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Outrider_01
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Everything posted by Outrider_01
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tl;dr - power pool = cost = 1 pick + 1 pool - 4 pool choices = 3 pool choices left + (-1) power pick you can't get from Primary/secondary. Primary/secondary = cost = 1 pick with 4 power pool choices tl;dr tl;dr - it was a buff to Concealment not a buff to stealth powers. Or it's a nerf to stalkers being equal to other. AT.
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When Do You Create A Bio . . . And Why?
Outrider_01 replied to Tahliah's topic in General Discussion
Depends, I usually have a concept but not a backstory. Sometimes the concept creates the backstory, have a few characters I find some theme (twisted and crazy mind or plague) then roll with it in a poem I scrapped from the internew then changed to suit my needs. Feels like a monster or hero sung out of an old song that nobody believes in, yet the song exists for a reason. -
Omega, you would getter bang for your thump if you focused on smashing/lethal defense over Energy/Negative. That alone would cover 75% of the attacks coming at you, Energy Melee is checked for smashing while Ice is checked for lethal, all melee type attacks which are predominantly smash/lethal, the lone split damage like fire ball vs flares. Smashing/Lethal defense helps my electric armor brutes tank energy damage farms (low difficulty, to many boss/EB and its a boring slug fest), just Energy Blast/Melee and no Electric Blast/Melee.
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This is my latest Psi/Fire for farming, but I haven't built into it. Its similar in style to my other fire brutes with a different primary. Note that everything is +5 boosted, but in reality just the defense IO to put you over 45% soft cap and the plain recharge reduction IO like in Hasten. So maybe a total of 20 million in boosters. The only downside is the Psi Melee effect Insight, it almost never triggers except with Mass Levitate. So you don't get the full run of the effect, can get a few ML in the process but it would be nice if it went off before the power does. Savage Melee has a better trigger, its combo can be triggered in the BU power and it lasts for 15 seconds with the +DMG effect after its consumed.
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I found EA underwhelming, but its in the effects applied. The heal gets weak over distance which makes sense with electric power theme, but with people nearby it would be jumping between targets and so even a 114! followed by a few 10! heal ticks would up the effectiveness a bit, the endurance cost is the same compared to Heal or Radiant aura with the only offset is that the radius is huge compared those 2; the heal can effectively travel up to sniper range at a costume contest with more Static and people lined up. Faraday I find annoying because the radius is small in comparison to it being a stationary summon, would like to see a floating pet with a short duration like force field generator. Cast, you move a bit because what fight is stationary and yet its easier to position FF bubble as you just have to move. Not saying to turn Faraday to a toggle, but something that doesn't need to be summoned every 10 seconds. The rez is god awful with that short range, been knocked out of range to activate vs the radius yet Dark Miasma Howling has no issues. The 3 XYZ circuits are cool and all, but the Static effect is next to worthless while you chain cast it. It only increases target cap, but would be nice if Static increased the effects like the heal or endurance recovery kind of like how Nature does; or even consume some stacks like Savage Melee. The increase modifier doesn't have to be huge, but even .5% per stack x 15 stacks isn't a huge game breaker sinse the bonus is 7.5, as going to the first point it would increase the EA heal amount with the range while balancing itself with Radiant/Heal aura in endurance cost. The Static effect just increases target cap which increases range at this point, the weak low 100ish doesn't really justify the effect.
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My ideal on the attack sets weapons et al...
Outrider_01 replied to Thrythlind's topic in Suggestions & Feedback
DB isn't slash its lethal (like the effect, not a weapon type from fantasy MMO), damage of a bat is lethal when when you smash someone with blunt force trauma. AR for example, is considered lethal damage when shot in the upper body but when it hits its blunt force trauma upon impact. Knives might be considered a slashing effect in an MMO, but the actual result is lethal after the cut. So, anything goes with the suggestion when you hand wave it. Animation time and conversion would be a huge amount of effort to do so. -
Ding! You got it, it basically ruins builds. Might as well smash it down with IO set bonuses in the process, destroy all builds and reduce their effectiveness I got 2 points of view when it comes to IO slotting, what someone slots doesn't do a damn thing to you or I personally nor should you or I care what they slot. If it bothers you, either leave the group or solo. I I don't see how someone who slots their Electric Blaster with an assianine amount of Tempest : End Drain, Entropic Chaos : Heal, Devastation : Hold, Energy Manipulator : Stun, Power Transfer : Heal, and Performance : +End. Is it optimal? No. Does it affect me? Not really.
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You missed the point It's to limit your ability to be stronger. Just like you think procs should be limited per power, I was suggesting further limited to the entire character. The example of LoTG global recharge, OP In comparison to the +5 global resit or +3% defense x 2 = 6% (easier to build for typed vs positional def). 37.5% recharge global trumps 6 damage procs in a long recharge power. 37.5% affects the recharge of every power primary/secondary/power pool/Epic. 6 damage procs work in only 1 attack, per attack and having multiple powers packed with procs is a big issue. My suggestion is just limit entirely everything to 1, oh and I forgot that all IO are all 5 bonus with procs/special IO treated as universal unique which grants the 6th bonus regardless of set: crushing impact plus force feed back recharge grants the crushing 6th bonus 2.5% psi resist. In the end, the optional slot becomes mandated that all the special IO are limited to the point you probably could not slot more than 8 for the entire character.
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Farm Fresh And best isn't always the best, just the most optimal. I prefer savage melee, just flows faster compared to radiation melee. Had Psi melee, some how ground 250 vet levels before switching to savage melee.
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Boogitty boogitty boo!
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Yeah, but if you were rich you could get the free code and hire some devs to make your own personal Paragon City into how you envision it....with out doing it yourself!
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End goal? Looks like a fire farm brute with that fire defense, which works all right. But EM is more single target with 2 AoE and one is a semi-gimmick combo set up. You are over slotted in Aegis which is pumping that fire defense up (if a farm build, the toxic/psi resist isn't helping you at all and you can move those slots around) and should use 3 slot Gladiator Armor to get KB protection for a PVE build in 3 armor sets, but if you want PVE build you should focus on S/L defense and at the same time you have a mission/farm capable character; can do energy farm with electric armor: find an energy farm, make sure to find one that is energy melee and energy blast avoid anything that is electric melee/blast they are pure energy damage (the secrete is....the split damage type, smashing defense checks vs the smashing and you avoid the entire attack. Can also do smash/lethal farms by themselves, but you will laugh off energy attacks. The resists are impressive for smash/lethal along with fire but honestly you can run at 75% with Energizes regen until you hit a CoT mage boss that makes you cry. Here is my savage/electric build, use the armor secondary for a reference to build. Has 10 KB built in when jumping, while Grounded stacks with it.
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Is it time to do something about ATOs?
Outrider_01 replied to Greycat's topic in Suggestions & Feedback
They can be converted from one AT to another when supply is low, but a 1/13 chance among the AT. -
Good discussion, no one but controllers should use control powers. Dominators shouldn't have melee, lets leave that to scrappers and tanks cause brutes/stalkers shouldn't have them being a second rate character because of their release date. The range attacks on dominators should be null and void, lets leave that blasters and defenders as now corrupters are second rate because of their release date. You know what, just null and void corrupters since they are reverse defenders with an inherent that works at killing things. The laughable fact of a dominator is, they don't need range since anything held/stunned/immob isn't moving, fear/confused are not really hitting back, KB/KD/KU can be mitigated with some of the immobilize powers, and sleep is the only outlier. Literally every control power but confuse and sleep doesn't require range attacks against the target since isn't moving; so a Dominator could just melee them to death. To me, a functioning sentinel concept should have melee and range. Being exclusively range primary, makes no sense for the defense secondary except to FOTM a Tankmage of ye olden days of yore or just be a blaster that can't be mezzed. An Assault/Defense would probably be a very popular AT and would go well with shorter range or lower hit point caps since melee generally have lower caps to begin with. The AT then gets the best of both worlds (range/defense) with the penalty of lower target caps or shorter range.
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/jranger to short range and caps. You got mez and defense, play a blaster if you want to hit more. Sentinels are poorly designed. Range exceeds melee of normal melee sets but have melee range AoE buffs. Sentinels should of mean Assualt/Defense; secondary from Dominators. Than chance the inherent to something that works between melee range and blast range.
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Mastermind - Less Pets means more endurance ?
Outrider_01 replied to plainguy's topic in Suggestions & Feedback
You can farm with anything, fire brutes excel at it. You can take your MM and if you got S/L defense build, just run at a rate you can manage like +1/+8. Hell, even -1 works as your pets will just slaughter everything and lower influence isn't the end all benefit as generic recipes sell for up to 100k. Now PL with a MM, yeah a brute will be better. -
Depends on how you are building, the problem with 5 slot Luck of the gambler is you are getting less benefit out of the enhancement modifer (+Def/Endur Reduc/recharge) unless you are chasing those IO bonuses. 5 slots would be good for a tier 9 click, 3 slots for a toggle. Notice the different highlight colors, I would put in a Toggle 1/5/6 to save slots and a Click 2/4/5 if I was trying to milk slots, other wise Click would be 2/3/4/5/6 if I wanted to crank down the recharge and up the +Def. If its confusing and I feel like I do that when ever I try to explain something, in Weave i would put Defense/EndurRed , Defense, and Defense/Global recharge. The basic enhancements amounts of the Recharge aspect to cut the 10 sec recharge of Weave down is useless should it turn off, but for the 360 second recharge of One with the Shield anything with Recharge reduction will cut that by at least 1/3. Basically, you are chasing the +defense of Weave itself more then you need, the Recharge reduction is less useful, and with those extra slots you could spend them other places for something else. I was inspired to make a Savage/Shield brute but this one is dirt cheap in regards to a high recharge build I would go for, notice the number of slots in the toggles. I got what I could of out of the toggles like Weave and Maneuvers, then chased other IO bonuses to cap out at 45% soft cap using 6 slotted sets of Makos Bite (Range Def) in Maiming Slash , Touch of Death (Melee Def) in Vicious Slash, and Annihilation (AoE) in Dark Obliteration. 6 slots in both Weave and Manuevers would giver very little return for those extra slots, while 6 slot manuevers is only giving you some resist to S/L/Psi/Tox
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Is there a way to get more ignore slots?
Outrider_01 replied to Xenosone's topic in General Discussion
Only incompetence is the OP's inability to just ignore the lines of text. Its as simple as tuning it out. Speed read general and don't bother with chat, no reply if they send you a tell. -
You have every defense toggle 5 slotted, you could as easily take 2 slots off and get any other bonus you need.
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lol might as well homogenize them. SR is different, not inferior. Can it use buffs? sure, but not comparative to EA or Ninjutsu that basically turns SR into Ninjutsu or EA. You want to play those 2, go ahead....I see far more SR players then the other 2. the topic of the post seems to be PVP not lack of a heal or resists nor do the test server changes you suggest to check out have anything to do with a heal or resist. It suggests resist bonus or PVP elusively changes.
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Electric armor, decent typed resist spread With S/L defense IO build, mitigate a lot of damage Endurance drain power Endurance Reduction power Regen to health, COT bosses are a bane Lack of KB protection isn't an issue not withstanding Grounded, IO resist set are built in with 3 slots or you can chose to slot +KB IO.
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See Fiery Embrace, best example for a click that is short term + damage and on that recharge duration. Maybe less +bonus than current form, but should be able to count on a buff that doesn't nerf the player.
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Fighting pool ? Its fine as its, its filler for stats not for god mode Super Reflex power set ? Its nerfed in PVP because reason, its over powering if people can't hit you without fair balance. PVE build, with 45% soft cap smashing/lethal defense I can avoid 3/4 of the damage in game from swords (lethal), smashing (mace), and split damage like cold (cold/lethal) or energy (energy/smashing).
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Hibernate suggestion, Icy Bastions bigger brother.
Outrider_01 replied to Ratch_'s topic in Suggestions & Feedback
For brutes or tanks, it will need a modification. Its just too powerful on paper Mids theory if playing a scrapper which is something I have been looking at, can almost cap out resist or massive regen. It's not Willpower levels of regen buts enough to make Regeneration cry because of that short recharge and that Ice armor gets +hit points and native lethal/smashing defense on top. The tl;dr - it would be too good on a brute or tank, avoid about 80% of damage in game, increase hit points for anything that gets through, and low recharge to pop that kickass T9. -
Slight improvement to the above build, perma hasten while using domination bind and 2 spare slots thrown into brawl; put where ever you want.