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SeraphimKensai

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Everything posted by SeraphimKensai

  1. 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.
  2. 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.
  3. 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....
  4. 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.
  5. @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.
  6. 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.
  7. There isn't one.
  8. 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.
  9. With grant cover, and stacking AD you can get around 88% DDR as a Tank. DDR is super important to preventing cascading defense failure.
  10. 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.
  11. Lvl 29 is correct.
  12. 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).
  13. 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.
  14. 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.
  15. 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
  16. It definitely is. It all comes down to your build and powerset interactions. I have thugs/time, robot/time, robot/elec robot/kin, robot/empath and demon/elec that have all been able to run 4/8 content but they all have specialized IO builds. I have two non 50/IO'D MM's that running on higher difficulties is difficult (beasts/nature, and demons/trickarrow) but that's due to the fact that the toons aren't slotted yet. Wow I just realized how many robot MM's I have, I swear 3 of them were built as a fire farming project though.
  17. The biggest case I am aware of is ignoring Rommy's stun.
  18. If you're still looking at a good plant controller variant. Plant/TA is absolutely amazing and you still burn everything in sight.
  19. Honestly you're not wrong about keeping up with a 10 year old. We got the first on the way but way back when I was in 3rd grade, I built a deck for my mom for mother's day with my dad, and I was running tape, marking measurements on the boards and using the chop saw to cut 2x4s for my dad who was supposedly mounting and drilling them onto the deck accordingly. Eventually I had to grab a drill and help him too. But then again this was a different age when it was socially acceptable for your dad to have power tools and was considered normal if your dad had taught you how to use them safely.
  20. I have an Savage/Regen Brute and it's alright, but it's not my favorite. Perhaps that's because of my powerset combination of savage/Regen, where maybe I'd enjoy it on a different secondary more so. In all fairness though I have 121 lvl 50 toons to juggle play time of and the savage/Regen doesn't get much of it.
  21. Solution is: give other AT's using SR the same choice Sentinel SR gets with either Practiced Brawler or Master Brawler. I personally like Practiced Brawler to stack mez protection but can see why someone might want a weaker mez protection and not have to click a button.
  22. I don't specifically remember any of the development team stating they are addressing procs other than noting that proc interactions are broken in irradiated ground. There's been a vocal few who have suggested that procs are overtuned. Personally I think the values for procs are fine, and if anything is wonky it's the PPM Proc Formula. That said I personally enjoy leveraging procs in a number of my toons as I feel it allows a greater build diversity, and to remove their usefulness may pigeon hole us and minimize potential choices while maintaining the effectiveness of our toons. I do not think an overall adjustment of proc interactions and proc rates as something with enough salience to merit displacing other avenues of development. But maybe that's just me.
  23. Ice/dark/dark. You lay down tarpatch slowing them down and debuffing their resistance, he holds agro in the middle and swings his sword. You get team stealth, and darkest night/fearsome stare to really Debuff their tohit. And you have buildup ice storm/blizzard which really shine with scourge. You also get -Regen in the heal and aoe to soften up AV's if you two are doing anything hard. The /dark allows you to take oppressive gloom chain stunning minions, and potential for Perma drain soul should you actually IO it at some point. It's an amazing combo
  24. My DA/SS tank uses Oppressive Gloom to stun stack. It is really effective. Not Dark Armor but, my Ice/Dark Miasma/Dark Mastery Corruptor uses Oppressive Gloom to stun minions to effectively mitigate their chance to attack me, pairing that with Tar Patch and Darkest Night it makes it like they aren't even there (but then again when I drop ice storm they are deleted anyways). Once again not Dark Armor but inspired by Dark Armor, my Warshade's Inky Aspect can also help stun lock minions. It can be really effective using it on targets without natural mez protection (case in point try and solo a Moonfire TF as a Warshade, and let me know how your solo fight with Arakhn goes when she stuns you with inky aspect). Realistically all the variants of Oppressive Gloom are really cheap to run and by set design you should have some ability to mitigate the health cost. The stun may not be absolutely necessary in City of Nukes, but it can be a great mitigation tool, especially stacked. Cloak of Fear however I personally find lacking, with the low accuracy rate and mobs getting tagged with Death Shroud breaking their fear almost as soon as they get it. The Tohit Debuff is the best aspect of the power but on a well built toon using IOs doesn't seem to be the best return on investment. Death Shroud thematically is one of two powers that are the backbone to the dark armor theme, the other being Cloak of Darkness. A PBAoE damage aura is pretty much a must take on any toon that gets one as the ticks do add up, but it also helps with agro control. It's not the best with procs by design but offers decent slotting choices for chasing set bonuses.
  25. Never done this before but here's something for you to read /jranger.
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