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Ringo

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Everything posted by Ringo

  1. So I got this character to 48 back in 2019 and retired him. Wormhole was usable but Oil Slick Arrow wasn't up fast enough to justify all of the crazy slotting choices I made to get recharge. I'd have to look, but I think my final build got OSA to somewhere below 50 seconds. And then yesterday I (re)learned that Blaster - Tactical Arrow has OSA on a 90 second recharge. And Fold Space exists now. So, problem solved, I guess!
  2. It's an illusion controller so it's got an early leg up on some other control sets in terms of direct damage, but it's still a controller so it's not exactly fast. Soloing an illusion controller is fun for me because I have to be quick on me feet - it's not a question of do more damage before I run out of hit points, it's that plus confuse one guy, maneuver those two guys on top of each other so blinding one has a chance to sleep the other, etc. What /traps does is put more tricks in the bag for illusionists, allowing you to get into even more ridiculous situations and have a grand time trying to weasel your way through them. Again - not fast by any means, but absolutely both challenging and entertaining
  3. I'd have to go back and check the lore, but I'm fairly certain the Rogue Isles operate on the same basis that our world's Russia has for the last 30 years - they are a sovereign nation with nukes. Mutually Assured Destruction means that if anybody *really* has a go at the Isles and Arachnos, then we've hit Armageddon, full stop. Letting them bust up Paragon City is (in theory) a small price to pay for freedom from nuclear annihilation
  4. 2021, clearly! 😁
  5. My most successful dps troller is Plant/Storm. Here's the thread I made for her build (in 2019):
  6. I think this was one of my fastest to 50 builds ever. Definitely fastest to 50 on a controller (I never really ran a GM hunter or Fire/kin tho). I enjoyed it! It's a bit of a different playstyle than my past Illusionists, I remember ITFs being the most obvious example of needing to think differently on how to support the group with debuffs and damage without getting burned. Aggro management on a couple severely un-optimized ITF teams was very much a new puzzle I was solving on the fly, and for the most part I had the pieces to get us through. Anyway, sorry for such a late response! I should've replied back in May!
  7. Seems to be going faster this month +1 donation from me
  8. Doldrums of summer, eh? I did my bit, gotta keep Paragon City alive!
  9. That build also has soft capped ranged and AoE defense And its necessary for my personal playstyle which is very "Hold my beer!"
  10. Those builds were done in Pines, which may or may not mean they'll work in the newest version Mids Reborn. Here is my latest build for Jenny which was built in Mids Reborn. I decided that I wanted A) More Damage, B) More Endurance, and C) More Resistances The Procs in Roots/Freezing Rain/Tornado should help up Jenny's damage from what it was from before The End Redux in the summons combined with Power Sink should help keep Jenny from having to stand around waiting for end to come back, even with her increased toggle drain. Hurricane continues to be a "sometimes" power, but that's even more so here because if everything is knocked away you're not going to catch anything with Power Sink. So run Hurricane when being charged in Melee, confuse your attackers, turn 'cane off and hit Power Sink. Rinse, repeat Charged Armor + Tough + set bonuses give Jenny capped Smashing/Lethal/Energy resistances. Compared to just the 20% S/L from running Tough before, that's going to be a huge upswing in survivability. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Jenny Chaos: Level 50 Science Controller Primary Power Set: Plant Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Hold(3), Lck-Acc/Rchg(5), Lck-Rchg/Hold(5), Lck-EndRdx/Rchg/Hold(7) Level 1: Gale -- SuddAcc--KB/+KD(A) Level 2: Roots -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx(7), PstBls-Dam%(9), JvlVll-Dam%(9), Acc-I(11), EndRdx-I(11) Level 4: Fly -- BlsoftheZ-ResKB(A) Level 6: Hover -- LucoftheG-Def/Rchg+(A) Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(15), CrcPrs-Conf(15), CrcPrs-Conf/Rchg(17), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(19) Level 10: Steamy Mist -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(19), Rct-Def/EndRdx(21), LucoftheG-Def/EndRdx(21), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 14: Afterburner -- LucoftheG-Def/Rchg+(A) Level 16: Freezing Rain -- Ann-ResDeb%(A), Ann-Dmg/Rchg(25), TchofLadG-%Dam(27), PstBls-Dam%(27), ImpSwf-Dam%(29), EndRdx-I(29) Level 18: Vines -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(31), Lck-Acc/Hold(31), Lck-Acc/Rchg(31), Lck-Rchg/Hold(33), Lck-EndRdx/Rchg/Hold(33) Level 20: Hurricane -- EndRdx-I(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Boxing -- Acc-I(A) Level 26: Carrion Creepers -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(36) Level 28: Tough -- StdPrt-ResDam/Def+(A), ResDam-I(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), ShlWal-Def/EndRdx(37), ShlWal-EndRdx/Rchg(37), ShlWal-Def/EndRdx/Rchg(37) Level 32: Fly Trap -- BldMnd-Dmg(A), BldMnd-Acc(39), BldMnd-Acc/Dmg(39), BldMnd-Dmg/EndRdx(39), BldMnd-Acc/EndRdx(40), BldMnd-Acc/Dmg/EndRdx(40) Level 35: Tornado -- AchHee-ResDeb%(A), TchofLadG-%Dam(40), ExpStr-Dam%(42), SuddAcc--KB/+KD(42), ShlBrk-%Dam(42), EndRdx-I(43) Level 38: Lightning Storm -- SuddAcc--KB/+KD(A), RechRdx-I(43), RechRdx-I(43), EndRdx-I(50) Level 41: Power Sink -- RechRdx-I(A), RechRdx-I(45), EndRdx-I(46) Level 44: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(45), Ags-EndRdx/Rchg(45), Ags-ResDam/EndRdx/Rchg(46), Ags-ResDam(46) Level 47: Spore Burst -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(48), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(48), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(48), SprWiloft-EndRdx/Rchg(50), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(50) Level 49: Surge of Power -- GldArm-3defTpProc(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(13) Level 1: Brawl -- Acc-I(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 50: Cardiac Total Core Revamp ------------
  11. If you're running Pain Domination, building for +resists is probably preferable
  12. Ringo

    Archery/?

    I decided on /ice and have been really enjoying it! Props to Frostweaver
  13. My AR/Pain Corr doesn't have ignite, but regularly cycles both flamethrower and Full Auto. And in my experience, they do get in the way of quick reaction heals. HOWEVER at the higher levels I find the teammates who this matters to (ie they die before I can do anything) are getting 1-2 shotted and are dead before I can even target them for a heal. If this happens a lot, I stop using the cones and start targeting through the death prone teammates so I can just keep them upright. If this is a more occasional/rng thing though... that's why I have Vengeance and the /pain Rez Of course when playing with incarnates I can barely get Vengeance off before they self-rez or someone hits Barrier or whatever
  14. Your main heal, Regrowth, is a ranged facing cone. Which for me means that I want my pets to be in front of me and that suggests using Melee pets of some sort
  15. Just wanted to give kudos for running that!
  16. My Ninja/Cold mm just hit 50 using Kick/Boxing/Crosspunch I leave my tier 1 ninjas on Bodyguard and send the others after priority targets while I wade in with Crosspunch. It's fun and a workable way to pull some aggro and get my bodyguards to fight. Doesn't really happen on steamroll teams though, as I just set all my ninjas to aggressive and then pick their targets for them to concentrate fire on Of course my MM is also built for S/L defense and moderate resists, which may be preventing some better slotting of my ninjas. But who cares, the build works and I have fun punching things! As an aside, Ninjas are a pretty terrible pet set. The suck is real. But they can still be fun!
  17. Ringo

    Archery/?

    I was thinking of rolling a new Blaster. I have a 50 Psychic/Temporal, and I've got a smattering of Sentinels, so the ranged set I think I want to play with is Archery. I just don't know what to pair it with! /Temporal is out. And I'll arbitrarily throw out /Dark as well because I never want to Shadow Maul anything ever again. I was looking at /Nin but it looks very lackluster. So what would you all recommend and why?
  18. I just started a DP/Fire and I have to say - Piercing Rounds looks like a waste of end. It's such a narrow cone for such a high end cost. My experience with the similar power on a Beam Rifle Corr has led me to believe I'd much rather keep Suppressing Fire in my chain rather than Piercing Rounds.
  19. That's exactly what I went with - Kid Lightning reverse engineered all of her tech from others to stock her arsenal
  20. Pines says on both Tankers and Brutes that Mass Levitate is higher damage than Foot Stomp, so yeah I think that'd be a worthy farming AoE
  21. I believe fire farms would be easier because lethal has -def I have a Psi/Shield scrapper at 34, so just slotted out Mass Levitate. The knockup is good mitigation, but I'd have to look to see whether the damage is comparable to Foot Stomp
  22. I 50d an ill/ff on live and now an ill/traps on homecoming. ill/traps is a ton of fun, I'd suggest giving it a look
  23. Hard disagree on skipping bonfire. With the immobilize changes, bonfire is a great power
  24. I just got my illusion/traps to 50 and I'm going to drop both powers. Time Bomb's damage is pitiful, and trip mine scatters crowds more than kills them. If I'm going to sit in melee it's for planting Poison Trap for the -regen and holds
  25. Depends on how you wanted to fight him. Straight up in melee as a surprise attack or with pets and energy blasts trying to keep your distance. Personally, against a Fire tanker? I want to keep my distance from that Burn patch
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