Nayeh
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Posts posted by Nayeh
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I believe the recent Council changes dramatically increased the amount of knockback enemies have and find myself basically getting rag-dolled with +4 KB Protection now...
As for Dark Armor specifically, you need it so bad. You will get chain-locked fighting the freakshow in Penelope Yin's TF if you don't have a sufficient amount.
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I personally liked Spirit Ward better when it wasn't a toggle at all - just a casted buff with a cool animation.
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Might not be everyone's cup of tea - but this is an Ice / Kinetic Corruptor build I have enjoyed for a awhile now. Hopefully it gives you some inspiration.
If I were to update it, I would consider trying to weasel in Fold Space by dropping the Fighting Pool or dropping Inertial Reduction and Repel.
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So I reached this step and found Dr. Roberta Todd as a non-friendly alignment. I used Blizzard, noticed she was orange-con like an enemy, and ended up accidentally defeating her myself. She was always Blue-aligned in the passed, even before she was "freed".
Archetype: Blaster
Alignment: Vigilante
Confusion Presence: None
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Heh, I just happened to throw together a Build recently. Maybe you or anyone else could use some inspiration from it.
Seithkona - Villain Corruptor
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────- Primary powerset: Dark Blast
- Secondary powerset: Cold Domination
- Pool powerset (#1): Fighting
- Pool powerset (#2): Speed
- Pool powerset (#3): Leadership
- Pool powerset (#4): Flight
- Ancillary powerset: Psychic Mastery
──────────────────────────────
Powers taken:
Level 1: Gloom
- A: Apocalypse: Damage
- 3: Apocalypse: Damage/Recharge
- 3: Apocalypse: Damage/Recharge/Accuracy
- 5: Apocalypse: Damage/Endurance
- 5: Apocalypse: Chance of Damage(Negative)
- 7: Gladiator's Javelin: Chance of Damage(Toxic)
Level 1: Infrigidate
- A: Invention: Accuracy
- 7: Impeded Swiftness: Chance of Damage(Smashing)
- 9: Ice Mistral's Torment: Chance for Cold Damage
- 9: Shield Breaker: Chance for Lethal Damage
- 11: Achilles' Heel: Chance for Res Debuff
- 11: Touch of Lady Grey: Chance for Negative Damage
Level 2: Moonbeam
- A: Superior Scourging Blast: Accuracy/Damage
- 13: Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime
- 13: Superior Scourging Blast: Accuracy/Damage/RechargeTime
- 15: Sting of the Manticore: Chance of Damage(Toxic)
- 15: Cloud Senses: Chance for Negative Energy Damage
- 17: Gladiator's Javelin: Chance of Damage(Toxic)
Level 4: Ice Shield
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 6: Boxing
- (Empty)
Level 8: Tenebrous Tentacles
- A: Cloud Senses: ToHit Debuff
- 17: Cloud Senses: Chance for Negative Energy Damage
- 19: Centriole Exposure
- 19: Peroxisome Exposure
- 21: Positron's Blast: Chance of Damage(Energy)
- 21: Bombardment: Chance for Fire Damage
Level 10: Glacial Shield
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 12: Night Fall
- A: Superior Malice of the Corruptor: Accuracy/Damage
- 23: Superior Malice of the Corruptor: Damage/Recharge
- 23: Superior Malice of the Corruptor: Accuracy/Damage/Recharge
- 25: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
- 25: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage
- 27: Superior Malice of the Corruptor: Damage/Endurance/Recharge
Level 14: Tough
- A: Unbreakable Guard: Resistance
- 34: Unbreakable Guard: Resistance/Endurance
- 36: Unbreakable Guard: Resistance/Endurance/RechargeTime
- 36: Unbreakable Guard: +Max HP
- 36: Steadfast Protection: Resistance/+Def 3%
- 37: Gladiator's Armor: TP Protection +3% Def (All)
Level 16: Weave
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 33: Shield Wall: +Res (Teleportation), +5% Res (All)
- 33: Shield Wall: Defense/Endurance
- 33: Shield Wall: Defense
- 34: Shield Wall: Defense/Recharge
- 34: Kismet: Accuracy +6%
Level 18: Hasten
- A: Invention: Recharge Reduction
- 31: Invention: Recharge Reduction
Level 20: Arctic Fog
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 46: Luck of the Gambler: Defense/Endurance
- 48: Luck of the Gambler: Defense
- 50: Luck of the Gambler: Defense/Endurance/Recharge
- 50: Luck of the Gambler: Endurance/Recharge
- 50: Reactive Defenses: Scaling Resist Damage
Level 22: Super Speed
- A: Blessing of the Zephyr: Knockback Reduction (4 points)
- 46: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
Level 24: Benumb
- A: Invention: Accuracy
Level 26: Blackstar
- A: Superior Avalanche: Accuracy/Damage
- 27: Superior Avalanche: Damage/Endurance
- 29: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
- 29: Superior Avalanche: Accuracy/Damage/Recharge
- 31: Superior Avalanche: Recharge/Chance for Knockdown
- 31: Armageddon: Chance for Fire Damage
Level 28: Sleet
- A: Superior Scourging Blast: Damage/RechargeTime
- 45: Superior Scourging Blast: RechargeTime/PBAoE +End
- 45: Superior Scourging Blast: Damage/Endurance/RechargeTime
- 46: Invention: Slow
Level 30: Heat Loss
- A: Preemptive Optimization: EndMod/Recharge
- 43: Preemptive Optimization: Accuracy/Recharge
- 43: Preemptive Optimization: EndMod/Accuracy/Recharge
Level 32: Maneuvers
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 37: Luck of the Gambler: Defense/Endurance
- 48: Luck of the Gambler: Defense/Recharge
- 48: Luck of the Gambler: Endurance/Recharge
Level 35: Dominate
- A: Nucleolus Exposure
- 37: Gladiator's Javelin: Chance of Damage(Toxic)
- 39: Ghost Widow's Embrace: Chance of Damage(Psionic)
- 39: Gladiator's Net: Chance of Damage(Lethal)
- 39: Unbreakable Constraint: Chance for Smashing Damage
- 40: Neuronic Shutdown: Chance of Damage(Psionic)
Level 38: Tactics
- A: Invention: Endurance Reduction
Level 41: Mind Over Body
- A: Unbreakable Guard: Resistance
- 42: Unbreakable Guard: Resistance/Endurance
- 42: Unbreakable Guard: RechargeTime/Resistance
- 42: Unbreakable Guard: Resistance/Endurance/RechargeTime
Level 44: Assault
- A: Invention: Endurance Reduction
Level 47: Burnout
- A: Invention: Recharge Reduction
Level 49: Frostwork
- A: Preventive Medicine: Chance for +Absorb
──────────────────────────────Inherents:
Level 1: Brawl
- (Empty)
Level 1: Scourge
Level 1: Sprint- (Empty)
Level 2: Rest
- (Empty)
Level 1: Swift
- (Empty)
Level 1: Health
- A: Panacea: +Hit Points/Endurance
- 40: Miracle: +Recovery
- 45: Numina's Convalesence: +Regeneration/+Recovery
Level 1: Hurdle
- (Empty)
Level 1: Stamina
- A: Power Transfer: Chance to Heal Self
- 40: Performance Shifter: Chance for +End
- 43: Performance Shifter: EndMod
Level 49: Quick Form
Level 22: Speed 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For anyone that thinks it can't be done - go color the powers of Illusion Decoys using the Mirror setting. You can observe vibrant colors in their (ice) attacks - I love seeing the Orange slush! It's a shame I cannot tint my other characters using Ice with that vibrant color.
Ice serves as an excellent canvas for themes like Glass, Stained-Glass, Sand, Gemstones, Rock-Candy, Ash etc. Why should the colors be limited to 5 flavors?
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Sounds great! Just make sure to add the Fighting Pool as an inherit power. I probably won't be Brawling, but you guys have at it so I can finally re-optimize my Builds for powers that actually matter.
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You might be better off looking at Spines/ builds and /Ice builds separately and then join the overall consensus together.
Otherwise, perhaps try asking a player named (/getglobalname Spice Merchant) on Everlasting - They're a Spines/Ice Brute I have seen around and recall them having a super cool costume and theme. Anyway, perhaps they can also provide you guidance from their Brute perspective.
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If the Tier 9 doesn't have an 8 minute unskippable cutscene for the entirety of Metallica - Master of Puppets to play then I'm out.
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Martial Assault
- Shurikens
- Kicks
That is all.
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1 hour ago, Blackjoy said:
With /Regen, I couldn't beat him at +2. I couldn't pile on enough small purples and reds and yellows to get him down. IH and DP just weren't effective for long enough and the real issue was the To Hit Debuff and his use of Siphon Life.
Axe/Regen Brute at Level 39 in the Mender Lazerus arc - Nosferatu down as an EB +2 without any inspirations or fancy tricks. Just a decent build and hacking him with an axe.
- I don't have Instant Healing (Maybe I'll get it one day if I can drop Boxing or Spirit Ward lmao). Didn't have access to Moment of Glory at that level.
- Used Dull Pain once just to raise my HP cap.
- Used Reconstruction once.
Admittedly, I couldn't take him on as an AV+4. Though, I wouldn't advise bothering to fight him solo because of his -ToHit Debuffs, LifeDrain, and Dull Pain. Just ain't worth the time.
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On 2/1/2023 at 10:57 PM, Erratic1 said:
Just scooting in here with the Britney concepts I made for a themed costume contest awhile back. Bwahaha.
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46 minutes ago, Mythical Creature said:
Honestly, you are just straight up wrong about some things. I have Mids set to show defense in combat, it is 45%+ defense always, it is not deceiving you. There are two ranged attacks and two pbae but with vemomous gas I am in pbae range always, I am not a hover blaster and usually survive better than most.
How could this possibly not be a support build when all my support abilities are maxed out? Keep in mind, I literally play this build a lot and it works even exemplar down to low levels.
The over reliance on set bonuses? You mean the bulk of which are available at level 10? I picked low level sets and front loaded them, you get most things at low level because I exemplar with it. By level 21, you have all your defenses and survival tools and the rest is gravy.
Recharge is more than plenty, seriously that it is 133% instead of 144% is the height of frivolous nitpick in my opinion.
Honestly the rest of your critiques seem like stylistic choices? My build seems to work out fine for me. If you are dead you aren't defending. If you aren't in melee range your venomous gas isn't working. If you are too focused on blasting you aren't using Envenom and Weaken which are pretty much up all the time.
Honey, sit down. I know a thing or two because I've done a thing or two.
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The scales pattern is one of my favorites. Thank you for using it to it's potential. 😄
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The rest of the player-base wouldn't be burdened if you stopped logging in over it. You know why.
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Well... uhm... I guess that's a build.
I personally wouldn't recommend that one. A few things I can already pick out:
- To much focus on chasing set bonuses and Defenses - Some powers are criminally over-slotted.
- Defender ATO Vigilant Assault can be split 3-by-3 across 2 powers to gather 10% Recharge Bonus (x2)
- Deceives you with Stealth toggled on for Defense
- Neurotoxic Breath over Poison Traps
- Consume with Stamina under-slotted
- Rise of the Pheonix and Phase Shift...
- Only '1' Ranged attack for Damage. At least get Proton Volley or Cosmic Burst.
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Have you ever played a MOBA? Damage measurements make excellent talking points for sparking toxicity.
Not to mention, there are so many other variables to consider when determining success. It would be unfair to not recognize the efforts of other players and their contributions - Healing, Damage Received, Crowd-Control, Objective completions, etc.
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2 hours ago, Rudra said:
I actually have two characters that have Kick on their power tray for use in combat as well. And they are even slotted with enhancements. *gasp*
Is this what your tray looks like?
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Some of y'all are really passionate about powers that don't even get enhanced or placed on the power tray.
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Why should I be thankful for what abilities they don't have? I welcome any new challenges. This game is quite honestly really easy and straight-forward. I can think of dozens of powers/mechanics from other monster raiding games that would impose a real threat.
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I can't believe you mentioned Laziness, Pillows, and Relaxation without immediately considering Mind Control.
Mind is pretty chill if between having Dominate (the Hold), Confuse, Mass Hypnosis, and Mass Confusion. If you have the Stealth ability, you can stand in the middle of a room and just slowly tickle monsters to do your bidding with confusion. Mass Hypnosis is like having a pause button on your game - Toss in a Call of the Sandman Heal Proc to fluff your pillow. Similar results whether you have Domination active or not since it just means you need to re-apply your CC while refraining from using your Damage-dealers until you're ready for some attention. I have had teams where I just waltz to the mission end and casually start a little monster mash at the end-room while the rest of the team grinds away.
If you find yourself wanting to be a little more Blast-y with this Playstyle - Pick up a Widow-Fortunata. It's like a mashup of Mind Control with some of the goods of Mind Blast.
As far as Gravity goes - I love the set but I think you'll want to lean in more on the Recharge and Permanent Domination so you can confirm your Wormholes on Boss monsters. Plus there are just so many unique ways to play it - Like summoning your Singularity in the middle of a group of monsters to vortex them into a tight ball and unleash Sleet and all kinds of other chaos.
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Better in the long run, +12% psi res or +50% regen?
in Tanker
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- Keep the Forced Feedback slots
- Remove 2 slots from Alpha Barrier, keep the 5% Max HP one though
- Place a Reactive Armor Scaling Resist unique into Weave or Combat Jumping
- Place a Luck of the Gambler global recharge in Weave
- Swap Power Transfer Heal Proc for Performance Shifter endurance Proc. You have a ton of sustain already with Radiation Therapy and Particle Shielding