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Crasical

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Posts posted by Crasical

  1. Hyo. I have two that probably count... somewhat?

    Everlasting, 'Peyote Patrol', perma-gold loyalist. Cowardly powers-division soldier that fled to Pocket D when the invasion of primal earth started to go bad and now has no home, as Praetoria is destroyed and she doesn't trust either primal side. She got to level 20 and then bailed and did AE missions all the way to fifty (and beyond).

     

    And on the same server, Ryoko Kobayashi, who got all the way to 40 on the goldside missions, including both first and nightward, but eventually did go villainside.

    • Like 2
  2. I don't enjoy playing mine.

    I tried building biform, dwarf/human, and while I can zap in, stun everything with Inky Aspect, charge up mire, and start blasting while Orbiting Death Chews on everyone.... then you get hit with a microstun from a tsoo's kick, and your powers drop, and if you don't instantly die from your anemic armors toggling off, you pop Dwarf, and have to finish the fight with its long, slow attacks, so that you can put your armors and auras back up as a human, then go to the next fight.... and most of the endgame builds are just 'Perma-Eclipse'; which means that it just invalidates everything from 1-38, like building a character around Granite Armor, actually leveling to that point is awkward. 

     

    They're hard to play, and you have to heavily invest into them before they are as good as the next leading brand. 

  3. I didn't get the joke about 'He's not letting anyone who looks like a cat in!' during the mission to take out Raverobber.
    The debriefing spells CMRj as 'Cybernetic Measured Rejuvenaton, should probably be Rejuvenation. 

     

     

    I felt a little 'after the fact' that Pathogen's overclocking killed himself. I wish he'd exploded or something after defeat so I know he's dead and not in custody. 

     

    Had to log out and go cook dinner before I could do the fight with Cortex (Finale?)

     

    more thoughts later

  4. I love all my children equally, but I do have to say that Cosmic Cow, my Beam Rifle/Energy Manipulation redside blaster, has had surprising longevity. Even after 50, she still got playtime. Even after completing her build, still playtime. Even after 26 veteran levels, still gets playtime. Even with me having pretty much filled out her Incarnate Powers, still playtime. She's just too fun to stop playing, even if I have no real 'goal' with her anymore aside from badging.

    • Like 1
  5. So my volcano-shaman Earth/Fire dominator has been creeping through the mid-forties, which is traditionally when I start thinking about an endgame build for them. And I've reached the point where I've been staring at Mids for so long that I'm not sure anything even makes sense anymore, so I figured it was about time to throw it up on the forums to get some more eyes on it. 

     

    Some of my thoughts:

    • Despite having quicksand on my live build, I probably don't actually need it: Stone Cages does almost as much -def and will also stick a group to the floor. It's gone.
    • I've gone back and forth on Incinerate: On one hand, it hits like a truck, on the other hand it's got weirdly little impact (not satisfying to use) and the rest of the set really is encouraging me to stand back and blast instead of closing to melee. Gone, replaced by Kick to get into Tough and Weave later.
    • I was mostly building for recharge and ranged defense.
    • I went with Teleport because Stone Golem is *blind* and I can use TP Ally to yeet him into enemy spawns to take the alpha. 
    • I have no idea how to slot Quicksand, Earthquake, or Volcanic Gasses. Quicksand I've gotten rid of, Earthquake I've seen slotted for -tohit, I've been told 'only slot for recharge', and I've been told it makes a great Force Feedback mule, and Volcanic Gasses I've been told only to use recharge and hold/damage procs (NOT AoE damage procs) in. I have no idea if the Unbreakable Constraint is any good in there. Fiery Orb I've also heard is bad, but I think it's super thematic for my character so It's staying. I don't know if it'll have a single chance to proc on Volcanic activation, or if the geysers that appear all have their own chance to pop out a fiery orb. I hope it's the latter and I hope they appear IN the gas zone; but I'll have to go to the test server and check (if nobody can answer for me).
    • Also, Unbreakable Constraint is totally a 'You can't break these cuffs!' meme reference.
    • Too many purples? Maybe.
    • Softcapped ranged defense is something, yeah?
    • There was probably a more intelligent way to use those teleport power slots than just getting BotZ ranged defense over and over again.
    • It's not permadom, but the patch powers don't actually benefit from domination, so. Not sure if it's as mission critical here. I did spec out of Rune of Protection, so maybe I'm underestimating how badly mez will screw me up in play without that panic button.
    • I have an irrational dislike of Hasten, that's why it's not in this build.
    • I kinnd of wanted to swap the Essence of Curare in Fossilize for Devastation: Chance for Hold but I am unsure how good of an idea that is.
    • I could probably squeeze in more recharge (at 92.5% now) with more purple sets: 23.75% more at the cost of 7.5% ranged defense. I am unconvinced this is a good trade.

     

    Anyway, I welcome thoughts and opinions from more veteran dominators!

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Kiluaea: Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Fighting
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-Rchg/Hold(9), BslGaz-EndRdx/Rchg/Hold(21), EssofCrr-Acc/Hold(29)
    Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(43)
    Level 2: Stone Cages -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(17), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprAscoft-Rchg/+Dmg%(46)
    Level 4: Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(48)
    Level 6: Fire Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rchg(17), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(37)
    Level 8: Teleport -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(15)
    Level 10: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(11), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(48)
    Level 12: Stalagmites -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(31), AbsAmz-EndRdx/Stun(50)
    Level 14: Stealth -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23)
    Level 16: Embrace of Fire -- RechRdx-I(A)
    Level 18: Earthquake -- RechRdx-I(A), FrcFdb-Rechg%(19)
    Level 20: Teleport Foe -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
    Level 24: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(25)
    Level 26: Volcanic Gasses -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(27), UnbCns-Acc/Rchg(27), UnbCns-EndRdx/Hold(34), UnbCns-Dam%(50), SprDmnGrs-Rchg/Fiery Orb(50)
    Level 28: Consume -- EffAdp-EndMod/Rchg(A), EffAdp-Acc/Rchg(29)
    Level 30: Recall Friend -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(31)
    Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(34)
    Level 35: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(36), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dam%(37)
    Level 38: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(43)
    Level 41: Rain of Fire -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43)
    Level 44: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/EndRdx/Rchg(45), StnoftheM-Dam%(46)
    Level 47: Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 49: Rise of the Phoenix -- OvrFrc-Dam/KB(A)
    ------------

    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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    |-------------------------------------------------------------------|

  6. 1 minute ago, Jimmy said:

    Correct. It's back to how it was on live - Shinobi has no movement bonus.

    🙃
    Okay so you gave it a movement bonus (So that it matched the Scrapper and sentinel version, Shinobi-Iri) BUT made that movement bonus not stack with most other movement boosts. 

    And now the stacking limitation has been removed; but you also removed the movement bonus.

     

    Alright, sure.

  7. Okay, so I dropped in as a Dual Pistols/Ninja Training blaster to compare and contrast:

     

    First off, subjectively, I had a blast. The new stances made the character feel ridiculous and over the top, staying in the ninja stance with the dual pistols and the katana was a ton of fun.

     

    Didn't really use Immobilizing dart, so while it might be much improved I just generally don't think to activate it. Between Suppressive Fire and Choking Powder I have two holds, so I generally don't go reaching for the immob. No real comment.

     

    Sting of the Wasp, The Lotus Drops, and Golden Dragonfly feel good. I felt like hauling out the katana was worthwhile now, rather than something I did just to show off or because everything else was on cooldown. The shift towards longer recharge but more impactful damage was a good move, I can use them to finish off enemies now (and Golden Dragonfly is really damaging in its own right.

     

    But now I gotta talk about Shinobi, which is more and more becoming a core piece of kit for Ninja Training:

    First up, giving it movement boosts is good. 👍 I use Experimentation, so zooming around at superspeeds and being able to properly leap over obstacles made navigation easy and pleasant, and I did have Jaunt for things to tall for me to just jump over.

     

    The bad, however: It doesn't take Movement IOs, so I can't put a Celerity in there to make myself fully invisible; which means that dropping a blinding powder before attacking often doesn't work the way it should (I get spotted maneuvering in to deploy its short cone). This meant I tried to do a workaround of putting the stealth IO in Speed of Sound, but then I ran into another problem: The rework of 'primary pool movement boosters'. When I got into combat, Speed of Sound would suppress, and the higher value of Speed of Sound didn't move in to replace it, I just went to normal speed. This was...not great. I'd really suggest removing the whole stacking thing and letting that just be a fringe benefit of those few powersets. I'd also like to politely request that this version of Shinobi be given the ability to slot travel IOs just so that it matches the scrapper version of the powerset. 

     

    The ugly: I think that the bonus crit-damage from this new version of Shinobi isn't working right when combined with Swap Ammo. I was seeing damage numbers that looked to be about 80% of the *lethal* portion of the shots, rather than 80% of the entire damage of my shots. It looked to be working about right when I used Golden Dragonfly and Sting of the Wasp, so I think it's the weird way pistols work that's the root problem.

     

    image.png.e37cb853d5ef8bfc923aef71ac082ebc.png

     

    image.png.62b312f84dad0a9ebc24979daef86c58.png

     

    EDIT: Apologies, didn't see the earlier post about it giving you the *base* damage of the power, in that case the crits are probably correct.

    • Like 1
  8. I've been considering if my SJ/SR luchador scrapper would be better off as a Tank. Partly because of the easy softcap, partly because the increased tanker AoEs made Sweepinng Cross and Spinning strike sound amazing.
    BUT I have *so many* endurance issues on theh scrapper version and I've been too scared to try it. 

  9. Mastermind * Thugs * Sonic * Resistance

     

    I've always thought about doing a thugs praetoria run, because it kinda seems like it'd be a perfect environment for a chaotic uprising, 'smash the state' kind of character. Sonic is good for a Vox Pop kind of character.

    • Thanks 1
  10. 10 minutes ago, Photon Cannon said:

    This update is blessed.

     

    However: I've noticed that "Cosmic Corsair 1 Pegleg Left/Right" is not an option for asymmetry...The wooden peg legs are also not available in asymmetry. Was that intended? It would be FANTASTIC if we could get double peg legs.

    Double Peg Legs + Double Hooks was legitimately the first thing I tried. I hope these aren't in the 'intentionally omitted' category. 

     

    Flies aura + Roaches path aura is gross.

    • Haha 2
  11. Cleaner: If PPL.ATK.PRA then PPL = RES?
    Cleaner: PPL = RES. ATK

    Cleaner: TSK = DEF
    Cleaner: LAB.SFE = False. ATK = True
    Mender: CRM.HLT!
     

    A random sampling from Paragonwiki. 
    Abbreviate certain concepts to 3 letter acronyms, use faux programming language. 

  12. Encountered this in in the fourth mission of Sirocco's patron mission arc.

    image.thumb.png.20a1420d19ce30f03f094d6547342c26.png

     

    EDIT: Turned out to just be a really bizarre lighting thing, it went back to normal blue water eventually.

    • Like 2
  13. I ran both of these missions, and I want to join in on chiming in about the overall quality of the writing. The branching story and the fact that your dialogue choices matter were great, and the tone was on-point. Also, I was extremely impressed by the subdued but impactful use of cutscenes. I'm extremely interested in seeing more new arcs in the game.

     

    I wanted to ask about Arc Flash, am I correct in having seen her switch powersets midway through the fight? She got to maybe half and then did a full heal and went from blue electricity to red electricity, and from mostly ranged to mostly melee. Bug or intentional?

    I'm very curious about what happens if you try and trade her for her bracers. I might have to replay that arc to see.

  14. So, tonight I was leveling my earth/fire dominator, and it was absolute hell. Every little mistake was an instant trip to the hospital. So I packed it in for the night, planning to come back to it with a plan of attack. Whipping up the power combo in the hero planner, I noticed some pretty big holes. (Currently level 20, BTW)

     

    0FspuCz.png

     

    As you can see, I'm taking MOST powers pretty much the instant that they become available (Near the end, there's a little shuffle where I put off Blazing Bolt to grab Rain of Fire in its place, that's so I can get Fire Shield as soon as it unlocks and put a bandaid on my squishiness.). So, starting off with the powers I DIDN'T take and why:

     

    Stone Cages: I played with these and the accuracy is bad, the benefit of the immobilize is marginal, and it seems to have anti-synergy with Earthquake and Quicksand.

     

    Salt Crystals: This beings kind of a trend where you're going to hear me say 'I don't like going into melee' a lot. I skipped this because it's PbAoE, because it's a sleep, and because it has negative synergy with a LOT of my other powers that I would want to drop onto a cluster of enemies.

     

    Incinerate: I don't like being in melee. Now, sometimes the mobs don't give you a choice, escaping the slow from Quicksand, knockback from earthquake, or not getting caught in my single target immob or hold. However, when that happens, I'd like an immediate solution to the problem. Incinerate is not that, because of its slow-ticking DoT nature that takes 5 seconds to do its damage. OR: I hit them in the face with Fire blast NOW.

     

    Combustion: Similar to Incinerate, this one involves walking into a PACK of mobs to set off, and takes a full 7 seconds to do its damage to them.

     

    Consume: Solves endurance issues that I'm presently not really having. This might be something I pick up in the future as I get more recharge and start being able to drop the bigger, expensive earth powers every fight, but for right now I don't see the need.

     

    Melt Armor: I've heard bad things about this power; namely that the -res is very small and unenhancable, and that the AoE is too narrow to hit a whole spawn.

     

    So, here's where I sit; a lot of empty power picks. Have I skipped out on some key components? Am I just going through a slump? What are the power pool picks I could pick up that might help out? I have been considering:

    Hasten: Even if Earth Control is one of the sets that benefits from permadom the least, more recharge on the big chunky controls (Stalagmites, Earthquake, Volcanic Gasses) can't be a bad thing.

    Arcane Bolt: It's another ranged blast. I actually have this, truth be told, on my live build. It's got a very neat visual but the cast time is very long.

    Aid Self: Dominator squishy. It's not usually that I get ground down over repeated encounters and more that I get insta-blatted, but It'd help in 'survived by the skin of my teeth' fights as an alternative to Rest, I guess.

     

    All comments and critiques appreciated.

     

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