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Everything posted by SeraphimKensai
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This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Blaster Primary Power Set: Radiation Blast Secondary Power Set: Darkness Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: X-Ray Beam (A) Achilles' Heel - Chance for Res Debuff Level 1: Penumbral Grasp (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 2: Irradiate (A) Obliteration - Damage (5) Obliteration - Accuracy/Recharge (21) Obliteration - Damage/Recharge (23) Obliteration - Accuracy/Damage/Recharge (23) Obliteration - Accuracy/Damage/Endurance/Recharge (25) Obliteration - Chance for Smashing Damage Level 4: Death Shroud (A) Obliteration - Chance for Smashing Damage (7) Obliteration - Accuracy/Damage/Endurance/Recharge (9) Obliteration - Accuracy/Damage/Recharge (15) Obliteration - Damage/Recharge (17) Obliteration - Accuracy/Recharge (17) Obliteration - Damage Level 6: Smite (A) Kinetic Combat - Accuracy/Damage (27) Kinetic Combat - Damage/Endurance (27) Kinetic Combat - Damage/Recharge (29) Kinetic Combat - Damage/Endurance/Recharge Level 8: Aim (A) Adjusted Targeting - Recharge (9) Adjusted Targeting - To Hit Buff/Recharge Level 10: Shadow Maul (A) Superior Avalanche - Accuracy/Damage (11) Superior Avalanche - Damage/Endurance (11) Superior Avalanche - Accuracy/Damage/Endurance (13) Superior Avalanche - Accuracy/Damage/Recharge (13) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (15) Fury of the Gladiator - Chance for Res Debuff Level 12: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 14: Proton Volley (A) Sting of the Manticore - Accuracy/Damage (19) Sting of the Manticore - Damage/Endurance (19) Sting of the Manticore - Damage/Endurance/Recharge (21) Sting of the Manticore - Chance of Damage(Toxic) Level 16: Soul Drain (A) Adjusted Targeting - Recharge (40) Adjusted Targeting - To Hit Buff/Recharge Level 18: Cosmic Burst (A) Superior Defiant Barrage - Accuracy/Damage (25) Superior Defiant Barrage - Damage/RechargeTime (42) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (50) Superior Defiant Barrage - Accuracy/Damage/Endurance (50) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (50) Superior Defiant Barrage - RechargeTime/+Status Level 20: Touch of the Beyond (A) Power Transfer - Chance to Heal Self Level 22: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 24: Boxing (A) Touch of Death - Chance of Damage(Negative) Level 26: Neutron Bomb (A) Artillery - Accuracy/Damage (42) Artillery - Damage/Endurance (43) Artillery - Damage/Recharge (43) Artillery - Accuracy/Damage/Recharge (43) Artillery - Accuracy/Recharge/Range (46) Annihilation - Chance for Res Debuff Level 28: Hasten (A) Recharge Reduction IO (29) Recharge Reduction IO Level 30: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Red Fortune - Defense/Endurance (31) Red Fortune - Defense/Recharge (31) Red Fortune - Defense/Endurance/Recharge (34) Red Fortune - Defense (36) Red Fortune - Endurance Level 32: Atomic Blast (A) Superior Blaster's Wrath - Accuracy/Damage (33) Superior Blaster's Wrath - Damage/Recharge (33) Superior Blaster's Wrath - Accuracy/Damage/Recharge (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (34) Superior Blaster's Wrath - Recharge/Chance for Fire Damage Level 35: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Red Fortune - Defense/Endurance (36) Red Fortune - Defense/Recharge (37) Red Fortune - Defense/Endurance/Recharge (37) Red Fortune - Defense (37) Red Fortune - Endurance Level 38: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (40) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 41: Tough (A) Steadfast Protection - Resistance/+Def 3% (42) Gladiator's Armor - TP Protection +3% Def (All) Level 44: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Red Fortune - Defense/Endurance (45) Red Fortune - Defense/Recharge (45) Red Fortune - Defense/Endurance/Recharge (46) Red Fortune - Defense (46) Red Fortune - Endurance Level 47: Midnight Grasp (A) Kinetic Combat - Accuracy/Damage (48) Kinetic Combat - Damage/Endurance (48) Kinetic Combat - Damage/Recharge (48) Kinetic Combat - Damage/Endurance/Recharge Level 49: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Sprint (A) Celerity - +Stealth Level 2: Rest (A) Empty Level 2: Swift (A) Flight Speed IO Level 2: Health (A) Panacea - +Hit Points/Endurance (3) Miracle - +Recovery (3) Preventive Medicine - Chance for +Absorb Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Synapse's Shock - EndMod/Increased Run Speed (5) Synapse's Shock - EndMod (7) Performance Shifter - Chance for +End Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Mighty Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Cimeroran Radial Superior Ally Level 50: Clarion Radial Epiphany Level 50: Support Core Embodiment ------------ ------------ Set Bonus Totals: 31.5% DamageBuff(Smashing) 31.5% DamageBuff(Lethal) 31.5% DamageBuff(Fire) 31.5% DamageBuff(Cold) 31.5% DamageBuff(Energy) 31.5% DamageBuff(Negative) 31.5% DamageBuff(Toxic) 31.5% DamageBuff(Psionic) 21% Defense(Smashing) 21% Defense(Lethal) 7.25% Defense(Fire) 7.25% Defense(Cold) 17.88% Defense(Energy) 17.88% Defense(Negative) 6% Defense(Psionic) 24.75% Defense(Melee) 19.44% Defense(Ranged) 8.5% Defense(AoE) 3.6% Max End 10% Enhancement(Range) 42% Enhancement(Accuracy) 75% Enhancement(RechargeTime) 15% SpeedFlying GrantPower Preventive Medicine (0% chance, if Scourge) 94.87 HP (7.87%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -8) Knockup (Mag -8) MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% MezResist(Teleport) 100% (20% chance) 6.5% (0.11 End/sec) Recovery 20% (1 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 9% Resistance(Smashing) 9% Resistance(Lethal) 13.5% Resistance(Fire) 13.5% Resistance(Cold) 30% SpeedRunning ------------ Set Bonuses: Obliteration (Irradiate) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Obliteration (Death Shroud) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Kinetic Combat (Smite) 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 18.07 HP (1.5%) HitPoints 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee) Adjusted Targeting (Aim) 2% DamageBuff(All) Superior Avalanche (Shadow Maul) 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying) 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 4% (0.07 End/sec) Recovery 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing) Blessing of the Zephyr (Super Speed) Knockback (Mag -4), Knockup (Mag -4) Sting of the Manticore (Proton Volley) 12% (0.6 HP/sec) Regeneration 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative) 3% DamageBuff(All) Adjusted Targeting (Soul Drain) 2% DamageBuff(All) Superior Defiant Barrage (Cosmic Burst) 4% DamageBuff(All) 3.6% Max End 36.14 HP (3%) HitPoints 10% Enhancement(RechargeTime) 5% Defense(Energy,Negative), 2.5% Defense(Ranged) Blessing of the Zephyr (Fly) Knockback (Mag -4), Knockup (Mag -4) Artillery (Neutron Bomb) 8% (0.4 HP/sec) Regeneration 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged) 2% DamageBuff(All) 9% Enhancement(Accuracy) Luck of the Gambler (Maneuvers) 7.5% Enhancement(RechargeTime) Red Fortune (Maneuvers) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) Superior Blaster's Wrath (Atomic Blast) 15% Enhancement(Accuracy) 10% Enhancement(Range) 4% DamageBuff(All) 10% Enhancement(RechargeTime) 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative) Luck of the Gambler (Scorpion Shield) 7.5% Enhancement(RechargeTime) Red Fortune (Scorpion Shield) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) Gaussian's Synchronized Fire-Control (Tactics) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 22.59 HP (1.87%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Steadfast Protection (Tough) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Gladiator's Armor (Tough) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance) Luck of the Gambler (Weave) 7.5% Enhancement(RechargeTime) Red Fortune (Weave) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) Kinetic Combat (Midnight Grasp) 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 18.07 HP (1.5%) HitPoints 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee) Luck of the Gambler (Hover) 7.5% Enhancement(RechargeTime) Preventive Medicine (Health) GrantPower Preventive Medicine (0% chance, if Scourge), GrantPower Preventive Medicine (0% chance, if Scourge) Synapse's Shock (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 15% SpeedRunning This build has -tohit, -defense, -resistance, -hp (from interface). Its naturally softcapped to Smash and Lethal, and has some pretty decent positional values which when using incarnates at end game will have it capped up, along with factoring in the -tohit debuff, you shouldn't have survivability issues. It has kd protection, and decent mez res/prot coverage. especially for end game. Assuming you'll take Assemble the team, this toon can stealth tp a whole team to an objective from Posi 1 on, due to Superspeed + Celerity Stealth IO in sprint, otherwise I built in Fly for vertical movement, and positioning in the event you want to be a floating artillery piece. That said this thing is designed to play to your strong suit in melee as you have several PBAOEs including Soul Drain and a Melee Cone. The main issue with a blaster soloing AV's is the fact that AV's like to run away, this has Penumbral Grasp and Midnight Grasp to imoblize your target in place as you work it over. The biggest issue with Darkness Manipulation is that Touch of the Beyond is your sustain and its not always on, that said you have enough recharge to keep it up, and since you like debuffing, it knocks down a staggering 10.5% to hit from your target before using clarion, when clarion is up that's 18.9%. I know you mentioned not to worry too much about the Incarnates, but I picked Cimerorans as you'll have an untouchable Empath buffing you with fortitude and tossing you heals as well when you do use it. This build will work well without the use of incarnates, especially the debuff nature of the -tohitdebuff paired with the IO built defense, will make you a relatively survivable blaster even before Incarnates. Incarnates for this toon would simply be icing on the cake so to speak. As far as justifying Radiation and Dark together, the scientific notion of Nuclear Winter is a climate cooling by product of using nuclear weapons as they are hypothesized to be able to send enough soot and debris into the atmosphere blocking out sunlight (thus creating more darkness) and cooling down the areas that are effected. That and if a nuclear device were to detonate, the likely hood of existing electrical grids remaining active in an effected area is miniscule, thus ensuring an uneasy darkness. The term Nuclear Winter was first suggested as Nuclear Twilight, but theorists believed winter would be a better suited name as the longevity of the blocked sunlight would be more akin to lasting several months than an evening. Enjoy. https://www.midsreborn.com/builds/download.php?uc=1432&c=683&a=1366&f=HEX&dc=78DA6593CB6ED340148667E2714B92BA694942527AA3492FE9CD6D79814A508A441BA9243B1004ABB1128B2831B920BAE429D80045E2CE8277403C0048B064C30A09A994159B02E6C4E76F63094B9E6F7C3CE73FBFCF8CF3F73606DE5EBEBF2EA471B166B55AA50B34B6EDA69EB72ACEAEE85EFD744F205C2A58F58A5D360B56D9B1DA4EA3CEEB678E5F173BAEDB68B6CD0DAB79BB6E935CDEAA3B6EA7E6AF15919D46A366165DDB2E47FDE966CDA954DB06CFBB53A75E89F94FDBB655B69BADAAE38E5C729D5DF3B840DEDAB569E8CEF7D2646C96EE6B060DB26BD513E25D4888B812771281D8574D883525AED33AC9315D1E85FC98FACD4CFC619EF90B7ACCB4E0DC16E969C8D510EBC39A53C81984C610348750A349B9BADF4A4FD377081925CE5E050BCCB122F386C10DA7B5B2FF29F4F7996DD209C343F8A1F2639147E063E6C03EF88439B8CE5EB3241A655D11FDC27A37A996C17A9AF141F8B1D31FC14FCCC46766876AC744C4F71583AF39F82A91CE307C0D0BAE9B96CCF910734D0315A833EF926E1CFB14FFC5B128794DC26B125E25C55258972A11E694B8457547507744D3B99E622EE8601FD8CF5CFEC6FDC890DE28FA3CBAC8DF38060ED3BB71E88E27A51F9B888051D0604E0D32B331A6459E2659579FF4E812E7FE1BA702E3D1106D3B6A65502B8B5A59D49A46AD69D49A46AD38F99C41EECC33EED3EC73F005F8127BF50A7CCDD42837C7B932D76DEC38F5EE3CF746D1BB45E82EC2D3123C2DC1D3123C2DC3D3323CEDD17E9A38EB26CEFA0ACEFA0ACEFA0ACE7A98EAAC624F5751674C095CF4DF729FD4C99FEC6DABC05F1DE62FD95108514CFA19079193FF5CC82CEFE9612F169253FC9DA12BD23F47A1037EFE11CCCB71DECF60DE219F4FF59DD9F7801D6C2DD077B0036F2B4E21B8ADCEF7E69BA9DE3C92ECCDDF04D6BFCFD01C3AFF00DB5DE5C2
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Smoke Grenade is essentially like adding the value of the tohitdebuff right to you and your teammates' defense, so it can softcap you so to speak without actually being softcapped. The negative perception is useful for controlling which mobs get pulled when you have multiple packs close together (which is really useful at low levels like on Posi 2)
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Need help doing respec one fire/spines Brute. Need a good build
SeraphimKensai replied to Raya2's topic in Help & Support
Your request is a little short. You need to specify what your goal is for the character as people can build them in quite a large variety of ways that excel for the purpose they are building for. -
Concealment Pool Update: Stealth or Invisibility?
SeraphimKensai replied to Jimmy's topic in Developer's Corner
Invisibility. Reason we have Super speed, and IO's along with other powers that add to our stealth. This power has the ability to be invisible on its own. -
How many Respecs do you use to get the build just right?
SeraphimKensai replied to FullEclipse's topic in General Discussion
usually 0, unless I wait on unlocking the patron pools til 50, then potentially 1 depending on the toon. Otherwise the only respecs I would use would be to react to changes to the game from devs. -
Rolling a /Device Blaster! Help me choose a primary?
SeraphimKensai replied to Crowcus Pocus's topic in Blaster
Rad blast allows for a lot of options for -res procs. Dark blast has a heal, and thdb which since you'll have smoke that synergizes well. Energy has KB, but that can be fixed with KB to KD. I normally don't think KB is an issue but devices want mobs bunched on caltrops and bombs. Given those three primaries I'd go Dark personally. If you're going devices, build in teleport to get fold space, you won't regret it. -
Find team member across alignments
SeraphimKensai replied to SuperPlyx's topic in Suggestions & Feedback
Realistically it would likely help the PvP community see where there's action and might help to balance the sides easier. Then again old school pvpers are use to using hide so they don't show up in searches and lay in wait for an ambush, so even if it's changed to allow cross alignment searches there is likely to still be people hidden. It's always best in a PvP zone to assume there's 3 people about to coordinate a spike on you so move. -
MM Henchmen accept an ATT, even when the Master Mind doesn't
SeraphimKensai replied to SeraphimKensai's topic in Bug Reports
Note, they come right back, but its a few seconds of downtime that leaves the MM vulnerable. -
Hello I was playing an MM today while stealth clearing a final room, someone tried to ATT to get the rest of the team together. I have enable TP prompts on as always, and I get the prompt to choose, I reject the tp, but my pets still went for the ride leaving my no longer in supremacy and drastically lowering my dps. I've never heard of this before, but then again I normally don't play MM's, but this has me thinking that a MM's pets should do what the MM does, not abandon the MM while in combat as that could potentially be used to grief MM players. Thanks.
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I guess you could change it to a punch that exponentially builds up damage based on how much of a "Mach Charge" that character has. So in a sense using superspeed would build up "Mach Charges" over a short time and using the revised Flurry, renamed Mach Punch would burn the Mach Charges when used. They would stack up to 5x, and each stack would add 33% damage on top of the base damage of Mach Punch. So at Mach 5, it hits like Knockout Blow, and at no stacks it hits a little weaker than Punch from fighting.
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Moving hasten sounds like you're trying to jump into a lion's den knowing full well you won't make it out. Burnout is cool as was previously stated for double gangwars otherwise doesn't get too much usage. Whirlwind is arguably my favorite non travel power in the whole set. Every PvPer in the game used to have this power because it overrode attack animations allowing you to get your attacks off faster. That was patched, then the power largely went away until IO's. As someone said above it's a gem with a KB to KD proc and a FF: recharge proc. I just wish the end cost was a little lower. Flurry. Here you go if you want to modify a power choice, here's the one. It has a huge time commitment for an animation and lackluster damage, narrow cone.
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Sorcery Pool Updates in Issue 27, Page 2
SeraphimKensai replied to Captain Powerhouse's topic in Developer's Corner
Sorry apparently I opened a can of worms, although I tried to keep my points rooted to the Sorcery powerset with Spirit Ward. -
Sorcery Pool Updates in Issue 27, Page 2
SeraphimKensai replied to Captain Powerhouse's topic in Developer's Corner
When I stated that it lowers DPS, I was speaking from the perspective of a DPS oriented toon such as a Blaster, Scrapper thinking that having to retoggle it on a target if they break the leash would slow my DPS rotation and thus lower my DPS. That said in the world of AoE's that we find ourselves in I'd rather pop build up and aim decimate 2 group spawns and then repeat. So I don't see much desire for a DPS oriented toon to take Spirit Ward, maybe when I'm playing DPS I'm a bit selfish. That said, I understand how some people have thought being able to self buff would be overkill, which honestly I used to main Empathy from 2004-2010 and always thought it made no sense that I could give someone else a power-boosted fortitude or a clear mind but not myself, so I've been in the "self-buff" camp for over a decade. I understand game balance, so I can understand a reduced efficacy upon the caster, but having something that benefits them makes the power more worth that of a pick to me anyways. From a support perspective, most support sets have some great tools as is, that the pick doesn't seem as necessary to take, because I have better options, be they dispersion bubble, frostwork, forge, etc. My only interest in Spirit Ward as is, or planned would be potentially as a controller or mastermind to give to one of my own pets, and in a situation where it pretty much is between that and a dud, or if I have extra slots and a power and I really want a set bonus from some health IO's. Thanks. -
Sorcery Pool Updates in Issue 27, Page 2
SeraphimKensai replied to Captain Powerhouse's topic in Developer's Corner
The reason I thought spirit ward would be nice to be a pbaoe is as a DPS character I don't have time to lower my DPS and buff another character, as a support character I have better support skills to use, so spirit ward is super skippable IMHO as it is. Now if I got some benefit out of it as well then I could see it having more merit at least from my perspective. -
in PVE I typically TAB target, however depending on the villain group I'm facing or the content I'm doing I'll edit a couple of my 8 targeting macros (that I use for PvP arena) to target aparticular mob, ie. quantum ****, or mito, or immunes sur, etc. In PvP I edit each of my targeting macros, so I can target whoever I need to for a coordinated spike with 1 click. That way I can be on target all the time especially when dealing with priority mobs.
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I'm not really a MM player, it's been the one aspect of the game I wouldn't consider myself an expert. That said I am competent at playing an MM as I understand petcom, binding, and overall how to manage them even on multiple tasks. I guess they just aren't my cup of tea, but that said of the MM's I've played I do enjoy between my incarnate demons/elec affinity and then my robots/empathy as my 1 and 2 respectively. I do want to try a thugs/kin with burnout but I haven't gotten around to it as of yet.
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Sorcery Pool Updates in Issue 27, Page 2
SeraphimKensai replied to Captain Powerhouse's topic in Developer's Corner
If only spirit ward could be used on yourself sorcery would be absolutely amazing. -
Invisible costume pieces!
SeraphimKensai replied to TheLeprechaun89's topic in Suggestions & Feedback
Tab targeting would still cycle through the targets nearby that the character trying to acquire target has perception of. A lot of people use click targeting, using the mouse to target individuals, especially in large matches or zone as it is faster than tabbing through and getting the wrong target. Because of that most pvpers don't tab target, it's usually click targeting or building macros for each potential target. This is important in coordinating spikes on comms so that multiple people engage the same target at the same time. Because of this, if your suggestion went through it would completely change the costume meta for PvP in that everyone would have invisible costumes on, and that's not a good thing, as someone with a normal costume is now at a disadvantage. -
Why not open up mids and make your own. It's not hard and then you can build for a specific goal that you have.
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Forming Teams :: is it too scary to lead/recuit?
SeraphimKensai replied to UltraAlt's topic in General Discussion
If I'm leading the team and I do quite often especially for TFs, I feel as the team leader I'm responsible for the team's fun. I'm a min/maxer by nature and I find myself pretty critical of my teammates actions if I'm perceiving that they are impacting the team's fun. That said I understand that fun is subjective so I try to advertise with objective details (like speed, calling out named npcs required as the mission begins). I personally like to play by what I call the ABCO's (always be completing objectives) of CoH. I also drink, probably more than I should, but I'm a combat vet and a blacksmith. That said I try not to call out a fellow teammates actions unless it seriously jeopardizes the team, but I'm an asshole and will from time to time play a drinking game where I drink due to what I perceive as negative outcomes of my fellow teammates. The more I drink the more likely I am to start indiscriminately giving people the boot. Because of all that, I try to more often than not just join a team, knock out the objectives and roll with it, as then I don't feel responsible for everyone's fun. -
Invisible costume pieces!
SeraphimKensai replied to TheLeprechaun89's topic in Suggestions & Feedback
PvP. Hard no to having a completely transparent player model. -
Unique Taunt IOs in Non-Taunt Powers
SeraphimKensai replied to Steampunkette's topic in Suggestions & Feedback
I've added support for a similar idea as I have a lot of toons that I make to experiment with including defenders with provoke and such. I'd be cool with a taunt proc in a few attacks, but maybe even more of a want for me would be a taunt proc in a resistance IO, so I can slot it in Tough since I take that a lot. -
Instant Healing: why hasn't it been reverted to a toggle yet?
SeraphimKensai replied to LEUGIM6's topic in General Discussion
Honestly I would probably rework Instant Healing to be a toggle similar to RttC from Willpower, but also have scaling resistance to heal Debuffs. -
How much cash inf do you have on your account?
SeraphimKensai replied to Yomo Kimyata's topic in General Discussion
I don't keep a lot of liquidity, as I convert it to IOs typically. That said based on today's average prices, I'd have ballpark just north of 30 billion if I liquidated everything at least instant sell prices, so likely more for f I was patient enough to wait for sell orders to fill at a reasonable amount. That said I have a lot of alts, and often will host mini events in task forces that I start like "everyone gets a free purple if we finish this in x amount of time".