A3r0h
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@Doomguide2005@Wimbochismo That is brilliant advice, and is very much along the lines of what I was looking for. Appreciate it. On a sidenote though, Pain doesnt benefit as much from recharge as Emp does. The pain dmg buffs don't stack like Fort, so as long as you just get perma WoP, you are fine. Same with Ice, mostly you just want the Patch to be around 15-18sec CD, so you can layer them. Being able to stick the -res on them is neat, but for anything fast-moving, that's not really doable, so I tend to aim for just perma at sub 30 secs, so it is up all the time for harder targets. :)) And I agree, Ice does seem to let more dmg through as it relies more on soft CCs like KD, so my idea was to at the very least hit hover + 45% ranged, to minimize the spikes, allowing the heals to deal with the random dips in HP. I did pick dmg oriented Incarnates to try and max the dmg potential, but it might be a smoother ride to choose something that ups overall res, so the spikes are more managable.
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Alright, so I should have clarified. The "endgame" would be at +3 (+4 if you count t4 incarnate), think the build in Mids is already set to +3. I like running hard content, and I hate dying, so I tend to build on the defensive side in general. As for incarnates, I count them, as the character is already 50 and farming for the different bonuses. I am only interested in the flushed out builds, not a base build, as I am passed that point. So don't mind the end issues at lower levels, Ageless fixes that right up. I am also aware that frankenslotting is less effective on this build, than it would be on eg. a blaster set, but as I can get very near the caps without slotting normal sets, I prefer the procs, to squeeze every bit of dmg out of it. Inf is no real issue, so also not looking for a cheaper build. :)) The desiding factor is really what goals people set, to round out a Troller build. My main interest here, is in the defensive values people aim for, to survive. Like I said, I havent played Troller for quite a while, so I cannot really remember what used to be the goals. I know that hover + 45% ranged def used to be one, but I am unsure if that is enough in the current meta? Or if new or other values have been added. What tends to be your build priority? @Doomguide2005 so, am I correct in understanding, that your build philosophy is purely that of global recharge, and then having def and res be secondary to that? Making the active control your primary defense, your reactive heals your secondary, and then def and res stats your third? :)) Aside from Ice Slick, Ice does not offer massive control, as both the confuse auras are only mag2, do you reckon that your build philosophy would work for Ice as well then? Cause that has been my reluctance to fully commit to that path. There will often be mobs slightly outside Slick range that will take a go at you, and it feels like I pick up more random dmg spikes on Ice than on my other Trollers. Have a bunch of Trollers around lvl 35ish btw. Oh, and also, I remember we used to go Super Speed + Stealth for full stealth, allowing the CC setup at the start of each fight, or pre CC'ing before the group finished that last pack. I usually slot a +stealth enhc in Sprint or such, but would that still need to be stacked with somethign like SS to give full Stealth? Thanks for the feedback so far. :))
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Mostly been working on Tankers and Brutes lately, and haven't played much Troller since OG, so would love a little help looking over this build. I used to play Emp back in OG, but have fallen in love with Pain since coming back to Homecoming. It fits very well with a Troller, with Share Pains ability to self buff dmg via your pets, boosting the somewhat lackluster dmg of the Troller. I also love Ice Slick, or any variation of it, and used to play both Ice Troller and /Ice Tanker back in OG as well. So felt like marrying the two would be fun. I tend to always go with Psi pool, for the CC res of Indom Will, and stacking World of Confusion with Arctic Air for 2x confuse auras and a contagious proc seems hilarious. Also, Psi Tornado with a Force Feedback allows for fast Ice Slicks and a desent AoE. With proc slotting on top of the occational confuse, the dmg/s is not halfbad. That being said, it's been hard getting to the defensive goals I tend to aim for, which is usually hover + 45% ranged def, as well as close to 75% s/l res. With this build I am at hover + 42.75% ranged def and 75% s/l res, but had to make hard sacrifices. I am curious however, what numbers do you guys aim for, to feel secure in endgame content, on your Troller? Controller - Ice Control - Pain Domination.mxd
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@CR Americas Angel Thanks for the inspiration. :)) In case anyone cares, I have made an alternate version of the build for the AFK Elec/Rad Tanker. Capped S/L/E Resist Capped S/L Defense Capped Melee Defense Highest dmg output while AFK of the listed builds at 105 effective dmg/s Atom Smasher on Auto Pros compared to the OP build +4.91 effective dmg/s per 10 targets +4 HP/s Regen Capped 49% Melee Def up from 33% Cons compared to the OP build -126 Max HP Full breakdown on the differences between the builds in the spoiler below. This build also comes free with Super Jump for movement and has at least 3 movable slots for preference, as well as vastly superior overall resistances. Elec-Rad 105 AFK Tanker.mxd
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I appreciate the great effort put into these break downs. It has helped me tremendously in trying to figure out my AE farmer, after being away for a few years.
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Can someone break down the following in regards to AE farming? Rad vs. Spines? Spines has consistent dmg aura vs. Rads patches and contaminated procs, which comes out on top and why? Spines also seems to have more active dmg than Rad? Fiery vs. Bio? Both have a dmg aura, Fiery has burn patches and a build up, Bio has Offensive Adaptation and a small -res aura. Usually Bio is dmg king, but ppl seems to favor Fire still? Is it worth mentioning Shield? It adds massive dmg buff, but has no dmg aura. Where does Shield fit in then for AE farming? Viable at all? Any favorite or "must pick" Pools I need to know about? Last but not least, how is Brute vs. Tank these days. Is the added AoE of the tank ever worth considering over the added overall dmg of Fury, when it comes to AE farming? Can you make a top 5 AE farmers?
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@Voltak Appreciate the effort and the sharing, was having a hard time figuring out what to put with Kin, and this fixed that right up. I am curious, with your experience playing both Blasters and Kin Corruptors at a high level and in endgame, if you were to loosly compare the the 2, what would be the main points? Like eg. how do they differ in raw dmg, and do you find that maintaing Kin takes away from the damage potential of the Corruptor? Also, what are your thoughts on Scourge vs. Defiance, the AT passives?
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Right, so let me first off set the parameters. There are obviously many ways to support, but I tend to levitate towards healing, buffing, debuffing and CC. I played a Mind/Kin and Mind/Empath Controllers for a long time back in the days, when healing was of more value than today, where everyone tries to cap on res and def in some way, and often have some reactive way to sustain survivability within their own kit. CC was somewhat the same, and added another layer of passive survivability. I feel like the meta has shiftet a lot over the years though, so I am trying to find my place within that new setting coming back to the game. From what I gather, the 2 main supports people fancy are anything Kinetics to help hit the dmg cap, and mostly Sonic Resonance to go deep into -res once dmg cap has been reached. I guess it is fair to say that those are the purest sets to choose, as no other set can rival the +dmg of kinetics, and no other set can hit as much -res as Sonic. That being said, there is an overlap with a few other sets also providing both +dmg and -res, like Radiation Emission and Pain Domination. Aside from that, I think -regen also has it's place, as a full team with no -regen at all, can struggle greatly agains some obstackles. There are ways to counter this via the P2W vendor, but if it is passivly build into a set, I see that as a major bonus. Last but not least, I also put some value into +rec, +regen and +recovery. Most people have found a balance on these in their builds, but often times it is a still a small increase to the performance of a team overall. Same goes for +res and +def buffs or +status res, which can help plug holes in the team defenses, and add a bit of overall survivability. Same goes for healing and absorb, even though it feels like the need is rare these days. So lets break it down. I feel like the battle is between Kinetics, Sonic, Pain and Radiation. You can argue for Thermal, but I feel like Pain does the same, just better. I guess +dmg always wins over -res, as -res is relative to how much res the target has, where dmg is always gonna be a set % inc in performance. This puts Kin as the top contender. Kin also has -regen, even though it is a fairly small one, with only -50% from Transfusion. For +dmg Pain comes in at a second place, with a 20% pbaoe as well as a whopping ST +62.5% but with fairly ez perma uptime, no stacking though. Rad hits the 3rd place with a 25% pbaoe that also gives +30% rec. Sonic offers little in +dmg, but can go full -60% res, -30% in a ally pbaoe toggle and a ST -30%. Pain has a -30% pbaoe with a technical perma uptime of 30sec, but has trouble if groups are killed any faster or slower than that. Rad also offers -30%, but with much greater uptime as a target toggle, as well a whopping -500% regen in a target aoe. Kin offers no -res, but does come with +rec and an almost unlimited +recovery, especially for melee. Only Sonic has no options to heal, where Kin are only able to heal for melee, Rad a regular pbaoe heal, and pain offering both the pbaoe as well as a ST heal and a ST self dmg for heal. As for the solo and party viability, both Sonic and Pain suffer greatly from a lot of the buffs working mostly for allys and not self. Pain does get the -res and +dmg buff though, where Sonic basically gets no benefit what so ever. Rad and Kin gets the full benefit in solo as well as party. Pain works well also, if you have access to a pet, like for MMs and some Controller builds, but not so much on Def and Corr. Lest quickly mention the top secondary sets for possibly plugs or enhancements. The sets that stands out to me are Sonic for -res stacking, Beam Rifle for -res and -regen, Dual Pistols for -res. I find it, that even if Sonic has a bigger potential for -res than BR and DP which both sport a -20% res with perma uptime in 1 ST power, Sonic is a horrilbly designed set, and the cones are terrible at applying the debuffs to multiple targets. You also have to use at least 3 powers to stack past 20%, which means a lot more active focus on the -res stacking, than your primary set. This is maninly a concern for Kins, being a super active set itself. DP's -res is a piercing attack that can hit mobs in a line, which is also great on paper, but not great in practise, and which I'd honestly more considder just a ST attack. It does require you to shuffle ammo to get the -res debuff. BR's -res attack is also a piercing attack, but comes out on top here IMO, as it requires no real attention other than running your main rotation or keeping 1 ST att up every 10secs, leaving you to choose where to focus your energy, more so than the other sets. It also sports a -150% regen debuff as well with a 15s duration. So that being said, the purist would most likely go Kin/Sonic or Kin/BR, or, Sonic/Sonic or Sonic/BR. The more broad approach would probably choose either Pain or Rad. Rad for the faster pace, Pain for the healing. I recognize that many other sets have support aspects to them, like elec's drains, darks -tohit and so on, but I find that in endgame, it mostly boils down to the above mentioned +dmg, -res, -regen with a secondary focus on +res, +def, +status res and healing. If you could take 1 support for your team, which would you want? (not exclusive to Defenders) If you could choose 2 supports for your team, which would those be? (not exclusive to Defenders) I think mine would currently be 1. Kin/BR Corr and 2. Sonic/Sonic Def
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@crytilis I have spent equally as much time in any version of the Hero Planner since Mids first came out, as I have playing the actual game. I have so much appreciation for anyone of you, who has taken time out of your life, to make such a tools for the community! I have only one suggestion, and it might seem like such a small and silly one, but it's been a wish since Mids. Is there any way to have the app remember which Power Pools were chosen in the previous build, so when you choose New / Clear in the menu, it doesn't reset the PP's to the first 4 alphabetically and first 1 for the Epic Power Pool (Concealment, Fighting, Flight, Force of Will and Dark Mastery)? E.g. similar to how it remembers the Archtype, Origin and Powersets? 9/10 times when I use the New/Clear feat, it is to reapply the skills and slots on the same build, just in a different order, and having the PP's reset every time, pulls you out of whatever thoughtprocess you might have been in. At least, that's the way I feel personally. Minor thing, but when you spend hours and hours playing in the planner, it would just be such a lovely tweak. Much love, //Aeroh