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KelvinKole
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Everything posted by KelvinKole
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It can take two purples at 4.5ppm, which each have a 90% chance to proc. And then three more at 3.5, which each have a 70% chance to proc. I’m not a mathematician, but odds seem good you’ll get at least 3 regularly. Both purples and a rare would get you 285 damage.
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Wonder how the dps charts shake out with a proc’d Tesla cage? Can get 5 procs and an accuracy IO in there, with excellent proc rate. That’s something fire can’t do (but doesn’t need to do). It might fill the void of a high damage single target attack quite well. The animation time is just a bit annoying.
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How well do procs work once lit? Do they pop upon ignition, at some set interval, or randomly per damage tick?
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Thanks for the input all. I fully intend to proc out ice arrow as another attack. I’m surprised a bit by people saying poison gas arrow is skippable, isn’t it like a 50% damage debuff (defender value)? That’s like handing out 50% resist to the team. Does kill speed just make it obsolete?
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Need a rewarding challenge. Tell me what to play
KelvinKole replied to KelvinKole's topic in Archetypes
Interesting suggestions so far, thanks and keep em coming. I mained a fire/Kim corr on live for a long time, so probably not gonna go that route, but it does fall into the niche that I’m searching for. I didn’t think about /regen. That’s probably in the lead for me as I’ve never played it and feels like it could have that magic good but not easy feeling. @Koopak thanks for the warshade suggestion. I’ve seen a couple of these guys around and they do look fun. I’ve also never played one. Would this be a tri-form or human form? -
This might sound odd, but I’m looking for suggestions for a character that rides that thin line between crushing it and about to face plant with one wrong move. I’m not looking for something easy, but rather something challenging to play that will perform very well at its best, or rather poorly If I build it wrong, time something wrong, or sequence things out of order. Making any sense? Maybe a blaster or dominator? Goals would be to solo some AVs and solo some +4/8 content. What say you?
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Rolled up an illusion/ta troller last night thinking it would be a fun combo. Admittedly, looking at all the TA powers post buff is pretty overwhelming. They all look great, with no real auto skip powers, and the interactions between each one are interesting. How are people playing the newly revamped set and still having time for your primary? It looks like I’d at least want to get acid arrow, disruption arrow, and flash arrow applied as regularly as possible. What have beeb some approaches to locking down what you can and still get all the debuffs out?
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Fire melee should probably get more love. Yea, breath of fire is bad but fire sword circle is butter. It’s right in that sweet spot of large radius, good damage, and standard 20s recharge. Having recently got my fire/shield to tuned up, Shield charge -> FSC -> Fire ball is awesome. the common complaint on the single target side usually that greater fire sword is bad, but I just skip it and cycle through scorch, fire sword, creamate, and fast AS. Feels good.
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Ice Melee is so darn good. Go with that. I don't love Electric Armor, but I'd go Ice/Elec out of your options. Ice/Bio seems better though, and can cover far ends of the spectrum from defensive to offensive
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Maybe a merit bonus, like the WST, but for zone missions? This week it's Skyway City, and you can get 1 merit per mission completed in Skyway, up to 10. It's not adaptive, but it's an incentive for higher level players to revisit low level zones and help some lowbies along.
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I like the premise here. The world feels most alive when some zone level events are happening, not inside mission instances. I'd like to see some dynamic zone characteristics that pull people into low traffic areas. What if you couldn't initiate task forces inside zones that have been "overrun?". Not much traffic in Croatoa, need to clear out some fir blog or no access to Katie Hannon.
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Wyvern and Legacy Chain Updates
KelvinKole replied to Sakura Tenshi's topic in Suggestions & Feedback
I completely forgot about Legacy Chain, it's been so long since I played red side. I always liked the Luddites too. -
Do people really need it to double stack? Just make it perma-able with some IO investment, but not stack. The set is plenty strong with one stack of rage. Give it a larger upfront endurance cost rather than any kind of crash.
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Updating inherent descriptions to be gender neutral please?
KelvinKole replied to Zappalina's topic in Suggestions & Feedback
The weeds are attempting to pull me in...those plant Dom's are OP. I think it's a good idea. Regardless of where you stand on pronoun usage, I've seen a number of Tankers that were clearly female. -
I would just lean towards working it into the team ui instead of on screen. Things can be hard to see in this game, but I can always tell if someone's health bar turns bright pink or hatch marked or something.
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Bumping to propose an idea for hazard zones. I do think the hazard zones feel wasted, and like there's a good opportunity to revamp them and get some variety of location. I was thinking....could we create events, like rikti invasion, wherein the inhabitants of the hazard zone are making an organized push through the gate and only the heroes of paragon city can stop them? A message comes over the broadcast "Security has been overrun in Boomtown, the gates are under attack." Multiple leagues may be needed to cover all the gates in each zone, and the event is failed if one of the gates "falls." If successful, a substantial award is given to all participants; merits, rare drops, etc.
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issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
KelvinKole replied to Jimmy's topic in Patch Notes Discussion
So toggling on infiltration detoggles Energy Cloak on my brute, and vice versa. Not sure how it's working with Cloak of Darkness, Field Operative, etc. Or area stealth buffs like Arctic Fog, Steamy Mist, etc. But I wasn't expecting the exclusivity with Energy Cloak. Seems like a bug? -
issue 27 [Beta] Patch Notes for April 24th, 2021
KelvinKole replied to Jimmy's topic in [Open Beta] Patch Notes
It's also a matter of resource availability and time needed to work on the overhaul the set needs. I'm cool with fixing the "bug", it's just not worth upsetting the people who are currently enjoying the set to fix it now, and then have a revamp comes x months later. Make it part of the larger revamp rather than an iterative adjustment. No one is exploiting the the 100% crit chance. Those kin stalkers sent running farms, soloing itfs, or otherwise pushing to new limits of performance. -
issue 27 [Beta] Patch Notes for April 24th, 2021
KelvinKole replied to Jimmy's topic in [Open Beta] Patch Notes
Leave Kinetic Melee alone on stalkers. It's already and underperforming set, and kicking it while it's down doesn't seem healthy to me. If standardization is a goal, that's fine...but just put that line of code in when the entire set gets the revamp it needs, or when stalker aoe as whole is improved. I think doing it now, ahead of either of those other goals just punishes the few people playing it for no apparent reason. Call it political, but sometimes just maintaining a positive perspective for the players is a better choice. -
Happy Days. The Shark ate Fonzie.
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This one's been jiving with me lately. Eddie Money - I Wanna Go Back o0JqC2UDpoE
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People will take Eagles Claw if it was actually a good power too. I like the animation as well, though, so it could also just hit hatter to justify the animation time. CAK is currently the best single target attack in the set. I'd rather not rework it unless Eagles Claw also got a rework. Changing either Cobra strike or Crane kick, as you suggested, makes more sense to me since they are numerical clones of each other.
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Based on the updates Dark Melee and Energy Melee both got recently, I think Martial Arts definitely should be looked at next. I don't really want to see another combo system or builder/spender mechanic though. A faster eagles claw seems necessary, but aside from that I think Focus Chi should be turned into something more than a traditional build up. Maybe make it splash some aoe energy (chi) damage around your target, in like an 8ft radius. That would give the set a bit more aoe without forcing a change to the single target attacks.
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I got an idea in my head to build a Bio tank with as much regen as I could get., and you know...Once an idea has taken hold of a brain it's almost impossible to eradicate. The thing is, even though I tried to build for Regen, I still ended up in a good place with my Defense and Resistance. This has, running in Efficient Adaptation: 90%+ S/L Resist 58.X% defense to F/C/E/N Over 60% with Agility 46hp regen per second, outside of Ablative Carapace. 77 while active. With 1 target on Parasitic Aura it hits 89hp per second. With 5 targets, 139hp per second Switch to Defense Adaptation and a small drop in Regen gets the Defenses up over 70%. Now there's no DDR so we can lose this pretty quickly, but that's why I wanted as much Regen as I could find. Take a look and let me know if I missed anything obvious that I should fix. He's level 26 now and I feel like I'll have a new main Tank. I'm taking Teleport and Fold Space in anticipation of the incoming Travel Pool changes; I feel like Fold Space can be fun and fits thematically for me, but I've never used it before. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Bio Armor Secondary Power Set: Martial Arts Power Pool: Fighting Power Pool: Teleportation Power Pool: Leaping Power Pool: Speed Hero Profile: Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam(3), Ags-EndRdx/Rchg(3), Ags-ResDam/EndRdx/Rchg(19), Ags-Psi/Status(34) Level 1: Thunder Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(37), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(42), Mk'Bit-Acc/Dmg/EndRdx/Rchg(42), Mk'Bit-Dam%(43) Level 2: Environmental Modification -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(23), LucoftheG-EndRdx/Rchg(25), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def/Rchg+(34), Ksm-ToHit+(34) Level 4: Storm Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(7), SprMghoft-Rchg/Res%(9) Level 6: Inexhaustible -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(42), RgnTss-Regen+(43) Level 8: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(13) Level 10: Warrior's Provocation -- Taunt-I(A) Level 12: Evolving Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(29), Ags-ResDam(29) Level 14: Cobra Strike -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg/Rchg(15), SprGntFis-Dmg/EndRdx/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(17), SprGntFis-Rchg/+Absorb(19) Level 16: Adaptation Level 18: DNA Siphon -- Arm-Dam%(A), Obl-%Dam(48), TchoftheN-%Dam(50), PrfZng-Dam%(50), TchoftheN-Acc/Heal(50) Level 20: Dragon's Tail -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(21), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dmg/End/Rech(23), OvrFrc-Dam/KB(25), FrcFdb-Rechg%(33) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-Max HP%(A), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(33) Level 26: Weave -- ShlWal-ResDam/Re TP(A), Rct-Def(27), Rct-Def/EndRdx(31), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31) Level 28: Combat Teleport -- RechRdx-I(A) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 32: Parasitic Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-Regen/Rcvry+(45), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal(46), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(46) Level 35: Crippling Axe Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dam%(36), CrsImp-Acc/Dmg(36), ImpSwf-Dam%(37), TraoftheH-Dam%(37) Level 38: Eagles Claw -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(40) Level 41: Teleport -- Range-I(A) Level 44: Fold Space -- RechRdx-I(A), Acc-I(45) Level 47: Focus Chi -- GssSynFr--Build%(A) Level 49: Hasten -- RechRdx-I(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(43) Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(48) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Agility Radial Paragon ------------
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I just got a new bio/ma tank to the mid 20s and am not sure Evolving Armor is working right. According to the description, it sounds like turning it on should give a resistance bonus, and an additional amount per enemy in range. In application, if I have Efficient on I don't get the flat resistance increase until there's at least one mob in range. If I have Defensive on, I do get it and the additional amount per enemy behaves as normal. It's a small thing, but I'm not sure if I'm just misunderstanding the description of if it's a bug. The optimizer in me wants that flats resistance increase regardless of adaptation and mob proximity.