
Neiska
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While i have no direct knowldge of how homecoming works, I have been involved as a staff member in other online games, so I will provide what i can - If you report X person for Y activity, the common procedure was to pull logs for serious offenses, meaning they can see an entire transcript of what you observed, not just what you said or what y person said, but an entire length of dialogue from X time to Y time in Z channel. Again, I have no idea if homecoming operates in the same manner, but it wouldnt suprise me if it did. So I would still urge some report action to be done, especially if it was several. While most policies are a staff wont tell you what the direct impact or results were, more often than not your report will affect more than a single instance, especially if its eregious such as this case. Bare in mind thats just my opinion and is in no way affiliated with homecoming or how they run things, just how it used to go down when i was a staff member for a different game. Something would get reported, logs would be pulled, and often would persue action against many people all at once. But thats logs of dialogue. I cant speak for "swatting mrs liberty with an emote" sort of action, even if such things are against the ToS. But i still urge you to report things where you see it, and you have the option to leave leave a channel if you find you dont like using it. Best wishes
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Hello fellow Overlords! I just wanted to start a discussion for the new powerset, specifically as it applies to us Masterminds. So we can brainstorm togeather and possibly numbercrunch some things and come up with some playstyles/theories on how to use it! Please if anyone here was involved with the Beta testing feel free to give the rest of us any insight or advice! First for convience heres a copy/paste from the notes - ------------------------------------------------------------------------- New Support Powerset: Electrical Affinity You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. Electrical Affinity is available for Defenders, Corruptors, Controllers and Masterminds. Electrical Affinity has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisation themes. Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3 (Defenders, Controllers and Corruptors): Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow T3 (Masterminds): Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, -Recovery, -Regen) Unleash a blast of electrical energy around your target, draining them and all nearby enemies of some endurance. This will also reduce their regeneration, recovery, and damage dealt for a short period of time. Recharge: Slow T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static) Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Standing inside your own Faraday Cage will grant you a stack of Static every 5 seconds. Recharge: Moderate T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static) Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery) Strike a target with a highly-charged jolt of electricity, reviving all nearby allies and draining all nearby foes. Any enemies affected will be drained of some endurance, have their recovery reduced and be put to sleep for a short time. Defibrillate consumes all stacks of Static, and the strength of the offensive component of this power scales with the number of stacks consumed. Allies will always be revived with full health and endurance regardless of the number of Static stacks consumed. Recharge: Long T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static) Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow T9: Amp Up (Ranged, Ally +Special, +Recharge) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3. --------------------------------------------------------------------------- My initial impressions - Well I've been super excited for this new set! I started with a Robots/Electrical. Overall it looks to be a pretty team friendly powerset, boasting a heal, absorb, recharge buffs. end buffs, and damage and regen debuffs. I am particularly excited to see how well Farady Cage, Insulating Circuit, and Amp Up works on the robos, especially with the +Absorb, which is something we havent been able to give pets before to my limited knowledge? Thoughts on powers - 1. Shock - I've toyed around with it a bit, but I dont think ill be using this to any great extent. I think -End is more of a PVP feature than a PVM one to start, but the -damage and -regen might be nice for bosses and such down the road. 2. Rejuvinating Circuit - Really like this one. Its a heal that jumps and chains to other things. You cant target yourself to start the chain however, which would kind of suck if you were trying to solo as a defender or controller with no one to start the chain. It doesnt heal for any great amount, but so far its been enough, plus its on a fairly moderate recharge too. 3. Discharge - Sort of an AoE version of Shock. Might be nice at endgame for the -damage and -regen perhaps? 4. Energizing Circuit - Ive been using this on my pets, and I cant really tell if its having any meaningful impact yet. MM pets arent affected by Recharge buffs are they? And I dont think they run out of END much either, so if those cases are true this might make the T4 power only useful on fellow players. (sadly). 5. Faraday Cage - Excited for this one! Not only is it an area barrier that has resistance buffs, but also protects your minions from being knocked around and such! Which was always my downfall on my Robo/Time with my bots getting tossed around and out of range of heals. So this one might be a game changer. 6. Empowering Circuit - Great buff for both pets and fellow players. Can never have too much +hit or damage on pets! 7. Defibrillate - I'm not sure what to think about this one. First its a melee ability, which is fine. But it seems to be multi-use with raising allies and putting things to sleep. Not sure how useful the -End will be though against npcs. 8. Insulating Circuit - This is another one I'm excited about. It gives targets an absorb shield, which has the possibility of being fantastic! 9. Amp Up - The big buff, adding damage and a "knock up" effect. I am excited to try this one out on assualt bot, possibly letting him trap his own enemies in his fire patches for a change. Also hope its affected by attack rate increase. Thoughts overall - - I am a bit concerned with the lack of defense boosts in the powerset, so I suspect this set might be ideal for a resistance based primary, as cool as being robo/ele might be. I also dont see any hard CC abilities either, as all the debuffs are -Dam, Regen, End, or Recovery. The damage and regen are nice, but NO idea if End/Recovery are notewrothy debuffs at endgame PVM. Overall I picture this playstyle sort of being a mix between Traps and Bio-Armor, fighting in your barrier where you and your minions are protected, while using your Heal and buffs to keep things rolling. Might couple this with something like web grenade to keep things at a distance, or let them come in close for the Melee strike. So not sure there. Just my thoughts on it. Its hard to really tell without being able to load it in MIDS, so hard numbers are somewhat of a guess at this point. Still, I am hoping its got enough of a resistance+abosrb buff to be good! Anyone else have thoughts/imput? Or experience with the set?
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Been waiting for this AT discussion for a long time! My comments are only about Crabbers, I have zero playtime with the Bane spiders. >How do they compare with other damaging/Survival ATs? Will split this up into three parts - - Their personal damage is "alright", depending on the circumstance. But I would rate it under par with most other ATs. They do hit many targets, but not for that much damage even after -res debuffs are applied. Their attack powers are moderately quick to use (except for omega maneuvers) but stuggle to keep up with other AT's "damage per activation". This means on paper, a Crab Soldier might look quite good. But in paractice, they struggle. I would rate their damage about the same with defenders. They can hit many targets sure, but not for much damage at all. Most sentinels ive seen do more damage than my crabber, even if im focued on AoE damage. - Their pet damage is also "alright". Its not as good as a MM's pet damage by any means though. When playing solo on +2/8 difficutly with bosses, I do just fine. on +3 or 4 however, I always fall flat. The issue is if you favor Crabbermind style, you dont have the tools to use your pets as well as a Mastermind can. You cant issue them commands, they are always in aggresive mode so they chase things and aggro more groups or you cant command them to "focus fire" for priority targets. And when your pets die, (and they will) you have a long wait to refresh them. Pet survieability is an issue too. I made a build that focused 100% on the strongest pets possible, and they were still getting 1 shot from alpha strikes, and there was abolutely nothing I could do about it. Even things like T4 barrier was just a bandaid, because the pets couldnt survive without it, so they ended up dieing every other spawn, and there is no way to heal their damage either. And fo be a crabbermind you have to focus entirely on -recharge, just to be able to keep your pets up. So if they die, well, you have a long wait to bring them back out again. - Their Survival? Well, I would rank them about equal with a scrapper. They can take a few hits, but dont have any emergency tools besides Serum if things go bad. And also no taunt ability at all besides Omega Maneuvers, which isnt really a tanking tool at all. But they can get good defense and resistance numbers but cant really take advantage of it. You wont hold aggro from an irritated butterfly much less scrappers, stalkers, blasters, and every ones grandmother out DPSing you. So all your defenses do is help make sure you are the last one to die once everyone else faceplants. >What is your favorite build - do you think they compare with one another? - I LOVE the crabbermind build and the playstyle. I have a crabber tank as well, but they are nearly identical if pets are dead. The biggest difference is one has quasi pet helpers, and the other one has attacks like shatter armor to help with boss/elite boss mobs. Aside from that, there isnt much difference. >Are they underpowered/overpowered/okay at the moment? -Even though they are my favorite AT, I consider them underpowered. I have tried probially around 15 different crabber builds, spent around 3 billion inf on different gears and setups struggling to make Crabbermind viable on +4/8 solo. You "can" do it, but your kills will be slower than a defender solo. Their only saving grace are their team buffs, but thats something of a moot point at high end content as most people are softcapped anyway, and your team buffs alone wont keep your pets alive on that difficulty, so there isnt much point. It saddens me the AT is lackluster, it really does, and even though its my favorte I shelved mine for the time being until something comes about to make her more viable. - Its especially a pain farming up incarnate threads for them too, because even if you have a billion inf to dump on IOs, youre still stuck on +1/2 + 8 difficulty, because even after all that money spent thats all you can handle due to damage output. You might have capped durability, but your damage will be so low that you will end up loosing steam and still die on any harder content. I had to get all of my incarnates to T3 before even attempting +3/8 content, even more still if I want to do +4/8 content. >What would you like to see changed? - First off I would love to see more tools added for Crabberminds. Either some way to heal their pets or shore up their durability somehow. Because at the moment your only tool to do so is an either/or with destiny incarnate. You can take rebirth to heal them on a very long cooldown, or take barrier to make them live through a mob of enemies. But both arent a cure all because rebirth has such a long cooldown its an emergency tool at best, and it takes you so long to kill top end groups of enemies barrier wont last through 2 spawns. So you can either let your pets die on the pull, or wait for barrier to recharge. Thats pretty much your choices at 4/8 content. - Secondly I would like to see more distinction or choice between powers. Nearly every crabber takes venom grenade, suppression, frag grenade, and X as their "rotation". Sometimes I used frenzy too, or single target powers to help with harder enemies. But that means the other powers such as nearly all the melee powers arent viable or worth consideration. The powers arent equal in effectiveness at all, so everyone ends up picking the same few powers and ignoring the rest. >What do you love about them? - I love the "feel" and playstyle to them. It feels like you are playing a mobile piece of artillery, and I really like that. it "feels" like you are a ranged tank with pet helpers. I love that! But, it falls flat on harder game content, which is a big bummer. You rarely see crab soldiers around these days. And personally, I like the crab packback! They are still my favorte AT. And I have bent over backwards trying to make her strong. Really, I have. But I can take a fresh brute or scrapper, spend 1/3rd the money, and be twice as powerful. Its really no contest. Sadly, the AT in its current form I believe are for die hard fans only, or people who are okay with keeping to lower end content only. TLDR - Their Damage - is "okay". Not great, but I know a few defenders that do more damage than I do. Their Aoe damage is decent but they have some of the worst ST damage of all ATs. Their durability - is "okay". They can get good Defense and Resist numbers, but have no way to use those numbers - No taunt, no emergency tools, only a single low CD heal from serum, thats it. Their pets - great fun on lower difficulties. Anything higher your pets wont be tough enough, wont do enough damage, and will always be on different targets so their overall effectiveness is low. Their powers - definately needs some spicing up. Every crabber i know takes the same 3 powers plus X power of choice for their rotation.
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The strongest MM I have personally had is my Robots/Time. Its a defense/res focused setup that I personalized for a bit of Utility as well. Shes good on both solo and on teams. Now she can solo a +4/8 AE map with just my times heal on autocast. I just go in, make sure my bots are up and buffed, make sure my toggles are good, then set my heal on autorecast and go do dishes or laundry, and return to a cleared map in a bit. My only imput for MM's in general is even at 50, they seem lackluster... until you get that T3 Alpha. That one slot makes a world of difference, more than any other single IO or single slot to my mind. It only gets better from there. Right now im sitting pretty good on my robo/time with all T4's, she can tank, heal, buff, and debuff all in one. For damage I have to catch as many things in the assualt bots fire patch as much as possible, using distortion field or web grenade, but that suprisingly works well. Failing that I just group them all on me. I did just start a Robot/Electrical yesterday to try out the new powerset. Still figuring that one out.
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@Seigmoraig- thank you for the feedback, Not to second guess but are you sure you didn't have mask presence on? i was looking at my build after what you said and I noticed it was enabled. With it iff my defenses are around 45-52%, with positional's varying greatly between 58 and 78. With both mask presence and mind link off, my defense takes a nose dive down to the mid 20s on everything but melee. So I am guessing thats something we both missed? I do have it but I usually run with it off, more or less its a LOTG slot. I am not sure what I might drop to pick up tornado or confuse either. Thank you again for the reply!
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Hello forums, I would like some feedback on my Fort widow build please. Shes built mainly for claws, with some of the strong psi abilities to support. My main concern is if I have too much DEF, and if so then I have wiggle room to make some changes. Build Goal - My main goal is to be able to self farm for money if I need to, but still be a good team addition for endgame ITFs and missions. I am not sure if its possible for a Fortuna to "tank" per say, as I dont see any aggro tools, or any real built in ways to recover damage, but I don't want to be squishy either. (I dislike playing glass cannon setups.) Perks - -Perma Mind Link - Bit of self heals with Aid Self + Rebirth Incarnate - Great def vs all, solid res to start (before foresight begins) Drawbacks - -No travel powers -over softcap(?) http://www.cohplanner.com/mids/download.php?uc=1575&c=718&a=1436&f=HEX&dc=78DA75944B4F135114C7EF74A6424BCB4340C0F26A150A140A45173EA204A10FB044121ADCA865D24EE8843A836D1559BA706F0CB1B893A80B376EDCF949FC123C7C46E3A39ECEFFA4344EBC69F3BBF77FCF3973CEB97766E9E1BCE76DFCD18C903AE6F26AB1989E2DA8999C6116D337F5ACB9E54E69D555DE5CDF968510DE956DA394D34A7A667045371A48F15B66E95441D50DDD580FC7CC42E9BEA196D49AE44B69EADD2DB3B051BFC792702F9B663EBCB2A96959AF358DE9EBB9127961B5A465F58C6E681E6B95D4D4CD6AC0E8A69E09AF466753E9A4F640574B39D5482FA9C59256D8EEA694A6E9FFC2237854649157848828C26F80E3F7982638E72633C9B215A253B2B43D0F4BA2E29476644B733C63964165171C7BCEDC101603D41719F12439044D6146E9594EEC399D07F03B71C83C02473F323F71DCCFE04BCAA9817D1BD610AF516566407796A981A36F1CC8997272718DAEC7D076285E13D7D8340FCD13632E8067E3CC04188982AFC8D7CBBEDE0BD09A2F322F81672E33AF708C3DF4FB35F9B6B06FCB30F65A83CC11B07F14F4873806F756A63ADA5087DCF6057D39F995F91DECFFC1E743B6EDB055DA63D03A16988B60EF7530920017DCB802E4E3E86CC55D38D5C1E4BB3143365D1CB7CB0DADBB89E9014F7BC1DE6630463E3D7C277AAACE7D6433CDF9529E3EF443F81AA10D90D607CDD19720FB20D9C5C1A00FBDD8A53E0E701F077EA24F83BF98BF997FB88F0271C72B585FA57C027C1F025CD735D28638DED02DD80DDF66DE61A6C1A0CA5C0313E43BC2F146FCC82F4E5A88B5106B4FE801613C430AF33B31C92C533D53BC3735CBE7F20DF17B95DAFB4C3F1A62CCA64CD994884D396753CEDB94A44DB9A1D4BE109565A5F6651092B5EB6A15D5EE5ABBFB54B324D5EF1E1E2BB2B48FAA26FCCC55747E7211277B60F33E3A561CD253F4626290FB56C6BA6A58791FA03927E1EAA439A76B8D0FEDFF08FF1DC93ACB7775F3BF7DEC235D Questions - 1. Am I wasting slots if I'm over the DEF cap? 2. If i have spare powers, is psychic scream or tornado worth picking up, or would I be better served with travel powers? 3. I don't have any mastery selected, as nothing really struck me as needed or standing out. Most things just add more attacks, and I have that covered already I believe? Input is welcome! And thank you in advance to game veterans and number cruncher's for any insight or good options that I may have overlooked! P.S. - not sure if its important, but I only play PVE, i rarely PVP at all, and when i do its usually with friends for a giggle. (Not sure if that's important or not.)
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One thing I would like to also point out is that people deal with grief differently, and some people "do" cope with the pain and loss of a loved one through humor. I am in no way saying that these people are doing such, only remarking that it is a thing. As with most things, topics are quite subjective and open to interpetation.
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@Redlynne- i believe Snarky was being sarcastic in their post Red, not actually suggesting such actions. They cite the OP's name as a first suggestion, so I think it was a "Tongue in cheek" post.
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@Dispari -I dont agree or disagree with their forms of taste, and you are correct that reprehensible content I believe is monitored, but i think you may have missed my point. What about names with "bullets" or "guns" in them? Those cause people to die too. Should we disallow all disease/virus/plague like names as well just to be fair, factual or fictional ones? What about any and all medical terms entirely just to be safe? I am not disagreeing that a line should be drawn, I am more worried about where the line might be drawn, and if it might be moved. What is happening is horrible I agree, and people have a right to be upset about it. But once we start forbidding certian things based on current trends, then where does it end?
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Taste can vary person to person, such is the nature of things. Is it against terms of game use? I don't believe so. Is it in poor form? I believe that many would see it that way. But to play devils advociate here, technically they are only doing something morally questionable, not legally. Personally I don't support or seek to supress people, either their form of taste is different from mine, or they are trolling, and in both cases its best to just ignore then and move on with my own fun. I do hope this doesnt extend to all forms of medical terminology though, as some of the terms in the medical fields acutally make pretty kick butt names. I have one myself, she's called Biotoxia, a spines/bio scrapper. Rp wise shes sort of a sentient living plague sort of character. But getting off topic here. I am more concerned if we open the doors to "reprimand any act that anyone finds in poor judgement" well, then nothing would be safe, and it would be abused by the same such trolls. Such is whats going on with another popular video hosting site as we speak, where everyone is flagging every video they dont like for copyrighted content, even if the "reporter" isnt the one holding such copyright's. Just remember, any rules, tools, or functions available to "good" people, are also open and available to the "bad" people out there too. So be careful what you wish for.
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I can also +1 for a "Crabbermind" Arachnos Soldier, it is good at both solo play and team play. The Good - 1. Buffs - We get very strong buffs, which affect yourself, your robospiders, and your team. The Tactical Training Maneuvers provides around 15% defense, while the Leaderhip version only provides 5%. But the crabbermind can in fact take both, and multiple Arachnos buffs stack with each other. 2. AoE - most of our attacks are area attacks. You can pick single target powers, but most attach chains for groups is something like Venom Grenade - Frag Grenade - Suppression - X pool of choice. 3. Debuffing - Most attacks have -def or -res built into them, and many also slot powers for an additional -res proc as well, making us relialable debuffers. 4. Tough - Crabbers can be quite tough. Not brute levels of toughness, but compariable to Scrappers. When surrounded I am not paniced at all, unlike other ATs. 5. Pets - They are recharge pets, but you can get them down to perma. They are a mixed of ranged and melee, and can be softcapped with the right IOs and Incarnates. Tactical and Leadership Maneuvers alone give them roughly 20% defense, before any IOs are counted. They are an overall "balanced" pet, with no particular strong or weak points as far as I can tell. 6. Playstyle - it feels like a more active and involved Mastermind, where you arent passively pre-buffing or healing, but taking a more active, aggressive playstyle by contributing to the damage and debuffs, not having to rely on pets alone like Masterminds. (Nothing against masterminds, I like them too!) A big difference is a Mastermind without their pets can find themselves without damage or having difficulty recovering, A Crabbermind can still function just fine without pets. If I had to desribe the playstyle, I would describe it as feeling like a moble piece of artillery, moderately tough, great aoe damage, some debuffs, and pet helpers all in one package. 7. Utility - Personally I can play any map type of any mission type, and the damage type doesnt really impact my playstyle all that much. Paper/radio missions, ITF's, Solo farming, whatever activity I want to do, I can do on a crabber. It wont be the "best" at any of those roles, but just the fact i can do them all effectively on one AT is a big plus for me. If i want to play some missions, I can. If i want to solo some S/L farms, I can do that too. A friend is fire farming? I can lend a hand and not worry about getting 1 shot. Its just an overall balanced AT for multiple activities. The Bad - 1. Single target damage - Alone (without pets) our single target damage vs bosses/etc is lackluster. When pets are active they all pounce on the same target, which is a great help. But without them you might have difficulty. 2. Late bloomer - This isnt unique to Crabbers, but any Arachnos soldier can have difficulty getting to 24 where they can pick a specalization. But once you get your main abilities it starts to get fun fast. 3. Pricey - A fully IO'd Crabbermind can be a bit pricy, but this can be said for many ATs. But they are definately in the upper price range for a fully geared out character. 4. Farming - I can farm for myself just fine, but the AT lacks effective killing power to "powerlevel" friends in farms. (I am still running tests, but at this time this remains true, for me at least. Other crabbers out there certainly have more experience than I do!) 5. Lack of "oh pewp!" options - Unless you take pateron pools, your only "oh poop" button for emergencies is Serum. The AT itself has no real CC, no hold/immobilize, and no -regen. If you want "oh poopie" emergency buttons, or CC, you have to add them. Either/Or - 1. Crabber Pack - once you take a crab power, you will forever be attached to this piece of visual hardware. Some like it, and some dont. This is personal taste here. And thats about it! If you like being able to do many different activities alone or with a party, give Crabbermind a look. People are always happy to have Crabbers on the team due to our super strong buffs and the debuffs we bring, and if you feel like rolling solo with your spiderbots you can do that too. For me Crab Soldiers are my favorte AT. I love the playstyle, the pets, the buffs, being able to solo or be part of a team. There are a few bumps I am still ironing out but if i could only ever pick one AT to play, it would be a Crab Soldier!
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Hello Forums, Just would like some critiques about this build i put together please. My goal would be decent enough to do farms and run any sort of general map content, regardless of damage type. So, I doubt it will be the best at anything, but good enough to get the job done sorta angle. Hoping that rad has good enough single target damage for bosses and such, plus the 2 damage toggles and contaminate will help with Aoe damage. And bio is just, bio, all around awesome vs anything really. I haven't picked any incarnates yet, no idea what to go for or what my gaps/weak points will be, or if i should pick up damage stuff. Advice here would be great too! Heres the build, thanks bunches in advance. Far from a build expert. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! : Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Sorcery Hero Profile: Level 1: Contaminated Strike -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(7) Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(9), StdPrt-ResDam/Def+(37), ImpArm-ResPsi(40) Level 2: Inexhaustible -- NmnCnv-Regen/Rcvry+(A), PrfShf-End%(11) Level 4: Proton Sweep -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(13), SprBrtFur-Acc/Dmg/Rchg(13), SprBrtFur-Dmg/EndRdx/Rchg(15), SprBrtFur-Acc/Dmg/EndRdx/Rchg(15), SprBrtFur-Rech/Fury(17) Level 6: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(19) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-Def(23), ShlWal-ResDam/Re TP(48) Level 10: Adaptation Level 12: Radiation Siphon -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(43) Level 14: Kick -- FrcFdb-Rechg%(A) Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27) Level 18: Irradiated Ground -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(43) Level 20: Evolving Armor -- UnbGrd-ResDam(A), ImpArm-ResPsi(25), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(33), GldArm-3defTpProc(46) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(48) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(36) Level 26: Devastating Blow -- Hct-Dam%(A), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(37) Level 28: DNA Siphon -- TchoftheN-Acc/Heal(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 32: Atom Smasher -- Arm-Dam%(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40) Level 35: Spirit Ward -- Pnc-Heal/+End(A) Level 38: Parasitic Aura -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(40), TchoftheN-Acc/Heal(42), TchoftheN-Acc/EndRdx/Heal/HP/Regen(42), TchoftheN-Acc/EndRdx/Rchg(42), TchoftheN-%Dam(43) Level 41: Genetic Contamination -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46) Level 44: Mystic Flight -- WntGif-ResSlow(A) Level 47: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-EndRdx/Rchg(50), UnbGrd-Rchg/ResDam(50) Level 49: Fusion -- GssSynFr--Build%(A) Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
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so taking defense as an example here - (all pets) - base 0%, 5% edict of the master, 15.75% TT:Man, 4.95% Ldr: Man = 25.7%, which means you are missing 19.3% all defense? So how do people softcap defense? I assume with barrier/support incarnates? just trying to plan out how to softcap def and res pet in mids through math and values is all. Edit: CTA is another 5% def, Sovereign right is 10% res, and expedient is 10% res too. Which means with both CTA and Edict, you are still missing 14.3% defense. havent ran numbers for resistance yet.
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to add to the conversation, is there any way to calculate pet defensive values like defense and reistance? if not in mids i cant find their values listed anywhere. Would be nice to figure out whats required with various setups to softcap them. everything i try they still get steamrolled on 4/8.
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Mhm, I've had good vibes from GM interations too, mostly from Missy and Tempest. Not saying I have always agreed 100% with the decisions made, but honestly we are lucky to have such an active support team for such an aged game, not all games are so lucky that it has both an active team and host, as well as such an active community too.
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1. - Thanks for the info on aim and judgement. I have time for 3 powers, so was using Omega, Frenzy and Ion, but can swap out ion for something else I suppose. 2. - It isnt part of my standard attack chain no, but it is nice for the IO set bonus. My attack chain is mostly - Venom Grenade > Frag Grenate > Suppression> Frenzy (on cooldown), then when Aim, Omega, Frenzy and Ion are all off cooldown thats when I pop it. Luckilly, Omega and Ion are on the same timer so this is pretty easy to manage. I mostly use channel gun/long fang for runners or distant targets. Slice isnt really a filler power per say. Though I suppose i could swap it out for something else. There just isnt a lot of options at that stage in the build, but I could remove it and move everything possible up 1 slot and try to fit in a power I suppose, but as I said I already have a solid attack chain. But will take a look at your suggestion when I get home.
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I can +1 for dark/dark tank. A friend of mine runs dark/dark tank, and i don't think I've seen her die, ever. I can't comment on the other ATs, but the tank version is quite good.
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Hello forums, Just wanted to share my Crabby-tank build. Calling it a "tank" is a bit of a misnomer though, as it has no taunt or way to really manage aggro. But its still very durable. So far its been good on 4/8 on any damage type. It can farm, its great for team play, and does just fine on max difficulty with bosses. I didn't take any pet powers (aside from lore) as more often than not it they felt more trouble than they were worth. Here are the highlights - -permahaste -solid defense -soilid resistances -great END management - lots of -res debuffing -I can use one activation of aim to activate Omega Maneuvers, Frenzy, and my Ion incarnate all in one go, dealing massive area damage. -good single target/boss damage as well. I am sure there are some things that can be changed, such as Leaping pool for fly, but i just like having flight as a preference. Also there are no patron pool chosen, but even so this feels like one of the toughest and most universal builds I've played. Anyway here is the build! Critiques/feedback is welcome! Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sin Spidertank: Level 50 Technology Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Villain Profile: Level 1: Channelgun -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5), AchHee-ResDeb%(7) Level 1: Crab Spider Armor Upgrade -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(13) Level 2: Longfang -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(13), SprDmnofA-Acc/Dmg/Rchg(15), SprDmnofA-Dmg/EndRdx/Rchg(15), SprDmnofA-Acc/Dmg/EndRdx/Rchg(17), AchHee-ResDeb%(17) Level 4: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19) Level 6: Slice -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(9), TchofDth-Acc/Dmg/EndRdx(19), TchofDth-Dmg/Rchg(21), TchofDth-Dam%(21), TchofDth-Dmg/EndRdx/Rchg(23) Level 8: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(9), ShlWal-ResDam/Re TP(37) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def/EndRdx(25), LucoftheG-Def/Rchg+(27) Level 12: Suppression -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(27), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(29), PstBls-Dmg/Rng(31), AchHee-ResDeb%(31) Level 14: Fly -- BlsoftheZ-ResKB(A) Level 16: Venom Grenade -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(23), PstBls-Dmg/Rchg(31), PstBls-Dmg/Rng(33), PstBls-Acc/Dmg/EndRdx(33), Ann-ResDeb%(33) Level 18: Frag Grenade -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(34), PstBls-Dmg/Rchg(34), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg/EndRdx(36), OvrFrc-Dam/KB(36) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 22: Aim -- RctRtc-ToHit(A), RctRtc-Pcptn(37) Level 24: Fortification -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(39), Ags-EndRdx/Rchg(39), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(40) Level 26: Frenzy -- Obl-Acc/Dmg/Rchg(A), Obl-Dmg/Rchg(40), Obl-Acc/Rchg(40), Obl-Dmg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42) Level 28: Serum -- Prv-Heal/EndRdx(A), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(43), Prv-Absorb%(43), Prv-Heal/Rchg/EndRdx(43) Level 30: Kick -- FrcFdb-Rechg%(A) Level 32: Omega Maneuver -- Rgn-Dmg(A), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48) Level 35: Tough -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam(45), UnbGrd-Max HP%(46), GldArm-3defTpProc(46) Level 38: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 44: Tactical Training: Leadership -- EndRdx-I(A) Level 47: Tactical Training: Assault -- EndRdx-I(A) Level 49: Mental Training -- Flight-I(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 1: Conditioning Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(7) Level 2: Stamina -- PrfShf-EndMod/Rchg(A), PrfShf-End%(11), PrfShf-EndMod(11), PrfShf-EndMod/Acc(45) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 50: Degenerative Total Radial Conversion Level 50: Arachnos Total Core Improved Ally Level 50: Agility Core Paragon ------------ ------------
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Hello forums, First off sorry if this is in the wrong section. But there isnt a general AT section, so felt to stick it here was best. Why these two powers? Well, my favorte heroes were always the symboite/body weapon sort of characters. (I would cite them by name, but not sure if im allowed to. But he does love tater tots in the movie.) I decided to make a character based around my two favorte powers - Spines and Bio Armor, but I'm not sure which AT would be the best choice for this pairing. With this pairing I believe I would be limited to - Tanker, Brute, Scapper, and perhaps Stalker? I think the first question people would ask is "what are your goals/what do you want to do?" Well, I would like to be able to farm AE's, as well as not be too weak in normal story/TWF/newspaper missions. So, any feedback or suggestions? I am more or less trying to make a character out of my favorte powers, not making a build that is mathmetically superior/best at X task. I'm just taking my favorte powers and seeing how far I can get with them, but yea, I'm not sure which AT would be best overall for Spines and Bio. I am leaning toward brute or scrapper, but not sure what their end damages or defenses would look like, or how tough a /bio Tanker would end up being. Thanks bunches in advance
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I am glad my question seemed to have sparked a bit of discussion! And different thoughts and methods are good, as not everyone will like playing the same way. As far as my (Semi)Tankermind, I decided to go with Demons/Time instead of Thermal, for various reasons. More defense, team support, and it just felt overall better, plus the conversation about time. So far she is only level 32, but climbing quite well even with just basic IOs. I havent gotten a final build planned yet, as I am still tweaking final slots/enchancements to get the numbers I want. I didn't take provoke though, as mentioned it really didnt feel needed. Mostly i keep my toggle aura up, my little aoe heal on auto recast, and focus on using hold on the biggest baddie in the pile, and the demons handle the rest. If it gets tough I use Farsight for some extra defense, because I dont have the Cooldown yet to make that perma. This may not be what some consider "tankerminding" per say, but it does let me share my damage quite nicely, and I dont feel squishy in the slightest. I am running +2 or 3/5 currently, with mostly normal maps or newspaper missions. No complaints yet so far, aside from still fine turning/tweaking my final build.
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I only have two complaints about the incarnate system, 1. I wish there were more options for "pet" powers, as it is only a few powers seem to affect pets from masterminds, crabbers, controllers, etc. Namely the support hybrid. It would be nice if the other slots had similar powers for pet lovers, just to open some options for builds because if you use a pet focused build on various ATs, you are more or less pigeon holed into certain incarnates. 2. Threads. Really wish these were tradeable. Not to other players necessarially, because that could do gawd knows what to the market, but just among your own account. Just always get a bummed out feeling knowing theres 800 or more threads on a character you have zero desire to play any more, and they are just sitting there. For a new detailed breakdown, just how I view the incarnates myself and what I have experienced, along with suggestions/ideas for possible fixes or updates. - 1. Alpha - this slot is good, because it allows you to plug holes that you otherwise couldn't or allow you to focus/specalize into something. The goods -Agility, Cardiac, Musclature - I would guess that 90% of the builds out there use one of these 3. Either for more damage, more defense, or more END management. The bads - Intuition, Nerve, Resilient, Spiritual, Vigor - I have never seen a build that recommended these, either they arent good enough to consider, or nearly everyone needs +defense, END, or more damage, which is something the 3 above handle. So unless you are specalizing in a role like healing, I cant really see anyone taking these other alphas. If you wanted to open other options, make them have more critical values people cant build for such as recharge, resistance, or accuracy. *fixes* - Mabye have the rarely used ones add a dash of defense, or damage. Not as much as the other 3, but just "enough" to make the bads more attractive choices? ------------------------------- 2. Judgement - gives everyone an AOE damage power. The goods - Ion - everyone I have ever seen use a judgement power, always uses Ion, simply because its the most targets struck, and a good damage source. The bads - Everything else. I don't think I have yet to see any other Judgement power used. I took Void once just for rp flavor, but more than 1 person remarked on how it was a bad choice. Though I have always wondered how much of an effect picking a different damge type on a build with heavy -res debuffs would make, such as Pyronic on a -fire res build, or if the extra 8 targets from Ion would still come out superior. *fixes* - Maybe make all the targets struck more even, or even change them. Some builds dont need more AOE, they need huge single target boss killers. Ive played builds i would have leaped at the chance to change an unneeded AOE for a good anti AV/Boss ability if it hit them hard enough. -------------------------------- 3. Interface - the onhit debuff/dot effect. The goods - Degenerative, Reactive - similar to alpha, I hear everyone takes one of these two powers, mainly degenerative. The bads - Everything else. The effects are so short lived or random they simply arent worth using when you can just increase your overal net damage or take off chunks of their hitpoints. *fixes* - you might consider making some Interfaces proc buffs instead of debuffs? Such as a chance to proc a +recovery, regenerate, or a small heal? Many builds would rather have a chance for a small helpful buff than an unneeded debuff, which might open build variety? -------------------------------- 4. Lore - the pets. The goods/bads - really it seems to come down to personal preferance here. I have never heard of a lore pet choice making or breaking a build. I have had mixed results with them. So aside from flavor or rp choice, the differences doesnt seem to matter or have as much of an impact as others. I do know there are top dps lore pets and so on, but everyone I have spoken too has picked based on flavor more than the actual lore pet stats. *fixes* - perhaps more varied pets? Make the differences in choice stand out more. Make the defensive pets have more of an impact, Make the offensive pets do more "oomph". However as mentioned before I really wish that dedicated "pet" classes had a bonus to lore pets, as it does sort of give everyone a bit of their gimick. Even if it was a reduced cooldown for lore pet activtions, a "head nod" to pet classes would be a welcome sight to see. -------------------------------- 5. Destiny - the OP slot. Overall I think (with alpha) are the two stongest slots, becuase its more or less the ultimate plug for holes in any build or AT. The goods - Lacking heals? Take Rebirth. Need defensive cooldown? Take Barrier. Getting hit with CC effects? Clarion. Endurance issues? Ageless. The Bads - I have never seen or hear of anyone taking Incandescence, which is a shame because it acutally looks interesting. But I cant recall ever having a desperiate need to create a sudden "safe zone" to recover, because any time you would really need such a thing then the stun or knockdown simply wouldnt work such as AVs or Monsters, which makes the power moot. Against normal Bosses/Elite bosses, usually the fight is already well in hand before such a power would be needed. *fixes* - overall aside from Incandescence, all of them are good and worth taking. As far as Incandescence.. No idea. It just looks too situational to be of use to the majority of builds. ------------------------------ 6. Hybrid - the good slot. Overall, I think Hybrid is actually pretty well balanced, depending on which AT you are on. Assualt - This has 2 versions, a version good for both sustained and burst dps. Control - Never played a CC specalist, but this looks like it would be a godsend to such a build? (Cant really comment on this one.) Melee - a great ability for hard to damage but no healing builds, such as Widows, /shield ATs, and so on. Its just a good "patch all" for people who need defense or resistance, and recovery. Support - A godsend to pet lovers everywhere, and just buffer ATs in general. Wish more incarnates overall had the "increased effectiveness for pets" feature. *fixes* personally i think Hybrids are acutally in a good place, with something for everyone be it offensive, defensive, support, sneaker, pet lover, healer, and so on. And i think this might be because there are only 4 powers in total, but they are varied enough to build upon your strengths or plug any gaps and weaknesses.
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Wow! So much information, much more than I expected. So thank you everyone for that. After reading all of this, I have decided to go Demons/Time, and probially use Mace Mastery for both Scorpion Shield and the Power Boost/Time combo. Also as mentioned by others before, I don't intend on going tankermind 100% of the time, but would like to be able to if the situation calls for it, while being effective both in solo as well as team play which is my overall goal. I did have some further questions though, specifically about incarnates - Alpha slot - Does Musclature affect pet damage, or would it be better to stick with Agility/Cardiac? Interface slot - Would Reactive stack with Demons -res debuffs making them do more damage, or would it be more overall effective to use Degenerative for the -hp debuff? Destiny slot - I had assumed that Rebirth or Barrier would have been perferred, but @Dr Causality specifically pointed out Clarion's status protection and "Increased secondary effect buffs"? What is the secondary buff effect mean? Toggle powers, or somethign else? Hybrid - Zero idea what to stick here, Assualt, Melee and Support all look good. I assume it would depend if my MM and pet's defenses are capped, or if Assualt even would affect them. Without planning my build (at work right now), my initial incarnate plans are - Alpha - Agility Interface - Degenerative Destiny - Clarion Hybrid - Support (if not capped) Once again thank you everyone for your imput and advice! It is appreciated, and a special thank you to @Dr Causality for taking the time for an indepth descriptions on secondary powers. (We should make or pin a MM secondary powers guide somewhere. Theres lots of sites for what the best pets are, but not a lot about secondaries and their effects or playstyles.)
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Rune of Protection Graphics Persist past Buff Expiry
Neiska replied to Blackfeather's topic in Bug Reports
Happening to me too, if you are on the map long enough you actually accumulate multiple copies of the graphic, or at least i did. It just wont fade unless you move maps or die. -
Hi forums, Had a question, specifically about tankerminding. From what I've read its robots/traps or /time that are the best at it, but can other sets do it too? I am hoping to be able to do it with Demons, maybe Demons/Thermal, but not sure if it will all pan out in the end. Thanks in advance!
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This acutally inspired me to make a new character. I had her basic roleplay and powers planned, not her build. She is to be a fiend sort of character with fire manipulation. So corruptor fits well! 😄