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Ringo
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Superheroes that use Gravity, and what would you pair with it ??
Ringo replied to smnolimits43's topic in Controller
The Marvel hero "Gravity", does in fact have gravity powers. If you're going controller, I'd say Grav/Time has the look of a pure gravity powerset You could also do Grav/Trick Arrow and play up that you don't actually aim your arrows - you just alter their flight through increasing micro gravity/lensing effects -
Kudos to this thread. I don't agree with the premise, but it has made me realize that while I personally eschewed "healers" and generally avoided people who declared themselves as such, I've never once looked at how the game must appear to them. That's led me to having very little empathy (hah) for those who think having a "healer" is important and their gameplay experience. My apologies to the "healer" crowd. I never said we couldn't coexist, but I definitely acted like we couldn't. And I can now see how easily that could turn into a detrimental CoX experience, which is the opposite of what I value in the CoX community. My bad. As far as the devs and the evolution of the game - I personally don't believe there was as much as a push for killing the Holy Trinity as there was an interest in making as many powersets and builds viable. Combine the smoothing out of low performing builds versus the higher performing builds, plus the introduction of IOs and Incarnates leading to incredible power creep, and you now have a game where every build can be viable and self-sufficient. Which, naturally, mutes the reactive healer playstyle designed to shore up weaknesses - because there aren't any weaknesses to shore up. Instead the MinMax optimal strategy is to use buff/debuff powers as force multipliers to utilize the power creep each build can leverage. Personally that's a thing I have enjoyed. But that doesn't mean everyone does, or should. And I think the availability of doing content in a "No IO, No Incarnates" mode would possibly lead to players who use that mode to have more structured team composition and more complexity in how the team works together.
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honoroitisfantastic POLL: Controller - best of AT 2023
Ringo replied to honoroit's topic in Controller
Pair it with Plant. Roots keeps everything right where you want it, but still allows knockdown from Sleet/Tornado/Lightning Storm for mitigation Slightly at odds with Seeds of Confusion, but by the time you're throwing all your /Storm stuff you really only use Seeds as a way to mitigate the Alpha strike -
My ill/ff controller used IW *just* to close the Sleep hole in my mez protection Psi Tornado isn't great, but it's hilarious against Clockwork
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Wanted to try out the new Axe set but i have no idea on a secondary
Ringo replied to lokiie1984's topic in Brute
Ninjitsu lets you crit from hidden like you were a stalker. Scrappers are already designed around crits, so this is fine. Brutes, however, are not; and the thought of a Max Fury Brute having Crit-on-Demand is too beautiful and terrible to behold -
Been awhile, so I threw in fifty bucks. I'm glad this place continues to exist!
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/Nature Affinity - Living Spores defensive proc slotting
Ringo replied to Neiska's topic in Archetypes
Well if Panacea has a 2.9% chance to fire every 10s it also depends on how many different targets its going to check that against. If it checks against you and your 6 pets standing in the patch, that jumps from 2.9% chance of seeing it fire to a 20% chance So the important bits are: Who does the proc roll a check against? When the proc fires, who gets the benefit? -
Focused Feedback: Fiery Melee Revamp
Ringo replied to The Curator's topic in [Open Beta] Focused Feedback
I think it's more like you pointing out that my proficiency at hitting a stationary target with a throwing axe doesn't directly correlate to my proficiency at hitting a charging swan. You are correct, but that has zero bearing on my practice of throwing at a stationary target, and is only tangentially related to why I do it. I understand that -res procs produce higher efficiency against even con targets as compared to +4's. It's just not relevant when comparing Pylon tests to other Pylon tests. -
Focused Feedback: Fiery Melee Revamp
Ringo replied to The Curator's topic in [Open Beta] Focused Feedback
It's not a minigame, it's a way of testing via setting a common baseline for all ATs. It's not a comprehensive test but it does tell you performance within a given setting that you can then compare to other builds. The ability to slot -res procs alter the results of the test. That's data you have to have in order to evaluate the change. If pylon times don't give you the data you want to use then you need to develop and run a different test -
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:
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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
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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
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The perfect date doesn't exis- Well then
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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
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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
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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
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Ah, I didn't think about the -res procs! That does help
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Spooky's -tohit and fear is great on controllers. Complementing him with Dark Assault seems like a win
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Despite being a close range set, I don't think Rad Blast really helps Poison or vice-versa
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I love this
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Claws sell themselves. If you don't already want them, you don't want them
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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
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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