Fiery-Enforcer

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  1. If you don't use Elec Fences, you're better off going Pyre Mastery for more damage.

    Take the Armageddon proc out of Burn and replace the dmg Armageddon from Footstomp with it. Bigger target cap and radius means you'll get more use out of it. If you're willing to get it, put the -res proc in Burn.

    You really don't need to build for defense when you're resist capped, level shifted and when inspirations drop like crazy.

    I'd still take a travel power, can always get one instead of RotP, you shouldn't be dying at all.

    Like others said, you want recharge, recharge, and more recharge if this is just for ambush farming. Cardiac is good to keep you going non-stop.

    As far as Rage goes, I don't use it most of the time in ambush farms. What do you do after each run, or rather what should you be doing? Fill up a tray full of reds. And since I'm already there, I spend an extra couple of seconds to damage cap myself before I go back in for another run. By doing this, you should be able to keep yourself damage capped or close to it without having to deal with the Rage crash slowing you down.
  2. Quote:
    Originally Posted by Terror1 View Post
    Melee works if they can mobile and not be locked in the stand in one place and press 1-2-3-4 mindset
    This.

    I don't know about everyone else, but my melee characters also have at least one ranged attack. Along with those ranged attacks I can still use my melee attacks even if the blue patch is around BM.

    It's simple, just kite in and out of melee range so you're only there for a second to get your attack off. Sure, you'll take a little bit of damage from the patch, but not nearly enough to kill you unless you're bad.

    Of course ranged AT's will have the advantage in this particular scenario since they can put out more consistent DPS. Just like ST builds will have the advantage over AoE builds.
  3. Fiery-Enforcer

    Pvp io farm

    Quote:
    Originally Posted by PL_Beggar View Post
    another way to rephrase question:

    8 man team kills one player in WB. Does each person on team have same chance for IO as if he defeated somebody solo 1 vs 1? Or does chance for io get divided by 1/8?
    No, it's just like regular IO drops and the chance gets divided. First there's a roll to see if there is a drop, then if you're on a team there's another roll to see who actually gets it.

    One of the reasons arena PvP is terrible for getting drops.
  4. Quote:
    Originally Posted by dave_p View Post
    As has been mentioned numerously, the Interface debuffs have a hard cap, and it's pretty low. If you really think 6 defenders/controllers + 2 blasters are better steamrollers than 8 defenders/controllers, you haven't been on too many super teams. And that's before Judgement kicks in. Yes, you can find configurations where the blasters will be a better fit--you don't need more than 2 Kin on a team, for example, but you wouldn't replace them w/blasters, you'd just add more Rad/Cold/Son/Dark/etc.
    As much as I love all Corr teams and the likes, there also comes a point where you don't really need anymore debuffs and adding a dedicated damage dealer will make things go even faster.

    I'm not sure what everyone's worried about, I don't invite Blasters to a team for there nukes, just damage in general. Yeah, debuffers may actually be able to get more out of Judgement, but you're talking about Blasters on teams where they'll take advantage of the debuffs too.
  5. Oh yeah, I'm pretty sure it still displays the old information which can cause confusion. I haven't tried my Brute in PvP since it got changed, so I'm not sure about that.
  6. Yeah, I'm not sure what you mean by Fiery Embrace being broken.

    And I'm sure lowering the level will help you get to the ticket cap faster, but what's your inf gain? I can cap tickets at +4 in 1:30, maybe even faster, although it takes a little longer to clear the entire map.
  7. Quote:
    Originally Posted by Granite Agent View Post
    Post it?
    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fiery-Enforcer: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(21), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5), S'fstPrt-ResDam/Def+(7), S'fstPrt-ResKB(17)
    Level 2: Haymaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(25)
    Level 4: Healing Flames -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(15), Panac-Heal(15), Dct'dW-EndRdx/Rchg(25)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/Rchg(11)
    Level 10: Stealth -- LkGmblr-Rchg+(A)
    Level 12: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(40), HO:Nucle(40)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19), RctvArm-ResDam/Rchg(19)
    Level 18: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(50)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 22: Rage -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(29)
    Level 24: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(27)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
    Level 38: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-%Dam(39), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Dmg/Rchg(50)
    Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43), Apoc-Dam%(46)
    Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Darkest Night -- HO:Enzym(A), HO:Enzym(48)
    Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/EndRdx/Rchg(48), KntkC'bat-Dmg/Rchg(50)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(46)



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  8. Quote:
    Originally Posted by Deevian View Post
    fiery embrace: your at damage cap without it most of the time, you can take it down to one slot as you these slots have no set bonus possible.
    No, Fiery Embrace isn't a damage bonus, you want it up as fast as possible.
  9. If I were to make a build just for a fire ambush farm, with no limits, I'd probably do something like this.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ss fire: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Jab -- Amaze-Stun(A), Amaze-Stun/Rchg(7), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(42)
    Level 1: Fire Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(3), ImpSkn-EndRdx/Rchg(3), ImpSkn-ResDam/EndRdx/Rchg(5), ImpSkn-Status(36)
    Level 2: Haymaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(25)
    Level 4: Healing Flames -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(15), Panac-Heal(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 8: Knockout Blow -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(9), KinCrsh-Rchg/KB(9), KinCrsh-Rechg/EndRdx(11), KinCrsh-Dmg/EndRdx/KB(11), KinCrsh-Acc/Dmg/KB(36)
    Level 10: Stealth -- LkGmblr-Rchg+(A)
    Level 12: Blazing Aura -- Oblit-Dmg(A), Oblit-%Dam(17), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg/Rchg(36), EndRdx-I(40)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Plasma Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(17), ImpSkn-EndRdx/Rchg(19), ImpSkn-ResDam/EndRdx/Rchg(19), ImpSkn-Status(21)
    Level 18: Invisibility -- LkGmblr-Rchg+(A)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A)
    Level 22: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit(29), AdjTgt-Rchg(31)
    Level 24: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(31), Mocking-Rchg(40)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 30: Temperature Protection -- ResDam-I(A)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
    Level 38: Burn -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-%Dam(39), Oblit-Acc/Rchg(40), FotG-ResDeb%(43)
    Level 41: Mu Lightning -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43), Apoc-Dam%(46)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), Posi-Dam%(48)
    Level 47: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(46)



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  10. I wouldn't bother with Provoke, its target cap is 5.

    Some good Blaster builds would be Fire/Fire, Fire/MM and Rad/Fire. Arch/MM wouldn't be as good for ambush farming. Instead of fighting against fire enemies, you could find or create a farm where they deal S/L damage. Then you can softcap S/L defense.
  11. Fiery-Enforcer

    9 person CoP

    Horus. I think someone bribed him with a pony or something.
  12. Quote:
    Originally Posted by Nihilii View Post
    I went Soul a few days ago as I'm running more and more normal content with that brute and was disastified with the lack of ST damage. I can certainly tell the difference for me, about 10-15% slower in a fire ambush ; that said, at those speeds it's not like it's a big deal.

    Not saying you're wrong in saying you can do as fast mind you, I suspect you're a better player than I am. Just wanted to give my own take on the same thing.
    I was more referring to builds in general, regardless of the epic power pool. I'd build a Mu Mastery build differently than some of the builds I've seen in this thread to make it more fit for regular content while being just as good at farming. I see some people with some wacky slotting just to chase after certain set bonuses.

    Of course the equivalent Mu Mastery build will be faster than Soul Mastery for farming. I actually haven't ran Mu Mastery in a while (I don't like elec fences), I'm curious about the numbers I can get with it considering what I can get with Soul. Having a level shift is what made me go back to Soul, like you know, it's better for other stuff than just farming because Gloom is the best attack in the world.
  13. Mine is a SS/Fire/Soul and isn't just a farming build. Personally, I wouldn't make a build just for farming when you can make an all around build that is just as good at it.
  14. Quote:
    Originally Posted by Eva Destruction View Post
    That is the problem. The Origin of Power and Dr. Brainstorm stuff could be dismissed out of hand as self-serving propaganda from unreliable narrators. You didn't have to do the arc anyway, if you didn't want to. If you want to progress in the Incarnate storyline though, you must do Ramiel's arc, which ties you to the Well. If you want more powers, you must take them from the Well. Why can't my Judgement slot look like a Footstomp? Because the Well says so. Why can't I have a pet that isn't Praetorian? Because the Well won't give me one.
    Why hasn't this ever been a problem before with epic powersets? Before GR, villains were bound by the different patron power pools and heroes by the different elemental pools. Even to this day, what epic power pool goes thematically with an Invuln/SS Tank?

    It has been known for a while that incarnates get their power from the Well and now that you're becoming an incarnate, you're complaining that you're getting your powers from the Well. It doesn't make much sense to me. The only point I can agree with is about the Lore slot, but even then you're not going to make everyone happy unless they're fully customizable.
  15. Fiery-Enforcer

    9 person CoP

    Level shifts are fun.
  16. Since the latest patch I've been experiencing some weird stuff. Characters running in place while they're standing still, others using the whirlwind animation while attacking and I for one have been pulling out a police shield and bat every time I summon an ouro portal.



    Also, look. Romulus is reading a book.

  17. The NDA is no different than any other closed beta NDA besides from what we heard that it had to be signed. Like always, they don't want information released too early because things change, but now that we're getting closer to a release, more information, if not most is being shared.

    The EU sneak peak revealed that not everything was put into the issue announcement, like 4 new incarnate slots. Although, about stuff still being under NDA, I was more referring to about future content for later issues.
  18. DR doesn't affect HP, so generally you want to get as much as possible and hit the cap if you can. I don't know the exact numbers, but I think recharge starts to get hit hard by DR after around 60%. I'd still slot for as much recharge as possible without gimping other bonuses like HP, kb protection etc. As far as defense goes, only slot for it if you're defense based like SR or Ninjitsu.
  19. So, what was the point of this thread?
  20. Quote:
    Originally Posted by Draugadan View Post
    This... THIS... was why there had to be signed NDAs? This is the amazing new content that needed such hush, hush...
    What exactly were you expecting? The only stuff I've really seen getting hyped up by Posi was the incarnate trials, and surprise! We're getting incarnate trials.

    Some people were saying that this issue seems content light, when compared to most other issues, this isn't true. Now, if you don't like the new content that's something entirely else. And as far as the NDA goes, how do you know there's still not stuff that's under it?
  21. Quote:
    Originally Posted by Gangrel_EU View Post
    The *level shift* that some of the incarnate powers give will only be valid in the Incarnate trials.

    The actual power itself is still valid.
    Yes, which is I how I think it should be. Being able to essentially run +4 against enemies is a little OP.
  22. Quote:
    Originally Posted by Smersh View Post
    Confirmation that there will be one or more Incarnate slots unlocked in an issue called Incarnates?
    That's a valid complaint, I don't think they usually withhold information like that with these issue announcements. All I can possibly say right now is patience.
  23. Quote:
    Originally Posted by UberGuy View Post
    Consider this: some of us have more than enough shards for crafting our goodies.
    And for those who don't, it's not like the very rare boosts are even worth the effort. I don't have the very rare boost on any character and I don't plan on 'grinding' for them, I'll get them when I get them.
  24. Quote:
    Originally Posted by HelinCarnate View Post
    Sorry, did not mean to imply that I did not believe your time.
    No problem, that was just me being tired. Anyways, I'll try it again with bosses on. I've tried recording before with fraps, but it completely kills my framerate.

    Edit: Just ran it with bosses on in 3:05 for around 2.8 mil inf/minute. I didn't check the before and after inf numbers, just used herostats and since it's in such a short time frame the number fluctuates a lot. This was with being at the damage cap for most of it.