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Zeraphia

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Everything posted by Zeraphia

  1. Fire/Fire/Mu - pure glass cannon 1:02 It has literally no defenses or resistances. Not RECOMMENDING anyone make this, it is made to speedrun content. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Concealment Power Pool: Speed Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Mu Mastery Hero Profile: Level 1: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(46), SprDfnBrr-Acc/Dmg/EndRdx(46), SprDfnBrr-Acc/Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(48) Level 1: Ring of Fire -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(43), Dcm-Acc/EndRdx/Rchg(45), Dcm-Acc/Dmg/Rchg(45), Dcm-Build%(3) Level 2: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rng(40), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), Bmbdmt-+FireDmg(43) Level 4: Fire Sword -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(39), Hct-Dam%(39), TchofDth-Dam%(40) Level 6: Stealth -- LucoftheG-Def/Rchg+(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 10: Fire Sword Circle -- Arm-Dmg(A), Arm-Dmg/Rchg(11), Arm-Acc/Dmg/Rchg(11), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15) Level 12: Super Jump -- BlsoftheZ-Travel/EndRdx(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(13) Level 14: Super Speed -- Clr-RunSpd(A), Clr-Stlth(15) Level 16: Build Up -- GssSynFr--Build%(A) Level 18: Blaze -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(31), Apc-Dam%(31), GldJvl-Dam%(34) Level 20: Cauterizing Aura -- Pnc-Heal(A), Pnc-Heal/EndRedux(21), Pnc-Heal/+End(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), EndMod-I(25) Level 22: Teleport -- Range-I(A), Range-I(25), BlsoftheZ-Travel/EndRdx(45) Level 24: Invisibility -- LucoftheG-Def/Rchg+(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(29), SprBlsWrt-Rchg/Dmg%(31) Level 28: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 30: Burnout -- RechRdx-I(A) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), Erd-%Dam(34) Level 35: Burn -- Erd-%Dam(A), ScrDrv-Dam%(36), Obl-%Dam(36), Arm-Dam%(36), FuroftheG-ResDeb%(37), HO:Nucle(37) Level 38: Hot Feet -- EndRdx-I(A), EndRdx-I(39), Erd-%Dam(42), Obl-%Dam(42), Dmg-I(46), Dmg-I(48) Level 41: Charged Armor -- UnbGrd-Max HP%(A) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 47: Aim -- RechRdx-I(A) Level 49: Summon Adept -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Prv-Absorb%(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), SynSck-EndMod(5), SynSck-EndMod/Rech(7), SynSck-Dam/Acc/End(7), SynSck-Dam/Rech(9), SynSck-EndMod/+RunSpeed(9) Level 50: Musculature Radial Paragon ------------
  2. This is a rare incident, where I am actually in agreement with you. I still enjoy our disagreements though! However, in this case, I must say that I don't like the "penis measuring contests" that would result from "wow look at how much prestige my group has earned and yours hasn't!" and then force other people into going into purely SG mode. No thank you. I would like to have fun with my supergroups, and not have to deal with someone enforcing us to give up infamy/rewards or the senior members literally required to donate to make up for the loss. +1
  3. Seems their provider credited their cash and made debits to hookers and blow over new infrastructure!
  4. I wouldn't call it "top of the pack" but it's definitely in the same tier as the other high achievers. It's definitely in league with a lot of serious heavy contenders, so I don't see a need for a buff to this set, which already got buffed. Yes, what you've pointed out may be unfortunate but I have to say, as a total package of TA, it is a wonderful set and definitely not in need of a buff.
  5. I'll be on the more "open" side of the fence to these ideas. I am sort of against the melee pull-in's, imo that's an "all or nothing" where all defensive auras should have that pull in, or none at all do. I must say I'm on the side that I don't feel like I'd want it, because I like the way aggro currently works... now that aside: Whirlpool being granted a "pull" mechanic I can actually (unlike other posters) be open to. Water Blast to me is a higher-tier blast set, but it is not seen as "the de facto" that Fire Blast is in terms of power scale. I think that it would be a really unique mechanic to the set and makes a lot of sense thematically (arguably more so than even Singularity having it). Further, while this set is good, I do not believe it is leagues ahead of its peers, so I think it being granted this would be a small-moderate buff. Telekinesis I'm not sure about, I've heard all sorts of ideas about this power, and there are a lot of people who want the entire power gutted and replaced with something else entirely different from what it is now. I don't take the power in most of my builds, and the times I've tried this power I was disappointed, so I'm going to refrain from making judgement on this idea. Dark Pit makes sense and could actually use this kind of a buff. No disagreements here. This is a major side note, but if we ever got "wind control" I would really love to have a vortex pull-in type of power like seen by Venti in Genshin where he creates a spinning vortex and pulls enemies into that vortex and they spin around that small area. Ex:
  6. Respectfully, I'm going to respond to you as kindly as I can, but it is one thing to attack a person's ideas, it is a very different thing to attack them as people, which your posts frequently cross over into doing. I did not provoke anyone by name, or intentionally call anyone out, I said why I disagreed with what some people are doing (and not by name), I also did not use those words. Further, I did not use nearly as pointed language as this. This topic routinely comes up in threads, and there is a reason for it. By a large amount of people, Regeneration is seen as underperforming, these threads do not appear in anywhere near the same frequency as Radiation Armor, Invulnerability, Dark Armor, or even Fiery Aura for a reason. There is indeed a damage mitigation calculator to test the effective rate at which a set or character "mitigates" or heals the damage per second, and can survive. Without team party buffs, Regeneration is typically in most scenarios at the bottom of this calculator for its mitigation, and this was found a long time ago (I can't remember the exact link to the calculator, but it exists and I'm sure someone will link it). There is a lot of variance in how you IO a character, so some can be attributed to that but not all, and honestly as much as you can IO a character, you may find yourself sacrificing so much recharge and damage that it's not even potentially worth it to roll Regen instead of a set that provides a lot more bang-for-your-buck in many cases. End note: "Tier 9 armors with crashes?! Remove them. Replace them with MORE!" which implies as I said, crashless T9's, unless you meant add more crashes to a power, but this was left kind of vague, add more what? Add more resistance? Add more crashes?
  7. The question "does regen need a buff/no change?" (as it relates to the topic at hand) is something that is by default an opinion. An opinion is a belief that you hold, and in this case, an evaluation of a set's performance is always by default an opinion unless you are not recommending changes but instead simply stating numbers without analysis. Provocation was not used in the post, it was stating the fallacy that if you minmax a character to the highest degrees, the character will perform decently and thus not need any buffs (which I find to be bad examples), and that is from the high-end meta perspective not the other parts of the game which was what I was actually talking about, the players who are not going to use incarnates like T4 barrier, and lots of defense inspirations to "force" it to be serviceable. I just find this a bit ironic that in the same post you've said that I'm arguing "from a meta game high-end min/max perspective" as you say within the next sentence "in the higher echelons of content, where buffs and IOs exists, Regen is going to come out on top." And I'm going to say, sure, if you're talking about teams that have buffed you, that are not always a reliable source of mitigation, where you probably don't even need the mitigation to begin with that Regen would provide, sure it absolutely does! But this a circlejerk conversation because that's what a team provides you, not what the set does by itself, and it goes in circles getting us nowhere. What I am referring to are the mid and later levels where Regen starts to fall off as other powers get their heavier resistances and defenses, and mitigate a lot more damage, this isn't necessarily at level 50. Also, quite frankly, this is pretty exaggerated, currently there are no T9's that are crashless, and there is still difficult content if you seek it. Has the powerscale moved a bit since the "good old days?" Sure. Has it gone off the rails? No not really outside of judgements. If you truly feel like this, don't play at level 50? Or don't play content with incarnates on?
  8. I really dislike the heavy gatekeeping on this topic. Regen is clearly the most underperforming armor set. I've said it. It needs a buff. Everyone has their own opinions and ideas, but statistically if we were to run an actual side-by-side comparison of it versus other armor sets, it would lose in the majority of mitigation battles, because of its strict lack thereof. Regen is an excellent PvP powerset (although Bio is debatably better), it is a terrible PvE powerset especially with how the game works now in large spikes of damage that tend to be what kills most people. Again, this is going to vary based on whether you're someone who does content mostly at 50 vs early levels where regen probably feels better, but late-game this set is just statistically inferior to its competitors in almost every way. Please give regeneration a serious no-nonsense buff. Also, just because you are attached/emotionally tied to a powerset that you love the theme of, and are willing to IO it to the gills, and claim it's "fine and no buffs needed!" is not helping the discussion.
  9. I find myself in an awkward position on this thread, because quite frankly, I would rather have Lethal damage than Toxic damage for a lot of content (both are heavily resisted, Toxic isn't necessarily any better and in many cases is much worse). That out of the way, I think that some reduction on the animation times and some damage buffs on specific powers could indeed improve the set's performance a lot. Personally, I think EM may be a bit over-tuned, but I think some small-moderate buffs on Spines is indeed warranted to bring its ST capacities up to par with its competitors.
  10. Oh cool, still doesn't really change my opinion much on the matter. Although, I suppose they could do that but for 35, however to be quite frank, I just dislike non-contributors.
  11. Well darn, it seems the devs beat me to it on this one right as I was typing! haha
  12. This is an annual event saved for a specific date and time that players must attend. This is really no different from the Christmas events, you have to be online and participate in the event to get credit for it. However could I be convinced that the Nemesis raid isn't tied too strictly to anything for the date it is released on and could become a public event? Yes. I don't find anything in the event to be that significant honestly. I believe that it could be done from time to time (like zombie apoc's but not as frequent).
  13. Part of me wishes that Hami just scaled down but another selfish part of me also realizes... When you lower the level requirement that low (lvl 35 as opposed to 45), you often get un-IO'd non-contributors in the group for that content. So I suppose I'm happy with it.
  14. Sentinels are what you make of them. They will never be Blasters. Ever. Sure, a Fire/Bio Sentinel will out-DPS a Water/TA Blaster for example in a ST race, but that's not really here nor there so to speak. In most 1:1 blast to blast set comparisons, Sentinels have a "weaker" kit. However, "weaker" =/= "bad." Sentinels objectively are not a bad AT, they're a jack-of-all-trades master-of-none in a game that highly rewards specialization. If you're a newer player Sentinels will be friendlier to you, if you're experienced and want more technical gameplay, Blasters are IMO better. I know people love to exaggerate the squishiness of a Blaster, but they're really not all *that* squishy. Hey, you want that DP/SR Sentinel that plays both those for a theme? Here you go. Want an ironman character? Here you go. Want "wipe everything in seconds" buttons? This is not that. It's what you make of it.
  15. If it could be made so that no one lower than 45+ can START the task force, but anyone 35+ could JOIN the Task Force, that would be the most optimal solution. However, as far as I'm aware, nothing in the game works like that therefore I must ultimately agree with you that it should be placed to 45+.
  16. I don't like the way you phrased the introduction to this topic, and I knew you'd get the steadfast "and what you do think is wrong with supports" by the phrasing... BUT... I actually kind of like the idea here. However, I think this should apply to specific sets. Empathy and other almost pure ally-buffing sets really could use a buff like this to improve overall survivability. I think this could end up being a daunting task rerouting powersets and buffs to be TAoE, but I really think sets like Empathy/FF need it. I'll be honest, I'm still a little on the fence for where this could lead the game down, but I believe this is on the right track to help defender/corruptor with some lackluster solo combos.
  17. Hmm... So I'm building characters these days, and I used to stick pretty hardcore to the 35 and 45 numbers for Blasters/Corruptors/Controllers/et all. and while I don't find reaching the softcap to be a bad thing, I want to point out that it's really not all that bad to be 2-3% off, if that means you're gaining large amounts of recharge, procs, endurance management help, etc. in the current state of the game, Maneuvers is plentiful, as are defense inspirations. For those reasons, I don't think people should strictly adhere to the softcap rules and build (especially non-defense set ATs) for it if that means sacrificing other things. I have now played the ultimate low-bar Fire/Fire Blaster with a whopping 8% defense and about 10-30 resistance to each damage type, and I don't find I die all that frequently, further many enemy types also debuff the hell out of defense. While I'm not arguing "defense is useless unless it's in your secondary" I think it should take a backseat to proper endurance management, damage opportunity, utility, and recharge potentials. I say this, because I come across many builds that meet the softcap, but take something like Agility which ruins proc chances on many moderate cooldown powers, doesn't have great endurance management, really low recharge (sub-120's), etc. and it blows my mind that their build was so kited out to chasing those tiny bits of defense when they could've gotten so much better damage potential and recharge for their powers by skipping on those defenses a bit and really nailing the other key aspects of a build.
  18. My quick take on this topic is (and I've said this before): 1) When you form a team with random players, you really never know who or what will join. Some people are just behind the curve when it comes to builds, or even if they have a decent build, they lack the game knowledge to use their powers properly (Brutes not understanding they have inherent taunts, Controllers not understanding that those immobilizes are leaving permanent enemy scatter if they're not grouped together properly, Masterminds not controlling their damage/pets when a specific objective calls for people to stop hitting something). 2) If I have friends online, I know them, their styles, and the way they play. They also know how I play. Therefore, we work harmoniously to accomplish our shared goals. 3) Leading is quite frankly, a thankless job. You can lead hundreds of Task Forces/events, and no one will recognize your name unless you run something like an MSR every single day. Most of the time the effort you put in to making the event happen will go unnoticed. 4) I don't like being the person people go to when something goes wrong 24/7. I am okay with some directions and pointers, but I don't want to teach a mini-class on how to do the event/activity and how to use your character. 5) I ask for star most of the time because all of my characters are level 50, and I have a consistent internet connection. If a leader is below the max level range, it should be generally understood why others will ask for you to donate/pass the star for the TF.
  19. I really would love some of these hair options!
  20. Sorry, but PvP be damned. This is a good suggestion regardless, and I think it even merits trying to implement a workaround (i.e. can't see opponents in zone for pvp players).
  21. I believe this has to do with the Hamidon event being situated in the Abyss, and is working as intended. So, Monster Island works the same as any other hazard zone, but the Abyss is not just a regular hazard zone, it contains Hamidon encounters, therefore the devs would want only people who can contribute and are 45+ to join this zone. I believe Eden works the same way or used to.
  22. Would I be mad over this being implemented? No, but I'll give you my .02 take... Rikti Zone Invasions can be really annoying to deal with as a person who doesn't wish to engage in this content. When I'm playing regular missions/task forces and I'm traversing the area it can be a great annoyance to deal with Rikti Motherships shooting people all over the place. Spawning one randomly after that timeframe would be really inconvenient, why would you want a RZI to occur after a long while and hunt for that? Zombie invasions I can get behind, I still find them annoying but they're most of the time lieutenants or minions. Rikti Zone Invasions have Drop Ships that do craploads of damage and almost instantly if not do actually one-shot you. For this reason, I'm going to have to decline this suggestion, and I believe Lady Grey works alright and is working as intended.
  23. I'm sorry but no... I wouldn't prefer a defensive speed power like SJ/Hover. I like Burnout, it is a unique utility and it makes things like double Gang War possible and creates interesting build possibilities. For that reason, I must say I just don't care for these ideas and like Speed as is, nor do I feel it needs any buffs, I think Speed is probably the best power pool overall for me and virtually every character I make takes Speed mostly for SS even besides Hasten. I'm sorry, I'm just going to have to say no. 😞
  24. I agree with everything you've said... HOWEVER I think maybe, even though it's not optimal for damage or really any task, maybe some people just want to be extremely tanky and control things even if it slows their progression immensely? Every control set (sans Mind) has a pet for its T9, so I think they'll still be getting *some* damage in there. Controllers themselves do actually make progress and damage with just their controls alone as it is. I do support the suggestion of the AT for its sense of style and because honestly I don't consider control powersets or most defensive powersets to be overpowered. +1
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