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pretty_jesus

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Posts posted by pretty_jesus

  1. On 9/2/2022 at 11:49 AM, Ceejer said:

    Yes sd/dm and sd/rad both bring a lot to the team make up. I've played both the sd/dm and sd/rad at 50+ with the 801 builds @Linea published. Played them both extensively, they're really great and advise folks to give 801 a spin.

     

    The sd shield charge would allow the Tanker to port out of the circle of protection but not port back without the teleport or mystic flight powers. 

     

    The sr/dm is there to taunt mobs in to the team, and with black hole, helping to control the in coming agro. 

    Did you prefer the sd/dm or sd/rad? Debating this currently, thanks 

  2. On 8/12/2022 at 2:00 PM, Voltak said:

    Player @CyberBishop2 (or) 

    @Cyberbishop  had an idea that he's been doing for some time.
    His idea to farm experience and money while doing something different was to do Lady Gray's Task Force, and do only part 1.
    The mob density was good, the challenge was definitely felt.
    The Rikti alliens do present a good challenge for any range character without armor.

     

     

    Can you post your build?

  3. On 6/19/2020 at 9:34 PM, Infinitum said:

    1.* Bio Armor - the asterisk is because it takes a measure of skill to play, and build Bio Armor - and  the looming nerf also.

    1. Shield Defense - with the upcoming typed defense changes this by default has to be here IMO - and is arguably higher than Bio also.

    2. Invulnerability - Still very close to the top, but has slight vulnerabilities exposed a little more with the typed defense change - manageable though.

     

     

    So how do these 3 stack up now with the new changes? I read through the last few pages of this thread and didn't really see it discussed. Thanks!

  4. Been quite awhile since I played my WS (was only human form).  With the toggle changes (assuming this makes things better, generally), can WS tank reliably?  I'm talking TFs/AVs/GMs etc.  Not just when Stygian Circle, Mire or Eclipse is at full. 

  5. 19 hours ago, Infinitum said:

    Two completely different animals.  

     

    I have both - both are outstanding, however I go to each for different reasons.

     

    When I want to take out things fast with lots of AOE and decent ST I go with the Elec/Shield.  In Stalker terms I don't think more AOE exists anywhere else than the combo of Shield Charge, Lightning Rod, Chain induction, and Jacobs Ladder.

     

    When I want to put individual focus on taking out many hard targets - anything from Boss to GM - I go with the Energy/Energy.  There isn't a single target combo stronger than Total Focus, AS, ET, and Bone Smasher.  It also has the best version of Power Crash because it has longer recharge which following the damage formula has more damage than the other versions of PC.

     

    As far as the Secondarys go - totally different animals also - both are outstanding.

     

    Shield gives you top tier positional defense and decent resists also - has no heal or endurance management is the tradeoff.  It is really strong especially if you pair it with Ageless Core to sustain your Endurance.

     

    Energy Aura gives you solid Typed Defenses to everything but psi or toxic and middling resists.  It definitely has more of a psi and toxic hole that should be patched as best as possible in light of the upcoming enemy typed defense tag changes.  What EA gains is an endurance/defense click that is up often enough to never worry about endurance or the defenses it affects as long as you use is as often as it is up.  Also energize which more than doubles your Regen and provides a 50%+heal every 30 seconds - again if I am in a pitched battle I use it as often as it is up.

     

    That's basically the gist of the two - as I said very different, but very good both of them...  

     

    Hell... Just build both.  Haha

    Thanks for the in-depth explanation!  I was actually planning to build both already haha.  Do you prefer either one? Any recommended builds are welcome although probably not too hard to find here either

  6. 9 hours ago, starvingduck said:

    I would recommend Elec/Shield, The electric melee fixes the problem of low single target damage all the other electric melee AT's have, with the assassin's strike. Elec/Shield also fixes the low AOE that almost all stalkers have by electric giving you Lightning Rod and shield giving you Shield Charge. It makes for an absolutely great single target and great AOE character, and is a load of fun.

    How does Elec/Shield compare to Energy/Energy? 

  7. On 11/13/2019 at 5:51 PM, plainguy said:

    You get mezzed and toggles drop. That doesn't happen with Traps. 

     

    Plus Trip mine does decent DPS with about a 7 second recharge.

     

    Personally I am defense capped without my pets giving me buff. So I can solo without my pets. Its slow but can be done because of Trip Mine. Time doesn't have that ability.

     

    But Time is good because you are always on the go. 

    I have both and I just like Traps more, just a personal feel for me.

    How does traps perform in a team late game?

  8. I was reading a thread recently that quoted “any dom with an AOE stun” as being great..which makes sense considering the lower cooldown compared to group hold (flash fires vs cinders). 
     

    With this particular opener in mind, what would you pick (any primary, assume permadom and drain psyche)? How would Flashfires or Stalagmites compare to Seeds every fight/opener? 

  9. 9 hours ago, MTeague said:

    I break it down this way

    • Excellent choice of secondary.  Drain Psyche is amazing, both to heal you and so that you are your own AE -Regen debuffer.  And Psychic Shockwave is FUN once you slot it up.
    • HOLDS:   
      • Both Mind and Plant have quick casting single target and AE holds, no edge to either primary there. 
      • Mind Control can take Teleknesis, which is a Toggle-Hold, and can be very nice for extra lockdown when levellling... but you already get Domination.  TK's nicer for a controller who can leverage TK+single-target holds to keep a boss locked down.  A Dom typically won't need this.  Still, it's an extra kind of hold, and is a minor point for Mind, I think.
    • CONFUSES: 
      • Plant gets Seeds of Confusion early, and omg, it's arguably one of the better powers in the game.  Cone Confuse.  Immediately, you turn a swarm that would overrun you into a swarm too busy beating each other up to notice as you ping them to make sure you get exp.  and with Psychic Scream, you can tag the entire lot of them in one it.   I think this gives Plant a very decisive edge.  Seeds does require you to run into midrange, and you will likely take a few hits as you cast it.  But once it lands, nothings going to hurt you.  And then you can close to melee and Drain Psyche all of them. 
      • Mind gets a Non-Aggroing Single-Target Confuse that you can cast from signifcant range.  This is very nice for a controller who would need multiple casts to confuse a boss.  It's less important for you, since you could have Domination going and one cast is plenty enough on a boss.  But if you want to be a manipulator who works from the shadows, consider this.
      • Once you get Mass Confusion, then Mind is every bit as good with Confusing enemies as Plant.... except... the Recharge time on Mass Confusion is much higher than the recharge on Seeds of Confusion.  Mass Confuse can probably hit more targets reliably, and you can cast from far enough away you don't eat incoming firepower.  But Seeds is up EVERY fight.  I can't say that for Mass Confuse.
    • SLEEPS: 
      • Mind's AE sleep is much better.  Lasts MUCH longer, castable from well outside aggro range, causes no aggro.  Mind is just better here.  I dont' think it outweighs the Confuse though.
      • Mind also gets a ST Sleep, where Plant does not.  Again, points for mind, just not sure it's enough points, for a Dom.
    • PETS:  
      • Mind gets no regular pets.  You could argue every valid confuse target IS your pet after you confuse it, but.... not entirely the same animal.
      • Plant gets a full-time pet in Fly Trap
      • Plant gets a very strong quasi-pet in Carrion Creepers.  Which is also DAMN FUN to see an amazon jungle of vines going wild on a good-sized spawn.
    • IMMOBS: 
      • Mind gets no Immobs. 
      • Plant gets a single target immob, and an AE immob.
      • Admittedly, I'm not a giant fan of Immobs.... an immobilized mob can still shoot you, debuff you, etc.  But they at least can't melee you IF you stay at range.... thing is though, ... with Psi Assault... you're going to be in melee range a lot.  So honestly not sure how much immob's are more than just an AE dot for you. 
    • FEAR: 
      • Plant gets no Fear
      • Mind has a nice Cone Fear, that's up pretty often, and can do decent damage to a group depending how you slot it.
      • Fear is nice soft control if you don't hit them.  But your confused foes can hit them and won't think twice about it. 

    For a Dom, I give it to Plant.

    Awesome analysis thank you!

  10. On 11/12/2019 at 10:24 PM, Nyghtmaire said:

    Specialization. Fire farms were popular on live, too (SS/Fire mainly, abusing Foot Stomp). 

     

    /fire makes it simple to reach fire resistance cap, and fire defense can be covered with IOs. Burn + Aura + 2 more AoEs covers the rotation. The armor sets that correspond to equivalent defensive caps don’t tend to have the same offensive options in the armor. You can still build for S/L (I have a second build on my claws/fire brute with solftcapped melee and 90% S/L resistance), but it calls for other sacrifices. 

    Makes sense enough. Can you share that second build?

    • Like 1
  11. 11 minutes ago, Coyote said:

    /Cold or /Traps. Cold does more -Res, and Traps does more -Regen.

    Dark is stronger overall but most of its strength is in -ToHit and -Dam, and with PA that's far less important than with any other primary.

    Rad is a solid set overall, with good debuffing and gets all of its good powers early so you can solo AVs in the 20s. But at the top end it doesn't put out as much -Regen as Traps, or -Res as Cold.

    Forgot about Traps as that's new for Homecoming I think? Definitely an option there.. so what's the preference, -regen or -res? -Res seems more useful generally

  12. Seems to be all fire farming these days.  It's not bad.. just that S/L defenses are far more useful in the "regular' game.  Why not be the most useful everywhere?  Is it simply because you can AFK with fire farms?  Why the switch?  

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