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Gulbasaur
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Everything posted by Gulbasaur
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Introduction to Arachnos Widows - Night/Blood/Fortunata
Gulbasaur replied to KaizenSoze's topic in Arachnos Soldier & Widow
I am bored, unemployed and avoiding doing anything productive, so I tested it. Edit: CT:D, not CT:O Both are something like 0.4% resists for every 1% under 75%, so that's 0.8% with the two together. Reactive Defences adds 3% plus 0.1% resists for every 1% hit points you lose. I wish I put half the amount of effort I put into answering random queries on the internet as I did my MA thesis. -
Introduction to Arachnos Widows - Night/Blood/Fortunata
Gulbasaur replied to KaizenSoze's topic in Arachnos Soldier & Widow
Super late to notice, but CT:Defensive has a secret scaling resistance buff attached to it that duplicates Foresight's buff. It's not mentioned anywhere in game, but it's definitely there if you check your stats. -
What it lacks in damage, it makes up for in chaos? (build feedback)
Gulbasaur replied to monkeygodbob's topic in Defender
Yeah, but so does jumping before you cast it so it's slightly higher (and therefore pointing the knockback down) without costing a slot. -
I would love it if ranged attacks could crit on widows. It's a mechanic they have but it's oddly restricted to melee.
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My fortunado is definitely the one I keep coming back to, partly because of the hours invested and partly because he's so fun. As a melee/ranged DPS control support stealth tank he has an answer to pretty much anything and can slot into any party. Want the stabs? He's got stabs. Want the mezz? Got that too. Hold the aggro? Aggro held. Big defence buffs? Got those for days. Is he the best at everything? No. Can he do enough of everything to get a passing grade? Absolutely.
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New to Kheldians, could use some info
Gulbasaur replied to TheGentlemanGhostronaut's topic in Peacebringer & Warshade
Nah. It should permanently equip that backpiece with a wicker basket with a hand flopping out so that everyone can see the extent of your... preparedness. "We're not evil," protested the Warshade. "We just carry round chunks of dead body so we can turn them into weapons. Recycling is good for the environment!" -
New to Kheldians, could use some info
Gulbasaur replied to TheGentlemanGhostronaut's topic in Peacebringer & Warshade
"Here's one I made earlier". -
Storm is a bit weirdly balanced, and the defender version does slightly more damage than the corruptor version with lightning storm doing more damage and tornado being the same (for some reason). And there is the whole Scourge issue... It's also worth paying attention to the levels when powers become available - I think defenders round out sooner because water gets good early and storm is a bit indifferent until later levels. I had a lot of fun with my storm/water defender.
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What it lacks in damage, it makes up for in chaos? (build feedback)
Gulbasaur replied to monkeygodbob's topic in Defender
Honestly, I haven't found this to be the case. I think this is partly because storm is just that good at controlling the field but also it's so hard to see what's happening with two lightning storms, a freezing rain, a tornado and whatever else is going on that no one will ever know. Also, fly up a bit before casting lightning storm as that controls the angle of knockback. -
Mind is a good solo set - it's very self-sufficient but in a way that's not as useful on every team. I think something that lets it down is the fact that its most frequent AoE control is Fear, which doesn't trigger critical damage for a reason I will never understand. Mind has a very unique quirk that (I believe) all of the attacks totally skip positional defence, meaning it can perform very well against high defence enemies. As psi defence is quite rare, mind can utterly slice through enemies that others have a hard time even hitting. Gravity is similar but leans on the "alternative means of control" aspect but is mostly just a damage-focussed set. Electric... there's something about it that feels lacking but you're right the -end effect is a bit all or nothing. I actually like elec/elec but if you don't enjoy it you don't enjoy it and that's fine.
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Honestly, the best way to deal with "finding a team" struggles is to start one yourself. Lots of people just don't like starting teams and I get that because it involves knowing where contacts are and stuff, but... just start one. I did some redside teaming just now, which is very early morning in the US, and I got a few people together redside after posting exactly once in the LFG channel.
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<posted in error>
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Yes, some of them are too good. Yes, some of them are almost useless. Let us have more! I liked some of the older Inherents (particularly the brink-of-death blaster one) and it would be nice to see them return as an option. Others are just gameplay things I think need tweaking. Scrapper - Scrapperlock! Give them a small crit rate proc for hitting the same enemy twice. Tanker - return of old Gauntlet-style -RES proc Blaster - return of old Defiance damage boost with low health (Reactive Defences gives +RES with low health, this could give +DMG) Defender - a power-boost like proc attached to an attack to provide "critical support" or an adrenaline rush or similar Controller - increased critical confusion proc rate, akin to scrappers' crit rate ATOs (or add Fear and Confusion to the Containment list) Kheldian - something with mez protection or a global damage proc like the VEATs have Sentinel - a global range increase IO Stalker - current Stalker ATOs are best-in-show, so something fairly minor like the Kheldian heal one Corruptor - is it possible to tweak the Scourge rate via an enhancement? Dominator - chance to reset cooldown on Domination like the stalker chance for Hide and chance to recharge Build Up; Dominators often chase huge amounts of recharge anyway, so it's just freeing up that whole slotting conundrum and allowing them more build freedom Brute - Brutelock! Give them a small damage boost for staying on one place (and not leaving your sidekicked-up teamates dealing with the two +5 bosses you left behind) Masterminds - a small endurance discount for being within range of your pets. VEATs - just let them crit on ranged attacks, please... Anyway... please!
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That's a good question. Good news and bad news! Good news: It's hard to avoid going back to Praetoria in later missions. Bad news: The Praetorian storyline is not told in "levelling order" - some L40 arcs canonically take place after some Incarnate stuff. There's a good discussion of it here. This post on reddit puts the canonical Praetorian order as (roughly) Tina Macintyre Maria Jenkins, Harvey Maylor, and Unai Kemen. (Gold character stuff 1-20) Apex Tin Mage BAF Lambda Sector Keyes First Ward and Underground trial Night Ward (roughly, but it makes sense here) TPN Campus Dark Astoria (all six contacts?) and Dilemma Diabolique Belladonna Ventraro Magesterium Provost Marchand and Mr G Basically, if you want to play it in order while you level, you can't. The canonical order is the order that it was released in, which doesn't follow a 1-50 model. My suggestion is to do Goldside > FW > NW > New Praetorians > the old PI contacts > Dark Astoria > work up the incarnate trials and task forces. There are also a few story arcs that sort of fit indirectly - Field Agent Kieth Nance has you a mission taking on your double, which could be fun from a storytelling point of view as you're fresh out of Praetoria at that point.
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Updated with Power Transfer and other small bits.
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No, they're literally the same. VEATs get one uniform slot and the rest are regular. The lack of power customisation is the only way they're limited. Which teams? Under what circumstances? I think there's a massive difference depending on who is playing and who is playing what. I find it much easier to keep whole teams alive on my widow than with my tanker because control mitigates damage for everyone, not just the tank with 90% resists and 45% defences. Immobilises keep enemies in the AoE pile after the half-asleep tank has decided to pull all the aggro in the middle of a room after ignoring the group hidden round the corner. The sleep stops the other group of enemies from immediately aggroing onto the corruptor. The confuse shifts the team from "almost dead" to "already won". Most tanks can't handle aggro from three groups at once - control archetypes can do this backwards and in heels. If I want to bring a load of single-level characters into +4x8 Dark Astoria or run tip missions in Atlas, then control makes it a piece of cake, and that's before we include things like the secondary. It's also important to realise that those immobilises allow controllers to do respectable damage - with Containment, the controller damage ranged scale is effectively 1.1. If you had a power that gave you a 100% crit rate for 30 seconds, wouldn't you use it?
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Yeah, the first costume slot is like that. The rest are normal.
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Truth. I've seen people write off the non-DPS archetypes as "weak" - babycakes, controllers can do what a brute can do with half the hit points. They don't have the 90% resistances because they don't need to. The idea that something doesn't wear armour so it must be weak is so backwards. Also, try the VEATs out - they've both got super flexible builds and literally have the Leadership skills built in. Fortunatas are scraptrollers, night widows are utility stalkers and soldier builds are most some variant on AoE-tank.
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It's my theory that all architects in Paragon City are part of a Nemesis plot (I mean, who lays out an office like that?), so it stands to reason that civic engineers and maintenance companies are all part of the same conspiracy. I mean, Skyway City's roads don't even connect to each other.
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Telekinesis isn't even that wonderful when it's 100% controlled (corners etc). I think this would be a fun, if high maintenance, way to play but not an effective one.
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I ran a rad/rad brute to 50 ages ago and I'm now running a rad/rad stalker through story arcs. Rad is one of those sets that goes from good to really good by abusing recharge. Beta decay is very strong. You can put a -res IO in it without too much hassle and the -ToHit is always useful. It can make up the equivalent of about 5% defence in melee range with a few slots in. Note that because of all the debuffs it has a fairly high threat rating, meaning you might pull more aggro in groups than you mean to. Particle Shielding is great and I recommend you frankenslot it for heal/recharge. I tended to leave it on auto on my brute. The two heal AoEs can take a luxurious amount of damage procs. It's also fun to be a healscrapper at times if you want to go that way. Gamma boost is a nice place for some extra endurance procs, turning an already good power into a very good power. Meltdown is one of the better T9s. The crash is basically meaningless (especially compared to other T9s, some of which can kill you. 10% endurance and a 10 second debuff is nothing). Otherwise, build it a little bit for defence. I don't think it's a set that needs soft-capping because of the massive absorb shield and the big-ass heal you've got.
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Dark armour is such a weird set altogether, being a tanking set with two control auras and a stealth power (for those who don't know) and it's bloody wonderful. I'd love it if more sets had gimmicks like that (and to be fair the more recent ones do). The stealth effect is so weak I don't think I ever noticed it even being on.
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Kheldian's Grace - Recharge/Form Empowerment
Gulbasaur replied to Mack008's topic in Peacebringer & Warshade
It's a flat buff to all three forms. You can put it in any power and it just works. From memory, it's more damage in nova, more resistance in human and more HP in dwarf. -
New to Kheldians, could use some info
Gulbasaur replied to TheGentlemanGhostronaut's topic in Peacebringer & Warshade
Hah, I viewed it the other way round - a WS is a PB with extra steps. I mained a PB on live (when I got to 50) and started off on one on HC and have a lot of love for them (although they have fallen hard following the Power Creep Wars). I'd say it's more like brutes vs stalkers - if you just want to run in and hurr durr smash smash long-day-at-work-I-just-wanna-relax then peacebringers are pretty good. They are a satisfying AT to play and I really like the whole vibe. If you want to have to actually think a little bit about how you play, then warshades are excellent. The ultimate goal of playing the game is to enjoy playing the game. If you want "old reliable" then peacebringers/brutes/brutes are good archetypes. If you want more work for more rewarding gameplay (in my opinion) then warshades/stalkers are great. They're different ATs with different playstyles that appeal to different player mentalities. -
Salut! Il serait une bonne idée de reposter cette demande dans la section Suggestions & Feedback. Les archétypes Arachnos sont les moins joués et malheureusement c'est reflété dans le priorité bas dans les révisions que les devs font. Je suis d'accord avec toi qu'ils doivent nous donner labilité de customiser les animations comme la plupart d'autre archétypes. J'ai l'impression que les changements qui ont un effet sur les animations ne sont pas super simples. Les costumes VEAT sont encore plus compliqués parce que leur costume défaut est un peu d'un hack. J’espère qu'ils les changent comme tu dis mais je ne pense pas que les changements viennent SoonTM (Mon français es nul - je ne suis qu'un rosbif avec l'enthousiasme et la confiance injustifié)