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Zinnar

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  1. I've been running and workshopping a mid-level "procmonster" build for Poison/DP with one of my friends. It manages to get a lot of damage, but more importantly it can toss out a lot of -res debuffs and some decent utility. Also, it has capped S/L defenses, ~40% Energy defense, and about ~45% S/L resistance. You could swap Stealth for Combat Jumping if you wanted, some of your defense numbers would be a bit lower but your S/L will still be capped if you still put the LoTG into CJ. For single-targets I use Suppressive Fire->Empty Clips -> Dual Wield. If they're a really hard single target, I use Suppressive Fire-> Corrosive Vial ->Empty Clips -> Dual Wield. The ideal place for this build is in melee running Venomous Gas, dropping a Poison Trap, and hitting Hail of Bullets and Bullet Rain. I'm pretty proud of it, and even where I'm at (level 32, lacking a lot of the later defenses in the build) it can solo pretty well because of the AOE and debuffs. I pack a bunch of purples and greens when soloing. On a team I bring mostly blues, because I'm a lot safer and can just spam Empty Clips, Bullet Rain, and my debuffs along with Antidote. It's also "cheap", relatively speaking- the most expensive parts are the Defender ATO sets and the Gladiator's Javelin proc in Suppressive Fire, at least on Everlasting. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Harmaceutical: Level 50 Science Defender Primary Power Set: Poison Secondary Power Set: Dual Pistols Power Pool: Experimentation Power Pool: Fighting Power Pool: Concealment Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Envenom -- AchHee-ResDeb%(A), TchofLadG-%Dam(3), ShlBrk-%Dam(3), ShlBrk-Acc/DefDeb(5) Level 1: Pistols -- SprVglAss-Dmg/Rchg(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(5), SprVglAss-Acc/Dmg/EndRdx(7) Level 2: Weaken -- CldSns-%Dam(A), CldSns-Acc/Rchg(7) Level 4: Empty Clips -- Ann-Acc/Dmg(A), Ann-ResDeb%(11), ShlBrk-%Dam(11), TchofLadG-%Dam(13), AchHee-ResDeb%(13), FrcFdb-Rechg%(15) Level 6: Experimental Injection -- Prv-Heal/EndRdx(A), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(17) Level 8: Dual Wield -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(19), SprDfnBst-Dmg/EndRdx/Rchg(19), SprDfnBst-Acc/Dmg/EndRdx(21), SprDfnBst-Acc/Dmg/EndRdx/Rchg(21), SprDfnBst-Rchg/Heal%(23) Level 10: Swap Ammo Level 12: Speed of Sound -- Clr-Stlth(A) Level 14: Corrosive Vial -- Ann-ResDeb%(A), JvlVll-Dam%(23), PstBls-Dam%(25), Bmbdmt-+FireDmg(25), AchHee-ResDeb%(27), TchofLadG-%Dam(27) Level 16: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Dam%(29), JvlVll-Dam%(29), JvlVll-Acc/Dmg(31), Ann-ResDeb%(31), FrcFdb-Rechg%(31) Level 18: Neurotoxic Breath -- ImpSwf-Acc/Slow(A), ImpSwf-Dmg/Slow(33), ImpSwf-Acc/EndRdx(33), ImpSwf-Rng/Slow(33), ImpSwf-EndRdx/Rchg/Slow(34), ImpSwf-Dam%(34) Level 20: Suppressive Fire -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(34), GldJvl-Dam%(36), NrnSht-Acc/EndRdx(50) Level 22: Adrenal Booster -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(37) Level 24: Elixir of Life -- UnbGrd-Max HP%(A) Level 26: Poison Trap -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(40) Level 28: Antidote -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(40) Level 30: Kick -- Empty(A) Level 32: Venomous Gas -- AchHee-ResDeb%(A), DarWtcDsp-Slow%(42), DarWtcDsp-ToHitdeb/Rchg/EndRdx(42), DarWtcDsp-ToHitDeb(42), DarWtcDsp-ToHitDeb/EndRdx(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def/Rchg(45), LucoftheG-EndRdx/Rchg(45) Level 38: Hail of Bullets -- FuroftheG-ResDeb%(A), SprVglAss-Rchg/+Absorb(45), SprVglAss-Acc/Dmg(46), SprVglAss-Dmg/EndRdx/Rchg(46), FuroftheG-Acc/Dmg/End/Rech(46), FuroftheG-Acc/End/Rech(48) Level 41: Tough -- ImpSki-Status(A), ImpSki-ResDam/EndRdx(48), RctArm-ResDam/EndRdx(48), RctArm-ResDam(50) Level 44: Weave -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(50) Level 47: Stealth -- LucoftheG-Def/Rchg+(A) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition ------------
  2. My favorite Dominator I have is a Mind/Martial Dom that just uses only the ranged attacks. They're ninja stars, but they animate fast enough people can't really tell, and they make throwing knife sounds (like the Natural Origin power). His deal is he's a scientist who unlocked telepathy and limited telekinetic ability that he uses to make sure his knives hit home- in my headcanon, they're actually surgical scalpels. Bonus is that Martial is very good at being purely ranged, although some of the earlier levels can be a bit rough.
  3. Okay, I like this idea, I'll bite as well. I think the best bet for this is for you to pick a Controller of some kind. In my opinion, a "pacifist" would not avoid directly harming enemies, but also wouldn't want them harming each other either. This takes out Confuse powers. What I'm thinking is someone who engineers situations where enemies are left helpless in some way. So, what controller set has a lot of abilities that hamper enemies without harming them? Ignoring the first powers, which you have to take and which all do damage...we can start with Earth Control. Earth has three powers that don't deal any damage, yet have meaningful impact on your opponents: Quicksand, Salt Crystals, and Earthquake. You get some -Speed, -Def, Knockback, and a bit of soft control in the Sleep from Salt Crystals. Not bad, but we can do better! Enter Ice Control. Right in a row you get Arctic Air, Shiver, and Ice Slick. You get a wealth of soft control, and Ice Slick is one of the best soft control powers in my opinion. A little bit later you get Glacier. Now, technically this is cheating- Arctic Air can cause confusion, leading your enemies to harm each other. It's a strong debuff, but if you believe (as I do) that enemies harming each other is against the rules, we won't pick it. Not to worry! We can still get a lot of control from Shiver and Ice Slick. Frankly, even if those are all you cast you'll be contributing quite a bit. But let's do better...enter your secondary. There are a lot of options, but might I suggest Time Manipulation? Whether you decide to take Arctic Air or not, Time's Juncture covers a lot of the same bases. Moreover, Time Manipulation has a hold that as far as I recall doesn't do damage, along with a wealth of group debuff and buff powers...all which do zero damage. A lot of other controller secondaries don't have any ability to do damage, Empathy, most of Dark Manipulation, Electrical Affinity...but I think in terms of ability to contribute meaningfully to your team while not making use of most of your primary powers, Time will be able to carry the most weight. Don't forget! There are a lot of useful pool powers. From Experimentation you can take Experimental Injection (ally +Regen +Recovery +Status Resist), Speed of Sound, and Adrenal Booster (self +Special). You can get Medicine for a wide variety of group buffs and heals (Injection, the heals, Field Medic, the rez), take Leadership, or Concealment, or Teleportation. Really, there are a lot of "utility" powers here that your team will be happy to have (who ever complains about Team Teleport?). Finally, what about the epic pools? There are really two (maybe three) good options. Probably the most universally useful is Primal Forces Mastery for Conserve Power, Temp Invuln, and importantly Power Boost. Other options include Mu Mastery (Power Sink, Charged Armor, Surge of Power), or Psionic Mastery for Indomitable Will. Ice is also an option for Hibernate and Frozen Armor, plus it's directly thematic. Of course you could always just take Mace Mastery for Scorpion Shield and be done with it, but you'll have a lot of empty power picks in this build, so why not get some more tools? Now, obviously you can't really solo, unless you just allow Confusion to count and let enemies kill each other while under Arctic Air. If that's the case, then you could swap Ice Control for Mind Control (Confuse, Mass Hypnosis, Telekinesis, Total Domination, and Mass Confusion all do no damage directly), but if you really want to deliberately try to cause no direct or indirect damage, I think an Ice Control/Time Manipulation/Primal Forces Controller might be the best option for a purely "pacifist" character that also won't cause your teammates to hate you.
  4. Hi all, a bit of a weird question. I made some adjustments to my Windows settings in the options menu, and saved them to the default file so they'd be consistent across characters. However, this had an unintended side effect that I'm not sure how to fix. Now, no matter what character I create (Blueside, Redside, Goldside) the UI window color defaults to the Villain Red. This isn't ultimately a huge deal, but I can't see how to get it back to the original settings, where the color follows your character's initial alignment. I'm wondering if either I have to reinstall CoX or go mucking around in the default settings .txt file. If it's the second one, what would I need to add or delete to fix this? Thanks!
  5. Alright, I have a brand-new Elec/Pain controller I want to figure out thanks to this thread. Concept-wise, I'm digging into the Experimentation pool, and I was wondering if an Idea I had had any legs. Specifically, realizing that Corrosive Vial and Anguishing Cry can both take Lady Grey, Achilles Heel, and Shieldbreaker (among other things). I know that Corrosive Vial spawns a "pseudo-pet", and thus has an initial proc chance at cast and then another chance every 10s. The power lasts for 15s, so that's two chances to proc. Corrosive Vial can also take a lot of pure damage procs that Anguishing cry can't. So what I want to know is whether or not Corrosive Vial could be another candidate for a proc-heavy power, especially if your secondary (Pain in my case) doesn't have a lot of proc-able powers. I was also curious whether it would be overly redundant or whether it would be a Good Idea to have Corrosive Vial AND Anguishing Cry both slotted with Achilles at the least. I guess I have one more question- A lot of the "proc" builds for Electricity control don't take Static field. What am I missing? That's one of my favorite powers in the set, and it can even take a few procs if you don't want to "one-slot wonder" the power. Thanks, and sorry if these are dumb questions, I'm kind of bad at this game.
  6. I and a few others posted about this in August of last year as well. According to Captain Powerhouse, it's been added to "The List". Hopefully it gets fixed soon!
  7. Very specifically, since I was curious, I played around. Unslotted, it returns 25 endurance on the primary target, 18.75 on the secondary target, and 12.5 endurance on tertiary targets. I think this was posted in one of the many threads in the beta forum, but I figured I'd repost it here. Unslotted, Energizing Circuit costs 13 endurance. You lose endurance casting it if you aren't the primary or secondary target. That being said, adding in end reduction or end mod changes this calculation quite a bit! Everyone talks about Faraday being the star power of the set, but I think Energizing Circuit is an underrated power- at the very least, I enjoy the ability to heal blue bars, especially on lower-level teams.
  8. So I have been testing Toxic Dart and Corrosive Vial on my Controller, to see how they interact with containment. Toxic Dart behaves like Poisonous Ray from the Black Scorpion patron pool- an initial hit of typed damage, a GIANT hit of typed damage, then a toxic DOT. In the case of Poisonous Ray, the initial hit and the second, larger containment hit are Energy Damage. With Toxic Dart, the initial and containment hit are both lethal damage. Is there any way to maybe make the second large containment hit for Toxic Dart toxic damage? Secondly, now that Corrosive Vial has been changed to a pseudo-pet, it doesn't benefit from containment at all. This makes sense in terms of how the power works, but makes it a potentially unappealing choice for controllers. I don't know if there are other controller pseudo-pets, nor do I know how those interact with containment, but this seems like something that's not great. Otherwise, the powerset is fun and thematic!
  9. I don't know if this is known or intended, but the in-game verbal description for Irradiated Ground for brutes states that it does Minor Toxic damage. However, the Detailed Info reports that it actually does Fire damage. I tested this in combat (turning on the Pet damage reporting to see the damage from the IG pseudo-pet) and yep, it's doing Fire damage. Which is wrong, the description, or the power?
  10. For what it's worth, I'm following the guide by @Stealthrider located here , to build my Night Widow, and it's working really well for me. Stealthrider also reports pretty good success with the build, and the important part for you is here, at the beginning: Now, later builds in the thread very clearly have Psychic Scream and Mental Blast, but if you just switch them out with Poison Dart and Dart Burst (as I have) it still works pretty well. My Night Widow thematically has limited psychic powers, and instead became a test subject for Arachnos to increase the potency of her toxins, so I skip all the powers except for Mind Link, which you really can't avoid. Try it out, or at least use this for a roadmap for your character, like I did!
  11. Oh my god thank you for figuring this out, and Powerhouse for putting it on The List. This explanation makes what I'm seeing make perfect sense.
  12. I've posted similar findings in an earlier thread, Reposting my combat log as well Seems we aren't the only ones to notice the bug either, I found an even earlier thread I know the devs are busy right now, but I just want to know if this is intended behavior or not.
  13. So, I actually did this and I found something really strange. It turns out that Boxing, Kick, and Air Superiority all get the bonus double damage to contained targets. Cross Punch, however, doesn't. It gets extra, but not doubled, damage when used against contained targets. I posted a thread about it in the Bug thread, and I actually found an even older thread about it as well. Neither thread got a response, but maybe this is the place to put it instead? Also, I will say that even with Cross Punch being weird, if you can spare the power picks, Air Superiority, Boxing, and Cross Punch do a lot of work on Controllers. One fun thing is that the disorient from Boxing (and I think Cross Punch also) activates containment for double damage, and chaining that with Air Superiority is a surprising amount of damage and single-target soft control.
  14. So I've been doing some testing because I'm trying to play around with a concept build. I trained Air Superiority, Boxing, Kick, and Cross Punch on my Ice/Empathy controller. I noticed something incredibly weird when I went to test out my new powers, however. I hit a pack of mobs with Frostbite to immobilize them and set up containment. Air Superiority did double damage. Boxing did double damage. Kick did double damage. Cross Punch...didn't? Like the other attacks, it does "critically hit". That is, it does get an extra tick of damage against contained foes, it's just that unlike all the other powers, this second tick of damage is lower than the first tick for some reason. I can think of a few explanations off the top of my head. First one being that the second hit from containment is not counting the synergy buffs from training kick and boxing. But, if that were the case, we would expect the second hit to be doing 30% less damage, and that's not the case. It is actually doing about 60% less damage, which makes Cross Punch an incredibly unappealing power for controllers to take. You can see all of this in my combat log below. My character is level 22, I removed all enhancements from all the powers used, I fought an even-con minion, set up containment, and used Air Superiority, Kick, and Cross Punch in succession. As you can clearly see, Air Sup and Kick hit twice under containment, for the full damage both times. Cross Punch hits once for full damage, and a second time for about 60% less. It also gets a different combat log entry for the second hit, something that the first two powers don't get. So, my question is this: Bug or working as intended? If it's working as intended, why is this happening? What's the reasoning behind it? Thanks in advance!
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