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roleki

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Everything posted by roleki

  1. I use Speed of Sound/Jaunt almost exclusively. I like the build efficiency of a single pick offering two travel powers, one of which I can macro-manage to position myself "just so" for whatever the situation might be. It's great for teleporting from one mob to the next then back to the starting point as a mini-herder. It's good for zooming to the side of teammates in trouble, even you have no LoS. It's great for the blue cave map where you just let someone else navigate to where you want to be, then BAMF, you're in their underwear. The P2W Jump Packs and Jet Packs are available should I need more vertical than horizontal. As far as the rest of the pool goes, I don't often take much else out of the Experimentation pool, though I love Toxic Dart, it's so ridiculous as a finisher I can't help but use it sometimes.
  2. FF on a Corruptor is a little clunky because FF doesn't really work towards setting up Scourge when soloing, and it doesn't have a lot of clickables to occupy your time while the rest of the team is whittling the bad guys to half health. If you're looking to do damage with FF, roll a Fire/FF Controller - I farm the walls of Cimerora with mine, and my Imps are nearly immortal. If you're looking to keep teammates alive as a Corruptor, I would recommend Anything/Electrical Affinity. EA doesn't take a lot of slots, and you can heal scads of people from very far away, if you have to.
  3. Apologies that my mentioning them in the same sentence gave the impression I thought Hasten and Vengeance came from the same pool, that was not the takeaway I expected to impart. And while I agree that Vengeance IS a good mule for, among others, LotG, I would still rather take 70% global recharge than that 7.5% recharge, or scaling +Res or whatever, diminishing returns be damned. I may not regularly NEED to have 3x Lightning Storms out at once, or three Bonfires, or (briefly) three Acid Mortars, but I do alright despite handicapping myself with such capabilities. I get it, there are petless masterminds and there's blappers and characters that only use pool attacks - the game is simple enough that you can absolutely play it with one hand tied behind your back if you so desire. I just think it's kind of bad form to shit on Hasten when it's clearly the second-best power in the game for people who actually have other shit they want to do, too.
  4. It goes by different names in different contexts, but it all boils down to resource advantage; name the endeavor, and those that have resource advantage tend to outperform those that do not. I understand that people feel that "having" to take this or that power is an unwanted constraint, but it absolutely boggles my mind that given the choice between "having every power in the entire build available 70% sooner" or "temporarily buff everyone on the team, IF you are on a team, AND someone dies" that a fair number of players would opt to take Vengeance.
  5. I open with Ice Slick from way back there, then as I run towards the mob I fire off Cold Snap. By then I'm in the mob and Arctic Air is messing with them. Also, if I can only fit one of Glacier or Flash Freeze into a build, I will always go with Flash Freeze - it's a huge AoE for an autohit, it's easy to make 'perma', and if you put the Placate proc in it, it just adds more guano to the AI behavior.
  6. Might also want to work towards getting the Atlas Medallion as soon as you can; that's a free 5% extra endurance that's always on and is easily obtainable. Since the recovery formula is MaxEnd / (60 / 1 + EndMod%) every increase to MaxEnd actually raises your overall recovery 'rate' and makes each of the various Miracles/Numina's/Panacea/PerfShift slightly more effective, too.
  7. And I appreciate your slavish attention to detail. When "fly over the mob, aim, bonfire, inferno" stops working for me, you'll be the first person I call.
  8. That's all well and good, but, I'm a blaster. I really only need one pulse to mitigate 90% of incoming damage. Whatever is left standing after that, soon isn't. ETA: I'm not saying math is bad or wrong or whatever, just, sometimes there is a difference between what it says on a spreadsheet, and what it says when you're actually rolling through your attack chain. On a blaster, I just need alpha mitigation; my remaining defense is great offense.
  9. If a character has access to Bonfire, I take it. There is no armor in the game that mitigates incoming better than preventing incoming at all, and Bonfire does that for 90% of mobs you'll face. I usually frankenslot it with D/R & A/D/R pieces from multiple sets, pumped to +5 and rounded off with a KB:KD. You'll want a little targeting macro, likea-so /macro_image FireTrap_Bonfire BONFIR "powexec_name Bonfire$$powexec_location target Bonfire"
  10. Destiny, Destiny, No Escaping That's For Me
  11. Bullshit, my characters die ALL the time
  12. I'm almost 2000 years old. What are people using to record videos these days, and what client/resolution settings, and so on?
  13. Not to point out the obvious, but if "any power, any time, any number of times" was really that much of a draw, we would all be on THEIR forums right now, while some guy from the wilderness comes busting through the doorway panting and waving his his hands around about how HC has Fold Space or some shit. As an experiment, any/any/any would be interesting to see what the most effective overall character is, but who would want to be running around in PI watching some dude with 18 different T9s? 50 dudes with 18x T9s? ETA: clairuty
  14. You rang? ETA: I rolled this character specifically to spam "Gather for Inertial Reduction" during the instanced MSRs that were once done on Indom. He also had 7 or 8 keybinds to tell the story of how he sacrificed both legs to give everyone else the ability to jump, or some shit like that.
  15. How about an accolade power in the form of a toggle that applies a global KB>KD to the character? That way you can have KB when you want it, and not have it when people don't want it, and, while progressing towards the accolade, it gives people some shit to do that actually has a point to it.
  16. If a character has access to Build Up, I take it, it's not even a decision. Three-slotted with an IO Recharge at 50, a Gaussian's ToHit/Rech pumped +3, and a Gaussian's Buildup Proc has the recharge sitting squarely at75%. That means about 9 out of 10 times I get a Built-Up Build Up and the next execution of my attack chain is going to smack the living piss out of whatever is standing in front of me. While it's nice on a Brute, it's absolutely amazing on a Scrapper when used just before executing whatever power has the +Crit proc.
  17. Poison is one of my favorite Controller secondaries - it takes a while to get going, but once you get Venomous Gas you're practically unhittable (by affected mobs, of course). Meanwhile, all that -Res practically forces you to fit procs into the secondary. I also like to fit Paralytic Poison (ST Hold) and Neurotoxic Breath in my /Poison builds because it helps to be able to quickly stack 6 (or more) Mag hold on a target, or to throw up on a bunch of people real quick to keep them in a group if your primary lacks an AoE Immob. On most of my /Poisons, the slotting is as follows: Envenom (3): Shieldbreaker Acc/DefDebuff, Shieldbreaker DefDebuff/EndRed/Rech, AchillesHeel% Weaken (4): Cloud Senses ToHitDebuff, Cloud Senses Acc/ToHitDebuff, Cloud Senses Acc/EndRed/Rech, Cloud Senses % Paralytic Poison (5): Ghost Widow EndRed/Hold, Ghost Widow Acc/EndRed, Ghost Widow Acc/Hold?Rech, Ghost Widow%, Lockdown% Poison Trap (6): Scirocco's Dervish%, Armageddon%, Ghost Window's Embrace%, Eradication%, Neuronic Shutdown%, Unbreakable Constraint% Venomous Gas (4): Enzyme Exposure x2, Dark Watcher's Despair ToHitDebuff, Dark Watcher's Despair ToHitDebuff/EndRed Neurotoxic Breath (2): Ice Mistral's Torment Slow/EndRed, Ice Mistral's Torment %
  18. Listen, I'm just a simple caveman. I fell in some ice, and later got thawed out by your scientists. Your 'enhancements' frighten and confuse me. Sometimes the recommended slotting makes me want to get out of my BMW and run off into the hills or.. whatever.
  19. Wait wait wait, hold the phone. What do you mean by "slotting" enhancements?
  20. Check your pants. (Always helps me)
  21. We used to do instanced MSRs on Indom with a league of 12, and I'm talking runs that generate 1500 Vanguard Merits per person. Nobody ever brought a kin, because they're just not that good against anything that fights back. They're serviceable against +0 or anything that doesn't debuff your ToHit, but opast that, they're 0 trick ponies.
  22. Seconding Fire/TA. Massive debuffs, huge, fast-recharging AoEs, it's almost all ranged (aside from the nuke out of Fire) and therefore super cheap to kit out to nigh-invincibility. If the mission is to kill a bunch of stuff with a corruptor, I'm bringing one of my Fire/TAs.
  23. So wait a second, because The AMAZING HC COMMUNITY was harassing people whose characters were farmed-up, and the solution, instead of telling the AMAZING HC COMMUNITY to actually be THE AMAZING HC COMMUNITY the solution was - buttfugging.the UI? Brilliant!
  24. Of the ones you listed, Claws/Bio and Claws/Ninjitsu are both very survivable; I'm partial to Claws/Bio but I think more people should give Ninjitsu a try, it's really nice on a scrapper. All that said, my favorite Claws character is Claws/Willpower, which is basically just three buttons and is great if you often find yourself at diminished capacity.
  25. ST holds usually don't do a lot of damage and the Hold set bonuses aren't always that great, so if I have room to do so, I usually put 4x Basilisk Gaze and both +Hold procs in the ST hold. I don't so much care that one or the other fires off, it's just nice that one or the other usually does. Good for holding drop ships or saving friends who are squishable.
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