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siolfir
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Everything posted by siolfir
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This makes me . I'm curious which one, though.
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What Is The Most Resource Efficient Way To Get KB Protection?
siolfir replied to EonRecoil's topic in General Discussion
The Steadfast Protection unique is the +3% defense one; none of the KB protection IOs are unique. I usually just use an extra slot in Combat Jumping because I'm going to take it anyway (not just for the air control while jumping, it also provides immobilize protection allowing your squishies to get away from things chasing you!) and drop a Karma in there. If you're taking a travel power that's maxed on speed already, it makes more sense to use a Blessing of the Zephyr, but for me the 1 slot is worth it. -
There were a lot of options for this, went with the rant:
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Kinetic is better than Energy Melee because they changed the older one.
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I thought about playing off of Spark or that the boys might be Sharp Dressers when they grow up, but went with this one instead...
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500? Not a million? In related lyrics...
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I'd personally take energy and bio out of that list; bio doesn't rely on defense for S/L protection, Ablative Carapace and DNA Siphon keep you upright between Parasitic Aura recharges and Evolving Armor boosts your resistance; energy has more defense debuff resistance than invuln with slightly higher defense and slightly lower resistance than shield - both of which are sets you left out of the list.
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This one's almost too easy, I may have to come back and edit something else...
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You can get different builds that generalize well but there's isn't an end-all be-all build because if you value one specific thing more than others a build that focuses more on it than the others will be better for you. As an example, the build above has Fighting, Medicine, and Mu Mastery. My build (posted here, although I shuffled slots around when leveling) has none of those and was also built as a generalist - admittedly with a bit less defense and psi resistance - but I rarely have any issues at +4/x8 and I had a couple of throw-away powers in the 40s. I agree with the attack chain, though. Others will make ranged-only builds because they can't stand the claws redraw while cycling through the attack chain; my first Fortunata was built that way and was a ton of fun with better AoE damage, although she traded single target damage by going purely ranged. What sort of benchmark goals do you want your Fortunata to be capable of?
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Good description... better character name.
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That may be the idea, but the current reality is that Elude and Retsu are click travel powers with +recovery. Overload has a fully-enhanceable +max hp which will help when something is hitting you through your defense, though - that part is often overlooked when talking about it, and so it does provide something in exchange for the endurance crash (which is easily mitigated with Energy Drain while it's crashing). If the numbers are only changed for Tankers, sure. I wouldn't want it nerfed for everyone else just so Tankers can get it. It's a good set for the other ATs, but not something head and shoulders better than the others.
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Had a few options here, decided to go with this one:
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Run it in Ouroboros. It counts as a strike force so everyone on the team is the mission holder.
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Honestly I'd be happy if they just replace Power Surge with EM Pulse; it's fun to have a 20+ second 16-target PBAoE mag 3 hold (50% chance for mag 4) with a 60' radius that also throws in a -1000% regen debuff and -55% end, plus damages robots, and EMP doesn't crash your hit points in the middle of a spawn. But some people probably use Power Surge to plug the toxic hole and/or like being a gremlin, so that's probably out as an idea.
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Arachnos Soldiers get Tactical Training: Maneuvers (+10% defense to all), TT: Assault (+15% damage), and TT: Leadership (+10% to-hit) in cheap toggles. They also get decent numbers for the Leadership pool Maneuvers (3.5%) and Assault (+15%), so just by standing within 60' they give you 13.5% defense, 30% damage, and 10-20% to-hit before any slotting is involved. They also get passive mez protection starting at level 1 (2 pts for Wolf Spider Armor, 4 for Crab/Bane on the respec and you can take Wolf to stack it with), so your friends won't get bored in the upper levels before they get Clarion waiting for mezzes to wear off. Widows only get 5% on Tactical Training: Maneuvers, but get Mind Link (+10% defense, +5% to-hit, +30% psi resistance), have the same numbers for the other toggles, and get Indomitable Will for comprehensive mez protection. The Fortunata path also offers highlights from Mind Control and Psi Blast's nuke.
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Just because I'm surprised I haven't seen it already, Arachnos Soldier or Widow. The team buffs are toggles with a self-assisting click in the case of Widows, so you provide a lot of benefit just for being nearby, and otherwise you just attack a lot. They have mez protection, good survivability, and multiple builds offer a variety of playstyles.
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There was also a middle step where Energy Drain offered a small heal for each target hit in addition to having +endurance, while Conserve Power was still in the set. That happened... I still played one, though. DM/EA, first Brute I ever had to take Taunt on (the powerset existed on Brutes and Stalkers, and of the two only Brutes got unsuppressed stealth, combined with no taunt aura to make sure you had trouble holding aggro). And the endurance issues are mostly resolved through the Theft of Essence: Chance for +Endurance proc in Dark Regeneration and not using Cloak of Fear all the time - especially if it's only for the to-hit debuff. As for building in Taunt, I think the new Fury/Gauntlet changes will trigger on Oppressive Gloom and Cloak of Fear for Brutes and Tankers, and @Captain Powerhouse stated in the Tanker feedback threads that he doesn't like the idea of more taunt auras for Scrappers, but didn't have plans on taking away the ones that exist already.
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An option to kill the Malta leaders in Max's arc
siolfir replied to Vanden's topic in Suggestions & Feedback
So correct me if I'm wrong about this. You don't think it's heroic working with Malta, so instead you think you should slaughter the "unpowered humans" that are "easily put down" and then lie about it to the person who sent you there to rescue them. Because it's more heroic that way. I mean, I'm not against having the option, but the reasoning seems a little suspect. -
Good luck with the name! I'm terrible with coming up with names, so I'll let others take care of that in this thread. There are a couple of name release threads in the respective server sections, if you wanted to try your luck there...
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Hi! Depending on when you played before there may be some new things to get caught up on, but you're in the right spot to find them or ask questions. I'm more of a burrito person, though.
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In that case, assuming that mez protection doesn't get baked into the toggles, I personally would simply continue to skip the shields on tri-form builds; While I could build around the extra endurance drain, Khelds are slot-starved already and I'd rather just build for set bonuses that make the shields irrelevant. Others may feel differently. It would be convenient to save the animation times for Shadow Cloak and Inky Aspect, I suppose, but my biggest issue is dropping out of Dwarf only to find out I have to immediately turn it back on because there was a mez sitting on me, so the mez protection outside of Dwarf farm is more important than keeping the toggles up.
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What Is The Most Resource Efficient Way To Get KB Protection?
siolfir replied to EonRecoil's topic in General Discussion
Sprint takes Run and Jump, but not Universal Travel (which is where the -KB is). I might not be remembering this correctly but I think that it originally did when the Universal Travel sets were added but it was removed when Blessing of the Zephyr was added to beta because it was brought up that the vet reward sprints allowed people to slot a lot more KB protection than people who did not have them without any power selection cost. That it also prevented PvP builds from using the same trick was a side effect, but it was supposed to prevent the vet reward from being a large gameplay effect.