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Posted (edited)

 

 

Marine Affinity (Corr)

 

The Good: ALL powers (besides BR), look amazing and cool, in my opinion. They all fit the theme really well. Then..we have barrier reef, that in NO way makes me think of a barrier, or a reef. Its just a floating clump of crystals, and looks work like something from Earth Control.

 

Shoal Rush – 20ft radiis, -def and slow

Honestly only just taking this at lvl 38. Have not used it..but I DID see the target cap is 20 and a 20 sec duration. Why? Just about every other buff in game lasts for 30 secs. Compare this with Brine that lasts 60, and I am scratching my head.

 

 

Soothing Wave – 45ft, 90deg, 117.8 heal

Cone Heal. Can we..not? I get it, it’s a wave. Can’t it be an aoe surge? Looking at Nature, the heal value is about the same, with the same arc and range. I don’t know though, I seem to be able to hit more allies with my nature heal than my marine heal.

 

 

Torodidal Bubble – 9.38% res, 20%rec 10 end. 40ft radius, 60s

Very cool power. I honestly think this would make more sense to have some +def to (as attacks slip past you).  That may just be ‘my’ view of how I think a water power would work!

 

 

Whitecap – Kb, - 11.25 % res, 20ft radius

This is..odd. I don’t understand the self tp at all. It’s a set with no aoe -to hit, and as very low +def..and the best way to delivery an aoe -res..is to dive INTO a mob? Sure..other sets have aoe -res, but have better mitigation. The kb is nice..but you are still in the mob when they stand up..I just think a targeted aoe Splash debuff would have been way cooler and more useful.

 

 

Tidepool – aoe slow, 25ft radius

Very cool. I like it doesn’t aggro mobs (although..I am not sure why it doesn’t..). A bit of a same you cant summon two (like you can have 2 tar patches) but makes sense with the low rech.

 

Brine – 60s duration, -235.6 res, -hp (Cool!)

Very long duration. I find it hard to see when its on a target though. I used it on a Lab object thing, and it was super easy to see. Gotta play with it, but is the -hp a flat rate? Or %? Flat would be almost useless.

 

Shifting Tides – aoe toggle 0.78 end/s

The most expensive toggle in game, that I can find. Why? Because you can do it on a friend or enemy? (which is honestly great..are we every gonna get this for other toggles?). It works out +25rech, 12 to hit, and 24 damage, maxed out.

 

Barrier Reef – 5.25%def, 42.84 absorb, following summoning pet

As above..I don’t like the look of it. The Def bonus is really low, and in a set that has no OTHER -to hit, or +def, just seems almost tacked on to have ‘something else’ going on and a LoTG slot mule. The absorb is nice, and the 4 min duration. But really, with a 4 min duration, why is it not just an aoe toggle, and then you wouldn’t have to worry about the Pet having to catch up (it does move fast, which I love), dying, or causing aggro.

As an aside, if a flying hunk of rock can fly (again, fly, it doesn’t float around you), what about making poison trap fly/follow-able?

 

Power of the Depths – MaxHp, MaxEnd, Regen, Range

 

Cool looking power. The +hp and end are great, and while a bit of a shame they decay, makes sense. Kinda. Example. My Corr built, have it slotted for + 760hp. Which would put my Corr to 2100 for a bit. Awesome. Oh wait, but its capped at the corr cap of 1600, meaning, with accolades etc, im not even getting an extra 200 hp. The + range too..nice..but in PvE, do we need that? Blasters lost Boost Range (which may have been more pvp based), but the only powers (I find) range to be nice on are cones..and the set only has one cone (that, as above..I think would be nicer as an aoe).

Back to the decay..Chrono Shift gives the entire +rech (the best bit of the power) for the entire duration.

The tentacles make me think more of some kinda damage aoe or aura though, which would have been a bit more unique that another aoe buff.

 

 

Again, the set looks amazing, and has a cool mix of powers...but seems a bit too much of a mix, and the best thing it does (IMO), the + recovery, is done just as good is not better by SB and AccMet. I guess to my mind a Marine set would be about water..recovery, defence (attacks sliding off), and refreshing healing (almost constant like the paid dom one)..which isn’t too far off what we got.

I freely admit I need to play more with the set.

 

Edited by Razor Cure
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Posted (edited)

This has nothing to do with the OP, and for that I apologize. However, I have to ask: am I the only one that immediately thinks of assault rifle wielding guys in camo storming the beach each time they read Marine Affinity? (I almost want to say this should have been a Mastermind primary, but that is covered by the Mercenaries primary....)

 

(Edit: Especially with the Corrs blurb at the end of the thread title. Marine Corrs....)

 

Edited by Rudra
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Posted
13 hours ago, Rudra said:

This has nothing to do with the OP, and for that I apologize. However, I have to ask: am I the only one that immediately thinks of assault rifle wielding guys in camo storming the beach each time they read Marine Affinity? (I almost want to say this should have been a Mastermind primary, but that is covered by the Mercenaries primary....)

 

(Edit: Especially with the Corrs blurb at the end of the thread title. Marine Corrs....)

 

Haha, it does now!

 

 

And yes, definitely more feedback. I like the set a lot, aside from BR, but some of the mechanics and effects just seem off.

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Posted (edited)
On 8/3/2024 at 1:12 AM, Razor Cure said:

But really, with a 4 min duration, why is it not just an aoe toggle, and then you wouldn’t have to worry about the Pet having to catch up (it does move fast, which I love), dying, or causing aggro.

 

Because then you couldn't put Shifting Tides on it!

 

Also it's kinda funny, but not haha funny, that the power was originally called Wellspring, changed to Barrier Reef because players requested it, and then immediately everyone is like "Why is this called Barrier Reef? How is a reef following me around?"

 

Edit: Overall, I think you really need to play the set more, because everything really comes together well and you can very easily have Team +Defense(All), +Resist(All), +Absorb, +Recovery, lots of +Damage, some +ToHit and +Recharge, and a Heal, along with plenty of Foe -Damage from Tide Pool and Soothing Wave, that using Whitecap does not feel dangerous at all.

 

Also, yes the -HP in Brine is flat, which is less good for EBs, AVs and Monsters, but it is better for bosses and below. For example, lots of people like to compare it to Degenerative, because it's a percentage that caps out at -1000 MaxHP, but that really only happens on enemies with lots of HP. On a level 50 boss, Degenerative's -3.5% MaxHP comes out to about -90 HP, whereas a Corruptor's Brine, slotted with Heal, is about -464 MaxHP at 50, which is about -18% MaxHP.

 

ALSO Also, while Shifting Tides is going, you can receive stacks of a Rising Tide buff that will reduce the recharge of Brine by 15, 30 and 45 seconds depending on how many stacks you have when you activate Brine, so you can use it faster and stack the -MaxHP (the -Res doesn't stack, tho).

 

 

Edited by Trickshooter
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Posted
40 minutes ago, Trickshooter said:

Because then you couldn't put Shifting Tides on it!

That's next level there. I didn't even think to try and put shifting tides on barrier reef. I've been putting it only on my grave knights.

Posted
1 hour ago, Trickshooter said:

 

Because then you couldn't put Shifting Tides on it!

 

Also it's kinda funny, but not haha funny, that the power was originally called Wellspring, changed to Barrier Reef because players requested it, and then immediately everyone is like "Why is this called Barrier Reef? How is a reef following me around?"

 

Edit: Overall, I think you really need to play the set more, because everything really comes together well and you can very easily have Team +Defense(All), +Resist(All), +Absorb, +Recovery, lots of +Damage, some +ToHit and +Recharge, and a Heal, along with plenty of Foe -Damage from Tide Pool and Soothing Wave, that using Whitecap does not feel dangerous at all.

 

Also, yes the -HP in Brine is flat, which is less good for EBs, AVs and Monsters, but it is better for bosses and below. For example, lots of people like to compare it to Degenerative, because it's a percentage that caps out at -1000 MaxHP, but that really only happens on enemies with lots of HP. On a level 50 boss, Degenerative's -3.5% MaxHP comes out to about -90 HP, whereas a Corruptor's Brine, slotted with Heal, is about -464 MaxHP at 50, which is about -18% MaxHP.

 

ALSO Also, while Shifting Tides is going, you can receive stacks of a Rising Tide buff that will reduce the recharge of Brine by 15, 30 and 45 seconds depending on how many stacks you have when you activate Brine, so you can use it faster and stack the -MaxHP (the -Res doesn't stack, tho).

Please tell me you have a Marine Affinity Corruptor guide some where! That's good info.

Posted
19 hours ago, Trickshooter said:

Also, yes the -HP in Brine is flat, which is less good for EBs, AVs and Monsters, but it is better for bosses and below. For example, lots of people like to compare it to Degenerative, because it's a percentage that caps out at -1000 MaxHP, but that really only happens on enemies with lots of HP. On a level 50 boss, Degenerative's -3.5% MaxHP comes out to about -90 HP, whereas a Corruptor's Brine, slotted with Heal, is about -464 MaxHP at 50, which is about -18% MaxHP.

Brine is interesting,..the -res is static,....

BUUUUUT  the -HP component STACKES with itself.

on my troller I was able to 3stack it for a -1200 ish HP

Posted

Me and my wife have been playing this set, I am a Controller (Fire Control/Marine Affinity) and she is the Corruptor (Fire Blast/Marine Affinity). The Fire/Marine Controller has been one of the sturdiest controllers I have ever made I think. I just finally took Brine on him at about level 47. I took it because I couldn't decide what else to get, and I was curious about how it worked and what you could slot it with. I don't know if the set really even needs it.

 

All that resistance/regen/absorb/-damage makes you very strong and it all applies just as well to the Fire Imps. The Fire Imps are all doing like double damage the whole time as well, and I put Shifting Tides on one of those guys.

 

I think because of the way ST works you build lots of stack very fast with the Imps because there are 3. I never worry about jumping into the guys with Whitecap because of so much absorb and +regen and +resistance. You do have to carry around a lot of break-frees.

 

I want to see how Shoal Rush does with 4 damage procs in it, because it hits so many targets and is up fairly often. This may be a total waste of slots but I think it's worth trying.

 

When you double all the buffs by adding the Fire/Marine Corruptor to the group oyu start having like +125% damage all the time when you are fighting and we have been able to do +2/8x on Carnival enemies in PI without really any difficulty. Over all I am just very happy with the variety of defensive stats it brings to a duo and how immune to all damage types it can make you.

Posted

     Haven't tried it yet but everything I'm seeing and reading is telling me I need to.  I do know that a Marine/Water, Cold/Ice, Kin/Fire and a Plant/NAff plus a VEAT and 3 melee utterly (and completely unsurprisingly) destroyed a +4/×8 ITF but I commented at one point I could see as many green numbers as orange floating on my screen.  We chewed through them at a crazy pace while barely getting touched (or the damage vanished as fast as it occured).  And mission did not matter.  Have i been on similar teams?  Sure but it's not common.

Posted
On 8/6/2024 at 6:06 AM, Trickshooter said:

 

Because then you couldn't put Shifting Tides on it!

 

 

 

 

Very true. But.

If you case ST on the Reef, the buff it gives out is 100% nothing, as the buffs only comes online when the anchor is being attached. Which of course, it will be..sometimes. In a big team with a meat shield, they will be getting most of the hits. If you are solo, well even then, the Reef buff wont be 'as' strong as it could be, because you will be taken hits too.

Don't get me wrong, its kinda nice that it does not cause aggro, but I still can see not logical reason it doesnt. Its a debuff toggle..every other toggle cause aggro.

And that end cost?

Posted
1 minute ago, Wavicle said:

 

That's not how it works.

The buffs come on when enemies are attacked within the aoe. It has nothing to do with attacks on the target of the toggle.

Oh you are right, I misread it!

 

10 minutes ago, Indystruck said:

End cost in Marine Affinity isn't real, you can give yourself a second Stamina and it's perma out the box along with 20~ end.

What has that got to do with the toggle cost? Im not saying the set CANT handle the cost, cause it can. I am asking..why is it so high.

Posted

Because it's probably the best toggle in the game right now. Debuffs, buffs, deals damage. Does alot more than other toggles that are all priced at .52e/s (Darkest Night, Radiation Infection, Disruption Aura, Sonic Repulsion [.65e/s for this one])

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Posted
11 hours ago, Razor Cure said:

Its a debuff toggle..every other toggle cause aggro

 

It's not a debuff toggle, it's a buff toggle! It doesn't affect enemies except for the chance for Cold damage. And there is precedence for toggles not causing aggro when you can put them on allies: Disruption Field. This is done to avoid griefing, because if your ally approaches a group of enemies and the first thing that alerts them is your toggle, aggro will be generated on you, the caster, not your ally.

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Posted
15 hours ago, Razor Cure said:

What has that got to do with the toggle cost? Im not saying the set CANT handle the cost, cause it can. I am asking..why is it so high.

To correct your comment in the OP: there are many toggles in the game that cost more. I don’t see any issue with this one.

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