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Everything posted by SeraphimKensai
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Best Primary and 2ndary set for 4 Start ITF
SeraphimKensai replied to GamingwithWilson's topic in Tanker
Without support nothing is going to solo and take all that incoming damage/debuffs. That said using the geometry to kite to minimize incoming dps can definitely help. I did that to keep Rommy on me while the team dealt with the 4 nictus towers. -
Is this game too solved to be fun? :(
SeraphimKensai replied to pawstruck's topic in General Discussion
Speed runs are by nature comprised of people that are min-maxers trying to get additional reward merits on as short of a time as possible since the higher difficulty settings don't give more reward merit drops. Most people on a built out toon in a speed run can solo the whole thing if they had too, but working together can accelerate the clear time. A setting for everyone to feel useful would be the hard mode settings. -
As @Uun said there's 2 unique resistance IO's that each give +3% defense a piece. Otherwise, there's typically IO choices you can pick in mids that give some type of defense. You can keep Advanced Totals screen open to watch your defense rating. Also a power like power build up will lie to you as it boosts defense for 10 seconds, but mids will show the value with it under the effect of the boost if you have the power toggled on in mids. If you have a power that boosts special, make sure to take that into consideration. You don't always need super high defense, but it helps with survivability considering there's no self heal. That said if you solo or play on teams will affect your choices.
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Sure I'll bite. Looking at your advanced totals and set bonuses I don't really get what you're necessarily trying to accomplish here as I don't really see a focus on the IO slotting to really key in on any particular area. Some of your slotting choices are wasted ie. 3 slotted hasten, when you can use 2 and +5 them. Additionally you have some powers slotted with IO's and some slotted with SO's. Also Health is unslotted, most people will put at least 1 if not more healing procs into that power to increase efficiency in the toon. My only logical assertation is that this is perhaps a live build that you had slotted with SO's and you've been replacing to IO's as you go so to speak. On my fire/poison corruptor I built with a focus on a few things: Positional Defense ( I have melee at 45.05% and ranged at 40.99%) - given the nature of how envenom/weaken/venomous gas work, and that inferno is a pbaoe, I live in melee on this toon. I even took Oppressive Gloom to help mitigate incoming damage from minions as I wanted Soul Drain to increase my DPS. Mez protection, because I live in melee and am using offensive toggles as a big part of my toon, mez protection was important so I went with Clarion, as if you get mezzed in melee and unable to operate things can go south very fast. The toon is still end heavy as well in playing it, so depending on my team and if there is someone I can trust to keep a Clear Mind, Enforced Morale, etc. on me then I will swap Clarion to Ageless Radial for the refill and then DDR for myself and team.
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/poison Corruptors are fine. I have a fire/poison that is probably in my top 20 toons of my 140 or so toons. Yes they don't get a self heal which is a bit alarming but once you get your debuffs laid on, you'll reduce incoming damage substantiality and a respite is usually good enough. I use clarion as having mez protection is important, especially using venomous gas, we want to stack that with our main target debuff, and the targets affected by splash debuffs from weaken and envenom.
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Symphony / Dark - Anyone got a good endgame build?
SeraphimKensai replied to Mr. Apocalypse's topic in Dominator
I've always been a fan of the mentality to teach a man to fish rather than to give a man a fish. I'd suggest taking a stab at a build yourself, noting your goals for it, posting the build so that the community can take a look over it and give you feedback. Incidentally I just made a symphony/dark/ice build last night spur of the moment while trying to get my baby to fall asleep. My focus was permadom, S&L Def non incarnate softcap, capped HP, with a couple proc ladden rain powers. Your goals may be different. -
Martial Combat - Throw Sand - Quirk After Page 4
SeraphimKensai replied to High_Beam's topic in Blaster
You're not hurting anything by leaving it in there. You're grandfathered in, but should you remove it, you won't be able to put it back in. -
Honestly if it can effectively cage an AV or a Monster, it could be a very effective tool on say the end of the 3rd mission of a hard mode itf. That said I've only ever used a cage power for PvP to neuter a team's heals, so I wouldn't be the guy to let you know how it works in PvE other than upsetting people on speed runs.
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For good AoE and regenesque like secondary, I would look to either a a spines/bio or rad/bio Brute.
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I form a lot of TFs and issue my own passwords to people switching, but I give them typically no more reservation than 180 seconds. If you can't switch a character and grab a drink in that time, then you can form a tf when you have your own time to do so. Otherwise when joining a team, I'll typically send a tell and ask the leader what kind of toon they want since I have around 150 or so toons I play, and then swap to something they requested. Then lfg port, and send them a tell letting them know I'm back.
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I've seen a couple people discuss the endurance reduction like it's some niche boon for the AT. It equates to a 5% endurance discount when it procs. That might be useful if the only two IOs in your build were the ATO procs, but on a fully IO'd toon that has access to incarnates as well, I just don't see how a 5% end discount is really that beneficial as I can build out a toon to run 12 toggles and still have a reasonable attack chain without having to really micromanage my endurance bar. Do people really need the 5% to make a melee character work? I don't think so personally but maybe that is just me.
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I had proposed the similar fury generation boost with one of the Brute ATO's on the 1st page of the thread, albeit with a higher fury cap as well.
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I would adjust the procs to interact with each other a bit while focusing on the Fury aspect of a brute which would allow it to increase it's damage and resilience. Brute's Fury: increase the max Fury cap to 200% of it's normal level, and increase fury rate gain by 33%. Unrelenting Fury: Each point of fury above it's normal 100% increase the Brute's Resistance and Defense to all by 0.5%. Anyone that's played a Brute knows it's difficult to keep your fury up, so just theory crafting this I feel it could be a nice boost to Brutes as increasing the fury cap will allow them to continue to scale up their damage, and the other proc will allow them to shore up resilience issues. Brute's are difficult to get past 90% fury, so that's why the 33% fury generation rate increase would be useful to push their fury higher to make use of these unique Brute procs. This is balanced by the fact that it takes time to build up the fury bar, and to maintain the benefits you have to have endurance to attack, mobs to hot, and ideally not get your recharge slowed to a crawl.
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War I have a BS/SD stalker that does well. The Parry conundrum discussed above helps hit incarnate soft cap defenses (not hard mode defense mind you). That said I would only make a resistance based armor set on a scrapper/stalker if I was already going to reasonably soft cap defenses with my build or I was drunk and play it off like I was building for theme (a la my Jewish dredel TW/Elec scrapper that runs whirlwind). 75% hard capped resistance vs 90% hard capped resistance is normally too much of a difference for me. That said Invulnerability works amazing on a stalker. My BS/SD likes AAO saturated Head Splitters and that works reasonably well.
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27 min 4 Star ITF? I'd have to see a video or be on the team to believe it. Otherwise on premade speed run regular ITFs I've had times from 9.5 to 10 minutes, otherwise random pug speed runs around 12.
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Phantom Army doesn't benefit from any outside buffs or debuffs. This is not necessarily a solo set I would play, but I could see this pairing being pretty useful on say a hard mode ITF.
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I'm picking: A Main Tank An Off tank/Melee Someone with Nature Affinity Someone with Electric Affinity Someone with Dark Affinity Someone with Trick Arrow Someone with Traps Someone with Illusion Control Someone with Domination Thinking Nature and EA are great for absorbs, heals, end and buffing. Dark Affinity is able to give others DDR. There's decent sources for debuffs. Yes there's nine roles listed in thinking the Illusion controller would either be the Dark Affinity or Traps. Thinking the Nature/Elec Affinity probably Defenders otherwise a lot of Corruptors. For the Domi thinking Dark Control for stacking domination single target confuses and other CC.
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I tend to agree with your overall sentiment, in that having the game back after a 7 year absence was huge in itself. I always gravitate towards being a power gamer, I don't think it's intentional, but it's just my personality. When the game was live I did end up as a side hustle selling power leveled accounts on eBay and some people just hired me directly, so I have been paid for the game, although I'm reformed, as I've long since retired from selling power leveling as I only did it prior to 2007. Now that the game is back from the dead, each day is really like an encore at a concert for a band we really liked and they are on a reunion tour, and we're in the front row and are hammered drunk. That said I do like new content getting added but I don't presume to expect it as the HC devs like all of us have a lot of other demands on our time.
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How can I keep my alts active while I'm out for surgery?
SeraphimKensai replied to Blazon's topic in Help & Support
They currently won't be deleted for inactivity. The name release policy is in warning mode only currently so it won't actually release your characters name. That said if they make the name release policy go live that would be a different story. A solution and not one perfect if you have a good friend that you trust you can leave your username and password with them to login and log out. But that's risky, and comes down to trust between individuals. -
glue arrow is a must have especially if your primary is a nuke like blizzard. Additionally OSA is always a must have, which pairs well with glue arrow as you want everyone stuck under the full magnitude of all the dots. Honestly even Flash Arrow has its uses especially if you want to be more tactical with how you draw mobs in. Personally though as I think about it an Ice/TA blaster with Fold Space to bring mobs into a burning oil slick+blizzard sounds pretty epic.
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Personally I'm more of a fan of rain based DoT's on corruptors ala ice storm, blizzard, whirlpool. But storm is so good with high recharge either way you'll probably be just fine playing on defender as well.
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Sins of the Devs are visited upon the players
SeraphimKensai replied to The_Warpact's topic in General Discussion
It's reasonably easy to make your own server following the ourodev guides, mind you they are resource intensive. I made one as a backup so to speak in the event that all these pirate servers disappear and I get the itch to wear spandex when I'm 60. -
Sins of the Devs are visited upon the players
SeraphimKensai replied to The_Warpact's topic in General Discussion
Thanks. -
Sins of the Devs are visited upon the players
SeraphimKensai replied to The_Warpact's topic in General Discussion
I get where @Krimsonis coming from between my 3 accounts I have I don't know maybe 130ish lvl 50s that are IO'd to the gills. I play my level 50s and get larger rewards than say playing a lvl 1. Since Homecoming launched I've amassed a reasonable fortune so slotting a new toon with IOs as it levels is pretty much standard practice for me at this point. Regarding @The_Warpact's concern, I see it being a valid point as the player population has stagnated. There has been some (albeit limited) creation of early/mid level arcs in IP, but it seems as if the HC devs are trying to add some more content options at the higher levels as it seems a large portion of the player base rushes through the lower level stuff (myself included, as since we are all 18 years older since the release of the game, a lot of us dont have time to really spend two months of play time riding a debt capped lvl 10 blaster through Hydra Hunting In Perez Park. As I get older my time has become a much more precious commodity to me. That said the game ran it's course, was cut short, and resurrected. The fact that this many of us are still around 3.5 years later tells a lot about the game. It's natural though that some people get burnt out (the first time I took a self chosen long break from CoH was to getninto Oblivion, prior to that I took a break due to going to war where we didn't have the best Internet options), I'm kinda in a quasi break right now as I play Assassin's Creed Odyssey and wait the next week or so on the birth of my daughter. Incidentally though I like the Hard Mode content, I don't have a problem with it being hard and requiring IO's and Incarnate powers, that said it'd be cool to have someone cleaning up old task forces and story arcs by restructuring them a bit so they aren't tedious (repetitive missions, and excuse to use travel powers all over dodge) but present a decent challenge for their respective levels while telling an engaging story.