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Everything posted by Carnifax
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Currently I'm playing a Rad/Devices blaster which probably sits here. Two happy middle of the road sets working together happily. Although Rads snipe is the most fun snipe I've come across so far. On the other hand the toxic beach ball is maddening. Is that really a 1.67 animation? Feels 4 times longer.
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So I've made some tweaks and given up some Ranged Def to give Irradiate some front-end damage via Procs. Up to level 33 at the mo now and still really liking it (the FX help a lot. Proton Volley / Cosmic are just fun). Took Hibernate both as a panic button and a Chance for Absorb mule (Only is bang on in how useful I've found that soloing, saved me a few times).
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I went to analyse one on my Rad Tank (because I can just stand there and try things). They are pretty vulnerable to Resist debuffs because their RDR is only 20% (20% resists across the board). They do have decent regen so there's certainly something to be said for being able to debuff that too. Rad Therapy does -150% regen, 87% gets resisted so effectively 150% -regen nets you 20 DPS from countering the regen. So yes a monster -regen debuff will make a big difference.
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50/75% I think. 250% is the vs Player number. Only source of -Regen is Envenom, so it's 50 or 75 if you can do the "double splash" thing. Poison is pretty rubbish at -Regen, slightly ironically.
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It's pretty much for the Flash Freeze > Trip Mine opener. Reunion is VERY slow at the moment pop-wise so I've been soloing a lot. Plus I like thematic builds, I've so many now they need something to make them interesting. I've a cheapo non d-synced version here as well, just frankenslotting IOs instead. Won't make that huge a difference overall. Good points on the Def in Combat J and Field Op, I'll rejig those
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This comes off the back of considering procced up Flash Freeze / Trip Mine on my Ice/Traps Controller. Never got around to that (because respecs are annoying) but this combo seems interesting. Gave another version a whirl on Beta (confirming mostly that procced up Caltrops isn't really worth it) and it seemed fun. So here's a rejig based off playing a few solo missions on Beta. Thoughts / rejigs?
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Procs aren't bugged, they count as "once every 10 seconds" based on the toggle rather than the patch (I believe). No Rad patch / Burn "tricks" to take advantage of. For Controllers and MMs proccing gives better results than slotting for damage. For higher damage ATs slotting for damage has the edge. I find it reasonable on my Ice/Traps Controller without being amazing. They have it slotted with 3 procs (Bombardment, Glads and Posi) then 2 Bombardment & 1 other Posi to get the Acc and Dam up.
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Worth proccing over damage for Controllers (the flames don't do Containment damage. They probably should do at least 50% containment a la Ice Storm. Mind you they don't Scourge for Corruptors either). For higher damage ATs slotting up for Damage 1st works a tad better, but its close. As-is it's reasonable for procs. Not amazing but worth it for MMs, Defenders and Controllers. It's pretty good for Summer Blockbusters (lots of AVs to lob it onto).
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The lvl 41 Clockwork King AV challenge for Controllers
Carnifax replied to LynxNordique's topic in Controller
You go to https://www.carnifax.org and upload it. That splits the Log into "sessions" (By character log ins essentially) then choose one of those to get the parse. More details are in this thread : -
The lvl 41 Clockwork King AV challenge for Controllers
Carnifax replied to LynxNordique's topic in Controller
/logcombat toggles it on / off if I remember right. Do that and Global will say if you've switched it on or off There's a menu option for it too I think, does the same thing -
The lvl 41 Clockwork King AV challenge for Controllers
Carnifax replied to LynxNordique's topic in Controller
Which parser? https://www.carnifax.org/ ? Yes, it parses pet damage but you need to right click the Combat Tab in-game and add all the Pet channels to it first so they get logged. It'll show both the overall pet damage /heals etc and what damage each subpower (and any procs they have) does too. Here's a parse of Boyband, my Thugs/Traps doing some random stuff. Belieber is my Bruiser, the two Jedwards are the Enforcers. Procs are decent in both, as you can see from the lighter-grey rows (those are the individual subpowers). I don't have the Avg Recharge working for subpowers at the moment though. And you can use the Search to just filter for a certain Pet if you like -
My DP/Kin is built for Def. Specifically melee (capped) and ranged (capped with the Defensive p2win buff). It just means I can charge in with abandon. Also have Forced Feedback in the two DP aoes so recharge isn't generally an issue. Building for melee and ranged means I have Dark as an epic, giving decent s/l resists and soul drain (because another PBAoE which also makes sure I've capped Dam isn't the worst thing in the world)
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Favorite level range? 30-35 is the best redside.
Carnifax replied to Troo's topic in General Discussion
30-40 for me. I slot sets as I go and that's where it really starts raining slots. -
I've done Sky Splitter on my Staff Brute and Stalker. Also did Assassins on the Stalker but that's irrelevant for you. Everything else I went set bonuses (fully Oblit in Eye of the Storm & Guarded Spin for example) because I wanted the set bonuses. Here's my Brutes slotting Level 32: Sky Splitter [*] (A) Touch of Death - Accuracy/Damage [*] (33) Mako's Bite - Accuracy/Damage [*] (33) Hecatomb - Damage [*] (33) Hecatomb - Chance of Damage(Negative) [*] (34) Touch of Death - Chance of Damage(Negative) [*] (34) Mako's Bite - Chance of Damage(Lethal) Given that proc chances ignore Tanker AoE buffs the best AT for a Proc-Staff is probably Tank, both because of the AoE and because you won't need to chase Def or other set bonuses as much (similar to how Defenders get a bit of wriggle room).
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Mind control / Poison. What have i done here exactly
Carnifax replied to Krinkle's topic in Controller
This. The reason I think is similar to why Poison Trap from Traps also procs well, when it explodes it does 2 things: An initial Gas hold and a lingering "hold" puddle. The initial gas hold is a short AOE hold and that's what lets procs trigger well off of it. So stuffing it full of Hold & Damage procs is well worth it on my Elec/Poison. You can get two purple procs into it (although I kept the Hold one for Seismic Smash from Stone epic because I love the smashy Stone epic). I need to run it through the parser though and see if Hold or Damage procs are better in it (I'd usually start with the Psi damage Hold ones because the damage type is useful). I found Lysosome HOs worked well in Envenom & Weaken (2 then an Achilles in Envenom and 3 in Weaken, or two and a random Acc -ToHit IO) and 2-3 Enzyme HOs in Venomous Gas. That was the most "slot efficient" slotting I could come up with for them. They can be expensive though unless you get lucky with Hami runs. -
The nice thing is Ice Patch also doesn't need any slots. So even post-early game you don't feel like you've overinvested in it. One recharge and it's happy all game long. "Run around a corner and drop an Ice Patch" has saved me quite a few times when the rest of the team has wiped. Now you're falling over AND lined up all nice like for Frost & Frozen Aura.
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This pretty much. Kin lets you underslot for damage and it's pretty slot light itself, so you've lots of room for procs in your other set. DP/Kin is very proccable indeed (although I went more towards making it tanky). Time has two reasonably proccable powers, Time Stop and Slowed Response. But since it gives a lot of Def and Recharge it lets you proc up rather than chasing those set bonuses.
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I've a Fire/Nature I quite like and tends to be my TinPlex character. The three buffs makes the team tankier (in ways even IOed up to the gills teammates like) and gives the team a long buildup/conserve power buff. After that it's pretty hands off and lets you focus on Fire Blasting. Downside is that it really doesn't like Mez (I've Rune and Clarion). You've 3 toggles which count as offensive. Even the one which drops a heal patch. It's the annoying bit of Nature
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You'd have 3 guys in BG mode still, 3 doing targetted damage. So any damage you take (after normal resists) gets split into 5ths, you take 2 fifths, 3 remaining BG pets take 1/5th each. That's usually what I do, a bind which tells 3 pets "kill this" and 3 doing the rando bodyguard thing. Another bind / macro beside it which is "everyone back in BG mode" in case of emergency. Remember once the attack target dies they'll revert to follow again anyway.
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Thugs is basically cones based. So if you specialise some commands/macros to make the enforcers & arsonist attack a target you can target mid-back of a spawn and get excellent AoE. Keeping 3 henchies in BG mode works wonders for your survivability. The slow bubble will work nicely with the Arsonist. Gang war is a decent power but it is a distraction / aggro absorber. I use it so my BG mode pets get going. It's also a good mule for pet sets & uniques. Overwheming kb2kd is a good shout there or in the Tier 1s (I go the tier 1s personally). I'd agree with CD5, only 3 defeats by 31 is fine. You are technically a squishy, at least some of the time. Get a macro to throw all henchies into BG mode for whenever you see an ambush because they will target you. In non BG mode you are very squishy. With it on all henchmen and with some AoE heal spam you get very tanky. And later on you'll hate Nemises and Malta. Be ready to drop diff against them. They do a lot of AoE and AoE is bodyguard kryptonite.
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Pretty much. Won't be an amazing proc rate because patch sadly, cos it can take a lot. -Def ones should try and roll when you drop the patch. Either way it's a patch so the chances to proc won't be great. I usually just go full Artillery for the ranged Def.
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6 slotting Aim and Tactics are a bit ? for me. It's a lot of investment slotwise. Also not 100% sure slotting Entangling with procs is worth it. An Acc/Mez hami is probably enough there. I know procs in Glue are meh. You also don't currently have any way of lighting up the Oil Slicks. Blazing will do that and is also your best DPA attack. Here's a rejig, pulling some of the slots from Entangling, Tactics and dropping the web grenade thing and getting Blazing Arrow instead, along with bolstering any attacks which are a bit low on damage. I swapped out Performance Shifter from Disruption because if I remember right it will end up giving your Enemies End rather than you (because they're the ones affected by the -End disruption does and Performance Shifter isn't a "Chance to X self" proc. Self is important there.
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I've a Water/Temporal which works pretty well as a ranged hover blaster. Future Pain was the only attack I took in Temporal, for AV fights. Chronos is a pretty good Build Up as well, 30% more recharge for 10 seconds is nice. That was before Temporal Healing got changed / normalized a bit. Don't think its as good as it was. Before it + Dehydrate + Hoarfrost made me pretty tanky.
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Bio/Spines Tank. New Roll of the Dice. L22 and Counting. 'Wow.'
Carnifax replied to Golden Azrael's topic in Tanker
I've one of these, got to 50 and got some of the Incarnate slots, but he kind of fell by the wayside due to the Fire/Claws and Rad/Martial taking up the "Scranker" and "Pretty unkillable" positions. That said I think I stopped playing him pre-AoE changes. But yeah I ended up with "I fancy AoE tanker death" = Fire/Claws flaming chicken or "I want to be pretty much immortal and debuffs won't matter" = Rad/Martial and the Bio/Spines kind of fell by the wayside. -
Plant/Storm is a classic for a reason. Traps lends itself to soloing but takes a decent amount of +recharge to really get going. But Seeds + Creepers + Boomy traps things is always going to be effective. Plant/Trick Arrow should also be pretty darn effective. Although in its case maybe all that -ToHit might be a hinderance (you don't want the enemy missing each other once you've confused them). At least with Plant/Dark you can switch off Darkest Night.