
kelika2
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Everything posted by kelika2
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Pool Powers / hasten / epics / thoughts
kelika2 replied to Incursion's topic in Suggestions & Feedback
Even if Hasten was made baseline/inherent, it still needs enhancement slots. Freeing up a Power Slot only really means its going to be another mule or used in a niche ultra tight build. -
Please get rid of the Fear effect on Assault Rifle>Ignite
kelika2 replied to kelika2's topic in Suggestions & Feedback
Vote denied. Burn is the counter example. Even now, Ignite causes extreme fear no matter how many brutes/tanks are taunting/punchvoking -
3acc/dmg hamis, 3 50+5 heals The aura itself is neat extra damage, and in the case of my radi/fire blaster I use PBAoE dots to melt shit, this adds to it and the healing is neat. and the base endurance is enough while 3 slot health/stamina is also plugging away to get rid of endurance issues Same thing with Dynamo, with short circuit and ball lightning also being dots, dynamo adds to that. But incase you are confused, our damage auras do not have a taunt effect.
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Can it show Rogues and Vigilantes as well?
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Thread Title: Fire Thread body: Fire Thread signature: Fire Reason for editing: More Fire Secondary? I guess Fire
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i never watched the movies brutes mace/shield (use the elemental>electrical) option mace/elec ss/invul, im sure there are auras and stuff for lightning/sparks elec/shield
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Tankiest(?) Pet/Secondary Combos?(For the pets not the MM)
kelika2 replied to Kazyone's topic in Mastermind
I wish I can answer this question easily but all my masterminds were pretty much firefarmed to 50 so I can have all available slots from the "get go". 30% resist to most and 10% def to all (20% aoe) is game breaking. my merc/ff mastermind is able to get to 41% def to all post-22 and pre-41. my beast/sonic hits resist caps (95%) to s/l/their personal quirk like cold, my thug/trap with hami'ed enforcers buffing def stacking with FFG and maneuvers. but even with softcapped pets healing is still required. not saying im always hovering other aid other but its always handy Pulling these out of my ass for a most "natural" playthrough: ninja/dark beast/thermal necro/sonic -
Yup, thanks to that one tanker patch that reworked tanker secondaries you get two staff AoEs at like 4 and 20, burn at 18. Guarded Spin providing melee def and then slotting mako's bite and eradication for ranged def. The blue colored staff stance pretty much eliminates end issues as well. running low level TFs is damn fun since its just stacking DoTs. same thing with touch of fear and burn. also maul if you can get in a good cone.
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fire/dark fire/staff having all that AoE that early just makes it fun. posi/synapes especially
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never tried it myself or if titan weapons is still viable but if you want tough, cant go wrong with a set with a +def already in it
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2 fly and IO mules, lotg 7.5, glad +resist all, etc
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Brute Willpower, slotted for ranged def (cheap as fuck, eradication, mako's bite) and let global IO/toggles/avalanche carry me to softcaps While this only applies to Lotus Drops, the DoT is never factored into scrapper crits, but [Fury] boosts the DoT damage. while my nin/nin stalker was fun, the lack of a proper AoE made me grind my teeth sometimes Other concepts that I never had time to get around to: "That kid" kat/fire brute Sith elec/nin blaster earth mudra pun name stone/kat tank, with the updated teleportation pool im sure there are some "nuttin personell, kid" binds there
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Sucks. the -tohit on it cancels out your inherent and unless you stick to fighting +0s you will miss often enough. Other players hate it since few talk to Null these days AND you cannot talk to him in a TF to block group fly And if for some reason you do need it, pets will fall out of range and drop But if you are solo 100% of the time, who cares have fun
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Suppression on Crab? Lack Lustre?
kelika2 replied to RudedawgCDN's topic in Arachnos Soldier & Widow
Stack those dots, never use suppression without toxic grenade. adjust IOs/enhancements to get them to sync up. my venom grenade has the first ATO set in it to really push that recharge. if you dont have the inf check out the Bombardment set. Also consider slotting a bit of range into Suppression. Mine is slotted 5/6 posi blast, skipping dmg/end and 1 dmg/range++ hami -
If you are just going for procs, ignore some of these caltrops is overslotted, all it needs is 1 or 2 rech triage is pretty skippable, i took it because had too many spare power selections and slots. 5/6 doc wounds. You will get way more milage out of Aid Other acid is overslotted, 1 acc, 2 rech FF gen is also overslotted. 2 def, 1 lotg gangwar is a cute ability, but overall useless outside of being an IO mule. many pets wont do anything because they spawn as melee, but space available for them to melee gets used up quick and one boss AoE wipes them all out. my two thug MMs have this just for pet IOs to mule Poison Trap has really fallen from grace and needing the -regen pre-50 is rare Consider frankenslotting your Enforcers with hamis if possible: 2 acc/dmg hamis 1 acc/dmg/end pet IO, any. I use blood mandate 2 cytos (pricy as fuck but the cytos enhances tohit, def and end redux) and 1 lotg. between the +def aura IOs, FFG and Enforcers you will get your pets near softcap, which is huge. Plus Enforcers are high end use pets. yes end reduction effects pets end usage, as well as the initial summoning Seeker drones are meh. they are fun to take an alpha strike but their radius and recharge leaves more to be desired Aid self is also overslotted, between bodyguard, insps and such i never needed more than the base slot and i took it in the mid or late 40s Move in Maneauvers and Assault in sooner. Prioritize Maneauvers first to stack with FFG and enforcers buffs and later, scorpid shield. btw go mace mastery. power boost wont effect traps but scorpid shield and 1-2 slot web envelope are worth it. web envelope to drop fliers or help keep stuff in arsonists burn patches
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Out of all my masterminds, mercs is my least favorite. not much aoe, single target is also lacking, their controls are too random to be useful, the mixture of short range and long range attacks on the commando. That said, Dark > Thermal > FF > Sonic were the best times I had with Mercs. The ability to floor enemy -tohit stacking with the +Def IOs, frankenslotting shadowfall for max resist and def, maneauvers backing all that up. with the +Resist IOs stacking with Darkest Nights -dmg. mercs were able to survive the hits that got through. While Tar Patch sounds like the salvation of keeping enemies at a range.. things get through only to get in the Dark Servants gigantic -20% tohit aura. Use and slot Fearsome Stare for -tohit Alternate with Darkest Night to always have some kinda -tohit Thermal was ok, stacking resists, heals, forge on soldiers+commando Sonic was ok. Used Dispersion and Repulsion (with KB to KD) on the Medic and sent it into melee FF was ok. bubble up, attack, try to work in maneuvers ASAP. In groups it was pretty much fire and forget mode. Firing alongside pets, focusing down bosses. Rolling dots all the time
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Unfocused LONG list of changes I would like to see happen:
kelika2 replied to kelika2's topic in Suggestions & Feedback
I dont see how without IOs. Embrace and Cloud only give 15%/20% each base -
Unfocused LONG list of changes I would like to see happen:
kelika2 replied to kelika2's topic in Suggestions & Feedback
Dark Armor > Obsidian Shield: Add a little bit of Negative Energy resist to it. Feels weird that this armor set cant easily or get near the damage cap to its resist type -
So a grav/kin troller, fun and all that and some of my first wave of characters to HC. But something clicked inside of me and found that grav/energy dom is much more fun and more thematic. Ported costume, ported colors, ported theme, ported name. Striped of all applicable enhancements, slapped a 1 at the end of the name and banished to the last page of character select. I feel bad and I dont know why.
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pets perusing something: enemy rezzed like freakshow, they prioritize that target until its dead, map ends or you ragekill your pets. example: Yin, last mission, kill first group, get summoned to AV, something in first group rezzes. pets will bolt pets not rejoining: sometimes pets get stuck in a running animation, mostly involves elevators. only fix is kill/dismiss ALL and resummon. teleport target or team teleport will kinda fix this. the pet will attack, but will not move from teleport spot. Right Click bugged pet > Dismiss/X DOES NOT WORK. The pet may disappear but the game still thinks you have said pet and resummoning will not bring that minion back. Only solution is to /releasepets to kill them all and resummon them all. there might be a command to kill specific pets but i dont know it
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Fold space targets the 16 nearest targets and brings them in. its not that great the amount of times that you will need two enemy tele ports will be slim and how fast the game moves (other players killing speed) stuff will be dead before you get a chance to wormhole.
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1.) fire/dark. champ from low to +4 incarnate. dark pit + rain of fire good combo 2.) ice/kin because hypercharged damage capped rain stacking
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I voted Nin only because Fiery Aura was not available. protip the initial burn damage can crit
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Martial Arts/Ninjitsu Stalker Build - Looking for Feedback
kelika2 replied to Calamity Cain's topic in Stalker
Caltrops is trash, its dot effect will knock off hide/placate/hidden You do not need tough/weave that early. I remember taking boxing at 28, tough at 30 and weave at either 35 or 38. Tough was slotted with 3 ribos, 3% def, 3% def 7.5% hp aid other and self self is just bleh. between aid self and nins self heal you wont ever need these buildup is way overslotted. 3 max. rech, Adj Target: rech, Adj Target: rech/tohit and i dont think i see any knockback protection cross punch sucks ass, small cone and bad damage without the kick/boxing combos and finally, the lack of AoE ate away at me so bad I rerolled Street Justice. never looked back