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Krazie Ivan

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  1. heh, nice - good to see someone else work around ScorpShield. imagine blapping with ~softcap SLENFC Def, ~35% positional, -6% ToHit to all targets within 15ft, full Mez protection & 65-75% SLEFC Res 4min out of every 4.5min. plus -KB, & more of your own KD mitigation. ;D
  2. Agility/Spiritual Ageless Core Degen/Reactive BP Radial Ion Core Assault (Radial for active farming with Insp macros - Core for AFK farming)
  3. with the changes/nerfs coming to Arch/TA, i'm not sure what might be the best for ranged ...but i'm pretty confident Water/Atomic is the most durable melee blapper.
  4. why's that? Mac user?
  5. every time there's 1-2 baddies left in a mob, momentum is down, & i'm about to hop into the next... i look at my team & say to myself "one of you will finish that, right?". and then i don't want to be "that guy", so i cue an attack & watch the target die before i animate. also, there's no "saving" a squishy teammate with a fast hop & attack to the baddie standing over them. somethin that Katana & Claw accel at. ...still, gonna miss my TW/Rad as it is. when you keep the beast fed with +Rech & targets, it's appetite only grows. nothin else wrecks shop & lays waste like it.
  6. lol Rad can be much faster with far more dmg output, via B.Decay/R.Therapy/G.Zero. Elec can be far more durable & easier to play, while L.Field will help with longer fights. both can hit Melee softcap with lil effort, and both have +End tools good enough to keep you fighting indefinitely. i can't think of anything that works against Stone for synergy.
  7. Krazie Ivan

    Kinetic/Regen

    ah, when i said "below avg", i didn't qualify with "of this nature" ...which the avg is somethin like 3.3-3.4PPM(?) of all procs that have a set # of PPM. interesting that you view it similar to both Gaussian's (Unique) & Decimation (can slot multiples) Build-Up procs... you later note Purp/Super procs as different too, which are also marked Unique, so the avg player knows they can't get higher perf from slotting multiples... then would you at least favor changes to the descriptions so that players know slotting multiples is a waste for procs like these? eh, there are so many dmg procs avail to use tho ...which means they all have a chance to fire, & aren't cancelling each-other out like P.Transfer does currently. so it is different, right? lol, can't agree more about Elec blast... only (rather dumb & very short-lived) joy it ever brought me was in Siren's: /Dev & the old massive +Dmg from low HP mechanic, droppin from the ceiling, 1-shot snipe someone, disappear. honestly, would it be so bad to allow Elec sets a slight advantage with this proc, due to how less useful Elec's 2ndary effects are? as someone who put thousands of hours into /Regen, i have to disagree with how substantial it's mitigation is in your opinion. a Tank with serious +HP & a way to slot multiples (that actually work as such) would be the edge-case where this proc would be noticeable if also combined with very high Def & Res (as i said earlier). most chars will only see <75HP from it on avg, 3x per min, which is only 3.75HP/sec ...sure that's ~50% higher regen than base, which may sound like a lot, but base regen is incredibly low (which is why i never suggest anyone Enh standing-regen, aside from Integration), and does almost nothing for most chars in a tough fight. still, this proc takes a slot, which again is not free, esp on min/max builds where it'd actually begin to shine. and of the chars that would actually see the largest benefit from multiples, very few could slot more than 3 (unless we're including attacks, which would likely/sizably diminish +Res or +Def or +Rech bonuses that have a far larger effect on durability). use lots; gimped build ... use one; unnoticeable. currently: where it could be good, it isn't ...and the checks for multiple aren't expressed in the description. if we don't want it to be good, then it should likely be a Unique (for clarity-sake) & dismissed like we do with other sub-par/slot-better-used-elsewhere Uniques, like Reg.Tissue.
  8. Krazie Ivan

    Kinetic/Regen

    btw, @BrandX ...sorry to threadjack
  9. Krazie Ivan

    Kinetic/Regen

    not good, due to the low base recharge of attacks & amount of Rech Enh likely slotted. T.Strike would be the best spot for one, but you're still only lookin at 3 heals per minute, and a good build will focus on having T.Strike usable every 6-7sec (as the only true dmg AoE in the set, a build with low slotted Rech would be felt hard). still, i'd support a change to 5-cap to keep things from gettin extreme, or at least to help prevent players from gimpin their builds by using a slot for this proc in a 3sec base recharge attack.
  10. Krazie Ivan

    Kinetic/Regen

    ah, didn't realize that. not sure what made me think it fell under LotG +Rech type-rules... but that'd help address your concerns of being slotted too much, no? esp as it's not "free" or "unslotted", consuming 5 slots if someone wanted a somewhat useful amount of +Heal (which is weak mitigation to begin with anyway), & potentially balancing out in attacks vs set bonuses (similar to what various -Res procs currently do for "free" added dmg). the below avg PPM already restricts how reliable it is in all but the longer recharge clicks, esp bad in attacks, leaving always-on powers as the best option ---& those are quite a bit less avail to chars. as it stands, the Enh is nearly useless with just 1 slotted. which seems a shame for something that is otherwise quite different than other Enh on offer. closest to it is Pana, but nobody slots that for the tiny heal chance, lol ---remove the +End, & nobody would buy one. should really be a middle-ground, imo, which the diminishing checks on multiples restricts too far. or do you think 1 per char is worthwhile?...in what cases? good convo, man, thx
  11. Krazie Ivan

    Kinetic/Regen

    we're only lookin at 3.75HP/sec each proc, right? only a few power set combos would have the ability to slot 4 in always-on powers, with the rest in on-activation-only powers, and the game limits us to the "rule of 5" already. i just don't see under 19HP/sec max as ripe for game-changing abuse... great & worthwhile to so few builds (would need both softcap Def & very high Res, imo), but even those wouldn't see a night/day difference in gameplay. is there a scenario you can show me that'd help change my mind?
  12. nice if anyone is lookin to go even cheaper for Spine/Fire, still be capped, & have Dmg/-Res procs...
  13. Krazie Ivan

    Kinetic/Regen

    (my typical /Regen copy/paste advice):from a few thousand hrs on /Regen chars, the single biggest suggestion i can make if you're looking for durability is; do not bother enhancing standing Regen through Enh or Bonuses, just the clicks (IH, DP ...maybe some Int & Recon love). instead, hit melee Def softcap & attempt 150+Rech, then add what you can in Resists. it's going to feel counter-intuitive, until you play it with a strong layered build a while.Regen loves +Def as much as it thrives on +Rech, but the set also lacks any Debuff Res (take Ageless?). because chasing +Def & +Rech to their limits can have diminishing returns, and hitting all softcaps on any Regen char will gut the rest of the build, just take the biggest bonuses & then go looking to add easy Res (S/L yes, but don't neglect E/N ...F/C will come from Purps & WOs). a +Res based build on a Regen doesn't work out (i tried), but adding solid/well-rounded Res does help if you have good Def & Rech already. look at Meld (for Scraps) & alternating Rune & Melee Core to stay near Res caps. Regen is near the bottom these days, but it can still shine ...it's just very very hard play-wise & to build.
  14. Krazie Ivan

    Kinetic/Regen

    i can confirm how much this situation sucks & breaks an otherwise potentially great proc... slotted a final build with 3 of them to test shortly after we got em, and was really impressed/happy with the initial result (watching the +HP pop in combat log & over head). wasn't game-changing or OP by any stretch, but worked-out to be a decent +HP/min boost that would help on extreme +Def & +Res builds. then i zoned or relogged, & it was comparatively abysmal. 3 of these wasn't even proc'g as often as Pana's +HP. they should function identically to multitudes of Perf.Shifter, imo, as everything else about them indicates. unless i'm missing somethin?
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