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Carnifax

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Everything posted by Carnifax

  1. I have a Brute for proc bomb madness. This is my attempt at a "proper tanky tank" who doesn't go "Eeek" because we're on the Mother Mayhem mission (or similiar). My big issue with Dark is possibly that I'm still levelling, but he does have every +End / +Recovery IO going already slotted and it's still painful. That said there's currently few other sets slotted so maybe this is just me. Worried because the same thing happened with a Fire/NRG Domi and I ended up abandoning them at 47. End was seemingly impossible to sort out fully (I exempt a lot doing SG TFs so Incarnates are not a good solution there). Another thing I noticed was that the Acc of Rad Therapy is WAY better than Dark Regen. Seems almost unfair (I noticed it on a Posi 2 where Dark Regen kept whiffing on me)
  2. I went Soul on my Time/Sonics for Soul Drain & Power Boost. Having a resist shield and the Fort pet doesn't hurt either (pet is almost perma thanks to all the recharge Time brings)
  3. All the Epic pets are 15 min base recharge, 4 min duration. However you can easily close that gap with recharge bonuses, slotting etc. On my Time/Sonic defender for example the Widow epic has a couple of seconds downtime (depends on how closely I trigger Chrono Shift when it recharges). You look to be just inside that too (although his damage slotting is a little low, maybe an Overwhelming End/Dam/Recharge might be better in the final slot) so he'll basically be around about perma. Weirdly if you get to the point of it recharging quicker than the duration retriggering it doesn't replace the pet or add a 2nd. It seems to waste it (so wait til he dies)
  4. Forced Feedback works wonders on Storm, in Tornado & Lightning Storm. The reason being you drop those a lot and you drop those in combat. So the little spurts of 100% recharge for 5 seconds every time you summon one are decent there. Phanty is a summon once (generally when you log in) so it goes to waste. I think overall you're right in terms of Taranula > Disruptor. I'm tempted to spec it in instead myself.
  5. Hi folks So I wanted a new Tank which could handle the stuff I traditionally leave as "build holes" on my other two toughest characters (Fire/Claws Tank and Mace/Rad Brute). I also had a character name "Null the Skull", a traditional gang member who was confused by the fact heroes kept coming up to him and asking them to change their alignments. So Dark Armour was the obvious candidate. I could make them basically immune to Psi and laugh at the stuff which made my other two chars go "Ow, that stings / urrgh I need to pop insps to live". But I'm really struggling with Dark. The heal is great and all but the End woes, even mid 20s with every +Recovery / Chance for End slotted is horrific. So I looked at making a Rad / Martial in Mids instead and just patching up the Psi hole and it looks much better overall. Way better End management. An Absorb shield to layer over the silly resists and (very strippable) high defenses. Couple of AoE Proc Bomb powers in Ground 0 & Rad Therapy. So given all of that how do people cope with Dark Armours crappy End management and am I just better to colour Rad Darkity dark dark and use that instead? Dark / Martial Rad / Martial Like I said I'd prefer to stick with Dark, but I'm struggling to see why Rad wouldn't be a option. It seems to do everything Dark does but better overall.
  6. Is there some trick to this "Run as a level 44" for TFs / teams? Other than "be level 44" of course.
  7. Forced feedback in Phanty is a waste. It'll trigger once when you summon him. It can also trigger on him but all pets are coded to ignore Recharge buffs (cos they make the AI cray-cray). I usually go the 4 pet intensive recharge, overwhelming dam/kb2kd and Explosive Strike proc (all his attacks can proc it so it's worthwhile imo). Disruptor Blast does crap damage. Until you forget about set-slotting it and proc it up instead (including a forced feedback). Don't forget a Sudden Impact kb2kd too though. That said nothing wrong with the tarantula either, nice to have more pets, it takes a useful set and since you'll be going for lots of recharge their uptime should be decent and Fade will help keep them alive.
  8. I don't tend to run ahead. But if the path bifurcates and we're leaving a spawn behind I'll often jump them just to see if I can. Or it's one of those city map missions and we're curb stomping them anyway (Valkeries crappy warriors, 5th Column, Wolfy World) I might jink left and clobber a spawn. Quite often someone will come with and we'll have a wee adventure. I don't like speeding off to end room and completing missions, but I'm happy to get distracted and take a detour.
  9. I always like to see a build in a "help me" thread too. Gives you some idea of what powers they like, and often gives you some bit of slotting or power combo which is "Hey, that's kinda neat". It also makes tends towards more interesting conversion in the thread. Remixing builds is fun. So having more builds about to look at and remix is also fun, at least for me.
  10. Isn't that the "How to name Malta Named bosses" method?
  11. A lot of the more modern Defender sets are good like this. Time is the same "I'll buff mostly for me, but I'll probably spill some on you". Forcefield, Sonic, Emp really need for modernizing so they're fun for you as well as the team.
  12. Carnifax

    OSA question

    It won't self light. Bombardment won't even start checking til it's aflame. In general procs aren't great it in. I went with Artillery for the ranged Def. Net is now electrified net, so the nrg damage it does will light it.
  13. The damage proc from the purple set in holds. Or, if you're on a budget, one of the other procs in hold sets. Not sure on the proc rate of lockdown. Honestly if you end up perma-dom you're probably better off with a damage proc (since Domination holds are mag 6 anyway)
  14. Wouldn't be too worried about slotting Tesla Cage for damage. That's what your entire secondary is for. In comparison the damage a single target hold offers is meh. Tesla Cage is for disabling that +4 boss who is beating you up. Secondary is for then dismembering their helpless arses. So 5 acendency + 1 other (purple hold proc or lockdown) is my favoured slotting. Make it good at the thing it is good at (hold). Your secondary can deal the damage. Dom grasp is indeed crap, although can be useful for frankenslotting.
  15. There's a bit of a disconnect here between the OP over the last week saying very basic things ingame don't work (The Market being too expensive, Blasters, Controller AoE mezzes, Support and Arctic Air) and then coming up with "This is how you should build your character" You can of course make a dedicated tank. He'll be very boring however (and most of my characters will laugh at you if you insist you should be first in. Even the squishies). I've no idea what a 'dedicated' Mastermind is supposed to be.
  16. I palette swapped my Mace/Rad build to Dark/Rad. Slotting wise I'd probably swap the slotting of Siphon Life and Midnight Grasp. Lots of procs here. If you wanted to close the Psi gap you could raid Rad Therapy and Ground Zero for slots and add Psi resist IOs and bonuses to the resist toggle shields. This Villain build was built using Mids Reborn 3.0.5.9 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Iron Brew: Level 50 Science Brute Primary Power Set: Dark Melee Secondary Power Set: Radiation Armor Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7) Level 2: Gamma Boost -- NmnCnv-Regen/Rcvry+(A) Level 4: Shadow Maul -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(13), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(15) Level 6: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19) Level 8: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), Hct-Dam%(23) Level 10: Fallout Shelter -- GldArm-3defTpProc(A) Level 12: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 14: Mighty Leap -- WntGif-ResSlow(A) Level 16: Radiation Therapy -- Prv-Heal(A), Prv-Heal/Rchg(25), Arm-Dam%(27), TchoftheN-%Dam(27), Erd-%Dam(29), Obl-Acc/Dmg/EndRdx/Rchg(29) Level 18: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(33) Level 20: Beta Decay -- AchHee-ResDeb%(A) Level 22: Kick -- Empty(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(34), UnbGrd-Max HP%(34) Level 26: Soul Drain -- SprUnrFur-Acc/Dmg/Rchg(A), SprUnrFur-Dmg/EndRdx/Rchg(34), SprUnrFur-Rchg/+Regen/+End(36), SprUnrFur-Acc/Dmg(36), SprUnrFur-Dmg/Rchg(36), SprUnrFur-Acc/Dmg/EndRdx/Rchg(37) Level 28: Particle Shielding -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(39) Level 30: Weave -- LucoftheG-Def(A), Rct-ResDam%(39), LucoftheG-Def/Rchg+(39) Level 32: Midnight Grasp -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(40), SprBrtFur-Acc/Dmg/Rchg(40), SprBrtFur-Dmg/EndRdx/Rchg(40), SprBrtFur-Acc/Dmg/EndRdx/Rchg(42), SprBrtFur-Rech/Fury%(42) Level 35: Ground Zero -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/Rchg(42), TchofLadG-%Dam(43), Erd-%Dam(43), AchHee-ResDeb%(43), Obl-%Dam(45) Level 38: Meltdown -- StdPrt-ResDam/Def+(A), UnbGrd-Rchg/ResDam(45), TtnCtn-ResDam/Rchg(48) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 44: Electrifying Fences -- Bmbdmt-Dam(A), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-+FireDmg(47), Bmbdmt-Acc/Rech/End(50) Level 47: Ball Lightning -- Bmbdmt-Dam(A), Bmbdmt-Dam/Rech(47), Bmbdmt-Acc/Dam/Rech(47), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-+FireDmg(48), Bmbdmt-Acc/Rech/End(49) Level 49: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(49) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Stamina -- PrfShf-End%(A), EndMod-I(9) Level 14: Takeoff Level 50: Cardiac Radial Paragon Level 50: Ion Core Final Judgement ------------
  17. Yup, I've run them through my parser a good few times. Procs are one reason I wrote an online Log Parser. The proc rates on "patches which act like wide-area toggles" is sadly poor. Proc rates on anything you drop which then spams attacks (things like Volcanic Gasses or Creepers) can be good, depending on how many of the pseudo-pets attacks can trigger it. Ditto for low recharge, large AOE powers I'm afraid. Procs aren't great in AoE immobs for example. Decent in Jolting though (because its "single target" each jump). Enflame is okay for procs. Not amazing but just about worthwhile (honestly Controller Enflame should be doing containment damage given the damage rate it was given). Enflame is very good DPA though, especially if you are fighting something very tough (like an AV). It's really, really good in the Summer Blockbuster arena for example and most controllers always have a target for it in their pet. If you proc up Synaptic (the confuse) with damage procs it will alert things when the damage procs go off. That kind of borks one use of it (applying it before the combat starts and letting it percolate through the spawn). Arcane Bolt > Sorcery Flight > Enflame & Conserve Power > Torrent > Temp Inv > Power Boost might work better for you given Arcanes ability to "crit" / "power up". Would also give you a Blast much earlier in the game (Elecs damage sucks). > I have read somewhere on the forums that its applications dont stack They don't. But they do replace each other and can be chained. This is actually better than they used to be where Trigger 1 would block it retriggering for 10 seconds. That was done away with. Now you can cast 1 power with it, do 1 or 2 other things then cast the 2nd and (hopefully) extend / reapply the buff. Some builds leverage this (Energy blast "mad king" builds).
  18. Mine is 5 or 6 posts up. Actually took them out for a spin yesterday as they're excellent for Respec trials.
  19. Not sure why you aren't maxxing out recharge on Slowed Response and taking it at 35. It's your -resist power! It's also highly proccable. Much more so than Distortion Field.
  20. I once killed a Willpower Brute by Folding away his Regen batteries on my Warshade 🙂They kept charging ahead a spawn and Fold Space has a BIG radius. In fairness I'd no idea they were Willpower.
  21. For an Ice controller (actually most of them) the AoE Hold is your least important / panic button AoE control. Dropping Ice Patch is your 1st move. Although letting the meleers eat the alpha is fine as you do. That's what those brainless slabs of gristle are for. In fact letting them cosy up for a heartbeat or two is almost always better. Let them get all close in and snuggly. THEN AoE Control time. The meleers will probably survive. Don't fall into the noob trap of spamming your AoE Immob immediately and then wondering why the bad men shot you and why the Willpower Tank is sobbing gently to himself.
  22. I'm guessing if animations are a draw then Street Justice hands down. Fire Melee is old school : elemental swords + vague hand gestures. Street Justice is newer and like DP and Staff got proper animation tlc as part of development.
  23. Ice is possibly the Controller set most calling out for a bit of a revamp. That's not to say it can't be fun but Ice has a lot of "soft control" and lacks the "main AoE hard mez" things like Fire (Flashfire), Plant (Seeds), Gravity (Wormhole) and Dark (Heart of Darkness + Fearsome Stare) have. And that's not mentioning Earth, which has silly amounts of AoE control at the cost of damage (hell it's "Fall down" patch has the side effect of debuffing the enemies ToHit so even if they do get a shot off it's more likely to miss). Ice you get Ice Patch (which is great but things are going to get shots off), Shiver (AoE slow which everyone rightfully skips) and Arctic (sporadic confuses + Run-aways in a PBAoE aura, so it's risky). In many ways it reminds me of Elec Control where it's not "total aoe lockdown" but more "lots of different soft controls causing chaos". You really want to know how to leverage it while also staying alive. I think if I was going to pick one Control set for someone new to controllers I'd probably recommend Dark control. Good spread of controls, decent pets (Barkley lives up to his name though), nice secondary effect. No really weird powers. One way I handle AoE controls when levelling is frankenslotting Acc/[Mez]/Recharge IOs. For AoE holds you can easily slot 3 of these reasonably cheaply pre-sets. Top off with common IOs / SOs. *Edit, just to add : Don't forget Ices AoE Hold is actually PBAoE. In other words if you're standing a way back and triggering it it's likely you're hitting nothing. I always forget this 1st time when I take my Ice/Traps out for a spin.
  24. Polar Lights most of the time. Because they aren't giant, noisy annoyances. If I wanted those I'd play Demons. My DP/Kin and my Plant/Nature both use these. Carni has Phantoms because she's Illusion and they fit her theme of "summoned spirits". My Time/Sonic Troll DJ went with buff romans because he likes buff romans. Although after passing through Pocket D and seeing the dancing carnies I think I'll switch him up to Carnies instead (he also likes the buff ladies). Thugs / Traps and Ice / Traps (I went through a Traps phase) are both planning Drones to fit the theme. My Bio/Spines DID go with Pantheon because, like him, they look like giant sea invertebrates. Until we get Chicken lore pets my Fire/Claws tank defaulted to Bromans as well just for the lack of annoyance + decent single target DPS.
  25. Not a clue. I don't really bother with incarnates, I feel they unbalance the game. I strongly dislike the fact they exist in all content at 50.
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