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Ringo

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Everything posted by Ringo

  1. Are they really pushing Page 5 out next week? I've been ToTing, not on Brainstorm testing
  2. Gravity is not a set that plays like others on a Dominator, but that doesn't mean it's not viable! I'll look into putting together a build, but there's threads that might help:
  3. This is an interesting question due to the Shocked mechanic - does quicker/higher Shocked values produce more damage than 12% (past ED) damage increase? Presumably if you're mostly blasting and not using your /Energy melee attacks I would guess that the extra endmod provides greater value in both damage, sapping mitigation, and End recovery
  4. Water Pros: Great AoE set, fun tidal forces orange ring mechanic, knockup/down, self heal Cons: Not as strong against single targets, no snipe Electric Pros: End sapping can be a strong form of damage mitigation, Shocked mechanic rewards sapping, Charge Up Tesla Cage and Voltaic Sentinel all aid damage plus sapping, teammates using -recovery and -end powers boosts your damage via Shocked Cons: Short Circuit is Pbaoe, effective end sapping is harder versus AVs and GMs, end sapping is not an effective control until the target has 0 end and 0 or worse recovery
  5. I have a Beam/Poison Corr and a Beam/Dev blaster, neither at 50. I like them, but I always forget how to play Beam Rifle effectively After looking into it for my previous post, my next BR will probably be a Dark Armor or Ice Armor Sentinel
  6. If you want the DoTs on Disintegrate and Overcharge to proc Scourge, then yes it does Honestly, Beam Rifle has a few choices on how you really want to leverage it into any build. - Disintegrate. Does DoT. Does -150% Regen for 15s. Can cause Disintegration Spread on clumped targets which is mostly what triggers: - 3 Knockdown powers - 2 Disorient powers - 2 -def powers - 1 -res power Knockdown and Disorient powers add to your survivability. More KD in your secondary might not be necessary, but more Disorient will stack -regen, -def, -res all help with taking down hard targets. -regen is definitely something worth stacking, while the -def and -res aren't as hefty overall. With the exception of Single Shot, Beam Rifle attacks are all roughly 2 seconds or more each. You won't have the quickest attack chain, and may have a harder time leveraging a more active secondary (or defender primary). Beam Rifle also needs you to use your attacks in a set order to properly benefit from the Disintegration effect. Disintegrate is always your opener is you're looking to make use of Beam Rifle's added effects. Lancer Shot is the only 100% chance to proc Disintegration Spread after hitting your Disintegrate target. Cutting Beams has a 100% chance to add DoTs to any targets already having Disintegration. Single Shot gives a 10 second -75% regen debuff to targets suffering from Disintegration. Overcharge Disorients on Disintegrated Targets. Charged Shot, Penetrating Ray, and Piercing Beam all add bonus damage to Disintegrated targets. Penetrating Ray, Charged Shot, and Single Shot all have a chance to proc Disintegration Spread as well (at 55%, 39%, and 20% respectively) So all that said.. I would be looking for an AT/powerset combo that does the following things: 1) Has a lot of fire and forget powers, allowing me to Blast more 2) Has survivability allowing me to Blast more without running for my life 3) Can make use of the -regen, DoTs, and Disorients that Beam Rifle brings by blasting more 4) Having only 1 real Cone and 1 Targeted AoE, can make use of being in Melee in ways that wouldn't work on other Blast sets So already seems to be leaning hard into Sentinel right off the bat there! Dark Armor has some good Aura powers (Disorient!), Fire Armor has Burn, Ice and Rad both have PBAoE powers,. Corr/Defender probably also has some good build potential with Kinetics, Time, and Poison having reasons to get into Melee and Storm adding more Disorients and Knockdown. Blaster if you want damage - a lot of the Blaster Secondaries have PbAoE toggles or powers plus Disorients that you can hopefully stack to keep you alive in and around Melee, but Survival is not Guaranteed
  7. A kinetic melee tanker can comfortably skip their t9, Concentrated Strike, which will help reduce that feeling of slowness. Better to rotate through your quick attacks while under Siphon Power than risk whiffing on a long ass CS animation
  8. Ah, I didn't think about the -res procs! That does help
  9. Spooky's -tohit and fear is great on controllers. Complementing him with Dark Assault seems like a win
  10. Despite being a close range set, I don't think Rad Blast really helps Poison or vice-versa
  11. Claws sell themselves. If you don't already want them, you don't want them
  12. Depends on body type for me. Character is chonk and sturdy = Street Justice Character is lithe and flippy = Martial Arts Character is crazy and will dance the Mamushka = Dual Blades Character really wants that Melee defense and/or a lightsaber = Katana
  13. On Live my ill/ff controller took the mind epic just to close the Sleep hole, so I certainly feel that. Also let me ruin an enemy controller's day in PVP so that was always fun
  14. Poison/Elec Short Circuit + Poison Trap = Enemies aren't just sapped, they stay sapped. Something only Thermal and Poison can accomplish
  15. It's been less than 8 hours and it's on the same day as the start of the Halloween Event. The community hasn't even seen this yet. Personally, my mind is blown. I want to like it, but I am too stunned to really answer yet Also, like everything, it needs testing!
  16. That is exactly how Shocked and Scourge work together. Electric Blast is absolute murder on a Corr vs high HP targets. And I am preparing to reroll my baby Kin/Elec Defender as a Poison/Elec Defender for the same reasons
  17. If you're not going to do any damage, why Brute? Tankers can catch more with the bigger AoEs
  18. This is the post (and the build) that clued me in on the -recovery effects being limited to Poison and Thermal. @Tomgreen1has a great PVP/Hard Target sapper build here that was really informative.
  19. It turns out those Poison debuff numbers weren't as huge as I thought. Mids was combining the actual debuff with the partial AoE debuff. So a Corr would see a a -45% Res value that was actually only 30, and a Defender would see a whopping -60% Res value that was actually only 40. Still a 10% difference, but not quite as much as I thought. Personally, for a Thermal I'd go Corruptor all the way. For Poison I'd play a Defender with the intent to Solo or Hard Mode team content. For non-Hard Mode team content, I think the Poison Corr wins out.
  20. Thermal and Poison are the two sets that do -recovery, so they're actually the only true sapper sets as they not only drain end but keep enemies from generating new end for 40 and 30 seconds respectively. Even Short Circuit in Electric Blast only has a 10 second -recovery duration. So from my point of view if you're going Thermal then take advantage of Heat Exhaustion and pair it with Electric Blast. As far as Defender vs Corruptor, I was investigating this for a potential Elec/Poison sapper and my conclusions were: Strictly Solo: Defender (Vigilance damage boost, higher debuff values) Teamed: Corruptor (Defenders lose the damage boost, teams throw out enough damage and debuffs that the lower Corr debuffs are only felt on the very hardest of targets, which actually see Scourge perform at its best) Teamed, Hard Mode Content: Defender (Everything needs debuffed, but not everything has the HP bar necessary to make Scourge a bigger factor) So that's for a Poison Sapper. For Thermal, which is a much more Buff-centric set, I think you're better off running a Corruptor in all situations. Basically only Forge and Melt Armor are always benefitting from the higher Defender values, and that's not enough to make the damage drop worth it.
  21. @Voltak the posted build has Afterburner as a power pick (at least for me) - I assume you replaced that with Evasive Maneuvers? Also - does that Soulbound Allegiance proc actually fire in Tornado? I never see any buildup except from Lightning Storm in my buffs list, nor in my Pet Damage window on Brainstorm. After some experimentation, I kept seeing the Overwhelming Force, Achilles' Heel, Touch of Lady Grey, and Force Feedback procs firing the most in Tornado (Shield Breaker Lethal didn't seem to fire ever, nor Soulbound Allegiance), along with Apocalypse and Force Feedback in Lightning Storm (again - nothing from Gladiator's Javelin). The Decimation Build Up proc did fire every time LS was summoned, but only on summon. Could Touch of Lady Grey be canceling out Shield Breaker? And Apocalypse for Gladiator's Javelin? If that's a thing that's happening - maybe my other procs are canceling Soulbound Allegiance? I guess this calls for more testing.
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