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Everything posted by Crysis
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Woke up, saw I needed to update, doing the same thing. Reboot, still errors out. Can't proceed. Have a second computer running Tequila and it updates fine.
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You have a point here. Had Sentinels been introduced before Blaster sustains, Global Defense Nerf and during the early days of IO set bonuses, it’s quite possible they would have been one of the most popular AT’s at the time. But I honestly don’t get most of the comparisons to Homecoming blasters as those are very durable, extremely powerful and other than mezz protection really are some of the highest sustained DPS dealers in the game....mainly because they can deliver most of it at relatively safe range. I’d say Brutes and Scrappers are the ideal “entry level” AT to play as even on SO’s/non-set IO’s they pretty much have a simple mechanic of inherent durability and extreme damage with almost zero tactical management necessary outside of clicking. Wade in and start bashing....that’s all there is to those AT’s. Sentinels really need adjustments to be viable beyond concept. Outside of /Regen for Sents. Ironically, Sentinels are the ONLY Regeneration set that totally seems to make sense anymore.
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how do i move influence to my other character
Crysis replied to seihyup kim's topic in General Discussion
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Like so many others I have a Spines/Fire/Mu brute with 46% Fire Def, Max Fire resists, high Regen, high defense, etc etc. For AFK farming he clears most maps in under 12 mins easy, no deaths. For active farming, around 4mins or so. I multi box (same machine) and generally am playing one of my many Alts on primary instance while PL’ing a new alt in an AFK farm (lowbie hidden) or just set the farmer to AFK farm for purples. On a given weekday evening doing this I’ll PL a new alt to lvl 32-35, earn 4-5 purples between two of them and earn maybe 100MM in influence....all by just resetting mission and moving two accounts in/out of AE portal. Honestly if you are AFK farming speed isn’t as big of a deal as is damage and durability. And of active farming.....I have an Archery/Fire, DP/Temporal and Fire/Energy blaster that can run the maps almost as fast as a tuned brute.
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I may get shot down for saying this but two bourbons into a stormy Sat night why not? Sentinels are the AT for players who whine about the durability of Blasters. They fix that aspect very well and still provide ranged attacks. Damage is lower than a Blaster but survivability is so high you have plenty of time to take down your opponents without fear of death. Sents are Blasters with training wheels. As of right now that is the sole purpose of the AT. If the Devs ever fix the damage/aggro issues with Sents then, and only then, do Sents become ranged Scrappers.
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Wow! I’m using this for my “Priestess of Pele” Fire/Fire/Fire Sentinel. Fitting as she’s the Sentinel Guardian of the Cult to Tutu Pele!
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To add to this, many MM's who prefer the "Tankermind" playstyle will take the Presence pool to get Provoke. This is a Taunt power. Any MM can draw initial aggro on themselves by just jumping into a spawn with an aura running or throwing out an attack. But if your henchmen are on Defensive Follow, they will attack whatever attacked the MM until its dead....and then just stand there like dopes until/unless you keep getting attacked. Which, you sometimes won't be once they pull aggro onto themselves. So either you are running a toggle/aura as the MM that allows you to keep drawing all aggro onto yourself and/or you grab Provoke and spam it to keep pulling aggro onto yourself, thus keeping your henchmen from taking too much aggro on themselves. Personally, I don't bother with Provoke. On teams, it's a low-magnitude taunt and you'll have even scrappers pulling aggro off of you so it's not very useful. And solo, almost all the secondary's have some other form of pulling aggro onto yourself...inclusive of personal attacks. So not needed IMO.
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I made my Necro/Storm into Michael Jackson and “Thriller”
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Any good Merc/Storm (or Demon/Storm) Builds out there?
Crysis replied to Smites's topic in Mastermind
Agreed on Gale. I typically slot mine with at least one FF +Recharge, a SA KB2KD and if I’ve slots to spare a couple of other procs. It’s used constantly. Highly underrated power. -
Any good Merc/Storm (or Demon/Storm) Builds out there?
Crysis replied to Smites's topic in Mastermind
I have a Demon/ Bots/ Necro/ and Thugs/Storm build. None have Provoke. Between your rain, Tornado, Gale and LS, you’ve little reason to worry about pulling aggro onto yourself to play the henchmen in Defensive mode. I also skipped Hurricane, or respecc’d out of it, on all of them. The neat thing about /Storm is that it’s primarily your damage power that augments your primary. It’s got some debuffing, sure, but that’s not why you play it. You maximize your storm damage output, slot +Recharge liberally and then you’ve easily got two Tornado’s, almost perpetual Freezing Rain and two Lightning Storms out, and everything is well controlled with knockdown assuming you put the procs in where appropriate. With such high Recharge native recharge (I’m typically running north of 225% when moving to next spawn), grab Burnout for a fun party trick of triple Tornado and Lightning storm. Pylons melt quickly with /Storm assuming you have native DEF or RES up on the henchmen (VERY easy to do with Demons and Thugs, little more work for other sets). What I’d suggest is go grab any of the /Storm builds I’ve or anyone else has posted, go grab a Mercs/anything build, and then just use MIDS to change the primary on the /Storm build to Mercs. With few exceptions, most people six-slot their henchmen and single slot the two upgrade powers. Then just slot like you’ve seen elsewhere for Mercs. Easy enough to add/delete slots to powers using MIDS. Take a look @StrikerFox vids in the Pylon for MM thread. There’s some videos of Mercs/Storm doing pylon runs in there. Maybe they are still around and you can get some feedback after posting your first try at a build. -
Debate: Softcap for non-melee/defensive ATs often not worth it
Crysis replied to Zeraphia's topic in General Discussion
Outside of a couple /SR characters and a Bots/Time MM I never hit softcapped DEF until late 40’s and usually 50. I could but to your point it’s not usually worth it without running a sub-par build for damage. And it’s very easy to achieve soft capped DEF to positional or typed past 50 without even trying that hard. Chase the fun first. When dying too much interrupts your fun -then- chase a Def or Res soft cap. -
How many Respecs do you use to get the build just right?
Crysis replied to FullEclipse's topic in General Discussion
Alllll the respecs. Even the recipe ones I’ve gotten from packs. And usually I end up running a respec trial even after that. And on at least a couple I’ll have a dual build on top of all that. All of them. I use all of them. -
I was going to say.....I can fully understand anyone dropping out of any TF or even Black Swan mission that takes place in the Shadow Shart. That entire zone and all its content was written by a sadistic intern.
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I probably dreamt it during the “dark years” between Live shutdown and HC release, but I could have sworn that was what the LFG function was -supposed- to do....auto create a team from people who threw up their LFG flag. If it doesn’t, opportunity lost. It would add a whole new dimension to PUGs that were formed literally by “first available LFG flag.” Of course, you’d likely end up with a team of all scrappers, but heck...they never team anyways.
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I have an AFK farmer well over 1000, but I don’t think that counts as I’m only playing it 2m out of every 15-30 at most. But wow....that’s something.
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The thing about +4/x8 missions that many “I’m the 50+3 Incarnate leader, and if I can handle this so can everyone else” leaders don’t get is how MM’s play. If I have an MM on my team I -always- note how their henchmen are holding up. Their T1’s in many cases won’t be surviving a single spawn let alone contributing much, and their T2’s not much better. But again, I take it personally that the MM might not be having a good time teaming because of the feeling of lack of contribution. If you want that kind of XP and really won’t be able to contribute much just go hang out in AE, plenty of sitting opportunities abound there. But again, as a leader, I feel that pressure to shepherd the weaker players while still catering to the stronger ones. And that subtracts from my fun factor for the night. I end up feeling like I’m playing Sim-Hero rather than playing a Super-something myself. Maybe this all just goes back to the original “Sidekicking” mechanism in this game, something that attracted me at first and still sticks with me to this day. Likewise, I have great admiration for regular TF, Trial or mission leaders. They go on my friends’ list in a hurry, especially the regular League operators (looking at YOU @Oklahoman). It takes a special kind of heart to stuff your tray full of helpful instruction macros, assemble the league, deal with the drama and otherwise just LEAD something. I’m glad they are here, but in total honesty, at a 1:7 ratio for full teams, they are the rarest of Supers we have in the game. Thank you from the bottom of my introverted little black heart.
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Is there a way to turn up just the sound of glowies?
Crysis replied to DougGraves's topic in General Discussion
At some point I must’ve modded mine because all the glowies basically say over and over in a maniacal voice “OVER HERE OVER HERE OVER HERE OVER HERE...” and it’s uh....quite obvious where they are. -
I just snagged “Honeypot” on the first try last night, wanting to create an undercover police officer who basically convinced some of the felons she snared in an undercover sting operation working for her as her henchmen Thugs. I was actually surprised it was available. I’ve had a great many that also were surprisingly available over the years, both on Live and on HC. However, the opposite has also happened. In both Live and within the first couple of days of HC being released I tried to snag my REAL LIFE nickname (which, also, was my main in PnP Champions and D&D before that). And in BOTH instances, not only the actual spelling, but all the various “133T” spelling variations of my nickname were ALL taken. It’s not even all that common and is actually a foreign-language word. But my doppelgänger must be out there somewhere.
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I can only speak for myself, but I take it personally when I’m leading a team and people are getting clobbered. Then, if I try to turn down difficulty, everybody INCLUDING THE PEOPLE GETTING CLOBBERED drops team looking for a +4/x8 group. And if you actually try to lead, there’s always the players who don’t even read in-game chat box, who don’t speak/read English natively or who for other reason are just in steamroll mode. So ultimately, I tend to only lead if it’s a series of missions to accomplish a very specific goal (like, Maria Jenkin’s AV arc, for example) or just blind radio missions where I know the PUG will be forming/reforming/dropping/adding as the night goes on and none of us are really in it other than for XP and giggles. So basically, leading gains you almost nothing and actively deducts from the fun-factor of what is and always has been a very non-competitive, casual gaming experience for me. It’s a co-op game for the most part (at least for PVE) and I prefer to not place or have placed any expectations on my playstyle accordingly.
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I got all excited at title thinking someone had figured out a way to play this game in VR mode on a Quest.......
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This Redside vs Blueside (and sometimes Goldside) has been a dead horse beating for a long, long time. Personally, I like having options for the early game (thus Gold side) and for some variety in mission structure, maps and enemies. But yes, in general, you’ll find much less teaming available Redside than Blue. But on the other hand, when a team IS available on Red it usually tends to hold its cohesiveness better IMO. Maybe its because people had to make a tiny bit of effort to switch sides to join, or perhaps because it’s a player who just prefers that side. Blueside PUG’s tend to form/disband/reform quickly, sometimes in just one or two missions. Redside teams tend to last longer. Might just be me, dunno.
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Wow, exactly the kind of answer I was hoping I’d get. Thank you!
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Was flipping through some old posts and ran across this little gem from Pax... I know how BG mode works, and always considered it the same as Resistance for damage calculation purposes. Of course, it's dynamic based on the number of pets you have out and whether or not they are all in the appropriate stance, etc. In fact, BG mode is why I generally build for Defense caps on MM's first to have layered mitigation capabilities. Rune or Hybrid Melee or even one of the Epic +RES shields was my backup if I needed more RES than what I could natively attain from my secondary and BG mode combined. But my question is....does the BG damage-sharing effect basically always come out to the same as +RES for damage-taken purposes? In other words, it's a +RES to all damage types and thus 'stacks' with whatever other native +RES I'm already running? Finally, I don't suppose there's anyway to show this in MIDS is there? I may be grossly overslotting some of my builds for +RES that don't really need it once you factor in BG mode.
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Sorcery Pool Updates in Issue 27, Page 2
Crysis replied to Captain Powerhouse's topic in Developer's Corner
One mans OP is another’s “Totally Awesome!!!!” -
It’s not like this game is particularly difficult for any AT to play, assuming you work the Notoriety scale and/or understand the baseline mechanics of the AT you are playing. But I guess we look at the game a bit differently. I view Scrappers (and to similar extent Brutes and Tanks) as the lower end of the difficulty slider. Their playstyle is arguably the easiest in that you just wade in and start swinging. There’s room for some tactics (eg; take out the debuffers first) but in general, there’s not much more to it than move and hit. Ironically, I don’t think Blasters (and to some extent Corrs and even Defenders) are all that different. They just don’t have to wade into battle to do it. Build for Ranged capped Defense, zip in and nuke, zip out and AOE/ST from range. But that definitely is a -slightly- more difficult playstyle tactic than “wade in and start punching.” This game is not difficult, not even on the highest setting. So the only thing to add any degree of difficulty to cater to the various players out there is the AT you use and how to maximize it’s own DPS. Can I agree Scrappers put out more DPS and survive longer? Solo, against almost any +4/x8 PVE content, yes I can. Can I take down an AV faster with a Beam/Traps Corruptor than many scrappers? Yup, most certainly can. How about with a Water/Plant Blaster? Properly tuned for that activity, maybe. But I have all three of those and can choose to do the deed in very different ways and survive them all. I have no desire to delete those three and just have one Scrapper that does everything because then I’m done with the game and walk away.