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roleki

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Everything posted by roleki

  1. This is how I wound up doing Mind/Poison. I kind of split the difference between making it a "proc monster" and slotting it for effect, and the result is easily one of my favorite controllers. As a pet-less, buff-less controller, it keeps pace in DPS with everything short of a /Kin controller (thanks in no small part to all the -Res) and it survives having low defense and no heal thanks to all the -ToHit and soft controls. It's not a map-sweeping juggernaut, but it will sweep a map in less peril and with more style than pretty much any other controller I have, and, I have a lot of them. 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. Jonas: Level 50 Technology Controller Primary Power Set: Mind Control Secondary Power Set: Poison Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Stone Mastery Hero Profile: Level 1: Mesmerize -- Dvs-Acc/Dmg(A), Dvs-Hold%(7) Level 1: Alkaloid -- Prv-Heal(A), Prv-Absorb%(23) Level 2: Dominate -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-EndRdx/Hold(9), GhsWdwEmb-Acc/Hold/Rchg(19), GhsWdwEmb-Dam%(21), Lck-%Hold(21), Dvs-Hold%(23) Level 4: Envenom -- ShlBrk-Acc/DefDeb(A), ShlBrk-%Dam(9), AchHee-ResDeb%(13) Level 6: Weaken -- CldSns-%Dam(A), CldSns-Acc/ToHitDeb(7), CldSns-Acc/EndRdx/Rchg(11), CldSns-ToHitDeb(46) Level 8: Super Jump -- Jump-I(A) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Confuse -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(31), CrcPrs-Conf/EndRdx(31), CrcPrs-Conf%(34) Level 14: Mass Hypnosis -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(15), FrtHyp-Acc/Sleep/Rchg(15), FrtHyp-Acc/Rchg(17), FrtHyp-Sleep/EndRdx(17), FrtHyp-Plct%(19) Level 16: Neurotoxic Breath -- PcnoftheT-Acc/Slow(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 20: Boxing -- Empty(A) Level 22: Total Domination -- UnbCns-Hold(A), UnbCns-Hold/Rchg(25), UnbCns-Acc/Hold/Rchg(37), UnbCns-Acc/Rchg(39), UnbCns-EndRdx/Hold(40), UnbCns-Dam%(40) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(37) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(43) Level 28: Paralytic Poison -- GhsWdwEmb-Acc/Hold/Rchg(A), GhsWdwEmb-Acc/EndRdx(29), GhsWdwEmb-Dam%(29), Lck-%Hold(31) Level 30: Terrify -- PstBls-Acc/Dmg(A), PstBls-Dam%(43), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rng(48), GlmoftheA-Dam%(48) Level 32: Mass Confusion -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(33), MlsIll-Acc/EndRdx(33), MlsIll-Conf/Rng(33), MlsIll-Acc/Conf/Rchg(34), MlsIll-Dam%(34) Level 35: Poison Trap -- Arm-Dmg/EndRdx(A), Arm-Dam%(36), GhsWdwEmb-Dam%(36), Erd-%Dam(40), NrnSht-Dam%(42), FuroftheG-ResDeb%(43) Level 38: Venomous Gas -- AchHee-ResDeb%(A), DarWtcDsp-ToHitDeb/EndRdx(39), DarWtcDsp-Rchg/EndRdx(39) Level 41: Fissure -- FrcFdb-Acc/KB(A), FrcFdb-Rechg%(42), SuddAcc--KB/+KD(42) Level 44: Seismic Smash -- Hct-Acc/Dmg/Rchg(A), Hct-Dam%(45), TchofDth-Dam%(45), GhsWdwEmb-Dam%(45), NrnSht-Dam%(46), Mk'Bit-Dam%(46) Level 47: Levitate -- FrcFdb-Acc/KB(A), FrcFdb-Rechg%(50) Level 49: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(50) 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 -- Clr-Stlth(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+(3), Pnc-Heal/+End(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(3), PrfShf-End%(5) Level 50: Cardiac Total Radial Revamp Level 50: Ion Total Core Judgement Level 50: Degenerative Total Core Conversion Level 50: Clarion Partial Core Invocation Level 50: Rikti Ally Level 50: Control Total Core Graft ------------
  2. This is what I wound up doing for my Dark/EA; I'm not liking the PerfShift% in the click powers, not sure if I move those slots altogether or put something else in there. I am kind of meh on the Intuition Alpha slot; I wanted to try it somewhere but this isn't really the right build for it. I'm also missing Shadowy Binds from my attack chain; right now I don't have a 'cooldown' attack and mob encounters are taking just that much longer. I don't REALLY want to step out of Possess but as a 6-wide situational, it seems like the thing to cut, but am thinking of trying Musculature Alpha on the test server and see if that tightens it up any. In any case, I do like the build overall, it does pretty much what I expected it to do, albeit a little slushier than I would like. 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! Voltswagen: Level 50 Technology Controller Primary Power Set: Darkness Control Secondary Power Set: zn_Electrical Affinity Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Stone Mastery Hero Profile: Level 1: Dark Grasp -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-EndRdx/Hold(5), GhsWdwEmb-Hold/Rng(11), GhsWdwEmb-Acc/Hold/Rchg(13), Dvs-Hold%(15) Level 1: Shock -- PrfShf-EndMod/Acc(A), PrfShf-End%(7), EnrMnp-Stun%(46) Level 2: Living Shadows -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dam%(17), CldSns-%Dam(43) Level 4: Super Jump -- Jump-I(A) Level 6: Galvanic Sentinel -- EnrMnp-Stun%(A), PrfShf-EndMod/Acc(7) Level 8: Fearsome Stare -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(17), GlmoftheA-Acc/EndRdx(19), GlmoftheA-Acc/Fear/Rchg(19), GlmoftheA-Dam%(21), CldSns-%Dam(39) Level 10: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(39) Level 12: Energizing Circuit -- PrfShf-EndMod(A), PrfShf-End%(36) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25) Level 18: Heart of Darkness -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(31), Stp-Acc/EndRdx(34), Stp-Stun/Rng(34), Stp-Acc/Stun/Rchg(36), CldSns-%Dam(36) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Haunt -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(25), GlmoftheA-Acc/EndRdx(27), GlmoftheA-Acc/Fear/Rchg(27), GlmoftheA-Dam%(29), CldSns-%Dam(40) Level 24: Empowering Circuit -- GssSynFr--ToHit(A) Level 26: Boxing -- Acc-I(A) Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), CldSns-%Dam(37) Level 35: Fissure -- Ann-Acc/Dmg(A), Ann-ResDeb%(40), SuddAcc--KB/+KD(40) Level 38: Amp Up -- RechRdx-I(A), RechRdx-I(39) Level 41: Seismic Smash -- Hct-Acc/Dmg/Rchg(A), Hct-Dam%(42), TchofDth-Dam%(42), Mk'Bit-Dam%(42), GhsWdwEmb-Dam%(43), NrnSht-Dam%(43) Level 44: Insulating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(46) Level 47: Possess -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(48), SprWiloft-EndRdx/Rchg(48), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(48), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(50), SprWiloft-Rchg/Dmg%(50) Level 49: Shadow Field -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-Acc/Hold/Rchg(50) 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 -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(9) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), SynSck-EndMod/+RunSpeed(9) Level 50: Intuition Total Radial Revamp Level 50: Ageless Partial Radial Invocation ------------
  3. How are you even getting Electrical Affinity out of Mids? I'm on 2.6.0.7 and it claims there aren't any updates? I didn't realize the Check For Updates button wasn't connected to anything; wish I had known about the MRBU stuff earlier! Thanks, @Ironscarlet (downthread)
  4. Eh. I solo a Mind/Poison and have no trouble mowing through anything my other controllers attempt. Sure, its effectiveness is hampered on teams, but every controller's effectiveness suffers in that scenario.
  5. I love Ice Controllers, so, I would need a DPM counter.
  6. I know, I was a newer player when I started dual-boxing. I feel empathy for people who don't want to go through THOSE hoops - because they shouldn't HAVE to - but there are a million ways to earn inf (and salvage) in-game, and eventually, everyone can afford what they want. Keyword being 'eventually' - if you value your time at all, you'll dual-box and sidestep these Gordon Gecko wannabes completely.
  7. Both /Dark and /Time are strong secondaries, but if you're trying to crack hard targets, I think /Dark wins out. Every power except Black Hole makes your character/whole team more effective. Howling Twilight is still one of the best ST debuffs in the game, Twilight Grasp is a rapid-fire AoE heal that hits for a significant amount of HP *and* packs decent debuffs along with it, and Soul Absorption can amp the team's regen right when they need it most. Dark Servant adds to your DPS and survivability, and Shadow Fall/Fade can shore up your raw +Def quickly. Don't get me wrong, I love the /Time secondary for soloing/normal content, but when you get it rolling you realize its constituent powers are not nearly as complementary as those in /Dark. Plus, /Time has this Rube Goldberg thing going on, where if you lead with Time Crawl then everything else in /Time gets better but Time Crawl is a lousy opener and right around the time you've hit with all the various powers you need to and go to throw Slowed Response on something, streakbreaker kicks in and you've just wasted like 6 clicks worth of combat. And just my 2c, but until they nerf Seismic Smash, there is no better Epic for a controller than Stone Mastery, especially if you have a primary (AND secondary) with very few skippables. Maybe I am getting this quote wrong, but the power to boost your secondary effects for 15s out of every 30 is insignificant next to the ability to destroy a planet every 12s.
  8. Dual-client and get a farmer on both accounts. Alternate between them semi-regularly, and the only thing you'll need the market for is a place to dump your garbage.
  9. You may be surprised to see photos, some of which have no coloring to them whatsoever, and the people in those photos may be seen standing very close to each other, may even appear to be marching, and the looks on their faces - if the photo is close enough to show such detail - will seem to indicate they are very passionate about whatever issue is agitating them. Many of the slogans on the signs they carry would indicate they are all gathered in support of one particular ideal. The preponderance of such gatherings actually lead to changes in legislation across the entire country. You would be shocked to find out that all of this transpired without the benefit of the internet, or even fax machines. You people didn't invent beer, food, or communications, or condescending shit comments. And while you certainly didn't invent complaining, you are without a doubt absolute masters on the subject.
  10. Low-hanging fruit is a necessary evil in a society that encourages freedom of expression. It used to be that a childish joke did not warrant a childish response, but now it's all "Someone take The Bad Thing away! Someone! Someone!" and the whole world stops until The Bad Thing is properly scuttled. Thank God Mel Brooks peaked in the 70s, you people would have had him executed.
  11. About the only time I fit Tactics into a build is if I *can* 6-slot it. The set bonuses out of GaussianSFC are really solid, and the Build-Up is a nice perk. TBH, Tactics might be overkill on an Earth, but if I get any downtime I might try and work up a build that can take it. Having seen what a proc'd out Poison Trap can do, I would be hard-pressed to drop it, but if it's a choice between Poison Trap and Seismic Smash, well...
  12. Before I say anything, let me preface this with a disclaimer that I tend to look at builds through the prism of how *I* would play a particular combo, so don't take these observations as coming from some kind of bible of best practices. The important thing is that the build does what YOU want it to do. That said, here are the things that jumped out at me... 1) No Envenom. I would take Envenom; even if you're chunking out tons of -Def already, the -Res out of Envenom is huge (30%), and you can slap an Achilles' proc in there to get an occasional 20% -Res bonus. Being Earth, you'll want to hit harder on occasion. 2) Too many slots in Maneuvers. I'm not a fan of putting more than 3x slots into Maneuvers, even if two of them are Procs or whatever. The base +Def is so tiny (+2.625) that it just isn't worth buffing for more than endurance or muling. 3) Not enough slots in Tactics. On the other hand, I am a huge fan of 6-slotting Tactics with Gaussian's Synchronized Fire-Control - you get a damage buff, an endurance buff, and several defense buffs that are almost the equal of Maneuvers, one shot of Build-Up per minute, and a gigantic +ToHIt bonus. Combined with the -Def from Earth, the only thing that will stop you from clobbering stuff is the streakbreaker. 4) Too much stuff in Venemous Gas. I'm rolling 3x Enzyme Exposure on my /Posions; that gets me to the floor of endurance burn in that toggle, while getting -ToHit and -Def nearly to ED levels. Granted, you lose some set bonuses rolling that way, but I love having available slots in a Controller build because... 5) Seismic Smash! Take Seismic Smash, 6-slot it, and fill it with procs, glorious procs. With the -Def and +Tohit you have in the build, you can *almost* justify slotting 6 procs in the power... me, I prefer at least one Acc/Dam (or, Acc/Dam/Rech) Seismic Smash because I just know I will be kicking myself every time it misses. It still misses on occasion, even with the +Acc enchancement, but at least *I* know I did all I can. The 'cheap' slotting is two pieces Hecatomb, Ghost Widow%, Neuronic Shutdown %, Touch of Death%, and Mako's%. Slotted that way, I usually clobber an Orange Con for 900 on a 'regular' toon, and over 1200 on a /Poison. It's beautiful, and the highlight of my night every time I see our melee guys angrily whittling away at a boss, then I casually stroll up and pancake the target. 6) Try and fit Paralytic Poison in there. A second ST hold makes life super easy when you're soloing, and only helps you lock down more nerds when teams are running 4/8. 4-slot it with Ghost Widow and you have yourself a tidy little lockdown chain of Fossilize/Paralytic/Fossilize and a little extra endurance to keep on keeping on. 7) Don't bother 6-slotting Fissure. It's a good mule for the FF+Rech proc, but you're going to be pissed that you spent 120M to squeak out 1/6th of the damage that 60M invested in Seismic Smash would get you. That said, if you slot as I suggest, you lose those purple bonuses and that's not exactly insignificant. Eight) Poison Trap Slotting. Again, the purple set bonuses are nice, but if you can afford to go without them, you can six-slot Poison Trap with procs and one-shot almost/every minion in the spawn, and leave the survivors with a case of the hurls. 9) Neurotoxic Breath. If you can fit NBreath in somehow, you get a significant -Rech debuff that comes in handy when you're rolling up against stuff that hits HARD. Even with all your -Def, -ToHit, -Res, some -Rech and -Speed still comes in handy and will help you survive sticky spots you otherwise might not have. 10) Endurance. The build you linked just had the default slots in Health/Stamina. I typically 3-slot both on my controllers, throwing the Miracle/Numina/Panacea trio in Health and three bits of PerfShifter in Stamina. If you boost the straight PShift Endurance enhancement, it makes up for what you 'lost' by throwing a Schedule A (26.5) in place of a generic IO, and you get 19HP out of the deal. Having said ALL that, it may be hard to believe but I like the build. To my mind, Earth is still the granddaddy of all Controller primaries, and /Poison has recently become my favorite controller secondary because all the tricky debuffs add up to make everything you do better. If I weren't juggling the pitiable cries of a million end users who recently found themselves working from home, I would spin up an Earth/Poison RIGHT NOW.
  13. I know everyone NEEDS +Def, but I have to imagine Plant/Time will have enough controls/buffs to make +Def more of a "comes in handy every so often" kind of thing, rather than being the difference between the build being playable or not. With Hybrid Control? Forget about it. While I am completely underwhelmed by the workflow of my Plant/Nature, I sometimes forget to use any of the secondary while I am soloing because the primary is already so survivable out of the box. ETA: my Plant/Nature is where I discovered how devastating Seismic Smash could be when you stuff procs into it... I was "arresting" Fake Nemesis (Nemesii?) faster on this guy than even my Rad/Fire brute. ETA2: I meant to say, my Plant/Nature. I don't have a Plant/Time. ETA3: Yet.
  14. Eh, some Controllers are more of a slog than others, but to my mind, that just makes it that much more rewarding when they finally DO turn the corner. If that takes the form of Stone Mastery/Seismic Smash, so be it. Myself, anything that has significant -Res debuffs leans straight into Seismic Smash because seriously, why not leverage such a devastating ST attack? That said, I have plenty of working controller builds that barely touch an EPP. 99 ways and all that.
  15. Good on you for trying, but you're never going to talk people into admitting their favored in-game activity is anything but harmful. I mean, someone stated their "buy low, sell high!" strategy somehow gives others the gift of time. Fact of the matter is, they steal time from me. I'm not paying their inflated prices, so I have to take time to roll my own. That's not a fucking service.
  16. No, but I generate about ~5 an hour by sinking excess inf into Super Packs, to keep myself at a constant level 1.9BN.
  17. That's the crazy/good thing about this game... what *I* may think is awesome, you may think is pedestrian, and somehow neither of us is wrong. But there's also a tipping point on some builds that, for one reason or another can make or break a build, function-wise. I was so amped over what Mind/Poison did, I rolled a Fire/Poison and... hated every minute of it. Two endurance-sucking auras and a bunch of self-preservation toggles kept endurance at crash levels, and the lack of ST attacks/mitigation made Melee combat more of an adventure than a controller should endure... but much as your cussed determination willed your Mind/Poison to 50, mine got me to drag that Fire/Poison to VL3 where a T3 Cardiac Alpha and T3 Clarion kicked in. Suddenly, Fire/Poison became very awesome in it's own right. I still prefer the Mind/Poison 'workflow' but my Fire/Poison is a viable solo'er at 50 now, which was the goal.
  18. I almost feel bad for FF. Nobody needs +Def or -Mez anymore, and the two things it does for mitigation (KB, Intangible) are vastly underappreciated by most. At this point, the "great" thing about /FF as a secondary is that it has so many skippable powers and the few you do take, don't need much slotting. I wish there was time/inclination for devs to revisit this set, maybe combine the functionality of the two +Def bubbles into one, and convert the unused one to an Ally +Absorb or a critter -Res debuff of some sort. It needs SOMETHING.
  19. Two. I can say it exactly twice.
  20. You'll have two PBAoE auras, so you'll want to be on the ground during combat, and you'd probably want Combat Jumping for that. Not saying to keep out of Fly for a travel power, just that if you take Fly that means you'll be dipping into two, possibly three travel pools (if you opt for Hasten as well). I would consider NOT skipping one of Shiver or Neurotoxic Breath, or at least trying them once you get your MUST HAVES out of the way. With so many skippable powers in Ice/Poison, you'll have room, and neither requires slotting beyond an acc/slow in the default slot. Shiver fired off after Ice Slick pretty much ends combat, period. While you'll hit the Slow Cap (there is one) either with or without Shiver/Neurotoxic Breath, doing so from range can save you most of the pounding you'd get once you close into melee, and will keep mobs relatively clumped so your narrow AoE debuffs have a tighter group to hit.
  21. While we all hope that new alt works out, the fact is some builds are better than others. What builds worked so far above/below expectations that it left a notable impression on you? My most recent example of an unexpected success was my Mind/Poison Controller, Dr. Jonas, who is some kind of heroic CIA spook who terrifies and poisons villains for... justice? Alternating between Mass Hypnosis and Terrify to control the bulk of the mobs, the debuffs out of /Poison allow my limited cycle of ST attacks to hit like a freight train; it's not uncommon to unload a Seismic Smash for over 1200 damage on an orange-con boss. This has really amped up my appreciation for the /Poison secondary, and I look forward to making a few more of that brand in the future.
  22. Commendable! He couldn't even buff his Confused victims.
  23. Thank you for clarifying; I'll have to invest in a Power Analyzer and see what's happening with the other -Res procs.
  24. While I am thinking about it... I know -Res doesn't stack from the same source, but, is that "same source" as in "Player X's copy of PowerName" or is that any -Res from Player X, period? Reason I ask, I have a Fire/Poison controller with some -Res built into the secondary, and the opportunity to put -Res procs throughout the build (Hot Feet takes Annihilation, Poison Trap takes Gladiator, Cinders takes eh, a -Res proc, and there are a couple places to stick Achilles' Heel as well.) Anyway, with all the potential for -Res from so many sources, does that all add up in a stack, or does each effect replace the last?
  25. I had ten weeks off this summer, so, 1600 of those hours might have been me.
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