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Everything posted by Carnifax
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It's not a bad move at all. Did the same on my DP / Kin with the two AoEs. If I'm firing them I'm in a high target fight, therefore I'm FSed up to the gills. So half a Superior Scourging Blast into Empty Clips & Bullet Rain along with a Forced Feedback and let FS (and procced up Spirit Drain as +Dam and another AoE) carry the slack.
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It's 30% more damage to anything inside it for your whole team. And that's 30% of the final damage figure after all damage buffs & enhancements are taken into account. It's basically one of the strongest things you can do to boost damage. And it's a no-slot wonder. Doesn't even need recharge. It's the first "combat" arrow I always cast (Flash is pre-combat).
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A few questions about 'Trollers with no innate heals.
Carnifax replied to Soulsifter's topic in Controller
Just want to drive-by and point out one of the most cost effective ways to slot Hot Feet is the new(ish) Ice Mistral's Torment slow set. 5 of those (omit the damage proc) gives decent Acc, Dam, End Reduction & Slow. Top it off with a random Damage/End IO or Acc/Dam/End (Scrirocco's Dervish for example) and you'll cap Dam & End while having decent Acc and a nice boost to the -run speed. Set bonuses are also nice. 7% Accuracy, 10% slow resists and 6.25% recharge. So it's not even a "I'm frankenslotting to sacrifice Set Bonuses for Enhancements" option, you still get useful bonuses. And it's cheap, you're looking at less than 1 million per IO, compared to around 15 million per purple or 20 million per Winters. Also not really worth slotting Bonfire for damage. You'll rarely keep something in it long enough for it to matter. 260 damage over 45 seconds is meh. Go 1 kb2kd and one Forced Feedback and spend the slots somewhere else IMO. -
Ooops, sorry!
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Cold Snap was pretty much (re)designed to be Ices opener. What's your secondary? For example Trick Arrow can Flash Arrow them so they can't see you barrelling in / casting Ice Slick and once they do chances are the barrage is going to miss you thanks to the debuff, whereas a Dark will Darkest Night em.
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This is me too. I've always read it as "I can do it at my level but some of you might end up missing your shinier powers, so does anyone else want to?" Happened with a Yin I joined during the week. Leader asked the question, I happily took the star, asked what diff we wanted, set it accordingly and off we went. If someone tried to drive-by Star me, especially for a mission team rather than a TF I'd just quit and move on.
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I've always loved TA (even the Live version) but the version on Homecoming is even better. Got some great buffs throughout the set. Works well with a Corruptor / Defender (I've one of each, plus a Grav/TA controller) because a lot of the big debuffs are quick to cast. So it flows in between the blasts really nicely. Plus it really doesn't care if you're pure ranged or want to be in close (Water/TA works as nicely as a TA/Elec Defender who gets in quickly beside the Tank to drain & debuff things).
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In case anyone is wondering "surprisingly good" = "Did as much damage as Hotfeet + Fire Imps added together on a LGTF during the week". All while buffing the teams Acc, Dam and Recharge a bit. It'll also trigger the Chance for Damage proc a fair amount of the time on teams, you'll notice your damage bonus is frequently around 110 from Shifting + the proc + Tidepool . It's a tad strong.
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In Primaries Ice > Fire in terms of procs because the single target blasts can take Slow sets + you have two very proccable Hold-Attacks. Holds get lots of Proc options. Water is pretty proccable as well and very Scourgy (Whirlpool is a Rain). Nature isn't particularly proccable I'm afraid (I've a Fire / Nature corruptor and a Zombie / Nature MM), there's not a lot in Nature that's worth / capable of proccing up. Still a great set though. Proc secondaries I'd lean towards Trick Arrow (Ice & Acid Arrow), Time (Time Stop & Slowed Response). Time is also handy in that it boosts Def & Recharge by a lot, giving you more space for procs over sets. Maybe Marine too (Whitecap is stupidly proccy). I've included my Water / Trick Arrow (which is a very fun combo) build here. You could probably lean in even heavier on them if you liked. Corruptor - Water - Trick Arrow.mbd
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Which Missions Do You Auto-complete? Or... "I'm too old for this..."
Carnifax replied to tidge's topic in General Discussion
The "DPS readings" Tina mission in PI where stupid Dr Calvin hides stupidly and is stupidly dressed exactly like some of the stupid enemies. It's stupid It also ignores the "last objective gets highlighted on the map" rule added a while back, so once you clear the glowies you've still no idea where he is. Fine. Stay in there so. We'll just make a clone or rob an automation or something and tell Tina that it's you. -
Honestly I think I got lucky with the new Renaming Policy freeing up the name (maybe, maybe not : Got Carnifax on Everlasting recently too and that WAS taken previously). Once I'd nabbed that it made itself.
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I'd forgotten I have a level 50 Necro / Nature so I brought her to the RWZ and tested the Soul Extraction. Answer seems to be that the spirits strongly prefer ranged and will never close in to do their holds. Guess they might if something is in their face maybe, but Pylons aren't known for their melee abilities. No Holds = No hold procs. Given the AI I'd say Cloud Senses proc all the way and don't bother with others (I don't have it slotted because Mombie predates the Necro changes and I haven'ty updated her)
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So I ended up dumping the Storm / Marine I'd posted previously and replaced them. So introducing my newest 50, Waxwork : Fire / Marine Controller : Master of molten wax. Cossie itself is plain enough (spectrum coloured white with orange to give that "lava lamp" feel) but like the way the "Slime" Aura + Bubbles Path Aura + Hot feet + Toroidal Bubble come together to give a "pool of molten wax" feel.
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If you run the log through my parser it should tell you which powers the Soul Extracted mob is using, along with the procs. For example here's Phantasm for Carni. https://www.carnifax.org Does sound like it's never using its hold to me though (or maybe the hold is bugged and not triggering the proc)
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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.
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Trying Dark/Assault, not sure what's worth taking
Carnifax replied to BasiliskXVIII's topic in Dominator
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. -
New Dawn's Paragon AT is pretty sweet!
Carnifax replied to Captain Fabulous's topic in General Discussion
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. -
How much recharge do i need for perma Phantom Army ??
Carnifax replied to smnolimits43's topic in Controller
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. -
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.
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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
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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.
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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.
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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.
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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?)
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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.