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Ringo

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Everything posted by Ringo

  1. Well reasoned and very true to my play experience as well. I appreciate your insight, @tidge
  2. Instead of searching for the sets in the search bar there's the categories in the main AH window. You want Enhancements>IOs>Attuned IIRC It'll then list all the set types (Ranged, Taunt, Defense, etc) and each individual set under those. The Auction House automatically converts regular set IOs that are for sale into attuned IOs when you purchase this way, so when you put a bid in on an Attuned Force Feedback +Recharge IO you are bidding for the lowest price of all the FFR IOs listed no matter their level (which is nice as lower level IOs cost less to craft than level 50s and sellers are often willing to sell those for less)
  3. Surely Blasters and Scrappers are higher in the list than Doms! Doms only just recently got access to Illusion/Flash the biggest suicide button in the game
  4. The original design of Dominators was from when you couldn't be a controller on Redside, Brutes were more fragile and had less aggro management than Tankers, and Stalkers were only critting from Hide. So yes, they filled the role of keeping the Brute alive and supplemented the non-burst damage of Stalkers. Definitely a support role first, damage AT second. These days? Domination still gives you the strongest controls in the game, mez protection, and a free endurance refill. I'd agree that it's a similar support role to the team tank.
  5. If someone accuses a Sonic Defender of "letting teammates die" they don't know anything and are talking out of their ass.
  6. 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!
  7. 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.
  8. 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
  9. Now I wanna play a hair metal rocker named "Disco's Kryptonite" and be your nemesis!
  10. Poison/Elec - be a Sapper!
  11. Creepers are fire and forget, just let them do their thing. I'm curious what Fulcrum Shift does for them
  12. Yup. I went with /Mu Mastery APP just for Power Sink, and that allows me to pump more damage in my Incarnates
  13. 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!
  14. Trick Arrow is a strong debuffing set and it's been buffed on Homecoming. Definitely not garbo
  15. 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
  16. 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?
  17. 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
  18. 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
  19. Ringo

    Magnetism

    You could try Sonic or Psychic blast, each has more Magneto-esqe power customizations Otherwise, Grav Control still seems closest
  20. May be old biases but I have never thought of Shadow Maul as solid
  21. MMs can pick up Bonfire in their Epic pool, so Bots/Storm/Pyre should be pretty great
  22. (Dis da broot frum, mate)
  23. 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.
  24. 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
  25. 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
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