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Death2Tyrants

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  1. It appears the KD portion of the power has a lock out period where the NPC is immune to the KD for a period of 4.5 secs. https://cod.uberguy.net/html/power.html?power=pets.liquidnitrogen.liquid_nitrogen&at=minion_pets
  2. I like it. It is a nice change to two powers I would normally skip and gives an Immob set up for containment. I will have to copy over to Brainstorm and test how PROCs behave since it is a ST power applied to the group.
  3. While focusing on play testing Arsenal Control in this last beta I missed the interaction of Lift with TK (yes it is in Lift's power description). I knew TK was changed into an AoE Immob toggle with a fixed repel distance. Targeting the TKed target applies Lift to the TKed group turning it into an AoE.
  4. Is this not working of you: https://midsreborn.com/
  5. Recommend giving this tool a try: https://midsreborn.com/ You can see the IOs and set bonuses available to you in game.
  6. IMO Several synergies to consider. Arsenal Control has high uptime on overlapping persistent pulsing/reapply AoE controls and several debuffs are also baked into several powers This makes it capable of carrying any secondary. Where I think Arsenal Control can benefit from its secondary/power pool is being able to apply a DoT + Smoke Canister to activate its Confuse (in its current configuration). You also want to slow movement through these patches to allow the effects to take hold so a secondary with KD or Slow helps keep enemies in patches. These characteristics make /Poison, /TA, /Traps, /Storm. and /Cold worth consideration. Since the set does have persistent pulse AoE effects that get reapplied this lends itself to pair up with more active secondaries; usually heal based secondaries are tend to be the most active but /TA and /Poison a can fall in this category as well. You can also look at it through the lens of zone control by shaping the battlespace with control effects. In situations where you have to stand your ground you can lay down an area of denial control wall. Here /Poison, /Time, /Traps, and /TA, /Dark, /Storm and /Cold come into play to add more zone control. Arsenal also has a bunch of -ToHit and Slow sprinkled through out so stacking these effects can be another approach to take when looking for a suitable pair. Again /TA, /Traps, and /Time pop up but /Storm /Dark and /Poison can meet this criteria as well.
  7. It may help get you better responses if you let readers know what your build goals are and what you are looking to improve. For one of your first runs at Mids it is a pretty good overall. I don't understand skipping Smoke Canister and taking Force Field Generator so late in the build. Take them as soon as they are available. Even with the persistent effects of Arsenal and Trap powers you'll have Endurance recovery issues with anything under Net +2EPS. It varies from build to build but that is the rule of thumb I use. You can check this by clicking "View Totals" button and looking at Net recovery under "End Use" at the bottom. On builds that have an attack chain you can also inspect powers by their endurance usage under the "Windows" ribbon menu by selecting "Power Graphs" and then select "End" or "End/Sec" (which is base on power uptime). This allows you to figure out specific slotting for problem powers. For most Controllers other than Arsenal, the AoE Immobilize powers tend to be the biggest endurance culprit without EndRedux; high uptime high endurance cost. You are over the "rule of five" cap on two set bonuses for +Rech; +10% and +7.5% (probably from the LotGs). You can check this under the "Windows" menu on the ribbon and select "Sets and Bonuses" If you are over any bonuses you'll see "Cap" in red and the offending 6th bonus will be in red as well. The goal of 33% DEF is good. Also can be checked under "View Totals" Assault is usually not worth it unless you are going for some super team build that requires it. You can swap out two of the slotting in Health for the two +Recovery PROCs for a total of +25% Recovery from both it beats the bonuses you are getting now. In Stamina I prefer the chance to Heal and chance for +End. Unlike most /Trap powers Poison Trap is very PROCable. You can swap in a +Recharge set in Tri-Cannon and swap in some PROCs into PT. Overall another pass or two I think you'll have a pretty solid build.
  8. 😉 If we were talking about /Elec I could agree on "easier to manage" which I take to mean a consistent dependable buff. The chaining is horribly less predictable and reliable to use as a means of closing the PermaPA gap. I've fired off chains standing right next to a player only to have the chain hit everyone else but me. You also have to spam it when it's up to maintain the uptime of the buff. Theoretically you could get a higher effective +Rech from /EA than the other sets mentioned but I have yet to build an Ill/EA (may set one up on Brainstorm). As far as Ill/Traps, it all boils down to how far off a build is from Perma-PA without the buff. On builds that are slightly off from being Perma-PA, it is fairly easy to set up and get the benefit of the +Rech. You don't always need the full duration of the buff, just enough to shave off that last bit of recharge for PermaPA. The activation is clunky since you have to place the bomb then activate it. The area is fairly generous though. The power has been improved from being a skipable in /Traps with its reduced cooldown. It is up every other fight if not every fight.
  9. What Debuffs are you talking about specifically? /Traps and /Elec Affinity both have +Rech but neither has -RES (at least not without PROCs). /Traps Time Bomb was improved with Temporal Bomb which now grants a stationary field of +Recharge; I think the buff value is ~+35%. /Traps also has -DEF with Acid Mortar. /Elec Affinity also has +Rech but only provides -DMG (less useful to a solo Ill/) and has -REGEN in two powers. The effective recharge value by spamming Energizing Circuit gets it within or exceeding the buff range of those other powers.
  10. It is probably an oversight and just a bug.
  11. I'm the same way. Concept is king, usually. Over time I found that just about any combo can be explained as a tech/scientific/mutant/magic ability and I just start the character as very generic avatar, I can always change the name and costume later. Limited concepts kept me away from combos that, to me, are interesting, viable, and fun. I like the oddball combos and don't really enjoy some of the very popular combos I see in game or in popular guides. Problem is fun is very subjective. What you may find fun others may not and vice versa. I think the best approach is to get in there and start playing different combos. It is trivially easy to get toons to 26+ which gives you a good sense of what the toon will play like in combination. About half of the combos I've made I've enjoyed while the other half sit on the shelf.
  12. /Time has a little bit for every primary. In terms of Debuffs you have mostly Slows (both movement and recharge) and some -ToHit. So primarily Ice/ or to a lesser degree Dark/ make good pairs for stacking those effects. +Rech is desired by all Controller Primaries. /Time also brings a degree of control to bolster up your primary. The only challenge with Ice/Time is managing END early on. If I am going to go through the trouble I much prefer Fire/Time. You'll need to fund the character for +Recovery buffs and use EndRedux in everything to avoid end crashing all the time but it can be quite effective. It really rewards aggressive positioning and gameplay. While leveling it was one of my most complimented characters and Controllers, you are a basically a walking AoE of Control on top of other effects you can use to shape the fight with. Fire/Time is my top pick.
  13. That will be hilarious if it PROCs itself.
  14. Unless you are talking about Elec Affinity you might be on the wrong subforum. Try here buddy: https://forums.homecomingservers.com/forum/21-dominator/
  15. IMO Ice/ is one of the Controller primaries that needs a build with a damage oriented pool dip and/or PROCs to boost damage if it isn't paired with a secondary capable of damage. The recent buffs helped but the set is low on damage. A few powers like Flash Freeze and Cold Snap can be PROCed out at the cost of bonus slotting opportunities but these powers are generally skipped otherwise. On an Ice/Cold (and Ice/Time) overlaying it's secondary Slow effects -Speed -Recharge elevates its overall control capability a bit but the effect doesn't prevent getting hit, it reduces the attack rate. Still not as good as hard control especially when resisted (+3/+4) but flooring movement/attack is hilarious.
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