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nihilii

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Everything posted by nihilii

  1. One could achieve pretty fun things with Leviathan, given KO Blow and Spirit Shark Jaws together. Their impact on an attack chain wouldn't be so dramatic, given the recharges; but in regular gameplay, that one-two punch for massive damage + boss level hold? Mmm!
  2. It should work when you activate RotP, as in, it will have a 90% chance to proc once and only once when you click RotP. It's definitely much better in a passive like Health.
  3. Escape Velocity feels fine in a vacuum. Mostly, it's a question of the greater picture. Knockback attacks whether melee or ranged would suddenly get 2 purple damage sets options where everyone else gets 1, and on top of that, with a superior version of a proc that is often so desirable people slot it on its own. I'm not sure there is a need for overcautiousness either. It's a passing thought. The game seems to survive radical changes like KB to KD IO turning Bonfire into a supercharged Ice Slick just fine, so who's to say knockback users *shouldn't* enjoy twice the purple goodness? 😉
  4. nihilii

    IO advice?

    Yep! Panacea does +7.5% end at 3 PPM, while Performance Shifter does +10% end at 1.5 PPM. So Panacea gives you lower bursts twice as often. As for how much recovery it's roughly equal to, I could be completely wrong about this but I think in this case it still follows the formula described here: https://paragonwiki.com/wiki/Procs_Per_Minute. That is to say, PPM * ((Activate Period) / (60 * Area Factor)). Which for Performance Shifter, would be 1.5 * 10 / 60 = 0.25, and Panacea, 3 * 10 / 60 = 0.5. Every 10 seconds, 1 chance in 4 for Performance Shifter to proc and 1 chance in 2 for Panacea. *Feels* about right. So at base endurance, +10 end / 40 seconds = +0.25 end per second. And +7.5 end / 20 seconds = +0.375 end per second. Also worth noting the boost increases with your max end. So once you get the end accolades, you can raise those numbers by 10%. Roughly speaking, I like thinking of Perf Shifter as an extra full slot in Stamina, and Panacea as a full slot and a half. Another excellent one that should be included in every build, IMHO. Stick it in a passive, and it's guaranteed to trigger when you're low on health. It's as close as we get to a "second chance" effect in City of Heroes. This proc alone must have saved me hundreds of times at this point.
  5. nihilii

    IO advice?

    Good list, and to add a couple ones: - Shield Wall +5% res - Reactive Defenses scaling damage resistance (which starts at +3% res even while full HP) - Kismet +Accuracy (which is +6% tohit, excellent to help against defense or tohit debuffs, especially during the leveling phase) - Panacea chance for +HP/+end (this is a costly one, but it's worth noting it's 150% as effective as the performance shifter proc, and it heals you on top of it)
  6. I believe this is a display error. When you slot the enhancement, you only get the benefit of the max level it would stop at.
  7. I think the new sets might veer a little too far on the power scale. An improved Force Feedback proc and an additional -res proc on KB powers, hmm. But it's true a slot premium exists regardless how many good procs you can theoretically slot in a power. I like that you've kept +defense out of all the proposed sets, so it's not "have your cake and eat it too". Null the Gull toggle and/or 100% chance to KB on everything that does KB would be pretty sweet. If we're honest, is there truly anyone who would mind a KB power knockbacking 100% of the time instead of 30% of the time, or whatever arbitrary value? I feel the most die-hard KB lover would agree the fun part of KB is sending enemies flying, not wondering whether the attack will send the enemy flying or not.
  8. How does this "up to par" idea even remotely make sense? By definition, a highend build cannot be merely "up to par". It's highend. It's the end of the journey. There's nothing beyond that. The more this thread goes on, the more tempting it becomes to rationalize it as you playing an elaborate Andy Kaufman routine on us all. Well, if you're genuine I hope that's not offensive; just that hopefully, you can see your perspective genuinely eludes most people here. So I'm thinking if you want to get "the staff" ( 🤨 ) on board, it might take making the argument a little more relatable.
  9. It's hard to see a problem with anyone buying a bunch of LotGs for his alts or for any misguided attempt at market manipulation. Misguided - because the opportunity cost is immense, because there are faster income sources with less risk, because the entire economy is tied together through easy merits and converters; hence any price discrepancy is an opportunity for other players to fulfill the difference, and the price comes back to whatever baseline we had within hours. Sure enough, I bought 10 LotGs instantly today at the price of 7,011,111. Frankly, there's a tendency in us to claim intelligent design when there is chaos and randomness. This plays out big time in the real economy, and it happens even more in MMOs because they are deterministic systems (but player behavior with, like PK says, pretend money in a pretend world, is chaotic). On the old forums, we had marketeers alluding to their wealth, going on and on about the "equilibrium price" and other econ 101 notions, and claiming to corner the market here or there. Well, I toyed with the market, and I never had trouble buying anything, or inserting myself into a niche. This cabal of evil marketeers was about as effective at price manipulation as hellions are at mugging those Atlas Park ladies. This isn't the real economy, for a BIG reason, well two of them: we've got a literal infinite supply of resources, and there's so little gatekeeping you might as well say there isn't. The most "difficult" items to get ingame would be HOs, for which you have to do the specific task of STF/LRSF or being alive in The Hive while a raid is going on. Anything else? Run a couple TFs, and you have the merits to generate whatever you want out of thin air. If anything, I think the previous interventionism of HC devs was pointless and only closed off possible venues for players to fill the gap. As you can see now, rare salvage is down to 500k (even dropped all the way to 266k today), uncommon salvage is way below 100k, and common salvage is rarely above 2k. This is because players are selling enough salvage at that price to meet the demand. The seeding quickstarted the process, artificially, and from an economic standpoint, unnecessarily. You COULD argue this was necessary for player perception, and there's a strong case to be made for that. Heck, you could make a hundred additional unnecessary changes to the perfectly working game economy for the sake of player perception. It's a video game about superheroes, not a market simulation. But really, it's easy enough to earn our way through with all the i25 additions. At some point, this becomes less about improving the experience and more about gutting an optional part of the game for no good reason. Number progression is paramount in action RPGs. It's a video game about superheroes, not a real life economy! Worries about inflation from transposing mental models built in real life will not yield meaningful conclusions (not to mention the entire field of economics has a terrible track record on a long enough time horizon, when one looks at the forecasts and not the rationalisations after the fact; but that's another topic).
  10. Wow! I didn't realise just how much regen Sentinel Elec could get. What a beast of a build. 52hp/s is almost selling it short, too, what with the heal component of Energize functionally adding ~20hp/s to that (but of course, some of it can be wasted/overkill). A man of refined tastes. 🙂 It's surprising how little press this very useful temp power gets. With a full game week duration, it might as well be perma for a lot of alts. I got the temp in the beginning of June on my favorite sent, and it lasted me until the end of July despite being a frequent AFKer. (If anyone is wondering, you get that temp power for finishing Dream Doctor's Dark Astoria arc and saving Tielekku. Ouroboros won't work, it has to be the real story arc, so it requires working through all the DA contacts.)
  11. Master Brawler is what you want. It adds mez protection to your toggles, so you never have to worry about that. And it's an extra absorb shield at your convenience. Really, it's superior in every way to Practiced Brawler save for the hypothetical situation where so many mezzes would be flying around that they would 1) hit you through your defense AND 2) pierce through your regular mez protection. Needless to say, Master Brawler is so often the best pick it feels as if the Master Brawler/Practiced Brawler choice was added either as a way to improve SR without breaking the cottage rule, as a test of tech, or possibly both.
  12. Gaussian BU is in Aim, Decimation BU is in Dominate (which is slotted with 5 procs in total + Thunderstrike acc/dam/end).
  13. I can confirm Gaussian BU and Decimation BU stack. I frequently get both procs going, which makes for a nice nuke. 🙂
  14. Inevitably, your ST DPS would not be as high as it could be. But the level of damage you end up with may be perfectly adequate for your needs regardless. Got to try it out! In the long run, it's not hard to get away with just Arc of Destruction and Whirling Smash for AOE. ST DPS is always helpful on bosses and above (unless you're farming, in which case AOEs all the way!). So, you've got options.
  15. Follow Through and Crushing Blow are considered requirements for a solid ST attack chain. To be honest, I skipped Follow Through on my Tanker and I haven't missed it (and I have a TW/Rad scrapper built "the proper way" to compare). Titan Weapons is so strong you can make it work a variety of ways. You just have to know what you want. Your own picks would make for endless AOE, with strong +DEF helping /elec. Not bad.
  16. This got me curious, I'll sheepishly admit I'm one of the people who talk about the incarnate softcap based on OTHER people saying it, and never bothered verifying it for myself. Using a Power Analyzer in a +0/x8 mission against lvl 50 IDF (Belladonna's first mission), all mobs from minion to boss seem to have 63.75% tohit instead of the standard 50% tohit. This was done from afar, no aggro, so they don't have any external buff going on (and the value shows as white, too, rather than the buffed green).
  17. Sharing failures can be as interesting as victories, so... I've been banging my head against Lambda yesterday. First, a critical piece of information on itrials (and criminally underdocumented for us lovers of soloing things that shouldn't be soloed): they require at least 4 players to be alive, else you get a big fat "too few players to continue" message, and the trial ends. This is true for Lambda, MoM, Diabolique. I'm not sure about the other trials - which require at least 12 players to launch. So, the only way you're going to "solo" any itrial is by keeping at least three extra warm bodies at the entrance, which means dualboxing and bribing a friend with free incarnate rewards. 😉 There's problems tied to that, too. In MoM, players get zapped regardless of their position, so the warm bodies die and the trial fails. In Lambda, the warm bodies will receive grenade drops during the infiltration phase, which means you won't get to have all your grenades unless your buddy is there to give them to you. But onto Lambda itself! It's actually appropriately challenging for a solo player, pushing you hard but not quite impossible. First, destroying the turrets. They can deal a fair amount of damage when focused on you, which makes fighting them less dull than usual. Clearing the courtyard is straightforward, you fight IDF groups except they have more bosses than usual. Then you enter inside and meet the oddly named "Security Team" (a Goliath War Walker AV). Because you have your 3 level shifts, outdamaging his regen isn't as tough as in, say, Tin Mage. On the flipside, once low on life he heals every 30 seconds, so it's likely you will have to use Lore to get past him. Now for the fun part, the infiltration phase. Quick reminder of how it works: 1) there's two separate buildings, each holding 10 crates/pods scattered onto a large map. Breaking a crate or a pod gives an acid temp power (to close reinforcement portals) or a pacifier grenade (to calm down the Big Dog) 2) you start on a timer of 5 minutes. You get an extra minute for each crate+pod combo destroyed (i.e., if you break down 3 crates, no bonuses. But if you break down a pod after that, you immediately get +1 minute, and the next 2 pods will give you +1 minute as well) 3) the timer cannot go over 5 minutes, so it's best to get a bunch of crates or pods first, then travel back to the other building and resume breaking stuff 4) if you get all 10 crates or pods in a building, you're teleported in the center area close to the other building. If you get all crates and pods or if the timer runs out, a cutscene starts and Marauder comes out This is a good stress tess of your character, testing damage, resilience... but also movement speed, which is an attribute we rarely get to challenge. For me, while I have a rough idea of where things are, I'm not a Lambda pro by any measure. So I mostly ran around like a headless chicken, doing my best to shoot down the right stuff. I blew up 5 crates at first (which took about 3 minutes and change), ran out of the building (warehouse) and to the other one (lab), destroyed 8 pods, ran back to the warehouse, destroyed 8 crates (in total), ran back to the lab, took down one pod, couldn't find the last one, ran back to the warehouse, got the last two crates, and there went the timer! I had to pop a lot of luck inspirations to get through, plus the occasional break free to deal with Seers throwing fear effects, and I wasn't prepared at all so that emptied my tray before Marauder. Not so great! Ending up with 9/10 and 10/10, despite a... less than efficient approach. So, there's leeway here. Afterall, you have 14 minutes to play with, thanks to the bonus times. Then comes Marauder. The big bad is on a 20 minutes timer, after which he jumps away into the sunset and you lose. He's surrounded by 10 portals summoning IDF consistently, which you want to close ASAP. More IDF also come regardless, with crates/acid deliveries. Marauder enrages every now and then (I'm not sure about the frequency, but I want to say one minute?), during which... You know, I'm not even sure what Enrage does, because I throw a grenade at him the moment he even starts to look upset, but I'm guessing he does more damage? (Edit: looking at Paragonwiki, it seems to suggest Enrage actually increases his defenses) And then he's got the Nova Fist move, which deals a ton of damage if you stay close to him, but is easily telegraphed. Just make sure you're not locked in a long animation nor feared by a Seer... He jumps around every now and then, not quite sure of the frequency/trigger either. Finally, he has his own version of Unstoppable when the going gets tough. This is not an easy fight, especially because you've got to focus your own damage on Marauder while more IDF keep streaming, adding their pesky buffs and debuffs to the mix, attacking your Lore pets. Tough! I'm going to come clean and say it, I cheated. Because I came unprepared insp-wise and emptied my tray, I knew I had no chance that way. So on top of grenades and acids, I pilfered lucks from my other account and my friend's. It strikes me as fair: I could have just as well used the email system to send me insps beforehand. 😉 Another solution is to buy a bunch of T2/T3 luck insps before the trial, as they give twice as much defense as the T1 ones you will only need half as many. Closing the portals fast isn't too hard even on your own. You need to make sure you're not too close to them - they explode on impact, which locks you into that strange repel/knockback effect you've probably experienced blowing stuff up in mayhem missions. And you don't want to lose time on that! Making the round trip through Lambda sector closing everything took less than a minute, leaving a large sized but not insurmontable group of IDF around Marauder. This is how the fight went down: - chaos - despair - anguish - confusion - lots and lots of jumping - Seers fearing me way too close to Nova Fist for comfort - panicky summoning of Lore pets probably way too early - the damn IDF, the damn IDF I didn't die, but I found myself out of insps while Marauder was still at 52% life (and damaging him BEFORE Unstoppable is obviously the easiest part). So, I could tell the ship had sailed on this solo attempt! I tried to throw my second account into the mix, only to have it promptly Nova Fisted into oblivion, and lose the trial because "There Are Too Few Players To Continue". Thank you game. 😂 Oof. I'm thinking it might be possible to solo, there's just a lot of moving parts and it requires a great deal of skill (which is codeword for luck). Having to gather 8 accounts between players to launch it makes trial-and-error obviously more inconvenient than otherwise. It's also important to recognize taking him down to 50% life is perhaps 1/5 of the fight. You have to deal enough damage to him, but also fast enough you don't run out of pacifier grenades. You can't even realistically destroy pods to get more grenades, because with the 4 warm bodies requirement - you only have 1 chance in 4 to get a grenade. So, it's also possible this is plain impossible...
  18. Build to follow, but I must apologize if my previous wording was confusing: just like the fire/atomic, I tested this fire/plant by popping 2 lucks (starting from 20% def), standing in melee, then starting the timer. The difference with the fire/atomic blaster lies in not having to use additional insps after the first minute, I would just finish the fight. Because most fights are under 2 minutes, she only had to survive for a minute. She probably wouldn't last more than 2-3 minutes taking pylon hits without additional mitigation. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1452;688;1376;HEX;| |78DA6594DB4E13511486F77466C49696D2036D110AB69C5A68A7AD7AE3291894A20| |20991C4DB66029332496927A52472E92BA8D11B15312A9018DFC12750A3EFA026A2| |266AA217A62EF6BF0A864EDA7EB3FFB5D75E7BFE59BBF3B7AE785FCDDC9E148AEF7| |2C55C5B2B4DD16FC3AAEBF366D95E12FB57077D7B592EDD30AB656BD928DA750B53| |93ADC8E2BAE3D4EA0D63A162561BA579B36A3BEB15B361D7AAC2B350AB558C45C7B| |296BDF276CE321DBB5AF6C941D12EAF3468E46F8596ADFADA8AED04A71D7BC92856| |CC558B96DBAFB111A3AD8CD2F792685D4DFAD025BAD2479529BA57A0E88AAE09517| |08B3101A635A60A8EBB981F55C96E5A4DE55C35034D5B55C0698C8F99348E131F09| |393EBE0526C92F5D166E2AFA04C798118A7520263A7AB05E806AB9514B71F33C0F7| |39AD0C9FBE8DC7549CDFB1CECDA01BB9F31B7C1B117A042B57CEC884F3A1220C58F| |EA2EBFACAE89F13098FD4D725C134542802B060A5829986766C0B0C1CC81914D381| |2A22709617D3DF409DAC9CFCC2F60E20E72127799F74195F6D6835CADE70FE646A2| |7038768AD7F809E662D035CA8972BD28BB190B839959CCCDFC00B37F85CC29F073C| |EEC37353F67EF1BB87DE22DF31DD8FF9EC91D30F001E320D5ED6367FB1242FA1722| |2DCEFB8F3FC1330D3C666E8285A7CC2DF02ACD1EE43D0C5E84367C011C3DCB3CC73| |CCF6F77127BD921243937790DB121EED021EECC21EED461EECCE187C431B7D82679| |84F73FB241B921B7D8252DC55D9B629FD3BFC097D4461398EF9A788DF9195D9535B| |22A18A1776FF09A067B12264FF2ACE5B9DFFAB5A3E734A1B50E6AB339DE16CDB729| |8536E5749B72A64D996B5316B483FF07A148C5DD7D70EA9B7B1E8AF24955B2F0EFD| |BA1A62A7BF0C69300BD37E17DD775457AFCF5FFFC14F2BF1F6A9A720FEFCCC5E7C1| |F500CCF1B9C8F1B9980D11D89D7FF7DBE706| |-------------------------------------------------------------------|
  19. I'd go Brute without a second thought. Fire Sword Circle is the only AoE you need. Although Combustion is nice, dropping it for Cremate is an improvement in most situations (if you solely want to farm mobs, Combustion would be better - but Brute damage > Tanker damage for farming anyway, so still go Brute). Radiation Armor comes very close to capping resistances even on a Brute. I'm looking at a planned StJ/Rad build I have right now, which sits at 81% S/L, 71% fire, 67% energy and toxic... Before Barrier is used, and at full HP (which means you can add at least 5% to these numbers, and more often than not, more than that). That's without Meltdown as well. To put it another way, because Radiation Armor is all resistance no defense, and because resistance has a hard cap, you don't get as much of a relative survivability benefit as you might on some other armor powersets (even if Radiation also has a lot of +regen, where Tanker HP helps). Now, this is also assuming you care about endgame more than the leveling process. If this is an alt likely to spend most of his playtime under 50, and if you prize survivability above all, then it could make sense to be a Tanker. Badass costume. 🙂
  20. Random idea: what about Petrifying Gaze? With all holds procs, it becomes a decent attack. Gloom -> Moonbeam -> Dominate/Char -> Gloom -> Moonbeam -> Petrifying Gaze wouldn't be too taxing recharge-wise. Smoother attack chain at the cost of some damage in Dominate/Char, and the holds might stack on bosses if only for a little bit.
  21. Yeah, possibly. On that type of blaster build, proc rate doesn't vary so much because it's all fairly high%; but the inevitable misses on critical powers affect things significantly. i.e., a single Inferno miss is over 2000 damage down the drain, >3% of the entire damage done in a 2 minute fight. 'Tis the nature of the beast regardless of specifics I think, if we take down the target in 1/3 of the time it's going to take 3x as many tries for the same level of accuracy. On top of that, short duration fights amplify the effect of anything that isn't perma. Ideally, we'd want to find something that takes 5+ minutes to take down even at high DPS (Nemesis Mole Machines come to mind). Just for fun, I respecced the Fire/Atomic/Pyre into Negatron Slam, also moving slots around to be able to run Blaze BB NS gapless. Heca + Force Feedback in Negatron. Ended up mostly running Blaze BB NS Blaze BB Char *, where * is a click. 1:36 = 527 DPS 1:50 = 476 DPS (no Hybrid) 1:37 = 523 DPS 1:38 = 519 DPS (no Hybrid (!)) 2:01 = 444 DPS (active Hybrid; beyond Hasten and Ageless, used nothing but Blaze BB NS - no build up, no aim, no char, no inferno, just plain spamming the same three powers) 1:44 = 496 DPS Doesn't seem worth it to go in melee, especially as part of the increase may have been from using Blazing Bolt more often. Although this BB frequency caused a janky attack chain where clicks were harder to fit in and generally less comfortable.
  22. Fire/Plant/Pyre (on Justin), same idea as previous post. Same slotting, with a plain swap of Strangler for Positron Cell, and Spore Cloud for Beta Decay. (Also snuck a Decimation proc in Char, which somehow I had forgotten about. I gave the Fire/Atom one more run, which came at 479 DPS. Didn't seem to matter too much either way.) 1:50 = 476 DPS (active Hybrid) 1:48 = 482 DPS (active Hybrid) 1:55 = 461 DPS (Hybrid on recharge) 1:50 = 476 DPS (active Hybrid) 2:02 = 442 DPS (Hybrid on recharge) 2:02 = 442 DPS (active Hybrid) 1:52 = 470 DPS (Hybrid on recharge) 1:39 = 515 DPS (active Hybrid) Those times are all over the place, with non-Hybrid runs sometimes topping Hybrid runs. I don't know if Toxins help as much as regular BU, and I could feel the missing recharge from /atomic. On the other hand... Wild Fortress is a beast. +120 absorb every 3 seconds comes out to 40hp/s. Better, in reality, because it's HP you get on top of your normal HP, a shield protecting you while your normal regeneration is doing its thing. Whereas the fire/atomic would go down without purple insps, here I frequently forgot to reup lucks after the first minute and finished every run just fine. Spore Cloud didn't get to play much of a role, because a 3.3s cast during which you don't attack is ~1500 damage lost, while its -112.5% regen after AV resistance might come out to 10 DPS or so. In a ~2 minute fight, ir's more or less a wash. Against a tougher target, it would help.
  23. Fire/Atomic/Pyre blaster (Justin) made following @Obitus' thoughts here: Musc, Degen, Hybrid, Ageless (all T4) Theorycraft attack chain: Blaze -> Blazing Bolt -> Char -> Blaze -> Positron Cell -> Fireball (In practice, Fireball was always replaced by whichever click needed to be used. Which would be: Aim, Build Up, Inferno, Melt Armor, Ageless, Pyronic.) PROCS Blaze: Apoc + Blaster's Wrath Blazing Bolt: Sting of the Manticore + Gladiator's Javelin Char: Unbreakable Constraint + Ghost Widow's Embrace + Neurotic Shutdown + Gladiator's Net Positron Cell: Ghost Widow's Embrace + Neurotic Shutdown + Gladiator's Net + Cloud Senses Inferno: Armageddon + Fury of the Gladiator Beta Decay: Achilles' Heel Melt Armor: Achilles' Heel Aim: Gaussian BU Fireball: Annihilation TIMES 1:39 = 515 DPS (above attack chain, active Hybrid) 2:02 = 442 DPS (clicking whatever is up, Hybrid on downtime) 1:38 = 519 DPS (skipped Positron Cell as much as possible, active Hybrid) 1:40 = 511 DPS (clicking whatever is up, active Hybrid) 2:02 = 442 DPS (regular attack chain, Hybrid on downtime) 1:46 = 489 DPS (regular attack chain, active Hybrid) 1:55 = 461 DPS (regular attack chain, Hybrid on downtime, no Beta Decay) 1:58 = 452 DPS (regular attack chain, active Hybrid, no Beta Decay, no Inferno) 2:12 = 418 DPS (regular attack chain, Hybrid on downtime, no Beta Decay, no Inferno) 1:47 = 486 DPS (regular attack chain, active Hybrid) Some thoughts: - these times are so low it's hard to draw a conclusion on the relative effect of anything. Player error and luck streaks can account for huge differences when 1 second means ~4 DPS. - my modus operandi with pylons is to hop in and start the timer in melee range before activating any power. This blaster build has no survivability whatsoever beyond ~20% def and ~50% S/L, which is obviously not enough for a pylon. So here I popped 2 lucks, got in melee range, then started the timer. - I tried runs without Beta Decay, then without Beta Decay and Inferno, to see how the blaster would perform purely at range. While this would need WAY more runs for hard data, what we have here suggests this blaster might consistently do 400+ DPS from 60 feet away, and all of that unconditionally. Wow! - there's always something to click, to the point even though leveraging Positron Cell in /atomic was the idea, I don't know if it even did all that much. In my best run I actively avoided using Positron Cell unless I had to! With a 1.848s cast, it's a lesser version of Char. On the flipside, /atomic still brings useful +recharge buffs and a sustainance toggle (which beats having to click something). Fire/plant could be an interesting alternative. If I'm reading the Pine description right, Toxins add extra damage Bio-style rather than +damage, which could make for dramatic burst with all the damage buffing a blaster can get. Wild Fortress seems like a fairly useful sustain with +absorb, and Spore Cloud adds a few points of DPS through -regen.
  24. This is interesting. A fire/atomic/pyre blaster could push some pretty impressive range numbers, between Blaze, Blazing Bolt, Positron Cell and Char. Running Blaze -> BB -> Char -> Blaze -> PC -> Fireball, maybe? But then, endurance consumption is off the charts too. Oh well, who needs protection? Ageless and lucks all the way. And mezzes... We'll pretend mezzes don't exist. 🙂
  25. nihilii

    Bs/DA

    You're obviously a cat owner, and that cat loves getting on the keyboard. Because, obviously, what you meant to post was: "thanks for the build, Nightmarer". ...Am I old enough to grumble about "kids these days" yet?
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