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roleki

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Everything posted by roleki

  1. Leaning towards a Beam/Energy Sentinel, a Battle Axe/Shield Brute, and a Demon/Dark MM. Not quite as sold on the Sentinel, but, want to roll one of some sort.
  2. Also, it's one of very few support sets that isn't dependent on the members of the team being at a certain spot on the map to get their buffs. If you really wanted to, you could set your henchmen off at two targets/mobs across the map and still heal/buff them effectively.
  3. I built this Fire/Storm specifically for running around in MSRs but found it to be pretty fun to run everywhere I've taken it. Starts combat at 182% recharge and dials it up to 282 throughout, and that's before Ageless fires off. Chunks out a Bonfire and Tornado every 12s, and a Lightning Storm every 18s. Is it a good support controller? I dunno, I take all the aggro and kill everything before it can kill me. That seems fairly supportive to me.
  4. Ice/Traps is sneaky good for soloing; /Traps shores up Ice's damage deficiency, and Ice has several ways to buy you time to set up trip mines. If you go /Stone mastery and dress up Seismic Smash, you're basically a stalker with nukes.
  5. Of the two, slot Devastation first since it has a higher PPM. Lately I've been going 4 pieces of Basilisk Gaze, Devastation +2, and if there's room, Lockdown+2. If you keep your slotted recharge below 75, these tend to hit fairly often. If you can afford to give Gale 3 slots, the KB:KD and FF+Recharge enhancements make it one of the better forced choice powers if you tack on a little accuracy in the third slot. Put another FF+Recharge in Tornado and a third in Jolting Chain, and you'll be near-Perma +100 recharge in combat.
  6. Maybe /TA will get a decent -Regen power.
  7. If you're talking about the one the person posted and said right there that they threw it together while farming, I would imagine that's not been road tested. If you look at Coyote's build, you can see they threw some Recovery Uniques in Health and put a couple +EndMods in Stamina. That is about what I would expect to need in a build running that many toggles.
  8. Eh, those choices might be down to a particular workflow. If I were to roll a plant/poison myself, I'd go somewhere along the lines as @Coyotebut would find a way to spice up Paralytic Poison a bit.
  9. Can't speak for anyone else, but if I have the opportunity to grab two ST holds, I'm taking them both and slotting them to the gills. That's a guaranteed 6 Mag hold on any target you hit, and, depending on slotting/hybrid choice, that can scale to a potential 16 Mag in two clicks. That's not too shabby.
  10. Can't say I have ever felt useless or that I wasn't contributing when running one of my support ATs, but if I ever had that feeling, I am not sure where I would go with it. The very nature of a support AT is implied by the word 'support' - as in, our contribution, no matter how critical or trivial, is going to be more nuanced than the dude with the comically-giant broadsword or claws for hands. While it sucks to suspect that the team would do just fine without you, keep in mind it can and will do just fine without the scrapper, without the tank, without the sentinel, and so on.
  11. While it's a nice thing to shoot for, an Ill/* controller really doesn't need to race for capped defenses; for one, they've got the whole "three invincible tanks" thing going for them, but then they can also drop one of the most underrated soft controls in the game in Spectral Terror, which nets them 15% -ToHit right out of the box and can be ramped up to -25% with some slot shenanigans. -ToHit is resistable, but it comes off the same side of the equation as +Defense so even a 50% resist leaves you at a soft +7.5 Def if all you do is slot ST with a Recharge IO and forget it, which you shouldn't because Spectral Terror is worth spinning to 5 slots, six if you're throwing procs into the mix as well. As for which Destiny slot to take... Ill/Kin is a weird bird because unlike most other /Kin, there's really no compelling reason to wander into Melee range to bathe in your AoE buffs; it's not like you're going to Deceive mobs harder (?) and your Phantasm will wander out of range like that's it's job.... so unless you didn't get to Perma-PA through slotting + Hasten + set Bonuses + Alpha, not a huge reason to take Ageless. So, if it's down to Barrier or Clarion, personally I would lean Clarion. Way I figure, I've never forgotten to fire off Barrier & noticed it, but I have *often* forgotten to fire off Clarion and regretted it. But the OP's case is special, since it's a duo... why not one of you take Clarion, the other Barrier, and cover ALL the bases?
  12. I hate leading teams, but weirdly enough found myself leading leagues throughout the Mender event earlier this spring. And when they ended, I haven't led a team since.
  13. This right here. I understand people's obsession with games about Wizards and Trolls and all that crap, but I was a comic book kid first and foremost, and no game before or since CoX has even come close to scratching that itch. Not CO, not DCUO, not the Arkham series, not even the PS4 Spider-Man game. I'm especially thankful that HC has been here amidst all the 2020 that's going on out there. If I weren't able to log into my En/En blaster, hop over to AP and punch a minion halfway across the map, I don't know what I'd do.
  14. I can't afford to pay handsomely, but, I would pay looking-goodly for any resource that fleshed-out and updated Red Tomax's Power Quantification pages, ESPECIALLY if that resource split open the pseudopets and made them reveal their secrets. It's been 15+ years, I need to know what "Summon Sticky Arrow" actually DOES! ETA: Of course, if you didn't lift another finger on this project of yours, it's still an awesome effort and much appreciated!
  15. So far I've preferred my Dark/EA over my Fire/EA; both are workable, but the Imps have a tendency to split up and go wherever they want, which makes keeping them upright more of a chore than it is on Dark/. I could see where Elec/EA would be a good combo, as well. Keep in mind, since EA has Faraday Cage, you can go ahead and get Destiny Ageless when the time comes, and whatever endurance issues you have should go away.
  16. It might be helpful to know what you've tried before, and how far you got with them. Would hate to write a 6000-word essay on Ill/Traps or whatever, only to find out you did that and didn't like it.
  17. I'm at about 2 hours 15 minutes on my Rad/Fires, and that's with just 4 attacks (one of which is Radiation Siphon) and going the Focused Accuracy/Physical Perfection route. I could probably shave several minutes off by swapping out Consume or whatever for another attack, dropping RSiphon for RSmash or Proton Sweep, and getting an AoE from an epic/patron, but I've not been inclined to do so, figuring 2:15 is pretty decent on its own. But, since I have two of them, I could probably try it on one and see if it makes a huge difference.
  18. No, the EA available to squishlikes - Electrical Affinity. Big old bubble that lasts four minutes, recharges in 4 seconds, and has Immob/Hold/Stun/Sleep/TP/Knock/Repel protection along with +Res to everything but Toxic. You fire it, and go about your business until you move again. No toggles to drop, no chewing through endurance, frees you up so you can take an actual USEFUL Destiny power like Ageless instead of a panic button.
  19. They're even more fun when you bake Mez protection into the build 🙂
  20. Ill/Dark is an extremely adept soloer AND good on teams AND good on Leagues. It's just... really, really good. If you're looking for a controller you can take anywhere and do anything, Ill/Dark is that. Another super-soloer is Ill/Traps; its capabilities aren't as comprehensive as Ill/Dark, but it will plow through just about any content you throw at it. A seriously underrated build with layered synergy across both power sets. Setting traps while your PA takes the heat is just one part of it; the -ToHit from Spectral Terror and Seeker Drones combines with the +Def from Force Field Generator to make you darn near unhittable if anything survives long enough to notice you. And if you don't intend to solo ITFs/AVs or whatever, Mind/Poison is sneaky-effective in just about everything else you'd want to try, and a decent poster boy for the concept that Mez means more than just Holds and Immobilize.
  21. Way I figure it, if a support character is already packing mitigation, the Fighting pool is a bit of gravy to throw on after Hasten, Maneuvers and Tactics. On support characters that lack consistent mitigation, Fighting moves closer to a necessity. For instance, I could not and did not need to fit Fighting into my Rad/Rad Defender build, but I couldn't take my EA/Sonic Defender out of the garage without it. It would be easier to lean into Fighting on support characters if it didn't have the dead weight of Kick/Boxing, but, it SHOULD be a little painful to get access to extra Def & Resists.
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