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Carnifax

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Carnifax last won the day on January 14 2023

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  1. I've done Staff / Inv and it's quite fun. Inv is a very decent scaffold for an IO build. You can make yourself pretty tough. Pretty passive though, no clickie tricks but with Staff that was a blessing (redraw irritates me). I'd second EA as a good shout too.
  2. Yep, it's a copy of the newish Blasters Devices Mine, not the original Traps one with the long, interruptable cast time. So it's a decent AoE for a domi. Quicker, can't be disrupted but a smaller boom.
  3. I disagree here. I think I'd make one uber-char, play it, get bored and move on. I'll have "exhausted" the game. Making a powerful IO build within the sandbox of "these are your powers" is interesting. Making a powerful build with "there are no limitations" is awesome for a bit, then gets boring quickly.
  4. On Carni (Illusion / Dark) I have 183% and not quite perma. Obviously PAs are maxxed out for recharge and I have Agility as well. That's a few seconds downtime (which I'm fine with). In fact I'm about the 3.3 second recast time off (timer shows 60 seconds when cast). I do have Ageless Radial going too which narrows it a little but it'd cost a fair chunk to actually get myself true perma on it (don't want to lose some procs etc to make up the difference). Time, Rad and Kin have an easier time getting there (along with Marine maybe, Shifting Tides be crazy but also variable) and you can look at Epics which can take Forced Feedbacks to also try and narrow the gap.
  5. Cold Snap used to be just a Slow (it was indeed something else before, can't remember what). Now it's Slow + Terrorized (stand still shaking unless someone attacks you). So anything Terrorized + Arctic Aired will stand there frightened, then get confused unless attacked. Cold Snapped + Ice Slicked mobs probably aren't getting far away from Arctic, even doggos. Arctic is indeed a bit of an End hog. It's one reason for Mu, power sink is up much quicker than other Epic End recovery tools available to Controllers (Consume and Dark Consumption). Storm is also a bit of an End hog. Hibernate isn't bad as a Combat Rest though to recover End. Note you can stick a Miracle into O2 Boost and as long as you remember to recast on Jack every min give yourself an extra 20% recovery (base Stamina basically). By the way the reason for the Forced Feedbacks in Tornado + Lightning is they should give you 100% recharge for 5 seconds pretty much every time you drop one. It's got a 10 second grace period after casting but you can still get a nice lot of +recharge from them.
  6. Honestly that's a VERY expensive build which doesn't give you a lot for the expense. As Wimbo says the power choices are a little strange too, Snow Storm & Thunder Clap aren't really needed (nor is Gale) Personally I'd go with something like this. It is essentially a blend of my Plant / Storm / Mu and my Ice / Traps / Earth. Mu rather than Ice epic but you can swap those as you like. No need for Ice Bolt I feel, Arcane has more punch to it. This will be far cheaper because it doesn't use Winters Sets. Winters Sets cost WAY more than Purples, FYI. Even this has more Purples than I'd usually use. For cheaper version Swap Ball Lightning purples for Posi, Annihilation, Bombardment or Artillery Swap Arctic Air to use Malaise instead of purple set Swap Arcane to use whatever set you like, or 3 Thunderstike, some other random Acc/Dam and the Apoc proc + 1 other proc. Ice - Storm - Mu.mbd
  7. It really is. On 8 man teams Hotfeet, Shifting + Imps are tied 3 ways for damage (well Imps are slightly more). Tides is exceptional on big teams. I'm up to level 37 now and the decision was made. Ended up going Soul, mainly because the resist shields don't mess up my costume look. Tried others on Beta but disliked how they interfered. Replenishing Absorb shield + Resists is a pretty nice combo anyway so not crippling myself with the decision and I think Earth would have murdered my Blue Bar.
  8. Power boosted Fade hasn't worked for a few years. I respecced Carni to Mace because of it. It was technically a bug because if a power has Resist it's not supposed to be Boostable. But it made sense to fix anyway, it was a bit overpowered. Clarion + PB + Fade was glorious.
  9. Like most I go on the gaps in the build. Carni is Illusion / Dark so a Def shield. Have Spectral Wounds, Blind & Phantom Army do most of my damage so no need for a "quick" second attack but something that would help the PAs would be nice. Have lots of recharge so something which can leverage that would also be nice. Mace fits perfectly here. s/l/e defence shield to layer on top of Fade. Poisonous Ray has -resist, perfect for sticking on a boss being attacked by PAs & is very proccable to make the damage worthwhile. The Tarantula is really slow to recharge but since I have ~perma-PA levels of recharge it's perma too. Plant / Storm I was between Mu and Ice but opted for Ice. Freezing Rain + Ice Storm + Roots is a death patch (with Creepers too). Since it's quite a "drop and watch" set in some ways Hibernate is a good one-slot panic button / combat rest (things will keep either killing each other or being beaten up by Creepers, Tornado, FR + Ice Storm) & the Def armour is grand (and even better if you are skipping Fighting and need somewhere for uniques, although I didn't need it). Grav / Trick Arrow : I needed something AoE to make Flaming Oil Slick easy. I went with Mu. He's a "hoverbot" so I'd built for Ranged Def so smashing / lethal / energy resist shield works well. Had the slots so ended up getting the Guardian as the 3rd power (my debuffs help keep him and Singy alive). Ice / Traps : One of my two (soon to be 3) meleetrollers. Earth all the way. Traps is Slot light, giving me room for Fissure + Seismic procced up. Rock Armour + FFG is great defences and his concept fits the look (he's an asymmetric, cobbled together scrapbot). Earths Embrace gives me HP + a Heal on a secondary with no heals. My Elec / Poison also went Earth (again Mu may have worked here too for Power Sink + Elec, but I've shelved them anyway after gutting them of IOs during the week). Fire / Marine : As said I'm still debating this and lots of folk gave me lots of good reasons to pick different things. I'm leaning towards Resist shields because Barrier Reefs replenishing Absorb would work well with it and I suspect I'll need End recovery. But I also love the chonkiness of Earth attacks.
  10. It's my most damaging power pre-Imps, even solo running at 0/0 (don't judge me) doing the Keith whathisface Arc in Steel. So it's definitely worth it for me, Ice Mistrals is a great set for it. But definitely worried about it + Shifting + AoEs (I haven't taken Fire Cages though and thats an End killer. I prefer to not root the spawn in place). Plus it's part of my costume (Hotfeet + Toroidal + the Bubbles path aura gives me a nice Lava Lamp feel). I've fond Live memories of using it to hunt Blue and Green spawns in Hazard Zones when my Fire/Rad was young, popping the flurry of Insps to keep me going (proto-farming?)
  11. Thanks all. Maybe I'm over-worrying about End woes in general. With reason : I did a Fire / NRG Dom a couple of years ago and ended up abandoning them mid-40s because the End woes were so bad. I mean utterly crippling, even with everything I could slotted in. My own choice initially was Earth because I love the Fissure Stomp and Seismic Slam so much (going all the way back to Live with a Fire/Rad/Earth controller). So maybe stick with that is the answer.
  12. How's your Endurance? That's the main reason I skipped Mace (plus I'm not fond of the mace animation). Earths two attacks are so good on Meleetrollers and feel so satisfying. But I suspect Rock Armour is going to be the killer (works with the costumes on the two Controllers I have it on but don't think it will here sadly).
  13. Hey folks So after trying out Storm / Marine & a brief Beta test of Dark / Marine (forgot how annoyingly noisy Barkley was : No Thank You) I came up with a good name and concept for Fire / Marine and am now in the Happy Zone (level 27+ is my happy place where I've got interesting powers and can start set-slotting) and loving it. So Waxwork is born, master of globs of molten wax. Aiming for a cheapish build to level, as I always do but the choices in Epics is throwing me. I've done 4 (yes I know) variant builds and would love to know what other folk have opted for. Earth : Pros : Def shield. Lovely close combat attacks in Fissure and Seismic, both procced up. Seismic is a beast. Cons : Crap resists (but Marine does lots of -Dam so maybe there's synergy there). No End Recovery power. No real need for Earths Embrace. Not sure how invisible I can make Rock Armour (this is important for this character) Mu : Pros : Great Resist shield to stack with Toroid, gives NRG resists and Rune of Protection. Ball Lightning is a fairly decent AoE. Power Sink is a non-proccable End tool but has a great recharge compared to other End tools. Con : No second Epic attack / AoE. Fire : Pros : Resist shield, Fireball is an excellent AoE. End recovery via Consume which is also very proccable. Cons : Resist shield not as good as Mu. Consume on a long cooldown. Soul : Pros : Resist shield, Dark Oblit is an AoE which is VERY proccable, Dark Consumption is End recovery + proccable Cons : Again resist shield isn't as good as Mu (Energy resists are great in end game). Dark Consumption on long cooldown. So all you Fire / Marines what did you go for and anything in these builds you'd tweak (or anything else really) Controller (Fire Control - Marine Affinity - Soul).mbd Controller (Fire Control - Marine Affinity - Earth).mbd Controller (Fire Control - Marine Affinity - Fire).mbd Controller (Fire Control - Marine Affinity - Mu).mbd
  14. Looking at a parse of my logs on my Stalker (Ice/Stone) the Crit rate will vary per power. This was a PuG Maria arc on Everlasting yesterday (50 : 4x8). On Assassins Blade 37% of my damage is crits. On Freezing Touch (not including Procs) it's 40%. Zapp is about the same. Frozen Aura it's 24%. Which makes a lot of sense, I'll tend to get crits on Assassins because 1-2 powers before it then it generates crits. Freezing is my "follow up" (Zapp if Freezing is on cool down) when hidden so will crit. Frozen Aura has a smaller chance to crit from hidden (50% I believe) so even though I tend to open with it in groups 24% is about right. I looked at a Water / TA Corruptor too but the one power I was most interested in (Whirlpool) I don't seem to be measuring Scourge correctly on (it's a pet so could be something I omitted in the parser). So I checked Whirlpool with @KaizenSozes parser instead and it's reporting 18% for Whirlpool, which is a little surprising. I'd have expected a little higher but potentially lots of reasons why not (I open with it early / people have Judgements and tend to nuke things down). On Steam Spray scourge is about 11% of my damage. Water Jet is ~20% (again discounting procs), as is Water Burst and 26% for Aqua Bolt (which makes a load of sense, Aqua tends to be my "He's only got a small bit of HP left" power). Not proving / disproving anything really, just wanted to give some of my Stalker and Corruptor figures based on playthrus over the last few days.
  15. Yes they stack so you want both IMO. Kin essentials are Fulcrum Shift (obvs), Transference & Transfusion Siphon Speed and Speed Boost. I keep Siphon Power even post Fulc Shift as I like to layer it into AV fights (but I'm a kin corruptor so my buff numbers are smaller). Increased Density is nice to layer on folk with Speed Boost but also 4 slotted with Unbreakable Guard for the melee def (the two Resist +Def uniques can also go in here if you're planning to skip fighting). Kin is a late bloomer but it's also pretty slot light which is nice.
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