tristanLV
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Posts posted by tristanLV
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Kind of a side note to this topic.. should there be a discussion about adding more cold damage mobs to the game? Aside from the Winter Event, I can't think of any enemies in the game that make you really feel cold damage compared to other non-smashing/lethal damage types (especially psionic and toxic). This makes a set like Rad Armor feel more powerful than it should, as its biggest weakness is absent in most of the game. Not sure how you would go about this though.. I guess you'd either have to add cold damage to all enemy groups or create a new cold-based enemy group.
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I'd imagine there's something in the code that determines what vfx are used for procs. For example, the immobilize proc from Frozen Blast will always use the vfx from Ice Control. It must have been a random dev decision to choose the Tesla Cage for the Lockdown and Devastation chance for hold procs. It would be awesome if those could be customizable or automatically be based on your powerset.
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Didn't you used to be able to right-click an enemy and see a tab called 'salvage dropped'? Not sure if that's still a thing but at least something like that is in the system to make this easier to implement.. just add enhancements to that list.
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19 hours ago, Frosticus said:
Here's a fun little solo challenge when your server is slow (no insp/temps/lore - I locked the first two with the task force options, which also gave me a nifty timer and I just don't enjoy lore pets.
Clear all 20 pylons.
I cleared them in 30 mins on my ill/cold/stone with 1 death which definitely threw off my timing and the rotation I was planning to defeat them in 😞 (dam drop ship!)
By god... And I thought the "Solo +4/x8 No Inspirations, No Temps ITF" was an exclusive club.. This is wild.
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This is probably an unpopular opinion but I think blaster nukes do too much damage and recharge too fast. There's been a couple of instances when I've had teammates complain about not getting to fight anything because my blasters can clear almost every group between nukes and judgements.. especially when there's a recharge buff going around on the team. And with blaster damage you only need 2 or 3 quick attacks to finish off the 2 bosses. I think everyone would choose the crash nuke with more damage because you can just buy a set of large blues between each mission.
Personally, I think nuke damage should be decreased (or recharge increased) and change/buff their secondary effects:
Electric > -End
Inferno > Stun
Dark > Immobilize
Ice > Hold
Psy > Confuse
Rad > -Def
etc...
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3 hours ago, VULCAN said:
Hi Tristan, as you seem to want farming in AE but PVE as well, 4 status protection against KB seem quite weak. You've done a lot to improve your resistance to psionic but not concerning KB.
As it is always shamous to be knock on your butt in front of your teamates when you are the tank I suggest to swap one of your impervium/+5% psionic for an additional anti kb proc. (12 resist is the standard, but you can try with 8.).
This is a simple move without changing anything to your build 🙂Thanks for the suggestion! I actually made that change recently. 8 seems to do the job for now. I was trying to tank incarnate Banished Pantheon and their repel/kb powers had me pinned in the corner and unable to use healing flames. Tough lesson learned lol
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I wasn't sure what to expect with this combo aside from pretty decent damage but I am blown away. Since you get access to burn, shadow maul, and touch of fear by lvl 20, this build absolutely shreds while doing any content. I took it for a spin on the Comic Con farm as well and cleared in a little under 5 minutes. This is also a pretty sturdy build since you'll be near capped to S/L/E/N/Psi with stacks of the ATO proc. You can get capped to toxic with healing flames on auto as well. The softcap melee defense is a huge help too.
Would still appreciate any suggestions on how you would make it better!
Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy MasteryHero Profile:
Level 1: Blazing Aura -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Rchg/Res%(7)
Level 1: Shadow Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(9), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(11)
Level 2: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15), ImpArm-ResPsi(17)
Level 4: Shadow Maul -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(17), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(21)
Level 6: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(27)
Level 8: Super Speed -- BlsoftheZ-ResKB(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31), ImpArm-ResPsi(31)
Level 14: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34)
Level 16: Siphon Life -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/EndRdx/Rchg(34), SprGntFis-Acc/Dmg/Rchg(34), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Rchg/+Absorb(36)
Level 18: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(37), Obl-Acc/Dmg/EndRdx/Rchg(39), FuroftheG-ResDeb%(39)
Level 20: Touch of Fear -- HO:Nucle(A), Arm-Dam%(36), Obl-%Dam(39), Erd-%Dam(40), ScrDrv-Dam%(40), CldSns-%Dam(40)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), ImpArm-ResPsi(42)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45)
Level 28: Soul Drain -- Arm-Dmg(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43)
Level 30: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(45), ShlWal-EndRdx/Rchg(45), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(46), ShlWal-ResDam/Re TP(46)
Level 32: Consume -- PrfShf-Acc/Rchg(A)
Level 35: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 38: Midnight Grasp -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(48), Hct-Dam%(50), Hct-Dmg(50)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 44: Temperature Protection -- ImpArm-ResPsi(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- PrfShf-End%(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Musculature Radial Paragon
Level 50: Ion Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Radial Embodiment
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58 minutes ago, Snowdaze said:
It would be nice to have expanded pool of enemies in radios at 50, I think if it's a primal villain group that can go to 50 there should be missions for it. Having effectively only Carnies, CoT and Council is pretty dry.
It feels very dry indeed. It also just doesn't make any sense. There are ZERO Council and Arachnos in Peregrine Island. Yet you find Nemesis, Rikti, DE, and Malta littered everywhere. You would think that the radio missions would align with the enemy groups of the zone. That being said, why not add radio missions for every primal zone? I think it's a bit of a waste to limit zones like Dark Astoria and Rikti War Zone to only story arcs. I suppose the biggest challenge to that would be to add a large number of named mission objectives to the system.
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I may be wrong, but it seems like level 50 PI radio missions are the most popular endgame content. If I send "+4/8 PI Radio Team LFM" in LFG chat, the team usually fills in less than a minute at any time during the day. However, I think there is an issue with the only available enemy groups being Arachnos, Carnies, Council, and CoT. Would it be possible to add more enemy groups to this list? I think most players use PI radio missions as a sort of arcade method of gaining XP and testing out builds. That being said, it would be awesome if these missions were more randomized with any endgame enemy group (Malta, KoV, Crey, Nemesis, Family, Devouring Earth, etc).
BONUS SUGGESTION: Would it be possible to just randomize a mission to have ANY enemy group? Regardless of their level? For example, level 54 Vahzilok or OutcastsBONUS BONUS SUGGESTION: What about just a purely random instanced arcade mission? Maybe one that a team could queue into like a DFB? You're thrown into the standard radio mission maps (office, sewers, cave, labs) but the enemy group is completely random and set to the level of the team.
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I've been intrigued by this combo for awhile and wanted to give it a try. I'm just going to assume I have a small purple or buffs at any given time to get softcapped to S/L/E/R (and almost N). This build will stay in melee range most of the time so I can get the most out of Disruption Aura. I think the KB->KD procs will do enough mitigation to keep me alive by the time I can finish a Nova->EB->DW->ET rotation. Any suggestions?
Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Sonic Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace MasteryHero Profile:
Level 1: Power Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Rchg/+Status Protect(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Dmg/Rchg(7)
Level 1: Sonic Thrust -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(43), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50)
Level 2: Energy Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(7), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dam/KB(9), OvrFrc-Acc/Dmg/End/Rech(11), FrcFdb-Rechg%(11)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46), Ksm-ToHit+(48)
Level 6: Power Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Dam%(15), Apc-Acc/Rchg(15), FrcFdb-Rechg%(17)
Level 8: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), StnoftheM-Dmg/ActRdx/Rchg(19), StnoftheM-Dam%(19), StnoftheM-Dmg/EndRdx/Rchg(21), FrcFdb-Rechg%(21)
Level 10: Sound Booster -- RechRdx-I(A), GssSynFr--Build%(48)
Level 12: Aim -- RechRdx-I(A)
Level 14: Fly -- BlsoftheZ-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 18: Deafening Wave -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(27), SprBlsWrt-Rchg/Dmg%(45)
Level 20: Sound Barrier -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(27), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(29), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(31)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31)
Level 26: Explosive Blast -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34), SuddAcc--KB/+KD(34)
Level 28: Disruption Aura -- EndRdx-I(A)
Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(34), LucoftheG-Def(36)
Level 32: Nova -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(37), Arm-Dam%(37), SuddAcc--KB/+KD(37)
Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(46)
Level 38: Earsplitter -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40)
Level 41: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-Def/EndRdx/Rchg(48)
Level 44: Assault -- EndRdx-I(A)
Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(39), PreOptmz-EndMod/Rech(42), PreOptmz-EndMod/Acc/End(42), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(43)
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Unable to Enjoy Melee on Homecoming
in Archetypes
Posted
I've probably ran with over 25 melee builds so far and nothing has felt more satisfying than my fire/dark tank. This combo feels like a brute but has the survivability of a tank. With the changes to Touch of Fear, the build I was using was tearing up content at every level, even steamrolling Positron 1&2. I was able to tank Recluse too with Ageless and spamming Healing Flames.
Fiery Embrace + Soul Drain + Burn (w/ FotG proc) + Touch of Fear + Shadow Maul will clear all lieuts/minions..
Then it's Midnight Grasp + Siphon Life to melt any remaining bosses.
Honorable mention to War Mace. Nothing in the game feels like it has more impact for me than Crowd Control + Shatter + Clobber. So chunky.