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SeraphimKensai

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Everything posted by SeraphimKensai

  1. Surprised I've been included in the so-called Justice League. I'm probably more JSA material. All jokes aside... Between the three potential toons I personally would go with Dark/Elec. I'm probably biased as I have a dark/elec controller and an elec/dark blaster, and a dark/elec defender all incarnates that I dig. I have lvl 50 tankers with all the power sets in question kinda mixed and matched. Shield/Dark I think is overkill on flooring the enemy's chance to hit. That said Souldrain/AAO is really nice.. likely even better with tar patch from dark mastery. Elec/dark stacks resistance and adds tohit debuff, souldrain and the ilk. Again a nice option. Dark/elec as the OP pointed out stacking OG and Lightning Clap/Thunderstike is a quick way of stun locking pretty much all non AVs. That in itself is a huge damage mitigation to not only you but the whole team. IOs can be taken to reduce end use think unbreakable guard for end discount and gladiator's armor for end recovery. If it's still an issue musculature radial. If I were to build this I'd probably work in tar patch too, or darkest night for further team mitigation. This one would likely be my choice.
  2. That's your choice, but the ITF in cimerora is one of the best written task forces in the game, and honestly a lot of the content in Cimerora is pretty good, and ties into the lore of how your character eventually becomes an incarnate post 50. If there's some confusion about having to complete a mission you took, you can talk to the contact and choose to abandon the mission. Then go talk with your other contacts.
  3. It was a fun opportunity to dust off the dark/stone challenge tank we built a few months ago.
  4. Hahaha. Although I'm reasonably knowledgeable I'm at the beckon call of my 2 year old, so I'm not the best to lead any team as my attendance can be cut short. That said it sounds more fun at 1 star than otherwise, but I get were limited by our turnout (of incarnate tanks).
  5. 1 star LGTF?
  6. Don't forget to take soul mastery for darkest night if you want more survivability as it has tohit debuff and -damage.
  7. You're more than welcome to try, but bring an unslotter with you and a lvl 50 generic end redux for afterwards.
  8. Wet ice you can only slot with either end redux or recharge redux. People typically universally slot it with 1 generic end redux IO.
  9. I play spines/ice as a tanker. As a tanker you get 51.9% DDR of I recall, so keep that in mind when building for defense. Ice blends typed defense, with max HP, -damage on enemies (which acts like resistance for your whole team), and slows. Spines synergizes with the slows and gives you an assortment of melee/ranged/AOE abilities. I personally use soul mastery for darkest night to stack more -damage on top of chilling embrace, and it's extra tohit debuff to help protect the team. I eschewed whirlwind to go teleport as I like fold space on the build to maximize EA. That said Ice Spines can be pretty end heavy, but luckily EA refills you. Given everything it gives, I find it better to use musculature radial on it for an alpha. I also use an aegis radial for most content, but swap to incandescence for some things that can benefit from pulling the team to the objective quickly. I also use melee core and demonic when necessary. I recommend trying spines and ice as a brute, tanker, scrapper, and stalker to see how you like each as they all vary slightly.
  10. If you solo, you could make an alt account to have an alt to die so you can use fallout/vengeance, and then just tp their body around to where you need it to be.
  11. Sounds like you want maybe Dark, Thermal, or Time paired with Ice. Between them all I would go Dark Miasma. I usually play it up in their face but it would work well from range too. It allows for ample debuffs, heals, some buffing with Shadow Fall. Ice is very punchy and has great damage, it's really good on Corruptor given Ice Storm and Blizzard work really well with Scourge. Otherwise the set is very proc friendly. Since you want to fly/hover above, tar patch is great as it has a -fly component as it debuffs a significant resistance amount for your ice storm/blizzard rains.
  12. Or Ion Radial. Therefore it in theory is accessible to any character, so I don't oppose it. That said I'm not jumping at the bits to farm another badge (unless it's tied to a star boosting accolade or useful click power, but we don't need anymore of those).
  13. The end of what? Your request? I was giving you a legitimate option for an avenue for you to be able to actualize your request. If you don't want to put the work in to make your vision come true, why will anyone else? Anyways best of luck.
  14. I'll leave this here, one can go to Ourodev site download the binaries and run their own server as a VM and make whatever changes this one included that they want. If you want your change to have reasonable traction show evidence of an actual use case and how it can reasonably be implemented into the city of heroes framework. What might not be right for here, might be right for there.
  15. I'm gonna have to say no. You want to penalize players for dying, while giving extra rewards to those who don't as an optional perk for essentially normal gameplay. There's players out there, including myself who can often count on 1 hand the number of times we've died on a toon's journey up to incarnate IO'd out gods, and then we only ever die again is if we're doing something stupid or playing 4 star content or Linea's 801 series on high settings like F and up. So once again I have to say no, because people like me will just use it to milk extra rewards while playing. We shouldn't penalize weaker players either.
  16. I haven't personally played a fire/poison, and had a fire/rad on live. Since then I have quite a few fire control, poison, and radiation emission characters. I find that Rad Emission takes more time to use actively than Poison, so if your team is moving fast, poison would potentially help you keep up. Poison has small aoe splashes for weaken and envenom, but you can alternate targets to stack the primary effect and splash effect on the same target. The biggest drawback to fire poison, is that hot feet has a base 1.04end/sec, and Venomous Gas has a base of 0.65end/sec, so you'll likely need heavy investment into end redux/recovery, or possibly Aegis. The drawback is that hot feet and poison want you in melee, so you'll likely need mez protection, and Clarion looks damn good, alternatively melee core or melee radial depending on your build can be useful. Overall I imagine fire/poison is fun, but end intensive.
  17. I'll also try to make it. I have family flying in from up north and will have to get the toddler to sleep. If the snow gets down here in FL, hell might be frozen over, because that's where we get our geothermal heat from.
  18. Pretty sure it only works on Windows. However I don't know if the OP is on another OS.
  19. I noticed the following earlier running my fire/marine troller well soling Heldenjaeger's 1st mission of Pandora's Box Ep. 5 to farm fake nems. Server: Everlasting. Intermittently while engaging I noticed that both Tide Pool and Bonfire would tell me that I was out of range. This seemed to occur randomly while I was using Power of the Depths which increases my ranged bonus by ~69%. My build otherwise doesn't increase range. In order to facilitate using both powers I made a power exec location bind for each as follows: /bind shift+3, powexec_location target "Tide Pool". Bonfire is the same except uses shift+4. Every so often it would tell me I was out of range, even if I was within normal melee range of the target (as I was often enough running hot feet). I was able to click on the power icon normally and place the patches as I wanted, but the bind had the issue. As I moved around cleared the map sometimes the binds worked as intended and others they didn't. This is a relatively new toon so I don't have a lot of experience, but I've brought it around on other missions while I was teamed and never noticed this behavior. Perhaps on a team I want focusing on other things rather than power execution. Anyways given that the binds would intermittently work or not work and I could place the locational patches with mouse cursor, this leads me to believe that there's a geometry issue on the map. Tomorrow, I'll try to adjust the binds to set if I can have the patches places 1 unit up from the target to see if that resolves the issue. And I'll test on a few other maps as well. Hopefully it's just a geometry bug. Anyone else notice similar behavior with the powers on other maps? Thanks.
  20. That's gotta be pretty tanky. I built a around typed defense myself with a scorpion shield as I targeted poisonous ray to stack better -res/-def.
  21. I primarily play on Everlasting myself, but I have no qualms about transferring toons whenever I need to. I'm down for whatever really and I'm no rush one way or the other, as I'm enjoying my current project, as sacrilegious as it may be here in the Tanker Tuesday thread, of a fire/marine controller.
  22. The difference boils down to: contact missions (story arcs9)are infinitely better in quality than radio missions. Most radio/newspaper missions are hot trash. I only do radio/newspaper missions to get to a heist mish for badges or a temp power if I feel inclined.
  23. It's pretty fun, especially in high stacked shifting tides. Layering that with lots of -resistances, and brine for EBs/AVs things melt pretty fast.
  24. Ah well I'll take your word for it as it's been probably 3-4 years since I played my /dark trollers. I guess I'll have to remember to respec my ill/dark.
  25. On /dark I like to use energy. For power boost, as with high recharge you'll get decent usage out of it and power boosted fade/soul absorption is pretty good. You then have a res shield to pair with tough to make you more resilient for on the off chance that you do get hit.
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