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archgemini24

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Everything posted by archgemini24

  1. Cross Punch is also another place for the Forced Feedback +Recharge Proc, so in a Base Form build it also has that utility. I would love that type of power as an option in the Luminous Blast powerset (looks at Power Crash longingly), but if it was there it would probably be KB instead of KD which would make for another Sudden Acceleration I would have to slot, lol! Fully agree on Tough. It was an extra place to drop a few Uniques. I usually do not have it in a tray, either, especially once I get Light Form fully up and running.
  2. My attempt to tie this back to the original subject: Circle of Thorns might be overtuned to the point where folks will avoid them whenever possible, similar to how most folks curently avoid Arachnos and Carnies when they are options for Radios, which ties back to my original point about new-CoT difficulty where if all four groups are going to same difficulty (or close) yet just different in how they reach that score, why not go to DA (other than access)? Can CoT be tuned to where they hit the middle marks (that is, significantly harder than they are on live, but distinctly a step down from Arachnos and Carnies) similar to where we think Malta and Freakshow land?
  3. Do those come up as Radio options? I usually see Council, CoT, Arachnos, and Carnies. Perhaps it is just my rotten luck, but, yes, those would qualify as the middle difficulty mobs. Good catch! Edit to add: thank you KaizenSoze! So Malta is rare, but Freaks do not come up. Good to know something matched my anecdotal observations.
  4. Especially if you get the wrong configuration of Mages. Base to-hit being 64% in DA is irrelevant when 2 Ruins and 2 Deaths can break all your IO building efforts because you do not have Debuff Resistance (on my PB, at least I had Light Form to mostly negate the Tar Patch -Res). Any of my characters with Debuff Resistance were mostly ok, but anyone without was put on notice immediately. For all that I might as well go where my kill speed and survival scores are better because I am 53 instead of 51 against the same level enemies, the per-mob rewards are higher because it is Incarnate content, and I get a reward roll at every mission completion. Again, that was all solo, though. It does not look like teams are having too much more trouble, which is fine but I do not think was the intention. Among the Radio mission enemies, we had old-Council and old-CoT that maybe hit a 2/10 or 3/10 on the difficulty scale versus Arachnos and Carnies that hit 7 or greater, so there were some people arguing that Council and CoT were too easy. I would say these changes put them both at least among the Arachnos and Carnies (depending on build, potentially harder). Maybe I am just ignorant, but where is the end-game Radio-option enemy group that runs at the middle difficulty for the majority of players? That is, if you rolled 3 Radio missions, 1 being Arachnos, 1 Carnies, and 1 of that other group, you go ahead and pick that group if you want lighter work without rerolling the set?
  5. Did some running against the new CoT with the characters I usually play (+3/8 or +4/8), and while I do not mind the added difficulty, the loss of "vent your frustration by unleashing your almost-fully-realized Demigod against them" enemy groups took some adjustment. I actually liked the added diversity of Mages... until the game decided to throw that diversity out the window and give me 2 Ruins and 2 Deaths in every spawn. My non-Regen Tanks, Scrappers, and Brutes held up well enough to where I probably would not think to change settings, but the Peacebringer will either need another look or just go back to +2 or +1. I freely acknowledge I could turn the difficulty down... or run back to DA, where those characters keep all of the power they have gained so the enemies Con 2 colors lower, my kill speed increases as a result, and I get better per-mob rewards. Are we ok with DA being a potentially equal or possibly easier place to grind?
  6. I had always envisioned my Human-only build to a Lumi-Lumi Sentinel that had to wait until super late to get any sort of Mez Protection, but got some melee abilities to make up for it similar to Dominator Assault sets. As far as existing sets: I would say Energy/Invulnerability Sentinel, with Fighting and Flight pools: Energy-based attacks, some melee in Air Superiority, Punch, and Cross Punch, Resistance Shields, Dull Pain, Resist-based T9 (Unstoppable is a step down from Light Form, though). Warshades? Dark Control/Dark Assault Dominators or any Dark Armor/Dark Melee/Blast, Dark Mastery combination with Stealth and Teleport pools, perhaps? Covers the Melee, Blast, and Control, and mitigation (resistance, mostly) bits that Warshades offer.
  7. First place my mind went to since I started playing that game. 6 total currencies in the City, 1 which is really a subset of another (Shards/Threads) and another which is mostly just for costumes (Aether), means most players will only worry about 4... globally. That is tame, and I hope it stays that way.
  8. Adding my name to the Fulcrum Shift chorus, and to the general consensus that Speed Boost is pretty cracked. Shameless plug for Light Form, though. Self-Contained, capable of capping Resistance to all but Psi, permable, and even provides some cursory Mez Protection for Base and Nova forms. My Regeneration characters would happily trade Resilience, Instant Healing, Revive, and Moment of Glory for Light Form straight-up.
  9. That part. My understanding is that Lightning Rod and Shield Charge spawn a pseudopet that does the damage, so they do not critical. As an off-shoot, they also do not break Hide. And, while all that is nice and allows for ridiculous tele-ganking, the plug is that Stalkers give up Thunderclap (lol) for Assassing's Strike (the big single-target attack that all the other ATs wish they got on Electric Melee), which can then be dropped on the boss of the spawn that is left. Flip-side, unless things have changed, Stalkers do not get the benefit of Against All Odds until Hide is broken. Really should not matter, though.
  10. This is a really tough call between my two Kheldians: My Peacebringer is a character inspired by my kids. My Warshade is inspired by a friend who... damn, I can't think about it without tearing up. Knowing the person she was and how much we love each other's kids, she would tell me to keep the Peacebringer. I have lots of toons that are Pre-Snap returns, are absolute beasts, and hold sentimental value. I would hate to lose them, but as far as only one, they do not even make the podium.
  11. If the OP has any intention on trying to learn a Kheld, it is hard to do better than this guide. If the plan is simply to go -1/x0, I would highly suggest the Peacebringer, though. It is a smoother ride, can get some Mez protection that carries over to its damage form (Lightform), and does not require enemies around to buff against. Shameless plug for Kheldians out of the way, I am going to echo most of the previous advice. At -1/x0, play what sounds interesting. At worst, the climb to power might be slow, but that just means more opportunities to play story arcs as they arise rather than through flashbacks. My suggestion would be a Stalker: good damage, mezz protection, best stealth capacity for missions that suck. Pick a combo with some recovery/sustain or really good damage (you do not need both) and you are good to go. If stealth is not needed, I am partial to Scrappers for where they sit on the damage/survivability spectrum, but Sentinels, Brutes, Tanks, and Blasters will all get the job done in fine fashion.
  12. I actually like running the AoE part after Soul Drain in reverse: ToF -> Shadow Maul -> ToF -> Shield Charge. Gives time for AAO to saturate and lets all the smaller AoEs do as much damage to the spawn as possible before Shield Charge cleans them up. I acknowledge that more of the SC damage is wasted on Minions and Lieutenants this way, but you get more damage out of the other attacks on bosses since the initial salvo has not immediately deleted all the AAO fodder. That said, if you need some of the trouble mobs dropped as fast as possible, Charging first is not a bad idea.
  13. I am not sure if doing both would make it a full-on nerf. The values would be lower, sure, but as a passive it would be free, always active, and still retain its capacity to carry the Unique Resistance and KB protection IOs.
  14. That's what second builds are for! You can also get away with a lot of odd picks if you know you are going to be using it in a more dedicated group (or groups that use more dedicated lower-case "t" tactics... and Tactics, too, I suppose). You certainly will not have to kit it out as much as you would your primary build. As far as getting folks to stay dead for you, if you team with other people who also need a defeated body to use, the team manages to work that out. 7 folks running AM, the Full Leadership suite, and Fallout means the 8th is best served being defeated.
  15. I was... no, AM, still a proud Pinball Wizard. A team of 8 Kineticists with Nukes turns out to be something like, "Is that Continuous Explosion coming This Way?!" 8 Kinetics with Pets was an episode of Zoo, except the rampaging pets were on just-barely-there leashes.
  16. Kheldians have inherents that do nothing for the solo Kheld (not even taunting), and is very lackluster for teaming with Soldiers of Arachnos, other Kheldians (if anything), Dominators, and Controllers (10% slow resistance per SoA or Kheldian, and 1 point of Mez Protection for every Controller or Dominator). If the Kheld is teaming with 7 Controllers or Dominators, everything should be so locked down that 7 points of Mez protection is nearly useless, anyway. The damage resistance buff for certain other teammates also gets less useful as the Kheld's own shields, Dwarf, Eclipse, and/or Light Form come into their own. All of this also means a Kheldian sees the greatest benefit from larger teams, which are still not guaranteed to be an ideal composition.
  17. Posting to either confirm all this, or to note we are experiencing the exact same bug. My process after checking this post: Checked my powers, thought I saw the Proc in Radiant Strike, so used it first and started beating up mobs in PI with my standard attack chain and AoE powers. Never procced. Thought something else was going on, then jumped into a radio and checked my powers again... Oh, it's in Incandescent Strike because, apparently, I'm blind. Fired it on the first mob I saw, whiffed, then figured, "Ok, Game. Fine. Let's confirm the power has to connect part." Went through that group with every power except Incandescent Strike and, sure enough, never procced. Went to the next group, then used I-Strike on another enemy. Landed the attack, the proc did not fire on that one, but did go off one time, and only one time, per cast (no matter how many enemies I hit) on Solar Flare, Dawn Strike, Luminous Detonation, and Solar Flare again. I got lucky in that I did get a proc on each power, but I did notice that it does not multi-proc per power like the Theft of Essence Proc. Cleared the mission, then went back outside. I cleared a larger group of Circle minions by Portal Corp. without using I-Strike, and no procs. Found two Death Mages, used I-Strike on the first, then started seeing procs again on my AT powers only: Cross Punch never procced. One scenario I have not tested is what happens if I do not use I-Strike for 2-minutes to see if the proc turns off. A lot of other global procs like to stop 2 minutes after casting, which is why players put them in Auto powers (which effectively fire all the time and refresh the timer).
  18. I am sure some of the gurus will rip this to shreds (and please do, I am not above* learning something new), but it does get to 59% M/R/AoE, has the generally accepted Smite-SL-Smite-MG attack chain with a fully-slotted heal in Siphon Life, does not have any Incarnate choices taken aside from the Alpha, and has Shadow Meld for Defense Debuff emergencies. It does make some sacrifices, though: Full Gaussian slotting in Tactics, meaning you'll Build-up randomly instead of every use of Soul Drain, and it does not have Ball Lightning (does have Shadow Maul and Touch of Fear, at least). Also does not have your 45% S/L Resistance, but 35% isn't bad, and Barrier is still and option if you would want it. With the 59% native Defenses and Dark Melee's To-Hit Debuffs, Ageless might be better for Endurance sustainability. For your consideration: This Hero 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 Scrapper Primary Power Set: Dark Melee Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite -- Hct-Dmg(A), Hct-Dmg/Rchg(27), Hct-Acc/Dmg/Rchg(31), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(36), Hct-Dam%(37) Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(21), Rct-Def/Rchg(21), Rct-ResDam%(25), Rct-Def/EndRdx/Rchg(50) Level 2: Shadow Maul -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(37), SprScrStr-Acc/Dmg/Rchg(37), SprScrStr-Dmg/EndRdx/Rchg(39), SprScrStr-Acc/Dmg/EndRdx/Rchg(40), SprScrStr-Rchg/+Crit(40) Level 4: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def(7), RedFrt-Def/Rchg(17), ShlWal-ResDam/Re TP(27) Level 6: Touch of Fear -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(40), Erd-%Dam(43), ScrDrv-Acc/Dmg(45), ScrDrv-Acc/Dmg/EndRdx(45), ScrDrv-Dam%(45) Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), HO:Golgi(11), HO:Golgi(11), HO:Golgi(13) Level 10: Practiced Brawler -- RechRdx-I(A) Level 12: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(17) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15) Level 16: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19) Level 20: Quickness -- Run-I(A) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25) Level 26: Soul Drain -- ScrDrv-Acc/Rchg(A), Obl-Acc/Rchg(46), Obl-Acc/Dmg/Rchg(46) Level 28: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def(31), RedFrt-Def/Rchg(31) Level 32: Midnight Grasp -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(34) Level 35: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def(36), RedFrt-Def/Rchg(36) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39) Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43) Level 44: Moonbeam -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/Rchg(46), Thn-Acc/Dmg/EndRdx(48), Dcm-Acc/Dmg/Rchg(48), Dcm-Acc/Dmg(48), Dcm-Build%(50) Level 47: Shadow Meld -- RechRdx-I(A), RechRdx-I(50) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(5), Pnc-Heal/+End(5), Prv-Absorb%(7) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(3), PwrTrns-+Heal(3) Level 50: Agility Core Paragon Level 49: Quick Form Level 49: Double Jump ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1414;658;1316;HEX;| |78DA65935B6F124114C767D9A5C8BD94726B2908B48542BB169F7CF0C1C4DA075B1| |48BF1B5AE30B4A49BB261C150FD207DD007355EBF874F5EBF8631F6A226C618E37A| |D87346B09DB0F9ED9CF99F39FF9D3354FA2BBE6673F51293029775CD34376BF58E6| |618BCE3AC685BAD3A1B0C173C0911DFAC709D737545EBECE06BFADFCA0A6FF25D93| |ABB5DE60B6C19B3AEF7393F9AAEDB6AEAE73CD68ED6E05C5A4C13BE676CBF0DBF3D| |5D6D67617563DF6AC6670DE485C315A75B5D6D5F41DD8ACD6EEE99B15CDECF2CE5E| |1CEC64E1E90C7C49B643CBC9E61D8C9515369547A60AC8CC02325744CE969095916| |4851DCA7670F288F81519FF8E2C7F439A9024898AD21B0CCEBE25BE43CEBF47E63F| |103F22AF41B24CC9B2EC91ECE0580039EE454EADA1B80B62A7A8E4FC0C9E6760A72| |FC8E22172F12EB3C58BF788F7913D17F6CC4E765D0428323B73829E0BFFD347AC42| |A69B9299BB843B5E87A097EC38BC11F4EA9B24EFE3C82888FC42E4275180440112D| |D0051508882248A92284AA2108842421422D104892648B401A230895878098D4A10| |8C08F7110B06932114239D141BBCC1D1C5CFE339F761318117C17224F67093A5DF7| |84796FE206B209A1676A6C94E92EC24C98E02A219219AA1F6A6A8BD296AEF1E88D2| |A2ADE9DB8A1D3CAB11EF10EBC84C83C8913721392B2A64A9428E2AE4A8421644734| |23447ED9B3FC130880A78912D67E1297EE5C233E273E20B64F125F115F2139C5C49| |DCAED2133AB247C8738F890F8079E03EB2FC10F9D3C7984AC9926ADB71B3323106B| |69645F396A7B14349858961C16FD0D1B432FCEF5AEBA7D7AB8A58869064870E3CC3| |14521D8D84647655B2FD29B7A89B19AC3E76803C3C9D7F3C1272B07D3C1CC731F6C| |AF103F92B0A1056D78AC3EFB35E8F4EFE02A6AECDF6| |-------------------------------------------------------------------|
  19. Same. I have seen Electric Armor shorthanded as ElA or Elec. To answer the OP, though, EA or SR. EA is that good. SR is pretty good and generally hands off, letting you enjoy the primary.
  20. To this day I will never understand how the OG Devs didn't think the players would figure this out. What's that adage? "Put enough monkeys in a room with typewriters and eventually they'll type out Shakespeare?" The players had a better understanding of their powers and had more defined objectives. Even without knowing all the math details, a group of 8 was eventually going to say, "Hey! Let's try buffing us out to the gills, debuffing the enemies to oblivion, and see if that doesn't make life easy?" Weren't the problems with potentially nerfing the two sets being one: that if they did it, they would have to look at nerfing every other buff/debuff set (since most of those had stacking effects, too) and two: it was only an issue if it was a full team, and at full teams, any well-planned group of Defenders/Controllers/Corruptors were going to steamroll stuff?
  21. Katana/Regen Scrapper or Brute? Only 1 toggle (Integration, and it helps boost Regen), Quick Recovery and Moment of Glory. Defense Debuffing in Katana to help keep hitting things, then the Defense in Divine Avalance and knocks in Soaring Dragon and Golden Dragonfly the help with slowing down incoming damage?
  22. Among the Scrappers I have, I usually go with my DM/Shield when I want to solo. Just a solid combo that never leaves me feeling wanting for anything and capable of contributing on a team if I see a PuG TF that interests me.
  23. On the XBox: Destiny 2 (soloing is a chore, and is not helped by the fact I just seem to keep getting worse at PvP). Neverwinter A bunch of stuff on my Switch: Hyrule Warriors: Age of Calamity TLoZ: Breadth of the Wild (100% my Master Mode playthrough, but still trying to do it with my Normal Mode) Kirby and the Forgotten Land Various multiplayer games for Family Game Night And on my PC: Rom Hacks of old games, mostly, including The 7th Saga, lots of Pokemon, and TLoZ: A Link to the Past Randomizer I do not play any of them as much as I would like to, though. Hell, I am not sure there are enough hours in the day and/or enough hands to play them as much as I would like to, lol!
  24. That was my thinking when I put the build together. When given the choice (and by choice I mean there are no powers in-set that encourage a build direction), I like to go with Positional Defenses over Typed. My other thought was to go 45% Melee and just keep everything close, but the build gives up that dream to slot a bunch of Sudden Accelerations. Keeping everything together for AoE damage and getting mitigation through chain-flopping has managed to make up for it, though.
  25. My Peacebringer has a base-form-only build that runs a bunch of toggles and has some Defense (he's more a "Light" PBAoE-focused Sentinel), and a second that only has the essentials and click powers in base-form, then runs mostly in Nova and Dwarf. The Form Build is a bit more exemplar friendly if only because of Nova and Dwarf.
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