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Carnifax

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Everything posted by Carnifax

  1. That's why I like to stack them one below the other, the originals let you know how long is left to recharge.
  2. Actually if we're talking the change from Soul Drain to Spirit Drain in the Dark pool for Corruptors and Defenders you lose the set bonuses when keeping the old set there, but keep the enhancement values. So chances are you've already lost the +recharge set bonus and whatever else. My DP/Kin has, I assume, the same Oblit in there but when it changed I lost the melee defence. Posted about it at the time of the change multiple times in the beta forums but the devs never acknowledged it. Ended up just going with 3 Artillery and a load of procs and using it as another AoE attack.
  3. It does. In terms of logging Containment just looks like another line of damage in the logs. There isn't even a "Containment" added to it, unlike Scourge or SHOCKED! so I've no way to show what % is containment damage. It all looks part of the main power in the log file.
  4. The Graphs tab is probably your best friend, I've a graph for damage taken by type. Remember this is after ToHits and Resists of course. These are pulled from the Defensive part of the Tree tab (Offensive is outgoing damage & stuff, Defensive is attacks coming in). Individual attacks against you are here. Not sure why the individual Damage Types aren't being filled in though, they should be (Offensives are)
  5. Try it and parse it via my online parser. Because it's a pseudo it'll give you the procs as subpowers of itself so you'll see how often they go off. Beta is a good place, you can slot it how you like try it on target rich radios (x8) and on smaller settings. And/or test it in "AV like" fights using a pylon. Generally overall patches aren't the best for procs, unless they are weird ones like Volcanic Gases or Carrion Creepers. That said looking at the power on CoD I think damage procs will be good and Slow ones will work far less often (because the damage is a "direct" effect and the Sleep & Slow is a patch). So I reckon Posi, Bombardment & Jav are the way to go here along with some Acc/Recharge IOs. But that's just me theory-crafting. Haven't tried it to verify.
  6. Carnifax

    Sleet

    It's not a Secondary, rather an epic, but Ice Storm does do a reduced amount of Containment damage and is a pseudo. I think it's just inconsistency across powers developed over loads of years by lots of different people (your Acid / Gale example for example).
  7. Carnifax

    Sleet

    So they do, they also have Containment for the Controller version. Weird. I assume during the last upgrade to FF the Powers dev added it in. Technically they shouldn't have but I like the precedent. Most annoying for me is Enflame. That won't do Containment or Scourge AND they gave Controllers the same damage modifier as Masterminds. Arcane Bolt supports both. It irks me deeply.
  8. Carnifax

    Sleet

    Why do you want Sleet to Scourge? The damage is crap anyway (I've just checked Freezing Rain in an old combat log I had on my Plant/Storm by parsing it and it's 1/5th of the damage of Tornado and unlike Tornado that'll be spread across a lot of enemies). Generally secondaries don't Scourge / do Containment damage. Primaries and Epics should, to some extent (Ice Storm in Controller epics is 50% containment damage for some reason, direct attacks like Fireball & Fissure do Containment as normal). In Corruptor Dark epic Dark Consumption and Soul Drain do scourge (hilariously because it can target corpses Soul Drain will often pop up a load of SCOURGE messages on dead things). Although my Water / Trick Arrow is fully on board with the idea of Scourging Oil Slick Arrow (and my Plant/Storm and Grav/TA up for Containing secondary shenanigans too). It doesn't but it should. LS in general isn't great for the stupidly high End costs. It's defined in each power (or not) individually as is Containment. So there'd be work in adding them to each Corruptor and Controller secondary (on the plus side it means one could define a rule like "Secondaries do half the Containment / Scourge damage" if they liked / wanted to take a cautious approach. Looks like this in CoD. https://cod.uberguy.net/html/power.html?power=epic.dark_mastery.dark_consumption&at=corruptor https://cod.uberguy.net/html/power.html?power=pets.sleet.sleet&at=corruptor
  9. Attach your actual saved file. Data Chunks be borked right now. So sharing the actual saved file is the way to go about it.
  10. You can lob the logs through my parser http://www.carnifax.org/ and see how much damage your powers do along with other stats. Look in the Tools section of the forum, there's more details on City of Data and my parser in there. Good thing to do solo and on things like after TFs. COD is great for getting the numbers, and mids will give you damage per animation time graphs which I find really handy.
  11. Here's my TA/Elec defender for slotting. My Water / TAs is going to be pretty much the same. You can of course go less proccy, I'm probably going lose some in Acid to fit the new Ice epic in (my mids refuses to update to the latest Mids 😞 ). Defender - TrickArrow - Electrical - Mu.mbd Corruptor - Water - Trick Arrow_cheap.mbd
  12. Yes, clicking the Macro button will treat it as a targeted AoE on your target. I keep the original power button in the tray above in case I want a manual placement version occasionally.
  13. I've one of each, a TA / Elec Defender and a Water / TA Corruptor who I've just started slotting out (and a Grav / TA Controller. I love Trick Arrow). The Defender I've leaned into being a debuff / sapping machine, because the defender does that better. They are, weirdly a "Point blank arrows" defender. Want to be in close for Short Circuit and Power Sink from the Mu Patron. Thanks to Trick Arrows AoE debuffs I can do that anyway knowing their ToHit and Damage is severely debuffed (and some of the time I'm standing inside my EMP Buff Cage). The Water / TA is a Corruptor because Water does good AoE damage and specifically because Scourge works best with Rain powers (Rain of Fire, Ice Storm, Blizzard and Whirlpool). This time around I've no intention going NEAR the enemy, Trick Arrow is equally good. Can still lob in the -ToHit / -Dam alongside Disruption and Glue to keep them in the burning Oil Slick atop a Whirlpool (Steam Spray will ignite Oil Slicks). Even the Controller. Trick Arrow is very controllery, with an Immob, a hold, a slow patch, an AoE Sleep patch (with a big -Dam debuff) and an AoE Hold. So it can complement a lot of Controller primaries (very good for all of them but especially for Illusion, Grav & Mind, plus probably Arsenal). It's just a top tier set. Very little it won't go with (I can't think of any set it'll clash with). Despite my crippling TA Addiction I've no experience with Archery So I can't tell you if Rain of Arrows is actually a Rain (and therefore good for Scourge) I don't think it is but unsure, for me that'd be the decider on which way to go here. I will say that if you prefer a "blaster" style of play Trick Arrow definitely is the way to go. All the debuffs are attack-like anyway and Acid and Ice are proccable. Plus the animation times are nice and short so it feels very fluid to play compared to some older debuff sets (Tar Patch and its 3 seccond animation time vs Disruptions 1.1 second animation time for an extreme example, and I love Dark ). I'll lob this link to where I have my Macros for Trick Arrow patch powers. Use these and all you are doing is picking the toughest guy in the centre of the spawn and spamming 5 different debuffs and patches on top of them to give them a really bad day.
  14. Acid mortar does -res too. So Traps does have +recharge and -res along with Time. But times +recharge is probably easier to manage.
  15. Well the good news there is that's when a lot of AV stuff kicks off and I find capping impossible vs a solo AV on my DP/Kin. Somewhere between 230-260 is best I can managed. Defender should be over 300 which makes a difference for the team. Kins kind of turn into Fulcrum / Siphon / Transfusion spambot in AV fights so a Defender is best there.
  16. I love Fold Space / Warshade version. But I only use it standing next to the Tank (or I am the Tank). I did accidently murder a Willpower Brute with it one day (in my defense my Warshade was the team tank and they were skipping ahead). My Ice/Traps/Sorcery controller has it but it's for soloing (I mean it's Traps, half that set is "I'll only get use for this solo") But I don't mind bad FS or Wormholes any more than Knockbots or Stormies who haven't learnt about kb2kd IOs yet (or ControllerCageSpammers). It's a PuG. Crap like that happens.
  17. I've Sig chars in the form of 2 Controllers, 1 stalker, 2 Corruptors, 2 Defenders, 1 Warshade and 2 Tanks. Can't be choosing a favourite, they all do different things. I've a couple of Brutes, Blasters and a Scrapper but I don't consider them signature because I always choose one of the sig Tanks, Stalkers or Corruptors over the ones I have and which are 50. The Blasters aren't bad but I'm just like "I'd prefer to play one of the two Corruptors instead". Same for the Brutes & Scrappers, Tank or Stalker is more fun for me. Can't gel with Dominators at all, nor Sentinels or VEATs (Fort came close but she needs solving cos her End is terrible) Weirdly most of the characters in my actual signature are not Signature Characters (and the builds are out of date)
  18. I usually don't need to respec them when levelling, I level them with a cheap IO version of a build, slotting sets as I go. Usually at 50 I just need to set or IO swap using unslotters (A Winters for an Oblit or purple procs for regular ones). I like IOing as I go because I'll get a good understanding of how they're coming along. And you end up nicely powerful mid-30s. I have been respeccing a lot lately one by one to take advantage of the previous lowering of when you can take tier 7/8/9 powers. I usually take advantage and might do power swaps when doing that (on Carni I replaced Dark Oblit with Tarantula for example). Having Tier 9s for Yin is great. I did do a respec of my Dark/Tactical Arrow yesterday, again to take the nuke & oil slick ASAP. Still don't really like them though sadly but I'll keep them in the roster. It's mostly Artillery's and Thunderstrikes and I don't need to gut them (yet). I've lots of cash and IOs in the pot currently.
  19. This is great advice for any Kin. Personally I prefer Kin on a Corruptor because the damage bases are higher, your damage cap is also higher and you'll pretty much hit your damage cap (even if it is higher) via Fulc Shift anyway. The damage cap for Defenders is 400%. For Corruptors it's 500%. And Enhancements count towards it. So you'll easily cap Damage (one advantage Kin Defenders have is they'll get the Dam bonus higher for the whole team in AV fights, because it's harder to cap in those). Anyway, making a Kin/Fire based off my DP/Kin Corruptor I came up with something like this. The Def numbers are usually slightly higher ingame. On my Kin I perma-run Defense Amplifier but those are 2.5 million per hour so you not want to (or just buy it sporadically when you know you're doing hard content). The one drawback with this build is Tranfusion has no Acc slotted in. I rely on set bonuses + Kismet + the fact the thing recharges quickly anyway but you may want to adjust that. Defender (Kinetics - Fire Blast).mbd
  20. And then become addicted, end up rolling a Kin yourself and join the Speed Addicts club. I genuinely get upset if there's no Kin on an ITF (usually I bring one). It's the funnest way to run the ITF, even in hard mode. If we have one already I might still bring mine, or switch to something like a Fire/Claws tank to take advantage. My favourite player quote of all time comes from waaaaay back in i5 or i6 when I was first running a Kin/Elec. We were Hollows lowbies and someone said "Hey, why is the Defender in melee with the tank??". Tank immediately says "Because he's a Kin! My lil buddy in the mosh pit". I friended them on the spot.
  21. Yeah people seem to still think stalkers = soloists despite the changes. I still see a lot of fellow stalkers with the "open with AS from hidden" mentality. To me it's more "I'm a meleer with crits on demand who can stick myself RIGHT IN THE MIDDLE for my opening, build-up-fuelled 50% critting AoE". And have a decent chance of having another Build Up ready almost straight away. I can usually pull off build up, frozen aura, AS the boss, ball lightning or Frozen touch in the same time build up + AS from hidden takes. (What a waste of build up & the proc)
  22. I spent some time testing the RDR your resistances provide. Wailers in St Martial are good for this (I used an invul stalker). RDR is always your pre-debuffed Res figure. So even if they've knocked you from 75% to 50 the next -res will be only a quarter of the initial value And your AT cap isn't your RDR cap. It can go over. I reckon damage uses the same mechanisms but it'd be worth testing (mainly if debuffing res weakens their resistance to the damage debuffs, I'd guess not from testing the above but not sure)
  23. Yep, I always take it personally, it's a 0 slot special and I like those. But I know others don't like it. Didn't even realise it got the half-is-unresistable treatment too though. That's amazing. Edit : Follow-up question. I know for AVs most debuffs get the 85% resist treatment from the Purple Triangles except for -Resist. Is -Dam also exempt?
  24. Trick Arrow for someone not used to being the Defender I'd say is actually not too bad in terms of difficulty. You shoot your debuffs at your foes, then you shoot them. You do your job by shooting debuffs. Still worth watching the HP of fellow squishies in case a timely Ice Arrow or Poison Gas might save them but there's no "Gather for buffs" or having to target folk to heal them. I've a TA / Elec which will play similarly to Dual Pistols as both like being in close. TA works from range and up close because all of the debuffs are AoEs anyway. So doesn't hugely matter if you're 60 feet or 6 feet from them. Standard play is "Fire Flash Arrow before the melee lot run in > Disruption Arrow > Oil Slick > [Something to ignite Oil Slick] and then mix and match your other Trick Arrow powers with your blasts. For example you might go with Glue Arrow, Poison Gas Arrow or decide to Acid Arrow, Ice Arrow and/or Web arrow the biggest healthiest thing still in the enemy group. Every now and then you might go Flash > Wait for combat > EMP Arrow > Disruption Arrow > Ice Arrow the boss to stack-hold them. The binds / macros you want are the ones that shoot the Targetted AoEs you've taken right at your target. I do this for Disruption, Oil Slick, EMP and Glue (if I've taken Glue). I use Macros to generate attack buttons in the toolbar then arrange the macro below the actual power like this And the Macros for each are /macro DA "powexec_location target Disruption Arrow" /macro OS "powexec_location target Oil Slick Arrow" /macro EMP "powexec_location target EMP Arrow" So Glue would be /macro Glu "powexec_location target Glue Arrow" The big hitter powers are Flash Arrow, Disruption Arrow, Oil Slick and EMP (EMP isn't amazing but the combination of AoE hold, buff cage and -regen is useful) Web Arrow, Ice Arrow, Acid Arrow are good to have (web arrow has -resist in it and stops Arch Villains moving around so good in AV fights along with Disruption and EMP). Acid and Ice are both very proccable. Poison Gas and Glue are skippable depending on how tight the build is. One neat trick, both Poison Gas & Disruption Arrow will take procs which can heal you when they hit. So the meme of "Healing Arrow" can be fulfilled (they'll only heal you though and not for very much, it's a bit of a gimmick). I haven't run TA / DP but one area of synergy is combining DP Chemical Rounds with Poison Gas Arrow and Ice Arrow to stack -Damage. In fact Trick Arrow might be the friendliest Swap Ammo primary. Fire so you can ignite the Oil Slick. Chem to stack -damage. Ice to stack -recharge with Glue.
  25. I'd lean towards Rad with Sonic, for the simple reason that Poisons best debuff is the Tier 9 PBAoE aura and it won't linger on the enemy long enough for you to pull back to fire off Sonics range of cones. I'd pair Poison with something like Fire, Rad, Elec, Ice or Dual Pistols. All of those either like being in close because they have a PBAoE of their own or don't care (Fire and Ice mostly don't mind, Rad, Elec and DP have PBAoE attacks). I don't know enough about Seismic or Storm blast to say where they work best.
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