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Ringo

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Everything posted by Ringo

  1. @Voltak do you have a datalink or datachunk for the build? I'd like to import it into mids I'm currently working on my Earth/Dark Dom
  2. As a Plant/Storm main I had no idea Storm did anything more than damage! 😅 (Seriously though, I'd have to check Mids to remember anything but Freezing Rain/Steamy Mist/Hurricane)
  3. Tell me more about Axe Ninja
  4. Beast/Kin MM All your pets get the zoomies!
  5. I'm curious about this too. What Storm powers are making Defender perform better vs Corr?
  6. Tornado takes damage. My Plant/Storm has the Achilles Heel proc, the Sudden Acceleration KB>KD IO, and then 4 slotted with Expedient Reinforcement because Tornado takes the Recharge Intensive Pet sets and Storm wants more recharge
  7. The longer I stare at Mootant the more I love them
  8. So for me the "Quirkiest" sets you have listed (besides your also-rans, those are very quirky pairings that I'm having a hard time even visualizing) are Staff/Dark, DB/Bio, and Energy/Ninjitsu. While Staff does have an end saving form, I feel you're going to be sucking wind trying to connect combos and run the end heavy Dark Armor. I like the goofy animations, and you can probably get some neat costume/aura/animation synergy with some tinkering but Staff's true weakness is the sounds. It always sounds like a piece of wood thunking another piece of wood, which unfortunately makes for an audio/visual disconnect for the majority of cool staff weapons you can choose. I don't think Staff/DA makes it to the second round. Energy/Ninjitsu has some very heavy hitters, and getting them the stealth crit is probably a ton of fun. Ninjitsu is a more flavorful (and less OP) Super Reflexes which can easily translate to increased enjoyment of plaything the character. The Energy half - less so. The Pom Poms are a set from 2004, and they look it. All the same old animations. All the garish glowing fists that don't have fun updates like the weapon sets. It's boring. And while the revamped Total Focus/Energy Transfer interaction at least adds a new wrinkle in fighting smart, I don't think it's nearly enough. Energy/Ninjitsu makes the Second round of cuts based on Big Numbers alone, but won't be carrying the banner of Group A to the finish line. No, that will be Dual Blades/Bio Armor Why DB/Bio? Well, let's talk mechanics - Bio is a strong armor set with a variety of tools that lets you customize your play style to the occasion. And unlike Staff's three forms, Bio provides quite a noticeable difference when you shift. It's got Oh Shit buttons, and Big Numbers buttons, and is just a strong contender to have a really fun time. Dual Blades is actually a little lackluster mechanically. It's got that oft resisted Lethal Damage. It's got a weird combo system that doesn't always feel like it's really working to anyone's benefits. It slices and dices, but maybe not in a really satisfying way? That's why DB really needs to be paired with an armor set that can hold its own and push DB into a satisfying space. Good thing for Bio, right? But why take DB at all? Well, let's skip the mechanics and talk style. Dual Blades has the most customization out of all the weapons sets. Claws gets two weapons to mix and match, but they're just Claw 1 and Claw 2. DB has every sword and not-sword-but-blade weapon you could ask for. Big ones, little ones, glowy ones, glitchy ones, you name it. And the animations! They don't always look as appealing on their own, but chain 'em together and people on your team will notice! DB has a nice slashy stabby feel, and even decent sounds that don't immediately make you think "laser sword don't sound right". You might get a similar kick from BS/Shield, but sword and board is dull compared to spinning whirlwind of deathblades. So yeah, DB's got it going in the animation department. But then you pair that with the general weirdness you can get out of Bio Armor's animations? *chef kiss* Combine mismatched swords with mismatched Shoulder/glove/boot pieces, then layer Bio Armor (using No FX to cut out the cruft) in the mix? Man that's a stew you got going! So yeah, in my (expert) opinion you're going to find that its Dual Blades/Bio Armor that wins your heart and soul. Unless one of those Also-Rans runs away with it. you can donate to my alt-itis through @Robo the Clown
  9. My poor Staff/Regen
  10. Yassssss
  11. Are the end drain values for Defenders noticeably better than Corruptors? Kin/elec sounds fun but I'm curious how it performs vs Elec/Kin
  12. Forcefield shines most when Dispersion Bubble is keeping people unmezzed in addition to the awesome defense bubbles In hardmode content with Incarnates I don't think Dispersion Bubble is probably as necessary. I could be wrong though!
  13. I did see someone in the blaster forum using binds with Combat Teleport. Teleport to target, teleport 30 ft backwards, teleport to cursor I could definitely see that as an easy, and cool looking, way to reposition
  14. Okay, I took a look at it - there's a few crucial IOs you didn't have slotted: Steadfast, Gladiator's Armor, Reactive Defenses. Got those in. I moved a bunch of slots around but left the powers the same. You seemed to be chasing a few +recharge times that I dropped, but at least one of those was covered by a LotG in Weave. Cons of my changes: You lost about 50HP. 10% recharge. 5.5% Damage. 3% S/L resist. 9% Accuracy. Pros: All Resists (except S/L) and Defenses went up. Every resist except Negative (55%) and Toxic (35%) is over 80%. S/L defense at 28%. Melee def at 36%. All other defenses sitting between 11%-16%. It's not much but it helps. Cut a further .20/s end cost off Whirlwind. Power Sink now procs a heal when you use it. Moved the Miracle Proc to health and put Panacea in its place. Cut another 6 seconds of recharge time from Fold Space. The Melee Defense is the big thing here. It's gonna cut down on the amount of damage you're taking directly which should allow you to survive longer against Ranged/AoE attacks. The upped resistances help with all of that, though Ranged/AoE Toxic damage is a clear weakness for you. As far as increasing damage - there's not really much there. Whirlwind deals no damage and as a toggle I'm not sure how well the Force Feedback or Explosive Strike procs will work with it. My suggestion for is to get some AoE damage from your epic pool. Ice Storm is very thematic for your blender, but it's 15 seconds of ticks every 2 minutes. Ball Lightning is on par with Fireball, but going for Fireball could give you Melt Armor which can help with -res, though it's on a 3 minute, 20 second timer. These are things you should experiment with! So uh - yeah. My 2 cents. Here's the build:
  15. Awesome, thank you
  16. Thank you for posting this! I can't wait to dig into it
  17. This change cuts my desire to play my level 50s in half. But the good news is that I generally don't make an IO build before level 50, so if I'm not playing my 50s then I don't particularly need Reward Merits anyway I guess I hope that forthcoming Incarnate content will lure me back to my 50s some day
  18. Could you share your DP/Dark build? Maybe in the Blaster forum tho Actually maybe that Water/Energy build as well, that sounds interesting
  19. If you haven't played AR yet, I would suggest running it on a Corruptor - Flamethrower and Full Auto are very satisfying with those sweet sweet Scourge ticks As far as jumping around, I play an AR/Pain Corruptor and hopping around to deliver my PbAoE buffs and debuffs is never a problem. A /kin might hop around more but you'll get to choose when and where to engage. Slot a KB>KD IO in m30 grenade and you can put a group on their ass, hop in for your buffs then hop back out for your cones
  20. I think that's the farm Giant Monsters approach
  21. Cannot believe this change went live. I'm so disappointed. And kicking myself for not dumping all my emp merits yesterday
  22. Fire/Kins were the fire trollers I saw the most of, but /Rad can be an AV/GM killer when paired with illusion, gravity, plant, or fire
  23. I put this build together and took it for a test spin on Brainstorming. It's not bad! I could handle +3x8 without too much difficulty - kill speed was slow, but I was also experimenting with all the tools I had. The Force Feedback proc in Wormhole is the true star of the show as it gets Oil Slick Arrow back in the rotation much sooner. Dimension shift was eh... not sure it's much more than a panic button. I wanted to be able to Wormhole>OSA>Dimension Shift a spawn but OSA doesn't seem to kill fast enough if I'm not applying Distortion Arrow and Acid Arrow and I can't do that while outside the Dimension Shift bubble, so the mobs take a bunch of damage but more than a few of them are still standing once the bubble goes down. Poison Gas Arrow was also pretty eh, but it does have that nice "chance for heal" proc one slot wonder in it and that was helpful to mitigate being hit. It was my first choice for shifting slots to from Dimension Shift, but I'd lose the proc in order to slot a full Fortunata's Hypnosis, so I dunno. Wormhole itself is underwhelming. The teleport often misses, so it's generally just better to Wormhole a group right to where it is, making it just an AoE stun. Fold Space is a better grouping tool by far, but I don't have room for three more power picks. I think I might need to go back and add Crushing Field back in. Wormhole>CF>OSA>Dimension Shift may actually be the better setup as CF will give Containment. Dimension Shift is by no means necessary, but I really enjoy the idea of a bubble of DOOM. I don't have the +pet Resist IO in Singularity in this build, and it does seem to make him more noticeably squishy. However he recharges fairly fast and resummoning him is actually preferable to trying to drag him through a group of mobs to get him to engage where I want him. So maybe not really a problem.
  24. Okay, here's a second shot at your build: I dropped Paralyzing Blast and Enforce Morale. Picked up Soothe and Stealth. Reworked slots, you now have +300 HP, true stealth (except against Rikti Drones, Snipers, etc) when using Stealth+Sprint. Hasten is Perma by a couple seconds. No wasted S/L resist over the cap with Temp Inv on. Fire/Cold/Toxic resist just under 40%. Energy/Negative resist at 44%. Psi resist at 50%. 8.5% extra Max End, and +3 end/s over your toggle usage. Chain fences slotted for end drain. Chain Fences, Energy Torrent, and Anguishing Cry all have -Res procs. Energy Torrent has a Chance for Immobilize proc which is probably less useful than the Overwhelming Force KB to KD IO, but it might work, and it was necessary for another 6% fire/cold resist. If you do end up trying this out I'd love to hear your (or anyones) thoughts on how it plays!
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