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Jeneki

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Everything posted by Jeneki

  1. Nice job! This is a great idea for a global channel.
  2. Variety (so much Longbow and Arachnos) is a big one when leveling multiple characters. Got so sick of these when I played villains primarily. Back in the live forums this was something I brought up in suggestion topics all the time. I often suggested using the rogue portals around the isles to do more inter-dimensional stuff, as this would let you do "big-time villain things" without impacting the rest of the game world (For example, if your villain goal is human extinction, doing so in another dimension is plausible without ending the game). Eventually we got cooperative zones, which were nice but didn't really address red-side specifically. I'm ok with low population, as I like many of the stories and can take it slow and read them when soloing. Same with gold side.
  3. I've got Pyreklism remade on Everlasting. I mostly played heroes on Champion (villains on Virtue).
  4. Some I ran into recently that are still fresh in my mind: The signature story arc in Steel Canyon referenced things that happen in new Dark Astoria (which I hadn't done yet on this character, so I found it funny when it said I did them). Rikti Warzone storyline has stuff related to Faultline (level 15-ish). It's a bit more fun if you've done the Faultline story. For the order of late additions such as incarnate trials, perhaps reference the Issues list and see what order they were released in - https://paragonwiki.com/wiki/Issue
  5. Dark Blast has two cones, so if you want to go that route you could take Mental Manipulation for another. Plus telekinetic thrust to keep them away. Although you will need to occasionally close if you want to leverage drain psyche.
  6. Jeneki

    Stalker Tank

    Was this the ITF with 3 blasters, 3 scrappers, and 2 stalkers? Was quite smooth all things considered.
  7. When I saw this many replies to this topic, I was hoping to find something interesting to try out. Some little nugget of goodness that would breath new life into a shelved character. Instead I found a bunch of Used Car Salesman speak. Does anyone have anything real to offer up for /Ninja? Anything at all that will make me sit up and say "ooh I should give that a try"? Thank you for contributing something of value. Blinding Powder doesn't seem to break stealth. So yes, I'd agree that if there are shenanigans to be found, this is a good place to look.
  8. And to take screenshots sitting in Atta's chair. :)
  9. Cauterizing Aura: Yes this is very good. So good that my fire blaster has one slot in auto-stamina, and one slot in Cauterizing Aura, both with a single normal recovery IO, and I never run into endurance problems. I even removed Consume from my build because I never need it (no Inferno end crash either). If you check the patch notes for issue 24 (it was in test upon shutdown), all blasters were getting a power in the secondary that boosts recovery and regeneration. So if you have other blasters look for a similar power in their secondary as well. Burnout: Give it a try if you want to test it out. I haven't tried it out, as the recharge is so long that it won't be up often enough to sound appealing to me. There are some endurance drawbacks as well, but with Cauterizing Aura being so good it may be worth testing.
  10. The blaster primaries first and second power were reanimated to bring the animation time into line with each other. I believe this change happened at the same time defiance was updated to use those two powers while mezzed, but I could be wrong. This resulted in some sets getting a huge boost (electric was quite noticeably faster) and some sets getting slightly slower (ice's second power slowed down a lot).
  11. On my Elec^3 back in the day I think I ended up going Musculature, as I already had perma hasten (otherwise I would have went Spiritual, as quick recharging powers is always my first priority) and keeping my endurance up was not an issue. Agility could be interesting though, if you go that route let us know how it turns out.
  12. It's worth noting that fighting higher level enemies will raise their knockback mag a bit. I remember running into this in some of the newer zones more geared towards incarnates (Dark Astoria maybe?), where I ran into a few enemies that had just enough to land a knockdown against my single -4 KB IO.
  13. First tray, first power. Generally I choose the first 4 or so powers in the first tray as ones I can quick push on the keyboard, when cats invade my space and I need to take my eyes of the screen for a bit. Long ago I had a macro button set up to do a flex emote when taunting. Baddies were so impressed by my physique they just had to attack. It only worked half the time or so, but was pretty funny to watch the Perfect Zinger proc, and flex someone to death.
  14. This topic makes me very happy. So many good memories. I'll definitely stop by Excelsior next Tuesday.
  15. I played a /Ninja to 48 and took every power from the secondary as I wanted to try everything out. Played a mix of solo and teams (got task force commander) but no farms, so I got a lot of use with the powers. And yes, it's trash. I definitely will not bother taking it to the incarnate level until it sees significant buffs. Shinobi is the main problem here, as it fails to compensate for the loss of a real Build Up power. 1) The stealth is incomplete and requires stacking with another stealth power to walk up to enemies undetected. Also having a stealth power is nothing special, as any character can take stealth and super speed, or a similar combo, and be just as sneaky (in fact around 80% of my characters do this). 2) The damage boost from hide is too small. From my testing it seems to be about 50% buff for one attack. Whereas Build Up is 100% buff for all attacks over a 10 second time frame. Also I generally slot blasters for recharge bonuses, giving Build Up a good amount of uptime, so the minor always-on damage portion of Shinobi is not a selling point. 3) The other buffs (movement and the standard stealth defense) are minor and forgettable. Next we have the blaps. The biggest problem here is they seem to trade damage for faster recharge. This is fine on a melee archetype. The problem here is I'm a blaster in melee range taking risks, and other blap sets give you a big reward for taking that risk. If I'm not wrecking stuff and doing more damage than I could do at range, than why am I in melee? Combined with the lack of damage boost from Shinobi this becomes a real problem. 1) Sting of the Wasp is the epitome of the above paragraph. It's more "annoyance of the mosquito" than a wasp. Far too weak for a blaster in melee. 2) The Lotus Drops is just okay as a PBAoE. If I could combine this with a real build up it might be nice. 3) Golden Dragonfly's main strength is the little cone. I have some nice strategies for lining these up so getting multiple targets is not a problem. Depending on how well targets line up, this will range from being be barely good enough for a Tier9, to not so good if I'm trying to concentrate down a single target. It's worth mentioning that "very small cone" T9 melee attacks (katana, broadsword, axe) don't seem to be balanced around hitting multiple targets so I should probably be judging this based on single-target only, in which case it is lacking. The other powers: 1) Immobilizing Dart is a standard immobilize. And yes it does toxic damage, but even so the damage is so much lower than standard blaster immobilizes that I have no idea what kind of situation would actually make the toxic damage an advantage. Still it's the standard immobilize power, so I'll keep my expectations in check. 2) Choking Powder is a good hold. No complaints. 3) Kuji-In Toh has the standard blaster set of buffs, with a few very minor perks. No complaints. 4) Smoke Flash is a bit flaky. It requires a hit check, and even if it does hit it often fails to keep them placated. I've had the most success placating by using a jump-activation out of combat, so that when the power goes off I'm quite a ways away (this is a technical maneuver, so I don't think a power's viability should hinge around it). The resistance debuff is a nice perk though and I still use it on teams for this reason. 5) Blinding Powder's range is short enough that you have to get right up to the enemy group to catch them all, which brings us back to the point that Shinobi's stealth won't let you get that close without triggering aggro. But as long as you stack Shinobi with another stealth power, then Blinding Powder works as advertised. The tohit debuff is good enough by blaster-standards. As I mentioned in a different topic, I get the idea that this set was intentionally designed a bit lower to "test the waters", as it's more socially acceptable to buff than to nerf. Hopefully those buffs come sooner than later.
  16. It's worth mentioning that there was at least one forum purge over the years. I remember it quite well as it deleted several excellent humor posts from the Champion subforum. If someone can't find the old post they are looking for, you might have to look at an older snapshot of the forum than just before shutdown.
  17. Before you spend a lot of time getting into the current instant snipe, there may be some changing coming soon you can read about here: https://forums.homecomingservers.com/index.php/topic,3453.0.html
  18. Currently running a Grav/Sonic, with a music "heavy riff" theme. Also teammates get really happy when they see sonic powering up. If you want to feel "appreciated" that's a good way to get it.
  19. Jeneki

    Sonic/Atomic?

    Sonic/Atomic can stack stuns pretty well as it has them in both sets. Should be a good boss killer as you can disorient them, stack a few resist debuffs, and finish with strong blaps. The old "supersafe" Sonic solo strategy was: 1) Sirens Song puts enemies asleep, 2) Pick one and use Screech to stun it, 3) Blaps take that enemy down, 4) repeat until all enemies are defeated. When done correctly you never get attacked, outside missing the sleep. With all that disorient potential, I'd be tempted to take Soul Mastery epic pool to stack in Oppressive Gloom for even more disorient shenanigans.
  20. I see the knockback protection IOs slotted in powers such recall friend and surge or power. Remember that these will only become active if you've used that power in the last 120 seconds. So if you don't use recall friend or power surge all the time, you won't have any knockback protection. Consider putting this in a power you will leave on all of the time while in combat, I usually go with Combat Jumping or Hover but there are other places that work (since you took fighting, weave will work).
  21. Jeneki

    fire/fire

    Correct, no immob protection in /fire. You can also use Combat Jumping to cover that. If you go with burn and want to use it as a damage power, I suggest looking into one of the ancillary pools with an AoE immobilize power to keep enemies in it. Fire mastery has one of these if you want to stay within theme.
  22. I have a archery/ninja in the high 40s, and took every power from the secondary as I wanted to test them out. I've been playing both solo and teams (got Task Force Commander) but not going on power level farms, so I've been using the powers all along the way. The first thing to know is, despite the similar powers, this is not a stalker. The sword blaps are weaker and don't get buildup to boost them. Yes shinobi gives a danage boost, but it's no buildup and only lasts one attack before reverting to a minuscule bonus, while a real buildup lasts several attacks and will absolutely devastate enemies. The placate requires a hit check and can fail. The stealth will not let you walk up to enemies, unless you stack it with something (I use super speed) and really having stealth is nothing special as I already take super speed + stealth on about 80% of my characters. The weak blap strength combined with weaker boost from shinobi is my major gripe though: you're a blaster in melee, and if you're not wrecking stuff than why are you in melee. I am good at lining up the cone for the t9 as I have played these cones before, which almost makes Golden Dragonfly worth it if you can pull it off. It just feels wholly unsatisfying compared to using blaps on my other blasters. That said, the hold is good, the blind has a reasonable tohit debuff (for blasters), the resist debuff on the placate is useful to teams, and the recovery power is awesome (but so is on every blaster seconday now) Basically it feels like the set was intentionally under powered to test the waters, as it's always easier to buff than nerf later. For pool powers: an additional stealth power will let you walk right up to enemies (as mentioned before I use super speed). Combat jumping is always good for maneuvering into and out of close combat, and can be slotted with knockback protection, karma tohit buff, and luck of the gambler. If you want more close combat shenanigans you can also take spring attack as it looks very ninja-y. Some people like medicine or fighting pools, I usually rely more on inspirations but they are viable choices. For epic, you can grab another hold to help lock down bosses, in case Abyssal Gaze or Choking Powder misses. For example, Soul Mastery, Mu Mastery, Leviathan Mastery, and Electric look interesting here: they have an extra cone attack to use with Umbral Torrent and Tentacles for triple cones, and an extra hold for stacking up the holds.
  23. Hi I played on champion and was the leader of all out war towards the end if I remember correctly. Felicia Divine also was leader but I don't remember what exactly happened. I've got Pyreklism remade on Torchbearer. Much of the old leadership was still around at the end, just not very active.
  24. My good man! This Nemesis homie sounds on the level, but how do I know he's looking out for the little guy? Is Nemesis down with the street?
  25. Important question time: Did Champion server ever find TheJeff?
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