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Neogumbercules

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Everything posted by Neogumbercules

  1. Yeah I was using it in the rotation. I'm not sure if it made a huge difference to DPS overall but it was still great even as an ST attack. I also crushed AE 125 with DM/Shield because of DC being so good. One things for sure, my next main will definitely be DM.
  2. I know this thread is about DM/Shield but I just did 416 DPS on a slap dash DM/Bio (with t4s and my robot drones lore pet out) and wowzers!
  3. I fuckin love this build now.
  4. Played 125 and +4/8 and absolutely crushed it. I'm loving these changes.
  5. DM/Shield using a "purpled out" build that I slapped together on a whim did a Pylon in 3:42 with no Lore. I'm not sure what that translates to in DPS but I feel like it's a good result. I was using Dark Consumption is the attack chain and cycling Smite, Siphon, Midnight, and Zapp as available. I'm by no means a pylon person, but there's a casual players pylon result anyway. Edit: I checked out the pylon thread in the scrapper forums and if I punched the formula in right a time of 3:42 puts me at 299.43 DPS. Not bad.
  6. DM/Shield. This set feels absolutely incredible now. DC is strong but not overwhelmingly powerful. It's great when you can stack up foes but in most stick and move situations the small radius will limit its potential target cap. It truly feels like a well rounded set now with lots of active play between maximizing soul drain, shadow Maul (which should be the template for every shitty cone in this game going forward) and DC. I played IOd to hell with T4 Cardiac since it pairs well with Shield and Ageless. It really feels like one of the most active and fun melee sets available right now, between its utility and its self-buffing mechanic, I feel compelled to go as fast as possible, and I don't feel like I have to suck at something (AOE) to have a decent ST and situational utility any more. Honestly the best update on HC so far IMO. All future set updates should aim to make them as fun and powerful as DM is now.
  7. In general my response to the DM changes is very positive. Although it's an extreme example, Diablo 3 is a game that tries to bring up underperformning class sets and items, instead of bringing down others, and putting DM at a high level makes a lot of sense to me. Now I gotta decide between DM/Shield and DM/Bio...
  8. Would it be too optimistic to see these electricity themed powers, chaining mechanics, and IO sets leading into a re-work or tweak to Elec blast and Elec Melee?
  9. Thanks Snarky. I respec'd out of WoC and the build makes a lot more sense now. I'm still not sure I'm going to stick with Dark/. Rad/ or Fire/ pairs better with a character that will be standing in PBAOE range all the time...
  10. I've been running this build on and off for a while now. I'm wondering about the best way to slot world of confusion, or if it's even worth taking at all.
  11. Finally got mine to 50. If anyone saw 5 of every red fortune on the AH suddenly sell for 5m a piece... That was me. So far I'm impressed. It's great to pull out these huge chunky hits and crit all the time. I still have a long way to go to make my build, and I am dying for Cardiac, but this build has an incredible mix of ST and AOE damage. Went Mu for that snipe and Ball Lighting. Love Shield Charging in and immediately following up with a ball lighting and a crit disembowel to whoever stands too close. Anyone notice a lag on the damage of Zapp?
  12. I love my En/Dev. I like the secondaries with toggle sustains and cloaking device hits the spot for me. With that and Stamina slotted up I'm sitting around with >4 end/sec not counting performance shifter. It's a more passive secondary that let's me hang back and blast. Trip Mine is fun but Gun Drone and Time Bomb are shit.
  13. I noticed Bonfire with the SA KD proc is way less effective now.
  14. Fire, with it's damage aura and burn will pair well with Claws' AOE but if you want damage you should just play a scrapper. Invul and WP are probably your best bets.
  15. It's got a slow activation time and the DoT isn't great when you just want things to die. Usually you have better abilities to cast for the animation time. However, since an AE farmer is fighting +4s, the DoT is just another layer of DoTs in a sea of DoTs so I think it's at least worth a try.
  16. Even though Combustion is not a great ability on it's own, with the radius and target cap increase on it, breath of fire, and fire sword circle, I'm starting to think a Fire/Fire tank will be a really good AE farmer to play with. Besides that, maybe a WP/Fire for general playing would be fun. I like AOE!
  17. Only time I noticed a respec failed was because I did a /respec when I was leveled up but not trained yet.
  18. Hi all, Was wondering if anyone would be willing to check out my build and propose any modifications. I have soft-capped S/L/F/C/E, 35% Negative, and 22% Psi. It's definitely a dream kind of build, but it's nice to have something to shoot for. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Devices Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(40) Level 1: Web Grenade -- EnfOpr-Acc/Immob/Rchg(A) Level 2: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), SprFrzBls-Rchg/ImmobProc(40) Level 4: Combat Jumping -- Krm-ResKB(A) Level 6: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(15), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40) Level 8: Fire Breath -- Rgn-Dmg(A), Rgn-Dmg/Rchg(11), Rgn-Acc/Dmg/Rchg(11), Rgn-Acc/Rchg(13), Rgn-Knock%(13) Level 10: Targeting Drone -- RctRtc-ToHit(A) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(15), Ags-ResDam(25), Ags-ResDam/EndRdx/Rchg(34), StdPrt-ResDam/Def+(37), GldArm-3defTpProc(43) Level 16: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(17), LucoftheG-Def(17), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg+(43) Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(23), SprBlsWrt-Rchg/Dmg%(46) Level 20: Field Operative -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(21), LucoftheG-Def(21), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(48) Level 22: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Blazing Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/EndRdx(31), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31), SprDfnBrr-Rchg/+Status Protect(50) Level 28: Trip Mine -- Arm-Dmg(A), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dam%(45), SuddAcc--KB/+KD(50) Level 30: Super Jump -- Jump-I(A) Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 35: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(36), LucoftheG-Def/Rchg+(36), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(37) Level 38: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(42), LucoftheG-Def(42), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def/Rchg+(43) Level 41: Web Envelope -- GrvAnc-Hold%(A), GrvAnc-Immob/Rchg(46), GrvAnc-Acc/Immob/Rchg(46), GrvAnc-Acc/Rchg(48), GrvAnc-Immob/EndRdx(50) Level 44: Tactics -- EndRdx-I(A) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(45), PrfShf-End%(45) Level 50: Musculature Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Core Embodiment ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1514;672;1344;HEX;| |78DA6594C94F136118C6BF69A756A0054A5B0A42811690B5A5058C5B8C91A518850| |441CFA4A1933209A14D5B133D19B7BB22864436BD81DB4945FF1ECF2E47A387FAB6| |CF53A7B1934C7FDFF7CCBBCF375DB833E37A3F77FFB2D2DCD3EBC97C7E654A7E0B4| 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  19. OK. This section of the forum has something like 24k comments and I'm sure 99.999% of them won't make it into the game so trust me I won't be broken hearted if this or any of my suggestions aren't addressed. At no point before your comment was anything I said approaching whiny. I have no desire for a gold star or to get my way. I simply wanted to talk about "smoothing out the low level experience of kinetics" and proposed some fairly minor buffs to some of the low tier powers in Kin and a suggestion to make Siphon Power useful post Fulcrum Shift. You're taking the notion of someone simply making an argument about a powerset and supporting it as whining and complaining. That's your problem. I don't think anyone else who read this thread would say I was being a whiny child. You're just being a dick, like I said. The only comment you made approaching a point was that kinetics is the best set and doesn't need improvement. That topic has already been discussed up-thread and I'm not going to rehash it again. If you want to address those points feel free but that's not what you did. You completely ignored that and just blurted out your innane drive-by comment. You're coming in here with a dismissive, shitty attitude, and if you did read the thread you either missed that post or you failed to comprehend it. That's why I told you to read the thread. Your post is not constructive and here's why. "Nope" or "/jranger" by themselves are shitposts at best, but we've come to get used to that with the insanely defensive gatekeeping that has been a part of this community since long before shutdown. "Nope and let me ignore the discussion and insult you for no reason" is being a dick, and that's why I told you to shut up. "Nope and here are some reasons why I disagree" is a discussion. You didn't engage in a discussion you simply drove by with a backhanded insult and added nothing to the discussion. If you don't want to discuss the topic then keep your shit to yourself. If you want to just say you disagree with the suggestion, sure, but if you act like a dick be prepared to be called out on it.
  20. Your saying this to someone who probably has 3-400 hours worth of Kin playing and dozens of Kin alts. Dont be a dick. Read the topic and reply constructively or shut up.
  21. Popular because it's great at fulcrum shift level and beyond which no one is arguing, and because they are the best end-game farmers on controllers and because they are desirable and easy picks for any team because of SB and FS. This thread is about the uneven play experience pre fulcrum shift, especially in regards to solo play.
  22. I disagree on Kinetics being in contention for the best set. It's really hard to compare apples to apples because every support powerset in this game is doing something different, but overall, Kin is pretty bad at lower to mid levels, outside of speed boost its got nothing going for it. At level 32/38 you get the incredible Fulcrum Shift which is an awesome damage buff, but it can actually be finicky. It works best when you have a neatly grouped pack of enemies that you can target for a massive damage buff but you dont always have that situation. Consider an AV fight for example,where you have a single target for your capstone power. Also, players that prefer to fight from range aren't really getting that benefit, and kins stack badly. More than 1 or maybe 2 on a team is overkill, compared to a debuffing set like Rad that just gets exponentially better for each one that you bring in. Sets like Rad, Storm, and Dark Miasma are more useful across the entire leveling journey, compared to /Kin which only gets great at the end and still requires to-hit checks on all of the good abilities. Now I'm not arguing that Kin is a bad set. Far from it. It's just got a very tough early experience and a handful of powers that are drop dead pointless, especially once the player gets Fulcrum.
  23. We all know that kinetics experiences a bit of a fulcrum shift in power once they hit level 32/38, but as someone who has played a lot of kinetics over the years one thing that is also true is the low level experience of a Kin is very frustrating. The problems as I see them: The mainstay powers are siphon speed and power. Single target debuffs that have minor impact on the enemy. Power gives a your team a decent damage buff and is stackable but it's dependent on that recharge and to hit check. Things early level characters might struggle with. Endurance hog. Both my Corruptor and Defender are constantly gassed due to the combination of attacking, throwing out buffs, and giving SB and ID. This is with standard level 25 end reduction IOs in attacks and 3 slotted stamina. Remember we're talking early levels here so yes I could slot a miracle, a panacea, or a numinas but that's not representative of most players abilities at level 20-something. The +recharge from siphon speed is actually a bit of a double edged sword here. Until transference, a Kin has a hard time dealing with endurance. Solos bad: the combination of paltry st debuffs, existing on ATs with no/low/moderate damage from the primary, and lacking in ways to manage large groups makes Kin one of the worst sets for a solo'er between 0-32/38. Every ability requiring a to-hit check is a big downside. It's a powerset that is very susceptible to failing at a critical moment and the buffs/debuffs for the effort are pretty bad, honestly. Siphon Speed and Siphon Power are not that useful. Inertial reduction is kind of a waste of a power pick. It used to be a good way to get a travel power without taking a prerequisite, but now that travel powers are available at level 4 and don't require another power pick, it's hard to see an advantage to IR. Repel sucks. Even with the -kb proc, and the frequency of KB nerc SCORE did, this ability is still awful. The unresistable, unenhanceable endurance drain per enemy hit makes this power a non-starter. Of course there are pros. Kin requires minimal slot investment, teams love you for SB, because of that it's easy to get on a team that's punching way above your weight class. Kin has some skippable powers like repel and IR that allow you to invest in more attacks or pool powers, and of course transference and fulcrum shift are incredible abilities. Transfusion is a pretty strong heal and decent -regen too... When it hits. My proposal is to strengthen Kins core low level abilities without overpowering the set at level 50 and beyond. Transfusion: nothing. Siphon Power: Make the -damage portion a 16 target AOE and double the -damage against the targeted enemy. The +damage to you and your team does not change. This makes the power very useful at low levels and keeps its usefulness after the player obtains fulcrum shift. This power is honestly totally obsolete once Fulcrum becomes available. By making it an AOE damage debuff and beefing up its strength against the targetted enemy, players will be incentivised to continue using the power after they get fulcrum, while not also being a duplicate of Fulcrum Shift because your team only gets +damage from a single target. Siphon Speed: Make it a 16 target AOE. Add 25% enhanceable recovery on self while siphon speed is active and allow it to take end mod sets. Kin players have a hard time keeping up with their own team when everyone else is Speed Boosted and has unlimited endurance. This will help the Kin player stay in the fight and offset the double edged sword of more recharge causing more endurance drain against your natural recovery. Repel: Remove the per-target end drain. Increase the endurance cost of the toggle. Increase Density: Nothing. Speed Boost: Nothing. Inertial Reduction: Add KB stun and immob protection while active. Transference: Nothing. Fulcrum Shift: Nothing. My aim is to even out the playing experience for Kin and I hope this makes sense. Any thoughts?
  24. I like these suggestions. More damage on Tesla Cage, faster cast time on Short Circuit, and a slightly quicker recharge on TB would be great. I'd like to see something done with Volty too. Maybe make it a toggle. Passive damage is fine but recasting is annoying and easy to forget.
  25. I understand where the OP is coming from, but I can't get behind it. The QOL features are basically the only thing keeping me around. Like many others here my life has moved on since live. I have a real job, kids, house, wife, etc. If things went back to the way they were CoH would definitely not be doable for me. Besides my own growth though, game design in general has moved on too. QOL is important and games are usually better about respecting their players time (mobile games not withstanding).
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