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Mythical Creature

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Everything posted by Mythical Creature

  1. 2mins was an estimate it is more like 2 and a half minutes. Focused Accuracy seems like it would be a huge end drain on dark armor, maybe not? I did build in as much +Accuracy as I could. I was actually able to work in both Unleash Potential and Darkest Night by getting rid of hasten. UP is mostly for when shtf and Darkest Night is used more for team support or if I need UP and it is down. I just left UP with like a 5 minute recharge I shouldn't need it often.
  2. Thoughts on Darkest Night versus Unleash Potential? Both are sort of like gaining 15% defense. I only have room for one in my build (dark/sav) and my resists are mostly capped anyways. Is it better to have the defense (which will soft cap me and give me regen/recovery on a 2 minute timer, or to have the -to hit and -dam on demand albeit with a 2sec cast time?
  3. I am always seeking out the experienced buff, especially for my characters 35-49. A thought occurred that this could be a way to drain emp merits from the economy now that converting to reward merits don't work. Maybe they could be used to purchase the experienced buff. Maybe some of the other buffs like windfall could also be purchased like this? Just a random idea.
  4. I honestly have no idea what you mean? I don't get left behind my team? I have teleport, so perhaps I just don't notice the problem you are mentioning because I built around it? I never turn off any of my toggles, stone armor is essentially a passive set, the only active ability from the set is the heal (or granite form which I skip). Perhaps you are referring to the old version of stone armor before the non-granite form toggles were improved upon? Using stone armor like a passive set and my build grants me 45-60% defense to S/L/F/C/E/NE/Psi, 90% Resistance to S/L/F/C/Tox, 496% regeneration, and the neat damage increase in Brimstone armor, with the epiphany core (with def debuff resistance) my defense debuff resistance is capped most the time as well. Assuming there was still a movement speed decrease (which I am pretty sure was removed in page 4), teleport is easy enough to add to your build. I am having a hard time understanding your reasoning that it doesn't mesh well with the current paradigm of the game. Care to explain what you mean? Are you referring to out of date information about Stone Armor?
  5. I am surprised more folks don't mention stone armor, especially after Issue 5 (or was it 4?) the set got improved outside of golem form. Stone has many different layers that add up to feeling like I don't get touched at all. One thing I like about my layers of protection is that there is always a reason to group with a defender or other support type because while everything either has a maxed out defense or resistance stat related to it, only S/L/F/C are capped for both res and defense, so when I group I benefit from defense or resistance buffs while not feeling like I am really any less survivable for it because the third layer (regen/healing) is also very powerful with around 500% regen and my +HP buff/heal. On top of all my survivability, stone armor gets a damage increase without having to sacrifice survivability (like bio armor) or taking a less survivable set (fire armor). Brimstone armor now adds fire damage to my attacks on top of my survivability. This seems to pair really well with radiation melee, that has it's own damage aura and increased damage mechanic (contamination). Stone Armor Tanker, especially with the addition of Radiation Melee feels powerful defensively and offensively. It is my favorite tanker yet.
  6. My Stone Armor / Radiation melee tank seems to do a lot more damage than many of my other tankers. Something about the combination of the contaminated status effect, the increased damage from brimstone armor, or the double damage auras just makes enemies melt. My survivability doesn't seem to be diminished at all, I am still fully survivable even though I am pumping out a decent amount of dps. I struggle to enjoy bio armor because it doesn't quite provide me enough survivability to make up for the damage toggle, stone armor after the changes feels like I get my damage mode without having to sacrifice survivability. That is exactly what I like on a tanker.
  7. Seismic blast is best played on the ground, but with limited range and a defense set, there is no reason not to be on the ground. I went Seismic Blast / Energy Aura and I enjoy it. Energy Aura is a really great set it and forget it type of defense. I liked that it comes with a recharge reduction ability and has easy choices to skip (the end drain and the T9). Since Seismic lends itself to being on the ground and is also smashing damage, I like to pick up the power pool sorcery, as this gives you a blast that is available at low levels that is not smashing damage (it is energy) a travel power without a hover component (you end up wanting to turn it off fast in combat), and the Rune of Power ability, which is how I respond to defense crash or heavy psionic damage. Also an interesting twist, since sentinels try to fix their range issues with global range increases (easily done with ATO's) that is coincidentally also the only way to increase the teleport range of Mystic Flight. My sentinels can teleport far distances using it because they always have at least +50% global range. You could fit this with your theme of light and shadow control because the energy makes you sort of glow (you can be the light source) and shadows are created by putting big objects between a light source and the darkness (which can be your stones).
  8. Sentinels end up being the archetype that I spend the most time on because they are my oro flashback archetype. I have settled on two (one for hero arcs and the other for villain arcs) that both seem really enjoyable to play. Seismic Blast / Energy Aura Water Blast / Bio Armor They both play pretty similarly, pretty much blast your way through any challenges and if you need it, you have a heal. I suspect pretty much any sentinel will play the same way. I landed on my choices because I liked the extra recharge reduction in Energy and the extra damage from Bio Armor. I put the opportunity debuff on auto-cast as I find it much easier than dealing with another ability on my quickbars. By itself it won't draw aggro, but it will drop you into combat (so avoid targeting while you travel).
  9. I thought about doing stone armor secondary, but the look didn't fit my theme. I ended up going with energy aura and it seems to work just fine and also went with my character theme. Energy Aura seems to work well with Seismic Blast because it has extra recharge and low endurance cost.
  10. Mine is a war mace/radiation armor scrapper. The rad armor pbaes are a nice boost to dps and can be made to recharge fast. War mace seems to have a very nice crunch to it. Enemies are disoriented or knocked down which further adds to survivability. Radiation Armor is a lot like regen but with great resist numbers as well that you can cap with ease. Shadow Meld is a great ability to throw into the mix. I can achieve max defenses to help my regen do it's trick in a rough spot. I was hesitant to try a resist based set on my scrapper but this is just a really nice combo.
  11. I have been working on some Kheldian builds with this change in mind. Normally I use the toggles as slot mules and I still did but I added either a def/end or a res/end to each toggle so I could leave them on for some benefit and less endurance cost. In human form before Vengeance I have around 33% to each positional defense type and after I have incarnate level defense over 54%. This will make it a lot easier for my warshade to use Eclipse as I can just pop a purple insp before hand or find a vengeance bait. I am excited for these changes.
  12. Maybe this is a stupid question, but if we revert back to the no vet exp in AE, will we still get the reward merits from the itrials that came with the conversion changes? I very much like that change where we get both rewards from the trials as I think this will get more folks doing them. My vote would be eliminate the vet exp in AE and leave the extra itrial rewards in place so that itrials are more rewarding. If that isn't possible, maybe some other option? Thanks for everything!
  13. I have farmed every moment I could since this patch was first announced and have barely earned close to 1 billion. Granted I also had an alt at my side. How are afk farmers making more in a week then I am active farming? Am I losing that much influence by sticking to one farmer instead of rerolling at vet 50 and selling all the merits? Your numbers don't seem believable unless I am doing something horribly wrong...
  14. I can agree those changes would be helpful, it sucks that sudden acceleration set bonuses does the opposite of what you want, I don't get what the point of that is. It would be nice to have a choice to slot one thing for a global kb->kd or individually per power but I would settle for at least a set worth taking to achieve that goal.
  15. I forgot that Overwhelming Force also had a damaging component because it also has a knockback proc which is why I feel forced into using Sudden Acceleration. I guess in light of that info I would amend my suggestion to say that the +damage should be added to the sudden acceleration enhancement so that more or less the choice is, do I want kb->kd for all my powers or just one or a few? I think what really kills me is how much of a burden I feel to my team with knockback so much that I can't really play knockback and have a good time without seriously hindering my characters build. If I could just throw overwhelming force on kick or brawl and be done with it, I would and I think many others would as well.
  16. People seem passionate about this. I agree with the sentiment that most people who slot the kb->kd do it begrudgingly because the rest of the set bonuses don't help with the main reason I slotted it in the first place. I think a potential fix would be to make overwhelming force a global proc, so that if you equip the enhancement all your powers are kb->kd. The sudden acceleration can remain the same to be used when you only want some powers to change. Well except also remove that chance for kb in overwhelming force, why is that even on there?
  17. I like this change to the policy so that anyone 6-49 has a year to login to keep their names. There is a lot of great content at lower levels, I like to park alts at places like frostfire mission that I might not get around to play for months. Now I won't be stressing these things as I will definitely play them within a year. Thanks for the change.
  18. I think this is a great change and much better than the removal of veteran levels from AE. The itrials are only better for this change you get reward merits and empyrean merits, no choices needs to be made, best of both worlds. I love it! I do think this will cause folks to accumulate empyreans and I don't think everyone has as many alts as I do, so perhaps there should be something else to spend empryean merits on? If I could make a suggestion, perhaps there could be a new class of enhancements called incarnate level enhancements with special bonuses that only appear on itrials (like the pvp sets). That could be a good waste of empryeans and I bet my BAFs will start to fill fast!
  19. I wanted to suggest that we make a new class of incarnate level enhancements that we can purchase with empyrean merits. These can be similar to the pvp sets, except instead their secondary bonus will work only on incarnate trials. This will give us a sink for the empyrean merits given recently proposed conversion changes in beta.
  20. This change has me excited though I do have a question about the naming policy. It sounds like our pvp characters will not have their names reserved ever? I was going to suggest that if that is the case, maybe they should have a way to earn their full character status somehow in the future if they play the character enough. Maybe it could simply be when you have earned enough xp that is equivalent to level 50. Maybe it could be PVP related? That way if the PVP character really clicks it can become a full fledged character somehow, if you work hard enough. Just a thought.
  21. Currently changing a characters name, even editing it and not actually making an edit, will reset the time logged out timer. Will this also reset this flag? It would make it a lot easier to go through all your alts if this clears the flag.
  22. I am concerned for the power deferential disabling vet level xp gain in AE will cause between new and long term players. Anyone who is already established is largely unaffected by this change. Someone who is just starting out is going to, for example, have a lot harder time getting their fire farmer vet levels and incarnate abilities. If I could recommend a change to this while still keeping the spirit of the change, it would be to cap vet xp gain at level 10 in AE content. This should be more than plenty boost to new players obtaining their first important incarnates. 90 Emperyean Merits and 480 Incarnate threads should be enough to bring each ability to t3 and still have plenty to earn from level 50 content, a good start/introduction.
  23. I like to do fire farming to find and craft my own enhancements for builds and I am starting to realize there is a sub category of level 30 and 40 enhancements that I miss out on and have to purchase on the AH. I am wondering what would be an efficient way to farm these at level 30 and 40, and perhaps any other levels that might be worth farming? At 50 the obvious choice is fire brute, what about at lower levels, does this hold true if I wanted to make a build for a level 30 farmer? I have 2 accounts, perhaps there is a level 30 that would be good enough to help out on a fire farm, maybe something with kin? Maybe there is some other strategy I am missing entirely to stock up on level 30 enhancements for my converter roulette. Any suggestions? Thanks in advance.
  24. I don't know if I missed some patch notes that changed the Cardiac Alpha Abilities, but they seem to be increasing damage and not damage resistance as the ability indicates. I noticed because I was actually hoping to get the damage resistance and wanted to figure out how much it was adding. Lo and behold, it isn't adding any damage resistance at all. Is this working as intended or a bug? I am not sure, so I am reporting it here! I included a photo of the bug, I only have the T3 version but it seemed to also show up on the T4 version.
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