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Ringo

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Everything posted by Ringo

  1. Power wise, my big wisdom would be to take at least one of the Invisibility powers. Getting in range to drop Phantom Army or use your Confuse is important! Confuse early, confuse often - get practiced at knowing the exact mob you want on your side. Having extra bubbles and Accelerate Metabolism from a Rikti Guardian is great! Your powers are Psychic damage so Confuse the guy *next* to the robot so he can deal the damage you can't!
  2. This was my main on Live. Loved that character, but I have no desire to roll them again. Ill/FF doesn't have to be passive, but it can feel limited. Flash (your PBAoE hold) will get you killed, so Phantom Army and Spectral Terror are your only real multi-target controls. Blind is your only power that sets Containment (besides Flash) but you only have single target attacks anyway until Epic power pools and Incarnates, so that's okay. Basically your FF powers, Phantom Army, Spectral Terror, and Phantasm's Decoys will do great at keeping the team alive. Your Dispersion Bubble will keep everyone un-mezzed (except for Sleep) which is fantastic. But those are all Fire and Forget powers. So to keep active you need to invest in your single target attack chain and/or grab more buffs/debuffs from power pools. The good news is Homecoming has much more choice in Power pools than Live did, so you're not limited to just Air Superiority as I was.
  3. Dark Blast has DoTs which pair well with Scourge. Also while Defenders get a slight increase in -tohit in Dark Blast, Corruptors are possibly blasting more and thus stacking those -tohit blasts
  4. Now I wanna play a hair metal rocker named "Disco's Kryptonite" and be your nemesis!
  5. Poison/Elec - be a Sapper!
  6. Creepers are fire and forget, just let them do their thing. I'm curious what Fulcrum Shift does for them
  7. Yup. I went with /Mu Mastery APP just for Power Sink, and that allows me to pump more damage in my Incarnates
  8. I like this build! I don't know if I could ever play it as not doing damage with Plant control seems like heresy (my main is Plant/Storm) but I appreciate they way you focused on what you want to do and rigged the build to do it. I still haven't found a Kinetics build I like playing, but if I can get past the no damage part yours might actually let me enjoy being a Kineticist!
  9. Trick Arrow is a strong debuffing set and it's been buffed on Homecoming. Definitely not garbo
  10. Storm/Dark -to hit in Dark pairs well with Steamy Mist and Hurricane Thunderclap finally has a buddy to stack with in Dark Pit Tenebrous Tentacles can keep mobs from exiting your Freezing Rain Life Drain for a self heal And most important of all You aren't bothered by the Dark DoTs because everything you do is DoT
  11. So I was just wondering about Proc builds today. In my mind the big trade-off to using procs is that you end up missing out on set bonuses, or the 3-5 slot set bonuses you do grab end up slotting recharge and lowering your proc rate. Now I know there are plenty of specific proc builds out there for different ATs/power combos, but that's not what I'm really after. What I want to know is what AT/powerset is most survivable without chasing set bonuses in your attacks? What gives you the best chance to actually use an Oops, All Procs! build?
  12. My Ninja/Cold (pre Ninja update) was great fun, but Cold is very passive. I ended up taking the Fighting pool attacks and spending my time in melee letting my ninjas do their thing As for Ninjas/TA, the +crit seems to be the true incentive for the bow attacks. If you want personal damage try proccing out your /TA attacks like Ice Arrow
  13. Focus, Eviscerate, and Shockwave aren't really necessary to use or enjoy Claws. The set operates just fine on 3 attacks, Follow Up, and Spin if that's what you want
  14. Ringo

    Magnetism

    You could try Sonic or Psychic blast, each has more Magneto-esqe power customizations Otherwise, Grav Control still seems closest
  15. May be old biases but I have never thought of Shadow Maul as solid
  16. MMs can pick up Bonfire in their Epic pool, so Bots/Storm/Pyre should be pretty great
  17. (Dis da broot frum, mate)
  18. Okay so all that said, which Primaries with which Secondaries? Well there's two answers to this depending on how you build for low level play: are you slotting SOs or generic IO enhancements? Or are you slotting set IOs, ATOs, and Uniques for bonuses and procs? Using only SOs or generic IOs: Bio works well with everything. Claws works best for the full attack chain plus Spin, and Ice Melee gives great mitigation with Ice Patch. Use your Adaptations to manage endurance Dark is an End Hog. Ice Melee provides the most mitigation for the least endurance and also keeps mobs in your damage aura. Stone is a possibilty as the attacks are slow but powerful, just prioritize slotting accuracy and endredux in each attack and hope you aren't stuck in an animation preventing you from using your Self Heal. On just SOs, Dark is not very friendly though. Rad has two auras to attract foes which makes for an attractive pairing with the PBAoEs of Claws, Dual Blades, and Spines. As another all Resist armor the +Def powers aren't going to add much mitigation, but the Knockdowns and Disorients should help. Ice Melee, Martial Arts, Staff, Stone, and Street Fighting should all work, but Rad has no Self Heal so you're going to need to prioritize damage to clear mobs fast before they kill you Regen gives you that sweet +Recovery, allowing your quick attacking primaries go to work without much need for endredux. Claws is king here, but Dual Blades and Street Justice aren't far behind. Both your survival powers are clicks so stay away from getting caught in slower/longer animations like Spines, Staff, or Stone. Once again, Ice Patch is reliable mitigation. Shield is our only Defense based armor set here, so finally we can use those +def power primaries! Unfortunately Katana and Staff can't be used with Shield defense so we're left with just Martial Arts. Good news though, MA/SD works great together! The bad news is Defense as a mitigation at low levels is very either/or - either the mobs wiff their attacks and never hit you, or you're dead. While knockdown/stuns do help reduce the number of swings at you, using SOs on Shield defense at low levels is just a matter of time before RNG claims your head.
  19. As far as Primaries, Claws is the only one that has all of its kit by level 12 The ones that have most of their kit by level 12 are: Claws Dual Blades Ice Melee Katana Martial Arts Spines Staff Fighting Stone Melee Street Justice Added: Of those Claws, Dual Blades, and Spines have zero damage mitigation Katana, Martial Arts, and Staff have +Def Ice Melee, Martial Arts, Staff, Stone Melee, and Street Justice have some kind of Knockdown or Stun
  20. For Secondaries the ones that get the important parts of their kit by level 20 are: Bio - Mez Protection at 4, Adaptation at 10, Self Heal at 16, Most Res and all Def toggles available Dark: Mez protection at 10, Self heal at 16, All Res Toggles, and Damage Aura Rad: Mez protection at 10, All Res toggles, Damage Aura+ at 16, Taunt Aura+ at 20 Regen: +Regen, +Recovery, Self Heal at 4, Self +Max HP at 10, Mez Protection at 16 Shield: All Defense toggles, Mez Protection at 10, Taunt Aura+ at 16, extra Def when teaming at 20
  21. I was definitely not getting that from the description on City of Data! Interesting
  22. Traps has a Debuff in Seeker Drones and powers Like Poison Trap and Caltrops that contribute to overall defense/not getting attacked. FF has Dampening Field now which has a good -tohit debuff, but may not be as effective at keeping minions alive and attacking. Personally on my Bots/FF I think I'd want the extra damage but I'd have to test it out
  23. That's a really good question!
  24. Power Boost - Cast Power Boost then cast or recast your bubbles. Those bubbles will be boosted until they fade. If you recast over the boosted bubbles without Power Boost you will replace the boosted bubbles with normal ones. Also Buttercup and Blossom. Bubbles. On IOs - getting the +def and +res unique pet IOs is important
  25. My thoughts from that thread: " How it plays: Seeds->Roots->Freezing Rain->Tornado->Lightning Storm->Roots->Strangler Alternate Roots and Strangler on anything not Confused (Bosses and higher usually) and throw down parts of your original chain when they recharge if the mobs haven't melted. This combo generally eliminates minions/lts with ease, but struggles to really pour it on for hard targets. Tornado and Lightning Storm are your big hitters, but both Roots and Freezing Rain have -res procs (that will stack with each other) so don't forget to reapply. Lightning Storm, Roots, and Freezing Rain all benefit greatly from Procs, while I find that Tornado gets the most out of actually slotting damage. You *can* slot a KB/KD Proc in Lightning Storm, but basically if anything isn't already Rooted, you don't want it to close the distance with you anyway, so KB is hardly a problem. Spore Burst is an autohit (and I didn't want to slot it, but it was necessary) that can buy you some time, but you have to position the sleeping group away from your pets. Vines will also buy you time, but less of it, and on a longer recharge. Handy for stacking Holds though. Gale and Hurricane are excellent damage mitigation. Gale doesn't have the accuracy slotted to be a true lockdown power, but with a 50ft range and 80 degree cone, you're going to knock enough mobs on their butt to help. Hurricane gives that sweet -range and -30% Tohit debuff that combos with your sub-par melee defense to rise above the normal defensive Softcap. Ranged and AoE attackers within the Debuff will be having an even worse time. I believe the debuff range is slightly bigger than the hurricane animation? Don't quote me on that. Hurricane's Repel is also great as it can herd baddies into a corner for your tank or Tornado. Both the debuff and repel work together to help you create safe zones for your ranged teammates. Any mobs attempting to get through you to the blaster will have their tohit debuffed and their range shortened - meaning they will have to close the distance to even fire, which will then hit them with the repel and make them repeat the process. KB/KD resistant foes will ignore the repel, but then your ranged buddies just need to make sure that any melee attacks are still standing in your hurricane when they start swinging. Hug the Hurricane! Love the Hurricane! Of course, the Hurricane eats all your endurance - which is why you need Power Sink (and some choice Incarnate picks). Of all the Epic pools, Mu's Power Sink has 1) the quickest recharge and 2) No Accuracy Check. Between Power Sink and Lightning Storm you could potential sap your targets, but what you really want is to fill up your blue bar - and this will do that for you. Eat early, Eat often Seeds of Confusion is the bedrock on which the Plant/Storm is built. So it needs to be said - against Confuse resistant foes, all your normal plans go out the window. Gale, Hurricane, and Spore Burst suddenly become keys to survival, and you'll actually need to pay attention to killing the minions/lts instead of just assuming they're gonna melt. Be Wary of Longbow!"
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