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KaizenSoze

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Everything posted by KaizenSoze

  1. Now, every subdue immobilize, telekinetic blast KB'ed, Psi nado KU'ed 100% Makes for a even stronger controller type Fort. I have a flying ranged Fort build I use for hard modes. Depending on how you build, it's not a hard power to squeeze in. I like it.
  2. I think this has flown under the radar a bit. In build 3 this change is a huge deal for VEATs and stalkers. Placate (stalker, bane and widow versions) These powers now grant Hide for 5s that cant be broken by damage in addition a 10s hide that cancels if damaged. Stalker Guile: Now grant Hide for 3s that cant be broken by damage in addition a 10s hide that cancels if damaged. I have been testing both and it makes getting crits a lot easier. You now have a 3-5 sec window to start another attack even if hit. This has been a boon for AOE attacks that are usually fired off in the middle of large groups. Bane: Crowd Control has benefited a lot for instance when combined with WAWG. Also, Spin has been helped a lot, but not as much because Night Widows lack the tools to keep mobs in place. My staff stalker AOEs feels like they are landing more crits and it makes it worth taking placate.
  3. Even with the extended maintenance today. You can still get your CoX fix. The open beta is up.
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  4. I appreciate the feedback. It's rare to get any for this build. The high accuracy is needed, because mobs in ITFs and 801s sometimes have very high defense. I have had to eat a large yellow to hit a 801 boss that is using it's T9 and still missed 50% of time. Cardiac is used for two reasons, endurance management and resist buffing. I tried with Muscular, but it was very difficult to manage end and I was taking a lot more damage. Still I'll think about the CJ suggestion. I do already have 55% recharge resists though.
  5. Build (Aid Other is a place holder for Pain Tolerance. The build will have over 1900 HP):
  6. Build file if anyone wants it: night_tank_v2.mbd
  7. The problem it doesn't take 7 Incarnates to trivialize level 50 content. Two or three players can carry an entire radio team currently. Are you going to run teams that don't allow Incarnate players? /lfg PI radio 4x8 no Incarnates allowed. Not mocking your opinion, just pointing out the impracticability. Incarnates trivialize most level 50 content. Nobody wants to nerf Incarnates, though I would like to see some powers nerfed, but that's not going to happen. So, the only way make it not trivial is to make the mobs harder. Something I have wanted for a long time. The only way you're going to get teams without Incarnates is to organize SG events.
  8. Just curious are you using binds to place the Storm Cell? Binds make it much easier. /bind t powexec_location target "Storm Cell" Tab to a target in the middle, hit t. Or whatever key you would to bind the power.
  9. My only comment is at least in Breakout, probably true for Outbreak too. I would be nice if your, Origin Attack, appeared on the power bar by default like brawl and sprint.
  10. Notes about the delta between page 7 Night Widows and Fortunatas. Night Widow *now* can out DPS Forts in ST Pylon tests. This was not true before page 7, which was sad. Forts will out damage Night Widows in terms of speed and total damage due to Psychic Wail and the ability to stop runners with controls. Night Widows are significantly more durable than Forts. Even more so with page 7. I mean I solo'ed the ITF at 4x8 in melee w/o dying. A Fort would have a massively harder time doing that.
  11. The Mink Link animation is shorter in page 7. You get use to it after while, even the current form. It's a nice team buff, players focus on the defense, but it is also has 30% Psi resists and 10% toHit base. Not sure where the 600 DPS comes from, but there have been some crazy good Trapdoor times.
  12. I ran a few characters through after build 2 dropped. Either the rezes were mostly avoidable or the pet damage was not severe. My Ninja/Trick Arrow MM had to work a lot less harder to achieve good results.
  13. I confirmed it. Probably wasn't never supposed to take any damage set. Confuse and Aura of Confusion cannot take AT set.
  14. Initial thoughts on the improved WAWG. It's an improvement, but it causes other issues. I can get the recharge down to 6 secs. So, perma immobilize is fairly easy. In my initial test I took both WAWG and Mace: Web Envelope. Solo: The radius is amazing, recharge great. But it removes any KD/KB (mag 100 protection), which greatly increases the amount of hits the player takes. Crowd Control for instance loses all it's KD, which is very useful when combined with MBB or Frag to keep mobs down. I was taking a lot more damage in general using WAWG than not. Team: Blocking all KD/KB messes with a lot of powers. Bonfire even the beta version will get completely neutralized by WAWG. Shield charge KD, neutralized. Liquefy, neutralized. Oil Slick Arrow.... Suggestion: Remove the KD protection from WAWG.
  15. I have solo'ed them a lot with my VEATs and some other ATs. I don't find the rezing more annoying than Freakshow at 4x8. Council are harder than Freakshow now for sure at 40+. New Galaxies only appear at 40+. The galaxy LTs are just an annoyance at 50+. The Galaxy bosses can hit hard, but their rez can be avoided by breaking line of sight as they die. There was a small delay between death and rez. I haven't tested build 2 yet. I suspect it got easier to avoid the rez. I also solo'ed them with an SO only Trick Arrow/Storm defender at 0x8 and 1x4. It was slow, mostly due to endurance issues, but doable.
  16. Changing Arctic Breath to only a 13% shorter animation. Rather than the, build 1, 37% animation shortening, without changing anything else about the power... Well, it would be nice if there was a change in damage, recharge, or endurance costs.
  17. Last comment as to not derail. Malta might appear in the Pawn Shop and a non-detective Bank Robbery. You get one of those mission once every 20+ missions. Once, you hit level 41 or 42 I forget. Freakshow will no longer appear as radio mobs in PI.
  18. You won't lose the sets, the /respec will allow them to move them to inventory. You just won't be able to slot them in a power.
  19. Council is still the easiest PI radio group. Just the difficult between the 4 main groups is much closer. Council lack serious -defense or super nasty debuffs. Malta exists in PI radio, but only as a rare Pawn shop mission. So, they don't count.
  20. I would nice if the Guile proc would produce log message containing it's name. Like damage proc do. Right now you have infer that the proc went off by looking for the power has the proc then looking for this message: 2024-01-27 13:24:43 You enter a hidden state. A nice to have.
  21. You can use OBS to record, then upload it to YouTube and provide an unlisted list. Just like I did here.
  22. I find that Prestige Athletic Run combined with Mental Training slotted with a Speed IO is enough. You could slot Mental Training with two speed IOs if you have the space.
  23. Depends on the boss, dark, sonic(energy), meteor. Maybe Psi, not sure.
  24. Thanks to all that showed up. Still rolled over the various groups with few deaths. The sub 50s we had with us were fine. I think it's verified that page 7 isn't going to make PI radios too hard. Just more fun being able to cast more than 2-3 powers per spawn. Controls are more useful, but not required.
  25. Another of PI radio testing done. Controls are very help for keeping things moving, bosses rarely transformed and the rez hurts but is manageable in a team. Had a few sub 50s a long for testing and death in general very rare. The AOE spam didn't hurt the sub 50s that much. We did have a lot of controls. 3 doms at one point. We drop some of the doms, still fine. Only near team wipe was the accident aggro of 2-3 CoT spawns at once.
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