Jump to content

SeraphimKensai

Members
  • Posts

    3102
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by SeraphimKensai

  1. I've been playing an ice/plant blaster as a non pet controller/Domi that has much more burst. Now before people say, but it's a controller. I have a single target immobile, 2 mag three single target holds (I could of had 3), and a mag 3 AoE hold that recharges in 26 seconds. Yes that's right I have a 26 second recharging mag three AoE hold, that holds my mobs down for blizzard. I have a toggle sustain that keeps me alive as well.
  2. To increase build variety, I wonder how the game would play if all similarly themed ancillary pool powers were grouped together in an expanded power pool list, and players could choose from any within that theme. Example being: a lvl 50 Defender could take Electricity Mastery. But there's also Electrical Mastery, and Charge Mastery. Why not combine all the themes so people have a wider variety of powers to choose from? I would keep ancillary powers separate from patron powers (but one could even combine over there too). Doing so wouldn't stop anyone from what they've been doing already, just give them more choices. So all ice based ones groups, all fire based groups, all energy grouped, dark, weapons/munitions, etc. For anyone confused btw: Epicpower pools are a combined term for both ancillary power pools and patron power pools. Any thoughts?
  3. There was going to be more. Shivans are sent as the cannon fodder for the Battalion. However the game sunsetted.
  4. My incarnate water blaster/bio armor sentinel has solo'd every single AV as an AV in the Maria Jenkins, Tina Mac, and Freedom Phalanx TF's including when you had to fight 2 at once like Hopkins and Countess Crey. It's all how you build it, and then knowing when to use what power to maximize it's potential, or mitigate something that might normally overwhelm it. Bio Armor is amazing as you have a solid layered defense system, can increase your damage output, oh and your movement speed (my water/bio runs at 92.50 mph with athletic regulation, ninja run, and sprint. That's capped horizontal movement speed with no superspeed/speed boost).
  5. I really like my bio/staff tank. I have 6 stances basically.
  6. Honestly the biggest potential change to Ice Armor, I'd love to see is swap Hibernate out of Tanks/Brutes in favor of Icy Bastion.
  7. On zoning, the issue resolves itself.
  8. I was flying in a base and chose to respec out flight. After the respec, I am still flying, except I don't have the power and don't have a flight buff, yet here I am flying.
  9. I remember in beta and after we used to use rest in between mob groups, we auto instinct chose stamina at lvl 20. We six slotted it before ED. Then ED came around and ugh. Then IO's and yay. Then fitness became an inherent. Never in the history of the game have you had so many options for endurance recovery. When is the last time you had to Combat Rest to recover endurance well the rest of the team protected you during a fight with the Clockwork King? I hate to do so, but it must be done /jranger.
  10. As a huge Kheldian lore geek, I can totally support allowing Kheldians to use ancillary power pools (from a balance perspective, SoA's can unlock patron power pools, I feel this makes sense limiting Kheldians to APP's if granted access). That would allow you to have some elemental flair as a Kheldian could merge with an existing superhero, but due to the nature of Kheldian lore, I would advise against altering the damage/secondary effects of existing Kheldian powers.
  11. Brawl hasn't been useful since the days of toggle dropping in PvP were epic as it had a 33% chance to knock off a toggle. I honestly don't even use it as a lvl 1 when I have 5 attacks to start the game with besides it. That said crit away.
  12. Actually in the lore, the Nictus were Kheldians that diverged in the sense that they became cannibals feeding off the life force of living things and other Kheldians. That's what prompted the war. Peacebringers were Kheldians that organized to fight back the Nictus. During the war, the Nictus experimented on themselves and corrupted themselves. They developed a weapon that could drain Kheldian life force with an interstellar range, which really fueled the war between the Peacebringers and Nictus. Warshades are Nictus that saw the light and redeemed themselves. Kheldians have been on Earth as early as ancient Egypt if not earlier. The Nictus led by Arkham and Requiem infiltrated the 5th Column, and taught the 5th Column about Kheldians, started experiments which led to the creation of Vampires, Werewolves, Galaxy troops, and Void Hunters. They also distributed quantum guns to help others cull the Peacebringer population.
  13. I'm not the OP, but my opinion over the first two questions you raise Krow: 1). I thought the same way with my concept of reworking a hardly used End Mod set, and thought Debuff Recovery would be useful for characters looking at improving efficiency sapping (electric blast will drain endurance but has difficulty in shutting down recovery), as I added the damage component the OP was looking for into the actual enhancement values, which feeds into your second point. 2). By not having it as a separate proc, the enhanced value is still subject to Enhancement Diversification, so even taking Musculature, it's only going to allow for so much damage in an enhanced value.
  14. Ah if only there was a means to auto populate the data into Excel from whatever database tracks player's characters. I'm sure it would be a good tool on a development side to help hone in on perspective changes that may be desired for underplayed sets as far as balancing goes as digging through manually must surely be a ridiculous time sink, given everyone has jobs/lives away from this game.
  15. As someone who has had several characters over the years with electric blast and found it to be under performing, I am in favor of having some more offensive endurance modification IOs. Perhaps change the existing IO set: Energy Manipulator, to scale from levels 21-50, expanding the set to 6 IO's and combine damage/accuracy and endmod. Examples being: Endmod/Dam Endmod/Acc Endmod/Dam/Acc Endmod/Rech Rech/Range Chance for Recovery Debuff Set Bonuses: 2: +2% Damage 3: +2.25% Energy/Negative Resistance // +3.75% Mez Res 4: +5% Accuracy 5: +5% Recharge 6: +2.5% Ranged Def // +1.5% Pos/Neg Energy Def
  16. Cipher released some great data back in September relating to our power set distribution across all the AT's. It'd be great to see updated numbers so we can see how the data has changed in the last 5 months since Cipher released the last data set.
  17. Ah target cap, you are right it would still take time to Target everything, but the time to clear a map would still be reduced as everything would be on you. And yes prior to ED sounds about right. They started adding timers to our missions to thwart us as well.
  18. Well use Mids Reborn and make a build aiming for a goal, with Forts that usually perma mindlink. Figure out how much recharge you need to achieve that if that's what you're going for. Otherwise slot the necessary amount of defense needed to softcap for incarnate content as it's easy as a Fort. From there pump everything into damage.
  19. That is incorrect. I used to herd 400 warwolves or freaks into a dumpster and kill them all at once while using just SO's by myself. With IO Set Bonuses/Incarnate abilities, it will turn meteor map clear times from 4 minutes to 30 seconds (including zoning time).
  20. Oh since it hasn't been said: Starless Step (Warshade's teleport foe). That means we need a means to boost the teleport mag on Wormhole, TP Foe, and Starless Step. As I said before maybe an IO that could be slotted into each power as the natural counter to the TP Foe Protection IO's would be pragmatic. An idea that might help would be possibly reworking the Jaunt IO Set to be: Jaunt: Teleport Range Jaunt: Teleport Range/Endurance Jaunt: +Teleport Magnitude/Accuracy Set Bonuses: +2.5% recovery bonus +7.5% movement speed bonus Any thoughts on that?
  21. The ultimate rooting power no one mentioned, Unyielding from Invulnerability. It used to root you to the ground so you couldn't move without teleporting around.
  22. Ah I must of missed it. Anyways saves me time digging through to see how it is coded myself.
  23. I'm all for boosting teleport foe magnitude. Perhaps via an IO slotted into wormhole or tp foe.
  24. Honestly though, if it could be done, and I think the code might prevent it or makes it really infeasible (I guess I can look at the binaries tonight if I get motivated), it would be cool to have a raised agro cap on tanks to help differentiate them between brutes.
  25. Yes Twilight's Son says he was a refugee, but if you play through that content you'll discover notes left behind that show you the truth about Ourosboros, the Menders, and Twilight's Son. As for min maxing on a PB, I go with a primarily human perma lightform build, but I have dwarf to serve as a breakfree if needed. It could benefit from more damage but it is very survivable. On my Warshade, I play triform utilizing perma eclipse and form swapping on the fly to double mire nuke and Nova down mobs. It's very active. Both typically have capped resistances aside of toxic/psi, and I throw in some defense. They aren't perfect by any means but I build all my toons and typically end up on the higher end of efficacy for any team I find myself on.
×
×
  • Create New...