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Ringo

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Posts posted by Ringo

  1. On 4/1/2024 at 6:35 PM, KMadeleine said:


    That’s a great way to look at it!  And thank you so much for the “rankings” of which power sets need the most help.  Some of the ones I’m most interested in seem on the “cheap” side, which is fabulous!

    If you can share what you're leaning towards and why it appeals to you there's definitely more advice available on pairings/strengths/etc.  (If you want more advice)

    • Thumbs Up 1
  2. Cheap controllers are basically controllers that don't need to chase recharge.  Damage procs and defense can also be expensive but are mitigated by teammates who can dish out damage or take aggro, which you'll have.

     

    Primaries that don't need necessarily recharge to get a groove going:

     

    Earth

    Gravity

    Arsenal

    Symphony

    Electric

     

    Secondaries are a bit different and split into 3 categories. Doesn't have to chase recharge, could chase recharge (the set has 1 or 2 powers that need it but performs well without), and should chase recharge (your set is defined by powers with long cooldowns).

     

    Recharge Heavy secondaries (should):

    Storm Summoning

    Traps

    Empathy

    Pain

    Darkness Affinity

     

    Recharge recommended secondaries (could):

    Time

    Cold Domination

    Trick Arrow

    Thermal Radiation

    Nature

    Kinetics

     

    Recharge optional/lite secondaries (no need):

    Force Fields

    Sonic Resonance

    Electrical Affinity

    Radiation Emission

    Poison

     

     

     

     

    • Thumbs Up 2
  3. On 3/14/2024 at 1:04 PM, Luminara said:

     

    Nothing wrong with being an optimist.  Keep it up.  👍

    Counterpoint:  Being an optimist will definitely lead to disaster

    • Like 1
  4. Psychic Blast/Energy Aura Sentinel

     

    Ranged Psychic-themed (and damage typed) attacks coupled with a very psychic compatible defense (dodge, deflect, can't hit me) armor.  Sentinels are very survivable solo, possibly the easiest AT to learn as you go, and make for solid teammates with a nice debuff (Vulnerability, use it early, use it often) for hard targets

     

    PS:  if Psychic-pink isn't your style, try recoloring your attacks to gold, I think it looks awesome

    • Like 3
  5. 7 hours ago, queequeg77 said:

    The problem for me is after leveling a character to 50, I'm usually kind of done with them. I've got 12 or so 50's, and I've only taken two of them all the way to T4 across the board... and I only play one of those regularly.

     

    Thanks for the tip on Plant/Storm... I've heard good things before.

     

    Any thoughts on what might lend itself well to exclusively teaming on task forces?

    For teaming:

    As a Dom, having PermaDom giving you high magnitude Seeds of Confusion is your biggest team-wide contribution - it increases kill speed and team safety.  So you're going to want a high recharge build.  Secondaries with good places to slot the Force Feedback +Recharge proc can help with that.  Energy, Earth, and Electric are good places to start.

     

    As a controller your teammates benefit most from Buffs and Debuffs and almost any secondary will do that with the exception of Storm which is mostly a damage dealing set and isn't necessarily a strong team force-multiplier build.  However some debuffs (-Dmg, -ToHit) reduce the effectiveness of Seeds of Confusion.  This means Dark, Rad, Nature, Time, and Poison are, while great debuff sets and absolutely workable, are perhaps less ideal when paired with Plants.  That leaves the top debuff sets for Plant as Trick Arrow and Traps.  HOWEVER, because Seeds of Confusion and Creepers benefit from high recharge builds, your secondaries that mix Buffs with long recharge Debuffs are going to pair *very* well with Plants.  Sets like Cold, Thermal, and Pain will make great use of slotting for extra global recharge.

  6. Dual Blades and Staff have 2 cones and 1 pbaoe, while Katana has 1 cone and 1 pbaoe so that might favor DB/Staff for a tanker over Katana at least

     

    The Dual Blades combo system is fairly simple but might play better on an armor set like Super Reflexes where you're not interrupting your combos to lay a burn patch or hit energy absorption or ground zero

  7. I went Archery/Ice.  I don't remember why, off the top of my head, but I do remember looking for a good pairing with my first Archery blaster and something about Ice made me think

     

    "Oh this is gonna be cool"

  8. 6 hours ago, Clave Dark 5 said:

    Sometimes really early, sometimes mid leveling, sometimes as soon as I hit 50 and realize I have no desire to ever play that toon again.

    My completely unslotted, emptied bank account, level 50 Gravity/Trick Arrow controller stares balefully at me from the last character select page

     

    There's probably a Grav/TA build out there I do want to play, but *his* build was chasing recharge for Wormhole->Oil Slick Arrow and it never worked well enough for me to enjoy it

    • Like 2
  9. I have a 50 Ninjas/Cold from 2019 that used the Fighting attacks to draw aggro and tank in Bodyguard mode.  It helped that /Cold was specifically picked for keeping the oft-dead ninjas alive long enough to crit and absorb damage, but it can definitely work!

     

    Using the MM attacks to up crit% is a wonderful revamp and may make for the best way to generate DPS but Ninja MMs played without it for years so if you don't want to then just skip it - not every character wants bow attacks!

     

    However I did roll my latest MM as a Ninja/Trick Arrow, specifically to use the bow

  10. Even if I make a build I rarely intend to fill it out until my character is 47+

     

    Until then I'm playing it by ear, taking the powers and slotting them with what feels fun and/or necessary.  So I'd say somewhere 40+ is when I'm finally confident in what I like and want out of any given character.  

    • Thumbs Up 1
  11. Lock yes, delete no.  I think people should be able to search and read the old threads, but if they have questions comments there's no reason not to start a new thread.

     

    Old threads with no responses within the last year should become "read only", but otherwise preserved.

     

    It's not like forum posts are extravagant data storage.  At worst it possibly increases forum search times over the years, though search filters help with that

    • Thumbs Up 1
  12. 1 hour ago, Parabola said:

    SR does have a taunt aura.

     

    Overall I agree with your analysis though. SR offers something different to a set like Rad. It can be made to be an offensive armour simply by achieving a decent level of protection easily, therefore freeing up slotting choices in attacks. If I really want to go nuts with proccing out an attack set SR is one of the first places I start looking.

    Ack you're right, it's "hidden" in Evasion.  I completely forgot

  13. With the recent influx of players there's been more posts!  Great!  And more necroposts... less great.  And more necroposts responding to things that don't even work that way in game anymore it's not 2019 anymore oh my god.

     

    I don't think this needs to be the entire forum necessarily, but in the ARCHETYPES section and its AT sub folders I just don't see any reason why anybody should be replying to a dead argument from 3 years ago about powersets that have since been revamped.  I'd rather a thousand new "How do I build a farmer?" threads than another "Well actually" response to the 2019 version of Battle Axe

    • Thumbs Up 1
  14. On 2/28/2024 at 6:40 PM, BigKahuna337 said:

    I've found SR to be fine one on one and probably PVP, which I never got into but vs +4x8 the lack of Res drops a SR brute like a level 1 Blaster. I'm sure it has niche uses but what do you use it for? Give some example please. DDR I know it's great.

    On 2/28/2024 at 6:42 PM, BigKahuna337 said:

    And would you take SR on a Brute over Rad for all around game content and if so, why? Not trying to pee in anyone's Cheerios just looking for in game experiences on these armors. Thanks.

     

    Super Reflexes Pros:

    Soft Cap all positional defenses

    Scaling Resistance % to all damage types (except Psychic? It's not listed in COD)

    Defense debuff resistance.  Slow debuff resistance.

    +Recharge

     

    Cons:  

    No Taunt Aura (This is wrong, your taunt aura is in Evasion)

    No Damage powers

    No Heal

    Click Mez Protection

     

    My thoughts:  SR's scaling resists means the only time you *should* be dropping is from a OHKO at full health.  SR may be better on Tankers because of the higher caps, but SR Brutes can reach the same resistance numbers as other Brutes so getting dropped on +4x8 is more likely a player problem than a set problem.  That doesn't mean that said player can't have less problems on a /Rad over an /SR - but that's on the driver not the vehicle.

     

    And yeah, I would absolutely take SR over Rad against all content if your goal is to outlast your opponents.  However Rad can increase kill speed which is something SR can't do, so it depends on what you want your Brute to do.  SR is "less busy".  SR is stronger on SOs.  SR IO slotting is more flexible because it only has to chase Resistance bonuses through sets.

     

    I totally get if someone doesn't find those benefits appealing, different strokes for different folks, but mostly what I see from your evaluations is for farming which is a very specific niche about fighting beyond the aggro cap trying to kill as many mobs as fast as possible before they kill you - which, yes, /Rad and /Fire both increase kill speed, have easily capped resistances, and have heals.  That's super in their wheelhouse.  Against harder hitting Bosses, EBs, and AVs Rad and Fire no longer have a leg up, and resist sets will fall before SR

     

    Unless those OHKOs get you, of course

     

  15. If you don't have a fully IO'd build then take it.  It'll come in handy at times!  Especially if you are the lead tank and dying and losing aggro will become a cascade failure - you're Super Reflexes, hit Taunt then stand there and heal, it's a viable strategy even on SOs!

  16. My main on Live was an Illusion/Forcefield controller, both sets being characterized as "hard light" holographic projections.  I honestly feel that Spectral Terror is perhaps the only "trickery" illusion power besides the stealth powers.  However if you've already played an ill/time maybe pass on that

     

    A defender with either Forcefield or Sonic as a primary would be my pick.  I know you can change Sonic Blast animations to not be shouts,  not sure about Sonic Resonance.

     

    As for secondary - Energy blast, the aforementioned Sonic blast, or Psychic blast would be my picks.  Both Sonic and Psychic have alternate "fire from hands" animations and both look great recolored to what you want

     

    Personally, with your criteria, I would probably try a Sonic/Psi blast Defender.  Thematically can all be light based powers, -res, knockback, intangible, and an AoE hold (mag 2) in Liquefy give you some control tools along with your great teammate buffs, and Psychic blast gets you a sleep, more KB, and disorients as well

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