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oedipus_tex

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Everything posted by oedipus_tex

  1. By the way, what are your thoughts on Radiation Assault? I've always put it somewhere in the potential A-Tier, because it does hit pretty hard, and had has some potential to (unreliably) heal itself. I rolled a Grav/Rad who was technically fine, but who I quickly retired because of frustrations with Gravity. I did think Earth/Rad would be a particularly good combo though, as would maybe something like Fire/Rad or Plant/Rad.
  2. I have to give you serious props for that clever way to play Earth Control. Hovering and then dropping to the floor for a second to cast Stalagmites is a clever way to get some added survivability. I tend to just stay ground-bound at all times, but after watching this, wonder if it would be a lot safer to switch to the technique you used here. It's great to see Water Spout being used by the way. For a long time I've argued Water Spout is a fantastic power, but never been able to communicate why. These videos prove some of the point I think. It's a great hands-off power that you can throw into a pack, and not worry about whether you are at the start of end of the battle with a pack. If cast near the end of a fight, the Spout will follow you to the next fight. It also tends to not care too much about range, so you can use it very effectively while maintaining some distance. Well done, as always.
  3. I really, really dislike any low level enemy that has endurance drain. It just slows things down so much at that level. So, Clockwork. Favorite enemy group is the witches that show up in the Katie Hannon Task Force. They also have endurance drain, but at that level range there are more strategies to deal with it, and it makes for some fun team content.
  4. Given those parameters, I'd want to think a bit about which Dominator to bring. I have a lot to pick from, but most aren't completed builds. I almost never actually finish a build before moving to a new character. A ranged damage approach immediately shouts "Fiery Assault" to me, although there are some other options worth considering. Dark Assault has proven itself to work well because hit point recovery is always precious on a Dominator. I can see maybe Savage doing okay. I'm still utterly stunned to see Earth Assault not eating pavement though. I don't think I could pull that off. Grats to Topography for proving its possible.
  5. Hi there, are you looking for feedback on the build or just sharing with the community? Overall defense numbers look solid. Hope you don't mind me making some comments on areas you could press the advantage further. Overall: Most Kinetics builds are proc builds. You're going to want to proc what you can and try to obtain enough global accuracy to still hit things. It's okay to still build some powers with base Damage. AoE attacks in particular are places to proc out. APP choice: The Scorpion APP is fine. I'd recommend at least looking at the Earth and Ice APPs tho. Both, to me, have more attractive additional powers for a /Kin, while retaining a Defense shield if that is what you want. In particular, you are currently missing an AoE blast to take advantage of the big damage boost from Fulcrum Shift. Grabbing Ice Storm + Frost Breath or Fissure will help you out a lot. Also, procced out Seismic Smash on a Kinetics build hits like a concentrated nuclear bomb. Specific powers: Transfusion rolls Accuracy. If you slot this power with a set, make sure you have enough Accuracy for it to hit reliably. Numina's has no Accuracy built in so you'll need to change that set or get a lot of extra Accuracy somewhere. Jolting Chain has low base damage and does not benefit from Containment. If you take this, I would proc it out and rely on Fulcrum Shift to fill in the majority of the damage. Siphon Speed: I'd one slot this with enough Accuracy for it to hit and leave the rest alone. Speed Boost: Slotting this with +Run Speed is a bit of a troll move, lol. It's fine to slot this with KB protection. You're over the soft cap for Ranged defense currently so should be okay losing a bit here. Chain Fences: The Controller Overpower Presence ATO isn't worth it's price IMO. I'd slot this with something like Power Transfer to enhance the -Endurance aspect of this power. Fulcrum Shift is auto hit in PVE. I'd put 1 Recharge here. Static Field is a bit weird. It's a 100% Chance for Mag 3 Sleep, pulsing every four seconds. The Sleep lasts a base of 4.0 seconds, so against same level enemies its perma. Against +level enemies, enemies will wake up mid pulse. Put sleep enhancements here to keep them asleep.
  6. As long as you're not bothered by me face planting from time to time I'm down. I think my skill level falls somewhere slightly above average, but definitely not elite or competitive levels of play. Playing without inspirations in particular isn't something I have a lot of practice with.
  7. The PBAoE king of this IMO is Plant/Kinetics/Stone. Not that great versus an AV, devastation versus a big pack of enemies though.
  8. Oh for sure. You can even see in the video a few times where I just straight up clicked the wrong power. The entire opening one the first group is pure sloppiness, where I used Drain Psyche on a random minion instead of the larger group. It was mostly luck that pulled me through that first fight. Playing with no inspirations at all is IMO always going to be one of those uncomfortable things for me. I get why people do it, but, I am so used to using them that it feels unnatural. I've done the ITF in groups on this character a lot so I know in that setting draining the enemies safely is mostly possible. Not sure I've ever tried it solo, but usually on ITFs I'm one of the more aggressive team members. Draining the all-boss packs of purple guys and all elite boss packs of Cyclopses is also doable. It's never going to be entirely safe though, because Electric is so point blank in nature. I think if I was playing it with a secondary other than Psi Assault or something else with a heal it would be really painful. I'm exploring Dark Assault as an alternate secondary currently because of the heal + power boost effect for the endurance drain powers and some extra -ToHit for safety. But it will be hard to give up the bonus Recovery and -Regen that Psi Assault has.
  9. Yeah I can see why Earth Control is a nice addition, it was mainly the Earth Assault portion of it that surprised me since it has no way to heal itself and is so point-blank based. I couldn't remember if my Electric/Psi could solo Cimerorans so I tried it. It was a mixed bag. I didn't do the best job playing here and could have tightened up the game. Think with two players supporting though it would be pretty smooth. I did a quick proof of concept video. This includes some incredibly sloppy play and a rarely have I deserved to die more than the moment where I allowed toggles to drop in the middle of an enemy pack near the end. (I did eat a blue out of habit at one point, hopefully that didn't spoil the implications tho).
  10. Excellent job guys. No inspirations is always a risky choice for Dominators. I'm impressed with your accomplishment. I'm very impressed by the way that an Earth/Earth Dom was successful in a run like this. I'd have thought it would struggle keeping its HP bar intact. Interesting to see it doing well. Any background on how it was able to handle hit point drops? I'm also very curious to see what adding an Electric Dominator would do for this run. My main is an Elec/Psi, though lately I've been toying with running it as an Elec/Dark instead. If you're ever down for a run I'm game. Electric has some unique properties that work particularly well in this Task Force, mainly in being able to short circuit the many Elite Bosses. Thanks for sharing the video and well done as always.
  11. If I was a YouTuber making magazine-style content I'd go into a really excited voice and do a couple of videos with titles and lists like these. 🙂 Eleven Powersets You Can't Go Wrong With New to the game and not sure where to start? I couldn't limit it to just ten! Here are eleven powersets that are sure to deliver on almost any archetype, in almost any combination, even if you have no idea what an IO is or have a very limited understanding of the game's mechanics. Fire Blast Ice Blast Water Blast Plant Control Bio Armor Radiation Armor Time Manipulation Dark Miasma/Affinity Claws Atomic Manipulation Tactical Arrow Ten Totally Weird Powersets Worth Checking Out Want to try something truly strange? These powersets may not always be the most powerful or strongest meta--some of them probably deserve some love from the developers. But it can be a lot of fun dispatching enemies in unusual ways. Dark Blast Ice Control Electric Control Gravity Control Storm Summoning Poison (Homecoming's Revised) Trick Arrow Savage Assault Ice Melee (Blaster) Martial Combat Ten Powersets The Pros Love That May Make You Want to Take a Deeper Dive Into Mechanics These powersets are perfectly playable on their own, but with some knowledge of how IOs and set bonuses work along with an understanding of the game's core mechanics and the scenarios where they shine the brightest, you can turn them into complete monsters. Beam Rifle Dual Pistols Cold Domination Kinetics Psionic Assault Illusion Control Dark Armor Shield Defense Spines (Homecoming's revised) Energy Melee Ten Powersets that Many Players Sleep On Looking for something effective but a bit unusual? Here are ten powersets with excellent potential that many players overlook. Earth Control Thermal Radiation Nature Affinity Traps Electric Affinity Super Reflexes Energy Armor Electric Armor Energy Manipulation Dark Assault
  12. I forgot I had a Ice/Dark/Psi build from a while ago you're welcome to try out. It's a little under the Ranged soft cap, but on a Dark Assault build I wouldn't worry too too much about that. You're above the Ranged cap for the 10 seconds Gather Shadows is active, and above it if your enemy has been hit with any -ToHit at all. This would require Ageless Destiny to support the blue bar and wouldn't exemp particularly well. Not that exemping is a total wash, just turn off the more expensive toggles. This build relies on Arctic Air to proc the Dom ATO, which isn't the best method. However, it's a "hands off" way to do it. +Proc damage will usually be around 1 or 2 stacks. Biggest draws of going with the Psi APP IMO are the excellent Psi Defense (not quite perma but still good), the extra bit of confusion in World of Confusion to make your Confusion game more reliable, and back up mezz protection in case you get knocked out of Domination mode. I happen to have a video from one of the Dominator threads showing how this build handles x8+4 Council. Small aside here, part of the reason Psi Defense is so attractive on a Dominator is a lot of -Psi Attacks have -Recharge as their secondary effect. That's something a perma dom wants to avoid at all costs. One way to deal with it is Recharge Resist (this build does have about 40% -Recharge resist). Being able to outright dodge those attacks helps a lot too. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! ice dark dom: Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Dark Assault Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Dark Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Acc/Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Dmg/Rchg(9) Level 2: Smite -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(15) Level 4: Gloom -- Apc-Dam%(A), Apc-Dmg/EndRdx(17), Apc-Acc/Rchg(17), Apc-Acc/Dmg/Rchg(19), Apc-Dmg/Rchg(19) Level 6: Arctic Air -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(21), SprAscoft-EndRdx/Rchg(23), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 10: Frostbite -- Acc-I(A) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(29) Level 16: Gather Shadows -- RechRdx-I(A) Level 18: Flash Freeze -- CaloftheS-Heal%(A) Level 20: Engulfing Darkness -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-Dmg(31), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-Rchg/Hold(34), BslGaz-EndRdx/Rchg/Hold(36) Level 28: Life Drain -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36), TchoftheN-Heal(37), TchoftheN-Acc/Heal(37) Level 30: Stealth -- LucoftheG-Def/Rchg+(A) Level 32: Jack Frost -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(37), ExpRnf-Acc/Rchg(39), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(40) Level 35: Moon Beam -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(40), StnoftheM-Acc/Dmg(42), StnoftheM-Dmg/EndRdx(42), GldJvl-Dam%(42) Level 38: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(43), LucoftheG-Def(50) Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(45) Level 44: Psionic Tornado -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/EndRdx(46), PstBls-Acc/Dmg(46), Bmbdmt-+FireDmg(46) Level 47: World of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(48), CrcPrs-Conf(48), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(50), CrcPrs-Acc/Rchg(50) Level 49: Indomitable Will -- LucoftheG-Def/Rchg+(A) Level 1: Domination 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), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(31) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11), PwrTrns-+Heal(11) Level 49: Quick Form Level 50: Musculature Radial Paragon Level 50: Cognitive Core Flawless Interface ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1446;687;1374;HEX;| |78DA6594594F135114C7EFB433B256AC50CB4E3716590A3551E39668401214922A8| |94F6A1D4BA9134B8774AA918F216A7C32D147B72735E2F6017CC228EAA750102A42| |5CC6D3F99F4B21DC64F29BFBBFE7DC73CE9D7367ECC650F5E4E4F071A1D40C6674C| |B4A0C99534656CF9B396D4C4F1B49B710A2DA48A602137AEE6A60C29C2A23A165C3| |28316866F33933131D49A6E47B6B69F58465E9D732F9E81039CB89A88C9BE4303E9| 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  13. Is there a concept reason you want the Fire APP? It's not terrible, but in terms of pure meta advantages, there may be better options. The Fire APP usually works best with Fire Assault specifically. Here are some others to consider: The Ice APP is legendarily attractive, mainly because of Sleet. Sleet overall probably adds more damage to your build than Fireball does. Ice Storm and Rain of Fire are pretty close in damage (RoF does less damage with half the recharge). If you team a lot, Sleet is the clear winner here. If you solo, it's a bit closer. What makes Sleet so damn good though is that its just as useful in an AV or iTrial fight as versus a big pack of enemies. Downside: No Slash/Lethal resist. The Psi APP is the defensive route. From it you can get bonus global Defense (for you and Jack), excellent Psi Defense, and back up mezz protection from Indomitable Will. You also get two sources of places to put LoTGs. In addition, there's a case to be made that World of Confusion was made to be paired with Arctic Air for massive confusion madness. Downside: Psi Nado is fun and good at maintaining some control, but slow/low dps. The Soul APP will give you a pretty good AoE blast with a small amount of extra -ToHit, but the big draw is the extra global damage in Soul Drain. Sadly you can't perma this like a Corruptor/Defender can. But it's possible to get this to around half up time. Downside: No place to put an LOTG The Mu APP is the "gambit' APP IMO. It also has a Fireball-like power (Ball Lightning). But what makes it the "gambit" pool for me is that Power Sink covers your endurance costs. Since Dark Assault can heal HP, the only hole left is Defense--which allows you to take Barrier Destiny instead of being pushed into using Destiny Ageless. This, in turn, lowers the required Defense value to soft cap from 45 down to 40, due to that being Destiny's low ebb. It's a bit of a house of cards, but when played to specifically can be really effective. Downside: No place to put an LOTG
  14. I think we've known for a while. The splash also ignores procs, FWIW. For a bit of extra trivia, the AoE portion of the knockdown is one of the very few power attributes that uses the game's Radius Inner and Radius Outer settings. It's always been technically possible to have powers where, say, stuff at the epicenter of the of effect receives a different effect than stuff at the edges. For some reason, Propel and only a handful of other powers uses this. Maybe because the detailed power read out doesn't mention that the radius of the effect is different than the radius of the power.
  15. Do you know if Protection applies before Resistance or after?
  16. You may be right. I have a feeling one set with some potential is Savage Assault. It's got a place to proc Gaussian's (Spot Prey), Achille's Heel (Unkindness), and Force Feedback (Hawk/Feral Charge). It has some end redux built in, and ok heal--but still better than other Doms get. Mids says Feral Charge can slot the Dom ATO but actually it cannot, so you'd want to proc that in a primary power. Char would be a very good place for it. A well built Fire/Savage/,,,,? could turn out to be a very strong Dominator. Radiation Assault has a similar proc opportunities to Savage but can slot the Dom ATO directly. Not sure which wins a head to head battle of DPS.
  17. Tide Pod Mary is a hilarious name, by the way @Krimson. Well done. 🙂
  18. If you're soloing, I'd strongly consider making this a Fold Space build. You can safely use Mass Hypnosis > Fold Space and the teleport won't break the Sleep. Once enemies are bunched up, you can toss your spits on them. Up to you whether to pre-cast Mass Confusion and Total Domination or warp them and then cast it. To make this more efficient, you can opt to pre-cast Poison Trap so that goes off when they are warped to you. This will break Sleeps but not other controls. If you're huffing for endurance I happen to think on a build like this where you're gathering stuff close together the Mu pool is very attractive--lets you still take Musculature for Alpha slot and Clarion for Destiny. You'd get Power Sink every ~40 seconds, a Resist Armor with S/L/E, a very good AoE blast in Ball Lighting, and an optional God mode in Surge of Power. Surge of Power has an endurance bar crash at the end, but you can eat a blue and Power Sink to immediately restore to full. Only real downside is it will detoggle your gas cloud and any armor toggles though, so watch for that. The Mu pet isn't terrible, isn't great. Plus sides are it has a (minor) heal for you, and actually makes the heal you have in Alkaloid matter a little bit solo. That pet doesn't last long against very hard content though that's a definitely "up to you" decision.
  19. The usual issue with procs in a damage power is that powers that tend to proc well also often benefit from lowering their recharges so you can cast them more often. For example, the Dominator Savage Assault Power Unkindness can takes up to 6 procs. However, actually doing this provides only a modest increase in damage while also making it take longer for the power to recharge and making you miss out on set bonuses. I'm not sure if there's a community term for this, but to settle the difference, I often find myself "two-procc-ing" powers. That is, slotting a set with a good bonus and a damage proc, like Positron's Blast, and then using the sixth slot for another proc of some kind. That way you fall somewhere in the best of two worlds. I'd argue where powers benefit the most from procs is when the proc is transformative of the power in some way. In particular, turning a power that does no damage into a modest to heavy hitter. Trick Arrow's Ice Arrow is a standout example for this. It's an amazing debuff that transforms into a very good attack. Anyway you asked about sets that start off not great but become great because of procs. While I'd say it's more an issue of overall build than procs specifically, I think examples of this are any of the control or support sets that rely on big recharge powers. Cold Domination isn't a great set IMO until you get some IOs. Same with Nature Affinity and Thermal Radiation. They all seem like sets built on the assumption that players can build up a bunch of Recharge to make the powers recharge fast enough to be powerful. They're all mediocre at best sets prior to IOing. IMO Empathy is an example of a set built on the same assumption that players will build up a ton of Recharge, but the payoff doesn't really work there.
  20. On this I definitely agree. Plant/Trick Arrow Controller is a related platter of proc realness.
  21. Trick Arrow is a related case to this. It's not bad to start out, but I think goes from A-Tier to S-Tier thanks to procs. Procc'ed out Ice and Acid Arrow hit like small bombs. You can put a 15% Self Heal proc in Poison Gas Arrow, and 5% heal proc in Disruption Arrow, and on a Defender a Chance to Heal Self proc from the ATO and actually end up with some pretty good regen for a set allegedly without a heal. I think Sonic Resonance is the opposite of this. Very few proc-purtinities and it really sets the set behind IMO. Kinetics is the square root twice removed and divided by zero of this. The set itself doesn't offer very good proc set ups, but it pushes them to be useful in the paired set. Time Manipulation is pretty similar.
  22. Excellent summary, Yomo. The standard amount of -Resist in Controller and Corruptor powers is -22.5%. I think there is close to universal agreement that these power are good. The standard debuff duration is around 30 seconds, with a lot of variation depending on the source of the debuff. Animation time for Weaken Resolve is 2.24 Arcana seconds, which isn't fast, but is actually faster than Sonic Siphon (2.37). Sonic Siphon also takes no set bonuses or procs at all. Defender scale Weaken Resolve is -10% Resist, a bit less than half a standard Controller or Corruptor debuff. That's not great to me, but also not necessarily terrible. Other classes it dips out too much to be attractive though. Blasters only get -6.5% Resist, for example, which doesn't seem worth casting. Of course as noted, WR takes the Achille's Heel proc. AH is funny because IIRC it's a temporary power that can only stack 1 time from any caster. So, you always want at least one person triggering Achille's Heel, but you don't need more than one. I'm not sure if this power needs a buff. If it does, probably making the -Resist stronger is out, since I think that was nerfed a while back. Making it partially autohit might actually make it attractive as a way to leverage the -Defense. I'm sure there are other ideas.
  23. Yeah this is what I was thinking. It's no Infrigidate, but if you don't have anywhere else to put a -Resist proc it seems not that bad. Especially if you are playing a pet or proc heavy build. So, on some Illusion Controllers or Masterminds I can see the appeal. I have it currently on a mid-level Water/Storm Defender, without the proc (so far). I've been using it on Penny Yin runs in a 1-2 combo with Freezing Rain to add some extra icing against Super Stunners and AV Clamor. -10% Resist on its own isn't amazing, but I don't really have a lot of better stuff to be casting yet. The 15 second debuff duration is kind of a bummer though. I wonder if there's a better tradeoff point that could be worked toward.
  24. I think so, yep, I'm pretty sure Plant Dominators also build rage bar faster with Creepers out than without. But have yet to set out it to prove it. 🙂
  25. To bounce off what Lumi said above with specific answers for the powers you asked about: Creepers : Yes. Each vine is a buffable entity, so it gets the bonus from Tactics if it is within range. Tornado: Yes, because it inherits from the caster's Accuracy. You can't directly buff this pet, so the radius of Tactics is irrelevant. What matters is that the caster is inside the radius of his or her own Tactics. If the caster happens to be inside another player's Tactics or is affected by sources of - or + ToHit that carries over too. Rain Powers: Most function like Tornado. Pets that do neither of these things are usually not slottable with Accuracy at all. This is mostly stuff that Accuracy is irrelevant to (e.g. Spirit Tree). There are a couple of oddball powers that don't accept Accuracy IOs but do technically benefit from Tactics, like Poison Trap. I'd have to go back and deep read Poison Trap's code to remember if this benefits you in any way though.
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