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Everything posted by SeraphimKensai
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I have experience with all the sets, and think you'll likely get the most out of MA/Bio as bio is just that good.
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Honestly at the rate it's possible to level up currently, rerolling allows you to have access to both characters so as you get bored of one you can play a different one.
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I find either to lower my DPS. I just auto hasten and go ham hitting mobs with my rotation. It keeps fury high enough for my needs.
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Overwhelming slotted into Tornado..😁
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I would probably change the health slotting to a panacea proc and a Numina proc, and then turn DNA siphon into a proc'd out nuke (that's how I did it with my spines/bio and it's amazingly strong). You probably want a performance shifter proc in somewhere if not a couple of them. I'm also not too keen on slotting brawl like that as a bio armor brute/tank is already really resilient given the layered mitigation. I personally like the idea of having some range even on a tank/brute so LBE works great as a proc cannon for Achilles's Heel, so you could use that on hard targets in conjunction with other -Res procs plus the -Res from genetic contamination to really soften some targets.
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Trick Arrow has so many useful proc applications. If you're going that route, proc it out you won't be disappointed. Tactical Arrow is just a great secondary for blasters. Mind you it's mostly about upshot, eagle eye, agility, and gymnastics. Both are fun to play
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He doesn't sound very experienced in the game. Maybe he'd be better as a fire/fire sentinel.
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When on a team, I have ppl announce TT for the next Mish before the current mission ends. That said I often warp to base to move around, and incidentally, refill any inspirations I need as I have an auto doc in my teleport room. Edit: also a trainer in the next room over, for the rare occasion I'm on a lowbie doing task forces.
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Ah as these were guild only runs, people gave them away to people that needed them, but since a bunch of ppl were multiboxing there was always more than needed, so often times, especially new ppl made out like a bandit.
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If it granted either and end discount or recovery per mob it hit then it could be useful. The issue is that power is not available until lvl 32 for tanks, and lvl 38 for everyone else.
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Proper Uses for Sleep, Please Help
SeraphimKensai replied to EyeLuvBooks's topic in General Discussion
Also you can proc it it out to turn it into a little self heal, that works pretty reliably (no where near as broken as it once was, but oh well). -
I wonder if the game staff actually plays
SeraphimKensai replied to Honey Pie 143's topic in Suggestions & Feedback
I also got out of the original post an assumption that the GM part on their GM character is a title as opposed to part of the account/character' name they use with elevated privileges name. -
I just imagined Lord Recluse with a super TP Foe power, targeting the tank, and teleport them out to Cascade Archipelago, as he shouts enjoy the journey back.
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Circa 2006. My SG used to raid Hammi quite a bit privately on Guardian server. At one point before bases became a thing and you could only carry 10 enhancements at a time, I had counted having somewhere around 450 Hammi-O's. I literally paid for an account which I used all the slots as hammi mules. Back then we ran it twice a week, but killing buds you would get extra Hammi-O's, so you could leave a raid with like 8-9, since a lot of us multi-boxed. There were times with new ppl in the guild, that I literally passed them like 20 of them, one at a time for them to slot, as I ran out of room for them even with my mules. If memory serves correct, I think that might of been CuppaJo.
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I generally agree with a lot of what has been said: 1). Reduction in End Usage so that the set is reasonably usable while using SO's. 2). Cloak of Fear, increase accuracy, increase ToHit Debuff. 3). Oppressive Gloom, make the stun more of a lingering pulse that stacks potentially up to 2-3x, so that the power can be useful for players that don't have any other stun powers. 4). Soul Transfer useable offensively while alive. Stretch idea: 1). Modify Death Shroud so that as it's ticking away at mobs' HP, that amount is being siphoned into an absorb shield on the player, so that you're truly shrouding yourself in someone else's death. *It would have to a limit to cap it to maybe 25-50% base HP, and also I see each damage tick only adds 1%/mob in range up to 5% at a time.
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I wonder if the game staff actually plays
SeraphimKensai replied to Honey Pie 143's topic in Suggestions & Feedback
Yes GMs play the game. They all have multiple accounts just like everyone else. They typically don't want people to know who they are, and often enough in most MMO's aren't allowed to go around bragging that they are a GM, especially if it's their job (I've known people to lose a job over that before). That said they are regular people just like everyone else. They eat, shit, and sleep just like the rest of us. The reason why someone might not want to advertise that they are a GM, is so they aren't getting hassled constantly. Everyone has jobs, kids, lives, etc. and sometimes people just have enough time to run a speed ITF on a new defender they rolled up over the last week or so while drinking a beer and watching Netflix before they have to get dinner ready. The petition system works, it might not be the fastest, but there's a decent population of GMs to help share the weight. It's important to remember they are all volunteers. -
ATO procs: Bring non Scrapper/Stalkers up to par
SeraphimKensai replied to Indystruck's topic in Suggestions & Feedback
Your Dom suggestion is interesting, it wouldn't really help Permadoms, but would definitely help Junior Dom's out quite a bit get back into Domination, as they have to refill the meter. What about procing more recharge, so Junior Dom's and Permadoms can perma dom easier allowing for more build variation? I really like the scourge range extender idea for corruptors. -
Run both.
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The game is already too easy, if they adjusted anything relating to team size, lowering the max team size would be better as many of mine, and everyone else's toons can easily carry a team of 8 with just 1 toon. What challenge would there be with 10 or 12 ppl fighting an AV?
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The dark/fire will have more heals you can juggle than the fire/dark. With the /fire you get a toggle to add fire damage to all your attacks. You'll have some tohitdebuffs on your targets due to dark blast That said, dark armor is generally more a balanced resistance spread. Fire blasts have more damage than dark blasts. But any toon can be built well, so pick one you think you will have fun with.
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A rad emissions/sonic defender is going to get more bang for the buck than a Sonic/rad emissions corruptor. The debuff values are that much better. Also easier to buff your Defense as well as a defender over a corruptor. I honestly think that just about any combo between defenders/corruptor's using sonic blast will be better on a defender.
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If you are insistent upon empathy (it's actually a great set in PvP, pve not so much), look at sonic or rad blast to have some debuffs. That said some of the best defender powerset combos I've experimented with on HC.... Poison/Rad (the secondary can be swapped to a few choices like fire, sonic, ice, dark) Kin/Sonic (make you and your team hit for more damage than the damage caps) Time/Dark - defense caps a team, has a couple heals, and more debuffs.
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The best use was finding a potential sacrifice and teleporting them into a mob so they die, so you can cast your veng/fallout. Then use recall fodder to move their cadaver to the next group to repeat. Works great on characters that take powers like rise of the phoenix.
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Softcap means you can go over it. Doing so only gives you a buffer in case of debuffs. Hardcap means you can't go over it. Defense uses a softcap, 45% for non-incarnate, ~58.5% for Incarnate content. Resistance is hardcapped at 75% for most AT's, 85% for EATs, and 90% for Tanks/Brutes. Any extra resistance pass hardcap is not used, and is wasted. Any extra Defense over softcap can be used if debuffed.