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Everything posted by Carnifax
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Kheldians!! (And Sents). I'd agree that Domis and MMs are almost there. In fact MMs are fab solo and/or up to maybe the 40s, then the Purple Patch and new enemy groups with lots of AOE show up and suddenly your Tier Ones are being AOE one-shotted by +6 (to them) Nemesis. I'm awful at Domis, the build pressure for perma-dom forces compromises which I find hard to deal with (hard to get defenses up too and maybe squeeze procs in). Monitoring Dom is a bit painful too. Stalkers are in a good place IMO. I never / rarely open with AS, almost always BU > Ball Lightning > Savage Leap on my Sav/Shield and usually Sky Splitter on my Staff/Inv (or the disco AoE) on the nastiest thing in the spawn. I'm actually in the "Why would I make a Scrapper when I could make a Stalker" camp. I like my Ice/Ice scrapper but I'm always thinking "I wish I'd made you a Stalker instead".
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4x Cloud Senses, inc the proc, it goes off a fair bit in parses thanks to all his attacks having -ToHit. and one -ToHit IO (I used DW Despair, probably so I could slot it Attuned at 38 and not care after that) to max it out does me on Carni. Gives me a 6.25% recharge bonus and greatly increased his damage. Doesn't mean amazing damage mind, just that he actually does some now 🙂
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That's sadly typical and not really a bug with Sorcery. It's just conforming with how pool powers interact (or don't) with Khelds in general. I'm not saying you aren't right that it sucks, because it does, but its a Kheld issue affecting all Pool Powers, not a Sorcery issue. Khelds need a balance pass overall and one of my hopes with it is that they get proper Pool Power access. The crux of the problem is animations I think.
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The main purpose of the Irresistable portion really is so AVs Purple Triangles of Doom don't make it totally pointless by eating 85% of the entire thing. So against a +0 AV if you have the -ToHit slotted up fully (so ~12 resistable and 12 irresistable) they'll take (12 + (12 * 0.15)) = 13.8% -ToHit rather than 24% It has no effect on the effectiveness against a +4 enemy for example, the Purple Patch modifications kick in after the -ToHit is calculated. So a +4 AV will still reduce that to 0.48 of what it was against the +0, ending up with 6.624% -ToHit. Even a +4 standard enemy with no special -ToHit resistances will drop it from 24% to about 11.52%, there's nothing you can do to prevent that.
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Illusion - Does it really need two stealth powers
Carnifax replied to Spectre7878's topic in Controller
Pretty much this. I've had Carni since i3 or i4 and alternated between the Invises but for her now (Ill/Dark) Group Invis is very useful. LOTG Mule and combines very nicely with Shadow Fall for perma-invis. And on speed runs it can be useful to blanket the whole team with invis if we're ghosting something like the last chunk of a Manti. Something like Ill/Traps I'd be more leaning towards Superior Invis. -
Controller pet comparison - are some better than others?
Carnifax replied to malleable1's topic in Controller
Phantasm isn't as bad as he used to be, behaviour-wise (if you want Still-borked-AI look at Warshade pets). DPS-wise PAs do a lot of your damage. On a Pylon run (which is probably best-case for PA effectiveness) they do ~65% of my total damage. Phanty is less than one single PA. In "normal" combat it's a bit more balanced thanks to NRG Torrent. If PAs do 100 damage Phanty does 45 and his decoy 10 (issue with that 10 is of course you don't know exactly how much gets healed back). https://www.carnifax.org/?uuid=b4c00875-42ae-4ce1-a799-d7951ba0972e is a parse of RWZ missions on my Ill/Dark. Jack is pretty solid now overall and quite well behaved. Gremlins are dodgy, I think one of their issues is stacking Jolting Chains triggering sporadic occasional knockback coupled with their desire to be in melee range. That said they still do a large chunk of my Elec/Poisons overall damage. -
This. Its role shifted slightly in the last patch, which was irksome for my Fire/Nature corruptor because the 50/50 availability of a big Mez prot & resist power was the whole draw of Sorcery for them. But on my Ice/Traps it's become a nice "take at 49, slot with a resist unique" cherry on top of the Arcane Bolt / Enflame sundae.
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Yup. Gold on an Ice/Trap controller. Also on a Water corruptor but more as a route to Enflame as an experiment.
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I actually think this is a really good idea. I've merits pouring out my ears but WST is a good way to focus teams towards certain content. I'd love to see some mechanism where a story arc got a better reward and auto-exemped people for a week to encourage / suggest content for people to run. I'd also love to see some system where some chosen / curated AE stories became "live" for a week or two in the same sort of vein.
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We're doing a goldside team at the mo too (we = Hounds of Love on Reunion). Honestly on a dedicated team any AT is good. Ours does have a large chunk of Domis and Corruptors but that was down to what people wanted to play coupled with theme (Wizard of Oz themed so quite a lot of Nature, Water and other elements). But if you are not soloing the content anything will do. Solo my Dark/Martial tank is struggling but that's more battling the blue bar than anything.
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33%. For me RoP has become less useful overall but Arcane Bolt and Enflame became more useful (much more so for some chars). So as a set it's way more balanced. But yes if you're taking Sorcery purely for RoP it's less attractive now.
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Ingame type /buildsave Now in Mids do File > Open Find the build.txt file /buildsave saved for you. Usually in [cohFolder]/accounts/[AccountName]/builds Now your build should (mostly) import. A few Enhancements might throw an error (Tech SOs still do) but just Ok through it.
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Best Ice/Ice meleer is probably a Stalker. Assassin's replaces the terrible Greater Ice Sword. On the secondary you get a really good tier 9 instead of Hibernate (but you can also pick up Hib in the epics if you miss it).
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I have a crime fighting sea urchin who was jealous of all the cred and attention Atlanteans and other sea based humanoid vertebrates get. So they must exist or there'd be no reason a 6 foot spiky, smelly greeny blue Echinoderm is running about the city beating up muggers.
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Earth is probably best. Fissure is short range but will take a Forced Feedback. Mace Mastery gives you a Def shield, -Res highly proccable ranged attack and a ranged AOE which will take FF too (but needs a KB2KD). The drawback is the Mace redraw is a killer and there's no way to switch it off. I have it on my Illusion but bemoan the redraw every time I use it. You can chain them but it still sucks. Gives you the option of another pet too (one which is Fulcrumable) on a long recharge, but you're building for that anyway.
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PermaPA isn't like perma-dom in that aiming for it but falling a few seconds shy isn't a disaster. You can cope with a few seconds without them. They do 60-70% of my damage (Ill/Dark/Scorp) and absorb a lot of aggro, which is the reason you still want to strive towards it but it's not as absolute as Perma Dom.
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Great for ATs who do decent damage but don't get too much in the way of AoE. Especially if you get a pet too. So excellent for Domis. Not amazing on Controllers (even on my Ice/Traps it's not doing amazing work) but like arcane says decent DPA, just fire it off on a pet and leave it off to do its thing. In an AV fight same thing but on the AV. In fact the whole Sorcery set is quite good as a lot of "fire and forget" or "trigger occasionally when it goes yellow" powers.
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Questions about Trick Arrow's Flash Arrow for the MasterMind.
Carnifax replied to SmalltalkJava's topic in Mastermind
Yup, my understanding is that the Purple Patch kicks in after the "normal" formula produces a final figure and is absolute. Could easily be wrong of course. -
Not any more. The proc effect was moved from the pet patches to the aura itself in the last major patch. Specifically to get around the "spawns triggers twice as much as expected" behaviour. That being said I've been reexamining my logs and I think on low damage ATs procs are better than slotting for damage. But it's close. So for Controllers, Defenders & Masterminds procs are better than damage. High damage ATs damage is better to slot for.
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Questions about Trick Arrow's Flash Arrow for the MasterMind.
Carnifax replied to SmalltalkJava's topic in Mastermind
Is this correct? Far as I knew the Purple Patch modifiers kick in after the total figure is calculated and nothing can affect them. Where the Unresistable bit is useful is vs AVs so they don't strip 85% of the debuff away regardless. -
Procs are essentially the same as proccing something like Burning Aura or another toggle (the procs trigger off the toggle now, not the pseudopet). I parsed it out on my Ice/Traps/Sorcery/Fold Spacer. The slots were better off elsewhere proc-wise. I ended up with 2 non-proc Bombardment (Dam & Acc/Dam/Recharge) plus one Acc/Dam IO which got me 50% acc and 100% dam. So 2 extra slots and all set, suited me well. Now granted that is on a "I'll put this on my Pet and forget about it" build. If you were very aggressively applying it in the middle of the spawns all of the time it would be better (because the "0 second" check would have more valid tartgets). Traps is too busy for me to do that so Jack gets lit up.
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Gremlins are the stupidest pets in the game though (but also a decent chunk of my overall damage). They really are idiots.
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I went with Elec on mine (Elec/Poison/Earth) for a couple of reasons. Two auras is nice to have. Solo Elecs sleep patch plays well with Poisons debuffs. Procced up Poison Gas Trap helps with damage as well as having a big old chunk of -Recovery for sapping. Plus overall theme was reasonably easy as a sentient computer virus. Ended up being a fun journey with a layered control approach. Never going to be S class amazing but solid, melee friendly and has lots of mez / control tricks.
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Rune is fixed recharge now, so 60 of 180 as shown here : https://cod.uberguy.net./html/power.html?power=pool.sorcery.rune_of_protection&at=controller So switch that Recharge IO for a Resist IO or one of the resist uniques (frees up a slot for you).
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I tend to wormhole group 2 into group 1. That way they're now stunned and likely in a whole world of debuff and general aoe pain. I'd generally only do that once I knew the team a little though, whether it be friends or just a team I know can handle it.