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Everything posted by roleki
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Thanks; definitely will throw Superior Critical Strikes into Vengeful, and will find a home for Plain Old Superior Scrapper Strikes somewhere upwind. I appreciate the info everyone has provided so far, this has been one of the tougher builds to puzzle out that I have tried. If only Bio wasn't so damn slottable.
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Follow-up question... if I'm building around the "Attack Vitals" combo, do I want the Scrapper ATOs in Ablating and Vengeful, then whatever set I pick for Sweeping Strike? Or should one of the ATOs go in Sweeping Strike?
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Just looking at the build real quick, and a couple things jump out: You only need 2x RechRdx in Hasten; boost one of them +5 and you're golden. I would try and squeeze Leadership in there somewhere, so as to get ahold of Tactics; it helps you help your pets help you and helps you too. As for the IO thing, this is just MY opinion, but I feel *most* sets aren't worth the sixth slot. It's not that the 6th bonuses are bad, but going 6 on one power robs you of a 4th or 5th slot on another power, which could bring enhanced values on THAT power to the ED cap or nab you a +Rech bonus or something important. This is my current Ill/Dark/Fire build. I prioritized +Rech over any other bonus, and that led to dipping into lower-capped sets in a few places. The end result is 140% global +Rech before Hasten kicks that up to 210%, which gives me perma-Hasten, perma-PA, and perma-Fade. All that extra +Rech is useless without addressing endurance, so I added a bit of Endurance Discount (6%) and +MaxEnd (9%). And while the resulting Def/Res is lower than most people would want, honestly, between all the -ToHit, -Dam, Heals, +Regen, and aggro-sapping PA, I find that surviving is no problem. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dr. Unconventional: Level 50 Technology Controller Primary Power Set: Illusion Control Secondary Power Set: Darkness Affinity Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Fire Mastery Hero Profile: Level 1: Spectral Wounds -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(5), Apc-Dmg/EndRdx(13), Apc-Dam%(23) Level 1: Twilight Grasp -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(27) Level 2: Blind -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(9), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(31) Level 4: Fly -- Flight-I(A) Level 6: Flash -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(7), GldNet-Rchg/Hold(9), GldNet-EndRdx/Rchg/Hold(15), GldNet-Acc/EndRdx/Rchg/Hold(31) Level 8: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(11), DarWtcDsp-Rchg/EndRdx(11), DarWtcDsp-ToHitDeb/EndRdx(25) Level 10: Howling Twilight -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(17), AbsAmz-Acc/Stun/Rchg(17), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(46) Level 12: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Flight-I(48) Level 16: Shadow Fall -- Rct-Def/EndRdx(A) Level 18: Phantom Army -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-Acc/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg(21), SlbAll-Acc/Dmg/Rchg(21), SlbAll-Dmg/Rchg(25) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 22: Fade -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(42), LucoftheG-Def(42), LucoftheG-Def/EndRdx/Rchg(43) Level 24: Tar Patch -- TmpRdn-Rng/Slow(A), TmpRdn-EndRdx/Rchg/Slow(37) Level 26: Spectral Terror -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SprWiloft-Rchg/Dmg%(45) Level 28: Soul Absorption -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(29), CldSns-ToHitDeb(29), CldSns-%Dam(36) Level 30: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(34), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(40), CrcPrs-Conf%(46) Level 32: Phantasm -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34) Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 38: Dark Servant -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(39), CldSns-ToHitDeb/EndRdx/Rchg(39), CldSns-%Dam(39), UnbCns-Dam%(40) Level 41: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(48) Level 44: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx/Rchg(46), StdPrt-ResDam/Def+(50), GldArm-3defTpProc(50) Level 47: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--ToHit(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(34), PrfShf-End%(37) Level 50: Clarion Partial Core Invocation Level 50: Support Partial Core Graft Level 50: Degenerative Partial Core Conversion Level 50: Ion Total Core Judgement Level 50: Seers Total Radial Improved Ally Level 50: Agility Radial Paragon ------------
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Hop on Indom, I've got TWO of them 😉 Fire/FF is one of the most fun-to-drive builds I've run into, period. The world could use more of them.
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From what I remember, it damages, notifies the hit mobs and the misses, puts them in an aggro stance, then puts the hit mobs to sleep and leaves the aggro'd mobs heading in your direction. My clearest recollection is it was a bad idea and I dumped it ASAP.
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Name Assistance Brigade (The N.A.B.bers)
roleki replied to FoulVileTerror's topic in General Discussion
Whenever I can, I try to name every character as if I expect to meet Tick and Arthur on a rooftop somewhere. Sometimes, I draw a blank and just lean into words associated with the powersets or a specific power in one of the sets. Also a big fan of naming dudes like they are child sidekicks from comics of the 30s-50s. At the end of the day, I just want a name/character that amuses ME, whether it makes sense to anyone else is way down there on the list. -
I wonder if they could make the blimp an NPC that you can target and follow with a hitbox slightly smaller than the model? Then you could kinda "surf" it by following it from just the right angle.
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I wouldn't worry TOO much about DoTs out of the secondary waking things up; I've a Mind/Poison that has pretty much the same workflow - put everyone to sleep, creep up on them and start picking them off from melee. It can be a PITA to dance around sleeping mobs, but if Mass Confusion were available as often as Synaptic Overload (or half as effective), there would be no need to tiptoe around them at all. As for /TA not being melee-friendly, both my Ice/TA and Fire/TA start combat at range then close in; Elec/TA should work the same. Since almost everything in /TA is a targeted AoE with a set diameter, it really doesn't matter where you are when you fire off the attacks. It looks weird and is kind of funny if you think about what you're doing, but effect-wise, TAoE doesn't care how far away it started from.
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Dumb question, but, are both characters on the same server?
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/TA is a great set, on a Controller. Not as sexy as a lot of others, but they shine on a map where everything is chaos around you.
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This is going to sound weird, but, consider swapping out Glacier in favor of Flash Freeze. When soloing, an AoE Sleep that is up every mob is more valuable than an AoE Hold that is only available every 1.5 or 2 mobs; on teams, the AoE hold is usually reserved for stacking mag and you've already got that in /Time. ETA it also frees up Unbreakable Constraint for slotting in one of your other Holds, if that's something you felt you were missing out on.
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Some good ideas here. I'm kind of leaning /Traps, even though it would be my 5th /Traps. Traps is really good! It kind of splits the difference between /TA and /Time, giving you some debuffs, defense, healing and AoE damage. It's funny, nobody ever jumps in with '/Pain Domination!' or 'Empathy!' - not that I want to run them, but, I don't think I have ever seen anyone try and sling either of those. And yet... according to the stats posted in March, there are 2x as many Elec/Pains as there are Elec/TA or Elec/Traps, and more than 5x as many Elec/Emps as either. Weird game.
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I really dig my Elec/Cold controller, but the -itis is on me and now I have to try another Elec. Was thinking either Elec/Storm or Elec/Poison, but I'm kind of burned out on Storms and Elec/Poison looks like it would be a mirror of Mind/Poison, which I enjoy but enough to run it twice? Any advice, what else might be a good pairing with Elec/?
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@EmmySky Wouldn't the PTransfer proc give you an occasional green number out of the blue, the way the Panacea proc does? Or is it literally a heal proc, where you'd have to be at less than 100% HP when it hits to derive any benefit?
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Is there any chance this data will be updated in the near-ish future? I'd like to see how much saturation Electrical Affinity has, now that it's been around a while.
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You could just as easily have teamed with one every night and never known it. If it weren't for the visuals from OSA or the audio from Disruption Arrow, even a TA wouldn't know if they were doing something. ETA: Not that there is anything wrong with TA. Could be a little less endurance-heavy, but other than that it's a fine set that I've learned to appreciate the hard way.
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I have a small slew of these. I've never seen another of Fire/TA, Ice/TA, Ice/Traps, Mind/Poison, or Fire/FF. Most of those I can understand, but Fire/FF is just a furious ball of lay down and die, and I think everyone should stop what they're doing and roll one right now. On the other hand, I've had people exclaim they've never seen another Ice/Storm, and I see them ALL the time, so maybe I'm just blinking when these oddballs drive by.
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@KaizenSoze It's actually pretty smooth if you remember to keep your FFG summoned 😉 Fire is, well, Fire, and Traps is a very underrated secondary. Secret MVP is Caltrops on top of Bonfire; nothing wants anything to do with you when those are underneath them, so you can sneak in and plant a bomb or stay out of melee entirely and just work on the heavies, occasionally applying Fire Cages to keep things from running out of your kill circles. I usually go Stone Epic on my controllers, but I was angling for something a little different on this one. I kind of miss it, but I still melt things fairly quick even without the freight trains. But like @Frosticus said, +ToHit is a bigger deal when you start running into + mobs. You may not have to go so far as to include Tactics (I try to as much as possible) but you'll get great mileage out of a Kismet. I don't have the numbers in front of me, but an additional 6% +ToHit is huge when you're swinging at +4s.
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This is my Fire/Traps/Fire Controller; not as much focus on Def/Res, but wound up with 35.34 Melee, 32.21 everything else including Psionics Defense, and 71.49 S/L resist. Wound up taking neither of Smoke or Seeker Drones but I could easily pop out of the fighting pool and mule the +6% Def in Fire Shield to fit the -ToHit in because those are pretty decent. Anyway, here's what I went with: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Herr Fryer: Level 50 Technology Controller Primary Power Set: Fire Control Secondary Power Set: Traps Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Fire Mastery Hero Profile: Level 1: Char -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-Acc/EndRdx(11), GhsWdwEmb-EndRdx/Hold(11), GhsWdwEmb-Hold/Rng(13), GhsWdwEmb-Acc/Hold/Rchg(13) Level 1: Web Grenade -- EnfOpr-Acc/Rchg(A) Level 2: Fire Cages -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(15), Bmbdmt-Dam/Rech(15), Bmbdmt-Acc/Dam/Rech(19), Bmbdmt-Acc/Dam/Rech/End(21) Level 4: Super Jump -- Jump-I(A) Level 6: Caltrops -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(7), Bmbdmt-Dam/Rech(7), Bmbdmt-Acc/Dam/Rech(9), Bmbdmt-Acc/Dam/Rech/End(9) Level 8: Hot Feet -- ScrDrv-Dmg/EndRdx(A), ScrDrv-Acc/Dmg/EndRdx(21), Mlt-Dmg/EndRdx(31), Mlt-Acc/Dmg/EndRdx(43), TmpRdn-Acc/EndRdx(43) Level 10: Acid Mortar -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(37), Dcm-Dmg/Rchg(37), Dcm-Acc/EndRdx/Rchg(40), Dcm-Acc/Dmg/Rchg(40) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(37) Level 14: Flashfire -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(31), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(36) Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/Rchg(17) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Poison Trap -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-Acc/EndRdx(48), GhsWdwEmb-Acc/Hold/Rchg(48), GhsWdwEmb-Dam%(48) Level 22: Triage Beacon -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(31) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 26: Bonfire -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(27), Bmbdmt-Dam/Rech(27), Bmbdmt-Acc/Dam/Rech(29), Bmbdmt-Acc/Dam/Rech/End(29), SuddAcc--KB/+KD(36) Level 28: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 30: Boxing -- Acc-I(A) Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34) Level 35: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36) Level 38: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40) Level 41: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(42), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(42), Dcm-Acc/Dmg/Rchg(43) Level 44: Fire Ball -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Dam/Rech(45), Bmbdmt-Acc/Dam/Rech(45), Bmbdmt-Acc/Dam/Rech/End(46) Level 47: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(50) Level 49: Weave -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(3), PrfShf-End%(5) ------------
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You want super-silly Holds, roll a /TA, /Time, or /Posion controller, slotted with Lockdown and Devastation where applicable, then go Control Hybrid. Fire off all four Holds and if everything goes just right, that's up to 29 mag on a single target in four clicks.
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On my Ill/Storm I kept Group Invisibility, and I think I had room left for Vengeance or SI as a LotG mule and wound up going with Vengeance since I could at least get some use out of it.
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I never tried Dual Blades before, and without thinking too far ahead rolled a DB/Bio. Now I'm 33 levels in and I don't see how I'm going to fit everything I want to into this build. I usually take everything out of /Bio and planned on everything but Confront out of DB, but that would leave me with very little wiggle room to address accuracy/combo breaking. I could throw a Kismet in Weave, but I was hoping to fit Tactics in somehow. Do I just skip a travel power and rely on P2W? Do I have to skip Genetic Contamination? How do I make this work?
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I've wondered about that too. I mean, I get that Devastation+2 is slottable in more things than Lockdown+2, but, what good is a +2 Hold proc in a Ranged Damage power that isn't inherently a hold? Three times a minute, you might hold a minion? That said, a ST hold with both Devastation and Lockdown procs ends up holding bosses on one application quite often.
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Global Enhancement for Knockback to Knockdown Conversion?
roleki replied to Astra1Defender's topic in Suggestions & Feedback
Ah yes, the old "learn 2 play!" chestnut, advertised as not and delivered in not so few of words. I shouldn't have to take hover and slot for enough speed to keep up with the pace of the team to actually make a relevant contribution, or dip into the ridiculous Sorcery pool, or resign myself to fighting outside the bowl on an MSR just so this "feature" doesn't run afoul of how everyone else is leveraging the design of the game as force multipliers. People talk about power creep, why are we stopping here? Why is KB the line in the sand? They gave nukes to everyone, AoE heals to everyone, everyone can buy as much -Regen they want at P2W, people can get heal badges off temporary powers, but god forbid they grant players the choice of mitigating KB per character instead of per-power. We can't have Storm/Energy defenders running around being USEFUL! You greedy son of a bitch, you find another slot for Phantasm in that build if you don't want it knocking things all over the place. Learn to play! Power creep! Argument for argument's sake! Christ. Nobody's saying remove KB from the game, just looking for a more elegant way to mitigate it if they choose to do so. -
Global Enhancement for Knockback to Knockdown Conversion?
roleki replied to Astra1Defender's topic in Suggestions & Feedback
"Self-gimp" in the sense that the overwhelming MAJORITY of characters don't need to sink 16% or more of a given power's enhancement slots to mitigate KB. The missed opportunity could be anywhere from 0 enhancement for anything, to 53% enhanced damage from a Purple IO, to a proc, to who knows what? Because we won't know because we're too busy slotting 16% or more of a given power's enhancement to mitigate KB. Just because some instances allow you to make lemonade out of that lemon, doesn't mean everyone should just shut up, bend over and ride it out. My Fire controllers benefit maybe too much from KB:KD, but that doesn't do a damn thing for my En/En blaster.