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Posts
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Joined
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Great point MP...weekends are always an option and most likely the most flexible. The early morning idea is sounding good.
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Great idea and thanks for starting a post on the topic.
Evenings central time works best for me (8 PM or later preferred). I can get Mister Squinty to join us as well (or at least ensure he is logged in for the picture). Will socialize it in game once a time and date are decided. -
This was a very enjoyable PvP event when Bug first introduced me to it. The lower level and basic IO make it more about combat and team tactics. It didn't feel the same as PvP zones where insta-death is nearly guaranteed (if your not one of the tougher builds).
GOOD TIMES if you want something a little different! -
All of them are great....if I have to choose one....its: A
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Good job on your part. No need to stick around with someone or a team that is not understanding the actual situation. On a side note, I used the fire cages+bonfire (in the middle of the caged mobs) all the way to 50 on one character. Cages held them in place so the bonfire KB was negated, unless cages missed which was rarely more than 1-2 foes. But overall I was happy with it. Didn't realize the full glory of Hot Feet until late 40s. Now I like Cages+Bonfire+Hot Feet+Imps. If I can't hit the baddies well enough with cages I stop using the Bonfire tactic, but it's too good to pass up on a caged group of foes.
Good play etiquette on your part for being aware of the scrapper and trying to not mess with his playstyle. Best of luck!!! -
The Cursed Heal (Victory Server Khaelon)
Vincent was the most unlikely of heroes. A short and overweight scientist who, like so many others, was working on various Rikti energy sources used to power their ships and battle gear. His experiments led to a major breakthrough where the Rikti energy source bonded to human DNA and genetically altered the human. He called the new source of power Khaelon (kay-lon) Energy and it imbued him with new superhuman powers. Able to project both healing and damaging energies from his body Vincent had a suit of armor made for his short stocky frame. Once outfitted in his new armor and having learned the basics of using his empathy and energy powers Vincent was ready to hit the streets of Paragon City. He chose the name KHAELON as his hero name.
In the early days of Paragon Citys rebirth of supers there were many city zones that challenged even the toughest of heroes. Perez Parks Hells Highway was one such corridor of chaos and mayhem. Khaelon joined his super friends to clean up the streets of Hells Highway. The mob sizes in this city zone were much larger than those found in Atlas Park and Khaelon realized he had to take advantage of a powerful healing ability where he could greatly boost his ability to heal others by absorbing their pain. Unfortunately the power was very risky to use and Khaelon found himself questioning whether the risk was worth the rewards.
His team attacked all mobs they ran across looking to arrest the entire zone if needed to bring peace back to Perez Park. Greatly outnumbered in all the battles Khaelon found his ability to keep his team healthy very difficult between his powerful knockback energy blasts and targeted healing. He knew better than to simply cast his healing aura all the time because this drained him of his endurance which he needed for any of his powers to work. Time and time again Khaelon would reserve the absorb pain heal for the most dire of moments when his team truly needed the healing energy. Each time the great healing power was used Khaelon was dumbfounded by the fact that the pain would be delivered onto himself before the healing energies would reach the gravely wounded hero. Hells Highway is where he learned of the curse of the dreaded absorb pain power; the healing curse that would sap Khaelon of his health and ability to regenerate or heal himself while being too slow to reach his wounded friends before they fell in combat.
Khaelon never gave up and continued to use the deathly absorb pain for its ability to greatly renew health was unmatched by any other power he had seen. He found himself drained of endurance at the end of each mob battle but he knew he could use the cursed heal, for it did not tax his endurance, it took from his health instead. It was a very long day but very rewarding. Khaelon learned that the power was dangerous but was truly amazing. It would take time for him to master the power but master it he did.
It is a rare occasion where his massive heal hits its intended target too late to keep the hero up in battle. On his journey to discover the powers of the Well of the Furies Khaelon has found great use for absorb pain. And this has reminded him of those early days so many years ago on Hells Highway, where experience taught him how to use the cursed heal. -
POWER BOOST via Blaster's /NRG powerset...would this boost the secondary effect of the ICE/NRG Ice primary powers which is -20% recharge or -Run (movement) speeds??? I know that Mids and Red Tomax CoD do not specifically mentioned buffing the -recharge debuff, but does anyone know if it would?
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Turn ON combat jump and weave....apparently I had them shut off during the export. Again, my apologies.
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My apologies, first time attempting to post a build on forums. I don't know what the export options are I need for the nicely formatted 'import' code.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Below is the crab build I'm working on. Incarnate is set for Cardiac Core Paragon for the End management and Range buff. I play at range and want my cone attacks (4 in all) to be as wide as possible (thus more range). IO Sets are trying to emphasize range/AoE defense and recharge. I think this build has a decent balance of both and is respectable. I don't need perma-pets as sometimes I don't even realize they are not there.
http://www.cohplanner.com/mids/downl...DDFD059967EFBE -
What are you thoughts on improving the following Travel Powers? My friends and I have discussed this topic frequently and I do not know if it has ever been posted (or recently been reposted).
Flight - change Tier 4 to Speed Flight or Super Flight: High speed flight meant for traveling only, not combat, where character is unable to attack and drift effect is larger than normal once forward button is released. I believe this would be a more popular power and more commonly used than the current Team Flight power which I have only seen used in playful fun settings.
Teleport - change Tier 4 to the same Team Teleport rewarded as the Veteran's reward, with a recharge time of 1 minute. This would prove to be more valuable to the players and more useful as a Teleport Power Pool.
Leaping - Tier 4 Acrobatics - enhance slightly to provide a 'ninja run' like speed/jump bonus but not as large of a % increase as ninja run. This power is good as is and the suggestion is simply something that would add some flair w/o breaking game mechanics IMHO. -
Thanks for your input Lewis, good to hear your lvl 50 experience(s).
I've just started a Fire / TA and I've enjoyed it so far. I'm using some less common tactics in my build due to the fact that I want to see how Fire/ can work with / TA. That said, using Smoke and Flash Arrow with goal that -10 to -16% ToHit Debuff may be noticeable once slotted with SO/IOs. Also, using tactic of setting up containment with Entangle Arrow then Ring of Fire+Char+Vet Powers for dmg. Seems to work well. Drop RoF as early s possible to maximize burn time (DoT). I hope going to try to use Immobilize and Bonfire combination for damage over Hot Feet. I KNOW, I KNOW!!! Stoopid plan, but hey, no one else is doing it so why not give it a try. Let you know how it goes, assuming I can stick to the concept long enough. Darn Alt-aholism!!!! -
My vote: Mind/TA
I have played a Cold/Thermal (friend pact) to level 47 but didn't find the toon all that fun to play. Mind/ is my favorite controller set b/c its a good balance of control and ability to do some dmg. Mind/Kin is rare and fun (although you don't want to do the /Kin) b/c the Siphon Speed recharges the long recharge Mass Dom/Mass Confusion quicker (which is always nice). Its a good solo toon (since siphon power/FS really don't buff any pets).
The /TA holds really is a ice addition to Mind's ST hold/knock up and slower recharding AoE hold/confuse. Definitely perked my interest in the concept.
GO FOR IT!!! -
MHO here and coming from someone who builds out using Common IOs (so no IO set feedback to provide), Super Speed for defenders (always keep it on) works great for stealth and saves you a powerslot. I personally don't take Recall Friend b/c I feel you are in combat and can simply stand near the fallen hero to rez or put a range enhancer or two into Resurrect (again saving the power slot used up for Recall Friend). Also, the temp powers for Team Recall work for large number of fallen foes. Again, this is MHO here and not empathy gospel by any means. I can't imagine not getting Stamina at 20 and would recommend putting it in earlier if possible. I have pushed off getting Resurrect in some Empathy builds due to the fact that many heroes have the self rez power (Level 15-20: Resuscitation (instanced Skyway City map)). Removing the Stealth / Recall Friend allows for Stamina at 20 and opens up two power slots for later in the build.
My two cents!!! -
Hmmmm...all the good post got me thinking and I went to Paragon Wiki to get some information on the Ghost Slaying Axe (Vet Power). I learned a number of things from that quick read.
This power is slightly different from the Temporary Undead Slaying Axe. Although both weapons cause the same amounts of normal and bonus damage, the Veteran weapon's bonus damage is Energy damage, whereas the Undead Slaying Axe's bonus damage is a special type that is unaffected by resistances. These two powers do different amounts of bonus damage to Undead targets that have a resistance or a vulnerability to Energy damage. Also, the Temporary version's normal damage is buffable.
130% bonus damage vs. Circle of Thorn spirits
100% bonus damage vs. Banished Pantheon zombies
100% bonus damage vs. Tsoo Ancestor Spirits
80% bonus damage vs. Unseelies
80% bonus damage vs. Croatoa Ghosts
60% bonus damage vs Shivans -
I take the Axe on a regular basis due to how effective it is against ghosts and the undead. The Axe's dmg is very nice when you need to eliminate those foes. Fortunately, I have played long enough that I get three choices as Vet rewards so I can still choose two more powers from the others. If I had to select only one Vet reward attack, then the choice would really be more theme based or which attack hole the Vet reward attack could fill (i.e. melee toon needing more ranged attacks or vice versa). If I need a melee attack but don't plan to be a big dmg dealer, I'd take the axe, b/c when it has the undead foes to slice, it does it better than any other attack I can think of. My two cents.
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Love to give the Isolators a try. What time on Wednesdays will the group meet? If its past 8 PM CST, I can certainly commit.
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Emp/NRG 50 (first toon to lvl 50, back in the day when empaths were much more loved, wish I had a debuffing secondary as NRG gets very little love due to KB)
Dark/Psi 22...fun combo to play, may have to recreate
Rad/Rad...at the time too many of these were running around so deleted him but great set if you've never played it
FF/Dark...tried the uber +DEF/-ACC combo
Kin/Rad...fun toon, still play this toon
Kin/Sonic...part of my Kinetic kick I'm on atm
Sonic/Sonic...just messed around with the powersets for a while
Sonic/Dark...going for a toon that could provide both +RES and -ACC (kinda like a mild +DEF in my head)...slotted for -ACC debuffing
TA/Arch...feels more like a controller...but what the who...messed with build for a while
Dark/Ice...very fun toon and worth playing if you get a chance, good pet
Storm/Rad....fun build but tried built an Earth/Storm about the same time and the 'troller kept my attention all the way to lvl 47...never returned to the Storm defender yet...
Many other alts that don't come to mind... -
Thank you for the responses from those who have played a Kin/Ice...I definitely feel the dmg buffed Blizzard would be good times on a 2 minutes cycle basis. Since I'm more of a team oriented player, I'd most likely play this toon on teams and therefore allow tanks or other's to gather the mob into a nice tight mass. Teaming with multiple archetypes/powersets could produce many synergies that would allow one to avoid the alpha, build up the siphon powers+fulcrum shift goodness and drop a maxed out Blizzard on a potentially slowed, debuffed mob. <drools>
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I was playing around with a Kin/Ice concept on Mid's and discovered that with Siphon Power x2 + Fulcrum Shift (8 foes) + Blizzard, my defender would be maxing out the dmg on Blizzard which is around 2250 (guesstimate since I don't recall the actual value and can't look it up at work). This is assuming that Mid's is correct and Blizzard is truly buffed by Siphon Power and Fulcrum Shift's +DMG. Can anyone confirm? If yes, then the hasten+siphon speed +recharge could get Blizzard back in 126 seconds (IO slotting only, so this could be improved) which is a very attractive Tier 9 power that could be up for nearly every large farm battle (since they tend to last a couple of minutes excluding those with great dps teams).
I think I'm going to try this build and see if it works in game as I think it does in concept. If anyone already knows the answer regarding Blizzard's dmg being buffed (or not buffed) by the Kin's powers, please reply. Thanks all.
Regarding the original post, I feel ICE has a unique dmg type and therefore would be better, however, I do concede that if you can pick your farms, then you can address the 'resist lethal' challenges /archery must contest.