg/EndRdx(48), CaltoArm-Acc/Dmg/Rchg(48), CaltoArm-+Def(Pets)(48), SvrRgh-PetResDam(49) Level 49: Assault -- EndRdx-I(A) Level 1: Conditioning | Hidden Level 1: Brawl -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3), Pnc-Heal/+End(3) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5) Level 50: Agility Core Paragon Level 26: Afterburner ------------ ------------
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Oh for sure. I just thought maybe people who put all the effort and time into combat might appreciate a combat reward? Even if its something like a 3% damage accolade or something like that. I guess what I am saying the kind of reward doesn't really match the effort? Costume stuff was liked to badges or holiday events on live. I do want to add that something is better than nothing, and I am glad the volunteer staff added a bonus reward at all, or something new to get excited about. I just, duno, feels a bit off? Still a nice gesture though. But I am curious how much of a moneymaker those hardmode ITFs are when you take drops, merits, and aethers all converted into INF into account
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I have played a few Dark Armors. Like others have mentioned before it helps a lot to pair it with an END friendly primary like savage melee, and to not expect to run with all of your toggles on at all times, this is especially true while leveling up. Later on it gets easier if you take cardiac and/or ageless. But overall the set is a bit of a turnoff to me, because I dislike having to rely on incarnates to be functional or for a build to perform, there are also side-kicking issues as well. Dark Armor is beefy though to be sure, it just comes with a cost. My other issue is that there is sort of a power-bloat, particularly with the cloaks. The set is simple to build and play though, so there is that. More or less, its almost all toggles.
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Personally I have mixed feelings about the deluxe costumes. To me it feels like a carrot on a stick or bribe to try and entice people who don't usually run that content into running it. But as long as its special or unique costumes I don't really have any objection. If it was special costume parts, like special weapons, helmets, gloves, boots and the like that you can mix with other costume parts then I would have issue. As far as the currency itself, I think we have too many currencies as it is, but I do understand they needed "some" way of reward/barter. And as long as they can't be turned into merits or something, there shouldn't be any massive issues aside from people selling them on the AH. The prices are bloated now, but I expect them to come down in time once the "new shiny" effect takes over, but that also depends on how much supply is listed as well. If it was up to me, I wouldn't have gone the costume route though for rewarding hard modes. I would have suggested a temporary power or perhaps a new accolade to earn. Or perhaps something new entirely. The hard modes are hard after all, and the costumes feel more for fun/rp/holiday to me than epic level play reward. I mean cosmetics are always nice, but in my experience they have always served elitist ego more than any other use or context. Although they are tradeable and sellable now, so I suppose that will be less of an issue here.