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KaizenSoze

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Everything posted by KaizenSoze

  1. There was a poll on the live forum about which AT were the best designed. Forts where number 2 behind blasters. You forgot a spamming ST hold, that procs really well. And now a decent cast time mag 4 stun. Forts do have some weaknesses, low HP w/o outside buffs, no more than 1300. This really can hurt in hard modes as Forts are really vulnerable to getting 2 shot. I have flying ranged builds for hard modes. Low DDR, which can be mitigated, but it's an issue against some mobs like new CoT and Arachnos. Most of the damage is psi/lethal which can be a pain against robots, which there are plenty of at 50.
  2. Night Widow still have a lot of trouble with runners. Forts with Fate Sealed having a much better time dealing with runners. Between Subdue, TK blast, and Psi nado things are not getting far away.
  3. As I said in the guide. PI has the smallest area and it’s the primary level 50 for heroes. Most people play blue side.
  4. I am *really* enjoying the new Telekinesis. Any neat tricks you have used it for? On the Terra Volta respecs, you can pull the mobs off the ramps for easier disposal.
  5. Awwww. Worried your poor little toon might get hurt! It will be ok, the defenders will protect you.
  6. If you are looking for a bit more of a challenge this week. Run respec #2 at 3x8. Makes the final reactor fight a lot more difficult and in my opinion more fun. Respec #1 also is a good fight at 3x8, but folks are quite a bit weaker at that level. Why not respec #3, one word, Incarnate, takes all the fun out of it.
  7. Folks starting new or trying out Forts after awhile, should take Fated Sealed. Fate sealed will make all controls after 33% while giving you 33% more mez resists. Also, also knockback and immobilize will fire 100% of the times. For instance, Psionic Tornado only knocks up 50%, with Fated Sealed it's 100%. Useful control to keep mobs down.
  8. HEATs and VEATs cannot start on gold side.
  9. There is a FAQ in the VEAT forum and plenty of builds. I guess I should take this as a hint to finish the page 7 updates for the FAQ.
  10. CoT, Arachnos, and Carnies can all get caves missions. Council, Malta, and Freakshow only get warehouses, offices, or sewers. Going from memory, Carnies don't get sewer maps. I wonder how that happens. Again going from memory, warehouses are always warehouses, manholes could be occasionally offices, offices could be offices or sewers. When I get a office door with a sewer map. I call that the "Open Office Map". Pawnshop or non Safeguard bank maps are specific to statically defined mission that are in the wiki.
  11. Unlike say, Dark Astoria, radio mission are auto generated from a templates. So, there are an unlimited amount of missions. There are a few static missions that get tossed in from time to time. Those are on the wiki page.
  12. Radios missions are an fun way to level in the game. Peregrine Island radio missions are the most commonly used for leveling. Here is a guide for running radio missions in you have never done it. What are radio missions? Read this page, for more information. Why Peregrine? It's one of three level 50 zones where radio/paper/repeatable missions are available. It has a two advantages over the other zones, the missions appear in the smallest area of the three and access is easy through Tunnel, SG Base, and Ouroboros. If you want to run a team you can start at early as level 39, one quirk of radios between 39-41 is that you can get Freakshow missions. Starting at 42 only Council, Circle Of Thrones, Carnival of Shadows, and Malta are available. Malta only appear in a few rare radio missions which are listed in the wiki page. There is no law requiring you to run your missions at 4x8, just because you are in PI. I would start at 3x8 if you are under level 45 and see how the team does. Running 4x8 with a team of sub 50s can be tedious and difficult as you will get +5 mobs regularly. Starting at level 45 players with incarnate powers and level shifts start working again, which makes missions much easier. As little as two 50+ players can carry a team depending on power sets and player skill. How to get started: Zone into PI for the first time, this will add one of the two detective contacts. McLord is the preferred contact, because he is outside the police station. Neat trick, you can forget the detective, re-zone, and you'll get randomly assigned one of the two. If you care enough, keeping forgetting Selnum, until you get McLord. Bring up the police scanner at the top of your active contacts tab. Select one of the three missions offered. Now, you are not required to complete one of those missions before getting a new one. Select one of the three. Click on the scanner again, select the abandon mission option, close the window, open the scanner again for three new missions. This is important if you want to mobs are you find difficult or avoid cave missions. Why would you want to avoid cave missions? Because cave maps suck, hard to navigate, the textures make people sick, rooms like the layer cake are annoying to clear. Good news, they are relatively easy to avoid. There are only four cave locations on the main Peregrine Island. Map for reference. 99% missions will appear inside the green marked area. Red circles are cave entrances. If you get one of these, abandon the missions and try again. You can get several in a row, it's just bad luck keep trying. Yellow circles are Portal Corp or AE missions entrance. They are rare locations for radios missions and are slightly annoying, abandon if you dislike them. The orange circle is the bank aka safeguard mission entrance. More on that later. Bank missions aka Safeguard Missions. Every five completed radio missions, your detective will summon you and offer a bank mission. You can accept or reject the mission. Read the link above for more details. If you complete enough bank missions, the detective will introduce you are other non-radio contacts. There are some very interesting arcs available. These are the basics of running PI radios. Let me know if you have questions or corrections.
  13. Yes, Total Domination and Aura of Confusion aren't up super quick, but Terrify is almost always available. It's soft control, but it mitigates a lot of damage and does good AOE damage, because the cone is so large. I tend to Sleep or Hold the spawn, TK them together, then terrify. I don't solo that much, because it's a amazing team build. I can provide all the CC needed for a PI radio team, which is needed more after page 7. I basically can keep three spawns in some state of control easily.
  14. I have been trying unsuccessfully for awhile to create an all ranged dom that did what I considered decent damage. Now, I have found it. Mind Control/Arsenal, it is a decent soloer and amazing on teams. Lots of controls, Telekinesis to group mobs up for Terrify and Ignite, lots of recharge. Notes: MIDs isn't letting me put Dominating Grasp into Telekinesis, but the game does. Even though it's a low proc build, there is so much recharge that it can be a serious end hog going full out. T3 Ageless and dominate can keep up barely. I use Mass Hypnosis for control, but also as an extra build up. Sniper Rifle does a ton of damage and procs +recharge often Trip Mine is only there for +recharge Odd Buckshot slotting is to make sure it can reach TK'ed mobs. Otherwise, it's fall short with base range. Build as text: Build as data chunk: Dominator (Mind Control - Arsenal Assault).mbd
  15. Interesting. I just checked my live Bane, DDR at all. MIDs does not show any DDR either on Bane or Crab. Are you running Ageless Radial?
  16. In my opinion, Night Tank no contest. They have some DDR, scaling resists, and close to the same HP. Placate is also a good defensive tool if you are solo. Also, they are melee oriented which is what you want when you're covered in mobs. Though I don't take, Night Widows also get Elude as emergency power. Crabs get no DDR, no placate, weak melee, no emergency power. They do get a heal.
  17. If you are worried you don't know what level requirements and things of that nature are for a TF. Try this tool.
  18. I have to blasters which have soft capped E/R defense which are doing fine against the new mobs. But the reason is mostly because they use secondary effects to neuter the mobs. Elec/Ice blaster, everything is drained and slowed. Dark/Tactical Arrow, tons of -tohit, lots of area control, only needs to be in melee for Blackstar.
  19. Blood Widow aka Melee Fortunata. All but the newest badges, 440+ vet levels. My Night Widow and Bane are also getting more time now with page 7. I have some side characters I like to play for variety, Elec/ice and Dark/TA blasters.
  20. Welcome to the Night Widows are pretty darn good club. In my experience endurance issues are better now, because things die faster. The DDR is fine, I extremely doubt they will ever add more, as you said the scaling resists and extra HP helps a lot. Pretty avoids the 2-shot issue that Night Widows had before page 7. Psychic Scream with Build Up hits pretty hard. Taking provoke is useful to pull heat off teammates or help herd. Now, Night Widows are off tanks providing 20% defense, +toHit, and +damage, that's before you even touch the regular Leadership pool. See Night Tank builds if you want super tanky versions that can solo ITFs and 801.3s. My only complaint is Eviscerate. Spin with the placate change is vast out completing it. I wouldn't care, except that Eviscerate is the only other source of 100% crits. Before the placate change, my Bane builds slightly edging out my Night Widows in single target DPS. Bane do much better AOE damage. Night Widows though are a ton more durable. Banes/Crabs get no DDR. It's the reason my Night Widow can handle 4x8 CoT most of the time and my Bane had to drop to 4x6. Melee Forts are still the king of overall DPS.
  21. As I have been learning quite a bit of SQL lately. The numbers in that article would be simple to generate. My suspicion is that the devs are working on a more complete breakdown like like this post from 2020.
  22. Rifting off Go0gleplex. Snakes: My mommy wears your mommy as boots.
  23. I have respec three toon since page 7 dropped. All VEATs. In general I have respec so many times on beta that it's like doing the dishes at this point. I would only respec toons you are going to use regularly.
  24. Thank you for posting that! Alas as I expected: Arachnos Soldier: 4,957 Peacebringer: 4,353 Arachnos Widow: 4,118 Warshade: 3,414
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