
kelika2
Members-
Posts
2193 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by kelika2
-
I never heard this before.
-
Focused Feedback: Power Changes (Release Candidates)
kelika2 replied to Arcanum's topic in [Open Beta] Focused Feedback
Necromancy > Zombie Horde still has a rather lengthy cast time. -
While late to the thread I am going to hard no on any willpower stalker. All those toggles and they took away Quick Recovery. Brutal.
-
buttcapes and wings please
-
Swap Mud Pots and Hurl Boulder, bump Hurl Boulders damage up to Superior No special reason. I just wanted a fire/earth dom and stacking damage auras from a low level. Well thats a lie. Mud Pots is pretty much skippable as it already is, and Fissure is outclassed by Epic/Patron pools. Having two "bad" final tiers is kinda silly.
-
In Project1999 there was this guild called Ald Lang Syne or something like that. They forbade anyone who joined to buy gear from the commonlands, or get gear from a friend, and all natural leveling only. I think it is time for you to do the same. Might be weird to manage a DO/SO only no firefarming, market manipulating supergroup but it might be easier than asking the devs to piss off the 99%
-
New Notoriety Option: No Enhancement Set Bonuses
kelika2 replied to Blackfeather's topic in Suggestions & Feedback
All or nothing. OP lost me at numina proc as an example being omitted. This would also mean Miracle, panacea and Perf Shifter Plus the enhancements used are all hybrids, even without set bonuses you are still pretty well off since you also have healthy amount of rech/end on top off acc/dmg in attacks. ATO/Purple/PvP pretty much max out acc/dmg/rech/end in attacks While being killable sounds like what the OP wants, the absolute power of IOs turning Footstomp into a 9s cooldown, or nukes being down to 60 seconds, etc is still there. In which case, all you need with this whole idea upside down is making a bubbler/ice shielder/sonic reso a mandatory member -
It almost is the last of the classic sets to be looked at. To my memory the classic sets are: Invul Dark Stone Fiery Reflex Regen? Energy Aura? Not sure how accurate ParagonWiki is, but pre issue 11 are classic, and were available to brutes and scrappers Reflex always felt like its held back by its name, but it did get some changes over time like scaling resists from autos, and defense debuff resist. resist which easily caps itself Fire is fire cmon Stone armor is getting some buffs, that Rooted change on Beta might be the tipping point for many people. I know it will for me at least. Dark armor has always been a sleeper.. set. I think their Cloak of Darkness got a defense buff and immobilization protection at some point after release. Regen is.. is.. might take priority over this theoretical Invul change No wiki info on energy auras release date, but I dont ever remember making one so another tossup.
-
Because i could not think of anything else that would be useful without breaking the theme of the set. Mechanically, bullets do not bounce off Invuls, but with the idea of Thick Skin, yeah I can see it. Now, Smashing and Lethal damage is not hard to get high or cap on many secondary sets. My radi tank is sitting around 85%, dark tank around 80%, willpowers all 79-85% range and Invul not being special anymore in that regard I thought hey why not. ... nameswap. The name Dull Pain does not mean you take less, just take more. Maybe rename Dull Pain to Thick Skin. And maybe Dull Pain can be the Absorb.
-
I am not used to the new Edit button location and quoted myself
-
Realistic request: Swap Resist Elements and Invincibility. Reason why: its the taunt aura for brutes and scrappers. Its pretty brutal trying to get through lower level content Unrealistic requests: Merge Resist Elements and Energies Bump Invincibility and Tough Hide up a tier New t8 ability called Thick Skin, strait up Absorb click Adding +dmg% or a 100% proc chance to Unstoppable and halving the crash to 50%hp/50%end. I mean if you are unstoppable, wont you hit a little harder or deal a little extra smashing damage? New Set would look like this Resist Physical Damage Temp Invul Dull Pain Resist Elements Unyielding Invincibility Tough Hide Thick Skin Unstoppable Either change would have Invincibility at level 10 or 20(15 if exemp)
-
Ninja! A primary so stealthy that they aren't discussed!
kelika2 replied to The_Warpact's topic in Mastermind
Classic Ninja/Dark Alternate Darkest Night and Fearsome Stare Frankenslot Shadowfall with 3 ribos, 2 def, 1 lotg/7.5. Plus makes ninjas stealthy Maneuvers + aura IOs And on Beta you can insta TP your Dark Servant into melee for its gigantic autohit -tohit aura. or team teleport now. -
Just to warn ya, the splash debuff effect are at like half power than the original. While all this sounds good you will have a hard time exemplaring down past 33. And the splash radius is only 8ft. melee range is 7ft. But in large teams this might not be much of an issue. My poison/pistol def and plant/poison troller pretty much only has time to Envenom a boss before next group is being charged at. As someone who was hurt bad by merc/poison all those years ago on CoV launch I still dont recommend it for everyone But if all you want is a poison/murky theme I highly recommend beast/dark and color all the miasma stuff greenish. all that -tohit really meshes well with beasts +def. slot fearsome stare for -tohit and not fear and you are good to go
-
Focused Feedback: Travel Power Updates (Build 2)
kelika2 replied to Arcanum's topic in [Open Beta] Focused Feedback
Why not use Combat Teleports "no range enhancements" coding into Teleport, and bump Teleport (and all its variants) to like 550-750ft base? Pro: Puts slotting on par with the other travel powers that generally dont need more than base slot Con: same old cons, cant always see the reticle and 90degree angles.. and caves.. and little walls -
I been thinking about the Beta patch and travel powers. Teleport may or may not be more widely used. Microfilaments lack +Range, but they are expensive enough as it is and heres a few other ideas: Golgi. The +Range may help those single target heals, but more than likely not. Enzyme. +Range might something or- When I had this idea I thought there were more hamis to work with but no, just 3.
-
Fire/Fire/no patron-epic. Considering Water/something due to just loving AoE/DoTs Fire/Fire is just strait forward damage.
-
Because the old stickies were just for a single set or combo by a person. A /Dark guide or a /Time guide and shit got muddy when people started using other primaries realizing it(and the sticky) isnt for everyone If you check the other AT subforums most of them are gone and the ones that remain are just recaps of the AT. Hell, even the macro making thread is gone, just noticed that.
-
Oh and one last thing, when the patch hits and pets recharge gets normalized/baseline I will be moving stuff around. Like 4/6 Command of the Mastermind and 2/6 ATO2 in Hell on Earth I forgot the name of the second ATO set. But the idea was to really maximize the acc/dmg/recharge from both ATO sets AND get both Recharge set bonuses.
-
Have two Demon Masterminds, being level 50 with all slots available. Demon/FF, first one. had a nice time with it and frustrating other times with autohit or high acc crap. Currently shelved and only used for GM hunting/low level groups Second one was Demon/Thermal. Those Aura IOs are huge. These are my demons resists. Since their personal quirks vary cold/toxic can be higher than this. Prince is at 85% s/l resist however. Demonlings slotting: 2 acc/dmg hamis, 1 acc/dmg/end blood mandate, 3 aura IO buffs. One of them being Command of the Mastermind rech/aoe def. Garg slotting: 2 acc/dmg hamis, 1 acc/dmg/end blood mandate, 2 heal/end hami, 1 aura IO buff. Golgis are optional for you but I like my garg putting out some decent healing while the endurance half helps both of them. If you dont care for a golgi, replace with a Ribosome (end/res) to bump up the flame shield up to like 14% Prince slotting: 2 acc/dmg hamis, 1 acc/dmg/end blood mandate, 1 raw 50+5 endredux, 2 aura IO buffs, one of them being the ATO2 Endurance/resist Gargs and Prince use tons of end, all the endredux helps them.
-
Thermal. their innate resists + healing + forge for dire and cats. color the flames blue and bam, frosty time. /kin is crap for keeping pets alive in large teams I never did like /nature because that Cone heal likes to miss or a pet that needs it moves slightly to the left. And Fortify Pack(activated) is a rather large dps loss. Slot standard pet sets while leveling up, switch to Hamis at max level to really jam in those aura buff IOs. 2 acc/dmg hamis, 1 acc/dmg/end pet IO, 2-3 aura IO buffs Dire wolf might need a second raw EndRedux
-
Focused Feedback: Travel Power Updates (Build 2)
kelika2 replied to Arcanum's topic in [Open Beta] Focused Feedback
I had to liquor up to get enough to be somewhere near the bravery to ask for this again. Please please consider bumping up the "natural" "travel powers" of Quickness(SR, maybe something else)/Mental Something (VEATS). Why? I IO'ed a few characters just to run fast. Sets, frankenslotting, 2 slotting quickness/SWIFT/Sprint. Even 50+5 some of them. And for whoever else is wondering, SR/MA tanker. Storm Kick puts me over the caps even in Positron TF range. Others are in the 80mph range. Or ya know, lie to me and tell me that the Natural Origin Power Pools will get me back here with even less effort. -
I was afraid of that. Looks and sounds like Body Type 3 min height max everything else Mental Midge will be shelves until extreme boredom sets in.
-
The idea was a psychic child with some but not enough psychic power to make a big difference to be recruited into a hero agency and went to the gym and went Rogue after a certain point But. Every time I do one of these Pool Power type characters I end up disappointed in some form or another Pistol/Radi/Experimentation sent. Corrosive Vial was utter crap. Radius of Ice Patch, 14 second duration for full effect, etc. Poison Dart was ok but caused redraw SS/Invul brute with the fighting pool attacks. But Cross Punch ended up being too narrow and boxing/kick had to be used too much. Idea was to have some AoE before 32. Mind/Kin troller with magic origin pool. sleep slotted for damage, hold slotted 4/6 basilisk gaze and 2 mez/dmg hamis, magic dart, etc With that said I ask if anyone here ever used Force of Will's attacks? Project Will on paper seems to be a direct upgrade to Mental Strike (psi melee t1) - Theme here syncs up, and gets rid of a "wasted" power selection like many people have with Boxing And Wall of Force appears to have decent range and arc and damage for its activation/recharge time Before I commit the time/inf/costume/name/othercrap to this I wanted to get a bit of feedback on Project Will and Wall of Force
-
Unstoppable just holds an IO for me. Crash and getting it perma is just too much. Your best bet is to IO for softcaps now and sit tight for a T9 revamp wave by the devs.
-
Dragonsbreath replaces Buckshot. Buckshot but with a fire DoT Fragmentation grenade replaced M30. M30 but with a lethal DoT