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kelika2

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Everything posted by kelika2

  1. I like to keep it short most of the time. if you do not want to then i dunno what to read
  2. defense/-tohit combos or stacking tends to be more fun. kinetics is highly overrated, damage capped pets sounds super awesome and super leet and super sweet but at the same time when you have 7ish other fulcrum'd humans in the same team your pets will not have time to aoe for various reasons: 1.) its on cooldown and your speedboost wont do shit 2.) their AI will refuse to use it for whatever reason 3.) they use it too early or too late 4.) 300% per pet isnt as huge as you think it is since enhancements take up 100~ of that anyways so go /time
  3. fossilized sperm?
  4. this has been talked about to death others had the idea short version will be "its doable but brute is just more damage oh god locked thread more warnings on my account for the love of god whats going on im sorry you thought you deserved an apology" and then people go back to their spine/fire brutes when claw/fire and rad/fire brutes do it better and we wait a month or so to do this again because no one, not even me checks catalogs
  5. im not into procs and stuff. but fire blast is good on a defender.
  6. Fire is my answer to everything as a defender. But if you want to be 'le heeler fase' your best pet will probably be mastermind. at a certain point most folks just dont need healing, pets on the other hand will. demon/thermal to stack resistances necro/thermal to fill their fire gap beast/thermal to also stack resistances ranged pets will have an easier time staying alive
  7. too many attacks? drop some in a respec. im doing a petless crab with melee abilities and found out that the single shot and suppression slow things down for myself so i dumped them have hasten and a permahasten build? might be too much. IO for ranged defense or something /bind key powexecname "power name" to free up some crap. i use z c and v for travel powers, tilde for stuff like energize
  8. change all playable abilities down to like .50 mag knockback, from ninjas crane kick to storm summoning .67mag knockback is the threshold now where things labelled knockback actually knocks down outside of two enemy groups of the same level or higher. .50 mag x 50%(or higher) should be .75 mag which should knockback most targets after some enhancement slotting, with sets(and more with bonuses) this wont be an issue introduce more knockback sets, and set bonuses the devs did an amazing job with the end mod sets, i have faith that this would help everyone any complaints about "required" IOs will be instantly and brutally dismissed because of the knockback tax we pay now
  9. If you are not playing on excelsior i can see that happening
  10. 1 person with group fly with 7 potential pissed off people the numbers are there
  11. Yeah no one is going to do that
  12. i didnt know you existed until a few minutes ago. i say that to put it into perceptive on how impossible it is to do what you said
  13. you mean the alpha slot?
  14. I tried to get decent AoE at or below level 20. I loathe sets like super strength or psi melee
  15. oh man i just realized that spear throw uses the right hand and katana users use their left hand
  16. Tier1 - Gambler's Slice - ranged, minor, two ticks Tier2 - Air Cutter - Medium damage ranged attack, uses sting of the wasp animation Tier3 - Ruthless Impale - high damage attack that uses Assassin's Strike animation, chance to hold Tier4 - Venom/Poison blade, basically fiery embrace but toxic damage. Tier5 - Lotus Drops Tier6 - Soaring Dragon Tier7 - Throw Katana, uses Cimerorian Spear throw animation, can be snipe Tier8 - Vacuum Slice ranged cone attack that uses flashing steels animation Tier9 - Dragonfly but taoe like Battleaxe's attacks
  17. they do but if you are double stacking domination it knocks back sometimes also if you are using Overwhelming force stop now, that causes a lot of knockback. use sudden acceleration
  18. You know how the exp toggle in the options menu was nerfed because of firefarmers? And you know how incarnate powers dont work at level 44? And you know how the +exp boosters do not work at level 50? Bring that back, but just make -exp/+inf options to stop working at level 45. Potential numbers: 25% slower exp, but 20% inf gain 50% slower exp, but 40% inf gain 100% slower exp, but 60% inf gain 1.) potentially exploitable by firefarmers. someone halting at 44 will not have the killing power of a decked out incarnate, slots and mule powers from 45-50 will also be limiting but they sure will try 2.) im not going through every story arcs levels in ouro to check but the people in their mid 40s wont be missing much. meaning people at level 45-50 wont need to exemplar/ouro down for level 45-50 arcs 3.) this gives people the option to level slower and not be punished for it
  19. A lot of people do not and that default green gets to me I do change its color and I hope im not just mandelaing over here.
  20. Anyone else remember it being red/blue or red/white and not this uglyass baby poop broccoli paste green?
  21. i have two huntsmen one ranged and permahasten build. and bane spider only for buildup one melee and defense build. buildup, stealth and placate from bane
  22. i have a rad/fire sent thats pretty point blanky
  23. fire: backdraft. replace it with cinders or merge it with cinders. air sucking out holds because also heat inhalation ice: ice funnel, think frostfire mission earth: crater/sinkhole, everything falls to the center
  24. just go fire control/trick arrow and slot fire control stuff for damage bonfire + 5/6 bombardment + kb2kd hot feet slotted how you want, i said screw set bonuses and went 3 acc/dmg hamis and 3 50+5 end redux fire cages + 5/6 bombardment + end redux oil slick + 5/6 bombardment numbers will fucking flyby flash arrow + smoke is a powerful combo cinders cd is too long, skip slot flashfire for basic stunning, either regular IOs or an ATO. ring of fire and char are also for damage. both 5/6 decimation. add a 50+5 hold to char if you want
  25. is this the piccolo dick meme?
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