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Doomguide2005

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Everything posted by Doomguide2005

  1. Well there is Phase Shift in the Concealment pool. Edit: And I totally missed Black Spectre mentioning Phase Shift above ... somehow.
  2. Well the good news there is only the heal is improved by slotted enhancements.
  3. Most of my Controllers currently lack much defense beyond what's more or less built in. I chase recharge. That's not to say I will pass on low hanging fruit (the two 3% uniques, an additional slot usually a 6th after a 5th provides recharge, Steamy Mist and similar auras, etc.) but gaining recharge is the overall build goal. I aim to have several mez options available for each spawn that can neuter the mob. At that point defense and resistance become far less needed as the foes simply can't effectively attack. That might change with new Hard Mode and Incarnate content.
  4. Yes (Stun and Sleep) Plus end drain and recovery debuff resistance And a strong perception buff backed by resistance to perception debuffs And last a modest heal Everything but the heal stacks with itself and lasts 60 secs
  5. Finally got notice my video card replacement is in the mail. Had the new computer all set up ready to go and ... crap hopefully it was just a bad card. Swear I'm cursed when it comes to a computer and this game. But I'll tell you I've way too many things planned, probably won't sleep for a week. This just added another character to try.
  6. Some thoughts at random regardless if you end up a Defender or Corruptor (or both). Ice Shield and Glacial Shield -> for a support oriented build I'd consider this under slotted. Only for solo play would I consider going this minimalist for slots and even then it would depend on other options throughout the build. As well the presence or absence of pets to consider. Infrigidate -> just going to mention this can take multiple damage procs and Achilles resist debuff. Fireball -> without Mids to play in, see totals etc. my only thought is a kd proc here might be fun (and useful mitigation tool) [and about now your 2nd post popped up 🙂] The problem with procs in this build is you've generally got fair bit of slotted recharge and an Alpha ability that works against procs. But I'm not nearly knowledgeable enough to know how much is too much with a given power. Fly -> not much to add but this. Only so many places to add a Winter's Gift +20% recharge resist and Cold can be outright immune rather easily to both movement and recharge debuffs. You've got a base 60% in Arctic Fog to build on. Slot 2 Frozen Blasts in 2 powers and you hit 100% (or a single pair of the Superior version nets you +15% for 95% resistance) assuming Winter's Gift is in the build as well. Rain of Fire -> Not sure how functional procs will be in this power. Still both this and Sleet can potentially proc when cast and every 10 sec thereafter the power is active. Solo that might be worth it (that's a lot of checks and pacing is under your control). On a team, even a small one, they're likely dead before much beyond the initial proc check has happened. Suspect the slots are more valuable elsewhere then. Arctic Fog -> in general i really like to fully slot for both Defense and Resistance (a 4 to 6 slot power) even solo and definitely for teaming/allies. Maneuvers and Hover -> I'd probably jiggle enhancements around here some. Move the LotG to Glacial Shield. The goal is Kismet in Hover and Def, Def/Endred, Def/Endred/Rchg enhancements in Maneuvers (it burns more endurance than Hover). Granted once Heat Loss is in play endurance issues should be all bye bye, so this is either nitpicky or for running exemplar pre HL. Tough -> Another where I really like to slot and enhance fully. Keep in mind it takes several S/L resistance set bonuses to equal the same benefit as simply enhancing Tough in the first place. Rain of Fire and Sleet are likely places to get slots. Speaking of Sleet -> I get why you slotted the way you did (set bonuses) but I'm almost certain there's a better way to get there as that much Acc should be overkill, damage is a trivial side effect of FR (you're doubling a tiny amount to a still tiny amount) and you really want to max the recharge minimizing the cool down of FR. Priorities are recharge, then endurance reduction, then debuff (with debuff a fairly distant third). Health -> HL renders slotting the specials for +recovery moot except while exemplared. Unless the +recovery portion of HL is well short of perma (90 sec) Soul Drain -> Armageddon and a +5 boosted To Hit. Or Adjusted Targeting and a +5 boosted Damage Armageddon Or ... Food for thought.
  7. Earth Controller has "a lot of flaws"?! Proof positive of different strokes for different folks and not every set is for everyone. While you could buff Animate Stone there's a reason Rocky was a prime contender for number one in the thread "Best Overall Controller Pet for Solo Play" in the Controller forums. He's one of only two Controller sets with pet(s) which actually Taunt the foes with their attacks. The other being Illusion (Phantom Army and Phantasm's Decoy).
  8. Solo or Team? Large or Small team? AVs Y/N? 3☆+ Hard Mode content Y/N? Any must have powers? Let's start there. Really want to stick this in Mids for a good look. But I'm waiting on a video card so for the moment no Mids. And I need sleep.
  9. Traps/Fire is what I started as a hard core character. And it has Triage Beacon which while not a self heal is a nice boost to your regeneration. If I were to do another for solo work I'd probably lean towards Dark Blast for the self heal, the to hit debuffs (works well with FFG) and all the AoE. Dark Blast also has solid proc potential which particularly on Defender helps their damage output.
  10. Yes procs don't mix well with wanting very high recharge or perma Hasten as every power that's heavily proc'd is one that isn't providing global recharge. That's part of why LotG 7.5% is considered so valuable. It's highly slot efficient, using 1 slot for what typically takes 5 to achieve. Edit: Ideally you really want two builds I'm thinking. One focused more on damage (procs) and less on recharge -> solo build you can always slow down. And a second build focusing strongly on recharge for team usage as convincing an entire team to slow down especially a PuG, well that ain't happening is it 🤪.
  11. Well there's nothing saying you can't do both. Of course that would mean possibly passing on the rather juicy 8.75% set bonus to global recharge for 6-slotting the set.
  12. ^This would be my vote as well. No build mostly because no internet therefore no Mids. But in the also very strong category I'd place Shield, Energy Aura,and SR if by strong you mean take on any foe in any quantity at any time. There several (like a whole ATs worth) that can be even stronger in particular situations or against certain foes (see a Fire farmer vs a Fire Farm, for example) but if you want to just spin the wheel on all possible situations I'd start with one of the ones I mention at the beginning of this post. And the driver behind the build ultimately makes the who's best an individual thing.
  13. Yeah that would have been my assumption going in. But the wiki was saying 33.3% on the listings for HO/SHO and 38.3% on the DSO entry while mentioning combining them all to +3 (53s). It needs some clarity editing (or typo fixes)
  14. I think @BitCookhas pretty much covered it. I've done numerous Empaths. They can very safe if slow (and late game give them pet(s) to buff and 'slow' is not nearly as true). Storm/Ice and Storm/Sonic have enormous offensive potential. Storm/Sonic and Rad/Sonic are some of the earliest AV soloers i noted among Defenders on the Live forums and recent buffs to Sonic Assault won't have weakened them any. Dark Miasma/Ice very strong and safe (debuffs to hit, damage, recharge, resistance, regen). I've yet to do Nature Affinity and Electric Affinity but have many features that promise good things solo and Trick Arrow post update should be very strong.
  15. Me too, along with higher lvl ambushers romping through lower lvl zones. First time I saw Malta was on my first and, at the time, still only character. My character was at Blue Steel, a newly minted lvl 6, watching a pair of Malta racing after someone in KR. I distinctly recall tab targeting them and thinking "holy shit awesome" but glad they're over there. Would have been slightly past where the AH is now these days.
  16. Thanks, it quotes that value for a DSO lvl unspecified but in the HO article lists them as 33.3% so I wondered if it was slightly buffed given they drop in a HM situation.
  17. Dark Regeneration is an endurance expensive click and potentially way pricier than DNA Siphon in terms of endurance usage (or just about any other self heal). It's a very strong heal that does some minor damage for 33.8 end and recharges in 30 sec (base recharge). In short it can burn through your endurance very rapidly. Probably the biggest benefit ToE +end has when slotted in Dark Regen is getting a refund on that cost which if lucky will net you more than it cost you.
  18. Unless the Wiki entry is wrong that's what it was called. It's listed under Historical portion of the Damage article. And changed in the patch I noted above.
  19. If you go Blaster try Elec/Fire well it misses out on Power Boost but it's also Fire, the AoE output of the pairing is insane fun if not a completely min-max set up. Then of course the slight issue of Clockwork being renowned fire users ...
  20. No idea if you saw my post in the thread looking for advice about Symphony/DarkAff but I wondered if, given the odd way the pet works, if it wasn't a good place to skip the idea of set bonuses (or at least sacrifice some of them) and use several HO, SHO or DSO for Acc/Mez and or Dam/Mez. Checked several previous threads about Symphony all seem to use the Recharge Intensive Pet set IOs but didn't get the impression it wasn't essentially a default choice similar to yours.
  21. Not a "recent" change on Live either as I recall, but long long time back. Edit: changed during an i11 patch Feb 12 2008 per HCwiki
  22. If it is the old now negative energy done by Voids etc why is it now showing up as resisted by a new pet of a brand new power set? Someone, oops, copy and pasted old data in the code into the pet while creating their pet data or something new we've got a hint at or something else this very much non-programmar hasn't a clue about?
  23. So I'm looking at the CoD entry for the Symphony Control pet and note it has listed under its resistances "Quantum" damage. Is that something new in the Hard Mode ITF or elsewhere? And who or what player side of things has Quantum resistance? And bonus question for the audience: What's the value on a +3 D-Synch such as Acc/Mez or Dam/Mez
  24. Come on couldn't you at least make it work against those damn Carnie Pets.
  25. I've no experience with Symphony Control and while I've done plenty of Dark Miasma no hands on specifically with Dark Affinity. With that caveat out of the way. Wonder if what we want for Reverberant since the ATEs aren't apparently slottable are the HOs, SHOs or DSOs for Acc/Mez and Dam/Mez. Ideally lvl 53 versions of DSOs and combined with Pet and Recharge Intensive Pet IOs in some combo. So yes you want both pets. I know Fluffy (Dark Servant) is definitely worth it (and agree with Wimbochismo's slotting suggestion). And I have a tough time imagining Symphony's pet isn't worth it given it's intended for a Controller but there's the whole I've never played one and don't know what the consensus is among the player base or if there is one even.
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