KaizenSoze
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Everything posted by KaizenSoze
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I generally like ranged cones. I enjoy the positioning aspect of them. Melee cones are a completely different animal. Most are too short to be effect unless you are using fold space to compact the mobs. I avoid any cone that doesn't have a range of 9, regardless of width, most melee cones have a range of 7.
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I am compelled to use one debuff set on every AT. Trick arrow, it is the bomb. As I said in another thread. I am shocked I don't see more Trick Arrow players. What powerset combinations keep your attention? Fortunata Elec/Ice blaster Staff/Ice stalker Fire/Ice dominator Trick Arrow/Beam defender Ninja/Trick Arrow Mastermind
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I am only talking about KMs. And it causes things to take longer, because there are often multiple rez'ed tanks spread out and running around attacking the support. I have seen this over and over on this mission. When I play a tank/brute I make a point of waiting for the rezzing mobs.
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Very much THIS. I am seeing a lot of AT that have a taunt aura or punch voke doing an horrible job of aggro control. The first Market crash mission is a poster child for this, aggro capped players hopping three spawns ahead. Mobs spread out all over the place. Completely ruins any chance of efficient AOE, which makes everything take longer.
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What sets are you surprised you don't see more and why? Here are two: Trick arrow on any AT. After the revamp it's amazing, every power is worth taking, but it's rare for me to see it. Flash and oil slick arrows are very obvious, so it's easy to spot. I had one team where there were three TAs, we are crushing the mobs. Blaster: Ice manipulation. You get your sustain at 10 with a 30' slow aura! Good melee, one of the best slow cones in the game, and ice patch. I have seen an increase in Ice Melee, but it's rare for me to see Ice manipulation.
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AE damage does not count. Read through the thread that Glacier Perk linked. You have to complete an arc to turn on the fires in Mercy. Otherwise, you cannot see them till you complete the arc.
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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 ------------
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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.
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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.
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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:
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What are little known weaknesses for enemy groups?
KaizenSoze replied to KaizenSoze's topic in General Discussion
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. -
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.
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https://homecoming.wiki/wiki/Category:Zone_Events
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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.
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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.
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
KaizenSoze replied to America's Angel's topic in Guides
Yes, it's now about 3:30-4:00. The burn change makes a huge difference in damage. -
What are players thoughts on Seismic blast?
KaizenSoze replied to KaizenSoze's topic in General Discussion
What combos have you played? -
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?
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Changes to stealth unnecessary....
KaizenSoze replied to WillParkinson's topic in General Discussion
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. -
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.
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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.
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The moment a character goes to the "It" list.
KaizenSoze replied to Luminara's topic in General Discussion
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. -
Are Freakshow good annoying or just annoying annoying?
KaizenSoze replied to DougGraves's topic in General Discussion
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.