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Everything posted by BazookaTwo
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Grandpa, tell me about the old days...
BazookaTwo replied to GastlyGibus's topic in General Discussion
Clearly I was wrong about Baumtown. My baud -
Grandpa, tell me about the old days...
BazookaTwo replied to GastlyGibus's topic in General Discussion
I have to add more... My first toon was Bazooka Tooth, an AR/EM toon. I thought knockback was great fun, and caused lots of team wipes. But I also recall when boost range was ridiculous, and I'd hang out as far away from the Kronos as possible and try to get the kill shot with like a half mile boost range. I recall playing my original toons as though they all had different personalities... And I sorta still do. My bubble/elec defender was super friendly and helpful. My ill/kin loved to kill steal and grief. I remember playing a spines/fire scrapper before farming was a thing. I felt like I'd discovered the best murderball in the game. I miss teleporting into the geometry of the game, and hunting for those spots before they closed them all. Under the floor in Atlas City Hall was a primo spot, and so we're the labs in Portal Corps. -
Grandpa, tell me about the old days...
BazookaTwo replied to GastlyGibus's topic in General Discussion
When I started The Hollows didn't exist. Neither did Boomtown for that matter. -
Grandpa, tell me about the old days...
BazookaTwo replied to GastlyGibus's topic in General Discussion
I started in 2004, right after the game hit stores. I played on Champion mostly. I don't like that it took forever to hit 50, and post 22 every ten levels or so things just slowed to a crawl. What I miss is my old SG, but I can't think of the name. I stopped playing about 2006 or so, when my career took off. Anyhow our SG was cool. We had an in SG costume contest to determine an SG uniform, and wearing it was highly encouraged in a group, especially if two or more of you were on the team. This meant you were more visible to the community, had to play well with others because of that visibility, and eventually people recognized your sg as good to group with. The SG was so active, you got to really meet everyone, and there was almost always a couple groups running. We had max of 3-5 characters allowed in the SG at any given time, and that made you have less altitis. We also coordinated on Ventrillo during SG events, and you got to really get to make friends. We also participated in base raids when pvp came out and that felt great too. Like we had our own Danger Room setup for raiders to deal with. I miss all of that. I just wish I could remember the SG name or any of the players. -
I found a build in game even stranger than my own
BazookaTwo replied to DougGraves's topic in General Discussion
I don't have a Pool Boy, but I do have Mister Sauna. -
My new character "routine" on entering the game
BazookaTwo replied to DougGraves's topic in General Discussion
my load out P2W Enhancements, Powers Set up trays Hunt to pop level one, get all the atlas badges for reward merit cash in the 5 merits, buy a full round of amplifiers customize costume slots if I want that train, do 4 DFBs get those bonuses (optional) slot the p2w knockdown and two others into whichever aoe/cone I get first. join my SG and get base amplifiers (optional) get xp boosters ouro -> echo zones (reward merits again) -
I certainly will. And I'll enjoy my play experience rather than worrying about napkin math.
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Yes, the chance to hide proc is in Savage Leap, and works like a charm. You people really don't color outside of the lines ever?
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Except it does make sense. I start my fights with Ball Lightning > Savage Leap, followed by Assassin's Strike on the toughest thing in the spawn. Then i hit placate > blood frenzy > Rending Flurry. It doesn't sound optimal, except usually everything is dead by the time I hit AS, and if it's not, it's nearly dead. Mitigation can come from DNA/Parasitic Aura. I have Parasitic Aura slotted with a Stun proc. I've done this alot in the last few days, even going so far as to test it in a fire farm.
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If cones didn't require locking onto a target, say like the way caltrops work, I could totally see it, but you can bind your way out of target-ring hell too. Conversely, I do hate those targeting rings. Now I am wondering what I could build that uses as many of them as possible....🤔
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I seriously don't understand all the fuss about cones. I like cones. Cones in a build tell me "add range." and then "psst add some more range, go ahead, be a range junkie" Big wide open cones means not having to worry so much about lining them up, I think. You can cue a lot of cones while kiting, and you jump past the mob, turn around, and the cone seems lined up fine. Kangaroo Cone action also works.... Jump up and cone, and hit more. Jump back and fire a cone, jump back in and fire a cone, all good. So what's the hard part I'm not seeing here? Do most players prefer to stand in one place and be a gun turret, or what?
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Let me tell you a tale of a bugged MC TF... Random PUG, I remember an /Nature controller, myself on a Poison/Dark Defender and some melee, a blaster, and a demons/dark MM. Mish 2 the leader goes "wow this team is exceptional? Can we bump up from +1 to +2?" Everyone concurs. The next mission, a kill all with loads of Paragon Protectors, and the Mish bugs at at least +6 difficulty. Exclamations of +9!!!! Are tossed around. The thing slows into a grind, but dang if we aren't still handling things! We spent about an hour into that mission with the promise of -1 to clear the rest. About 75% in the MM and the blaster bail, and we really don't have the damage to finish it. Sadness. After we quit via wambulance, at least two of us spawned in the Atlas hospital... what? My poison def is looking for a Nature buddy to run Manticore again. Anyone? Green is mean.
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Lvl 23 Ice/Ice Blaster daring to keep it rolling
BazookaTwo replied to Redzone08's topic in Sentinel
Basic SO slotting for Attacks, because level 35 SOs are as good as level 50 SOs. Really.: slot 1 acc, 2 damage, 1 end in most powers If it's a cone, add a range to open it up some If it's got a hefty recharge and you want it more often, add a recharge. If it's end heavy, add an end reduction. If it has a special effect, like slows, kb, stun, debuff, try one of those. Secondary 1 end reduction in any toggle, maybe two? Travel powers Put some end reduction in your travel powers if you leave them on while fighting. A note on reward merits. Get vidiotmaps, so you can find all the explore badges, that nets you 5 reward merits in most zones Get the ouro portal, and look up the "Who Will Die?" Arcs. The first 2 times you run each one you can get double merits - that's 40 merits for 6 fairly easy missions. You can run this weekly for 20 merits after that. Trade your merits for enhancement converters or boosters at a merit rewards station. Specific enhancements... for Accuracy: Kismet +toHit. for End: performance shifter +end proc in stamina, along with an End. in Health, you can grab Recovery procs from Miracle, Numina's, and nearly everyone slots the Panacea +HP/+End proc. Since you're ice, Pacing of the Turtle for the recharge slow proc can go in lots of places. This will have a noticable effect especially in cones and AOEs. Other than that, start looking at set bonuses and planning for more Robust things. The Archetype sets have some handy bonuses, and you can slot the basic versions anytime, and catalyze them later. Look into the procs in particular and put them in a power with a long animation, or one that hits a lot of targets. -
That guide finna be good. Looking forward to it!
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I just respecced my sav/bio/mu stalker to do this! But also, ball lightning and Savage leap basically land at the same time if you fling the lightning first. It's just not fair at all. 👹
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Easiest Low budget primary/secondary combo to solo with?
BazookaTwo replied to Zewks's topic in Sentinel
Don't forget in the merit side of things, that the Who Will Die arcs give double merits the first time you run them, and can be ran twice a week. That's 40 merits in 6 quick missions, starting at lvl 14. A cure for altiitis poverty is running them with alts whether the alt needs the merits or not. Then there's explore badges and zone merits. 5 per zone. I usually get Atlas, Galaxy/Atlas echo and Kings before I hit level 6. That's some seed money. -
Someone commented that Sentinels are good for "cruise control" during a frostfire today. I noticed that honestly, I could skip ahead and nearly solo a mob before the rest of the team got there. I took that as a backhanded compliment, because well, I'm contributing a fair bit of damage, I'm not the least worried about any aggro I catch. I'm able to dive headfirst into a mob with no f's given. Is that really cruise control? I think tankers have a lazier feel than Sents, hands down.
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This is how stack overflow works, 100% 😂
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And that edge is what makes my Savage/Rad scrapper feel fun! Combat Teleport can stack +tohit in a weird mechanic right before Savage Leap into a mob, follow that with Ground Zero and you have a few seconds of safety before things can really hit you very hard. At least, that's my theory. Also I'm talking about solo play almost always when I speak about mechanics like this. I kind of like the "kill it fast because if it gets a chance to hit you" mechanic that blasters get, but on other archetypes. S'fun.
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So does logic follow that +/- toHit and Res matter more in conjunction on a character that is mostly reliant on Resistance? I'm just trying to look at ways to avoid needing Def capping when my build goals are other things.
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Always use them. I always slot the knockdown into whatever is useful for it, and as I open up longer recharge, or AOEs or cones, I stack up three in that. I also always get the LRT asap, and spent the reward merits on 8* amplifiers in all three categories, before I train to level 2, and take XP boost. It all adds up!
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Thanks oldskool! when I hit my 35ish levels I'll reassess some things! So far I'm 19 and having fun
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Here's my wacky build, resistance is floored, but def is definitely low. hasten barely needed, due to the FF procs. Would love feedback. This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Road Flair: Level 50 Mutation Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Fiery Aura Power Pool: Leadership Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Villain Profile: ------------ Level 1: Dual Wield (A) Superior Opportunity Strikes - Accuracy/Damage: Level 50 (7) Superior Opportunity Strikes - Damage/RechargeTime: Level 50 (7) Ice Mistral's Torment - Chance for Cold Damage: Level 20 (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30 (9) Impeded Swiftness - Damage/Slow: Level 30 (34) Impeded Swiftness - Range/Slow: Level 30 Level 1: Molten Embrace (A) Endurance Reduction IO: Level 50 (5) Endurance Reduction IO: Level 50 Level 2: Fire Shield (A) Unbreakable Guard - Resistance: Level 50 (3) Unbreakable Guard - Resistance/Endurance: Level 50 (3) Unbreakable Guard - +Max HP: Level 50 (11) Unbreakable Guard - Endurance/RechargeTime: Level 50 (13) Steadfast Protection - Resistance/+Def 3%: Level 30 Level 4: Assault (A) Endurance Reduction IO: Level 50 (5) Endurance Reduction IO: Level 50 Level 6: Empty Clips (A) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime: Level 50 (13) Superior Opportunity Strikes - Accuracy/Damage/Endurance: Level 50 (15) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity: Level 50 (15) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime: Level 50 (17) Force Feedback - Chance for +Recharge: Level 50 Level 8: Swap Ammo Level 10: Temperature Protection (A) Aegis - Resistance/Endurance: Level 50 (11) Aegis - Psionic/Status Resistance: Level 50 (43) Aegis - Resistance: Level 50 (43) Gladiator's Armor - TP Protection +3% Def (All): Level 50 Level 12: Bullet Rain (A) Superior Sentinel's Ward - Accuracy/Damage: Level 50 (17) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb: Level 50 (19) Superior Sentinel's Ward - Accuracy/Damage/Endurance: Level 50 (19) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime: Level 50 (21) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime: Level 50 (21) Force Feedback - Chance for +Recharge: Level 50 Level 14: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50 (37) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50 (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50 (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50 (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50 Level 16: Arcane Bolt (A) Accuracy IO: Level 50 Level 18: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50 (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50 (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50 (39) Winter's Gift - Slow Resistance (20%): Level 50 Level 20: Healing Flames (A) Preventive Medicine - Heal/RechargeTime: Level 50 (29) Preventive Medicine - Chance for +Absorb: Level 50 (39) Preventive Medicine - Heal: Level 50 Level 22: Consume (A) Obliteration - Damage: Level 50 (25) Obliteration - Accuracy/Recharge: Level 50 (27) Performance Shifter - Chance for +End: Level 50 (29) Performance Shifter - EndMod: Level 50 (39) Performance Shifter - EndMod/Recharge: Level 40 Level 24: Spirit Ward (A) Healing IO: Level 50 Level 26: Enflame (A) Bombardment - Damage: Level 50 (23) Bombardment - Chance for Fire Damage: Level 50 Level 28: Hail of Bullets (A) Obliteration - Accuracy/Damage/Recharge: Level 50 (33) Obliteration - Damage/Recharge: Level 50 (34) Obliteration - Accuracy/Recharge: Level 50 (34) Obliteration - Damage: Level 50 (36) Obliteration - Chance for Smashing Damage: Level 50 (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50 Level 30: Burn (A) Obliteration - Damage: Level 50 (31) Obliteration - Accuracy/Recharge: Level 50 (31) Obliteration - Damage/Recharge: Level 50 (31) Obliteration - Chance for Smashing Damage: Level 50 (33) Obliteration - Accuracy/Damage/Recharge: Level 50 (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50 Level 32: Rune of Protection (A) Reactive Armor - Resistance/Endurance: Level 40 (33) Reactive Armor - Resistance: Level 40 (36) Reactive Armor - Endurance: Level 40 (36) Reactive Armor - Resistance/Recharge: Level 40 (42) Reactive Armor - Resistance/Endurance/Recharge: Level 40 Level 35: Executioner's Shot (A) Apocalypse - Damage/Recharge/Accuracy: Level 50 (45) Apocalypse - Damage: Level 50 (45) Apocalypse - Damage/Endurance: Level 50 (46) Apocalypse - Chance of Damage(Negative): Level 50 Level 38: Suppressive Fire (A) Lockdown - Accuracy/Hold: Level 50 (40) Lockdown - Chance for +2 Mag Hold: Level 50 (40) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50 (42) Gladiator's Net - Chance of Damage(Lethal): Level 50 Level 41: Cauterizing Blaze (A) Numina's Convalesence - Heal/Endurance: Level 50 (46) Numina's Convalesence - Endurance/Recharge: Level 50 (48) Numina's Convalesence - Heal/Endurance/Recharge: Level 50 (48) Numina's Convalesence - Heal: Level 50 (48) Numina's Convalesence - +Regeneration/+Recovery: Level 50 (50) Numina's Convalesence - Heal/Recharge: Level 50 Level 44: Plasma Shield (A) Aegis - Resistance/Endurance: Level 50 (43) Aegis - Resistance: Level 50 (45) Aegis - Resistance/Recharge: Level 50 Level 47: Combat Jumping (A) Defense Buff IO: Level 50 (42) Defense Buff IO: Level 50 Level 49: Maneuvers (A) Red Fortune - Endurance: Level 50 (27) Red Fortune - Defense: Level 50 Level 1: Brawl (A) Empty Level 1: Opportunity Level 1: Sprint (A) Celerity - +Stealth: Level 50 Level 2: Rest (A) Interrupt Reduction IO: Level 50 Level 1: Swift (A) Run Speed IO: Level 50 Level 1: Health (A) Panacea - +Hit Points/Endurance: Level 50 Level 1: Hurdle (A) Jumping IO: Level 50 Level 1: Stamina (A) Performance Shifter - Chance for +End: Level 50 Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 10: Arcane Power Level 38: Speed Phase ------------ ------------ Set Bonus Totals: 19.5% DamageBuff(Smashing) 19.5% DamageBuff(Lethal) 19.5% DamageBuff(Fire) 19.5% DamageBuff(Cold) 19.5% DamageBuff(Energy) 19.5% DamageBuff(Negative) 19.5% DamageBuff(Toxic) 19.5% DamageBuff(Psionic) 16.31% Defense(Smashing) 16.31% Defense(Lethal) 15.06% Defense(Fire) 15.06% Defense(Cold) 11% Defense(Energy) 11% Defense(Negative) 6% Defense(Toxic) 6% Defense(Psionic) 24.75% Defense(Melee) 14.13% Defense(Ranged) 14.75% Defense(AoE) 3.6% Max End +33% Enhancement(Accuracy) +10% Enhancement(RechargeTime) +6% Enhancement(Heal) +35% Enhancement(Range) 2.5% Enhancement(Max EnduranceDiscount) +3% Enhancement(SpeedRunning) +3% Enhancement(SpeedFlying) +3% Enhancement(JumpHeight) +3% Enhancement(SpeedJumping) 30% SpeedFlying GrantPower Preventive Medicine (when PreventiveMedicine) 253 HP (21%) HitPoints 30% JumpHeight 30% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) 32.5% MezResist(Confused) 32.5% MezResist(Held) 32.5% MezResist(Immobilized) 32.5% MezResist(Sleep) 32.5% MezResist(Stunned) 32.5% MezResist(Terrorized) 100% MezResist(Teleport) (20% chance) 2.5% (0.04 End/sec) Recovery 28% (1.41 HP/sec) Regeneration 20% ResEffect(SpeedFlying) 20% ResEffect(RechargeTime) 20% ResEffect(SpeedRunning) 17.25% Resistance(Smashing) 17.25% Resistance(Lethal) 2.25% Resistance(Energy) 2.25% Resistance(Negative) 5% Resistance(Psionic) 30% SpeedRunning ------------ Set Bonuses: Superior Opportunity Strikes (Dual Wield) +10% Enhancement(Range) Impeded Swiftness (Dual Wield) 1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance +3% Enhancement(Slow) Unbreakable Guard (Fire Shield) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), 3.75% Status Resistance 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) 90.36 HP (7.5%) HitPoints Steadfast Protection (Fire Shield) 3% Defense(All) Superior Opportunity Strikes (Empty Clips) +10% Enhancement(Range) 3.6% Max End 4% DamageBuff(All) Aegis (Temperature Protection) 7.5% Movement Speed 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) 5% Resistance(Psionic) Gladiator's Armor (Temperature Protection) 3% Defense(All), 100% MezResist(Teleport) (20% chance) Superior Sentinel's Ward (Bullet Rain) +15% Enhancement(Accuracy) +10% Enhancement(Range) 36.14 HP (3%) HitPoints 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing) Gaussian's Synchronized Fire-Control (Tactics) 7.5% Movement Speed 22.59 HP (1.87%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Blessing of the Zephyr (Super Speed) 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative) 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold) Knockback Protection (Mag 4) Winter's Gift (Super Speed) 20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying) Preventive Medicine (Healing Flames) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance 22.59 HP (1.87%) HitPoints GrantPower Preventive Medicine (when PreventiveMedicine) Obliteration (Consume) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance Performance Shifter (Consume) 7.5% Movement Speed 22.59 HP (1.87%) HitPoints Bombardment (Enflame) +5% Enhancement(Range) Obliteration (Hail of Bullets) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance 3% DamageBuff(All) +9% Enhancement(Accuracy) +5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Obliteration (Burn) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance 3% DamageBuff(All) +9% Enhancement(Accuracy) +5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Reactive Armor (Rune of Protection) 1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged) 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee) 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold) Apocalypse (Executioner's Shot) 16% (0.8 HP/sec) Regeneration 36.14 HP (3%) HitPoints 4% DamageBuff(All) Lockdown (Suppressive Fire) 3% DamageBuff(All) Numina's Convalesence (Cauterizing Blaze) 12% (0.6 HP/sec) Regeneration 22.59 HP (1.87%) HitPoints +6% Enhancement(Heal) 3.75% Resistance(Smashing,Lethal), 6.25% Status Resistance 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) Aegis (Plasma Shield) 7.5% Movement Speed 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) Red Fortune (Maneuvers) 1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | 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We don't like to harass you, you're inexperienced and overly opinionated. And that's being polite about it. You troll and bully people and call their builds trash. You are a bad faith actor, and not acting in the spirit of the community.
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Post MM upgrades...slotting for Necromancy/Nature Affinity?
BazookaTwo replied to BazookaTwo's topic in Mastermind
Exactly what I have slotted in Arcane bolt, matter of fact... the FF proc. And yeah... teleporting into a mob to drop LS and SC, and to hold the group with EA pays dividends. Running all that stuff, I only have a short combat window before the end runs down! I will fix that later. Right now at 32 an engagement looks like: TP > EA/LGS/SC + Soul Extraction, then blasts and WG while I have ALL the things out. By the time SE expires, it'd better be mostly dead, cause so is my end. Flying away works wonders too as an 'oh shit' button.- 7 replies
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- necromancy
- nature affinity
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(and 4 more)
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