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Outrider_01

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Everything posted by Outrider_01

  1. Ice/Fire scrapper build I dinked around with, not built yet. I like how it came out. Standard Incarnates, just to lazy to add or to your flavor. 1. Ice Patch -> Caltrops -> Burn -> Frozen Aura -> Exploding Shuriken with Burning Aura in the back round 2. They can't run, KD keeps counters the fear effect of Burn 3. They pin prick to death, to help slow them from running if KD from Ice patch isn't 4. BBQ over an open flame 5. Frozen to death before exploding projectile in their face 6. Profit! Rinse Repeat. Only thing I am not sure on is the slotting on the scrapper ATO enhancements to get maximum effect. Probably a few slots could be moved around but it looks good as it is. You can't really AFK with it, its an active farmer and you could probably make 5 keybinds around WASD keys reduce strain on your wrist. Thinking it needs custom maps, office or cave. Need to herd stuff and channel it to the ice patch out of LoS to reduce ranged attack damage since its scrapper resist cap and it doesn't have the taunt factor of brutes or tanks, hence the LOS with tight channeling to kill stuff. Frost for an extra cone, deploy the above and as they burn hop back. Recycle the attacks. Decent single target to take out boss or EB, cross punch if you like the animation and its cool anyway.
  2. Probably fire, haven't tried it though. Stealth + Smoke Flash + Blinding powder = Inferno = BOOM! from inside a group, rinse repeat. Given enough recharge, you are looking at a sleep or placate every 30 seconds followed by inferno. Ice already has semi control with Blizzard and Ice Storm you can cast behind corners, then run in when the fear effect kicks in and they are running out of the rains, the ninja controls might be less useful and more of the melee. But Ice does have 2 hold powers plus choking power to really put the hurt on bossess not to mention the procs you can slot in them.
  3. From the description, we are all seeing the same thing. Problem is, not all options have the same color selections. I mentioned Ice blast having limited color options and animations vs fire which has multiple color and animation options, even though its an animation. There are some costume parts that have ๐Ÿ”ด๐ŸŸก, but only ๐Ÿ”ด is used though ๐ŸŸก is selected and swapped to ๐Ÿ”ต its still only ๐Ÿ”ด; there is no second color pattern in the costume part ๐ŸŸก/๐Ÿ”ต and I don't mean changing the different selected patterns under plain tights . Then there are the single color patterns and no second color option at all. I want to say and I am no expert, the issue results from different modifications to the costume designer over the years. Memory is fuzzy, but the options way back around release where not as fancy compared to now so this issue wasn't a problem in 2004; new parts were added and the list was reorganized several times. The problem is probably on the back end of keeping the color frozen than meets some conflict which was a new part added under a different organized list so it defaults. I could be wrong though ๐Ÿคทโ€โ™‚๏ธ I would just blame GM Jimmy, god of chaos for causing this issue. edit: when talking about Ice, its just classic, tinted, and tinted alternate animations while both tinted are extremely bright options. fire has classic, bright fire, dark fire, bright alternate, and dark alternate with a large color pallet to choose that you can select bright and choose a darker color or lighter in the bright animation. Ice is so limited it still looks white bright with some color on the edges.
  4. You will have to be more clear where this is happening, but I would assume its when changing something like Female - Skirts-> Tucked pants type thing and the color palate locations resets? I believe not all objects have the same color selectioins, but thats assuming someting like Ice Blast animations have a very limited color set to use; Bright, Brighter, and MOTHER F***ING IM BLIND bright; then fire has multiple animations amd different like Classic, Bright Classic, Dark Classic, Bright New, and Dark New animation (can't think off the top of my head what they are called.
  5. 123% recharge for perma dom without Hasten 172% recharge with 3 IO +5 Hasten/Dom 180% recharge 2 IO +5 Hasten/Dom That's about it for perma and rolling bind, if you are looking into adding procs that is on you. As for damage, I don't see it. You are built with a lot of sets that increase duration, but with perma dom you can already Domination to double mag on the first hit and enough recharge to reapply every 10 seconds at least except for the long recharge powers. Not to mention you didn't take Engulfing Darkness, your PBAoE damage. Bonfire has no damage from enhancement themselves, which nearly doubles each tick and conflicts with the Fiery Cages which has -KD in it.. Unleash the Potential seems to be a strange choice, its a mini T9 defense click; locked down mobs don't hit back and Domination refills you endurance bar every time I renews.
  6. Lacking melee attacks ๐ŸŽค๐Ÿ–๐Ÿง๐Ÿ‘Œ Edit: was think /Assault. The range typed attacks threw me off
  7. See, there is a problem....its like...a function of the power. It's not griefing when blowing things up, that's someone having fun with no intent to cause harm. Griefing, is intentionally FD dropping a train in LG on someone to get the Frenzy for the FBSS (bonus points if you know what I am talking about. Monks are using a mechanic and abusing it to their amusement. Power blast and knockback, is just a function with no intent to grief. It's an annoyance you don't like because it causes havoc where as FD is used to create havoc.
  8. Nerf regen results in a buff, everything else falls in line and is better at the same time
  9. Savage/Rad is possible, nice savge/rad build that used the aoe buffs of nukes. It's a paper build with smash/lethal defense, 75-80/resist, and almost perma hasten plus the mini nukes.
  10. Meh, doing the same thing but I try to find an extra slot and slap an ACC/DMG range in there. Works wonders on a cheap stalker build, used the set with +3.5% lethal and the knockdown in 4 attacks, an ACC/DMG, and the touch of death negative proc. Stalker isn't great, like +1/6 or 1/8 at best, slows and -regen hit bio hard if the defense fails ๐Ÿ™
  11. Consider a controller, bio is a little squishy if defense fails and it's click heavy which suffers from slows. You get buffs and debuffs, but the control aspect likr a hold or stun can protect just much as a shield, defense, and buff. It mitigates the risky part.
  12. I want to say try searching with the filter option but pretty sure you already tried that ๐Ÿ™
  13. I would like to it as an intangible hold, low target cap of 8, 90 sec recharge like stun, cast, holds target for 6 seconds untouchable, than does a front load damage like fire ball "as you return to reality from the dark abyss" or flavor text in that direction. Basically an attack in a buff/debuff zet
  14. Print Screen key, paste into Paint or Control V, Selection option, square it, and copy, new file, slap the section onto the screen. Keeps it nice and clean instead of a photo from your camera. bit of work, but you could photo shop all three of the images into one file.
  15. This. Everything. This. My Dark/Psi turns out to be my favorite Dom, and the build was purely accidental. Dark/Psi/Ice can get up to 13.5 endurance recovery, 130hp recovery, and 1600 hps with Hoarfrost, Hibernate as a back up recovery or o shit button. I went with no pet or haunt, so it plays more like a blaptroller. Follow the tank in after fearsome stare, hit Drain Psyche, Psychic Shockwave, fly out, Psychic Scream or Living shadows (slotted for damage, slow dot but most not feared are aggroed by tank). Fly back in, rinse repeat every attack. Wish I picked up the snipe, but went with Subdue for the immb on AV (also the animation, cast time, and way the build ended up slotting)
  16. aethereal: So I got this long thesis and spread sheet to show Savage Melee... Me: Yes! SM/Fire is my farmer ๐Ÿ˜ Seriously, SM beats them hands down; except for Hemorrhage. Way to long dot, like Gloom in Dark Blast. Yeah, its lethal damage...but the combo builder is so easy compared to DB where you have to build into the combo, SM just builds and dumps where you only hit 2 attacks and burn 3 stacks. It builds every 5 seconds maybe. DB is soooo clunky its like playing Street Fighter on your keyboard. Its not that SM is super uber powerful, its just so much fun and easy to play. Just wish it had Feral Charge like the Dominator Savage melee, single target attack but splashes like Savage leap. Feral Charge recharges so insanely fast you can jump back and leap every few seconds!
  17. Oh shit, forgot to mention it works best with near instant cast powers under 1 second: Hasten is .73 seconds. Practice Brawler is 1.53 so it may be awkward.
  18. Don't want to tag everyone, but the following quotes stuck out and I thought I would share a neat trick like the perma Domination bind without a rolling file Its easy ๐Ÿ˜‰ /bind w "+forward$$pow_exec_name XXX" /bind d "+right$$pow_exec_name XXX" /bind a "+left$$pow_exec_name XXX" /bind s "+backwards$$powexe_name XXX" Change XXX to what ever powers you want. (Practice brawler and hasten) Hit W and you move forward, fire off first the power Hit D and you move right, fire off the second power Hit A and you move back, fire off the third power Hit S and you move left, fire off the fourth power Both get the auto fire circle on the power but they swap. I only use two forward and left since it feels more ergonimically natural. All my dominators use the dominator keybind on W and D to fire off Hoarfrost. No muss, no fuss no annoying bind files that give you grey hairs and ulcers. Give it a shot, if you don't like it : /unbind W (or which ever key you use)
  19. Your Ice/Fire/Soul looks like a simple build. Drop taunt, pick up Ice Patch. It is your biggest form of damage mitigation, hide hind a corner or pillar and just let natural agro pull them; if you try standing in the middle of the room instead of breaking LOS half the bad guys will be using ranged attacks which will still hurt you and Ice Patch can make them trip if behind a pillar. Ice Patch (30 sec duraion), Burn (10 sec duration), Burn (10 sec duration), Ice Patch, Burn, Rinse Repeat, Single targets for bosses, Frozen Aura as needed. Won't work well in a group in a high end content, burn takes so long to do damage per patch that your team will wipe out everything else.
  20. Yiu will have to be more clear how a run down on this game ๐Ÿค”
  21. I got a dark/Ice dominator, it's beyond disappointing. Power Up is useless, yet /Fire gets a +DMG boost, /Psi gets an amazing +HP/END recovery, /Martial gets a small damage proc and an a pretty decent tohit buff if mids is correct. Still leveling the dominator. The high end attack, has no hold attached like Psi with stun or earth with KB. A single PBAoE and cone attack, ok but not useful. All the single targets are decent but BIB comes way to late yet its a single target unlike snipes or PBAOE, Ice is exclusively single DPS so it should be like lvl 28 for BIB. The toggle makes no sense, it was a plain slow until the buff but the damage is sub par considering the set and is detoggled easily if domination is down. All ice has is 3 single targets, 2 melee, and the rest are an awkward AoE of various types: Melee, Cone, and a toggle. Then there is Power Up, a 10 sec crappy version of domination (Dom doubles mag, PU just lengthens it...70 sec double mag is pointless when you can just chain cast it). Sure it's nice for fearsome stares tohit buff, if I wanted to slap them with -25%, if they could hit me when not feared for 80 seconds ๐Ÿค”๐Ÿคจ๐Ÿ˜ž(they could retaliate but will be dead by the group). /Ice assault need an overhaul focused on single DPS. And something like procing or stacking minor holds with the attacks, the slow doesn't really cut it on mezzed mobs except for AV.
  22. Hover Evasive maneuver is a speed and flight buff, not a defensive buff. Its a bonus to avoid getting hitting when doing nothing but flying, heal or attack it drops.
  23. Blazing aura is your second source of damage in /Fire. Definitely don't skip
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