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SeraphimKensai

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Everything posted by SeraphimKensai

  1. The unique thing about spines was always the range and extra damage toggle, but given on a tank the -100% range on taunt will make the range of impale/throw spines pointless. I think it works better for scrappers/brutes (not using taunt because of that)
  2. I honestly avoid a lot of MSR's simply because I don't want to be carrying lvl 1's. I don't PL other people's toons these days in the AE so I don't need to do it in RWZ either. I'd honestly be in favor of the zone having a lvl 35 requirement like cimerora.
  3. I have a lvl 50+3 arsenal/sonic/ice domi that works really well. It's not the most tanky toon but it can shred mobs' resistances and hits fairly hard especially with a procbomb sleep grenade. I can see the set working great with controllers as well, but I haven't tried one as of yet on the production servers.
  4. I normally don't have much issues with starting/leading teams or leagues for that matter however I've come to realize that since having a kid, my attention can drastically get reallocated on a moment's notice and I might not be able to set the next mission. I don't like to have people waiting on me, so for the mean time I've largely relegated myself to just being a teammate.
  5. Good morning folks. I realized the other day I have around 20 lvl 50 tanks of various forms but not one of them is a Fire Tank. My only logical recourse is to correct this deficiency post-haste. I don't really need any build help, but what I could use is pooling everyone's mind together to help me narrow the secondary choice down to one. Of all the secondaries, I've narrowed it down to the following (in no particular order of preference): battle axe, dark melee, claws, martial arts, SS, ice melee, staff, and TW. I'm familiar with each of the powersets, but torn on the overall decision. I've read several threads on fiery aura including @Sovera's brunker thread and @Spaghetti Betty's fire/ss scrapper thread. Thanks for your counsel.
  6. I personally had a blast pairing my elec armor tank with ice melee. It worked well as a praetorian solo project draining endurance, knocking things on their ass, and slowing their attack rate. I played that thing all the way up to 50 before going to Primal Earth. I built it to work on its strengths for high resistances, slow res, recharge for energize.
  7. At work so I can't see your build Stone armor is in a place now where you can build it so its so strong the only reason to take granite is for nostalgia. Granite though has a huge -damage and -recharge debuff on you which you're not going to overcome short of having a pocket kin following you around with speed boost and fulcrum shift. Spines itself is a cheese grater. It's great for pairing with mud pots/quills and killing all the trash around you. EBs and AVs you'll need to use your single target attacks and buildup to get decent damage, but also envenomed daggers to help break an AV's regen. Fighting them while in granite, you're not soloing them, although you can absolutely hold their agro for others to DPS them. If you want to solo AVs you'll need to be able to survive them without granite on.
  8. Ugh I feel attacked lol. Just kidding I'm a combat vet so my skin is so thick it wears down sand paper. I personally play on Everlasting myself, not an rper, but I haven't been seeing every few characters being angels fallen or otherwise. That said cool beans if they are. I mean I have a few winged characters including from up on high and from down below.
  9. I agree they get annoying that they keep coming back after I've X'd them.
  10. At this point I don't think I have any signature heroes/villains. I have so many toons it's hard to keep up with them. I guess I would imagine each living their own lives going through their own character arcs, while I'm like an extra dimensional presence. Every so often I'll pop in, take the wheel, and steer.
  11. I used to do that with my old PvP team before AE. We had a rule that if your character died on the way there it was bad luck and you had to delete it and make a new one. Back in the era of dumpster farming.
  12. I made an elec/elec blaster when CoH launched because I never tried a blaster on beta. That character made it to lvl 13 and was hovering at such a slow pace. Since I was new to blasters I found myself with more debt than experience it seemed. I rolled an empath/energy defender and an Invuln/axe tank that I took to lvl cap (40 back then). Empathy were largely in demand (due to people not understanding how to leverage the other buffing/debuff sets and no IOs existing so people actually took damage, and used to gather for RA. My tank was rooted to the ground and unable to move while using unyielding (so I made him a teleporternto get around with mez protection on, but I managed to get Unstoppable perma. I once took a lvl 1 character and got him into the middle of Founder's Falls to team up with some friends back, only for team to break up by the time I got to the mission. That toon never left Founder's but was eventually deleted and replaced with a gravity/rad controller after the lvl cap went to 50 as my SG did lots of private Hami raids.
  13. I have it on a MM, a Controller, and a Defender all at 50. I personally wouldn't mind if the buffs lasted a little longer myself to give people an easier time of weaving in an attack chain. For that reason alone I prefer it on my Demon/Elec MM and Fire/Elec troller over my water/elec defender as the pets are able to be very sturdy and contribute the bulk of my DPS.
  14. I also agree with this. Only reason I didn't mention it was the OP already has their kin/fire defender at level 42/43. Rain of fire also works better on a corruptor than a defender. The increased damage cap plus scourge is likely the reason fire/kin corruptors are as prevalent as they are on the servers.
  15. Well Kin/Fire benefits a lot from being in melee range. I'm not sure what kind of funds you have. With a lot of funding I would recommend building towards melee/ranged defensive softcap with a resistance shield from your epic/patron choice. Kin you can get by without a travel power if you want by stacking siphon speed and using inertia reduction. Increased density although not of any use to you, works great for early slotting of the two +defense global IOs. Once your an incarnate I'd suggest between barrier or clarion for your destiny, but aegis radial has merit as well. Hybrid I'd go with melee core for more resistance (assuming you got to defensive softcap for melee/ranged) this gives you more resistance and mez protection. If going melee core, you could consider sorcery to get Rune, and then also the Demonic Accolade to rotate to keep your resistances up high. Fulcrum shift needs enough recharge to ensure you can stay at damage cap and also some accuracy. There's a pretty spend HO or Dsync that covers both recharge and accuracy, otherwise a common IO of each works.
  16. I'm pretty lazy I don't respec often, but will if it's needed, but I'm in the group that has literally hundreds to 50s that are IOd at this point. I'll usually just boot up a new alt and work from there.
  17. The wiki is maintained by @Michiyo iirc. Regarding the idea to have a command link to and launch a browser though to access it would likely require a lot of work.
  18. Maybe it's just me, or maybe I've been lucky. My last toon I rolled was an Arsenal/Sonic Dom that I thought of a concept of a hero with a bad heart condition. I tried for the name Tachycardia and bam, got the name first time to. Sure it's a medical term so maybe it's not common knowledge given the average emphasis put on education especially in the U.S., but it was nice to get it first shot. I've had a few other characters get a name right off the bat this year as well so I haven't seen naming as too much of an issue.
  19. It wasn't me, but I've been doing that on Everlasting for years so maybe it's spreading like warm peanut butter on toast.
  20. Realistically any set can work well with time. Power boosted far sight on imps is pretty nice. Chrono Shift to boost your recharge works great for plant carrion creepers etc. Personally I think it's best use is for a thugs/time mm built around the idea of permaesque gang war.
  21. SR is pretty simple. You pick all the powers except elude and build for defensive softcap. You get a choice between practices or master brawler. Practiced allows you to double stack your mez protection but requires you to pay attention to it. Master is a toggle variety so no stacking. Elude has a pretty big crash if you go that route, but it's more useful for PvP than anything these days.
  22. Not staff/regen, but I have a savage/regen and I think slow res and recharge are paramount for a regen character. After you get that sorted feel free to stack defense to increase the time between hits so you heal more but we wary about defense debuffs in that situation. Alternatively you can stack resistance to some degree to make you have to regen less. But yeah not the stone/fire and the powersets don't really relate as far as survivability.
  23. I typically haven't bothered with confront since maybe 2005, so my take on it is probably a little outdated. On melee toons I like the -range to help close the gap, but the fact that it's a single target doesn't really do much for me. Provoke on the other hand is an AoE, it works well enough for ranged characters that can benefit from holding agro, but it doesn't have the -range component so you can also get by with corner pulling to group mobs. It's a precursor to going for Unrelenting (but who does that these days? Maybe if the duration was a minute...but this is not the place for that conversation). Personally I'd probably go with Provoke between the two, especially if I had pets because it can pull more agro from my pets, but it also locks you into a pool. Confront would make more sense to me on a Soldier then a Widow but I didn't design the ATs.
  24. Incarnate shifts outside of that from the alpha slot only work in incarnate content or non combat zones like Pocket D/Ouros. You can use combat monitoring to check your level shift as well. As far as I'm aware, nothing regarding leveling Incarnates changed.
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