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Ekimmak

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  1. I was worried that it might come off as lazy, the sort of "I can't be bothered to build this, build it for me". So just checking in advance. I feel like looking at this, I did have concept run things a bit. Quite sure I was getting Appocalypse for Bitter Ice Blast, since I had two of those IOs in my inventory. I think rule 1 was "No melee/icecrafting" If it makes a weapon/armour of ice or requires me to get in close, I don't want it (Freezing Touch was the exception, because the +recharge is too much to pass up, and still sort of follows concept). Was probably going for a superspeedster goal of "as much +recharge as possible without going for Spiritual". The blank slots are filled by basic IOs or science origin enhancements, so I'm not sure what I was going to put in them. I "think" I went for Miracle in Health because I had plans to go for Numina's Convalescence in Hibernate for the set bonus, but I could be wrong.
  2. So, my computer died, and my mids build for my triple ice blaster was on it. Considering how many basic IOs I have installed, I clearly wasn't far with her, but still. Would it be rude of me to provide what powers/enhancement slots/already installed IO sets I have, and see if anyone can figure out what I was going for? I do know that I was letting concept slightly rule the design, by refusing to take any melee or full armour powers.
  3. I think the thing that makes me saddest, is skipping Ice Sword/Greater Ice Sword on the ice/ice tanker build.
  4. It is true that you can make any concept work if you put enough effort into it. I've seen a good explanation for magic Robots/Traps mastermind. But it does make it easier for me to get behind a character with a simple, easy to grasp concept. Heck, two of my live Mutant defenders got shifted over to Magic on homecoming, because I decided to alter their origins a bit. I'm seeing recommendations for Demons or Necromancy. I can understand why Demons would do well with a primary attack, since it has -res on its whips. I just prefer to focus purely on keeping Henchman buffed (either by spamming defensive powers, or quickly assigning them inspirations) than having my own attacks to watch. I'm basically looking for powersets I've never tried before, which is why I think it's going to be Demon/Thermal. I've tried Cold Resonance with a controller, and Sonic Resonance with a Defender. I also briefly (as in, 4 levels) tried Pain Domination with a Thugs mastermind, but after trying a Mind/Empathy controller... probably not going to be interested in that again. Thank you for the varied and informative responses. Edit: Actually, now that I think about it, Zombies/NatureAffinity could also be interesting. Could call it a plant-parasite type zombie.
  5. So, after recreating my good old Bots/Traps/Mu mastermind from live, I've decided that I want to try another mastermind. I want to try something new for the AT, because this is the only archetype I only have one of. My two caveats: I don't want to take any MM Primary attacks. They just feel like a waste of time to even train up, so Beast Summoning is right off the table. I'd like the two powers to make some thematic sense together. I'm sure storm summoning is very good on MM, but I already have a SS defender, and I'd like to avoid repeats. Any recommendations? Or better yet, comparisons that could make it easier to determine which to pick?
  6. Don't need recipes for Incarnates, you just go to the appropriate tab and you can make as many as you can afford.
  7. Actually, I think you only need Jim Temblor's first. If you then reach level 20, you should be able to skip Penny's story arc (although I never do, it's not like it's that much effort)
  8. Actually, what I remember being weirdly potent was their "Chomp" attack doing quite a number. Either way, Rularuu (and the SSA) is not to be taken lightly.
  9. I'm still not sure what it is about Rularuu that suddenly causes a spike in difficulty, but they tear apart my incarnate scrappers like no other.
  10. The sad thing being even follow isn't going to keep them in bodyguard range, as they may decide to go hunt an enemy that ran away.
  11. The original design was "force them to play together by giving them weaknesses that other players have to cover". So you see that a lot in all the original sets. No matter what you pick, there's always going to be some sort of weakness you have that an enemy group will exploit.
  12. I feel like in a choice between defence and resistance, I'd rather softcap defence on a regen, because it's a lot less likely you'll take a critically nasty debuff when you dodge everything. Although maybe that attitude is why I can take some seriously nasty damage in iTrials when the numbers roll poorly, but still. Regen having a very low cooldown T9 power is not to be underestimated if you build for recharge.
  13. Not to be an argumentitive sort, but I feel like Brute is the worst of both worlds, rather than "a superior pick to tanker". The reduced survivability is VERY noticeable in solo content for me, and the fact that their damage is a ramp up instead of a flat line makes that worse. I don't see the survival as much better than a scrapper, but a scrapper kills things quick enough to not care that they're in melee and taking full damage. Maybe it's just the powers I picked, maybe I'm just judging on the early levels, but I feel like brutes are the weaker of the two "tank" archetypes.
  14. Cage can actually save your bacon when soloing, and Clarity is one of those "I 99% don't need it, but that 1% I'd rather not face.
  15. I really hope at some point they revamp all the snipe details, because I can't read the detailed info tab for them, and it sucks. I prefer Blizzard's auto-hit nature to something like Inferno, but that's just me.
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