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Everything posted by Carnifax
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Mother "just throw it anywhere" Mayhem is so named because it turns out she's an awful staff nurse with terrible organisational skills.
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Looking for a end drainer character ??
Carnifax replied to smnolimits41's topic in General Discussion
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. -
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).
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This is really nice. Seconding the stickying!! This should be pinned! I've moved suggestions etc to the Discord where they should be,
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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.
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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.
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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).
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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
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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.
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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
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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
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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
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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.
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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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DEFCON 5: Defender vs Controller - Which is the Better Support AT?
Carnifax replied to Dark Current's topic in Archetypes
AoE is good. Likes to be in melee. Can't compete with Fire or Ice in single (like most sets) but it's great fun. -
What would you do if you were a DEV?! (Fun Ideas Talks)
Carnifax replied to SSR's topic in General Discussion
I'd choose Domi Assault sets over pure melee but yes! I'd also make the most boring-yet-useful Pool Powerset : Slots. Every choice just gives you 2 or 3 extra enhancement slots to freely use elsewhere. If possible somehow the later ones would even allow you to go over 6 slots to a power. -
reunion down for hours... send the tow truck.
Carnifax replied to shortguy on indom's topic in General Discussion
It's been like that for days. I'd assumed everyone knew or something. -
Procs are awful in Hotfeet. Really not worth it (trust me, I checked). Each slot is giving ~2.5 damage per second. That's not very much. Better off either slotting with Ice Mistrals or just a few Acc & Ends and spending the slots somewhere else.
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DEFCON 5: Defender vs Controller - Which is the Better Support AT?
Carnifax replied to Dark Current's topic in Archetypes
A Dark / Dark controller will be laying on -Resists and -Regens so they definitely pull their weight on TFs and vs AVs. Plus pet damage from the doggie & haunts. And keeping the bugger in one place. I basically kept Rommie on his back (steady) yesterday on an ITF with my Fire / Marine. And was donating damage via the Imps ("free" damage with regards to animation times), +dam to the whole team and -resist on Rommie. Here's a side by side parse of that run vs a Dual Pistols / Kin corruptor I ran earlier this week. Definitely held my own. -
Can I get a reviw of my Dark/Dark Controller?
Carnifax replied to Story Archer's topic in Controller
Any Level 50 8 man team you could remove 2-3 of any AT (even the Tank) and happily still buzz through +4x8 without noticing they were AFK. That's just the limits of the game. Unless you're doing a 4 Star of some sort of course. Most folk run "brittle" Def builds. So while generally they'll be fine they'll quickly fall apart if Def Debuffs start coming in. -ToHit helps a lot there. As does the -Dam from Darkest Night and Fluffy. More importantly Fade is one of the few +Def powers which grants DDR (Defense Debuff Resists). The only Tank / Scrapper sets who won't LOVE extra DDR is Super Reflexes (cos they tend to cap naturally anyway). But they'll love your Heals instead. Blasters will like your immobs, slows and knockdowns, especially any patch based ones. AVs have a tendency to go running for example. I basically kept Rommie in one spot by the door and perma knocked down on a Fire / Marine last night (74 times according to parsing my logs). And then of course you debuff the hell out of them, knowing they can't escape your Tar Patch and you've floored their regen. -
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I think this would be my build if I was going Fire/Kin (from combining my Fire/Marine and DP/Kin). Not quite at s/l cap, although ingame it might be. That's mostly because I took Combat TP over Combat Leaping. It's pretty cheap though (relatively) This totally leans into my love of being in close with both the Fire/Marine and DP/Kin, hence Cross Punch instead of Arcane (netting some recharge, acc and s/l/m defense as set bonuses). I'd personally take Fire Cage over Cages but left Cages in here. Fully Fulcrumed and with Containment Seimic does 1022 damage, which is hilarious. Shame to miss RoP and/or Fold Space but can't make it all fit. _[Controller] (Fire Control - Kinetics).mbd
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Shifting Tides slotted up for damage on an team will do ~twice the damage of Hotfeet. And apply buffs / debuffs as well. Slot it for Acc, Dam & End reduction. Chance for Build Up seems to go off a lot on it too, so lob that in there. Note it's hard for me to quantify the Chance to Build-up because it doesn't seem to be logged, but I've seen my damage raised by it a fair amount viewing Combat Attribs. As many procs as possible. Forced Feedback is also great in here. Brine and Soothing Wave look overslotted to me. I literally just have an Acc in Brine and 2 +5 Heal IOs in Soothing. That frees up slots. It'd be nice to have max -HP in Brine for AVs (although I haven't checked how much in numbers that affects an AV) but I just didn't have the space. Whitecap is my main "-Resist" power. Brine is just occasional if a Boss is being tough or an EB/AV is about. I'd definitely remove slots from them to get into Whitecap and Shifting Tides. This is my slotting for them (Just Acc, Dam and End in Shifting, whatever IOs you like + the Chance for Build-up). I also checked Panacea in Barrier Reef vs Health and in terms of applying the End to me Health seemed the better option overall. Here's a LGTF parse I ran on Thursday, green areas are the procs in Whitecap. It adds up!
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On my Fire / Nature I slotted the End one into Blaze (not blazing bolt, the non-snipe). So 3 Scourging including the proc and 3 of some other set (Thunderstrike in my case cso it's cheap and cheerful). Not with any more logic than "Well I use this is my attack chain a lot, especially against AVs where the fight might be prolonged and I'll need the End". No idea if it's amazing although a quick parse of a Hami raid I did yesterday with him suggests it's surprisingly good. This is probably skewed towards "best scenario" though since you spend a lot of time single-target blasting on Hami. So this is from 271 Blazes, apparently. But remember it's a PBAoE so no idea how many folk that was shared with (I could probably fix Activations in the parser for it but it's an edge case and I'm not arsed). Damage one is in Fireball because that makes sense.
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Honestly I've never used it. From reading CoD (https://cod.uberguy.net/html/entity.html?entity=pets_iceelemental) I can see it's a melee pet, and you'll be able to make it tough as nails with FF so I could see some worth as a tough Tank & extra damage. It's essentially "free" damage in terms of animation times once you have them out, they'll just attack things for you (but you have no control on what they attack). The most important thing is that it has a loooooong recharge so if you do want it you really want to slot it up to have it around as much as possible and as damaging as possible. Plus good set bonuses. I have Epic pets on a few chars. They tend to be on chars with a lot of Global recharge to make them perma (Illusion / Dark controller with the spider from Mace Mastery and a Time / Sonic / Soul Defender who has silly amounts of recharge from Chrono Shift & set bonuses so has a perma Fortuna). I do have the Mu pet on a Grav / Trick Arrow, not quite perma but still useful. Definitely not required or build defining but if you like it keep it. It'll be pretty unkillable with Forcefields buffing it.