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Everything posted by Carnifax
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Up to you. I slot for the good set bonuses and the Purple 6 slot bonus is meh for most of my characters. I mean I'd 6 slot the Purple Confuse set because +5 Ranged Def is nice. Would never 6 slot Armageddon because +6 Toxic / Psi resist isn't needed, 5 slots gives me all the good bonuses and I can use the slot for something else. I'll happily frankenslot something like PGT because it procs well (Trip Mine and Seekers the thing doing the damage / triggering the proc dies in the process which is probably what's breaking procs in them. PGT dies and creates the thing triggering the procs, which is two effects, one called "initial_poison_gas" and a poison gas patch. Both of those child powers do Hold so that's why PGT procs well, thanks to the initial_poison_gas). On my Illusion I've used more Purples than I normally would, because Illusion likes recharge too for close-to-perma PAs (and she's my main). However perma PAs make Seekers pretty redundant to my mind.
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Well you only need 5 Armageddon for the recharge bonus so you can slot 5 bar the proc into Trip Mine. 6th is a Sudden Acceleration kb2kd anyway since I want them to stay put. Although I'm cheap so I use 5 Oblits + 1 kb2kd instead. I rarely do masses of purples in my builds. PGT won't take Damage sets. So if you really want the Armageddon some other PBAoE if you have them (Soul Drain if you're a Controller would do, on a Defender or Corruptor you may have other PBAoEs from the Blast set). I usually go 4 Hold damage procs, the Lockdown proc and a +5 recharge IO on Poison Gas Trap. You could go 4 damage and 2 recharge IOs alternatively) If you're going to that level of detail we'd need to know what AT and sets you're thinking of for a clear answer. I only took Seekers on my Thugs / Traps as an alpha absorber. Caltrops, Seekers and Triage Beacon are 3 powers I consider marginal in Traps (have them on the MM, skipped them all on the Ice/Traps because I wanted to fit Sorcery in along with Fold Space and 4 powers from the Stone Epic).
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Dunno, I didn't write the code but it's true of Seekers and Trip Mine. They work fine / really well in Poison Gas Trap. it's a bit weird. I've two trappers, I have Seekers on the Thugs/Traps. Skipped then on my Ice/Traps controller as I'd better things to try (Sorcery pool)
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-ToHit usually, a dark watchers or cloud senses for recharge bonus. Traps loves recharge. Don't think procs work in them btw. If you've got another stun (say a fire/traps or dark/traps controller) I could see sense in slotting them for follow up / layered extra stun.
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Total Noob question : how does one do damage as a Controller ?
Carnifax replied to ZEdglord's topic in Controller
Because most of the servers are pretty quiet nowadays, especially if youre on Reunion. -
I already have a chicken. A self-cooking one. Barb DeQue, my Fire/Claws tank.
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Avoid, I'm afraid. It needs the sort of revamp Enflame got. At the moment it's terrible. I tried it as a Dark/Tactical Arrow blaster for a bit (immob enemies in toxic puddles seemed like half a plan. Sadly it was too crap). I've a Bio/Spines tank (he's a Sea Urchin) who I don't think I've actually played much since the Tanker AoE buff. Should be very nice AoE now.
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I theory-crafted a Fire/Nature/Stone which looked interesting. Kind of a buffbot version of the classic Fire/Rad. But I already have a Necro/Nature and a Fire/Nature corruptor so didn't want to go Nature again. Nature is reasonably hands off once you've buffed yourself and your imps, letting you lock things down and splat them. Of course it's nowhere near as debuff-laden as Dark or Rad.
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The procs in Fire Cages, Hot Feet and Bonfire won't go off very often. Maybe proc out Dark Oblit instead of Hotfeet (5 Oblits & 1 End reduction in Hotfeet, since you'll probably need the End Reduction, and proc Dark Oblit out the wazoo). Cages is so low recharge and huge AoE the chance to proc is only 10%. Also the 6 slot bonus from Superior Will of the Controller is really good, seems a shame to miss out on that set. The Imps are also a wee bit low on damage. Maybe replace the Overwhelming Force in Bonfire for the Sudden Acceleration one and move the Overwhelming to your Fire munkies. That'll top off their damage and mean they'll knock things over a bit for you as well. Hotfeet doesn't play the best with Hover if I remember right so maybe Manoeuvres instead? Your single target damage is going to be pretty meh, not sure what's the best solution there is. Here's a small rejig / tweak https://www.midsreborn.com/builds/download.php?uc=1412&c=671&a=1342&f=HEX&dc=78DA65945B4F135110C7CF6E5BB0370A1628D0964AB90A65A17E029542622C8684C457D2C0163696B6D996443E00C6DB833EF90DBC3E9A28FA3DBC24FA20964B5510E2259A28AEC3FEE7A41036D9FE3AFF393367E69C6927AFA67CD9ECC459A1348EE532A5D2CC58215F360BB99C6EBA2633F3C6AC3878EAE98DD53C7291366198BA34BA0EF9CF2F65B35A2A635EC9EB94F25C366BE48DF2B2F04C152868BAA8EB7301FB6B5ACFCCE96669C128FA6D7BC2985F281BF9792FACDC81191E2F1AB35AAAB068E433E58239335D58CACD4C664A65DD5C6EA3BABAE85D51E843B14BB55C22A90A91740A5563261C369D8B0A78017ADD38F40FA1C3C15588759FC0139F99DBA0E70B7307BCA6C8580A561E41F43D61DE071B1E321F808D8FC135DAD9C13B2B8E21618B499B6EF1919C2E763A5CCF5073E34BF0E42AF305789D16D6CB1EEAFF406C16D8A6F92FECD67DA605B6FD032BB4939B83857B0B413748F0CAC6BC4F515BDB2AD811C7A20ED565339246A6C825304E03E3978DF9B9B14EE63A6D1760A71A68C1A574EE9319255E44E69B2437C9EE9BDEAAB6F3D46BE61BE62B7083320665F741CED8D5C0F430BD60B78FE9079BA8D616D97D0B07AB2486B87B11B2E811B7C8D3CE92D2BE8246BB2B4E9B9BB438ACD89360893037EAA02451790AD19062D7DA73060DDE2633266B8E8D215DCF2E730FECFBC6FC0E8EAC21F80E212E4F27FE0362DF4FB0FF17F33758A5DA7AE54EBD151C59FF3A787A93B9C1DC0207AB60D527C4800C1EE0C11AE4811AE4814AF0202578B0123C787709433278886767F83993676A388A791FE11D933C534E3A3D4D9E9EC6F732D20C7AC9392A2F63F43DB64DBE0329897C2C2B72C838B0E926D3C7A52967ED672C145BDAF1D4FE1678D5D7E3D2EE11E932AADB3B22DE4355E9204156255A6BF55BFF01025AE806
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Slowed is the one to proc up, at least with Achilles. I went all out but I'm coming from a Time/Sonic so procced out Time Stop and Slowed make a lot of sense to benefit from Sonics debuffs and also shore up it's crap damage (especially solo). Corruptors it's not as important but if you've the slots go for it (don't think you need procced up Time Stop at all)
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Both count as toggles, so you end up in the "big AoE + fixed 10 second recharge" for calculating proc chance, which is what hurts them. Ice Minstral's is a standard proc I think (3.5 ppm) so it'll be the same as the Hold damage procs. In fact Time's Juncture is a little worse. For droppable patches the first check is at 0 seconds (when you drop it), so at least you know when you drop it it will at least roll (even if it's with the fixed 10 second recharge). but Times Juncture is once every 10 seconds and you don't really know when it's going to occur.
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Oh, you also don't have the other 3 Scourging Blast ATOs slotted. There's another 10% recharge there.
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Not really worth proccing up Distortion Field. You won't get a decent payoff (I had it procced before and tested it). Shunt the slots into Slowed Response, it'll proc about 4 times as often (and one can be an Achilles and you'll be 90% sure of everyone hit with Slowed Response is also getting Achilles. Perfect for follow-up AoEs). Slowed is your -Resist power, the equivilent of Tar Patch or Freezing Rain and unlike those it procs very well. So 1 slow is enough in Distortion, 1 +5 recharge and 3 procs (Achilles, Shield Breaker and Touch of Lady Grey) in Slowed Response. Farsight is a little underslotted for Def, switch the Def/Rech/End IO to the Def instead, gets you to S/L cap. Chronoshift I always just go 2 +5 Recharge IOs, don't need the End really. Gives you an extra slot to put somewhere (Proton Volley would be my vote as it's a little low on damage).
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The trick there is some Sleep powers are coded for the Sleep effect to kick in a fraction of a second after the power (and procs) hit. Mind & Ice Controls sleeps do this for example. So they are damaged and alerted, but almost immediately they fall asleep before they can react. Edit : Wait, why didn't I take Flash Freeze on my Ice/Traps controller. Hmmmm.
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If you go the Soul Epic route for Power Boost that gives you some flexibility in terms of cones. PBed Farsight gives you so much Def that the -ToHit Times Juncture becomes less important. That means missing out on the good version of Soul Drain though. Time is, as Only says, incredibly flexible so really it's down to the playstyle you want. If you want to be an "in-close" PBAoEr you can do something like DP or Elec or Rad / Time / Dark for Soul Drain. If you wanted to be a bit more ranged you can go Fire or Ice or Beam or Sonic / Time / Soul for Power Boosted Farsight (and an epic pet which will be up a lot thanks to Chrono if you like). Water, Ice and Fire will work pretty much either way you decide you want to play.
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Costume/Characters with unique power combinations
Carnifax replied to pawstruck's topic in General Discussion
Jury-rigged, my "Pollution" / Traps junkbot probably falls into this category. "No-one is quite sure where this belching, rickety collection of random Clockwork & Nemesis parts came from or why it wanders around Paragon fighting crime using bits of itself which fall off and explode. Was it a demented experiment by the Clockwork King, some mad scheme of Lord Nemesis or a Slag Golem which has started adding random bits of tech to itself like a caddis-fly larva?" Ice / Traps / Sorcery / Stone epic with Fold Space, recoloured all the ice & sorcery powers to look like smog and oily spills. -
Disruption Arrow can take the Chance to Heal proc. It goes off nearly every time. It's not huge (seems unfair that Chance for Ends can proc multiple times but Chance to Heal no longer can) Why would you slot a damage proc in Flash Arrow? The whole point is you can debuff them without notifying them (then run screaming at them twanging arrows as you go). Plus the proc rate is gonna be shite anyway.
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The debuffs are now so strong in TA I'm finding it better as a Defender as well. I've a Grav/TA, which I've had since Live but TA/Elec has been a bit of a revelation for me. Thought "I'll feel like a weak controller with debuffs" but I feel like a debuff machine with some handy control thrown in. The jump in Def debuff numbers really shine. Not sure what you mean by "lack of -ToHit" in TA. Flash is up there with any other single power in terms of raw -ToHit (50% of which is unresistible, so useful vs AVs). Crucially it's also a standard huge AoE power with a quick recharge. No messing with anchors, getting in close for your aura to work or having a tiny AoE. You can layer it on everything very easily and it doesn't matter if they are spread out, do a runner, get knocked back or any of that. They're debuffed regardless of what they do, for 60 seconds. Warwolf decides to run off for a bit? They'll be back and they'll still be debuffed. Stupid Warwork robots refusing to get in close? Doesn't really matter. Also net arrow is kinda meh but it does have the 20% -resist. Again makes it useful vs AVs, especially any which like running.
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This is what I ended up with after stealing and then refining from others. Capped melee and ranged (without the Hail of Bullets buff) and res shields on top makes you plenty tanky. The Chance to Knockdown Winters is also amazing in Hail of Bullets. Forced Feedbacks are nice in the DP aoes. Soul Drain isn't as needed on a Kin but it keeps you at 350%+ damage more often (fully saturated Fulc is 240% I think). More usefully it's also another PBAOE to throw into the mix. Ditto with Dark Consumption.
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This is how I do it too. Although last time I fitted out my TA/Elec I used trade because I was gutting a(nother) failed Domi to outfit the Defender. I use alt accounts to powerlevel myself to about level 25-27 then play the character from there, IOing as I go as I love the build slowly maturing in the late 20s/30s as slots fill up. But yes, all emails are Reply All's to the original "hello" ones to avoid me misplacing inf (instead I tend to forget who has what. Came across my Thugs/traps last night who had 120 million on him I'd forgotten about)
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Since Reunion just fell over, tiny update. I noticed the parser wasn't splitting Villains into log in sessions as expected. Turns out Villains have a different welcome message. Sorted now. Sorry about that redsiders!
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Not pure mules, I use both when they're up. Soul ensures dam stays topped up, because you can't rely on capped fulcs all the time with spawn spreads or simply the speed of the folk I run TFs with. And even then Soul with fully capped dam is nice damage and I'll be in at PBAoE range anyway, followed by bullet rain. Dark consumption was an alternative to 6 slotted Cross Punch or Boxing which is what others were doing (6 slotted Cross punch and 4 slotted boxing for melee bonuses, Dark Consumption & Increased Density seemed like better alternatives). Dark is a long recharge but the forced feedback spam helps. Generally I use it if I'm in close and Hail / Soul aren't up yet. ST damage will never be Fire / Ice levels but it's still fine. One reason I took the first blast rather than the second is as a quick animating scourge-finisher for bosses etc. Honestly single target DPS is the scrapper / stalkers job for me. I'll just be beside ye capping your damage for the big orange number, safe in my capped positionals + resists + heals.
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Group Invis is basically "Hey, have stealth for 2 mins" in terms of magnitude and effects. You can monitor both Def and Stealth Radius to see it supress and kick back in. Like I said I've always taken ahead of Superior, simply because I've always been able to layer it with Steamy Mist on Live and Shadow Fall on Homecoming. You end up with the same amount of Stealth but slightly better Def figures, better resists and lots of spots for mules / uniques. In terms of End usage Group is much easier on the Blue bar too.
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Well we knew Res resists debuffs. But the fact that RDR isn't AT capped, and is always the un-debuffed Res figure was new-ish. To be honest if you're up around 90% as a Tank or Brute it won't make a huge difference overall (I tested it on an Inv Stalker versus a swarm of Wailers, where it mattered more).
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I wondered about this, and asked some of the dev team about it and got radio silence ("So does the proc formula take into account the extra AoE / Cone buffs Tanks got, because if not that seems a bit suss?"). I suspected it was a stealth buff of procs on Tanks but wasn't sure. So of course I then completely abused it....