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  1. Tweaking/Updating Citadel would be great, and I wouldn't mind the others being given a brush up as well. But I love the city tour aspect of Numina. Maybe I'm sentimental, but "touch every part of the city you protect" delights me. I could see revamping it to have the tour be the task force - include more zones and expand the tour sense while getting rid of more of the missions leading up to it.
  2. I play by mood. But is can usually make myself useful and welcomed with my dark/dark def, plant/kin troll, or fire/time Corr. Dark plays as smoothly as it ever has, people who don't love Fulcrum Shift go to the bad place, and... well... Fire Time is just a bag of good tricks for all occasions. The corruptor has branched out to have controller and blaster variants, so it's Fire Time! whenever anyone wants.
  3. Fire/Dark looks good, Fire/Kin is a classic for a reason. I have an incarnate Fire/Time and she's so much fun. Hot feet + time's juncture, distortion field + bonfire with knock down, farsight + imps, and two single target holds for telling even AVs to sit down makes for a fun time. She's softcapped for S/L defense and perma Chronoshift, she makes high powered, fast moving teams very safe. She can control just swaths of mobs, wading into the middle of one group while bonfiring another. She is an endurance hog - I may have to retune a bit to get the endurance issue ironed out, right now she's aimed at recharge and damage and survivability more than efficiency.
  4. I run about a TF a day (or more) with a mix of old friends and new. I mostly play squishies/support, so I'm always happy when a tank shows up (or a team built brute who can and will taunt wanderers off of me.) I like balanced teams - so someone to stand in front and start the fights, some solid sources of buffs/debuffs/damage. As long as a team has at least one of those, it'll do okay. Mostly, I like people who have built for team support more than people who have built for themselves alone. Teams where the leadership toggles start up and start taking up a whole row let me know that we're going to roll whatever it is. I get a little leery of the ATs that tend to attract more "I don't need any of you" types - scrappers, MMs, some brutes? Because they have a tendency to zip off and get dead somewhere else, then attract some poor support squishy trying to save them who will also get dead. I have done all of the tauntless PUG ITFs I plan to do ever. Rommy runs too much. Other than that and things where ATs affect outcomes (LGTF needs some source of ranged/control/melee for the mini Hami, Cuda as described above) I'll try almost anything with almost any team that is game for the experience. A team of all controllers can roll content as well as a balanced team - but the experience is going to be different. People who want to speed run and people who want to kill most are going to have a tough time on the same team. I'll usually be happy either way, though I tend toward kill most, but I don't like being on a team where people are crabby with each other. Recruit the player, not the AT is a big thing. Communicate about what you want and how you intend to get there, find like minded folks and go get it. This game is not a delicate ballet of ATs, its a fun romp with lots of available options to enjoy. Play characters that fit with your personal style and that you enjoy.
  5. I'm just finishing a Fire/Time and I'm really liking it. Time's Juncture + Hot Feet is fun. Bonfire (turned to knockdown) + Dispersion Field is hilarious. Imps + Energy Fonts make for an active battlefield where nothing is shooting at you. Endurance is an issue, though I'm still getting things slotted and hoping perma Chronoshift and my last few recovery bonuses will fix that. Incarnates may have to patch some of it too.
  6. I'd use the higher def numbers. High but not quite soft capped defense and reasonable resistance is a combination I've played and really enjoyed.
  7. Psede (or anyone) - can you tell me how Aging Touch and End of Time work in play? I don't think I'm trying to spend a ton of time in melee range, but I'm not adverse to having some close range tools.
  8. Thank you! Hearing how things play is very helpful, so the Vengeance for End of Time swap is great. For better or worse, it has to be Fire. In good news, this character's current incarnation is a Fire/Time corrupter, so I have something of an idea how I use the blasts. It may change when I switch away from as much team support, so keeping an eye on the proc is a good note to have.
  9. I think incarnate stuff is great for continuing the customization of your character. There's some stock advice, and some basic personal comfort (I almost always go for the -regen Diamagnetic and the Barrier with rez) and then there's character's individuality. Most of the incarnate options are -good-. Lore pets you can pick for cosmetics. Judgement isn't far behind. The only real way to screw this up is to fail to meet your own goals. I am going to put a plug in for my personal favorites. Diamagnetic -regen is a help in tough fights, AVs and monsters, for the days you forgot to pack envenomed daggers. I mostly don't need any of the other debuffs. But even so, on my plant controller where I've leaned into confuse, I run the cognitive for the additional confuse proc. I might need the -regen more from a numbers point of view, but confused enemies make me laugh so I'll take the extra time in an AV fight for the lulz. Barrier is really good. I use it as a team rescue button. It does great things for personal defense, yes, but also protects squishies and gets them back on their feet.
  10. This community looks helpful and opinionated, so I'm hopeful I can get some help. I'm looking for tuning and opinions on my Fire/Temporal blaster build. This is my first blaster, and an alternate version of a character I currently play as a corruptor - she's branching out. I'm looking for some survivability (if that's a word that can apply to a blaster) and solid performance as a team oriented damage machine on +4/x8 duos to full teams. Because she's a preexisting character, the sorcery pool is fairly important to keep her consistent. I went with Scorpion Shield/Kick/Tough/Weave to get reliable S/L defense. Rune of Protection is where the good status protection comes from, and is up more than half the time. With focusing on recharge, I do wonder if I'm giving up damage I could be getting instead? Should I back off on the recharge/survivability focus and go for more raw damage potential? (what would that even look like?) This is my first blaster, so I have no real idea what I'm doing. But I do have a decent budget! Any thoughts or opinions welcomed. I'd especially love to hear from experienced blasters who have more of an idea about how this combo will play, or what I should be looking to do differently as a blaster rather than my usual support role. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Blastori: Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Temporal Manipulation Power Pool: Speed Power Pool: Sorcery Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Fire Blast (A) Apocalypse - Chance of Damage(Negative) (3) Apocalypse - Damage/Recharge (3) Apocalypse - Accuracy/Recharge (5) Apocalypse - Accuracy/Damage/Recharge (5) Apocalypse - Damage Level 1: Time Wall (A) Impeded Swiftness - Chance of Damage(Smashing) Level 2: Fire Ball (A) Ragnarok - Chance for Knockdown (7) Ragnarok - Damage (7) Ragnarok - Damage/Recharge (9) Ragnarok - Accuracy/Damage/Recharge (9) Ragnarok - Accuracy/Recharge Level 4: Time Stop (A) Lockdown - Chance for +2 Mag Hold (11) Basilisk's Gaze - Accuracy/Hold (13) Basilisk's Gaze - Accuracy/Recharge (13) Basilisk's Gaze - Recharge/Hold (15) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 6: Rain of Fire (A) Overwhelming Force - Accuracy/Damage (15) Annihilation - Chance for Res Debuff (17) Positron's Blast - Chance of Damage(Energy) Level 8: Hasten (A) Recharge Reduction IO (17) Recharge Reduction IO Level 10: Chronos (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (19) Gaussian's Synchronized Fire-Control - To Hit Buff (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 12: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 14: Spirit Ward (A) Healing IO Level 16: End of Time (A) Obliteration - Chance for Smashing Damage (23) Obliteration - Damage (25) Obliteration - Accuracy/Recharge (25) Obliteration - Damage/Recharge (27) Obliteration - Accuracy/Damage/Endurance/Recharge (27) Obliteration - Accuracy/Damage/Recharge Level 18: Blaze (A) Superior Blaster's Wrath - Recharge/Chance for Fire Damage (29) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (29) Superior Blaster's Wrath - Accuracy/Damage (31) Superior Blaster's Wrath - Damage/Recharge (31) Superior Blaster's Wrath - Accuracy/Damage/Recharge Level 20: Temporal Healing (A) Panacea - +Hit Points/Endurance (31) Panacea - Heal/Endurance (33) Panacea - Endurance/Recharge (33) Panacea - Hea/Recharge (33) Panacea - Heal Level 22: Rune of Protection (A) Unbreakable Guard - Resistance (34) Unbreakable Guard - RechargeTime/Resistance (34) Unbreakable Guard - Resistance/Endurance/RechargeTime (34) Unbreakable Guard - Endurance/RechargeTime Level 24: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Blazing Bolt (A) Superior Defiant Barrage - RechargeTime/+Status (36) Superior Defiant Barrage - Accuracy/Damage (36) Superior Defiant Barrage - Damage/RechargeTime (36) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (37) Superior Defiant Barrage - Accuracy/Damage/Endurance Level 28: Assault (A) Endurance Reduction IO Level 30: Aim (A) Adjusted Targeting - Recharge (37) Adjusted Targeting - To Hit Buff/Recharge (37) Adjusted Targeting - To Hit Buff/Endurance (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge (39) Adjusted Targeting - Endurance/Recharge Level 32: Inferno (A) Armageddon - Chance for Fire Damage (39) Armageddon - Damage (40) Armageddon - Damage/Recharge (40) Armageddon - Accuracy/Damage/Recharge (40) Armageddon - Accuracy/Recharge (42) Fury of the Gladiator - Chance for Res Debuff Level 35: Time Shift (A) Impeded Swiftness - Chance of Damage(Smashing) (42) Siphon Insight - ToHit Debuff/Endurance/Recharge (42) Siphon Insight - ToHit Debuff (43) Siphon Insight - Accuracy/ToHit Debuff (43) Siphon Insight - Accuracy/Recharge (43) Siphon Insight - Accuracy/Endurance/Recharge Level 38: Time Lord (A) Impervious Skin - Status Resistance Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense (45) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Defense/Recharge Level 44: Kick (A) Superior Blistering Cold - Recharge/Chance for Hold (46) Superior Blistering Cold - Accuracy/Damage (46) Superior Blistering Cold - Damage/Endurance (46) Superior Blistering Cold - Accuracy/Damage/Endurance (48) Superior Blistering Cold - Accuracy/Damage/Recharge Level 47: Tough (A) Unbreakable Guard - +Max HP (48) Gladiator's Armor - TP Protection +3% Def (All) (48) Aegis - Psionic/Status Resistance (50) Steadfast Protection - Resistance/+Def 3% (50) Steadfast Protection - Knockback Protection Level 49: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Prestige Power Dash | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1460;671;1342;HEX;| |78DA6594594F135114C7EF2CB50B94B6EC08058A5428CBB465895B0C612B686842C| |4F84A26655226A96D3394441EFD0622511335E28AFAE2B31F448D0FBCF384FA60DC| |50C7C3FC4F91642699F9CDFD9F7BCE3DE7CCBD93BD3153FB66EEE6849082D3057D6| |D6D798A9E15C3F264F5BC991374F91CA564995E1AB4B179F98A5ECC1B2B5AC6B40C| |B8C4AB96A5F572B96455B4ABC675A25E58CEEA45B3BC5ED02B66A928028BA552415| |B2A1BC64A2D5E4B56CEB03642CE60C1D0570C6B6DD52C079D71C6CCAF56CC62BE6D| |B66CE6B4EA0A593D67D0E3F07DA395928AD33D29AA97AD8AB42C445A15F2303309A| |A1A73089C4C1CF908B123091155C5148D248E239DC1BC1323CC51D037C61C07A729| |8EC23ECA2F688177B213AFF63DF30358F7119CA6D91EF8C89E5DC5F1A9DB03C36F8| |5C31EEAB8D749C696BC83D0C2CC195AD30F9BC7FF1A6BD63F67BE001B77982FC1E6| |57E01635AC86EBAED985B6495A90B5602FA14F15B3B446089A2724905BF301E6B7F| |E66FE014FDACCBF6086BC22DC93C8367C3B1E31EF839D0F980FC10CADD7809AD486| |18DB3AC0EE28B393D90DDEA5BC9BB08ED2F4155AEC3BF307F31B18A17EB620BE686| |9921C6DEE7053739E6D1ED5D14E09A6C494C15E05ACA738ED1CA73D86EF314B8872| |9CE833F4A0779BF9143CFD98F9049CA7D95DDCDFAE8B6C3B0BF69D639E675E00131| |3A8659E7AD5C3BE3DBC771301D8125E70C0C7F4336BC04BE41BE7FCE351F81E8485| |E887A6F4736F861A9961660494A9FE41AE75F00E7A327C8BB9C9BC0D26B740857C3| |4FEB6DA4FE4911C618E236EBA05B9A45B41957C529C678A73EA508F9D599B2E1153| |AB47D6B6075CD6944B49BB94519732E652165CCAA27AF4A71092A3F8C347FF017B3| |F4056E9B8F5F37F4596F65179E01A577E59724EDC2797D797E3CA3DEC817F118BE8| |36| |-------------------------------------------------------------------|
  11. I have a fully incarnate elec/sr that I enjoy tremendously that might fit what you're looking for, or at least give you some ideas. I started her for theme reasons, so I hadn't really expected awesome, but she is FUN and durable. I focused more on AoE than I think you're going for, but on high level, fast moving teams, that's the game. And Lightning Rod keeps not getting old. I dont have taunt, so I can't properly tank, but the attack chain is fast and vicious enough to keep attention. I've pseudo-tanked an ITF on her. It's not my first choice, and having ranged tools is a must so that when some out of range mob is picking on your blaster you can shut them down - I have a snipe and a hold.
  12. F-ing runners. I joke that my stalker wears nice heels and doesn't like to walk. Lightning Rod between mobs, snipe to finish off runners so I don't have to chase them down. I love my snipe.
  13. Grav may not be for you. The wormhole-into-killzone trick is awesome and I think Propel is the most fun power in the game. But as pointed out, both of the sets you've chosen here are late game bloomers. And if you don't like the later levels, this may not be the set for you. I think Grav/time sounds like a good time, but I've had to stop making time characters because I have too many. My personal doldrums are levels 20-35. Below that is a fast chaotic romp where everyone sucks. Above that, you can do the ITF and Lady Grey and characters have settled into their powers and roles. That middle area? Blech. So I'm okay with late blooming sets, I like the game at 50. You know where you like to play, this might be a bad match for you. Smack some baddies with Propel and retire it.
  14. I have a elec/emp that exists solely because I miss my ill/emp from live. I like Forting a whole team and I get a kick out of twitch healing. I will absolutely chase wild scrappers and keep them upright. I know its not the most powerful for the end game, and I have other build for that, but sometimes you want to pass out RA, Fort everybody and watch health bars.
  15. Thank you for the build Ariamaki! I'm leveling an Elec/SR as my first stalker, so I'm also looking for experiences and thoughts on the sets and how they work together. I'm going to screw around with build planner and see what I can figure out.
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