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Burnt Umber

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Everything posted by Burnt Umber

  1. Oh, next week I'll bring Kataigis (Elec./Storm Controller) as a the Bride of Frankenstein
  2. For me, I use Sonic Blast on a Corruptor, and my experience soloing on Beta has been mixed. On the one hand, my attack chain of Shockwave -> Howl -> Siren's Song feels more seamless now with the changes to recharge/cast times. Similarly, having a single target attack chain with Scream and Shout is not as draggy as it is on Homecoming due to their activation time changes. On the other hand, the change to damage on Howl (fixing the 1.0 scale damage to 0.66 scale damage) is sort of mitigated with the changes to damage on Siren's Song (bumping it's damage up to 1.0 scale damage). However, I use Siren's Song as an actual mez so having to re-slot it for damage is a bit annoying. Similarly, I normally skip Screech in favor of the hold I pick up in my Patron Power Pool, so the changes to Screech sort of necessitates that I drop the hold to get it and slot it for damage. Overall, the set on Beta feels feels more slick as I chain powers together; at the same time, I feel the set has shifted from blasting and mezzing to blasting with mezzing as a happy coincidence. I do wish that Siren's Song and Screech had their ranges extended to 50 feet and 80 feet, respectively, to make them more in line with their new roles as damage powers used in rotation. I like the direction of the changes and welcome more changes to the set to help it in relation to other blast sets.
  3. I had never noticed how close I had colored my chrono-shift and destiny ageless to the death patches of Battle Maiden. Oops. Worse, her build kind of needs me to fire off ageless somewhat regularly so I couldn't exactly stop firing it off (though I stopped running time's juncture which made my need less frequent, for better or worse).
  4. I'll be bringing Ultra Azure - Elec. Affinity/Rad. Blast Defender.
  5. She's definitely blue rather than Indigo. She normally has a dark blue/powder blue costume that I plan on bringing. But if somebody has a lighter or more saturated blue costume they'd want to bring, I made an alt. costume that's only dark blue (not indigo). (Edit) To further clarify, this is the "dark blue" that I'm using: And she uses this "blue" normally for highlights/ancillary pieces:
  6. Sorry that I had to leave a bit ahead of time. Did we continue with Radio after I logged?
  7. I'll stake out the "Blue" character option with Gelida Obscura - Ice/Time Corruptor. I can narrow it down further to "Dark Blue/Navy" if the need arises.
  8. Put me down for next week with Commenticia - light and dark colored Illusions/FF Controller.
  9. I'll be bringing C. Abyssus - Water/Sonic Corr. This week was a bit of toughie for me in the costume creator. Hopefully, he sort of fits? Also, if it isn't a problem, could we postpone that "clowns" theme for a bit? I think you might have put that one in for me. but I don't think my character will be the right level in time for that week.
  10. Quick question on this one: does the color have to be monochrome (e.g., plain blue), or can we chose different shades of the same color (e.g., light blue and dark blue)?
  11. I hope I don't sound too glib or flippant, but I'd like to be able to delete a certain group of temporary powers in the same way I am able to delete another group of temporary powers. For example, I have a brute who has gotten the smoke grenades in the "raid" portion of a mayhem mission, and as I so chose, I right-clicked and deleted those temp. powers. In contrast, that same brute has one charge of the Wentworth's TP power that he got because he logged of in the Resistance market in Praetoria. I have no desire to ever swap him from Redside to Blueside to burn the charges frivolously, so I'd like to delete it rather than letting it continue to rot infinitely in my powers tray. Also, this. It just sort of bugs me knowing I have a power in my powers tray that takes up space. Admittedly, it's a little odd, but so it goes.
  12. On the contrary, I'd like the ability to delete such powers. Sometimes I don't really need or want the powers I get from particular day jobs but the log off location itself is useful so I have some day job powers that just sit there unused or I use up those with charges on trivial things. For example, I'd like to be able to log off in the Shadow Shard on a flier who (obviously) doesn't really need the jet-pack power for doing so. Similarly, I'd like to delete the charges of AE-only self-rez. after I've logged off in the uni. or AE building.
  13. I wish that the temporary powers from day jobs and the related accolade powers could be deleted in the same way as other temporary powers can. Such a change would allow players to get rid of the powers they don't want, just as they can with other temp. powers. Further, even if anyone wanted to regain a power that they deleted, that power can be regained by logging off in the right location.
  14. Thanks for the pictures! Super fun to see all the fun costumes. Next week I'll bring Veneficio - Crab Spider - in his finest.
  15. I plan on bringing Pugil - Kin. Melee/Energy Aura Stalker - as a 80s (early 90s?) toyetic ninja.
  16. I'll bring Saxum - Stone/Fire Tank.
  17. I absolutely love my multi-build widow, Nox. On her, I have a Night Widow build, Fortunata build, and a widow/fortunata hybrid build. So I can share so of my thoughts which hopefully help. If you like being a stalker, Night Widows are very similar as a specialization. But they also get a few mental blast powers and play a bit more scrapper-y after the first strike from hide (Spin from hide is great fun). At the same time, Night Widows haven't been touched since their launch back in Issue 12, so they feel a little like Stalker 1.5 compared to the current Stalkers 2.0. Further, of the specializations, I find my Night Widow was a bit less AoE-centric and a bit more of an Endurance hog. If you like being a dominator, Fortunatas are very similar as a specialization. But they also get a great deal more survivability and ranged AoE. At the same time, you don't get many of the great controls until you are in your late 20s, and your single-target attacks can feel lacking with slightly longer than average animations. Further, psionic attacks can be a bit all-or-nothing: some enemies have a psionic-hole in their protection, if not a weakness; others, such as the various robot mobs, have a resistance to psionics. The Widow/Fortunata build uses the Fortunata specialization but, instead of using the mental blast powers exclusively, it mixes both the Blood Widow attacks and the Fortunata attacks/controls. It's a bit idiosyncratic because which powers you pick can effect how it plays. For example, on mine, I maintained the Blood Widow single-target attacks and mixed in the Fortunata controls and the psionic nuke. There are many builds to be found on the forums here.
  18. It's great fun so far! I have few notes/habits for these lower levels:
  19. I'll join the club this Saturday, bringing my Crab Spider/Bane Hybrid Veneficio.
  20. I'm not so sure w/r/t making it yet another Proc120: I think too many of such procs get shoehorned into health (or stamina) as a forever-on buff, and I was thinking of it being in a healing power that players fire as necessary, like Radiant Aura, Alkaloid, Energize, etc., and the added rebuff resistance would be an added way to pull up when things were going sideways.
  21. To clarify, I meant the resistance to debuffs, such -def or -tohit or -regen. The same sort of resistance provided by Ageless Radial.
  22. Disregarding the flare-up, I really like the name of the proposed set and think it'd be nice if a healing set - a purple one maybe - existed in addition to Prev. Med. that would fit in a character's build that wasn't focused on healing. For me, the set would progress thus: Heal/Absorb Heal/Absorb/Rech Heal/Absorb/Rech./End. End./Rech. Heal/Abosrb/End. Proc. to Resist Debuff (~25%?) with a 4.5 PPM with the following set bonuses: Two enhancements improves your Regeneration by 16%. Three enhancements increases maximum Health by 3%. Four enhancements improves the Damage of all your powers by 4%. Five enhancements increases Toxic and Psionic Resistance by 6%. Five enhancements reduces the duration of Immobilize effects on you by 10%. Five enhancements reduces the duration of Hold effects on you by 10%. Five enhancements reduces the duration of Stun effects on you by 10%. Five enhancements reduces the duration of Sleep effects on you by 10%. Five enhancements reduces the duration of Fear effects on you by 10%. Five enhancements reduces the duration of Confuse effects on you by 10%. Six enhancements increases Psionic Defense by 5% The set bonuses are a complete copy/paste from Soulbound All., but I think the bonus to it contains some hard to aquire/rare bonuses that I wish I could slip into more of my builds. The major thing for me is a proc that would help resist debuffs since that's a thing that's hard to acquire before you go deep into incarnates with Ageless Radial.
  23. I mostly agree. If it's any help this is what I'm bring so feel free to draw on it for inspiration:
  24. I'm rather happy with my own Mind/Savage/Psi Dom. build. It's really fun - though perhaps temperamental - to play. However mine has a few purples so I swapped them out, and although you wouldn't have perma-dom without blood frenzy stacks, it also gets there without needing to dip into the speed pool for hasten. Unfortunately, it uses force of will over sorcery; feel free to adjust as you see fit. Level 50 Mutation Dominator Primary Power Set: Mind Control Secondary Power Set: Savage Assault Power Pool: Concealment Power Pool: Leaping Power Pool: Force of Will Power Pool: Leadership Ancillary Pool: Psionic Mastery Villain Profile: ------------ Level 1: Mesmerize CaloftheS-Acc/Rchg(A), CaloftheS-EndRdx/Sleep(3), CaloftheS-Acc/EndRdx(3), CaloftheS-Acc/Sleep/Rchg(25) Level 1: Call Swarm Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(40), Dcm-Dmg/Rchg(50), Dcm-Acc/EndRdx/Rchg(50), Dcm-Acc/Dmg/Rchg(50) Level 2: Dominate BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(36) Level 4: Maiming Slash CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(5), CrsImp-Dmg/Rchg(5), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Acc/Dmg/EndRdx(13), CrsImp-Dmg/EndRdx/Rchg(15) Level 6: Vicious Slash CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(7), CrsImp-Dmg/Rchg(7), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Acc/Dmg/EndRdx(13), CrsImp-Dmg/EndRdx/Rchg(15) Level 8: Mass Hypnosis CaloftheS-Acc/Rchg(A), CaloftheS-EndRdx/Sleep(9), CaloftheS-Acc/EndRdx(9), CaloftheS-Acc/Sleep/Rchg(25) Level 10: Stealth LucoftheG-Def/Rchg+(A) Level 12: Combat Jumping LucoftheG-Def/Rchg+(A) Level 14: Mighty Leap Jump-I(A) Level 16: Telekinesis EndRdx-I(A), EndRdx-I(17) Level 18: Total Domination BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(37), BslGaz-EndRdx/Rchg/Hold(37), BslGaz-Acc/EndRdx/Rchg/Hold(37) Level 20: Rending Flurry Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Dmg/Rchg(21), Obl-Acc/Dmg/Rchg(23), Obl-Acc/Dmg/EndRdx/Rchg(23) Level 22: Spot Prey GssSynFr--Build%(A) Level 24: Weaken Resolve HO:Lyso(A) Level 26: Terrify Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(27), Bmbdmt-Dam/Rech(27), Bmbdmt-Acc/Dam/Rech(31), Bmbdmt-Acc/Dam/Rech/End(31), UnsTrr-Stun%(31) Level 28: Blood Craze Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(48) Level 30: Confuse MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(34), MlsIll-Acc/EndRdx(34), MlsIll-Acc/Conf/Rchg(34), MlsIll-Dam%(43) Level 32: Mass Confusion MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(33), MlsIll-Acc/EndRdx(33), MlsIll-Acc/Conf/Rchg(33), MlsIll-Dam%(43) Level 35: Indomitable Will LucoftheG-Def/Rchg+(A) Level 38: Feral Charge CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(39), CrsImp-Dmg/Rchg(39), CrsImp-Acc/Dmg/Rchg(39), CrsImp-Acc/Dmg/EndRdx(40), CrsImp-Dmg/EndRdx/Rchg(40) Level 41: Mind Over Body UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-Max HP%(46) Level 44: Maneuvers Rct-Def(A), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46) Level 47: Link Minds LucoftheG-Def/Rchg+(A) Level 49: Unleash Potential LucoftheG-Def/Rchg+(A) Level 1: Domination Level 1: Brawl Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 1: Swift Run-I(A) Level 1: Hurdle Jump-I(A) Level 1: Health NmnCnv-Regen/Rcvry+(A) Level 1: Stamina EndMod-I(A), EndMod-I(17) Level 1: Blood Frenzy Level 14: Takeoff Level 50: Nerve Core Paragon Level 50: Vorpal Core Final Judgement Level 50: Cognitive Radial Flawless Interface Level 50: Rikti Radial Superior Ally Level 50: Barrier Core Epiphany Level 50: Control Core Embodiment Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------ For what it's worth, I use terrify as an opener, dominating any particular problem mobs before jumping in with savage leap followed by rending flurry; I use almost only the meleee powers so it can be a bit jarring as I jump around but it certainly mauls groups.
  25. I'll be bringing Philodendra (Plant/Psionic Dom.) next week. Re: servers and future teaming/tasks - I'm agree with most of what Rich said above. I enjoy the creativity and casual nature of the teams, going through content that is not necessarily the most difficult or maximizing time/rewards. I'm on the fence as to whether trials work: on the one hand, I think it's nice to have the team do them occasionally since it gives me a reason to take different characters out of the mothballs to do them; on the other hand, doing difficult timed tasks requires a certain amount of streamlining that I think runs counter to the almost pick-up nature of the group. However, I recognize that it's not just trials, because we've had a few weeks where the task was cancelled or painfully extended because we were unable to field a full team. So I can understand why there might be a niggling feeling that a more populous server might help when we need to fill and fewer of us are available. At the same time, I'm not so sure of the trade-offs: a more populous server like Excel. also seems, to me at least, to have players who try to speed through content or care about the difficulty/rewards rather than casually playing through the missions. Maybe it might help a bit if we sometimes hash out the plan for proceeding before the start of whatever we're doing while pre-game pictures are being taken? I think one problem that we have sometimes is that some of us are more familiar with a task than others, so we're not all on the same page as to what we're all doing. Talking a short bit beforehand might help this and make the smaller team experiences less messy.
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