
Outrider_01
Members-
Posts
1445 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Outrider_01
-
You haven't seen Fire, Ice, Energy, Radiation, and other Manipulation secondaries? Half of their powers are melee attacks, PBAoE toggle of some kind. Its kind of a tradition
-
A pop up upon log-in regarding the patch
Outrider_01 replied to Ukase's topic in Suggestions & Feedback
-
Mutually Exclusive Stealth Powers
Outrider_01 replied to Monos King's topic in Suggestions & Feedback
Ehh, free pick without dipping into a power pool to slot a lotg recharge. -
1. Change old toon to Superclone1 <- Renames are free 2. Roll New toon, same name 3. 3.5 hours tops in AE 4. ??? 5. Profit, you got a new 50 and start from scratch with the incarnates, badges, or slotting.
-
Nerf puple, hug red, suck yellow, and consume massive quantities of red and blue. Best advice given from a doctor
-
Vote on GM Costumes + Winners of the Animals Costume Contest!
Outrider_01 replied to GM Tock's topic in Events & Contests
Can we vote on the HAXXOR GM_Jimmy? For a guy who has like 8 powersets across 3 AT, wouldn't that make him a beast in a group? -
instant KB recovery (power or enhancement)
Outrider_01 replied to Umagon 23's topic in Suggestions & Feedback
You don't need to recover if you don't fly back. Most of the time 4 mag is all you need, 8 max. -
instant KB recovery (power or enhancement)
Outrider_01 replied to Umagon 23's topic in Suggestions & Feedback
Break free, IO, IO bonuses, Acrobatics in Leap -
DFB - Get Dr. Meinst off the catwalk
Outrider_01 replied to Outrider_01's topic in Suggestions & Feedback
Like I said, I could care less about the badge for myself because I can run it again. Its Meinst. Its dealing with the people who focus on the badge that jump in head first, which I will again make a simple statement, WHO FREAKING CLOG THE DAMN CATWALK! My melee can't hit it, I can't knock it off the railing with range, nobody wants to kill the zombies because of the damn badge. 3 foot door, 6 people trying to Three stooge through it while 3 dozen zombies come from the other side. Its frustrating. As for a group, yes lets start one....and you missed the point of my 2 examples. Tommy L. Jones: People are dumb, a Person can be rational and organize a plan but add more then 2 and it goes to shit. When people don't follow the plan, the plan turns to shit after they bull rush it. In my life, I am tired of telling people what to do; they either ignore it or just do their own thing. Can't even get them to do the simplest thing to organize something so I can finish the problem and I end up doing the entire thing myself. Waste of my time trying herding cats with an airhorn. Just go with the flow and roll with it. And lastly; its the damn cat walk. Again, its not the badge...its the cat walk. Remove it, keep the badge requirements the same; just make the damn evil villain more accessible to the handicap heroes who just charge at it. -
Its a first draft, to get a better feel for the set. Another build would be more refined, but the way I do things its about as refined as a brick to the face. Crushing field is to hold the mob after worm hole stuns them, hell after I found how hard they cornholed the strongest holds with 4 minute timers I prefer a good fast recharge stun, then nail them with the AoE immob. Long recharge holds can get down to 60 seconds for 16 targets, can get the average 90 second recharge stun down to 25 or just under; hit 2x as many targets in the same time span. The damage IO sets is to just to get some damage in; as domination pretty much enhances it. The Drain Psyche is to just keep the endurance and health topped off if stuck in an office building when things get close. Eventually I want to rework another build, but for now I am going to go with range; maybe a solo version for melee. I do like the animation speed of the melee attacks which would make DP shine, but it has only 2 and kinda meh single target; if it had an PBAoE melee I would probably go for it. I look at Pscyhic Shockwave as more like a mini nuke, it comes so late in the set I don't see a reason to look at the other melee. Biggest reason for enhancing the range of the the first couple of powers in Gravity, throwing a fork lift over you tank's shoulder before he starts the fight.
-
DFB - Get Dr. Meinst off the catwalk
Outrider_01 replied to Outrider_01's topic in Suggestions & Feedback
Its not the badge, I can get it at any time. Its the people with the mentality that jump right in and you cannot eliminate the biggest threat because of that badge. And coupled with a catwalk funneling; melee can't get near it when the mosh pit starts and the railings prevent it from being knocked off. Its just the catwalk. Badge requirements could change, but the catwalk causes more head aches with the mosh pits. As for discussing a plan, I have two good references to point out how futile it is Youtube video So yeah, I can't take my own advice if people ignore it so gonna save my virtual pixelated breath and keyboard from trying. -
DFB - Get Dr. Meinst off the catwalk
Outrider_01 replied to Outrider_01's topic in Suggestions & Feedback
Guys the problem isn't the pulling. I use origin attacks and try to haul ass back. The problem is the group and faceroll mentality to charge in and hold it on the catwalk. Coupled with you can't kill the zombies and you can't easily push it off with the rails. The bigger problem is more the people behind the keyboard, its useless to come up with a plan if nobody bothers to discuss it 😑 -
Its annoyance to fight an AV on a narrow catwalk clogged with walking corpses for a badge where you can't kill the undead trying to kill you. Your recharge goes to crap Melee can't reach it if you are 3 seconds late after the first melee, Meinst just draws a line in the sand and zombies are acting like its a mosh pit You can't effectively use a KB to push Meinst down with the rails Half the time you surf the rails if you land on it, can't do much for a few seconds Catwalk is high enough that the lowest level splash heal auras don't hit all the team or if you are on the catwalk the zombies just bum rush right after from aggro Earlier was in a DFB with a group of 8. Get to Meinst, try to bum rush and pull it down with an origin power, but the tank just hops up there. I just stop and back out as a plant controller has a 10 point dot hold and time's heal is slow to recharge. Team just ends up pounding it, taking damage on the catwalk, slowly face planting and for some reason just licks the pavement instead of going to hospital. It runs off at 25% up onto the large pipes for some reason. I face plant and back up in half a second, everyone else just lays there for several minutes while Meinst takes it on the jaw. 5 people quite over a minute so I start to eliminate the zombies while 2 sentinels wear Meinst down. Done, we go on to the next half but I face plant and had to get to ready for work. Its an easy TF for level 1, but the requirements for the badge and position of the AV turns it into a crap fest. I just stop doing anything if its stuck there, yeah its on me but half the time a melee can't reach it being 1 pixel to far. Tired of the zombies I can't kill with range AoE, any other situation you eliminate the Sapper first, clear Nemesis Lts around the boss group first, or the Carnie minions as far as possible to not get endurance drained. It just makes no sense to have a requirement for the badge that zombies killed last but the target is in a tight position to get to. And Tinder needs a badge, kinda lame he doesn't get a prize after you beat him down.
-
Looking for feed back, this is a simple build. Soft cap lethal/smash, perma hasten/domination, built to pretend to be a flying blaster. Propel, Lift, Crushing Field, and Gravity Distortion (damage proc) up to 100 range just as much as the Psi Dart with Psi Lance as a heavy hitter. Dunno, I find it hard to play a control AT with melee even if they don't move, can throw the kitchen sink and the ground at them (or them at the ground) well as face plant them for fun while changing around the controls as needed. Incarnates still undecided, was playing with them and forgot to put something useful. Only iffy on the Spirit Ward and Rune of Protection in Sorcery, not sure if I should get something like Assault and or swap out the Ward/Rune for Enkindle, which I think is a pseudo damage aura or low damage pet like Voltaic Sentinel ? Have another extreme one but its a click fest with the Psionic Mastery perma Link Minds/Mind Over Body, Hasten, Domination, and Incarnate to cap out resist/defense/status protection which I don't know is even a good idea.
-
First 50! Thank you for the help! Now what's next?
Outrider_01 replied to Aeroprism's topic in General Discussion
Was a fun build, I thought you had a brute. With the tank, I came up with something really different. Lethal and Fire farm! Almost perma hasten by .5 second, 89% Lethal and 90% fire with 46% Lethal and 45% Fire defense. There is a +recharge in proc in eye of the storm to make up the lack of haste, Firey Embrace is slower then I would like to see and I wanted to put a -resist proc in Ball lighting but had to give it up to cap fire resist. Left out incarnates, mainly a choice but then again everyone always goes for the same. Took Tactics from Leadership, can swap to assault if you want. I will be straight up, it would probably be only 70-80% effective compared to a brute farmer but a brute couldn't pull it off with it the smaller defense modifier in weave. And if this is something you attempt, which I do not endorse unless you want to be different , Guarded spin needs to be the first part of your attack chain to cap that lethal defense...and Its ONLY LETHAL farm, do not attempt a smashing damage; you might have to make an exclusive lethal damage with no -defense but I don't think thats possible. But if you drag your friend along with a support class, anything would make it excel. -
First 50! Thank you for the help! Now what's next?
Outrider_01 replied to Aeroprism's topic in General Discussion
Rolled a Savage/Fire on Excelsior, built up and ready to go but no Incarnate yet on it. If you see Deadbloke in the AE send a tell, will probably be on a few hours tomorrow. -
First 50! Thank you for the help! Now what's next?
Outrider_01 replied to Aeroprism's topic in General Discussion
Did the same, once you hit 46 you got to drop from +3 with inspiration to +2. The NPC start to scale up towards 50 or higher so it takes a bit longer to kill. Once you are full spec, it flies. If your friend was debuff it would go faster, anything with -to hit or -resist will take the NPC down a notch. Its an investment, dividends pay off in the end. Farm brute? If any thing but your normal spines, or rad melee and fire I could come up with something for you to look at. Won't be home for 12 hours but got nothing to do at work but shove shit in boxes, need something to keep my brain occupied from going crazy out of boredom -
First 50! Thank you for the help! Now what's next?
Outrider_01 replied to Aeroprism's topic in General Discussion
Ah, did not know that. -
Oh yeah, not saying the farm. Its the wait and then someone looking to the P2W lady to solve it. Second account, no problems here. Sometimes one's own initiative pays more, like an alt account or taking charge to start a DFB.
-
First 50! Thank you for the help! Now what's next?
Outrider_01 replied to Aeroprism's topic in General Discussion
Something to address Hover can slot the defense 7.5% global recharge in Luck of the Gambler Combat Jumping can slot the 7.5% global recharge in Luck of the Gambler Their defense stack Their ability to function besides the defense negates each other CJ provides no +jump while you hover, you are in the air Hover you can't even use on the ground, you are an inch above it. Combat Jump is also disabled by Ninja or Beast Run, they are mini-travel powers. Exclusive to CJ, just mentioning it. It sounds stupid, but unless you want those two powers for theme you are locking yourself out of another power pool as an option for utility. Meaning, what other benefits can you get besides the minimal defense and low endurance cost. You can get either select Leap or Flight pool, then get Leadership for Maneuvers to stack +defense. For blasters, Hover or CJ is 1.75% base defense with minimal endurance cost; Maneuvers is 2.28% so 1.75 + 2.28 is 4.03% defense for a slightly higher endurance cost. CJ and Hover is a flat 3.5%. With Leadership pool, you also get Vengeance which can slot the global defense recharge. So Flight or Hover, plus Maneuvers + Vengeance = 7.5% x 3 = 22% recharge. You can also get 1 pool for Leap or Flight, CJ or Hover. Then you can pick up Fighting, the melee attacks are less then stellar outside concept BUT you get a +Resist L/S toggle which allows you to slot +Def bonus from the Steadfast and Gladiator Armor set IO, with the two type which are Unique meaning 1 of each. 3% each or 6%. So 1.75% + 3 + 3 = 7.75%. Then in fighting you can get Weave, which is 3.5% which then turns to 11.05% defense. You endurance cost went up, but the benefit in defense is greater. You can also pick CJ, get Super Leap for travel. Now you have another pool selection, can pick up Stealth which is 1.75% defense (don't be fooled if its 3%, half is suppressed in combat). So 1.75 + 1.75 = 3.10% defense. BUT WAIT! THERE IS More. The global recharge IO in Luck of the gambler can be slotted in any power that has +defense; Combat Jump + Stealth + Grant Invise + Invisibility = 7.5% recharge x 4 = 30% global recharge. Add Hasten itself, 70 + 30 and you are now half way to making Hasten perma. Luck of the Gambler can only benefit up to 5 times slotted into any defense power, the Steadfast or Gladiator Armor can only be slotted once in any resist power. My numbers are all off, its blaster level. I am also in a hurry to type this out before work -
This might be the problem. 1 to 22 in 10 minutes in a farm while my Psi/Fire could do 15-18 mins, standing around outside with their c*** in their hand begging asking takes 2 or more hours as I run a quick briggs they are still out there and they send me a tell (I don't care, my badge set is Apathetic unless I am in the mood). In that time, they can easily got to 15 with DFB except they don't want to form one; but you don't need a full group so finding a few others couldn't take that long.
-
Agree with that, even with the BU up and tactics (assault is worthless compared to a red) my farm psi/fire brute seems to miss that one hard hit Would be nice for it to be a damage toggle like Spines or Rad; there is a total of 2 in every melee set. A debuff added like slow. Also remembered, the animations seem clunky. ML is slower then Foot Stomp. Greater Psi blade has the hang time of a PBAoE attack, but single target, seems like it should be just a little bit faster Would like to see Psi Blade Sweep as a PBAoE, otherwise the set is just Super Strength with different animations and an exotic damage type which is resisted more than smashing.
-
Psi melee insight, procs more often on mass levitate the Psi sword sweep which says more often; acts more like an IO proc. 15 seconds up 15 sec down, would rather be a combo builder.. The boggle power is kind of pointless as you are trying to kill stuff not make it your friend and expect insight to go off. The BU power doesn't trigger insight but it triggers in the savage melee version, which I swear will remove the exhaust mechanic as soon as it activates and the BU adds 5 right after it again. Insight Strike which is like scrapper crits is so random when it crits on my brute, I can't rely on it.
-
Add endurance modifier slotting to Obscure Sustenance?
Outrider_01 replied to Psyminx's topic in Suggestions & Feedback
Finally had time to test it, 3 plain recharge at level 30 brings it to 30.67 recharge. The HP regen is 172% for 10 sec, 172% for 20 seconds, 100% for 60 seconds. Endurance regen is 60% for 10 seconds, 38% for 20 seconds, 10% for 30 seconds. Hasten brings it down to 22 seconds, so you will be running 5 endurance then crash to 2.5 then cap buff again real quick. Endurance regen poops out at 30 seconds, Health regen at 60 seconds but the power is already recharged. They should just boost endurance recovery, Mid shows 1000% health regen which is a massive boost in HP but I find that iffy to believe. right now on my sent its 8% or 65hp with no health IO when the power is buffing at full, 68 hps with a single level 30 IO so a whopping 3hp more. The hitpoint heal actually went up more then I expected; from 160 to 215. With just a single IO doing that, but in game it says 41hp heal in the stat tab 1 time...how is it 4x higher in the combat log? They should refine the power, boost the endurance recovery a bit and let it last longer. -
Add endurance modifier slotting to Obscure Sustenance?
Outrider_01 replied to Psyminx's topic in Suggestions & Feedback
Same reason the last power in leadership or ElefAff can't take recharge which is explicitly tasted but affected by global recharge. It doesn't take it, it would be nice but given proper slotting and that it needs only 1 target vs the Psyche assault in dominators for end/health regen. Thats still a lot of endurance.