Necromatic

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  1. Interesting but...

    As you mentioned, there are a lot of places to pick +recharge. After so much, it's diminishing returns on any extra (not the CoX definition).

    I too have a DP/kin, but not very high up at the moment. I also have a 50 IO'd to the gills, incarnated /kin controller. The controller has near capped ranged and near capped res to smash/lethal. This combined with the heals and endurance mod powers makes this guy extremely durable. So, go a little less recharge and more def.

    Also, HoB does not scourge like rain unfortunately.

    And, I am not sure when the alpha comes in. It might be when you break stealth.
  2. Quote:
    Originally Posted by Final Overlord View Post
    I've always played with melee characters and I got my first Fire/Kin to 50 a few weeks ago. Unfortunately i don't know much about the build of controllers but i'm looking for the hands down best build for a Fire/Kin to farm with. Influence is no problem, any IO's or PVP IO's are affordable for this build to work the best it can.
    OK, what kind of farming? +4 X8? Smash/lethal or Fire opponents? AE inf, tickets or tips?

    If AE smash/lethal, then stone epic is the way to go.

    Or, more versatile, fire epic with soft cap range (tough and weave) and hover blasting. This will give you the ability to do both smash/lethal and fire farms.
  3. Necromatic

    Plant Superteam

    I would remove some slots from consume. I would put one in Seeds and finish Coercive to get +5 ranged def. I would also put more into lingering from somewhere. I guess ranged def is not so important on a rad, but if you lose anchor with rad infection, down you would go.
  4. Quote:
    Originally Posted by Adeon Hawkwood View Post
    At the end of the day though it is really one of the fundamental rules of gaming: if someone is not enjoyable to game with, do not game with them. The same rule applies to card-counters in a casino. A card-counter is ruining the casino's fun (where for a casino fun = profit) so they don't play with them.

    Back when I used to play 40K there were some people I did not want to play with (essentially "banning" them from playing with me) simply because playing with them was not an enjoyable experience. This doesn't (at least for me) come down to winning or losing, some of my favorite opponents could consistently kick my ***, it really came down to attitude. A good example would be rules lawyering, I enjoy a good rules argument as much as the next person (in fact probably more) but when it comes time to actually play I'd much rather reach a suitable gentleman's agreement for the rules that allows both players to have fun.
    What's a good game of 40k or mordheim without a friendly tussle?
  5. Both and neither. My most powerful toon is one purp and one orange from soft cap def and capped res. Didn't need to gimp the build since I am not pushing for either.

    Also, I don't feel like I am getting wasted insp drops since I could always use a purp or an orange.
  6. Necromatic

    What if....

    How bout, lol, electric melee/kinetics with brute fury.
  7. Necromatic

    What if....

    Quote:
    Originally Posted by Arcanaville View Post
    Think about Stone Armor/Robotics, and more importantly *why* it might not be a kosher combination.
    Well, he may not die ever, but with robotics in the secondary and with no support, he won't be winning any damage contests either.
  8. Necromatic

    What if....

    Interesting...

    Innate ability could (or would?) define the 'class'. In other words, if you choose brute fury then you get brute style attributes with of course whatever primary and secondary you choose.

    Yeah this or wait for proliferation 3000.

    Trying to think of something that would be overpowered in this case. Hmm, can't, too lazy. BTW my friend has a great idea about balancing stuff. I'll see if he wants to comment.
  9. My plant/kin can solo +4 X8 fire cyborgs. Don't really need seeds unless I want to be lazy. I wonder which one would be faster, fire or plant for something like that.

    I'm sure fire could be faster in regular missions, but for an ambush farm, maybe plant.
  10. Skimming this thread made me realize something about my personal quest to survive +4/X8 fire cyborgs on a non-melee toon.

    It is really the journey to tankmagery that is fun. Sure, in the end I can go into cyborgs and survive, heck thrive on my controller. But, I cannot tell you how much time and effort I put into him. How much fun it was to tweak builds on mids at home, at work, on my wife's computer...

    All the time spent researching redtomax. And that's just time outside of the game! Accolade hunting, respeccing, farming, mishes, mishes and more mishes. All to perfect him. Is the game at fault for allowing his existence?

    If it were truly impossible, if I found out in the end that it was a wasted journey, I think I might have given up on the game. I don't want homogenization. Just knowing that there is creative ways of achieving superpoweredness. Makes me hunger for the next project.
  11. Quote:
    Originally Posted by Papaschtroumpf View Post
    That's very good reasoning, -regen and -res areextremely useful in the end game and is the one things most ATs don't bring.
    Now I remember why I liked my old Dark/Sonic defender (just rerolled one for 2x XP weekend)
    Love double tar patch on my corr. Dark/Sonic def and the corr analog are great since the more attacks and heals you do, the more you are doing for the team.

    Too bad /dark isn't an option for controllers =[.
  12. In defense of kin; there is a lot of 'rounding out' toons at the higher levels, especially post incarnate. There, the last bit of buff not generally in abundance (at least to capped levels) is +dam. To a lesser degree, +recovery and +recharge. Both are in kins wheelhouse.

    Resistances and defenses are usually already high for melee toons. Squishies get those in their APP, PPPs (mine is one orange and one purp away from soft cap). Also, most high end toons have no problem hitting stuff, so -def is not so useful. -Res is very nice though, but not generally as game changing as fulcrum (imagine if there was a -res at the levels of fulcrum, game breaking for sure).

    -Regen is probably the other big item. Again, kin has SOME of that.

    So recap, kin has big damage, recharge and recovery, strong heals, a little -regen. These fill MOST of the blanks for your high level generic teammate and therefore brings a lot to a team.

    Game play reflects this. A kin on a team makes the team considerably more potent.

    The caveat, and probably the reason why kins are not so in demand, is that generally one is a enough. Several /storms, /colds and /sonics will out buff/debuff a kin of course. In fact, a couple of /colds on a team is pretty potent. The amount of -res and +recovery begins to stack with those.

    Again, this is all in defense to kin (kinship ya'll know). Really, all of them are good for high end pve teams. Kin is generally better, but there are situations where it is not.
  13. As a squishie, I like stealth and SS or stealth IO and SS for Lams. Other than that, you have Roots, creepers and lingering so you are golden for bafs. The rest is personal preference I think.
  14. Quote:
    Originally Posted by Lord_Saigon View Post
    -_-
    Heh, I have a plant/psi also. Another beast, very capable. It's hard to say what a plant/poison would be like, but without a self heal, and pbaoe aura, it will be a challenge. Both the plant/psi and /kin can mitigate damage. Not sure about /poison. Maybe ill/poison?
  15. Plant/kin. Lol you have one already! With the changes to sb, you buff once and start laying the damage as a good plant/kin should. Even id is a team buff (at least the dam Res part).

    As others have pointed out, there are a lot of kins out there so ymmv.
  16. Necromatic

    /Kin and Acc?

    I hate FA. The endurance cost is too high for the benefit. If you do take it, then you'll probably want to drop the leadership pool if you have it and pick up cardiac in alpha. Why all this endurance concern for a kin you might ask? Well you don't want to spend half your time hitting transference.

    On my /kin, I have two separate builds. One smash/lethal cap, the other ranged. The cool thing about the ranged guy is I'm on orange short of capped res as well. This guy is sturdy. I have a heal when I need it, and with so much res, there is a little leeway when I miss. I run the accuracy alpha on this guy MOST of time. I am experimenting with the others.

    And another thing. A DP/kin has about a billion different ways to go as far as mixing different effects from DP and the incarnate abilities.
  17. Probably not the fault of the AE system, but more of the exemplar system.
  18. Quote:
    Originally Posted by Diesel Punk View Post
    What about...


    New Stalker Buffs!

    Mod: 1.00 -> 1.2

    AS now grants -20% Resistance on the Target struck, in addition to current Debuffs (Can be done so that it only grants it when AS doesnt crit/stalker isnt in hide, gives a Stalker incentive to fire AS while in combat, and helps improve team damage) Permable -Res Debuff

    Stalker Crit % Damage boosted from 100% to 200%

    New math!

    1.2(Mod) x 1.2(New Crit Damage) x 1.2(-Res) = 1.728, which..is actually a bit higher than expected, though that doesnt quite factor in AS hurting DPS and not being applied to every single target either. Nor do all these changes have to happen.

    I'd also go through each of the legacy sets that had their AoE gutted and remove the first tier (Or the Cones for the Sword Sets) and replace them with their respective AoE, and the other 2 remaining attacks have their recharge time and DPA/DPS adjusted to make them viable for low level leveling and making attack chains.

    For instance:

    Ninja blade would lose Flashing Steel, Gain Lotus Drops, no changes to its Tier 1 or Tier 2 Attacks.

    Claws would lose Swipe to gain Spin, Slash and Strike would have their Recharge and Damage adjusted to keep within formula and make them have a smaller cooldown for easier low level fighting.
    Interesting, but I wouldn't change the modifier. Makes stalkers more scrapperish. Instead, half the placate recharge.
  19. More damage versus the higher mob types. Just like I suggested.

    I wouldn't mess with AoE's. There are plenty of arc-types that do AoE damage.

    Heck, my Plant/kin Controller with Seismic smash can hit for 950 (according to mids, with fulcrum shift), do it safely, while spamming AoE controls and damage (not to mention creepers and fly trap). My stalker is just a little north of 1100 with build-up and being hidden.

    That's just plain wrong.
  20. Just eliminate the purple patch effect for stalkers.
  21. Went back to 11.3 for testing. No problems so far.
  22. Quote:
    Originally Posted by Syndace View Post
    Stalker's are great at focusing on the hard targets that give the rest of the team massive headaches, especially in the lower levels. From levels 6-40 I can excel on most teams. However I would have to agree that closer to level 50 stalkers lose a lot of value in many areas. Other AT's get much stronger and stalkers do not receive and added value imo. They are great for PvP though...

    Any one of my doms can dish out more damage than any one of my stalkers in PvE at 50.

    This is it. +1 bil.

    Stalkers need to take out the hard targets. Not tie them up, mez them, or aggro them. Straight take them out.

    They need to do so in a way that makes them; desirable on a team, scales with team size and level, not over powered.

    The best way I can think of is MORE damage on the critical side. I know the critical chance is tied to team number, they also need to adjust it so that the multiplier is also. More team members translates to more damage. But not to just any mob type. In fact, in a team setting, I would debuff damage against minions, leave the amount the same on leuts, double against bosses and triple on Ebs and above.

    simplified formula:

    current damage(everything they have now) + team crit multiplier + mob type adjustment
  23. Quote:
    Originally Posted by Memphis_Bill View Post
    Well, 11.6 would crash on me badly regardless of what I was doing.

    Unfortunately, I just had a crash going to a new tab in the auction house... so I'm rolling back to 11.5 to make sure it's the driver, as opposed to the patch. (*sigh* Time to turn down the settings in C&C again. Eh, I play this more, and AA doesn't have as big an effect there.)
    Interesting. My crash was during a morality mission of all things. Luckily my partner stayed in mish until I restarted CoX. However, and a big however, I was able to alt-tab out, shut down the game and restart. This suggests that the problem is game related rather than driver (suggests, not saying it IS). I could never do that before.

    One other poster commented that he played 11.7 pre-patch and had no issues. Throwing that out there as a reminder.
  24. Update:

    Cleaned my 11.2 drivers out (uninstalled all with express uninstall all option), then ran driversweep after reboot. Rebooted again and loaded 11.7 (non control center). One more reboot.

    Froze about 1.5 hours into game play. Alt-tabbed out and shut down CoX, restarted CoX and continued where I left off.

    I would say that 11.7 is an improvement, but not better than my old 11.2 in the crash department.

    System: i5 OC to 3.8 (when turbo is on), 5870 non-oc'd. Both are water cooled and never see above 60C. Windows 7 64 bit home prem. 12 gig configured 2X4 and 2X2. CoX is ran from raided f60s corsair ssds. OS on 80gig intel ssd.

    Oh, I run HwMonitor while playing CoX to monitor temps.