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SeraphimKensai

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Everything posted by SeraphimKensai

  1. The heal is ridiculously powerful. At lvl 50, it takes 6.2 mobs affected to heal the tanker HP cap. It affects up to 10 targets, so at no time whatsoever are the final 3 targets ever used for actual healing as they are over healing, and that's before slotting it for any kind of heal enhancement. Stygian Circle I think is much better power IMO on the same base recharge for only 15.6 base end cost. It's healing scales based on the enemy rank, but relies of the enemies to be dead. I think if Dark Regeneration worked similar it would resolve pretty much all of Dark Armor's issues in one go.
  2. In the very post you quote I already mention that proc. It is not that reliable. Stand in a group of mobs and fire off dark regen and see how often it actually procs.
  3. Lately I've been replaying Dark Armor, and I'm wondering if Dark Regeneration needs a balance pass. I think it's safe to agree that most people believe that Dark Armor is a very endurance intensive powerset, due to all its toggles. It was originally designed as a scrapper armor set to pair with Dark Melee (which has dark consumption as an end recovery tool). The set was later proliferated to the other melee ATs. Dark Regeneration is a pbaoe minor neg damage that provides healing based on the density surrounding the player. 20 feet radius 562 hp/target caps out at 10 targets base recharge is 30 seconds end cost of 33.8. I might be wrong, but I don't believe there's a single power in the game that requires more base endurance to us. That is a huge endurance tax on one of the most endurance heavy powersets in the game. As a solution, I would suggest lowering the endurance per use cost of Dark Regeneration and also provide an endurance per target to refill the player's end bar. Similar powers that achieve this are Stygian Circle (albeit that works on dead targets only, its base recharge is 30 seconds as well), DNA Siphon, or Radiation Therapy. Most people suggest slotting a theft of the essence proc into the power, but in play testing this doesn't provide for a dependable endurance boost, especially in relation to that endurance cost of the power itself. What do you think about Dark Armor and more precisely Dark Regeneration? As always thanks.
  4. It actually uses all black on the chest/legs/head. otherwise the gloves/feet/shoulders have a mix between black and a dark dark blue/purple. Otherwise the power colors give a dark dark blue/purple and a dark green. I think it looks like that from the picture because the setting sun.
  5. If the OP is the FA/MA I saw yesterday on Everlasting, I mentioned to check out your turtle build.
  6. Insectoid armor pants/chest/head, organic thorny armor boots/gloves. multipoint spike shoulders, and a little omega effect glow around the eyes.
  7. Managed to get a few hours to play Eretricus over on Everlasting. He's lvl 27 already as I got in on a +2 Synapse at 15, and just ran a +2 SBB. I usually use fly, mystic fly, or oddly enough teleport, so this one ended up with super jump. Otherwise I threw together a rough build to ensure I get Psi Tornado fit in as well.
  8. I checked, i didnt have one so I rolled one. I'd recommend everyone take OG as early as you can, so if we can team them up on TT we can stack OG on mobs.
  9. I'll look through my characters I might already have a dark/stone tank. I think I have maybe 4 lvl 50 dark armor tanks. I know for a fact I have Dark/SS and Dark/Kat. The others are likely between Dark/Spines, Dark/Stone, or Dark/Rad. I can't remember. I guess I'll have to look at Excel when I get home.
  10. I play a: Fire/psi blaster Psi/temporal blaster Elec/psi domi Mind/dark troller Psi/sr stalker Psi/shield scrapper Fort And several others. There is a lot of ways to play psychic characters in the game. I have a Dark Armor/Super Strength tanker that is a psychic manifestation of traumatized college student's reoccurring debilitating nightmares, so yes even though it's Super Strength....it's still psychic.
  11. Musculature is the way I go with my doms. I find i build for permadom with slotting. Agility hurts my proc rate so I tend to avoid it like it's a call about extended car warranties.
  12. You probably want to maximize the recharge on Howling Twilight as well as it's a damn good -regen debuff.
  13. I'm on the same page with you. I view it as a QoL change to allow someone to stack the buffs. I'm personally alright with the idea of dropping them to an hour and then stacking up as well for an increased salvage cost.
  14. So then it makes sense to max the recharge on it with 2 +5 Recharge IOs. I guess it considers the pseudopet the caster as the -res power is coming from it.
  15. Between storm cell and frigid protection mobs are already floored for movement as the slow cap is 90% (assuming you didn't enhance for slow), so unless they have resistance to slows, snowstorm likely isn't slowing down any movement. It could be beneficial in helping slow down the mobs' recharge though as the base for storm cell is -14% and frigid protection's is -40%. That's pretty much why I went Mu for an AoE immobilize, as it seemed more useful for keeping things in cat5. Mind you ice patch definitely helps with the KD, but it's radius is only 10 feet.
  16. That's my understanding. But to throw a monkey wrench in CoD also says stacks with existing effect. So I could very well be wrong. I'd suggest booting up test and checking it out real quick. I'm at the office so I don't have access to the game right now.
  17. I had that happen last night on a synapse. Albeit I didn't quit, but wanted to out of principle. I was more just watching Netflix and drinking, and farming up a new toon on the other accounts while I ran with it. The team was fairly competent and we finished the TF despite Babbage not appearing.
  18. What build goals do you have for it? Know what you're trying to accomplish can help cater build feedback to accomplishing your goals rather than someone else's.
  19. Are you standing still with just the toggles running? Or are you fighting mobs and if so what kind? Also is it intermittent or are you able to replicate the issue? If you can replicate it, making a video of it might be worthwhile.
  20. You make a macro that uses /selectbuild to hotswap between builds during a mission. There are a couple of drawbacks though in that it has a 60 second cool down and when you activate it it activates the cool down on every power you have that's not on a current cool down including things like TT, hasten, etc. So I typically time my use of it to shortly after hasten has freshly fired off, or I just reapplied mindlink.
  21. Not incarnate related but: Freezing Rain has a proc rate of 17.95%. so it's up to you if that rate is acceptable or not. Incarnates, I'd go musculature radial, increases damage + end mod, very useful for storm summoning ageless core, storm is all about recharge to maximize your damage and getting 3 lightning storms up, it's also very end heavy, super useful for storm. Hybrid I vary on depending on if you want more damage with assault, melee core/radial depending on need of you like to play upfront with it, or support for more end discount, acc, and defense.
  22. Page 7 had these changes regarding GMs.... All outdoor Giant Monsters (excluding Lusca) have been granted additional maximum HP. General resistance adjustments. Increased magnitudes on Giant Monster's offensive Mez effects. Model size adjustments to certain Giant Monsters to be bigger and easier to see in groups. Most summon powers now summon an increased number of enemies or calculate based on the amount of participants fighting. Some Giant Monsters have been given additional powers, including telegraphed abilities and other mechanics. Some existing abilities have been re-tuned to provide this same value. So unless they are talking about GM summon powers increasing adds based on participants, I don't think they are any more difficult based on how many people are participating. I guess someone could look into CoD and check out their powers, but the last time I looked I didn't see anything that scaled HP, resistance, defense, or regen based on the number of people fighting a GM. Another option would be to use a power analyzer on one that you encounter solo, then recruit a team/league engage and use the power analyzer again to compare the numbers.
  23. I have necro/elec and 2 necro/darks myself both those pairing work well which you know. I do like the idea of pairing it with rad for the fallout esque ghouls concept. Otherwise /poison would potentially work well, but I personally prefer poison on non-MMs as I like the pbaoe version of venomous gas. Thermal could potentially work well, but then you've got flaming undead. Not necessarily a bad thing, and can work well with using a grave knight as an enflame anchor. Cold also can work well if you want a wight/white walker esque vibe. Nature can give you essentially a Spore Druid vibe if you play D&D or Baldurs Gate 3. That would work well for zombies also. Time is the last set for buffing the pets id consider with power boosted farsight and HoT from Chrono Shift they'd also work well. I'd probably stay away from pain/sonic/empathy. Otherwise kin could be interesting to use fulcrum shift, transfusion, and transference on the zombies. Forcefield can be fairly powerful but it like the other support sets better as far as concept goes myself.
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