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Everything posted by SeraphimKensai
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I have not, but it could come in pretty useful for say toons trying to not out level content, or lvl 50s that have no need for additional veteran levels. If you suggest it I shall second it.
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Foldspace why do yall love it?
SeraphimKensai replied to RageusQuitus2's topic in General Discussion
I find it has a lot of use on my /devices blaster, and frankly one could use the same logic to argue for it's use on any toon that utilizes a lot of ground based location powers like Trick Arrow, Traps, Ice Blasters, Bonfire users. Also useful for toons that rely on density like warshades, kinetics, drain soul/dark consumption, etc. That all said 3 picks in is kinda steep, but teleport as a travel power is the fastest means of travel in the game so it balances out, especially since recall and tp for got combined. -
Regarding the price of enhancements, I think we can all agree that we are happy we don't have to pay Live Prices. How annoying was it to make a toon and need 5-6x the influence cap to actually IO it out? Most toons here are about 200-500m and we're done. And as others have pointed out it's pretty easy to get influence (mind you I wouldn't mind a temp power to shut off xp and double influence gains the reverse of the 2xp power).
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Try teaming with a Traps/AR Defender.
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Regen Debuff resistance for...Regen
SeraphimKensai replied to Battle's topic in Suggestions & Feedback
Regen Debuffs are not small by any means, here's a few actual examples pulled from the lastest version of Mids Reborn, first numbers are PVE and 2nd numbers are PVP. I've used Defender Modifiers for the following: Radiation Emission Lingering Radiation -500% and -865%. EM Pulse -1000% and -1297.5%. Cold Domination Benumb -500% and -865%. Dark Miasma Twilight Grasp -50% and -497.5% Howling Twilight -500% and -3000% Kinetics Transfusion -50% and -497.4%. Nature Spore Cloud -150% and -86.5% Poison Envenom -50% and -497.4% *Envenom's Splash Debuff values: -25% and -248.7% Thermal Heat Exhaustion -500% and -865% Time Manipulation Time Crawl -100% and -173% Time Stop -50% and -400% Traps Poison Trap -1000% and -798% Trick Arrow EMP Arrow - 500% and -648.8% -Secondary- Beam Rifle Disintegrate from Beam Rifle on a Defender causes -150% and -259.5%. So as you can see these values are pretty crazy when used against a Regen toon, as several of them can completely shut down a regen toon's ability to regen by themselves. Adding Regen Debuff Ressitance to Regeneration toons is something that could be very beneficial for them. One thing to take into consideration, a lot of Regen's powers are click based, so this list doesn't take into account recharge debuffs which there are numerous powers that cause that effect, which reduces one's ability to recharge their abilities they use to regen their health. That is why back in the glory days of PvP we used to roll up Rad/Psi Defenders to completely wreck Regen Scrappers and Stalkers. -
I'd like to point out a few items before this spirals further out of control because people seem to be putting some kind of emotional response into their position and taking offense to contradictory opinions... 1). I made this post over a year ago, I thought it was dead and someone was practicing their Necromancy skills. 2). Gambling influence/infamy/information is quite a bit different than gambling real world fiat or crypto currencies. 3). Yes we agree to the Code of Conduct on this server. It has been amended and can and likely will be amended again in the future. 4). Keep it civil, and don't feel that a different opinion is an attack on you, like any debate it's a counter point for consideration. As always thanks.
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I remember when the limit was 10 enhancements and I had 50+ HOs slotted into a toon and the only way to remove them is when they introduced the Respec trial, and you were limited to essentially 3 respect for a character's life..Those were rough times, especially since bases didn't exist so you couldn't store enhancements that way and you couldn't attach enhancements in emails. if the devs grant you an extra 3 trays, what the. In 6 months when people want another 10 on top of that. Where's the line in the sand where it's too much? What kind of potential issues might arise from this?
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Regen Debuff resistance for...Regen
SeraphimKensai replied to Battle's topic in Suggestions & Feedback
Having played 3 Regen scrappers, 1 Regen brute, and 1 Regen sentinel over the years, yes. I completely agree that Regen should be the best powerset in the game at regenerating health. As the game exists now, Willpower is better at regeneration then Regen because it's a layered defense and helps minimize incoming damage while it regens. Giving Regen toons a high level of Regen Debuff Resistance only makes sense as it let's them do their job. I find it harder to argue against Regen Debuff Resistance then adding absorb to regeneration abilities (but I even think that could have a legitimate place to a degree). -
Then based off your logic superpacks should be against the content guidelines as you gamble your influence to buy them for the chance of a big pay out of prizes which then can be used or sold by the player.
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I have a heavily IO's staff/invuln and the toon can be built to be pretty beastly. That said I also have /SR, /Bio, /Energy, and /Nin stalkers maxed out that work extremely well also.
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Would be nice.
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What's crazy every once in awhile you'll find someone with say 110 lvl 50s IO'd to the gill able to fill any role that have know all the content like the back of their hand and know more about build theory of various powersets than people maining most of their particular characters. That said that pool as of late is a little shallow lately, as I haven't logged in a few weeks. But yes I agree, there are a lot of people who seem to rush to lvl 50 without knowing how to really play. If people really wanted to curb the AE, all they would need to do is make the double xp/patrol xp not work in the AE, and maybe even have an xp penalty to repeated missions. I don't particularly think that is needed, or fair considering a majority of all the players on the servers have used the AE to farm characters up. Instead it's more pragmatic to put the responsibility on the farmer, for instance, when I play, I only invite people in a farm I'm running if I know them, and know them to be a competent player.
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Sounds reasonable.
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Mind Control/Mass Confusion recharge needs a buff
SeraphimKensai replied to Kaballah's topic in Suggestions & Feedback
My personal opinions for an overhaul to the Mind Control Set for Controllers/Dominators would be the following: Power Level Effect Levitate 1 Ranged, Moderate DMG(Smash), Foe Knockup, -Fly Dominate 1 Ranged, Moderate DMG(Psionic), Foe Hold Mass Hypnosis 2 Ranged (Targeted AoE), Foe Sleep/Immobilize - Fly Nightmare 6 Ranged Chain, Moderate DMG(Psionic), Foe Sleep/Fear(Special) Telekinesis 8 Ranged (Targeted AoE), Foe Hold, Repel Mass Confusion 12 Ranged (Targeted AoE), Foe Confuse Total Domination 18 Ranged (Targeted AoE), Foe Hold Terrify 26 Ranged (Cone), Minor DMG(Psionic), Foe Fear(Special) Confuse 32 Ranged, Permanent Foe Confuse The idea here is that it tries to redistribute Mind Control's powers to address some issues within the set and shortcomings revealed with the introduction of newer control powersets. First off Mesmerize is moved from lvl 1 to lvl 6, renamed Nightmare and added a chained effect, dealing moderate Psionic Damage to targets it chains to, and has a special built in that causes Sleeping mobs to also be Feared. Mobs that aren't asleep are not feared, but are put to sleep. This allows you to build off of Mass Hypnosis. Secondly, Mind Control has always lacked an AoE Imob to help set up containment, so I moved Mass Hypnosis here, and envisioned reducing the sleep duration/recharge of the power by half. However, mobs that are awakened are placed under a short Immobilization as they regain their bearings. Moving this power to lvl 2 from lvl 8, allows to help set up for the revamped Mesmerize power above, Nightmare. Dominate has been moved to allow taking it at lvl 1 as all other control sets allow you to take your single target hold from lvl 1. Mass Confusion is moved from being available at lvl 32, to level 12. The Confuse duration/recharge reduced to reflect Seeds of Confusion, which balances Mass Confusion and Seeds from the Plant Control Set. Confuse is moved from lvl 6 to lvl 32. Mind Control has also dealt with never having a true pet like other control powersets. To address this, Confuse will now only work on 1 target as a time, and the effect will last until the target is killed or Confuse is used on another target. Elite Bosses/Monsters/Giant Monsters/AVs/Heroes are immune. The base recharge is doubled, which will still allow you to stack applications on 1 target, as in the case if you want to confuse an NPC boss. The confused target scales to the player's combat level. What do you all think? Did I miss anything? I tried pretty hard to visualize how to balance this with other control sets. -
'm wondering what would the point of minus 2 or more be. A lot of us have pretty solid builds and if I can solo a +4 tf on a support toon while drinking for speed tf? Would a -4 TF give the same merits as a even con TF? For the record, I'm a big advocate of having the number of merits we get scale with difficulty level.
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I'm like @Yomo Kimyata in that I haven't had in game sounds on since probably 2005. There's Spotify or Netflix for a reason (and yes this game as much as I like it is so easy that I can watch Netflix without fear of defeat).
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Empathy is far superior in PvP. Outside of PvP, just about any other support set wins out especially after players IO out their toons. Going to your point of any group members falling" that's on them. It's everyone's own responsibility to understand what they can and can't handle, and in those situations where they can't handle it learning to prioritize important targets and also learning how their teammates are able to assist. If you go Kin, maybe look at Sonic as well to effectively maximize your team's DPS, as a dead target prevents them from attacking your team.
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I vaguely remember that, but then again my wife will tell you that I forget 9 things for every 1 that I remember.
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I really like either Poison, Trick Arrow, Dark Miasma, or Radiation as a primary. As stated before Cold does decent as well. Secondary you'd want Sonic especially if your teaming 80% quite a bit (on its own sonic does kinda mediocre damage, but it's helped by your Debuffs, solo you can pair with a more damaging secondary to great effect). Even Rad blast with some -res can do pretty good. Poison does it's job best when you have multiple targets in melee as you alternate your target for your envenom and weaken Debuffs while they are in venomous gas. Trick Arrow is a jack of all trades debuffing set that actually is pretty strong after the pass it received and does decent damage especially when proc'd. Dark has great -regen and -tohit, even some -resist, a built in cloak, and a pet that helps debuff things more. Back on live I used to love making debuffers, and I still have maybe 15-20 of them as incarnates now but with the emphasis on damage, things die quick enough that debuffers really don't get to shine much although they are still useful.
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Perhaps it was firing off on the extracted essence
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I once tried out running 3 thugs/time MM's at once. It was glorious chaos having ~48 thugs out at once that were all fully softcapped to everything with great Regen, and 3 sets of leadership toggles too plus the enforcers leadership. You get the idea it was pandemonium for anything that got in front of me.
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Temporary Confront (Affront)
SeraphimKensai replied to SeraphimKensai's topic in Suggestions & Feedback
When I worked out the numbers between tanker, brute, scrapper taunts, auras, and such because of the limited durations on this, it would be almost impossible to pull agro from a tank, or brute. Even difficult to do when people use Provoke. That said you would pull agro on a single mob, and not a group, so it really minimizes any toe stepping as much as possible.- 18 replies
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Pretty much all of my toons use at least 5, and a 6th tray is for overflow, and I usually don't even give everything a power tray slot as a home. Regarding the OP's request I'm usually pretty good at tracking countdowns in my head. I'm not opposed to new macro commands so much as it doesn't remove our current ones.
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Basically the rule of thumb is any agro producing aura toggle is a must, while taunt is pretty useful as well, and easier to justify on tanks over brutes.