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Everything posted by SeraphimKensai
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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.
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What are some good sets that work very well with /kin?
SeraphimKensai replied to ArchmageMC's topic in Archetypes
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. -
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.
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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.
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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.
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/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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I like to keep rad therapy and ground zero loaded with procs, together it's a very serious nuke. Both SS and EM are pretty good and you could build theoretical toons well with either combination. Advice, build a mids build for each, load them on test and give them a whirl see what you like better than build it on production servers.
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Linea is spot on here.
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Honestly it sounds like you're pretty close defensively. Perhaps adjust a set giving you melee to ranged or aoe to balance them out a bit more. The 68% res can be probably increased a bit, although it's a balancing act as you also could lean into the HP side of it as well. I always like to have reasonably high recharge though on my SD toons for Shield Charge. One thing to take into consideration as well is, If memory serves correct, because shield charge is a pseudo pet it doesn't scale with fury. That said it still hits like a truck and is very useful on Brutes.
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That's because the power Repel is a toggled aoe knock back, it's not actually the repel effect, that's why it trips the mobs up. It's kinda weird based on the names of the power and effects, you'd think Repel would do repel.
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Oh thank you. I'm kinda a "expert" (and I use the term loosely as I've hit 50 almost 500 times over the years but I'm my biggest critic) on all powersets and builds, so I don't require the guide, although I did see it when it was first written and it does contain a lot of good information for people that are looking at branching out into poison. I've had a few incarnate poison toons over the years, the concept behind this one just kinda jumped out at me while addressing my fire ant issue outside, and what prompted the post.
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Not every hero needs to be ripped...
SeraphimKensai replied to Marbing's topic in Suggestions & Feedback
All for more flexibility in costume creator choices however increased body scaling, especially with new nodes would likely require a substantial resign to implement. -
Kb to Kd does not effect repel. That's a different effect all together.
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Yes I said Corruptor. This is my new toon concept I came up the other day while drinking beers and historically I've had a private war with ants in my backyard so I drunkenly used an aerosol can of raid and ignited it with a lighter for a mini blow torch to get those ants after I disturbed their mound with my shovel. Yes, I did say I was drunk. So the theme is a tech based exterminator that uses fire and poison to dispatch it's targets. I know fully well that poison debuff values are better as a defender, but I wanted the crunchy goodness of corruptor damage and scourge, so corruptor it is. Thinking of building it with melee/ranged defensive softcaps in mind with recharge to try to keep Drain Soul up as much as I can and using Clarion/Defense Amps for mez protection to keep venomous gas and Oppressive Gloom up in melee while using envenom/weaken for target and splash stacking to maximize the debuffs. This is the exciting part of a toon taking the concept to an actualized toon. It will be exciting to see what this one will be able to handle when done.
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Force field can still be useful even for defensive softcapped allies in that the large majority of them have little to no defense debuff resistance, so overlayering extra defense adds a further buffer in the event of facing enemies that are able to debuff defenses. It also provides teams with extra mez protection which is extremely useful for non melee toons, has a cage for the situation that you pull one too many AV's, and has some interesting knock back or knock downs if you convert them to extra damage mitigation for yourself and team. That said it's strengths are more subtle than in your face buffs like speed boost, fulcrum shift or debuffs like sleet and heat loss. Yes FF could probably use a review and update, but it's not useless by any means. If you find playing it fun then cool beans. Pairing it with fire blast, I'd use force bubble to corral my targets into a corner and then rain on their parade as I pelt them with fireballs. You have a bit of a hindrance with the synergy of inferno being a PBAoE and force fields design to push mobs away from you though, so be aware of that.
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Thank you devs/mods/powers that be...
SeraphimKensai replied to houtex's topic in General Discussion
It binds local to have your character say "get my wife's name out of your mother fu****g mouth" as it swings, but only if your target is named Chris or it's made out of Rock.- 5 replies
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TA points: yes TA/DP defenders work extremely well. There's no redraw options. Archery/TA corruptors work decently well too, I'm not the biggest fan of archery as a blast set. Plant/TA controllers.... ... I'm kinda speechless here, and maybe it's just my build or me steering it, by my plant/ta controller often out performs regular pug team blasters. I've received a multitude of tells asking if I'd let some of the other team members get some kills too. ---- Defender ranking IMO: Debuff is King Things that let you buff yourself Other sets with powers that require a teammate are better served on AT's with pets that you can use that power on (for that reason rezzes that require a dead teammate are immediate skip powers they can use an awaken or learn to not die).
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Yes I have one. I didn't make a mids build for it available for public release. That said, its extremely easy to hit incarnate softcapped defenses, get 95% DDR, and from there you build Res or HP, each method has its merits. Rad Melee gives you decent aoe, a so so heal, although you won't really need it really. SR as a tank plays kinda crazy as you get hit 1/20 times and everytime you get hit essentially it raises your resistances, so the lower your health the more you shrug off of the hits that do get through. Its a bit of a balancing act, but can be pretty strong.
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First off Storm is good on literally any AT. personally I find it really shines on corruptors, but MM's can definetely make good use of storm. Especially high recharge intensive mm builds like Thugs' Gangwar and Demon's Hell on Earth as you can get 3 lightning storms up, tornadoes, pop ganngwar, burnout, and then rinse and repeat. Chaos ensues in a great way. On corruptors though, I would build either ice, fire, or water for Melee/Ranged Defense, perma drain soul from dark mastery, and dropping rains.
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I'd rank them based on the following criteria: What amount of team mitigation is baked into the powerset, whether tohitdebuffs, knockdowns, stuns, end drain, slows, etc. All tankers should be able to get in the mix and control the fight, tankers that can mitigate more incoming damage to their teammates get a gold star. Did the powerset benefit from the AoE/cone changes for tankers, does that change help set them apart from the powerset on any other AT. Aside of team mitigation, what does the secondary effect of the powers do, does it soften up hard targets, quickly kill trash mobs, or make things easier to hit, or have some unique power interaction? What's the damage type? How does that compare to enemy resistance levels? What's the breakdown of single target, cone, or aoe attacks? What's available by certain benchmarks: lvl 15, 20, 30? Does the set design allow for a decent assortment of procs? What is the PPM for those powers? Are there any combo situations I need to be aware of, or what's my ideal rotation with this set for an av, boss, swarm of minions. What's the end cost benefit analysis of the powers? Lastly, does the powerset feel fun? Are the attacks satisfying? Do the animations take a hundred years to go off?
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What are your tips for managing a large character roster?
SeraphimKensai replied to oedipus_tex's topic in General Discussion
I have a personal SG with the vast majority of my toons in it. Otherwise I use an excel spreadsheet for keeping track of a few variables for my characters. But I may be crazy and possibly have ran regression analysis on several different variables for my characters. -
I need to figure out how to do this as it would be fun to solo Imperious.
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Why is there almost no talk about Sonic secondary
SeraphimKensai replied to desarix's topic in Mastermind
The biggest issues with sonic as a mastermind is that healing pets can be problematic, but you will have some really tanky pets as they'll reasonably have some damn good resistances. Regarding your build I feel you over slotted your powers where you are just using generic IO's. Remember those can be +5'd. Sonic can see a lot of use on team builds, however they get overshadowed in incarnates as a lot of people will be using Barrier. Otherwise liquidfy takes forever and a dog's age to recharge so it doesn't get as much use as it should imo.