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Posts posted by TheMoncrief
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2 minutes ago, WuTang said:
Also, you can dual wield chainsaws...
Sorry, Chainsaw Wielding Psycho will have to wait for another day.
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21 hours ago, Uncle Shags said:
Slow down buckaroo! There's regular battle axe, titan weapon axe, and dual weapon axe too!
Wait, there are Dual Blades axe skins? The fast attacking set that slices and dices at blinding speed, in spite of its completely dysfunctional combo system?
OK, now my choices are getting tough.
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38 minutes ago, Frosticus said:
Oh ok
Aura of insanity says hi.
But it's your rp, so don't as you like.
Hmm, a fair point. I guess I may try out that Axe Wielding Psychic.
Probably Willpower for my Axe Wielding Psycho, though. Although Regen does appeal to the "insane" character concept, even if it does take a lot of attention away from chopping my enemies into little pieces. Then chopping the pieces into littler pieces.
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On 12/19/2025 at 12:23 AM, biostem said:
Basically, it has lackluster resists, (besides fire), and while the tradeoff is more offensive "oomph", I've found that any character I've played with fire armor basically relies upon healing flames, (aside from tough/weave/IO set bonuses), to make up the shortfall. It isn't necessarily a bad set, just one that needs a little babying, if that makes any sense...
Oh, that's absolutely my belief too. But Healing Flames is *REALLY* good, fast recharging, beefy heal, and can give you very good toxic resists if you cast it consistently. That does require pre-firing it, though, since you will need multiple stacks to get your tox res notably high.
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33 minutes ago, Frosticus said:
Seems like psi armor to me.
I'm looking for an axe wielding psycho, not an axe wielding psychic.
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As the apparent oddball here, I'd like to ask for Fire Sword animations for all of the set's non-sword attacks. So I can go for a consistent theme in the other direction.
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4 hours ago, Psi-bolt said:
I thought I was clear that the point was exactly that. Rage was being made a worse choice than UM except that Rage provided better offensive buffs with a big downside. The only people who still were expected to take Rage were those that value damage over any other consideration.I hate the crash just like you do, but which was why I was going to respec out of Rage on my SS Tanker and pick up UM. I tank with my Tank and so the Blasters/Scrapper and other damage dealers can do the killing.
I think the difference is that I really don’t care where SS with Rage sat via a vis the other sets. So it’s in the middle or worse? Maybe Tanker SS is the absolute worst performing set with UM. It wouldn’t bother me in the least. I’ve been playing this game since 2004. I’m not in a rush to get rewards.
I mean, I don't even use Rage on my SS Brute *NOW*, without Unleashed Might. I take it, but I basically never use it. Unleashed Might was a dream come true for me, a way for my primary power set to be less bad *WITHOUT* the annoying Rage crash. Now I'm just sad.
Oh well, I'm sure I'll get over it.
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I'm working on a character, an insane berserker with an axe. Obviously, the primary is set - gonna use an axe. But which secondaries are thematic to an insane berserker? This is more brainstorming than anything else - you can make anything fit if you really want to.
My current thoughts are Regen, as he's so insane he just doesn't acknowledge pain. Willpower, he's too focused on chopping his enemies to stop just from multiple lethal injuries. Super Reflexes, he's attacking so fast his enemies are overwhelmed and can't focus enough to land any hits.
Any other thoughts?
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I don't think it's actually possible - I think Brute Invulnerability has completely (if subtly) different effects, and power customization can't truly make it match Tanker/Scrapper Invulnerability.
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My only Fiery Aura user who is not a dedicated farmer is a Tanker rather than a Brute. But she's a perfectly fine Tanker who survives most things well enough to keep me happy. And especially in teams, a high resistance low defense character is more likely to have that weakness covered than a high defense low resistance character.
As for solo content, I was doing fine in that even before having a real build.
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The only problem I've ever had with WP is the general lack of debuff resistance. Otherwise it's a fine set for staying alive. Just don't expect to be a happy camper fighting legions of Praetorian Clockwork without a lot of extra work.
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I've managed to get Mids mostly sort of working, but I am constantly having to reinstall because SData.json is corrupted and unreadable. Is this a known bug.
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3 hours ago, Rudra said:
Originally there was just enough different heroes/villains to get the badge. And each one only counted once towards the badge.
Well they certainly don't now, given that you can complete the entire quota in a single mission against psychic clones of Malaise. Not sure if that is the hero or the villain version you unlock that way, but I have to assume they work similarly even if only one side has that single mission to unlock them.
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16 hours ago, Rudra said:
Lord Schweinzer (sp?) in Port Oakes does this. Sends you to the Mayhem of your choice regardless of your character's level. Just need like 20 or 25 different named heroes defeated to access him.
They don't have to be different named heroes. You just need however many distinct defeats of named heroes. Originally there weren't even 20 different possible named heroes that qualified, IIRC. They later added other groups to the list of qualifying named heroes, though.
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On 6/24/2025 at 11:56 AM, Phrehya said:
The fallback option of running in a Virtual Machine is present, but truly sucks. I don't understand why this has to keep being an issue and why they, the MidsReborn team, can't stop using features that aren't compatible with Wine, but HERE WE ARE. Oh well. If they had a Linux build, I'd donate to their development just as I donate for Homecoming and the homecoming.wiki website. I'm not above paying for effort, far from it. As it stands, if I have to jump through hoops to get something to work and I don't have to pay for it, then I've paid for it by jumping through hoops, IMHO.
Edit to add:
I wrote this as I was installing files for MidsReborn in the Virtual Machine. Running it, it requires some kind of OpenGL passthrough that my VM wasn't doing properly. I was using virt-manager on Ubuntu 25.04. I don't know how to move forward now, and I'm just giving up on Mids for now. Maybe Wine will advance to support this some day soon.
If you ever find a solution, please post it here. I'm using Linux Mint, which is based on Ubuntu, using Virtual Machine Manager, and having the exact same issue. Using Virtio video and enabling OpenGL in Display Spice, no errors or warnings but Mids still says my video doesn't support Open GL.
That said, it sounds like Mids Reborn is having issues with one of the devs in charge of the web site having to deal with IRL chaos, so I'm probably choosing the worst possible time to try to get things working
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7 hours ago, Maelwys said:
Incarnate Content is effectively untouched. Including hit rate and proc damage.
They were focusing here on regular non-Incarnate content.
OK, good. I've been away from the game for a while, considering returning and was concerned that the MM changes might have had the actual effect of nerfing MMs in content where they were already commonly having issues finding a place.
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On 12/12/2025 at 8:59 PM, Psyonico said:
It looks like the "nerf" just puts to-hit where it was when the pets spawned at -2, so its not a nerf, just a way of keeping to-hit the same while buffing every other aspect.
OK, so low tier Henchmen did not previous receive the negative level shift in Incarnate content - or rather, IIRC, they received a compensating positive level shift in Incarnate content to make them functionally even level to the Mastermind. Do they now remove the to-hit penalty in Incarnate content, or is the change an actual nerf in Incarnate content?
Or am I completely mis-remembering how low tier Henchmen worked in Incarnate previously?
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On 3/1/2025 at 10:30 AM, tidge said:
I haven't found /Traps to be a particularly slow secondary, at least not with level 50 build values of global recharge. My power choices are somewhat minimal:
Level 1: Caltrops
(A) Annihilation - Damage/RechargeTime
(*) Annihilation - Accuracy/Damage/Endurance/RechargeTime
(*) Ice Mistral’s Torment - Damage/Recharge
(*) Ice Mistral’s Torment - Accuracy/Damage/Endurance/Recharge
(*) Ice Mistral’s Torment - Chance for Damage (Cold)
(*) Javelin Volley - Chance of Damage (Lethal)
Level 14: Acid Mortar
(A) Undermined Defenses - Defense Debuff
(*) Undermined Defenses - Defense Debuff/Recharge
(*) Undermined Defenses - Recharge/Endurance
(*) Undermined Defenses - Recharge
(*) Annihilation - Chance for Res Debuff
(*) Accuracy: Level 50+5
Level 16: Force Field Generator
(A) Luck of the Gambler - Recharge Speed
(*) Luck of the Gambler - Defense
(*) Defense Buff IO: Level 50+5
Level 20: Poison Trap
(A) Gladiator's Net - Accuracy/Hold: Level 50+5
(*) Gladiator's Net - Accuracy/Recharge: Level 50+5
(*) Gladiator's Net - Chance of Damage (Lethal)
(*) Unbreakable Constraint - Chance for Damage (Smashing): Level 50
(*) Superior Entomb: Chance for +Absorb: Level 50
Seeker Drones are cute, but pretty unreliable IMO.
Seeker Drones, at least for MM, can mule some of the essential pet-boosting globals. Specifically, the Pet Damage sets. That frees up slots in your primary Henchman powers, which are in incredibly short supply on any MM primary that does not have an extra pet power. I'm pretty sure Mercs fits the bill for that category. They're still pretty useless for actual use, but 2 extra slots in your main Henchman powers is quite useful given how tight MM builds can be for slots.
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Agreed. Having raids ruined by what is almost certainly malicious griefing just sucks.
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5 hours ago, Ghost said:
That’s just a horrible comparison.
You need to compare like for like.
Or better yet, enjoy the game and quit worrying about what other people are doing.We're talking about Diantane. Trolling the forums *IS* how they play the game.
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I mean, I team mostly too. But I still tend to prefer proc opportunities if I'm aiming to do any real damage with my blasts. I'm more likely to choose something with good debuffs, though. Ice or Rad or Sonic, generally. Mostly Sonic, although the holds in Ice are quite useful.
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On 11/24/2024 at 8:32 PM, kelika2 said:
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
Is Fire Blast actually good on a Defender? I generally care about two things with Defender blast sets - useful debuffs or proc opportunities. Defenders have poor damage, so if you're blasting (which you should be unless you have an exceptionally busy primary) you either want procs which deal damage without respecting the AT damage scale or you want to apply a debuff to weaken the enemy in some way to. Fire has, honestly, neither. There are a few proc opportunities in the AoE attacks, but the single targets are ranged damage and that's all - no Knock, no Def Debuff, no Slow, nothing to allow you to slot more procs. And Ranged Damage sets have incredibly bad proc opportunities. As for useful debuffs... yeah, no. Fire has none.
I much prefer Rad Blast or Dual Pistols if I plan to actually be blasting regularly for damage output, or Sonic Blast to apply the exceptionally useful Resistance Debuff. I like Ice Blast's single target attacks, since they include a couple of holds and lots of slows, which are both useful debuffs *AND* proc opportunities, but since the bulk of Ice's AoE is from two rain powers which don't take procs well, I'm not totally enthusiastic about the set on a Defender.
Nothing against Fire Blast in general, it's my favorite Blast set for a Blaster, and in my top 3 for a Corruptor, but I feel like it's not the best fit for a Defender. Am I wrong?
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OK, I appear to have lit a fire.
Would it be possible to have it default to player immunity instead? So you can go to Null to be able to have Group Fly work on you, but by default it will only work with the user's pets? I do have a few characters where I would situationally like Group Fly to work for me - such as non-flying melee DPS in the aforementioned mito runs in a Hamidon raid, but those situations are very much the exception. Even that's pretty rare, usually I'll just buy a jet pack from START.
I'll be truly shocked if the response to this modified suggestion is a torrent of people strenuously objecting to such a change because Group Fly is perfect in its current state and the change would ruin it. I do get how it would feel weird to have a power that by default doesn't actually do anything, but Group Fly is a very exceptional power already in terms of its unpopularity.
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I don't think there is a power that is more hated than Group Fly. It is rarely taken, and when it is taken, the person who took it is often chastised by his entire team because it makes life materially worse for them all unless they remembered to go to Null the Gull to become immune to it, and it is so rarely taken that few players remember to do so.
But at the same time, there are players who legitimately need, or at least strongly benefit from Group Fly in outdoor missions where they have to move around a lot. I'm talking about Masterminds. Mastermind pets have trouble keeping up with their summoner over long distances, and often get stuck on obstacles. And while there seems to be some kind of leashing teleport to resummon them automatically if they get too far away, it is incredibly inconsistent and unreliable.
So I wonder, why is Group Fly immunity not an option? The Team Teleport prompt is in the options menu. Why not a Group Fly immunity option as well? Why do people have to go to Pocket D and talk to Null the Gull to change this option, which is inconvenient in an instanced MSR, and risks losing the ability to even re-enter the zone entirely in a Hamidon raid?
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Best secondary for an insane berserker?
in Brute
Posted
Also, the name would have to be Chainsaw Wielding Ps and that just doesn't convey the proper message.