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Carnifax

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Carnifax last won the day on January 14 2023

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  1. Threads been solved but I will say that Stalker Ice Melee is the best Ice Melee. One of the few Stalker sets where an AoE isn't sacrificed for Assassins Strike. Instead crappy GIS becomes lovely lovely Assassins Ice Stab thingy. My Ice / Stone became my favourite Stalker and I'll regularly take them out to murder things.
  2. Mother "just throw it anywhere" Mayhem is so named because it turns out she's an awful staff nurse with terrible organisational skills.
  3. From observation the Sentinel. 3* Elec Sentinels seem to be absurdly good at making the blue bar vanish. Because I'm weird mine is a Trick Arrow / Elec / Mu because I was curious about the "-Max End" in Disruption Arrow and the -40% Resistance (Endurance) in Acid Arrow. Still a hell of a lot of fun as a "point blank Trick Arrow" but Disruption & Acid don't seem to make as big as a difference as the effects would have you believe. You can still drain most things though.
  4. Of these I'd say the Rad/MA/En for sure. Absorb is a great help for 4* I have a Rad/MA/En, with Ageless, but have never a 4* on them (did do a +4 during the week and my health bar didn't budge). I've always been one of the the supports on 4 stars (I've done it as Fire/Nature Corruptor and as Ill/Dark and found the Fire/Nature felt more useful).
  5. This is really nice. Seconding the stickying!! This should be pinned! I've moved suggestions etc to the Discord where they should be,
  6. Carnifax

    Elec/?

    Marine is a great shout. Whitecap is a good attack once procced out and Shifting Tides does a LOT of damage (like 2x the damage of Hotfeet levels). Only potential issue is both sets are busy (Elec is basically "layer a load of different controls and see what sticks") Trick Arrow is also a good call. TA animates quickly and gives you extra control & good debuffs. Proc up Ice and Acid Arrows.
  7. I played a Storm / Marine to level 41 and still have no idea how Cat 5 works. I know it gets "bigger" somehow but it always seemed like it was doing bugger all Even throwing it into the parser the numbers sucked.
  8. Scourge is tied to ToHit rolls as far as I remember (Did I hit? Yes! Do I Scourge?) DoTs like Gloom have one ToHit at the start and thus one Scourge check. It hits or it misses. It scourges or it doesn't. "Rains" do lots of individual ToHit+Scourge checks per tick per person in it, so each can hit or miss and each can scourge or not scourge. Other pseudo-pets might also benefit (Volt Sent for example should get a fresh "try" with each blast) And since Chance to Scourge is based on current HP as you whittle their green bars away the "later" ticks have a slightly better chance to scourge (it's also why Rains can be useful vs PPs and the like. Some of them will get through and help whittle their remaining health away).
  9. Can't help with the Archery side, I've 4 Trick Arrow characters and none of them are Archery. In general with Defenders (and corruptors) split the ATO set which gives +10% recharge for 3 into two different powers. +20% recharge is very useful. Acid Arrow is a strange one now. It doesn't do -Resist or anything now (although it will take the Achilles Heel -Resist proc). Instead it now debuffs their resistance to some debuffs . So you can fire it off before End Drains or against an AV before you EMP them to debuff their regen. I use it as an AoE proc-bomb which is also useful vs AVs. Entangling now has the -20% resist so again I one slot it. Great vs +4 bosses and AVs (everything else melts too quickly). Ice Arrow is also a huge proc bomb. Also does -Dam and -Heal (on top of Acid) so it's useful against anything that tries to heal itself. Generally I use it as a hard hitting attack with benefits. Against an AV I go Flash > Disruption > Entangling > Acid > Ice > EMP > Entangling (to keep them in place) > Poison Gas (because a bit of -Dam isn't a bad thing) then whale on them. Will probably throw in a Oil Slick and set it aflame just to tickle them with DoT. You can slot "Chance to Heal Self" into Poison Gad and Disruption Arrow. Both are no-slot-wonders anyway so it's a neat trick but nothing profound. Definitely slot up Flash Arrow to max out -ToHit. 4 Dark Watchers is how I slot it. It's a sizable debuff now and half of it is unresistable. It's your main method of keeping your team alive and it's aggro free so you fire it as the Tank is running at the spawn. I'll share my Trick Arrow / Elec & Water / Trick Arrows for reference though on the TA side. Defender - TrickArrow - Electrical - Mu.mbd Corruptor - Water - Trick Arrow.mbd
  10. I'm in the same boat generally. Hate AoE Immob spam. My Fire / Marine & Grav / Traps don't have them. For Plant/Storm though I do have and use it. It's very useful combined with Freezing Rain & Creepers and you get Containment on Ball Lightning. Earth is fantastic but it's expensive in terms of the Blue Bar. I'd really struggle to maintain it on a Stormie.
  11. Mine is very like yours. I will say Trap of the Hunter proc instead of Ice Mistrals in Creepers. Goes off way more often. I'll lob in my build but I don't think there's much difference. Lacewing Plant - Storm_Mu.mbd
  12. Carnifax

    Build Advice

    It's tricky because the way I solved the Psi hole on my Rad/Martial was by not spending slots on Epic attacks. All I took was Focused Accuracy for the -ToHit resistance. The slots went on 6 slotting Armour toggles. One more Unbreakable Guard in Proton, Fallout, Alpha for ~11.5% extra psi resists. Then add in Impervium Armour unique into Alpha, Proton, Fallout, Tough & Meltdown for an extra 30% psi. Couple of stacks of Superior Might of the Tanker and I've capped Psi resists. You're way more offensive, which is totally fine, but it costs slots. My goal was always "Tough as nails, few holes, someone else is in charge of damage". I'll add my build to show you what I mean. But hard to switch from one to the other without losing your uniqueness (ditto with the 3 power choices for Fold Space but Fold Space is so much fun I can understand why). You didn't specify your Destiny choice, I'd go Ageless Radial. The debuff resistance can be a life saver, if you find your Defenses floored it's a great "reset button". Tanker - Radiation Armor - MA_hybrid.mbd
  13. Are you looking for advice here? This is a very expensive build and honestly I think most of the expense is kinda wasted on Fire / Cold + AoE Defense via Winters. I did a variant of my Dp/Kin as Psy/Kin a while back just to see and this is what I came up with. ~40% Melee and Ranged def, resist shields and Dark Mastery taken to use Consumption & Spirit Drain as 2 more AoEs. Support Core or a Defense Amplifier gets you to 45% melee & ranged def. BulletTime_psy.mbd
  14. Dimensional Shift is definitely skippable. It's VERY niche and your team need to understand it and not be trying to lob shots into it (pets won't understand it either for example). I've never seen it used well on a PuG. Crushing Field is also skippable imo. Crush / single target immobs I like for keeping AVs in one spot. It's also mag 4 so will immob a boss in one cast, setting up Containment.
  15. Propel is a fun power but it's slow. Honestly Lift is the better choice. Hard to give up Propel though as it's so much fun. Dimensional Shift is VERY situational (still). You run the risk of ruining a Blasters day by having them outside the bubble firing in. On Traps the key powers are Acid Mortar, FFG, Poison Trap and now Temporal Bomb. I like Trip Mine too for toe-bombing, it hits hard. Since you have a choice of 1st secondary now I'd skip Web Grenade for Caltrops. Seekers are okay. I'd definitely give Singy a kb2kd. Flinging things everywhere is annoying and if Singy is on a Burn patch / caltrops patch they might barrel away. The single best pool power for a Traps generally is Fold Space. I have on both my Ice / Traps controller and Thugs / Traps MM and it's hilarity. Grav it's not as important because you have Wormhole so you have breathing room there (my Grav is Grav/Trick Arrow and lobbing a spawn into Oil Slick is great fun). Recharge is really important for Traps so slot for recharge bonuses, get Hasten (and Temporal Bomb). Epic wise I like Earth for the s/l shield to go with FFG, Fissure with procs to stack stuns on top of Wormhole and Seismic Smash procced up as the hardest hitting power a Controller can have. Earths Embrace can give you a nice chunk of HP too so well worth it. Mace is another good one as the shield is great and Poison Ray is excellent too with procs in it (it also does -Def and -Resist so it's really good). Proc up Poison Trap, Fissure and Seismic. Procs won't work on explody Traps things, so no point proccing Trip Mine or Seekers, sadly. Seismic with 2 purple procs in it is NASTY. If it doesn't murder the boss it'll still hold them.
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