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Renatos1023

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  1. This came up in another post this year (which I also replied to), so popping this back up to the top. I think this is one of the simplest QoL fixes that can be made. Two Easy Edits (either/or): 1. Make Cold's shields the minimal fx graphics by default; or 2. Simply remove the bulky shields from Cold and make Cold only able to give the minimal graphics shields. This issue keeps popping up. I'm not one to remove the ugly Cold shields, but I'm thinking it wouldn't be difficult to do either of the above 2 options (preferably #2).
  2. The Reactive Defenses - Scaling Damage Resistance enhancement states in its information that it starts at 0% resistance at full health and scales up to 10%. However, since I've slotted it, it looks like it starts at 3% resistance at full health. I'm looking at the Combat Attributes window while standing at the train in the attached photo. It shows 3% from the enhancement. As I said, just standing there, at full health. Is the enhancement information wrong, or is the combat attributes info wrong? Thanks!
  3. Wow, I did not expect this topic to pop off like it did. Thank you all for your replies. It was more a thought exercise on what the community thought was skippable. I don't think I'll drop anything from Regen at this point, but if I could cap HP without Second Wind, that might be the one to go. I think everything else adds enough, especially in a multiplicative manner, that I wouldn't want to drop anything. Regen really has no skippable powers at this point.
  4. My question is the topic: Is there anything that you think is skippable in the new Regen powerset? - I don't think there is tbh. I'm running an Axe/Regen Scrap with the newly revamped powerset. I just hit 43 and I have all the Regen powers, I can't find one that I think is skippable. So, I was looking for opinions on what y'all might think is skippable. I could see maybe skipping MoG, but I like that it doesn't crash and is an LoTG mule (I also have 2 recharges in it). Honestly, the new Regen has been amazing. I've loved playing this character and have not had endurance issues. I feel like Regen really benefits from all of the defensive procs, much more than other sets: + 7.5% max health, + 5 resistance to all, the scaling resist bonus, +6% def to all (I did slot both 3% ones). Layering everything really makes Regen shine. I know some people think it is futile to add defense to Regen due to the lack of DDR, but I'm closing in on 20% to M/R/AoE (which is my build goal) and IMO it does make a difference.
  5. I had made this suggestion a while back - make Cold's Ice Shields the minimal FX version by default. That way someone actually has to change it to the bulky ones (which I highly doubt many, if any, would). Or, new idea, simply remove the bulky ones as an option from Cold and have the minimal FX ones as the only option - nobody needs to give out the bulky shields. Everybody wants the +defense but not the ugly graphics. (if someone with Ice Armor wants to run the bulky shields on their char that is totally fine, but you shouldn't be able to put that on someone else IMO.) Edit: adding link to my post from 2024 asking for the same thing.
  6. My experience is with Cold/Ice on a Defender, I've attached the build I use below for reference/inspiration. With enough recharge, your single target attack chain can be Ice Bolt --> Freeze Ray --> Ice Bolt --> Bitter Ice Blast, repeat. Then sprinkle in Ice Storm and Blizzard for AoE as needed. For incarnates, I always take Reactive Interface for the extra -res. I went with Agility Alpha because it enhances End Mod, Recharge, and Defense Buffs -- all of which help you (but for a Corr, you're probably looking for extra damage with Musculature). For Judgment, take your choice - I went with Cryonic for theme, but I know it isn't deemed as the best choice. For the Destiny slot, I ended up creating both Clarion for the mez resistance and Barrier for the extra Defense and I swap them as needed - I didn't think I really needed to take Ageless as once you have Heat Loss, your endurance issues disappear. I also went Support for Hybrid as this was a support-oriented defender, but if I were to re-roll this character as a Corr, I'd probably go with Assault. Liza Frost - Defender (Cold Domination).mbd
  7. I was just complaining about this during a Moonfire the other day. I wholly support having rescue mission NPCs changed somehow so people don't need to turn stealth off. Not sure if a huge boost to NPC perception would solve the issue or not, but that would seem to be an easy fix if so.
  8. Saw this thread and figured I'd share my Dark/Spines/Psi Tank build just for some inspiration. Resistance is capped to everything but Energy (68%) and Toxic (62%). It also has a bit over soft-capped Melee and AoE defense and about 35% ranged. I haven't updated it since the new changes to Dark, but it is very survivable (granted this build was expensive). I like to use him to run +4 ITFs because he's pretty much immortal, I think I've used my heal one or twice in the last dozen ones that I've run. Spines has a lot of good AoE, and you gets you access to a second damage aura, which I like. I'll need to look at swapping Dark Regeneration for Obscure Sustenance and maybe add in Cloak of Fear since that has some KB protection now. But I'm loathe to change the build since it works so well as is. Although, with CoF's endurance cost reduction it could now work well to add some to-hit debuffage which helps amp up your defenses even more. Nox Eternal - Tanker (Dark Armor - Spines).mbd
  9. Recently hit 50 on my /Dark Corr. This is like my dozenth rodeo with Dark Miasma - both on Def and Corr. I also have a lot of other Defs/Corrs that are in their veteran levels. But Tar Patch has really been a thorn in my side with its non-comparable, relatively bad numbers. **I wholly acknowledge that Dark Miasma does not need a buff, it is fantabulous (I also don't count the change to Black Hole as a buff because who needs a one-second pull-in power - that shit is still skippable).** However, the cast time on Tar Patch (TP) and its longer recharge is kind of ridiculous. Lets be honest, Sleet and Freezing Rain (FR) are TP on steroids. I know we're not 'supposed to' compare powers in a 1-v-1 from different sets, but Sleet and FR are vastly superior simply due to the fact that they come with -def. When you are min-maxing I can see that Dark falls short in this area. These are the numbers from Mids: 1. Cast times: a. Sleet and FR: 2.03s according to Mids. (WIN) b. TP: 3.1s (LOSE) 2. Debuffs: a. Sleet and FR: -22.5% def, and -22.5% res (WIN) b. TP: -30% res (LOSE) 3. Recharge: a. Sleet and FR: 60 secs (WIN) b. TP: 90 secs (LOSE) 4. Endurance Cost: a. Sleet and FR: 18.2 (LOSE) b. TP: 7.8 (WIN) Sleet and Freezing Rain are the winners (honestly they are probably my favorite powers in the game) -- they activate 33% quicker, they recharge 33% quicker, and they have a huge chunk of -def. I mean, sometimes on my Dark Miasma characters I have trouble getting Tar Patch out before most of the mob is dead. A 3.1 sec activation is ridiculous for the numbers that it puts out. At minimum please reduce this number. My suggestion: 1. Tar Patch should have a 2.03 sec cast, like FR and Sleet. It should also have the 60 second recharge. I'm fine with a small endurance cost increase in the power, say 13. This means it doesn't do anything more than it currently does its just more efficient (but still doesn't have the -def of FR and Sleet, which make them superior IMO).
  10. Honestly, just wanted share my experience and to hear the thoughts of others on Psi Armor on a Scrapper. I just hit 31 on mine - started with DFB, hit the Hollows for some Frostfire, then did Posi, Synapse, and Yin so far. Scrappers are not my main AT -- I love me my Defenders. But I wanted to try Psi Armor and I didn't want to be a Tank. Generally, when I want a Scrapper, I go with a Defense-based set. I'm always cautious about using predominantly Resistance based sets on Scrappers because the 75% res cap is such a huge hit compared to a Tank's 90% res cap. But here we go: Renato: Energy Melee/Psi Armor Scrapper - Lv.31 Lv.1-15 These levels were relatively normal for a Scrapper. The basic shields do what they do, there is really nothing special in the first 4 secondary powers that you can take through level 10. I struggled with endurance and had to decide which shields I wanted to use. I think that is typical for this level of Scrapper. I read that Psi Armor has a hole to lethal res, which clocks in at 15% un-enhanced (which I thought was relatively low, IMO). This is also the same value for Fire and Cold res. Not sure that counts as a hole, but it can definitely be felt before you get Devour Psyche. The first 15 levels flew by due to DFB + Frostfire, but they were endurance intensive. Attack-wise I rotated through Barrage, Energy Punch, and Power Crash. Gotta say I love Energy Melee so far. Hits hard, and the cone was a nice add (I haven't played energy melee since live when it struggled) You'll likely have to juggle your toggle defenses until you hit 16 and get Devour Psyche. The first 15 levels go by quick, which is nice, because you don't get the first two set-defining powers until 16 and 20. Lv. 16-25 This is when you start to feel super, and you get those first set defining powers. I have to say I thought I'd hate the Devour Psyche cone on a Scrapper...but nay. It has such a long range and wide area that I always hit a good number of mobs with it. Its lovely once you get the stacks maxed out so that you only have to hit one target to maintain those stacks. This power, once slotted, greatly helps with your endurance issues. The regen also helps with the (IMO) relatively lower resist numbers. DP was a game changer for me at 16. I felt meh, then...boom...felt strong. And that is just with basic IOs. Psychokinetic Barrier at Lv.20 is the cherry on top of your Devour Psyche Sundae. The two powers together allow you to do stupid things at low levels - granted I had good teams behind me in all my TFs. But I did main "tank" and absorb the alpha multiple times. PB fills that "self-healing" hole that you've been looking for. A nice boost to MaxHP plus an Absorb shield, along with some other resistances. Take it and slot it well. Precognition is a no-brainer. Free auto-defense with some +perception...yes please. I also got Total Focus which really made me start to appreciate Energy melee. Hits hard and opens some avenues on other powers for more effects. Lv. 26-31 I finally got some slots into my EM attacks and picked up Energy Transfer. Total game changer for your damage game. I now understand why EM is the king of single target damage. Is AoE lacking, sure. But I only took the cone and haven't yet taken the PBAoE. Picked up Aura of Insanity and Memento Mori. I can't say I've yet to notice any big changes or mez effects with AoI. Granted mine is only slotted with an Acc so far. So, I'm guessing that once I can get some of those Hami Acc/Mez enhances in it, that will make a difference. I've yet to use Memento Mori, but I just slotted it with 2 recharge and a Heal so far at Lv.31. I'll have to check back in once I've tried it out in combat. Overall Thoughts: At Lv.31 I've really liked both sets. The stuns from EM hit often enough that I think they help with survivability. And as I said, once you get Devour Psyche and Psychokinetic Barrier, you really start to feel like the Scrapper you want to be. DP and PB will likely lead you to some scrapperlock deaths....but isn't that the point of being a Scrapper.
  11. I also rolled with /Kin and just hit 37. So far, it has been really fun. Pyro/ reminds me of Earth/ with the sheer number of controls I can toss out -- always seem to have something up to throw at a mob, and the +recharge and +dam that /Kin offers are always boon to any team. Once I picked up Transference any and all endurance issues just magically disappeared. I went /Kin for a kind of energy control theme. Plus, I know /Kin likes to be in melee and I thought the PBAoE aura from Pyro/ would provide a little bit of extra protection for that.
  12. 100% support this, I've always thought it should be shorter too. This is the 1 TF that I never look forward to doing on any of my characters, but I want the badge for the accolade. The number of kill alls is annoying, plus the endurance issues that most low-level toons have is compounded by all the -end in the Clockwork attacks which really just makes the TF as a whole unenjoyable.
  13. I would like to open the discussion on the title topic: should the repel effect be removed from Mind Control's Telekinesis? Foe me the answer is a resounding YES. The trawl effect is perfect, but it should just be centered on the target. No repel. I don't want to guess where my AoE immob will end up. Is it here, there or anywhere? Your guess is as good as mine. And it has a long recharge - its not like Mind is immob-ing every mob: there is a good recharge. The repel is just a relic from a previous power that needs to be removed. Just a thought.
  14. I also agree with this. Something to make controls stick longer/actually affect tough targets - I had suggested a chance to ignore mez resistance/protection, but would be fine with literally anything that makes my primary useful against harder targets, like Romans in a +4 ITF.
  15. As I mentioned in another post, I really like the fact that Adaptive recharge lets you use your AoE hold on a smaller number of mobs - this was definitely needed and a neat way of going about addressing the long recharge issue. However, I still think that the top line recharge number should be less than 240 seconds. If I get a fully saturated hit with my AoE hold, I now am back up to the 240 second base (minus whatever recharge I have). Blasters on the other hand have nukes that wipe out a mob that recharge in 125 or 170 seconds base (not counting Arch or AR) -- why is an AoE hold at so much more of a recharge disadvantage than a Blaster nuke, we all know which one is more efficient at removing mobs from the board. Can we get the max recharge down to like the 180 second mark, similar in line with the longer recharging Blaster nukes. Just my 2 cents, as I've never understood why the recharge of AoE holds was always so long, especially considering that theres a lot of mez resistance at higher levels, making the holds that much less effective than a nuke anyways.
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