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Mercurias

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Everything posted by Mercurias

  1. I’m a little sad that this thread has no mention of either “Brain Food” or “Making your enemies into vegetables”.
  2. There’s are a lot of fun and effective controller power combos that are strong solo. I still enjoy my Gravity/Time controller. I’ve solo’d most content with him. Grav/Time is a pretty potent combination of control, damage, buffing, debuffing, and healing. I struggle soloing AVs, but anything else is well within the realm of possibility.
  3. Man, I get where the OP is coming from, but calling any Blaster “well-rounded” almost seems like a misnomer. As an AT, they’re super lopsided towards offense. It’s why they’re so fun! I would say that the strongest “well-rounded ranged blaster” combo is probably Fire/TA. It’s kind of an oddball, but you get strong ST and AoE damage, powers to help keep enemies away from your soft body, and enough buffs to help you effectively move and kite.
  4. Gravity is one of the more unique control sets in that it has emphasis on offense. You can easily acquire a 1-2-3 rampage combo of your ST hold, Lift, and Propel before level 10 (and yes, after 8 years of Propel being an awful power, newer tweaks have made it one of the gems of the set). It’s pet, Singularity, is uniquely strong and survivable. It can handle mobs all on its own, and I frequently just let it do its thing while I got on my own Controller rampage. For unique control powers, the most noted are Wormhole and Dimension Shift. Wormhole is an AoE stun that group’s up enemies and teleports them to a location you indicate while disorienting them. This can be extremely handy in the right situation, but be wary on teams of your Scrappers might start to fuss when the boss they were punching moves away fro them. Dimension Shift is a phase power that essentially places enemies in a bubble where they can’t attack you, and you can’t attack them. This can be useful in emergencies, but damage ATs often hate it and I personally find it to be a little too situational. Energy and Electric Assault pair very well with Gravity if you aren’t afraid of going into melee. If you prefer ranged, you’ll have a hard time beating Fiery Assault.
  5. Ice Control, as a set, is based on soft controls like slow and -recharge. There isn’t much synergy between it and either Sonic Resonance or Traps.
  6. I took one look at Sonic/Tactical Arrow and thought, "Wouldn't that be one of the safest Blasters you could play in normal content?" Turns out I was correct. This is a Sadist's Blaster, for those of you who like watching your enemies suffer while they wait for the end. Building for my own personal preferences (In this case, meaning 'using flight for the travel power') I was able to softcap Smashing/Lethal defenses, get a net recovery gain of 3.16/sec, have 545% regeneration, and include an AoE Hold, a fast-cycling AoE KD Cone, a ranged Sleep cone, a ST Hold, an AoE Slow/-Recharge, and a ST Immob. Recharge Speed is high enough for your AoE combo to simply be a chain of Howl and Shockwave, allowing you to constantly juggle mobs of enemies while dropping their resistances by around an average of 20-30% when you get going. Damage isn't as high as a Fire blaster, but safety and utility make it solid. Siren's Song is the second-best sleep power in the game (Static Field is unquestionably the absolute best Sleep power - cash me outside), and it's on a 5 second timer with enough juice to sleep Lts and Minions in their tracks for nearly a full minute if you get overwhelmed and need to just focus down bosses while the rest of the class naps. Ice Arrow and ESD Arrow are your "Eat your heart out, Controller" powers, enabling you blast out ST holds every three and a half seconds, and an AoE hold (with a shorter duration than I'd like) a little more than twice a minute. Glue Arrow is more or less permanently applied, slowing enemy movement by 87% meaning mobs will have a hard time even getting CLOSE to you. Basically I'm going to be playing this now, and I'm willing to bet someone who is actually good at builds could optimize the hack job I did into something much stronger.
  7. You really can’t go wrong between Fire/Dark and Dark/Dark. My own experience is with Fire/Dark. Its an extremely solid combo with strong damage and nice controls. I adore Bonfire with a KB to KD proc slotted in, especially when the Force feedback recharge proc is beside it. I’m able to farm pretty effectively at 39, which is nice.
  8. Dark/Time is fine. It probably suffers from a lack of damage when you solo, but I can see Chrono Shift being helpful with making your Haunting pets recharge faster. Time is a mixed bag that contains strong support. You have some solid PBAoE healing (which is over time rather than instant, so you can hit it and let it do its job while you fight), some nice debuffs to enemy recharge/movement/ToHit/regen/resistance/defense, an extra ST hold, a single target damage buff/recharge buff/minor Heal, a powerful group defensive buff, and an extremely powerful Regen/Heal/Recovery/Recharge buff. The only complexities in /Time gameplay are written oddly. Basically, the ST debuff power you have to take at level 1 will make some of your other /Time powers have extra debuffing effects on that target, so you just use it on the meanest enemy in the room. Your PBAoE Heal makes some of your buffs a little stronger if it’s effect is running when’s you buff the target/s, so you just remember to use your PBAoE Heal before you buff when you can. That’s it. Easy peasy. I find that /Time works well with pretty much everything, but I particularly enjoy it with Gravity. It props up Gravity’s weak points to make it need less downtime to recover endurance, and makes it stronger at crowd control with the added recharge allowing me to make free use of my heavy-hitting powers. Its buffs also let me easily softcap my Gravity/Time controller’s defense, and it’s debuffs allow my Grav/Time to make more effective use of its attacks on more dangerous targets like bosses and EBs. It also, oddly, is super simple to play, since all my powers that effect enemies are ranged while all my powers that affect allies are PBAoE aside from a single ST ranged ally buff. i haven’t seen anyone mention it, but Ill/Dark is a pretty hot commodity right now. Illusion is a lot of really nice fire-and-forget Powers, and /Dark has some solid and varied support options which make the pairing an AV slayer.
  9. I’ve been on teams where the MM likes leaving their pets in doorways and chokepoints simply because that’s where the AI says is fine for them to sit back and firing squad. When I’m playing a character who can’t teleport through the bodies of the MM’s pets in order to actually play the game, I just leave the team. That MM can do their thing. I’ll do mine. I find it aggravating, but it’s just part of how the game works. I wouldn’t put the player on blast. I’m not their dad, and this isn’t elementary school.
  10. IS here an anything in particular that time does which Atomic doesn’t?
  11. Heya. I’ve decided to dip my toe back into Blasters, and I figured the ideal choice would be finally playing a Water Blaster to 50. if my goal is to softcap defense and play at all ranges, would I have an easier time pairing Water Blast with /Temporal, /Atomic, or /Energy?
  12. I enjoy my Elec/Kin, Fire/Dark, and Gravity/Time Trollers. Elec/Kin has very low damage, but extremely powerful control and support. Fire/Dark is powerful all around, but a late bloomer. It deals a lot of damage and has rock solid control. Gravity/Time is a great solo and team character. It has surprisingly high damage potential, and the weaker control in Gravity is supplemented by Time’s nice combination of control and support.
  13. I love my Dual Pistols/Martial Blaster for getting up in the faces of enemies. It's got a good amount of sustain, solid damage, and a whole lot of really ridiculously fun animations. It probably isn't the top tier on the pure numbers meter, but it's among the most fun characters I've ever played.
  14. Doms are a Control/DPS Hybrid class that's heavy on the Control and very light on the Health bar. They solo pretty well, especially at high levels, but they aren't tanks. Don't bring a Dominator into melee unless those mobs are locked down. They generally don't hit as hard as Blasters, and have less AoE, but they can get the job done. They're better at using strictly their Control primary than Controllers because of Domination, which makes them lock stuff down easier. Perma-Domination (Also called Perma, or Permadom) is something you'll see mentioned. That means that a Dominator has enough Enhancement bonuses for Domination to recharge before it wears off from the last time it was cast. This makes a Dominator vastly more powerful, basically like it's always in overdrive. It is recommended at level 50 to find a way to make your Dominator hit Perma, because it dramatically increases one's overall power in combat. A few examples of fun Dominators are: -Electric/Electric: Electric Control is a set with a lot of ways to make enemies either locked down, extremely weak, or punch each other. Electrical Assault is a Melee-focused set that has some very satisfying heavy hits. -Fire/Fire deals Fire damage, and a lot of it for a Dom. Fire Control has very solid control options, but it also does good AoE Damage. Fiery Assault deals good damage overall. Together, they're thematic, blasty, and a lot of fun. -Gravity/Energy is sort of a kinetic puncher Dominator. With the ranged offense baked into Gravity Domination and the heavy melee damage in Energy Assault, you'll be doing a whole lot of damage to single targets, but your control will be a little light, so you have to kill things quickly. -Plant/Dark is an odd duck, but it's one I've greatly enjoyed. Plant Melee has some really nice control, as well as good options to slot proc into powers. Dark Assault hits decently hard in melee and at range, and it also has a heal to match the Tree of Life in Plant Control. When I hit Perma on this Dom during Live, I was able to do nice damage while sitting i my own little heal pocket away from the massed enemies.
  15. There really isn’t a “Best” controller primary, because they vary widely, and each one is better at different things. Darkness Control: Solid All-rounder controller set with Negative energy damage. Its powers match the Dark secondary extremely well, making Dark/Dark controllers extremely safe and versatile. It has extra non-permanent pets which are largely for tanking and added fear to enemies. The set is low-damage, but might proc well. Earth Control: A low-damage set with several extremely large AoE control powers. This is a great team-oriented set for the sheet amount of control it can put out over large areas, but it solos poorly. It’s pet, often called Rocky or Poop Monster, is extremely tanky and benefits from buffs your secondary may give out. Watch your endurance bar, because this set uses a lot of juice. Pairs well, in my experience, with /Cold, /Thermal, and /Storm. Electric Control: Perhaps the lowest-damage Primary, but also possibly the Primary with the best overall control. Possesses several hard lockdown and soft control effects designed in a unique way, and also makes heavy use of endurance drain to ensure that the attacks your powers don’t halt are extremely weak. The pets this set gives offer some additional control and mischief, but have low damage. I greatly enjoy my Elec/Kin controller, but Elec/Storm and Elec/Dark will have stronger Damage options. Fire Control: The AoE damage Controller primary. Offers solid control, three suicidal murder-imps, a KB patch that becomes amazing when slotted with a KB to KD IO, and a PBAoE Damage aura. It’s endurance consumption is enormous, but it’s powers do a higher amount of damage than other sets. Pairs very well with /Dark, /Kin, /Rad, and /Storm. Gravity Control: Another “Damage” Primary, Gravity offers strong ST lockdown as well as two actual attacks, an AoE stun thst teleports enemies, Dimension Shift (Which phases enemies out of existence for a period of time while the Scrappers have seizures waiting for the effect to wear off), and one of the best pets in the game. I absolutely my love my Gravity/Time controller because both sets compliment one another extremely well. Ice Control: The “Soft” Control set. Slows enemies, reduces their recharge, and even confuses them unreliably. Its damage is extremely low, but its pet is decent. This set is often paired with /Storm to help overcome its lack of damage, and Ice/Cold controllers are impressive at high levels. Illusion Control: If a Stalker could be a Controller, you would get an Illusion controller. It lacks AoE control, but instead it gains ST damage, a Confuse, its own powerful Stealth, a trio of invincible pets, and another pet that summons its own pets. This I should a Stealth and offense-based controller which solos extremely well, but offers less to teams compared to other sets. It pairs extremely well with /Rad and /Dark thanks to their endurance maintenance powers. Mind Control: Another offensive control set, Mind has two attacks in its primary as well as confusion, fear, and the bizarre Telekinesis power. Instead of a pet, Mind Control has a massive AoE confusion skill. Pairs well with most sets, but /Empathy and /Pain are personal favorites of mine for theme and powerfully buffs. Plant Control: Fire Control’s weird little brother. Plant offers quite good control as well as strong damage for a control set. It offers two extra pets via the power Carrion Creepers, as well as a fantastic Cone Confuse. This set does well with procs, and its level 32 pet is quite good. Pairs thematically with Nature, but /Dark, /Empathy, and /Radiation offer much-needed Recovery.
  16. Thanks! Right after posting this, I also saw that they're taking all of the defense out of Invis in combat, so that's a good thing to consider. I'll pluck at it.
  17. As a Grav/Time, I'm all about Assault Core.
  18. Hey y'all! Would you mind ripping the build apart and criticizing every aspect of it for improvement? I've set it up for permadom without Hasten, as well as softcapped S/L and Energy defense. Ranged defense is softcapped with a small purple inspiration, and two small purples will softcap everything. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! McStabbity: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Martial Assault Power Pool: Teleportation Power Pool: Fighting Power Pool: Leaping Power Pool: Concealment Ancillary Pool: Mace Mastery Villain Profile: Level 1: Dark Grasp -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(21), UnbCns-Hold(43), UnbCns-Acc/Hold/Rchg(43), UnbCns-Acc/Rchg(45) Level 1: Shuriken Throw -- Dcm-Build%(A), Dcm-Dmg/EndRdx(46), Dcm-Acc/Dmg(46), Dcm-Acc/Dmg/Rchg(46), Dcm-Dmg/Rchg(50) Level 2: Living Shadows -- GrvAnc-Immob/EndRdx(A), GrvAnc-Acc/Rchg(31), GrvAnc-Immob(40), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Immob/Rchg(43), SprDmnGrs-Rchg/Fiery Orb(50) Level 4: Trick Shot -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/Dmg(5), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(34), Dcm-Acc/EndRdx/Rchg(37) Level 6: Possess -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(7), CrcPrs-Conf(7), CrcPrs-Conf/Rchg(23), CrcPrs-Acc/Conf/Rchg(31), CrcPrs-Acc/Rchg(34) Level 8: Fearsome Stare -- GlmoftheA-Fear/Rng(A), GlmoftheA-Acc/EndRdx(9), GlmoftheA-EndRdx/Fear(9), GlmoftheA-Dam%(29), GlmoftheA-Acc/Fear/Rchg(31) Level 10: Spinning Kick -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(11), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(17) Level 12: Heart of Darkness -- AbsAmz-EndRdx/Stun(A), AbsAmz-Stun(13), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(15), AbsAmz-Acc/Rchg(15) Level 14: Teleport -- EndRdx-I(A) Level 16: Envenomed Blades -- RechRdx-I(A) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg/Rchg(21) Level 20: Boxing -- Acc-I(A) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), StdPrt-ResKB(40) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25) Level 26: Shadow Field -- BslGaz-Rchg/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Acc/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 32: Umbra Beast -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(34) Level 35: Masterful Throw -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dam%(36), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Acc/ActRdx/Rng(37) Level 38: Explosive Shuriken -- Apc-Dmg/EndRdx(A), Apc-Dmg(39), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42) Level 44: Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45) Level 47: Dragon's Tail -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(48), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(50) Level 49: Phase Shift -- EndRdx-I(A) Level 1: Brawl -- Acc-I(A) Level 1: Domination Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 50: Musculature Core Paragon Level 50: Void Total Core Judgement Level 50: Reactive Core Flawless Interface Level 50: Knives of Vengeance Core Superior Ally Level 50: Rebirth Core Epiphany Level 50: Assault Core Embodiment ------------ ------------ Set Bonus Totals: 23% DamageBuff(Smashing) 23% DamageBuff(Lethal) 23% DamageBuff(Fire) 23% DamageBuff(Cold) 23% DamageBuff(Energy) 23% DamageBuff(Negative) 23% DamageBuff(Toxic) 23% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 12.25% Defense(Energy) 12.25% Defense(Negative) 6% Defense(Psionic) 14.75% Defense(Ranged) 6% Defense(AoE) 4.5% Max End 4% Enhancement(Confused) 143.8% Enhancement(RechargeTime) 2.75% Enhancement(Terrorized) 72% Enhancement(Accuracy) 7.5% SpeedFlying 106.8 HP (10.5%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 55% MezResist(Held) 55% MezResist(Immobilized) 55% MezResist(Sleep) 55% MezResist(Stunned) 55% MezResist(Terrorized) 55% 19.5% (0.33 End/sec) Recovery 68% (2.88 HP/sec) Regeneration 14.5% Resistance(Smashing) 14.5% Resistance(Lethal) 28% Resistance(Fire) 28% Resistance(Cold) 16% Resistance(Energy) 16% Resistance(Negative) 14.5% Resistance(Toxic) 14.5% Resistance(Psionic) 7.5% SpeedRunning
  19. I don't think this is going to be a large nerf to Martial Assault. All it really does is put Envenomed Blades more in line with powers like Aim and Build Up. It's still a long-duration boost to your overall damage.
  20. I would personally do Water/Temp. It has significantly more damage and survivability than Elec/Elec from my own experience.
  21. I greatly enjoy soloing on my Fire/Dark and Grav/Time controllers. Fire/Dark has strong AoE control with Fire Cages, two AoE stuns, and Bonfire (if you slot in a KB to KD Proc). It also has a large AoE Defense buff, a large endurance recovery power, good damage for a controller, four pets (3 Fire imps and the Dark pet), a protection toggle, Tar Patch...Its full of good stuff. Gravity/Time is a combination with strong control, plenty of damage, and extremely strong self-buffs. Its pet is one of the best outside of the mastermind list, and on the whole it almost plays like a tank corrupter from all the time spent blasting.
  22. I’d say I still contribute to teams in high level play just fine on my controllers. A lot of that, like with playing Dominators at high level, revolves around the secondary. My Elec/Kin controller turns teams into super-speeding buzz saws, and when things get tough my controls are plenty potent. My Fire/Dark troller is an honorary corrupter. It locks things down, debuffs, damages, and heals. It even has the strongest Rez in the game. My Grav/Time controller makes parties effectively invincible and is able to group up enemies for easy mass destruction. Sure you you can play a defender and so some of that, but I like the combination.
  23. I’m now rocking around at level 43 on my Gravestone/Time. Levels 27-31: After having tried to level a Gravity controller on Live and giving up, I was a bit wary of making regular use of Wormhole as a. Ore than situational stun. Ditto teaming. A lot of my time had been solo before I decided in my character’s late 20s to try a mission team. Turns out I was just fine. Distortion Field from Time Manipulation pairs extremely well with a group of immobilized enemies and Wormhole. It became a go-to method for locking down opponents and then blasting them apart. My level 28 power, Farsighted, is basically a purple/yellow inspiration for the party, boosting both Defense and Accuracy/ToHit. Finally I could get angry at the team for rushing ahead when I was trying to buff them. I hadn’t felt that since asking people to gather for RA on myself old Empathy Defender on Live. Team play is always a little different. Sometimes I actually had to use my Heal, for one. For another, I mostly used my attacks to juggle bosses rather than try to push damage. I killed plenty of things, and by locking enemies down I was making the team happy overall, but when I have two attacks and the team’s Blaster has ONLY attacks, it’s kinda rude to try and steal the blaster’s job when there are other things I could be doing to help everybody. Level 30 was a free level. I ended up grabbing Afterburner and making whooshing noises while flying faster. No complaints, but nothing gamechanging. Overall, I felt like my character was fleshed out, complete. Kinda like I was already 50. Levels 32-40: Oh man my entire game before 32 was an empty shell. Ignore what I said before. Singularity is amazing and hands down one of the best pets in the game. I named mine Wubba, and it basically acts like a second me. It holds, attacks, and enemies can’t touch it in melee. For me, it’s because of Times Juncture. For Wubba it’s because she’ll scream like a security alarm and hurl them across the room. Momma Singularity raised a girl who takes care of her own self. Wubba can largely be left alone to do her thing, and a lot of the time that’s what I did. There are all sorts of tactics I wish I could maneuver her around Mastermind style to perform, and it makes me sad I don’t haven that level of fine control. Wubba isn’t prone to using her repel offensively. She’d rather float behind my shoulder and help me try to master the art of minion-juggling via Lift. She adds a pretty nice bit of damage, and I love her. MercuriasxWubba. Save the date. At level 35 I acquired Slow Response, a mighty AoE debuff that makes Propel propel enemies that much more painfully towards their doom. Popping a boss with Time Crawl and Slow Response makes them melt much faster than normal. It takes a lot of the danger away. Did I say I felt complete at 30? Because that was dumb. Chrono Shift came in at 38 and reminded me, again, that I was a fool for thinking I’d gotten all the gems in Gravity/Time. One of the strongest buffs in CoH, it increases your Recharge and Recovery while also providing additional healing over time. Use Temporal Mending first to make the power heal for even more. Ditto for the person you picked for Temporal Selection because they’re in your SG. 39 and 40 were slots, and I was glad for it due to three awesome powers in a row I needed to fill out. In ten levels I went from feeling like my damage role had tapered off and my support role was becoming secondary to control to raising my damage by around 40% via my pet and having fantastic buffs to give out. At this point, there was never a time where I felt like I was underperforming in teams. Even when on a steamroller party where my damage and control don’t get well-utilized, I’m giving people Chrono Shift, Farsighted, and Temporal Selection. That’s a major contribution on its own. Solo at 40+ is when I felt comfy cranking up the difficulty. Levels 41-43: Mistakes were made. I chose Primal Forces as my Epic pool, and I chose Power Blast. Primal Forces wasn’t a bad pick in and of itself, but frankly it wasn’t the best one. Power Boost will be a fun toy to play with alongside Farsight and Chrono Shift, and especially if I want to use Lift to Yeet a minion to the top of a skyscraper. Power Blast, though? I could have done better. Conserve Energy would have been a better choice for the lingering endurance management issues I feel when going full hog while Chrono Shift and Hasten have my powers recharging crazy fast. Lift and Propel by themselves are basically a chain. It doesn’t fit well, and I regret both choices. I’m going to tinker with a Primal Forces Build a little later, but I feel it would be wiser to first try and get Mace Mastery for added defense. That being said, since I have Power Blast, I’m using it to gleefully hurt enemies. It isn’t necessarily a bad attack, but it doesn’t hit as hard as Lift or Propel. I’m primarily using it to zap things during the scant moments when my main attacks are both recharging. So...Yeah. Still super fun. I’m having a good time here.
  24. When I look over Martial Assault, I see a whole lot of really nice options. I was wondering if the folks who have experience with the set would be willing to weigh in on which powers are skippable, and which primaries they like to pair with it. I don't really see any primaries where it would really add or subtract anything except for that heavier damage sets like Plant or Fire would be able to get more out of its build-up power.
  25. I personally prefer Ill/Rad to Ill/Dark. Dark adds some nice control options and fluffy, but I love those Rad toggles that let you solo a GM if you do it right.
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