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SeraphimKensai

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Everything posted by SeraphimKensai

  1. I personally don't really like sharing builds myself, as I'd much rather have someone looking for build advice at least try to make something in mids first and then I'm much more willing to work with them especially over DM's about how to maximize build performance based on the goals the person looking for information has. I've released several builds for public release so to speak but for me it goes back to the notion that if you give a man a fish they eat for a day, if you teach them to fish they eat for a lifetime. Personally I'm the same way with people farming, where I'd much rather help someone level up a farming toon on an alt account then another of their alts on their main account. So I can understand why some others are hesitant to share builds.
  2. I have an SD/SS, SD/SM, SD/Elec, SD/DM, and SD/BS. I've also played all the other secondaries as well and have come to a conclusion you can't find a bad pairing with SD. So go forth and multiply.
  3. I have a Dark Armor Super Strength Tanker that the theme is an Endless Nightmare that is a psychic manifestation in the real world and goes on an unstoppable rampage while the psychic is sleep walking. When he wakes he costume changes into a modest 150lbs 5'6" college dropout that has never known amgood night's sleep as he has endless nightmares each time he falls asleep. You can roll up anything to be psychic in this game.
  4. That's why I had reworked alkaloid as I did in the OP, giving it some regen/recovery as a PBAoE to help offset the end cost as the powerset can be pretty end heavy and your right that venomous gas basically locks you into either Clarion or paying 2.5 mil every hour via p2w.
  5. Personally I'd recommend building it as a blapper as bone smasher and total focus are too damn good to pass up imo. But my perspective of the combo is years of experience using one for pvp back in the day so I'm all nostalgic about the ole days.
  6. I do think the beggars have no real place to stand on as most computers can typically handle at least two instances (maybe not at max graphics), and accounts are free. I have farmers and other toons on all three of my accounts, so I'll often have two of them afk farming a meteor map while I play the third running various content. All I do for farming is occasionally alt tab and make a couple clicks every 10 minutes or so while I run task forces or story arcs etc on the third account. That way if I'm running a positron tf there's been times I'll have a couple new purple IOs waiting for me on the other accounts.
  7. I honestly was thinking non-stackable from any defender so we don't get a team capped of Debuff resistance protections constantly running an 8 defender tf. I figured each application would just reset the duration so it doesn't completely trivialize debuffs on a team.
  8. I think a couple of people hit the nail on the head with a really good idea of having a +special based on target HP (whether the target is an enemy or ally) where instead of having a chance to increase damage like Corruptors do, the +special could proc buff would apply to the defender themselves so that it increases the magnitude of buffs or debuffs being applied. The effects of the +special would boost heal, regen, recovery, defense, and resistance of allies, and debuff the regen, recovery, defense, and resistance of enemies. The defender buff to themselves would not add any effect not readily available in a power as it just applies a magnitude value adjustment. Alternatively as a suggestion, I could get behind giving the defender a low chance to create a targeted AoE effect (say 25 ft radius) on an enemy that only targets allies and gives a buff to defense debuff resistance, end drain resistance, slow resistance and regen debuff resistance of 25% non-stackable, for 30 seconds.
  9. Personally I've always thought the reverse level shift was a weird design implementation. I'd be in favor of it's removal so pets stayed the same level as the player.
  10. Ice armor used to be literally better at holding agro stat wise. A while back they equalized them. Power interaction wise though having mobs taunted but also slowed down around you it makes keeping agro fixated on you easier. Add in something like ice patch and now they are flopping on their ass too. Yeah I can get behind the logic of ice/ice. That said stone armor/ss would probably work well also with the slow in mudpots and knocking mobs on their ass with handclaps. You'll also want an epic/patron with an air imob to keep mobs from walking off as well.
  11. I have a demons/EA and robots/EA at this point and both are really strong. I've been meaning to getting around to another mm at some point so I might give Necro a whirl (as I have 4 IO'd robots, 1 IO'd Demon, and 1 IO'd Thugs. Probably won't pair my next one with electric affinity, but I swear that set was designed for MM's in supremacy mode.
  12. I assume you're fine with allowing the powers to come out of hands as well. I was going back and forth on Alkaloid whether to make it a targeted AoE or PBAoE, and at first thought targeted, but figured moving it to PBAoE when I came up with the overdose aspect, as I didn't want other players to get overdosed without any recourse for the player as well.
  13. As it currently stands, poison is one of the least used support sets in the game and every night should have it's dawn. Here's the most requested suggestions for the Poison Powerset I have been able to pool from these forums and other sources. I have quite a bit of experience with the powerset having built several poison toons to max level and tweaked out as much performance from them as I could. Poison is one of the few Powersets that you can literally get by taking only three powers if a defender or four powers for other AT's, and the issue is that some of the powers are pretty lackluster. Weaken and Envenom have very small AoE ranges. The radius on these is eight feet. They are most often compared with powers like Radiation Infection, Enervating Field, Darkest Night, and Disruption Field. All of those powers aside of Darkest Night have a 15-foot radius, whereas Darkest Night has a 25-foot radius. Darkest Night is a bit of an outlier in it's radius although it is likely higher to compensate for the power not doing -res. Many have proposed a 15-foot radius, but I understand the debuffs in play here and suggest a compromise to 12 feet would be sufficient to address many peoples AoE issues on these two powers. Alkaloid is an underused power and rightfully so. Thematically poison is about poisoning, and not healing. That said poison in the right doses is medicine. As is Alkaloid is a ranged single target heal and adds some resistance to toxic for theme. My proposal would be to change Alkaloid to a fast recharging PBAoE regen/recovery buff with a duration of 30 seconds that can stack with itself up to three times extending the magnitude of the effects and duration, and if cast while at max stacks, it causes an overdose and causes a lingering regen/recovery debuff that is slightly more potent than Alkaloid at three stacks. This would help a poison player better regulate the end cost of venomous gas down the road, but also cause some interesting shenanigans. Perhaps the player population would rather a potential overdose be limited to the poison player alone, as that would limit the potential for griefing. Neurotoxic Breath, it's a very narrow 30° cone. It acts exactly like Shiver from Ice Control (although Shiver has a 135° cone). Proposal, add in a -regen &- def debuff with a 10 second duration, increase come to 80°, the same arc of Gale. Remove the slow effect. Poison Trap. The -end/recovery of Poison Trap in this set is a joke at 1 second duration. Many people have argued about using the power with the same name from the Traps powerset and rightfully so, with it's -1000% Regen debuff making it superior in every fashion. Proposal, use Traps Powerset version and sunset this one. As a compromise I'd even be alright with a Poison Trap only doing 500% Regen debuff. People get really turned off by the idea of spitting out their powers, so having options to have effect spray of their hands would likely convert quite a few people to playing the set on its own.
  14. Its called a Troll Rave.
  15. You can take a primary set that has a heal baked in if you really want to, however properly built a shield defense toon does not typically require much healing.
  16. Truth! My average build on live used to be around 8.5-10 billion influence. Mind you I had over a thousand Hami-Os to list when the AH was first introduced back then so it was easy for me to slot out my toons. My average build here is around 400 mil adjusted for inflation over the last few years of Homecoming. So that gives an idea of how the economy here varied to the live economy (note here salvage is seeded, I personally wouldn't mind recipes being seeded as well but that's an aside).
  17. @Without_Pausemakes a great point, what is cheap for one person may not necessarily be cheap for another. And yes with the market it is entirely possible to take a level 1 character to the influence cap with no assistance from any other character (the p2w inspiration power can make inspirations that you can sell on the AH, and then it's a matter of reinvestments and maintaining positive grow on your ROI).
  18. I can help you with the application process to join up. But we have to do a background check so I need full API's with access to everything. Since we are located very far away we can transport your assets over to it for you....just contract your assets over to our freighter pilot and he'll deliver it to you tomorrow. Set your home to our station and suicide yourself so you'll respawn in the safety of our station. Once we see you there we will get you appropriately tagged and give you a ship over our SRP until your assets arrive tomorrow. Some good days back in EVE...
  19. EM/Bio is very fun as a scrapper. Or EM/SD.
  20. Katana's Divine Avalanche gives a reasonable case to easily soft cap melee, which leads me to think pairing with a resistance based powerset (which means either Brute or Tanker, because 90% is a world higher than 75% res caps) would present a great entry into layering defenses. You could go Invuln, elec, fire, dark, rad, etc for this purpose based on other factors you may consider regarding power interactions or theme. I actually have a DA/Katana Tanker that built for melee on top of having very high resistances.
  21. A kin/sonic defender has an extremely cool use in that it maximizes out going damage, especially on a team as bringing a team to the damage cap with fulcrum, and then debuffing the target's resistances on top of that so the team hits for even more is pretty fun but only really noticable on the upper difficulty levels as base difficulty things are dead really fast.
  22. I would encourage you to try and start building in mids yourself as we all start somewhere and the more experience we get with making builds the better we get. That said I personally am very reserved in whether I publicly release a build as doing so doesn't promote the opportunity for development to the person requesting a build. However, if you make a build I'll be willing to give you feedback based on it with potential areas for improvement.
  23. You can build a lot of things to be tankers that aren't tankers. I have a DM/Elec Defender with Provoke that has no problem tanking most AV's in the game. Things have difficulty hitting it due to it's defenses and tohitdebuffs and then has decent resistances, able to self heal which also debuffs an enemies Regen, and end drains targets quite easily which keeping them floored significantly reduces incoming damage. Otherwise I have a poison/rad defender with Provoke that tanks AV's pretty well as once again it's layered mitigation involving my own defense/resistance, significant tohitdebuffs, and flooring the targets damage potential and their ability to heal.
  24. If you were building a Bio Armor Tank, I personally would go with Rad Melee. The two work great together by stacking double auras, you'll get a ton of damage rolling for you because you'll be reasonably debuffing the resistance and defense of your enemies as you fight them. With IO's you can make a pretty solid tank using layered defenses, building for some recharge for your clicks, but there's not much that can stop a well built bio armor tank. The rad melee side of it you get a bit of an extra self heal, defense debuffing (and resistance as you can slot Achilles in literally any power you want (they won't stack though so don't put it in all of them), Irradiated Ground is great for procs, and you get some decent single target but some great aoe as well. Each hit makes your enemies easier to hit as well.
  25. /devices blasters are a prime candidate for using the teleport pool instead of the flight pool as several powers require you to be on the ground and using fold space to bring a group of mobs onto a pile of caltrops and bombs is super rewarding. Also since Bullet Rain and Hail of Bullets are aoes, firing them after you fold space a group onto your traps basically eliminates anything that was unlucky enough to survive.
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