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Agorazium

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Everything posted by Agorazium

  1. Honestly I would not recommend either Enflame or Invoke Panic, and believe me I’ve tried to make them both work. Enflame is less bad, but with Demons being a melee/range hybrid set you won’t get a ton out of it solo. Crack Whip on the other hand is excellent and combos really well with Sonic. I would also encourage you to take Disruption Field sooner…it’s probably the best power in the set and you’re losing out on a ton of damage by not taking it. I guess if you plan to never exemplar it’s not an issue, but if that’s not the case it should really be taken ASAP.
  2. I was trying to combine the superhero aesthetic with the classic fantasy barbarian, which I don't think I quite pulled off, but still happy with how Northwinter (Beast/Cold) turned out.
  3. I’m a huge advocate for Temporal Selection, I never skip it. In terms of action economy, the buff to your highest damage dealer is a better use of your time IMO than the small -regen from Time Crawl, which will be reduced even further on hard targets. I also think either Distortion Field or Juncture are skippable depending on whether you’re playing in melee or at range. On a Controller you could go without Time Stop but I like it as a proc bomb, for Hami runs, and to stack holds on bosses.
  4. Oooh thank you! I had a Psi/Claws concept I was excited about but wasn't sure where to start with slotting Psi. I'll definitely be playing around with this tonight 🙂
  5. IMO it really depends on the AT and sets. Others have already covered the big ones: Domination, Phantom Army, Farsight/Chrono Shift, Overgrow etc. really benefit from Hasten and once you can perma those it is a significant power boost. Outside of control and support sets, some Hasten allows some melee sets like Dual Blades and IIRC Claws and Kinetic Melee to use the most optimal rotations and skip extraneous powers. That said, in most cases I think it’s overrated. Using the optimal rotation is not going to make a huge difference in 90% of content. I only take it now on toons that really benefit from perma-ing a certain power, and on Controllers who have long recharges in general and few attacks.
  6. This is very minor, but for consistency's sake: the descriptions for Column and and Incendiary Aura say "reduced ToHit" whereas Dark Control, Dark Blast and similar sets call it "chance to hit reduced" or something similar, which I think is a little more clear to new players who don't know what ToHit is.
  7. Only tested with Pyro Control so far but this is a great change. Gone are the days where I save my AOE hold for an emergency that never happens, leaving it sitting on my bar untouched. Being able to stack holds on bosses also means I’m not wishing I rolled a Dominator instead. I would support a reduction in the max recharge though, I think 180s is fair.
  8. The new FX on Hypnotizing Lights and Explosive Bouquet look great 🙂
  9. I'm so jealous!!! I've been trying to get that name for soooo long for my main, who will be rerolled to Pyro Control. Great costume, makes me feel slightly less jealous 😉 Here is my current costume for Spectrum as tax.
  10. I ran missions at 20 and 30 today. +1/x2, no amplifiers, standard SOs. The endurance use is still rough. Even with Accelerate Metabolism from /Rad I was running out of end frequently. In fact the only times I died were because I ran out of end and blue insps. I can’t figure out exactly what the problem is but it feels like a combination of low ST damage and short duration controls that need to be spammed/cycled more often than other sets. I’m going to try respeccing out of Sparkling Cage and replacing it with a pool attack and see if that helps. Got to play around with Missiles, Explosive Bouquet and Catherine Wheel. Bouquet is really satisfying to use, I like this one a lot. Missiles is fine, the implementation of a dual-AOE is interesting although I’m not sure this power was the place to do it. I might end up skipping this one instead of Hypnotizing Lights. Catherine Wheel does what it says on the box, although I second that its TAOE seems to actually be a PBAOE. Still begging pleading and crying for changes to Dazzle’s animation, even if it originated from the enemy rather than the character throwing it that would be better. Though it seems like I’m the only one with that opinion so I understand if it doesn’t get changed.
  11. Column feels like it’s supposed to be your all-purpose, every-group control. I like that it can eat the alpha strike for me but I agree, the duration is way too short and barely gives me time to set up more controls. I think it’s going to feel especially bad paired with active secondaries like TA, Rad etc. that have their own setup to do.
  12. Ran the David Wincott/Flux arc today. Level 10 to start, Pyro/Rad controller, +1/x2, standard SO enhancements, no P2W amplifiers, no temp powers other than Plasmatic Taser which I often take on Controllers for early game AOE. Dazzle - is fine. I still think it could use a different character animation. It just looks so feeble. Sparkling Cage - is also fine. The immob fx are a little hard to see when there are other ground effects (i.e. Radiation Infection). This applies to Sparkling Chain too. Also, I feel like the damage should just be upfront? A DOT doesn't make a lot of sense to me in a set that's essentially Explosion Control. Sparkling Chain - I really like this power. It sometimes does not do anything. It might just be missing, but there's no MISS text, and it seems like if it misses the initial target it doesn't hit anything else which is unfortunate. Glittering Column - I'm learning to love this as an opener/alpha absorber but I think it could stand to have a longer duration. 8 seconds lets me get 2, maaaaaybe 3 powers off before the column explodes. For toons that use secondary powers in their openers, this is going to be rough IMO. Hypnotizing Lights - this feels fine as an emergency power, I think it'll wind up being skippable. This is one where I think the VFX could be amped up. I haven't played around with Multipurpose Missiles enough yet but the lingering sound effect is sooo screechy, I foresee a lot of headaches and complaining. Miscellaneous observations - the endurance use relative to the damage and control durations feels off. Even when not using /Rad toggles and consciously not spamming Chain, I was out of end while minions still had 25%+ HP left. This is with L10 Endurance Reduction SOs in all powers. Overall the set is fun so far, but between the end use and short-duration controls, I feel like it's going to struggle the higher level I get. This was without any recharge enhancements so it is probably going to get worse. Next time I have playtime I plan to jump to level 20 and run an arc or two and see how it feels as it scales.
  13. Maybe a compromise would be to make the AOE effects bigger rather than brighter? Compared to for example Dimension Shift, Heart of Darkness, Shadow Field, Paralyzing Blast, Flash, Gleam etc. some of the pyro AOEs just look so small and sad.
  14. The power icon for Controller Tesla Coil is a different color than the rest of the set FYI! (at least in the character creator)
  15. First of all, thank you!!! This is the set I've been dreaming of for my main toon of 20 years. After dozens of iterations that were never quite what I wanted, I'm hopeful this will be the one. Feedback so far: I agree that the effects could be flashier. Dazzle is the cornerstone power that is going to be used thousands of times but it feels a little anemic. I think it might be the throw animation? The animation used for Neutrino Bolt for example might be better. The VFX are solid IMO. The sound effects also seem very quiet compared to my secondary. Blast Off is a fun secondary effect, but I think will be quite weak. A chance to knockdown on Dazzle and Explosive Bouquet, which will already hold, essentially doesn't do anything but look funny. I wonder if a chance to sleep/stun in an area, like Illusion's Blind, might be a little more useful while still thematic. I understand not every set is going to be at the same power level, but again, Blast Off might as well not be there on 2 of the powers including the one that will be spammed the most. ETA: nevermind I just noticed Blast Off has a -res debuff. I still think a knockdown on hold powers is a little silly but at least it won’t be doing nothing.
  16. These are amazing. Abraxas and Nom de Plume in particular are so striking!
  17. Hello! I was hoping the MM experts could take a look at this build. I haven't played Necro since live. I saw that someone (sorry I can't remember the name - strikerfox maybe?) recommends 6-slotting both Enchant Undead and Dark Empowerment but I'm curious if that's worthwhile as a Thermal that already has resist buffs and strong heals. I also feel like my Melt Armor slotting isn't great though I'm not sure what else to do with it. I value Res over Def on MMs so having low-ish ranged defense isn't a huge concern although I'm sure my build could be optimized better. I'm considering dropping Kick/Tough so I can grab Rune of Protection or possibly Hasten. I would like to keep Soul Mastery for theme and S/L resist. Thanks! Villain Mastermind Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: NecromancySecondary powerset: Thermal RadiationPool powerset (#1): SorceryPool powerset (#2): LeadershipPool powerset (#3): FightingPool powerset (#4): FlightAncillary powerset: Soul Mastery ────────────────────────────── Powers taken: Level 1: Zombie Horde A: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen3: Superior Mark of Supremacy: Accuracy/Damage/Endurance3: Superior Mark of Supremacy: Accuracy/Damage5: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown5: Blood Mandate: Accuracy/Endurance11: Blood Mandate: Accuracy/Damage/Endurance Level 1: Warmth A: Preventive Medicine: Heal7: Preventive Medicine: Heal/Endurance7: Preventive Medicine: Endurance/RechargeTime9: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Heal/RechargeTime/Endurance11: Preventive Medicine: Chance for +Absorb Level 2: Gloom A: Thunderstrike: Accuracy/Damage15: Thunderstrike: Damage/Endurance15: Thunderstrike: Accuracy/Damage/Endurance17: Thunderstrike: Damage/Endurance/Recharge17: Cloud Senses: Chance for Negative Energy Damage Level 4: Fire Shield A: Aegis: Resistance19: Aegis: Psionic/Status Resistance37: Aegis: Resistance/Endurance37: Aegis: Resistance/Endurance/Recharge Level 6: Enchant Undead A: Steadfast Protection: Resistance/+Def 3% Level 8: Life Drain A: Thunderstrike: Accuracy/Damage21: Thunderstrike: Damage/Endurance23: Thunderstrike: Accuracy/Damage/Endurance23: Thunderstrike: Damage/Endurance/Recharge25: Apocalypse: Chance of Damage(Negative)25: Cloud Senses: Chance for Negative Energy Damage Level 10: Plasma Shield A: Unbreakable Guard: Resistance/Endurance21: Unbreakable Guard: Resistance Level 12: Grave Knight A: Superior Mark of Supremacy: Damage27: Superior Mark of Supremacy: Damage/Endurance27: Superior Mark of Supremacy: Accuracy/Endurance29: Achilles' Heel: Chance for Res Debuff29: Blood Mandate: Accuracy/Damage31: Blood Mandate: Accuracy/Endurance Level 14: Mystic Flight A: Blessing of the Zephyr: Knockback Reduction (4 points)46: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range Level 16: Cauterize A: Numina's Convalesence: Heal/Endurance19: Numina's Convalesence: Endurance/Recharge31: Numina's Convalesence: Heal/Recharge31: Numina's Convalesence: Heal/Endurance/Recharge33: Numina's Convalesence: Heal33: Numina's Convalesence: +Regeneration/+Recovery Level 18: Soul Extraction A: Edict of the Master: Defense Bonus40: Sovereign Right: Resistance Bonus48: Call to Arms: Defense Bonus Aura for Pets48: Expedient Reinforcement: Resist Bonus Aura for Pets50: Expedient Reinforcement: Accuracy/Recharge50: Expedient Reinforcement: Endurance/Damage/Recharge Level 20: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Luck of the Gambler: Defense/Endurance42: Shield Wall: +Res (Teleportation), +5% Res (All) Level 22: Lich A: Superior Command of the Mastermind: Accuracy/Damage34: Superior Command of the Mastermind: Damage/Endurance34: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge36: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura36: Cloud Senses: Chance for Negative Energy Damage36: Soulbound Allegiance: Chance for Build Up Level 24: Forge A: Invention: Recharge Reduction Level 26: Dark Empowerment A: Invention: Endurance Reduction Level 28: Heat Exhaustion A: Invention: Recharge Reduction37: Invention: Accuracy Level 30: Melt Armor A: Achilles' Heel: Chance for Res Debuff39: Shield Breaker: Accuracy/Recharge39: Shield Breaker: Defense Debuff/Endurance/Recharge39: Shield Breaker: Accuracy/Endurance/Recharge Level 32: Tactics A: Gaussian's Synchronized Fire-Control: To Hit Buff34: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance Level 35: Kick (Empty) Level 38: Dark Embrace A: Gladiator's Armor: TP Protection +3% Def (All)40: Gladiator's Armor: End/Resist40: Gladiator's Armor: Resistance Level 41: Soul Tentacles A: Bombardment: Damage42: Bombardment: Accuracy/Recharge/Endurance42: Bombardment: Accuracy/Damage/Recharge43: Bombardment: Accuracy/Damage/Recharge/Endurance43: Bombardment: Chance for Fire Damage43: Positron's Blast: Chance of Damage(Energy) Level 44: Soul Storm A: Thunderstrike: Accuracy/Damage45: Thunderstrike: Damage/Endurance45: Thunderstrike: Accuracy/Damage/Endurance45: Thunderstrike: Accuracy/Damage/Recharge46: Ghost Widow's Embrace: Chance of Damage(Psionic)46: Unbreakable Constraint: Chance for Smashing Damage Level 47: Tough A: Unbreakable Guard: Resistance/Endurance48: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 49: Assault A: Invention: Endurance Reduction ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Miracle: +Recovery13: Panacea: +Hit Points/Endurance Level 1: Stamina A: Performance Shifter: Chance for +End13: Performance Shifter: EndMod Level 14: Translocation
  18. It needs some love, probably a buff/debuff to make it competitive. There's been so much power creep with newer sets that it's arguably not even the best at healing anymore - and I know someone will say "Empathy isn't a healing set it's a buff set!!!" but other sets are better at that too. That said, I think there's value in sets that are strong pre-50 even if they don't contribute as much to fully IOd teams. I think some minor tweaks to Empathy's core powers to give it more of an identity could be nice, like a lower cooldown for Recovery Aura that could make Empathy the premier +recovery set, or higher values to Fortitude or something.
  19. Thanks! Re: Spectral Wounds, the only time I'm ever spamming my ST chain is against AVs really, and with the healing I assumed it would be lower damage over time than the other two.
  20. I've wanted to make this combo work for a while but found it boring and on the weaker side. Decided to try again now that Liquefy is a usable power and it feels a lot better, but I think the build could be improved. The downside of Sonic is still there - it's not great for IO sets so I'm still quite far away from perma-PA (17 seconds without FF Recharge procs). I'm not really sure where I can squeeze more recharge in without dropping a bunch of powers. I dropped Spectral Terror on purpose. It's nice in low-level content but once PA, Flash and Liquefy are all slotted up it doesn't see much use since Liquefy in particular just does it all better. I have been enjoying Force of Will for a better attack chain and more AOE damage but I anticipate that'll have to go if I want perma-PA. Hero Controller Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: Illusion Control Secondary powerset: Sonic Resonance Pool powerset (#1): Leadership Pool powerset (#2): Force of Will Pool powerset (#3): Speed Pool powerset (#4): Flight Epic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Blind A: Thunderstrike: Accuracy/Damage 3: Thunderstrike: Damage/Endurance 3: Thunderstrike: Accuracy/Damage/Endurance 5: Thunderstrike: Damage/Endurance/Recharge 5: Unbreakable Constraint: Chance for Smashing Damage 7: Apocalypse: Chance of Damage(Negative) Level 1: Sonic Siphon A: Invention: Accuracy Level 2: Deceive A: Coercive Persuasion : Confused 9: Coercive Persuasion : Confused/Recharge 11: Coercive Persuasion : Confused/Recharge/Accuracy 11: Coercive Persuasion : Recharge/Accuracy 13: Coercive Persuasion : Confused/Endurance 13: Coercive Persuasion : Contagious Confusion Level 4: Sonic Barrier A: Unbreakable Guard: Resistance 15: Unbreakable Guard: Resistance/Endurance Level 6: Sonic Haven A: Unbreakable Guard: Resistance 15: Unbreakable Guard: Resistance/Endurance Level 8: Flash A: Superior Will of the Controller: Accuracy/Control Duration 17: Superior Will of the Controller: Control Duration/Recharge 17: Superior Will of the Controller: Endurance/Recharge 19: Superior Will of the Controller: Accuracy/Control Duration/Endurance 33: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge 33: Superior Will of the Controller: Recharge/Chance for Psionic Damage Level 10: Superior Invisibility A: Luck of the Gambler: Defense/Increased Global Recharge Speed 19: Luck of the Gambler: Defense/Endurance Level 12: Maneuvers A: Red Fortune: Defense/Endurance 21: Red Fortune: Defense/Recharge 21: Red Fortune: Endurance/Recharge 23: Red Fortune: Defense/Endurance/Recharge 23: Red Fortune: Defense 25: Red Fortune: Endurance Level 14: Tactics A: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance 34: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance Level 16: Disruption Field A: Invention: Endurance Reduction Level 18: Phantom Army A: Expedient Reinforcement: Accuracy/Recharge 25: Expedient Reinforcement: Accuracy/Damage 27: Expedient Reinforcement: Damage/Endurance 27: Expedient Reinforcement: Accuracy/Damage/Recharge 29: Expedient Reinforcement: Endurance/Damage/Recharge 29: Expedient Reinforcement: Resist Bonus Aura for Pets Level 20: Sonic Dispersion A: Impervium Armor: Resistance/Endurance 31: Impervium Armor: Resistance 31: Impervium Armor: Resistance/Endurance/Recharge 31: Impervium Armor: Resistance/Recharge 33: Gladiator's Armor: TP Protection +3% Def (All) Level 22: Group Invisibility A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 24: Mighty Leap A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range 34: Blessing of the Zephyr: Knockback Reduction (4 points) Level 26: Phantasm A: Sovereign Right: Accuracy/Damage 36: Sovereign Right: Damage/Endurance 36: Sovereign Right: Accuracy/Damage/Endurance 36: Soulbound Allegiance: Chance for Build Up 50: Sudden Acceleration: Knockback to Knockdown Level 28: Project Will A: Thunderstrike: Accuracy/Damage 34: Explosive Strike: Chance for Smashing Damage 37: Thunderstrike: Damage/Endurance 37: Thunderstrike: Accuracy/Damage/Endurance 37: Thunderstrike: Damage/Endurance/Recharge Level 30: Liquefy A: Cloud Senses: ToHit Debuff 39: Cloud Senses: Accuracy/ToHitDebuff 39: Cloud Senses: Accuracy/Recharge 39: Cloud Senses: ToHit Debuff/Endurance/Recharge 40: Cloud Senses: Accuracy/Endurance/Recharge 40: Cloud Senses: Chance for Negative Energy Damage Level 32: Hasten A: Invention: Recharge Reduction 40: Invention: Recharge Reduction Level 35: Power Blast A: Thunderstrike: Accuracy/Damage 42: Thunderstrike: Damage/Endurance 42: Thunderstrike: Accuracy/Damage/Endurance 42: Thunderstrike: Damage/Endurance/Recharge 43: Force Feedback: Chance for +Recharge Level 38: Temp Invulnerability A: Steadfast Protection: Resistance/+Def 3% 43: Impervium Armor: Resistance 43: Impervium Armor: Resistance/Endurance Level 41: Energy Torrent A: Positron's Blast: Accuracy/Damage 45: Positron's Blast: Damage/Endurance 45: Positron's Blast: Damage/Range 45: Positron's Blast: Accuracy/Damage/Endurance 46: Positron's Blast: Chance of Damage(Energy) 46: Bombardment: Chance for Fire Damage Level 44: Wall of Force A: Positron's Blast: Accuracy/Damage 46: Positron's Blast: Damage/Endurance 48: Positron's Blast: Damage/Range 48: Positron's Blast: Accuracy/Damage/Endurance 48: Positron's Blast: Chance of Damage(Energy) 50: Bombardment: Chance for Fire Damage Level 47: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 49: Sonic Repulsion A: Force Feedback: Chance for +Recharge 50: Sudden Acceleration: Knockback to Knockdown ────────────────────────────── Inherents: Level 1: Containment Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Miracle: +Recovery 7: Panacea: +Hit Points/Endurance Level 1: Stamina A: Performance Shifter: EndMod 9: Performance Shifter: Chance for +End Level 24: Takeoff https://api.midsreborn.com/build/download/FoOoIZGyHsSDf614
  21. I’m leveling a Plant/Dark right now and it’s insanely good. It will always have value on well-built teams thanks to Tar Patch and Plant’s above-average damage, and it carries weaker teams on its own. There are better options for more damage-oriented builds but I wanted a defensive secondary to balance out the character and on Controllers I think /Dark is the best bet. Thematically it was a little difficult to tie the sets together but I came up with a life-force-manipulation concept that I’m happy with.
  22. I recommend Ice/Nature too, Entangling Aura is stupid good coupled with Arctic Air. But it is a purely defensive build that does 0 damage.
  23. I like grav/kin. Dimension Shift is one of the better “oh s***” powers in the game which really helps balance kin’s lack of defensive options in emergencies. If you’re sturdy enough to play in melee, Singularity’s pull-toward aura also helps keep enemies grouped for Fulcrum Shift.
  24. My Bots/EA and Demons/Nature are my favorites. Both sets are lackluster (IMO) on other ATs but really shine on MMs where you don't have to choose between blasting and supporting. They're also both incredibly sturdy even at low levels which suits my playstyle.
  25. Thank you, this is great feedback. You are correct that I don't know what I'm doing on blasters, I watched all your videos and they were really helpful! I'm very familiar with jousting on my tanks/MMs, I don't know why I didn't think to apply it to blasters too. Still tinkering with the build but I did drop Discharge to use those slots elsewhere, and now have him at 37% ranged defense, 20% melee and 70% S/L resist. I never solo, so I build my toons assuming that at least 1 person on my team will have Maneuvers/Tactics. I'm content with that for now I think, while I focus more on learning to play the AT and feel comfortable making adjustments. Thank you so much!
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