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Everything posted by SeraphimKensai
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I personally rolled Ill/Savage/Ice and it works wonders. You get Recharge from Savage which makes PA easier to Perma, and sleet debuffs mobs resistances making PA hit harder. As I've said before, I considered Ill/sonic/ice for more -res as well.
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TA is best used with powexec_location binds whether to target a target or the cursor. Using a target, you can actually attack without LoS which is crazy but it works. It doesn't require having a Doctorate of Bind and Macro Theory though, as you build one, it can be copied for all the locational powers that you have.
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Veracor hit 20,000 veteran levels over the weekend so that would be a bonus of 200 slots. A standard AT gets 24 power picks, and 67 additional slots (each power pick unlocks 1 slot automatically). That would be enough for someone with that many vet levels to 6 slot every power available including inherents and prestige sprints.
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This is the definition of power creep. I personally have multiple characters that already have over 500 vet levels and I don't need the extra 8 slots this request would propose. Part of the genius of the number of slots we get to work with is figuring out how to beat make use of them. Yes this means on occasion you'll have powers that you wish you had more slots for but it is what it is. Playing lvl 50 toons already have benefit over characters under the level cap in that they have access to more slots, incarnates, superior and very rare IOs, and also Hamidon origin and dsync origin enhancements. That's why when a lvl 50 toons that's IO'd to the gills exemplars for a Manticore TF for example they plow through them and can often carry a team. Or same with a well built lvl 50 carrying a team of lowbies through +4/8 content. I don't want to sound harsh to your suggestion, as I'm pretty easy going for most suggestions as I'm made a ton myself over the last 4 years, but I don't see a need for this one.
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My logic applies to flight for Peacebringers as well since as Energy Flight derides from Luminous Aura (secondary powerset) instead of a pool power. I'm of the opinion that Primary powers should be stronger than Secondary powers, which in turn should be stronger than pool powers across the board.
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If Dual Blades had an Escrima Sticks that would be your answer. But alas it doesn't so you're best bet is Street Justice/Ninjitsu Stalker imo.
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As @Rudrastated Translocation is a secondary effect of Mystic Flight, it's range should not be able to be increased with enhancements due to that fact otherwise there would be no reason to take Teleport over Mystic Flight/Translocation. That said the base range of Translocation is 350 which is the same as an non-enhanced Teleport. Translocation's range can be improved with global range bonuses and Clarion Radial. I'd add that the only version of Teleport that I think should be able to surpass Teleport from the Teleportation pool is a Warshade's Shadow Step which has a base of 350 range as well but can be enhanced. As that power comes from a Secondary powerset and not a pool power I'd be amiable to giving it a ~25% base range increase over Teleport which similar bonuses for it's other teleport related powers.
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This thread gave me an idea for a specialized build just designed for speeding across any zone. This thing is a concept toon, and not designed for doing actual content but could easily out speed most people. When Clarion is active it has a TP range of 1405 ft per click. Yes that's right, it clears over a quarter mile per click. It also has capped fly speed, and unsuppressed superspeed level speed.
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Teleportation range increases from Universal Travel IOs is the same granted by regular Teleportation Sets and the generic range IO. Single aspect range enhancement is 25.5% and dual/multi aspect is 15.9% range increase. These values are consistent across the board. Teleport already is the fastest travel power in the game, and if the enhancement values were standardized to provide the same value percentage, that discrepancy in speed would be even more apparent. Way back when the game was in beta, people used to 6 slot range enhancements in teleport and in some of the smaller zones go war wall to war wall in 1-2 clicks, so the values were tweaked.
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But he could stick a banana in someone's tailpipe.
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My thoughts with non-MM poison is that you want to be able to operate in melee range and not get mezzed. Venomous Gas suppressing as opposed to detoggling helps but I'd still aim towards likely clarion radial for the mez protection and extra special boost. I'd probably use dark mastery for Oppressive Gloom, Dark Embrace, and Soul Drain. You'll want to build your defenses to a degree that you're able to get in and get your debuffs applied. That said because mobs at range can still shoot you, you likely want some ranged defense as well. Water wise, I like to proc steam spray, and on a poison where you have no other heal save IOs, slotting Dehydrate with some degree of Healing would likely be beneficial.
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Is There a Ranged Heavy Lifesteal Build?
SeraphimKensai replied to dylliebug's topic in General Discussion
I'd toss consideration to kinetics depending on your definition of lifesteal. Kinetics drains energy (life force, strength, vitae, whatever you want to call it) and makes you a beast. Maybe dark blast/kin/dark mastery has the most. Mind you kinetics gets best bang for it's buck in melee some people use it in ranged. -
Knock back option suggestion
SeraphimKensai replied to CompSciNerd's topic in Suggestions & Feedback
Well chances are I stole the idea from someone else as it's a good idea. -
Due to market economy the price does fluctuate from time to time. If I see ATOs going for ~10 mil, I just buy super packs and leverage chance of getting 0-2 ATOs per open. You usually get at least 1. Same thing with winters, I usually find it more economical to buy winter packs and open those if I'm spending influence than buying the winter IO directly. That said I sometimes use excess reward merits for a winter IO due to me being the laziest person in Paragon Island.
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Knock back option suggestion
SeraphimKensai replied to CompSciNerd's topic in Suggestions & Feedback
I remember proposing this maybe 3 years ago or so. -
Giant Monster Hunting: Merits and Good Stewardship
SeraphimKensai replied to tidge's topic in General Discussion
You'll need something that can either break a GM's resistance or regen enough for your DPS to outpace it's ability to heal. Or keep your damage boosted enough to allow your DPS to outpace their HP. Additionally you'll need to be built well enough that you can survive the counterattack of the GM and any potential adds. It's usually easy enough to build up survivability, but being able to do enough damage or have enough debuffs to allow your damage to work can be taxing. Some people use things like Illusion/Rad or Illusion/Cold Controllers, others have used Bio Armor scrappers and brutes, others like Corruptors that leverage large debuffs or kinetics. These all just some examples. That said not all GM's are built the same, some are significantly more difficult to solo. -
honoroitisfantastic is sonic assault good in general, with illu?
SeraphimKensai replied to honoroit's topic in Dominator
I'm in the camp that Illusion control on a Domi is still pretty damn good. Mind you my experience with it is a Perma Dom/ Perma PA build. Sonic Assault I would aim to build the Domi to work well in melee range to maximize your resistance debuffs, which helps increase your PA's damage. Overall it seems like a good combo, and was my runner up when Illusion came to Domis, I ultimately settled on an Ill/Sav/Ice Domi for a Morbius like blood demon. -
Themed around Dark related powers, but allowing flexibility if someone wanted a darkness armor tanker, a dark armor scrapper, a blend of dark miasma defender/Corruptors with dark mastery etc. I was actually thinking of @Snarky's idea of trying to keep mag 4 stun on mobs, so I was thinking of a bunch of characters working together that can each stack a source of Oppressive Gloom. It's a way to potentially have a team rolling around with cheap Mag 16 AoE stun auras when stacked together. Which I think would honestly trivialize most content.
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Good afternoon once again. Today we bring the conversation to Super Teams. Since live there's been a great variety of super teams, especially some of the groups championed by SGs like the Repeat Offenders. Given the state of the game, how do you feel about super teams? Are there any super team projects that you've been a part of or actively participating in? What's been your experience with them? I've personally done a few when I had more time to actually play. I used to have a tight knit pvp team that would occasionally try out super teams in our downtime. A couple of our examples were: All Radiation Emission toons back before CoV launched because the larger SG we were part of required every member to have a lvl 50 rad for private Hami raids. Stacked AM and debuffs really worked well together, but because we had anchors our communication on Team Speak (before Discord or Vent or Mumble) we would coordinate who we'd use for anchors. All Thermal. We did this group back when CoV came out and with the stacked shields and forges with melt armor and heat exhaustion we found a very potent team. If I magically could guarantee play time I'd like to do more of a super team that doesn't lock in to a particular powerset but locks into an elemental theme. As always thanks.
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You put them in defensive and follow and then have the mm target through your other character with an attack on auto to get the robots to engage. You alt tab back as necessary to use it's secondary. I do this when I run 3 of my robot masterminds all at once. It works well enough and I rarely lose any bots with /time, /ea, and /kin.
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Nova form works well in the lower levels, but gets outpaced by other dps once you get to about lvl 30 as the other ATs are coming into their own and get some of their harder hitting attacks. Nova form would be great if the attacks it has had a better DPA, and put it's damage cap at the same level of blasters/scrappers but it shares the bottom tier damage cap with defenders/controllers/masterminds.