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SeraphimKensai

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SeraphimKensai last won the day on December 27 2024

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  1. I'm gonna have to say no. You want to penalize players for dying, while giving extra rewards to those who don't as an optional perk for essentially normal gameplay. There's players out there, including myself who can often count on 1 hand the number of times we've died on a toon's journey up to incarnate IO'd out gods, and then we only ever die again is if we're doing something stupid or playing 4 star content or Linea's 801 series on high settings like F and up. So once again I have to say no, because people like me will just use it to milk extra rewards while playing. We shouldn't penalize weaker players either.
  2. I haven't personally played a fire/poison, and had a fire/rad on live. Since then I have quite a few fire control, poison, and radiation emission characters. I find that Rad Emission takes more time to use actively than Poison, so if your team is moving fast, poison would potentially help you keep up. Poison has small aoe splashes for weaken and envenom, but you can alternate targets to stack the primary effect and splash effect on the same target. The biggest drawback to fire poison, is that hot feet has a base 1.04end/sec, and Venomous Gas has a base of 0.65end/sec, so you'll likely need heavy investment into end redux/recovery, or possibly Aegis. The drawback is that hot feet and poison want you in melee, so you'll likely need mez protection, and Clarion looks damn good, alternatively melee core or melee radial depending on your build can be useful. Overall I imagine fire/poison is fun, but end intensive.
  3. I'll also try to make it. I have family flying in from up north and will have to get the toddler to sleep. If the snow gets down here in FL, hell might be frozen over, because that's where we get our geothermal heat from.
  4. Pretty sure it only works on Windows. However I don't know if the OP is on another OS.
  5. I noticed the following earlier running my fire/marine troller well soling Heldenjaeger's 1st mission of Pandora's Box Ep. 5 to farm fake nems. Server: Everlasting. Intermittently while engaging I noticed that both Tide Pool and Bonfire would tell me that I was out of range. This seemed to occur randomly while I was using Power of the Depths which increases my ranged bonus by ~69%. My build otherwise doesn't increase range. In order to facilitate using both powers I made a power exec location bind for each as follows: /bind shift+3, powexec_location target "Tide Pool". Bonfire is the same except uses shift+4. Every so often it would tell me I was out of range, even if I was within normal melee range of the target (as I was often enough running hot feet). I was able to click on the power icon normally and place the patches as I wanted, but the bind had the issue. As I moved around cleared the map sometimes the binds worked as intended and others they didn't. This is a relatively new toon so I don't have a lot of experience, but I've brought it around on other missions while I was teamed and never noticed this behavior. Perhaps on a team I want focusing on other things rather than power execution. Anyways given that the binds would intermittently work or not work and I could place the locational patches with mouse cursor, this leads me to believe that there's a geometry issue on the map. Tomorrow, I'll try to adjust the binds to set if I can have the patches places 1 unit up from the target to see if that resolves the issue. And I'll test on a few other maps as well. Hopefully it's just a geometry bug. Anyone else notice similar behavior with the powers on other maps? Thanks.
  6. That's gotta be pretty tanky. I built a around typed defense myself with a scorpion shield as I targeted poisonous ray to stack better -res/-def.
  7. I primarily play on Everlasting myself, but I have no qualms about transferring toons whenever I need to. I'm down for whatever really and I'm no rush one way or the other, as I'm enjoying my current project, as sacrilegious as it may be here in the Tanker Tuesday thread, of a fire/marine controller.
  8. The difference boils down to: contact missions (story arcs9)are infinitely better in quality than radio missions. Most radio/newspaper missions are hot trash. I only do radio/newspaper missions to get to a heist mish for badges or a temp power if I feel inclined.
  9. It's pretty fun, especially in high stacked shifting tides. Layering that with lots of -resistances, and brine for EBs/AVs things melt pretty fast.
  10. Ah well I'll take your word for it as it's been probably 3-4 years since I played my /dark trollers. I guess I'll have to remember to respec my ill/dark.
  11. On /dark I like to use energy. For power boost, as with high recharge you'll get decent usage out of it and power boosted fade/soul absorption is pretty good. You then have a res shield to pair with tough to make you more resilient for on the off chance that you do get hit.
  12. Okay. Unless I hear otherwise I'll plan for like when we did the dark/stones, leveling on our own and bring them out for TT. Is there the start date for the project in mind?
  13. Personally I don't mind which secondary, I just thought elec might have some synergy working together. Victory is fine with me, as Michi could probably use more toons on her server. Are we leveling these together on TT nights, or just bringing them along for TT? I'm subject to a 2 year old wanting to stay up sometimes so it can be a little challenging for me to make it all the time.
  14. Will try and make next Tuesday on Everlasting depending on if I can get my toddler to bed on time. Themed secondaries, does sound interesting. What about Elec melee? Jacob's ladder has an expanded arc, there's stacking disorients, and lots of -end. Then also get lightning rod, which most people enjoy.
  15. I would aim towards padding your resistances, building, capping slow resistance, then adding more recharge for things like energize and power sink. I also like soul mastery for the pairing given gloom has a decent dpa, and darkest night -damage pairs nicely with building for resistance. The -tohit help your team better, and it can be used to irritate mobs and act as a means of AOE pulling to you, or just lay it on the big bad ugly.
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