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KaizenSoze
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Everything posted by KaizenSoze
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It's the weekly strike force. I do not understand why she is located in St. Martial, when most of her SF is in other zones. Looking at her bio, it would make more sense for her to be in Nevra where her SF starts and most of the missions are there. Of course, team transport helps a lot. Just suggesting she should move.
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I think you're just having bad luck. You're probably getting bit by the server lag when it calculates distance on stunner defeat.
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One of the Weekly Strike Targets this week is the Penelope Yin Task Force. Super stunners are probably the most annoying mob on that TF. Due to their rez damage and recovery debuff. They can really hurt at level 25, but there is a secret a good number of players don't know about. When I mention it, there is always one or two people who said they didn't know that. Super stunners need a close target to rez. If you can kill them at range they don't rez. If you don't have recovery buffs, it saves a lot of annoyance. Just thought a few folks would find this useful.
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At 50, Maria Jenkins arc in PI is full of AVs. You do not have to unlock her. Just find her in PI at 50.
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Trapdoor Test Results - the other half of Pylon testing?
KaizenSoze replied to Kanil's topic in Scrapper
Jebus that build is a monster. -
If you picked any Night Widow powers it blocks the Fortunata powers. The opposite is the true. Night Widow and Fortunata both get Mask Presence and Mind Link for instance. If you picked the "wrong" version is blocks the other powers. That is the mostly likely issue.
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Some follow up. The build cannot handle 801.7, 801.5 is fine, a bit slow, with the occasional RNG death. I have tweaked one thing. Swapped Smoke grenade in place of Elude. Smoke Grenade actually has a number of benefits in hard content: Pull control. Perception debuff is 90% Auto hit 4.14% irresistible defense debuff 51 player vs 54 mobs. You need four pieces to effectively max -toHit. Range is crazy, 110 is the base AOE size is 35 You can slot Dampen Spirits or Dark Watcher's Despair which have good set bonuses. @Linea Just thought you would be amused by us mere mortals trying to deal with your missions.
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Trapdoor Test Results - the other half of Pylon testing?
KaizenSoze replied to Kanil's topic in Scrapper
Honestly, I think these are good times. In my head under 8 mins is good enough. Under 10 if it's a low damage AT. I have under 9 min TA/DP defender run in this thread. I find this a good reality check for my builds. I had this melee Crab build on beta. I thought it was pretty good. One 15+ mins run and reality crashed in. This has also happened with several Night Widow and Bane builds. -
What difficultly did you solo in 90 mins at?
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Zone events are fun at least when there are lots of players. *gives gold side a comforting hug* Dark Astoria is a great zone, but it could be better. I don't have a solid idea yet, but a few things are bouncing around in my head. I don't want to spoil by overuse the zombie zone event. Moth Cemetery. Banished Pantheon attempts to summon Mot and you need to disrupt it. You have to defend the entrance to DA from various groups. Point defense, but really need a lot of mobs to make it a fight. Talons of Vengeance are trying to bring the radio station online and broadcast a siren song.
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I generally like the idea. I need to think about it a bit more. I hope you have your best fire proof outfit on for when the PvPers find this thread. 🙂 My thought along these lines that they should overhaul the high level hazard zones. Eden and Crey's Folly. Make them coop and level capped like a PvP zone, w/o PvP of course. This gave me an idea, but I'll create a separate thread.
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VEAT Inherent Change: Dominion of Arachnos
KaizenSoze replied to MidnighterClubPatron's topic in Suggestions & Feedback
The VEAT inherit has a weird history as it was supposed to be nothing more than placeholder to appease the player base on live. Every AT should have an inherit the players demanded. For endurance, there are two issues as I see it. The inherit is useless and some VEAT attacks are punitively expensive. In particular some AOEs and claw attacks. Example, Spin is just horrible for endurance, it the most costly Spin in the game. The proc is idea is interesting idea, as long as it didn't effect non notifying powers like confuse or surveillance. I have been keeping this thread in the VEAT forum for suggestions. -
What are the worst powers in the game?
KaizenSoze replied to Bionic_Flea's topic in General Discussion
Yes, Bane ranged attacks all suck except poisonous ray which is decent. Don't forget Venom nade provide -40% toxic resists, which directly buffs PR's damage. One of the reason PR is decent. I think the reason they all take so long to cast is that they are direct pulls from mob attacks. -
Idea to deal with Ouroboros portal congestion
KaizenSoze replied to KaizenSoze's topic in Suggestions & Feedback
Hence, why I suggested putting a tag on the player and only if they have the tag they get repelled. The repel pulse should only occur every 10-20 seconds minimal. So, it would take two round before getting repelled. -
Oh I know. SOA venom nade deals -40% toxic resists, -20% resists for the rest. I have a lot of motivation to find good toxic attacks. I have tried every toxic pool power in the game. The only decent pure toxic attack is poisonous ray.
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More toxic attacks would make my Bane very happy. Venom nade would be even more effect on teams.
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Fair enough. I figured only power builders would ever run this test. Lots of folks say this and that about their builds. I have certainly thought some of my builds were the bee's knees. Only to have them crash and burn on this test in terms of time. Anyway, this is off topic.
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Comic Council on Excelsior runs internal themed ITFs weekly. They are always recruiting.
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I wish more players would run the Trapdoor sets and posts times and videos. It's a great way to see how your build holds up in normal content and not a 801 or plyon test. That way Bill and Solarverse could compare builds.
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The problem is coming up something that is not a willpower clone. The concept in my mind falls inline with idea of regen, Wolverine. The more damage taken the more durability. Basically, Fury but for defense, not offensive. At 100% HP you generate a absorb buffer for alphas, but lose the other bonuses. This would be probably difficult to balance. You're happiest when you HP is below 50%. Might give the healers in the team an heart attack. 🙂
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The problem is the expectation is already there in the player base. The live devs never had time to add enough content with incarnate powers in mind. I did a "Worthy Opponent" run a couple of weeks ago. No incarnates, no set bonuses, no super inspirations. It was a challenge, but a rather tedious one. Wailing on the same AV for 5 mins is boring. The same reason I find the Khan TF boring. So, I enjoy the extra power boosts from Incarnates and sets. HC devs are on it. Nobody will probably be able to solo Aeon at max difficulty. Though the players is very creative, so they might find a hole.
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Fair point. 🙂 I would be happy to have regen overpowered as the others. As I said in another thread the game needs more optional high difficulty content like Aeon. At the moment I don't know who would think about taking a regen tank/brute/scrapper/staker onto a relentless run. Yes, I know tanker don't get regen.... yet. Given the amount of changes the HC devs and made to under performing sets. I guess they must be having trouble coming up with a balanced fix to the set. I have faith they will fix it right. I mean look what they did with energy melee. Another though about regen buffs. Probably already been suggested. Alpha strikes are the biggest weakness on regen. An constantly regenerating absorb shield could provide the buffer needed to handle the alpha. Also, scaling HP regen rates, like resist do for Super Reflexes. This would still require a lot of investment into resists and defense.
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Regen should be as immune to -regen and -recovery as super reflexes is to -defense. And some -recharge resistance. That would be a good start. Still I am not sure how to improve regen w/o making it overpowered. But yes, it badly needs a review.
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Or just add more mobs with nasty debuffs. I think I am one of the few players that enjoy fighting carnies, because they are a challenge. Some of this comes from playing Widows which are one the best ATs to fight carnies. If I mention carnies to most players they shutter and ask to pick another mission if it's radios. Carnies have some of the nastiest debuffs on top of the phasing. They can nuke your defense, resists, toHit, and recovery. Then avoid your return fire. Also, Arachnos can be devastating on defense based chars w/o good DDR. If you get enough Tarantula Mistresses. Aeon's SF is such a great step in that direction. So, I think devs are already thinking this way.
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Usually, I only die for two reason the team took on too much or I screwed up solo. I tend to be a careful player. It annoys me because I think of it as playing badly. Of course, there is the usual RNG death on some iTrial, but those I can shrug off.