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SeraphimKensai

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Everything posted by SeraphimKensai

  1. You can go to an IO crafting table and buy generic recipes right from it no limit other than maximum recipes you can carry at a moment and your influence. Then you just need salvage and influence to craft.
  2. You still wipe? Need to get that water blaster spraying up the hinny like it's a bidet.
  3. I leveled up a beam/traps corruptor to 50 and realized how slow it is to actually use all the traps in combat in today's game. It's still a fun solo too n and can solo av/monsters but I don't really team with it as I don't like slowing the party down. Perhaps it may get dusted off for a relentless Dr. Aeon TF to see if it's more useful there.
  4. Personally I don't care one way or the other, but if they do make the null the gull option to convert kb to kd, let's turn the procs to cause knock up instead of knock down. Then we can make clown costumes and juggle for people.
  5. What's the point of posting a build without any discourse about it? Also what's this build attempt to achieve? Some of the slotting choices seem strange.
  6. I have one as well and they work extremely well. I build for Melee and Ranged, and anyone that builds for range inadvertently builds for energy and negative energy as well. I thought about epics for awhile and it's possible to get your melee and ranged and still go for a resistance based armor. Dark mastery is usually the best for corruptors but since you'll be at damage cap anyways you have some reasonable flexibility. Incarnates on an Elec/Kin I like Musculature Radial, Degenerative, Clarion Core, Assault Radial/Melee Core. The Hybrid I swap around depending on the content I'm running. Assault is useful in most content, but if running hardcore content like Linea's missions or Challenge Mode content than using the Melee Core comes in handy.
  7. Oh my posts weren't in reference to the naming policy and getting generichero'd they were more along the lines of feeling bad for having all these awesome characters that I hardly have the time to play. So essentially in my head I have characters that I flag as inactive like my plant/earth Domi Captain Terraform for instance. He's been logged in once in a year and a half for a Dune related Costume Contest. I really should play it more.
  8. Ask and ye shall receive...type in the chat box in-game /showtime 1 To deactivate /showtime 0 Each game day is 30 real minutes.
  9. Yes I'm well aware of policy implementation. But more importantly worried about the fact that some of us have over 100 lvl 50's and we don't have time or motivation to play them all.
  10. Hell I don't even have a main.
  11. This would just create a disparity between the haves and the have nots. I build my toons to be absolutely gods. Now if I exempt down to a posi 1, I keep all my powers and any set bonuses to that level? I'm going to say no to this. That said I'm all for giving each low level tf and sf a challenge mode setting where it ramps up the mobs to be a challenge for lvl 50s and then let characters that are lvl 50 do those with all their powers.
  12. The real question is how do people with many incarnates balance playing them all? I know I have several that I can't remember the last time I played.
  13. Alright, I'm off work, and as I said I took a stab at an axe/sd scrapper. A few notes, I didn't go with body mastery like everyone else, I went with Soul, mainly because I like Moonbeam, and Shadow Meld a lot. The build does not have functional invis. I went SJ for travel, and couldn't fit SS in, but it has a stealth IO in sprint, and with the defenses this brings to the table, its not going to die running through a mission trying to "TANK Stealth" it. You could always swap SJ for SS with same slotting and have a real invis, but I like the vertical mobility for traversing zones. Defense wise, the build ends up at: Solo Phalanx1 Phalanx2 Phalanx3 Shadow Meld(Solo, 50% Up Time) Melee 48.96% 52.56% 56.17% 59.77% 72.44% Ranged 45.18% 48.79% 52.39% 55.99% 68.66% AoE 46.43% 50.04% 53.64% 57.24% 69.91% Yes I went heavy on defense, but then again the build is for an 8 year old, so if they end up fighting incarnate lvl 54's the shield will stay pretty solid. What about debuffs? Single Stacked Active Defenses as slotted leaves the build w/ 52.94% DDR, this build lets you have double stacked AD for all but 4.94 seconds, so when doublestacked its 70.24%. This build is damn near immune to recharge debuffs as it has capped recharge debuff resistance at 95%, so don't worry about AD or Shield Charge cooldowns getting slowed down. It also features 65% run speed debuff resistance, so fighting manticore and stacks of caltrops isn't the end of the world. Resistance isn't the greatest at S/L: 45.47%, F/C: 43.25%, E/N: 30.5%, T: 20.75%, and P: 9.5% HP ends up at: 2197.38 with stat boosting accolades. +439.28hp of absorb. Regen at 235% (21.52 hp/sec) To help hit incarnate mobs, this build has +30% accuracy and +6% tohitbuff. 255% haste with hasten, which has an 8 second downtime. Pair with Aegis Core, and hasten is perma, and end at 325% haste before FF procs. Shield is naturally end heavy, so the build ends at 3.33 end/sec rec, 2.13 end/sec use. +Performance Shifts and Panacea Procs, and throw in Musculature Radial to bring it to 3.48/s or the aforementioned Aegis Core to take recovery through the roof. For incarnate choices I haven't mentioned: I chose Degen Core, and Assault Radial, Note you could take Melee Core if you really wanted to run Linea's missions in AE or a Relentless Dr. Aeon. I didn't bother with Lore or Judgment, you can take your favorite. Okay enough conjecture and grandoise delusions, time for the build....
  14. Alright I get your logic. I just am used to stacking stealth proc sprint with superspeed for Invis, or base buff for when I actually need the Invis. That said an 8 year old might not be akin to crafting base buffs. I don't know what the other two characters are though that the kid is running with, so perhaps someone has grant Invis as a mule for an LotG? Perhaps not.
  15. @Nemuwhy stealth over manuevers? @MrWallaceI think I'll take a swing at a build later tonight after work as I'm not the biggest fan of body mastery but I'll see how it goes and post up here so you can see it taken from a different approach.
  16. Axe and Shield on a scrapper actually sounds like a great combo. Saturated AAO plus critical damage to boost axe. You get some decent mitigation in knockdowns/knock up. You can build for softcapped positional defense, get decent DDR and scrapper HP and some resistance largely as a by product of IO slotting but it adds up. I am at work so no mids, but I have taken each set to 50 multiple times just never together but that combo does sound fun. I probably am a bit biased to battle axe though as my first 50 ever was an Invuln/Battle Axe Tanker named Assisted Suicide on Guardian way back when they raised the level cap to 50 in the days of Perma Unstoppable.
  17. There isn't one.
  18. Both secondaries are imo the best corruptor secondaries in the game with kin possibly rounding out third place. I personally view Howling Twilight as a huge -Regen debuff that has a byproduct of resurrecting other players. I think Dark Miasma works better at lower levels, as Cold doesn't really come into its own until the later levels when you have benumb, sleet, and heat loss. The early level ice shields for me are typically mules, I ideally like powers that buff others exclusively only if my build has pets, that way those powers still work if I'm solo..so if my build can't fit something those are the first to go. Either way you go I'd recommend Dark Mastery for going for Perma Soul Drain. I like building my Corruptors for melee/ranged/energy/neg energy defenses and padding S&L they seem tanky and I've brought them on Linea's 801 runs up to .7 as a team. I haven't tried to solo them, but on regular content they are usually leading the pack.
  19. With grant cover, and stacking AD you can get around 88% DDR as a Tank. DDR is super important to preventing cascading defense failure.
  20. That's part of the reason I worded my idea as I did, so that is does more than just counters the end cost of abilities. It increases Regen, and also adds toxic damage to attacks, which would pair well with the Spider Bite Global Proc, and Degenerative.
  21. Lvl 29 is correct.
  22. Yeah I wouldn't want it to break confuse, sleep, or smoke bomb -perception related powers either. But yes the primary abilities end cost between Widows and even SoA are pretty crazy. I leveled up the widow the old fashioned way and I found it was gasping for breath quite a bit where it had to actively choose to slow my attack chain otherwise it would cause me to toggle drop leadership toggles for the team, so I'm just shooting darts like an idiot waiting on End to catch up. My DoT Venomous Fang above would potentially allow the recov to go from 1.75% end/sec to 2.67% end/sec before factoring in set bonuses and outside buffs fully saturated with 5 stacks of buffs with enemies about to die, that said it would require substantial testing to figure out average recovery improvements, but it's designed to give more recovery the weaker your enemies are which assumes you used end to get them there and could use the extra recovery. The DoT makes it so the play style requires being actively fighting to really benefit from it, so that someone isn't benefiting if they are passively running every toggle they can in stealth and just following the DPS. Also I just did the math for a fully saturated Regen under this and it would change the Regen from .5% to .66672% HP/sec. (I used Boppers numbers above for reference).
  23. VEATS could probably use a balance pass looking into the end cost of their abilities, as even with Conditioning, they can be pretty end heavy especially pre-IO's. To throw my own take on it, replace Conditioning with a new Inherent called Venomous Fang. Venom is injected into each target causing a scaling toxic damage DoT, and scaling self BoT (buff over time) to Regen/Recovery. The scales are as follows: Target HP 100% - minor toxic DoT lasts 2 seconds, 0% BoT. Target HP 90% - minor toxic DoT lasts 3 seconds, 2% BoT Regen/recovery lasts 3 seconds. Target HP 75% - minor toxic DoT lasts 5 seconds, 5% BoT Regen/recovery lasts 5 seconds. Target HP 50% - minor toxic DoT lasts 7 seconds, 7.5% BoT Regen/recovery lasts 7 seconds. Target HP 25% - moderate toxic DoT lasts 7 seconds, 10% BoT Regen/recovery lasts 10 seconds. Target HP 10% - moderate toxic DoT lasts 10 seconds, 12% BoT Regen/recovery lasts 10 seconds. Limits, 1 VEAT cants stack multiple DoTs on the same target, but multiple VEATS can stack DoTs on 1 target. Also each VEAT is limited to a maximum of 5 BoT Regen/recovery buffs from Venomous Fang at a given time. (EDIT: Maybe a stack of 5 12% bonuses would be too much as if I'm doing my math right that would be 1.67+((1.67*.12)+(1.67*.12)+(1.67*.12)+(1.67*.12)+(1.67*.12)) So potentially a rate of 2.672 off 5 fully scaled targets. Well maybe that's alright but I'll let you all mull the numbers). The idea behind this is to essentially use how spiders eat, by injecting venom and enzymes in their targets to break down the target into a liquid form for the spider to drink up and nourish itself. I figure this is a bit more thematically fitting than just conditioning and likely overall more useful for VEATS than the current Conditioning.
  24. From my understanding any incarnate Debuff from Interface or Buff from Destiny stacks up to 5 times from other players. It won't stack from the same source though. Then again I've been known to drink and not pay attention to this game even when triboxing so take what I say with a grain of salt and a shot of tequila.
  25. Hami has been beaten by a team of 8 stalkers. Realistically though it's all how you build the toon. I do thoroughly enjoy some corruptors though especially my ice/dark, fire/cold, and elec/kin
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