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roleki

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Everything posted by roleki

  1. 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.
  2. roleki

    Elec/what?

    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.
  3. roleki

    Elec/what?

    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/?
  4. @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?
  5. 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.
  6. 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.
  7. 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.
  8. @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.
  9. 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) ------------
  10. 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.
  11. 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.
  12. 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?
  13. 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.
  14. 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.
  15. "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.
  16. So what you're saying is, due to paucity of sample size, neither you nor I have any inkling as to what any opinion of the majority is, so speculating that the majority is in favor of preserving KB just as it is would be as fundamentally flawed as arguing that the majority call for it to be addressed. Interesting though, that despite the forums only being utilized by a 'fraction' of players, the threads asking for KB to be addressed globally represent a large number of those posted BY that fraction, so much so that it can be predicted to happen with great regularity. And yes, the same people chime into every one of those threads voicing their yay or nay, but the fact remains, a new thread was started, by yet another dissatisfied customer, while the people arguing that KB is just fine as it is are always the same people, so.... steady growth week over week is more than just random pipes rattling.
  17. Same deal for the Malta what drop Auto Turrets; if anything hits/notifies them after they kneel to summon the turret, it will interrupt them and they stand up facing you for the rest of the duration of the animation, doing nothing. I think the same is true with Rikti Communication Officers, or at least, the only portals I have ever seen are a result of my confusing them and letting nature take its course.
  18. What are you using, Thoughts & Prayers?
  19. Easy! THIS guy Wormholes everyone over to where a Lightning Storm is waiting. THIS guy puts the mob to sleep, stacks holds on the dangerous members of the group, then detonates a bomb to eliminate the rest. THIS guy slows everyone down to a crawl, debuffs them, then sets them on fire. THIS guy has two ST attacks, 11 AoEs and absolutely zero defense - let's see who dies first. And so on, and so on, and so on.
  20. That is a LOT of healing delivered.
  21. I haven't tried 'underslotting' it yet... I go 6-wide whether it needs it or not. On my Fire/TA that's waiting for the pieces of its REAL build, I have Bonfire at ~20s, then on my Fire/Storm what runs around at nearly 300% global recharge BEFORE Ageless, it's down to ~15s. (That's up for debate, the first number that pops up in the countdown is 13, but that would mean I've somehow circumvented the rule that floors individual power recharge at 25% base, so I am chalking it up to inaccurate graphical representation of the remaining recharge time). In any case, I might still Boost the enhancements on that guy, because the whole concept of that build is ridiculous recharge.
  22. While I definitely commend the efforts to track/report what's brought in just as a snapshot of "this is what we're seeing" I can see where shrugging-off three purple drops and >30M inf in the same breath could stoke the anti-farm zeitgeist around here. *I* get it, but there are obviously people who see stuff like that and start grumbling. And yeah, my knee-jerk reaction is to get pissed every time that grumbling leads to an arbitrary AE inf nerf, but in the grand scheme of things it pays to remember that influence simply isn't what it used to be. That Essence of Curare that I used to dump for 100inf can be flipped into something useful for far less than the cost of buying a specific enhancement at market rates; we've got functionally-infinite storage for recipes, salvage and enhancements, plus plenty of tools to plan builds ahead of time, so no need to wield inf like a gunship when it's time to actually slot that alt you've just farmed up - just throw reasonable bids out for the ubiquitous enhancements you need and let them roll in over time (and they will). Bottom line, by marshaling resources and planning ahead, I've had to spend FAR less time in AE than I did back when I was simply acquiring inf just to spend it, and oddly enough, needed far less inf as a result. Win-win in my book!
  23. On all characters: MeleeDef RangedDef DamageBonus Recharge RegenRate EndoRecovery EndoConsumption ToHit HoldProtection Then depending what AT/powers I am running, I'll stick a 10th attribute. For Brutes, I'll monitor Inherent (Fury) between DamageBonus and Recharge. On Kinetics characters, I'll monitor Run Speed in the same position, to remind myself to fire Siphon Speed on cooldown. Stuff like that. ETA: the HoldProtection lets me know how much danger I am in during an MSR or against mezzers in general, and the ToHit is a good indicator that I'm being debuffed OR Gaussian's has fired. Seems easier to me to look at these text indicators (blue is good, red is bad) than it is to send my eye traveling up the screen at a list of 5000 icons.
  24. All proper respect to Seeds of Confusion, but in my opinion, Bonfire slotted a certain way makes it the best AoE control in the game. Give it Bombardment Dam/Rech and Acc/Dam/Rech, along with Annihilation of the same, a FF+Rech and a KB:KD; slotted that way you get a 25' wide AoE that lingers for 45s and can be fired every 20s (or less, depending on your global recharge) from over 70' away without the requirement of LoS. Once you drop a Bonfire patch, you get a burst of +100% recharge right there; even with all the enhanced +Rech, it still procs on cast the overwhelming majority of the time. The patch loiters for 45s, affecting anyone already in the AoE AND anyone who wanders into it. Beyond the chance for KD, the patch also does DoT, slows the mob, and causes them to flee the immediate area. Only after that initial 'flight' response do they take time to try and fire back; if the mob is still around at this point, you're already halfway to dropping another Bonfire on them, which basically puts an end to any incoming fire. Again, not taking anything away from Seeds, it's ridiculously effective and probably the 'safest' control in the City; you can basically strip naked and run around solo simply off the strength of Seeds alone, and do so within an hour of stepping foot in Atlas. That's amazing. I just happen to have a great appreciation for the additional options the +Range, -LoS, and loiter time that Bonfire brings to the table now that it has KB:KD going for it.
  25. @Ghostal Could you post the build? It's possible a second/thirtieth pair of eyes could find untapped +Recharge somewhere, maybe enough to perma-PA outside of AM.
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