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KaizenSoze

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Everything posted by KaizenSoze

  1. This is a fun build. Not designed for hardcore mode, though with good support it would be fine. Excellent at holding lots of aggro, two auras will do that. Great running PI radios or any team where there are a lot of lowbies. Very good AOE damage due to fury boosted Icicles and staff AOEs. Might move the Force feedback into one of the AOEs later. (A) Empty (A) Celerity - +Stealth (A) Endurance Modification IO (A) Run Speed IO (A) Jumping IO (A) Numina's Convalesence - +Regeneration/+Recovery (9) Panacea - +Hit Points/Endurance (A) Performance Shifter - Chance for +End (11) Performance Shifter - EndMod (11) Synapse's Shock - EndMod/Increased Run Speed Level 1: Combo Level 2 Level 1: Combo Level 3 Level 49: Speed Phase Level 8: Form of the Body Level 8: Form of the Mind Level 8: Form of the Soul ------------
  2. I enjoyed staff so much I made a brute, staff/ice, not a fun as the stalker. But it is great for holding aggro in general content. Fury boosted icicles and staff AOEs are tasty.
  3. What I am about to say about other primaries does not mean those primaries are bad. They just do not work for me. Tried EM/FM/BS/SJ/Claw/DM... etc etc. The staff attacks flow for me, unlike the others. On a fast moving team, being able to hop into a spawn and fire Eye of the Storm critting half the mobs just works. The staff combo system game just works for me, unlike say Street Justice. The other primaries either didn't have enough aoe or single target to make me happy. The combo is sturdy without excessive management unlike for instance, bio. This has been true for me and bio on all ATs. I have already solo'ed several, even or +1, AVs, so the build is doing enough damage for my tastes even before getting all my T4 incarnates.
  4. It's not the most uber, but I love it and wanted to share. Positives: Good aoe Good defense/resists to most damage Caps almost every resist, except psi, when Icy Baston is running With Hoarfrost and Icy Baston I can tank the hydra heads on Apex Can shrug off a lot of psi damage due to Hoarfrost +hp End stable, so you can use barrier instead of ageless Immune to slows Combo system is actually fun Chilling embrace helps with runners and resists Negatives Not the highest damaging stalker. You need to use the combo system s/l resist aren't great, but that can be mitigated with Icy Baston and Hoarfrost Smash damage can be heavily resisted, but you wreck robots Game play videos coming Build:
  5. Clockwork are weak to smash and psi. There are lore reason for this, which I won't spoil. Caveat, high level Psychic Clockwork are not psi weak. Freakshow are weak to energy damage, the tanks are strong to smash damage.
  6. Just a fun topic and a little knowledge sharing. Here are two: Carnies are very very weak to lethal damage. They take +20% extra lethal damage. Romans have no slow resistance, if your toon has slow powers that can make them very easy to kite. Even the tougher mobs in Sister Valeria's arc. Only reason I was able to solo the arc with elec/ice blaster.
  7. https://homecoming.wiki/wiki/Category:Zone_Events
  8. Just talking about the all year events, not seasonal ones like Halloween or Christmas. Personally, I like the prisoner, zombie and Nemesis events the best. The family raid is my dark horse one, it's quite fun solo.
  9. I have only played with Elude on my Night Tank builds. It does provide two useful things besides defense, more DDR and recovery. But even then I don't find it useful enough on AE 801 and four star hard modes. It's pretty much only useful as an IO mule at best. T9 for squishier ATs should all be as useful as Ice Armor:Icy Bastion.
  10. Yes, it's now about 3:30-4:00. The burn change makes a huge difference in damage.
  11. What combos have you played?
  12. I have tried it on blasters, sentinels, and defenders. Not feeling that it's a top tier set. Several powers won't work if you're not on the ground Damage seems ok, but not great. Unless you focus on the combo system, then it's kinda good? Combo system isn't bad, but it requires a lot of attention. This makes it hard to work with busy primaries or secondaries What are your thoughts? What combos have you found that work for you?
  13. It's always been like that. VEAT stealth required the stealth IO in sprint to hit levels high enough to be invisible to most mobs.
  14. This is not true. You will see more incoming damage, not a lot. Despite the doom and gloom in page 4 feedback threads. This change has not caused even close to the predicated effects from that thread.
  15. I saw this line in the Page 5 notes under the Force Field changes. "Now uses Vectored Knockdown" Can someone explain to me what that means versus "normal" knockdown? Bonus, any other knockdown/knockback tidbits you would like to share.
  16. I was pretty unimpressed with my Night Widow, then I read Galbasuar's Fortunata guide. Respec'ed into a Fortunata... and still wasn't impressed. A few weeks later, I came back and re-designed her in Mids to my tastes. Respec'ed again, got her slotted out, then the light came on! Now, if you put a gun to my head and said I had to pick one character. It would be a Fortunata.
  17. I find it you inform folks up front about Super stunner rez, most people will back away at the right time. The number of targets hit determines the Super Stunners health. So, if only one person gets hit, then you end up with a very low hp Super Stunner, which is quick exp. Alas, melee heavy groups or masterminds generally aren't great about moving out of range. But most players understand.
  18. Freakshow, mobs so nice, you have to kill them twice. On of my favorite enemy groups.
  19. Last update. I joined a 0x8 kill most PUG with my respec'ed elec/ice blaster. Took 20 mins, no side rooms. So, a few minutes faster than a normal 0 kill most, but not ridiculous. Being able to wipe out 80% of every second or third spawn with my nuke did speed things up a bit.
  20. As for repeatables, what I would really like to see mayhem/safeguard missions be more team friendly. All break ability objects provide full team credit All side missions give full team credit Allow the selection of the temp powers as opposed to being map locked Right now, mayhem missions are pretty much only done by badgers like me. It is a shame, because if you want a real fight, try 4x8 level 50 PPD constant ambushes.
  21. Dark Astoria needs to have more missions for it's repeatables. Either contact has only I think eight hard coded missions. Actually, I would prefer DA to get the PI treatment and have dynamic repeatables like PI radios. So, that you could get all enemy groups. For instance, I don't think there is any mission where CoT is the enemy. PI radios definitely fall into the, it's not broke, don't fix it, category. Shadow Shard radios would be a waste. It's like IP radios, too much running around.
  22. I have learned over the last few years that the VEAT code is a mess. So, the chances are any hybrid Widow/SOA is very low. Even VEAT costume code I have learned, since I created this thread, is very messy. Lots of hard coded references by name.
  23. Widow is married to a SOA. SOA dies in combat, Widow wants to wear a piece of SOA armor to remember them. The opposite also works as back story. It's not that hard to come up with a story for why VEATs would want to mix armor.
  24. I don't want a new eat. I want more options for toon backstories. Widow gets injured and cannot use psychic abilities and claws. So, they retrain as a SOA.
  25. I was expecting a surge in Sentinels players, but I am only seeing a few more than usual. I guess it will take awhile for folks to realize how much better they are now. Combat teleporting to the tank, fold space, dropping Explosive Arrow and Rain of Arrows, then popping back a few feet is fun. Yes, blasters can do that, but it's much more dangerous for them.
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