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Everything posted by Lusiphur Malache
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I made several characters from that list because they weren't popular. A km/regen scrapper, was no fun before I flipped my attack chain and started with those long animation heavy hitting powers. Dark/Poison controller, first controller and it was quite a slog because of my inexperience. Don't know how many teammates told me not to use my rez on them. Got both a uniform peacebringer and warshade, so don't let anyone tell you it can't be done.
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staff, Katana, and 2 blade.. 3 different AT's
Lusiphur Malache replied to Hardboiled Hero's topic in Archetypes
I have a staff/bio scrapper because you can never have too many toggles. My katana/electric brute seems very underwhelming because of my alcohol fueled slotting, probably going to do a total rebuild next time i tap my other builds for funds. Don't have a stalker that uses a blade, but I do have a dual blade/electric brute that is a joy to play. -
Build help - Question updated
Lusiphur Malache replied to xhaledk's topic in Arachnos Soldier & Widow
First off, don't slot more than 3 of the same enhancement in any power, that is a waste. Only 4 ranged attacks is nowhere near enough and lack of a melee attack is reckless. -
I've noticed that most of my builds are very opposite of their intended use. All my defenders play as offenders, corrupters as defenders. My peacebringer is uniform, so is my warshade. As long as the orange numbers are bigger and more of them, I consider it a success. Thanks @JJDrakkenI took some ideas from your build, definite improvement.
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I probably should have a spreadsheet for all my toons, but I find that sounds like too much work. Theory crafting in Mids looks like a crapshoot until you punch a mob in the face. I've used the beta server on occasion, it serves my purpose nicely
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I have a dark/poison controller with Umbra Beast named Lifesaver. Yeah that is her job, I'd slot her better if it was necessary, but as the toon is semi-retired there is no need. Got a couple IO immobilize, 2 IO fears, an IO accuracy and a Blood Mandate accuracy that I don't know where it came from.
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My current project is a Pain/Earth defender. First 10 levels went by and I had no clue where I was going with this character, defender, offender, or something in-between. Next 10 I did a lot of experimenting. Took powers I knew little about or slotted known powers in a different way. Found out quite a bit in the 20s. Don't like Enforced Morale, really liked Shared Pain. Finally found a direction and formulated a plan in the 30s thankfully, did this toon's first ITF, unlocked Patron pool and now am sitting at level 38 and know where I'm going, I think. tl,dr; When do you normally know where you are going with a toon? Right from the start (aren't you special)? 20s, 30s, 40s? or wherever you are at 50 is it? Let me and others know, so I can feel great shame or joy.
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This is a common misconception. Most of my blasters do start as ranged, but only until I can get enough health and damage resist up to get in close and use secondaries alongside primaries.
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My 5 are going to be all over the place. 1 Kiasma - dark/martial blaster come for the Ki Push, leave cause you must, but Snipe still gonna get you. Ranged, melee all you see is orange numbers. 2 Mayday Widow - A Fortunata that likes to get up close. 3 Zap of Time - elec/time controller keeps you right where you are and pummels you into submission with time as you stand there and take it because you have no endurance. 4 A Cut Below - katana/elec brute chaos personified 5 Da Solution - dual blade/nin stalker only died because teammates were too busy watching me work, so much style.
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Got to checking old semi-retired characters and stumbled across my street justice/super reflexes stalker there defense numbers were okay, nothing great, but then I noticed I had another toon, a psi/nrg stalker that I have no recollection making or had played in the last 6 months. Their defense numbers were amazing, way over softcap across the board except for psi. Played very different from my other stalkers in that I could kill one mob with assassin's strike, wait for it to recharge and kill another, wait for it to recharge and kill another. No red numbers or very few. I have a newfound respect for defense now and how it changes playstyle.
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Of that list the only one I have is Super Reflexes, can't remember which AT though. Thinking it is either Stalker or Brute, anyway that toon is semi-retired so I'll be making something new. Thanks for the knowledge.
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I've not given a thought to defense in any of my builds, not even tanks. If I have a decent defense it ain't because of something I did. I know there are high defense powersets, what AT takes advantage of them? Be nice for a change to not get hit or have to rely on dam resist or regen to survive.
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How much in game currency do you have on hand.
Lusiphur Malache replied to Monty Haull's topic in General Discussion
300 million give or take a few million across all my toons. Somebody gave me $10 million when I was new to Homecoming and I shit you not had a hard time wanting to fight crime for a week. -
Syndrome, Purple Man, Ra's Al Ghul, The Spirit's Octopus, Geppetto from Fables, Helspont, Kaizen Gamorra
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The current state of Titan Weapon for Tankers
Lusiphur Malache replied to wheresmycow's topic in Tanker
Got a new 50 bio/titan tanker, must have tested every power in the set until I got to 50. I got a disgusting amount of recharge reduction in my build so ymmv. My attack chain is regularly Crushing Blow, Follow Through, Titan Sweep, Rend Armor, Follow Through. Momentum is not a problem as I keep Arc of Destruction as a momentum building backup. -
I look at bad teams as a teaching opportunity. I'll let a blaster nuke a mob and watch as they all get up and bum rush them, let a brute get too far ahead of the group trying to keep his fury up, or somebody goes left when everyone else goes right. If the bad teammate learns his lesson, then things will go smoothly from there, if they don't well, I'll make my excuses and leave. On a good team same rules apply only I'll be the one doing stupid things, just for fun, nothing crippling. Got to keep things interesting
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I can never shake that I have slotted every one of my characters wrong. I'm not a number crunching min/maxer. I pick powers that feel right for where I am and where I'm going, same thing with enhancements. I've come back to builds that I have semi-retired and done the "what was I thinking?" too many times. Try one time to fix it and then leave it as it is. Recently dinged 50 on a Bio/Titan tank, first BAF and Nightstar might have slowed down as she bitch slapped me then moved on. Did a respec to improve defense, but that broke a lot of other things so I changed back and leave Nightstar alone. tldr: You can't fix everything, so don't even try.
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For the longest time it would be Kiasma, dark/martial blapper. So much fun to play, but limited by only having 18 powers plus pools to choose from. Eventually I'd get bored. New choice is Recluse Spyder, my widow. Started as a Blood Widow, first respec morphed into a Night Widow, next respec made him a Fortunata, finally settled into a hybrid of the two, and when I get bored got a couple experiments I want to try.
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Suggestion for a new character?
Lusiphur Malache replied to Grouchybeast's topic in General Discussion
You've already made a blapper, next you should try an offender. Offenders never take Empathy or Pain Domination, slot for damage or debuffs mostly, and can only rez one teammate per fight (not even that many if you are time/*). -
I love to fly, all of my toons take fly. I do occasionally have a second travel power just for variety. My current experiment is using speed of sound as a running travel power, short range teleport, and long range teleport using keybinds. So far it is working well. While I do have a keybind for long distance teleport, it doesn't work because of cooldown. I don't like jetpacks, but I do need something that let's me go up.
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This project would probably be to hard to do wholesale, but enhancements should be reworked piecemeal. Does anyone use Dual Origin anymore. I'd just remove them from the game. Start Single Origin at level 5 and peak there advantage over Invention Origin earlier, maybe level 20 instead 30. Invention Origin need to have a bigger boost to bonus earlier also. Right now IO need a bigger advantage over SO sooner. Sets need a lot more diversity in set bonuses. Make set bonuses the same for some yellows, oranges, and purples just make the bonuses bigger for the better set. Make bonuses specific to a certain damage type, damage resistance, defense, movement speed, or status effect. Hamidon Origin definitely need some work and ATO could use at least an examination.
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I tried using spiderlings and bots on the same build, but in alternating fashion because of recharge. That didn't really work for me, so I 6 slotted spiderlings. Spiderlings are melee focused and often go on suicide attacks which isn't beneficial. I'm much more happy with 6 slotted bots, they usually stay at range, but occasionally one will go melee crazy for no reason whatsoever. My crab build is a combination of melee and ranged attacks, because I get bored easily. All mace 3 ST and an AOE, same on melee side.
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Somebody said in the chat, the sky changes color when the guardian has been summoned.
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I'm trying this pair currently. Endurance was an issue for the first 25, a struggle for the next 5 then I got to slot IOs and everything started clicking together. Finally got enough attacks to find a rhythm with Titan Weapons.