Kractis_Sky

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  1. All preferences equal: I vote SS. The sounds and enlarging spheres, to me, always spoke to "sound-barrier-breaking" impacts and performance (which could be the echos and reverberations of your sonic attacks).

    The -10% (I think) in KM is meh; I'm not sure it is going to save anyones life. I'm too hung-up on it being a wind/energy/qi/chi/ki set. I think its secondary effects are more sonic than its animations.

    Can't go wrong either way.
  2. Assassin strike: 20% chance to insta-hide with successful strike or recharge placate and make placate effect 5 targets radius 10-15ft

    or

    Make assassin's strike hit for a fraction of target's health, so at even con
    lieut and below 12/12ths - death
    boss - 11/12ths - yes, I know weak
    EB 5/6ths (10/12ths) - yes, I know weak
    AV 1/12th and give dramatic secondary effect (noticable -acc with assassin's eclipse or actually stun with energy melee)
    GM 1/12th and give dramatic secondary effect on target

    (make them a real melee boon for low health and constant need to be in close combat)
  3. I agree with DrMike2000, Is Cremate (2 handed smash like Air-superiority) flagged as fire/lethal or fire/smash? Does it matter? And if this is the best arguement that can be come up with to stiffle adding alternative animation, then I think it should end.

    1. Replace fire sword with left/right uppercuts like the Balista class Longbow (let nerd-rage insue about typed damage)
    2. FSC - whirling hands animation
    3. Replace GFS with the behemoth hammer fist
    4. Call it a day

    (For the record: Lethal, to me, is penatrating trauma, while Smash is blunt force trauma)
    (Would also be cool if fire proc did DoT energy slight stun etc. That'd be hard- just saying)
  4. My main is the DM/SR, so I'd love the badges. Just need to know projected time.
    Eskreema - @Iron Smoke

    Unfortunatly, all of my toons are melee.
  5. Never done one at all. Would like to do one blue side, but based on responses on boards my DM/SR wont be much help?
  6. Kractis_Sky

    Kinetic Melee

    1. Build looks ok (as far as recharge and attack chain - I didnt look at it for soft-cap or DDR cap- which it dosent make), assuming DD should have been BB for bodyblow in your chain. That chain seems to be what people a shooting for for now. I think that will change as Focused burst with its 2 sec animation really slows it down compared to QS, but most people will think that will be too many power at that point.

    2. My KM/SR is now 50 and I have some edits to make. Burst doesnt take knockdown only stun (?) so no FF proc there. TR and Focused burst also dont take sets that should be represented in there descriptions - seems like a "flagging" error. So my ultimate build will have to wait.

    Edit: FYI, here is the thread where people did number crunching - http://boards.cityofheroes.com/showt...=233025&page=2
  7. Kractis_Sky

    Kinetic Melee

    IMO, KM/SD would be slotted like any other /SD build: mostly dependent on budget, so check on threads that have budget soft-capped builds and wether you want to spend the INF on Hami-O's for the DDR (defense debuff resistance).

    IIRC, my fire/sd, which is *completely* purpled used LoTG def and global in all toggles plus a cytoskeleton x3 (hami-o) in battle agility. Enzymes may work, too. 3x Membrane in Active defense - double-stacked should get you to ~92-93% DDR(4 if you want 95% or 3 lvl53's *rare*). Combat jumping also had the 2 LoTG's plus BoTZ and BoTZ in super speed. Then IO sets in the attacks to shore up holes in remaining defense. Steadfast unique and possibly Gladiator Armor unique. At any rate there should be cheaper builds out there esp with thunderstrike and using more makos, ToD sets and Aegis or w/e. (sorry for a lame post - at work).
  8. Kractis_Sky

    Kinetic Melee

    LOL, this is starting to sound like the Dark Melee shadow punch thread with BilZ and Arc., but the damage is too good to not use! I agree, and its a little out of flavor with the rest of the attacks, too. Everything else is awsome soft-style MA (I dig the knockdown on QS - reminds me of old Steven Segal moves with a shot to the neck). Consentrated Strike needs an alternate "energy gathering" animation. More like a combo of the "bring it" animation and Cobra Strike. Or just the Stalkers AS, but that will never happen.
  9. Kractis_Sky

    Kinetic Melee

    Not a ton of info yet due to not a lot of exerience with it, but I'll share my insights on a lvl45 KM/SR (selected for thematic reasons):

    1. Not convinced attacks are underpowered - seem fine to me.
    2. On recharging PS, you probably know that consentrated strike sacrifices its crit for instantly recharging it (which will hold Gaussian 6/6 set for me) - it's very nice. I also use a force feedback proc in Burst and Quick Strike (some peeps dont like QS).
    3. I didnt take confront or Repulsing Torrent. On a performance note: RT animates too slowly, has knockback, and doesnt have a lot of damage, and doesnt count towards Power Siphon talley (bad). Consider Energy Torrent from body mastery - what I will be doing. Hopefully this will change in a update.
    4. I havent seen a lot of benefit as far as building for recharge: /SR is a little overkill. Part of me would rather have /inv (especially with the fitness change in i19), /wp. /SD is never wrong, but I did not like the one-armed animations. Power Siphon doesnt stack past 5 counts and I can already get 2 Consentrated Strikes to hit with in the time of a 5 count. In short, the mechanic of PS and animation times really seem to bottle-neck recharge based performance such that most toons would be able to do well enough with little investment. Alternative damage sources should be used (AAO, the new FE from Fire Armor, etc.) to really boost performance in this reguard.
    5. I'll probably build for soft-cap, some resistance, and with i19 leadership or med pool.
    6. In short KM is a very flashy middle-of-the-road set that has some interesting mechanics and effects ( -dam to target - not really helpful for scraps due to 7.5%(?) as it is for tanks 10% (?)). It seems that they designed it with some internal constraints to minimize the likelyhood of min/maxing it to a build like Shredmonkey's DB/SR. But like I said too soon to tell.
  10. My tight builds will still be tight. As others have stated: the high-end game is more about slots than power abundance. This IS a huge QOL feature and will afford some nifty choices to garnish toons, but performance-wise not earthshattering. Great move, Devs.
  11. Looking for validation: the chance for instant recharge seems dependent on activation of the power, not necessarily on hitting the target (or maybe not necessarily a live target). I noticed that a fellow player finished off a target before CS hit, yet PS recharged (and it was far from recharging on its own). Can anyone confirm/refute?
  12. Wish - I'd love to see repulsing torrent be buffed a little. Right now, I see no reason to choose it over Energy Torrent other than it keeps the PS counter up. It would be great if the animaton was shorter. Necessary? No. It has a nice recharge and from a mitigation stand-point it works well enough (not Shockwave nice). However, with reasonable recharge, I believe Energy Torrent is better since you can sacrifice PS tally and Knockback for just Knockdown.
  13. To the OP: I personally dont see anything wrong with either /sr or /wp. I went with /sr for concept reasons. KM has the tools for survivability, especially if repulsing torrent and burst are leveraged like shockwave is from Claws (note im not saying damage will be as effective). KM/Shields is also high on my list, but I *detest* the one-armed animations. Performance-wise, noting the KM attack chains, it doesnt seem KM need high-end rech to perform very well (to enhance that you'll probably need to go with /shields or /fire)
  14. Kractis_Sky

    Ugh, WHY KM!?

    Quote:
    Originally Posted by Burst_Eagle View Post
    That makes sense ... but it still seems like -DMG would help out resistance sets more than defensive ones for that reason; it still is reducing said damage farther than before, right?

    Who gets the most out of it is debatable. I will say that it's a good way of pushing down any damage after your at rez-cap tho. 90% smash/leathal resistance plus (what is it for tanks?) 10% = 100%. Even if its not 10%, being able to mitigate a few % past cap is just cool!
  15. Kractis_Sky

    Ugh, WHY KM!?

    Quote:
    Originally Posted by Arcanaville View Post
    Another theory is that KM wants speed to improve the uptime of Power Siphon, which directly translates to more damage. Sets like SR would pair well on that basis if you're going to load up on recharge IOs like LotGs and take quickness.

    A third theory says if you have a nifty power like Power Siphon, give it something serious to boost. Thus, KM/Shields and shield charge.
    I agree to a point: that "point" will be how high a recharge will cause the damage output of KM to plateau do to animation lengths. I am building a KM/SR (even though I believe KM/SD is probably better since damage output augmented by AAO - and at what saturation - would be better than very high recharge). I am shooting for a ShredMonkey-like build with around 200%* global recharge. The other caveat to this is how good is the sacrificing of crit at the tier 9 level in favor of recharging PS via concentrated strike. I think it very well favors sacrificing crits, but again anmation length is the feature that will bottle-neck performance, IMO. I guess my study will seek to better isolate what levels of recharge would favor SR over SD, being critically important at >20% (at least quickness) over max SD builds. Why do this? Umm... fun ?

    *Yes, I'm aware most of the player base dosen't care about such high recharge, and no, I'm not doing this to see if it will lower animation times. I'm curious about animation times bottle-necking performance in this set.
  16. hit lvl48 last night on ma/regen (started a while ago). Awsome. Whish we could slot Achille's heel though! XD
  17. Kractis_Sky

    Ugh, WHY KM!?

    KM rocks; no question (Tier 9 is a little long animating, but we'll see how things go). PS, iirc, is on a 2minute rech so with basic IO's and ~110% global recharge (minimum) to have it near perma (lasts ~25 sec?). I went /SR on mine; would have gone shields with AAO's side-effects, but I really dont like doing the one-armed incantations in the air. Kinda looks like Demon Summoning that way...lol.
  18. On some min/max'ed builds I'll use 5 of the 6 ab. amazement set IO's for the 10% recharge, but the aformentioned ideas are probably best overall.


    *Getting an error message each time I post that my post has too many symbols yet it posts anyway. Sorry for the multi-post about a minute ago. (and that I say "post" too many times...lol).
  19. Add me to the supporters of altering Hurl (rock) to Hurl (any heavy thing)!
  20. Anyone know how often burn checks to hit a target: i.e. would a proc function better in burn or firey aura?
  21. Wow:

    1. What a nice thing to ask about. TYVM for even asking!
    2. A lot peeps made good comments:
    a) Muon_Neutrino's list is good
    b) BillZ and your comment about evis - yes, make it sweeping strike.
    c) Yours: LBE make it a beam from hand or something mabe like focus (I know theres a time diff there)

    **3. STONE MELEE: I dont like the hammer/mallots at all. Alternate non-weapon fisticuffs, plz. Please make sure they maintain the uppercut and beat-down flavor - the variety of angles in attacks are excellent - use this more**

    4. Could you extend the time on KM assassin's strike and give it to Consentrated Strike (tier 9?), I personally dont like all the hand waving.
    5. Fire/Ice swords are weird - use the behemoth counter parts like hammerfist for GFS.
  22. In all honesty, the whole set could be geared to mitigating masses while enabling one to focus on a single target with great damage over the long run - shields might be an excellent choice- especially for an AV with minions to feed AAO, but I couldnt stand waving one hand around - looks horrible. *sigh* May reconsider /sr vs /shield
  23. how do you like that build Heraclea? With brusing and AH (and potentially Fury of Gladiator) that's a lot of -rez!
  24. IIRC, you cant slot damage in fault (footstomp animation). You maybe thinking of tremor (jumping Total Focus animation). I have force feedback procs in both and IMO, i like them. Mind you they dont stack.