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Maxzero

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Everything posted by Maxzero

  1. Especially when you realise the Containment mechanic itself is a stop gap solution for Controllers doing crappy damage. If they don't want Immo to be so important how about increase base Controller damage scaling and change Containment into something to do with CC/support (or anything really) instead of damage? We now have an adhoc solution to an adhoc solution instead of fixing the root problem. Tanker's and Defenders got their passive reworked maybe its time for Controllers to have their turn.
  2. You know a ST only Immo is not too bad for me. Most spawns will die fast enough anyway its the stupid AV that runs around like an idiot which is the real pain.
  3. Since they are reverting the Sleep Grenade change making it pulsing again if the Stun was also also pulsing it would actually serve to create a bit of a theme with Arsenal Control. It would trade damage for multiple powerful AoE CCs. At least it would have a unique niche then.
  4. Agree with everything Dispari said. In addition having a 45sec CD Sleep as your second ability is almost a bit of a trap. Since you can pick one of the first 2 abilities if you pick the Sleep Grenade you are actually left with no damaging attacks except Brawl. Also some of the powers have high activation times but below average damage compared to other Control sets. Traq Dart for some reason does less damage then all the ST Immo's the other Control sets get plus a longer cast time then everything except Symphony and Electric. When you combine that how hard it is for Arsenal Control to setup Containment due to lack of Immobilize you looking at some meagre damage numbers.
  5. Also for ST Immo's not only does it setup Containment well for AV targets its also far less of DPS loss. You have to use it less often and typically does more damage with a lower animation time then AoE Immo. I think switching my Plant/Dark ST rotation from 3 attacks +Roots to 2 attacks + Entangle was like a ~70 DPS increase.
  6. One big advantage of Indom Will is that is also has a lot of Psi defence. This matters because many CC attacks are Psi attacks that do not have a positional defence tag (range/melee/AoE) but only a Psi one. What this means is that you can all the ranged defence in the world but most Psi attacks will just plain ignore it. Finally IW also is a higher mag (10) and covers 5 different CC types (Hold, Stun, Confuse, Sleep, Terror). Both the Traps and Sonic Bubbles are weaker and narrower in their protection The downside of Psi Mastery are that its the weakest offensively with the worst attacks. The biggest cost of Psi Mastery is the inability to take a strong offensive epic like Frost or Leviathan.
  7. I think the main issue is that Soul Harvest and Fade have such quick turn rotationa. Doubling the CD and Duration of each would be a nice QoL upgrade.
  8. Its hard to beat Troller /Dark. It literally has everything. Teamwide Heal/Def/Res/Rec/Regen/DefDeRes buffs. AoE -Dam/-Res/-Hit/-Def/-Rec/-Regen/-Rech/Slow debuffs. Dark Miasma was already a top line Buff set and Dark Affinity took 2 of the weaker abilities (at least on Troller) and replaced them with two of the best buff abilities in the game.
  9. Genshin Impact. Finally got my 5 star roll for Kazuha banner and lost my 50/50. Feelsbadman.
  10. Damn near compulsory unfortunately. Ill/Storm for example works amazing till it does not.
  11. Even then you have to be in melee range and the other confusion power is doing the heavy lifting while World of Confusion adds a mag 2 confuse for 1.5 seconds. The AoE confuse proc in Mass confusion is way more useful then World of Confusion. It also costs no energy to run.
  12. The key to pylon times is action economy. Crabberminds and MMs dominate since they can run a ST rotation while their pets do good damage. Controller has one Primary that can also do the same thing (Illusion) but Illusion sacrifices its AoE and CC for that ST strength. Plant is amazing AoE but weaker ST. Just completed are min max DPS Plant/Storm and 1.40min is about the limit. In comparison my 2 year old poorly optimised Ill/Storm did an easy 1 min flat. Plants AoE and CC is incredible though. Honestly I am finding the weak point if Plant/Storm isn't Plant but Storm. Freezing Rain is great for debuffing but Tornado and LS seem to really only be useful ST. I do wonder if I could run a Plant/TA and get similar pylon times while not being so clunky to use and end heavy.
  13. Yep Any build that is built to speed run a AV is going to be at least decent against the standard content people play. While it certainly is not a perfect test is at least shows a build are reasonable damage and passable defences
  14. It is a CC power that cannot perma CC a single minion that is standing right next to you. Anything lt or above is unaffected. Has a hefty end cost to go along with it. In the running for worst power in the game.
  15. That's the life of a MM. When you can get the fight on your terms your output tops everything. But when you don't (such as constant movement, damage patches, narrow spaces, etc) you can feel useless. Probably the AT with the greatest variability in performance due to factors outside your control.
  16. Disagree. Anybody who is dedicated enough to develop and build a character for the sole purpose for getting high pylon times clearly has a level of game and build knowledge above that of a regular player. Even a suboptimal 'pylon build' is going to have superior performance as compared to standard.
  17. Yeah the blapper style has always been a turn off to me. Which is strange since I use range attacks in melee all the time on my Tanker/Brutes. Midnight Grasp is almost the perfect proc power though. 15 base recharge +2 sec or so cast time. The magic number is 16. If the cast time + recharge time add up to 16 that's the maximum recharge you can have slotted in a power (if any) while still have 90% proc chance on 3.5PPM procs for ST. When making my chains I simply find my highest DPA (which is usually Gloom whenever its present) attacks and work around that. For example for Dark Assault I would look at Moonbeams CD which is 20 (you can fit around 25% recharge before affecting proc rate) so let's try 16 seconds and then try the max DPA I can fit in 16 seconds. Let's say MG. Which is 2.24 out of 16 leaving 14.76 and so on. I would assume the perfect rotation (assuming min recharge and proc heavy) would something along the lines of: Gloom/Smite/Moonbeam/Smite/Gloom/MG/Smite You might need other fillers since I don't have all the cast times in front of me (Life Drain, Epics, etc). Maybe cut the odd Smite if you can. Those fillers is where you put your sets since you want recharge so you can weave them in between your heavy hitters while they recharge. Anyway that's just how I approach it. Just about maximising DPA since no matter how powerful you are you can only use one ability at a time so you may as use your time as best you can. Or just be a MM or Crabbermind and blow action economy out the window.
  18. Yeah I edited a bit. Any recharge you slot into ST (and full sets always have it) is usually a DPS from lower proc chances. Gloom/Moonbeam/Grasp with triple (or more) damage procs and some dam/end with a touch of Acc will wipe the floor compared to any set you put in there. Its a BIG difference. 5x lotg 5 x purple is already 87.5 recharge. +70 from Hasten is 157.5. Need around 20% more for perma Hasten which is enough global recharge to keep it out of your ST rotation slotting. If you do need the set bonus put it in you fastest base recharge attacks since they tend benefit less from procs since their low DPA makes them a lower priority in a ST rotation.
  19. From my experience making melee builds I found max dps slotting (procs + frankenslotting) on my highest DPA attacks (ideally the entire ST chain) and then get the set bonuses on AoE/everything else tended to work best for max DPS. Especially for a set like Dark which gets access to to an extra damage proc (especially useful for ST ranged powers which have limited proc options). High global recharge and basically no slotted recharge in ST powers.
  20. Is the build only for ITF? Because I feel some of the IO choices are reaching for neg resist over everything else.
  21. Well if you want some to bounce some idea this is my setup: Perma Hasten with FF +recharge procs, range def cap, decent S/L resists, ST rotation with 2 big hitters (Enflame and Water Spout) and AoE to the eyeballs. Also end efficient enough so that if exempted below incarnate it can actually function for more then 30 seconds. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;717;1434;HEX;| |78DA5594CB4F135114C6EF7466287DF1AABC29B4E5511EEDC0F8DC1A79242224246| |CC53296B634693BA414A36BE51FD0283B135DF8DC698CB8D48D7F846ED8E84A4171| |6BC6D3F9CE956192C9AFE7CCFDCEFDEE99335DBE3D172E14162E0BA56DB66C6D6F6| |767ED6ABD6697CBF99ABE6C154B39D1B8FC74C74F9EC845C64AD9AAD66534E45970| |65A7503056EB76AD925DDDA954EC6AA95A14E1159B34AB762D97AFDD09B9C142B95| |4DCAC47F0BBF193D605B16C2B9FDF88CF6F9572C69C5D29552D2A965DCADF2A59F5| |4DAB9A5DB6B6EB54A5878CA5E87EA3087939BAB0288A69C257219AC479D5A576D50| |7A611373DA1E56640AC37C428E008D187E45B4A289CD4956750343F67BE00832F99| |AFC081D7E0FD512154166B6A1ADB766440D3009BA6C1F88CCFDD31405DD659A4E89| |DF06EFE15EE59DE51E89776FCD7A10CAF812D379859546A5B675AC8E7481860B11A| |E0CA3D6D8ABBA863417519BE06EF0AD908712B45C8A14BA8948AC80645BAD1DD0D4| |2AB74D4AAEAAE785003FB7430DE044EFB99CDA04615DBA5B83D08476742605798E3| |083B6D01275AC12489A3B251D129BCAF2EE6036A7D27DB573ABFA0017D5FC147F4B| |05B9EADFB2C0EBC4FA57AE5ECF4EE0B1C248987091F0C2714DD2D9FF88EFCF03774| |ED2155EC67B1DACFA201160D72B1CC7B780B91F198F416634F71F6F8816C0CC9960| |CFD4272E490790C8EFD661E81A93F609184498CABA3270FD8E331C660F880180B88| |918FC4288966214AEF829BA41B95E2D1A7F03AF6184C1938E8047F34132644932CB| |E4BE97139EAE3E7B063E63C387D019CBCC8BC04D13D124DC9AE4D71B732DCBD3477| |2DCD5DDBA5B421A7CF3061E7D3A41033F24DCEF048D354FEFF909D01EDE42FA111D| |31C2F9D4A05E06545931A4A2AEEBA1F41EF1FC2306CFC3C951C47F2D09354440207| |30172993D2C4D129C51EB6FB4CC655DECE598A524E1ADEF306B9A027B8E90D2C6FB| |0E60D44D7C97839FF00CC66D98E| |-------------------------------------------------------------------|
  22. Thugs/Cold/Fire MM Double Gang War/Heat Loss/Sleet/Bonfire. Though the video (still somewhere on youtube) I saw was Demons/Cold for pure -res stacking. Demons/Cold actually synergises very well you can get def softcap plus near 90% resist on your pets. They still die a fair bit though. Its not just MMs either. Trollers double stacking long CD debuffs with a double stacked Water Spout is pretty neat.
  23. My only issue with Psi is that IW and the res Toggle are both fantastic but both the attacks are kinda bad stat wise. Controller is kind of spoilt when it comes to PPP and AP, there are so many strong choices. Most Controllers tend to be pretty decent defensively by their very nature, often having tanky pets with good buffing secondaries and CC. Most of the time I find I want more damage then yet another layer of protection on a character that already has multiple layers of defence yets tend to takes smaller amounts of attacks directly. Sure you may get downed at times where a more tanky Controller would of lived but if you are moving 20-30% faster the rest of the time you end up way ahead.
  24. Bit of a late reply but an easy way to cheese /Cold on pylon tests is to take Burnout. Then you can just double stack Heatloss and Sleet at the start of the battle (-108 res). Its how the /Cold MM got an 8 second pylon time. Burnout can be used to cheese any pylon test which has sets with super long CDs but super high impact.
  25. When the Enflame toggle is up does your pets benefit?
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