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Doomguide2005

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Everything posted by Doomguide2005

  1. And remember unlike Blasters you've got 3 crazed fire monkeys chewing on things too (or will).
  2. Well my computer died so I can't post an actual Mids build but roughly this is what I be looking at overall: Strangler - acc, endred, then holds Roots - acc, 2×endred, then immobs Seeds - acc, endred, 3×recharge Spirit Tree - optional - endred, 2×recharge, 2 heal Vines - acc, 2 endred, 2×recharge, Carrion Creepers - acc, endred, 3 damage Fly Trap - acc, endred, 3×damage Storm: Gale - acc O2 Boost - optional - endred, 2×heal, 2×recharge Snow Storm - optional - endred (one slot wonder for slow, -fly) Steamy Mist - 2 endred, defense and or resistance to taste (I'd be happy pre IOs with 2 and 2) Freezing Rain - 2×endred, 2×recharge (no acc or other enhancement needed) Hurricane - 2×endred, 2×to hit debuff Thunderclap - I'd skip, no AoE stun in Plant to stack stuns (otherwise my Stormies take) Tornado - 1×endred, 2×recharge, 3×damage (no acc needed, auto hit) Lightning Storm - 1×acc, 2×endred, 3×damage (or 1×recharge and 1×endred) Ultimately the exact enhancement and slotting isn't make or break especially while leveling and learning an AT. But attacks in general cost more end/sec than defensive toggles so accuracy is important to avoid burning that end on a whiff, then endred to reduce that cost. The rest is mostly finding an enhancement balance that works for you. Frankken-slotting can be a very useful. That's using set IOs for their enhancement value and not for their set bonuses. For example, using 2 endred/recharge IOs from any set as a source in 2-slotted Freezing Rain gives you more enhancement than using 1 endred and 1 recharge in those 2 slots. Same in Steamy Mist slotting a mix of defense/endred and resistance/endred will end up giving you more value in the same number of slots. Yes, in the long runs using sets as sets is generally stronger but using frankken-slotting is in general more slot efficient and stronger than using straight up SOs or even Generic IOs for your build. There are also a number of special IOs that can be used to strengthen a build without going whole hog into IO sets and can be had using merits you earn just doing story arcs and task forces. And I'm sure plenty of advice will flow in about how it's fairly easy and straightforward to use the market to generate lots of wealth very quickly and easily. Or send a text to @Yomo Kimyataand afaik he's still giving away funds to newcomers. I doubt we will ever bleed him dry but we can keep trying (as he giggles and counts his pile)
  3. Yep that's why we need a few FFoF (Faithful Fans of Fallout). Nothing like porting a corpse in there to get blown to smithereens to make everything that survives super squishy.
  4. 👍👍 And if you pull, Darkest Night will debuff them nicely (-damage and -to hit), piss them off royally and let them stack up nicely on the Tar Patch to get ... defeated promptly.
  5. The two I found the easiest were my Claws/SR scrapper and Earth/Storm controller(s). Storms missing its big guns but it has Freezing Rain and Steamy Mists. Freezing Rain is, of course, a hell of a debuff while Steamy Mist is an excellent start on stealth. You also have Thunderclap which combined with Stalagmites will take out bosses. And last there's Hurricane. You can return the favor on the Cabal. And Earth Control has loads of control to take your foes out of the fight. Many of which you can use from total cover and that definitely puts a damper on return fire. All those Earth patches and Hurricane make short work of Stop 30 Firbolg and Protect the Henge And the scrapper is well a scrapper. Forget my scrapper ever said the following. Focus is a great tool for ranged attacks for pulling repositioning your foes so you don't get overwhelmed and *cough* face plant.
  6. /Cold would have slow movement to keep them tight, though not quite as tight as immobilized or held. Plus Avoid in Sleet and Afraid in Hotfeet leaving them to try in slo-mo to run away as they get burnt to a crisp (Sleet, Snow Storm and Heat Loss). Slotting that I've seen used back on Live was Microfilament Exposure HOs to max the slow and endred. Then cap the damage (all in potentially 4 slots) with lvl 53 HOs and +5 boosting these days (and/or Armageddon IOs)
  7. If I follow you, that's an oooOO!! Basically perma-Dimension Shifting a spawn (25ft radius area) via multiple Gravity Controllers and dropping other pets and location based AoEs into the area and them all going to town in their own "MMA cage". Yes? Edit: Fallout has a 60ft range, anyone volunteer? Edit 2: Black Hole work the same? Sorry virtually no experience with these powers especially in their current forms.
  8. It's more like they have protection rather than immunity. Normally mobs have pretty much zero protection to Confuses. A number of the HM foes possess Tactics or Tactics like powers which grant AoE protection to Confuse much like PC Tactics. In turn just like any protection it can be overwhelmed by stacking Confuse. At least that's what i have been reading. Just when you're used to 'one-shot' confusing a mob and now you can't ... .
  9. Consider taking Rain of Fire and Tar Patch. Both, iirc, can be used from behind cover by using your camera to view the target location. Drop Tar Patch first which slows them considerably, aggros them and they'll start running in slo-mo towards you. Now drop RoF on them, a little more slow, damage (DoT) and most importantly 'Avoid'. Now they're ignoring you and trying to flee the area thanks to the Avoid. Step out from cover and light them up and/or close quickly and fire off Soul Drain and/or Inferno or pull out a newspaper while they burn. RoF has 'Avoid' which limits their return fire. Less shots, less chance to get past your defense(s) means less damage. One way to close quickly since you have the Teleport pool is Combat Teleport. Up your stealth rating and pop into their midst. Then depending on if your feeling frisky use RoF first. Again Avoid kicks in and they start fleeing. Slight problem as the slow in RoF is weak so scatter is greater than dropping Tar Patch first (vastly superior slow movement). Other choices like Soul Drain or Inferno first have no Avoid or Slow so use when you're feeling especially frisky or working on your debt badges 😉 Edit: Be sure to toggle off OG before teleporting in stealthy as it'll almost immediately notify the mob of your presence
  10. Any power which takes Damage Resistance enhancement, such as the shields, cannot be power boosted. Or anything which is marked as "ignores enhancements or other boosts". So most of Benumb, Ice and Glacial Shield, Sleet, Arctic Fog and much of Heat Loss definitely don't. Frostwork does plus most of Infrigidate and Snow Storm also benefit. But yes its effects overall aren't fantastic comparatively for Cold near as I can see. That said my Cold/Ice had PBU and used it in particular against high defense targets (it would send my To Hit through the roof) as it helped ensure he landed hits against such targets ((and provides a not insignificant boost to damage (+80%) as well --> the Build Up portion of PBU 🙂)). Yes Heat Loss should negate any need for Incarnate boost to recovery and the recovery portion lasts 90 seconds so as long as you can't burn your end bar to zero in the cool down portion further recovery buff is unnecessary. Most of the rest of the debuffs (slow, resistance, recharge, etc.) last 30 seconds.
  11. Outside of perhaps tweaking recharge times (there's a reason I usually push global recharge on most controller builds) I'm really not seeing the issues said to be involved. Accuracy of 0.8 is readily overcome (it's less than one SO's worth of accuracy), duration is plenty long enough typically certainly enough to stack mag on a boss. Damage well sure love some but ... do I need it to make the power useful, No. Not seeing the problem.
  12. Part of this problem, I suspect, is the powers were designed around the base difficulty of +0/×1 not +4/×8. Duration of the mez like almost everything else is reduced by the Purple Patch. The second is the very binary nature of mez in general. Either it works or it doesn't at least for the mez portion of a power. As for AVs and EBs. Funny thing here is while the PToD are down (1/3 down 2/3 uptime), EBs are harder to mez than most AV's. AVs that downgrade to an EB retain the EB lvl protection. Those that don't have boss lvl protection.
  13. Wait! Who'd you count twice?
  14. Ice/Cold means everything is moving and attacking slowly if not running away (Avoid). You've got so much there potentially it's in overkill even vs +4's. That said Ice/Dark is also very nasty. Both are very solid performers. PS: it's all that slow and recharge debuff that let's you get away from needing a self heal. You just don't get attacked much meaning any defense and resistance you do have goes a lot further. And Benumb is just nasty against hard targets.
  15. Emp/Rad/Dark <--- totally OP At least against level 5 Hellions. Tested it myself in AP 😳. Did far more damage to myself. They were too busy staggering about due to Oppressive Gloom 😜
  16. I'd lean towards Corruptor just because of the damage cap. I'd hate to join a team where there's lots of +damage (enough to cap everyone at +400%) because that team likely also has plentiful other buffs/debuffs to make the difference in scales irrelevant. That scale edge becomes more and more important as the number of support types fall (either smaller team or less support on team) increasingly favoring Defenders in most cases.
  17. As to the accuracy issue. Other than mentioning getting banged around and sucking wind against Warriors in 'simple' Radio missions i see no specific mention of what difficulty you're running against. If you've no source of To Hit anything at +2/-- or greater is liable to miss more than most folks want to tolerate, i.e. ~25% or more miss rate vs +2. Warrior's also hit hard and the Sword wielders will debuff your defense so you'll end up healing more assuming you don't end up admiring the flooring (and one subset does kd). So you may find 2 Acc a desirable choice as at least then you're getting damage for your end usage. For example, 2 Acc will let you hit +3's at 90% if you can slot that Kismet (and +2's pass the magical 95% final hit). Bottom line you need exponentially more Acc as you fight higher and higher lvl foes. To Hit buffs tend to get increasingly and relatively more valuable than Accuracy as lvl of foe increases.
  18. Can't see the build but while in many ways I agree with Riverdusk in that if it came down to choosing Entangling Aura over Flash that would be the way to go. Flash is slow to activate and seems an eternity when you're standing in melee. But if you can I'd take both as the ability to stack 6+ mag on many targets well you're now looking at statues rather than active foes. EBs would need a greater than 6 result so need one or more ways to add +1 mag (Overpower, Hybrid).
  19. I think a lot of it comes down to team composition. 1 Controller favors something like Ill/Dark Affinity or an especially offensive secondary (Storm for example). But like virtually all support characters you start stacking Controllers and their mezzes and you'll see results. 20 mag 3 mez attacks will generally mez an AV through their PToD. A near impossible feat for most solo Controllers even with the Vanguard Medal. But with 4+ Controllers there's going to a lot of statues in short order especially with Vanguard plus Hybrid incarnates getting involved. Add a few more and even AVs through PToD are in trouble. Edit: 8 Fire/Rads, for example, need maybe 4 to 6 seconds to drop 50+ mag worth of Holds on a target. Might take a bit longer for Fire/NAff. Both have PBAoE toggle Holds. All they have to do is move adjacent while tossing Char.
  20. Doomguide2005

    No love

    This^ Any content, HM included, where you face either foes with boosted/buffed To Hit or strong defense debuffers (like say Cimerorans, never mind HM Cimerorans) getting strong defense buffs is one very effective way to protect team from defdebuffs. Get hit by a lucky blow on that softcapped build, the one with say 50 defense, by a 54 Cimeroran for a double digit debuff and you could be looking at a Cascade failure. You need either high DDR or enough defense bonus to absorb the ~15% without dropping under your cap or it can get real painful real fast. Force Fields brings that to the table and more.
  21. LOL, yeah foes simply crawling around trying to escape Sleet patches was the first thought I had. The only characters with no slow/recharge debuff is/was Voltak's Nature/Sonic and the Bio/TW Tanker I believe. And 90+ defense seems like a low amount unless everyone was starting at 0. 4 Colds sans enhancements and not running Maneuvers (and before Barrier) is already up around +60. Add Barrier, Time's potentially boosted Far Sight, Maneuvers, actual enhancements in all this and some modest individual defenses (2×+3% IOs, etc.).
  22. Paging @Linea Guessing they at least have an older saved build version of the one used on one of the early Master of the STF run by RO. They figured out how to perma-Sonic Cage one of Lord Recluse's Towers, helping to complete the utter stomping the all Support team gave Lord Recluse: 4 GM Empaths (Dark, Rad, 2×lost to time), Sonic/Sonic, Cold/Arch, another lost to time, and a Fire/Kin.
  23. You should be swimming in End as long as Heat Loss is near 90 sec cool down (perma to near-perma for the recovery portion). If not you'll have a strong boost for 90 sec before returning to 'normal' end consumption. As long as that normal end period lasts until the next HL usage you should be good. Overall catch 4+ foes in the AoE and you've got a recovery about equal to an Empaths Recovery Aura (as in damn good) for that 90 sec. Heat Loss is your t9 for good reasons.
  24. Fine, fine you get this hall. *zooms* off the other way (Maneuvers and Tactics running 😜).
  25. Mine is a Claws/SR scrapper, recreated from Live, who was just starting her Incarnate journey on HC (vet lvl 6 iirc) when the computer went belly up, Covid-19 hit, a new born arrived and replacing said computer became a much lower financial priority. On Live she was my badger (among the top on Pinnacle for a number of issues), solo'd a big chunk of Maria Jenkins arc AVs before I decided smacking sacks of hit points wasn't my thing I knew what I needed about her capabilities. I found diving into multi-spawn swarms of Rikti, Malta and Cimerorans more entertaining than soloing single AVs or GMs. She was always the first to log in for any new content and spent hours exploring every nook and cranny of any zone she could reach. No unrevealed, dark map shall remain! (The Storm Palace is huuuuuuge when explored via older and much slower versions of Hover). Other versions existed across many of the Live servers but the original, the main was on Pinnacle. Edit: Most of her backstory remains locked within my brain but is fairly represented her name, GRETA-001. First prototype of the Genetically Resequeced and Engineered for Tactical Assault program. Can't say more without sending a Cyborg or two your way for a friendly visit.
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