Dead Calm

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  1. I'm in. I'm more than happy to go on a team with people who haven't done it before if needed.
  2. It does indeed stop KB, which is a right pain in the bum.

    Not sure I'm going to respec it out completly, but may well move it to be my level 49 power in a future respec.
  3. A big thanks to all the people who helped the guy with the big green hat on his way to 50. It was tremendous fun.
  4. Nightfall is the coney-shooty thing, you mean Darkest Night.
  5. [ QUOTE ]
    Get it. Slot it (2end, 3 tohit debuff, with an optional 1recharge). Use it. Love it.

    [/ QUOTE ]

    This man, he speaks the truth.
  6. Dead Calm

    Set Trouble

    Dark Servant (Fluffy to his friends) uses the following powers:

    Twilight Grasp: Dark Miasma's heal. Also hits the target with a to-hit debuff, a damage debuff and a recharge debuff.

    Petrifying Gaze: A single targe hold.

    Tenebrious Tenticles: A cone immobilisation and to-hit debuff with a small damage component.

    Darkest Night: Same as yours. An anchored bigish to-hit debuff (18ish%) and a damage debuff.

    Chill of the Night: A damage aura (doesn't do that much damage) that also is a massive to-hit debuff (30% unenhanced). Use recall friend to get Fluffy to stand next to AVs.
  7. I'd switch stuff around so you get Dull Pain earlier.

    I'd take hurdle instead of swift, as the extra bouncyness stacks with both CJ and SJ to make them rather good indeed.

    Finally, I wouldn't bother with hasten, as I find it screws up my end management, and the double end crash of it and rage could be a toggle dropping killer. I'd probably replace it with Air Superiority, as it adds to your already very good knockdown control abilities.

    Other than that, it's all spiffy.
  8. Dead Calm

    Set Trouble

    Dark Miasma and Kinetics play very differently.

    With DM, most of your work is done in the first 10-15 seconds of a fight. Select a target and put darkest night on them, hit them with fearsome stare, drop a tar patch on them, position fluffy as needed and then go to work on them with your primary, using twilight grasp when needed, with with all the debuffs, isn't often.

    Kinetics is very, very buttonmashy. You will always be busy, siphoning speed/power, giving SB to someone, using transfusion/transferance, positioning yourself for FS. Add blasting onto that, and you get very busy indeed, although it is a good busy.

    As for primaries, I don't know a lot about the sets you are after, but from the fire blaster I have played a bit, I'll say if you want big explosions, fire is the way to go.
  9. There's no point putting any endred in combat jump as it is the lowest endurance toggle in the game (I think it is something like 0.04 end per tick).

    Agreed on not slotting SJ or hurdle with anything more than the initial slot. With both of them you bounce along at a fair old whack anyway.

    I certainly wouoldn't bother slotting RPD, as you'll have stacks of S/L resistance anyway, and the slots would give you far more bang for your buck in Unyielding, which I'd slot with three damres. I'd also stick another damres in Temp Invulnrability and another defbuff in Invincibility.

    Personally I don't bother with Resist Elements and Resist Energies, but lots of people do. Make of that what you will, but the slots in them could be used elsewhere, even if you do pick them as powers. I generally work on dealing with fire/cold/energy/neg damage mobs by taking them down hard and fast before leasurely splatting any S/L mobs they were with.

    As for attacks, I've not played FM to any decent level, but for a brute I'd always recomend slotting an end reducer in each attack (take one out of your toggles if needed. Two is overkill on most toggles). A recharge or third damage would be good in your bigger attacks.

    Also, stick three heals in Dull Pain, as well as the recharges. Works wonders when you use it as a combo heal/HP buff mid fight.

    You can update Sherksilver's builder to include patron powers. If it comes up with an error while updating, make sure that the proxy server option is disabled in the options.
  10. Corrupter buffs/debuffs are 75% of the strength of defender buffs/debuffs.
  11. Dead Calm

    The Experiment

    Sorry I couldn't make it tonight. Real life intruded and I accidentally got trapped in a pub and was forced to consume beer.
  12. Dead Calm

    The Experiment

    Sorry I couldn´t make it this week. I´m a tad stuck in Spain drinking heavily and watching football at the moment, but I should be back next week, ideally with a couple of new pics for the "what do you look like" thread.

    DC.
  13. Grats Dels!

    Obviously I´d have made a last minute comeback and stolen the first 50 from you, but unfortuantly I´m stuck here in Spain binge drinking and whatnot, so couldn´t make it.

    I´m currently typing on an internet cafe keyboard that cunningly has had the y and z keys swapped, killing a few minutes before going out on some sort of cocktail based lunacy in the costa brava. I´ll be back on Tuesday evening/ Wednesday morning, asuming mz liver doesn´t give in before then.
  14. Dead Calm

    The Experiment

    I shall of course be around to make stuff explodify.
  15. You missed the Tri-Floor Lab room of Ultimate Aggro and Swift Death being full of Malta.

    And then we found that the mission was bugged and we couldn't complete it.

    Such larks and japery, oh yes.
  16. Well, I7 is here (give or take an hour or two), so a couple of things:

    1) Well done everyone for doing the treble on the GMs last night. Would be a damn sight harder under I7 rules.

    2) Can you say 8 man 40+team tonight? Good, I thought you could. I'm going to try to escape from work asap, and will probably not spend more than 3 hours sorting out new costumes, so will be around all evening after that for fun, frollics and fiascos.
  17. Dead Calm

    D3 Build

    It's worth slotting. As Wilf says, sometimes you need to be able to stick out a bit of insta-damage on something.
  18. Dead Calm

    D3 Build

    Pretty much what Tufty said, really, though I'd probably change the fear in DS to another to-hit debuff.

    One other thing I'd change is dropping the damage slots from Soul Drain. It doesn't do that much damage, and once you've used it on a large spawn the amount of damage the combination of TT and NF can do to a spawn is stupidly high anyway.
  19. Dead Calm

    The Experiment

    The fourth time was the best. Three simultanious hits taking me from full health to dead, with some nicely cinematic knockback as well.

    It was like a John Woo film, if John Woo made films about people being hit in the face with rocks.

    The Gulch run where I died within a second of actually entering the Gulch by jumping off the edge and landing on a Magmite Lord's head was also a highlight.
  20. Dead Calm

    The Experiment

    I liked the bit where all those rocks hit me in the face.
  21. Dead Calm

    The Experiment

    I shall be there, ready to drop rain of fire on large groups of unsuspecting deep purples.
  22. Some cracking info here. Cheers for doing it.
  23. As a D3 I also had to sign the secret contract. Except in blood, obviously.
  24. They are ghost pirates.

    It is easy to tell the difference. A ghost pirate is a ghost of a person who was a pirate. A pirate ghost is an illegal copy of a ghost, often available at car boot sales, markets and from blokes flogging them in pubs. Broadband technology has resulted in a proliferation of pirate ghosts on the internet.