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LynxNordique

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  1. For the Controllers, it's Darkness Affinity. I think it's better than Dark Miasma, because it comes with too very awesome powers (not available to Dark Miasma) : Fade and Soul Absorption. Earth/Dark, Dark/Dark and Illusion/Dark are all AV and GM Monster Killers. You want to solo Jack of Iron and Eochai at the same time? Sure, they can do that. You want to solo a Lvl 52 Lanaru de Mad or a level 53(+3) Embodiement of Moth? You will prevail. You want to solo the Whole Maria Jenkins arc on +2, +3 or +4? Yeah. Why not. YOu want to do the ITF alone at your own pace. Ok. go ahead. Even Fire/dark seems to be able to keep the Imps alive, from what I tested, and defeat an even level AV. Probably it can be even better once fully IOed out in the late game. All these 4 primaries offer at least a power with -tohit (that can stack with DN, TG, Soul Abs., and the Servant). Earth, Dark and Fire have an AoE stun that can stack with Howling Twilight. So. Whatever you choose, you might enjoy, but they are all not easy and slow to level up. They are better in team early on, but they become very solid soloer in the late game.
  2. Ok. I might try one of the two later on. Most probably Grav/Dark, since /Dark has a way better survivability (meaning it 's easier, even if it's slower than /Rad). But again, if someone wants to try these before me, please feel free to do so. 🙂 Since I might not try Grav/rad, I would still be curious to see how it performs. Same thing for Fire/Rad; I would still like to see if someone could manage to beat the CWK with that combo. Right now, The Illusion/Dark toon is ready for testing and the Dark/Cold is halfway there. I will test one right after the other, so I'll wait until the Dark/Cold is ready. I'll obviously post the results.
  3. As seen in the tests I ran that I documented here previously, 3 rad builds were tested: Illusion control, Earth Control (the two that are considered some of the best solo AV hunter controllers due to resilient pets with taunt) and Darkness control. By far, the Dark/Rad was the fastest. Earth/Rad: 13:00 Illusion/Rad: 9:55 Dark/Rad: 5:30 Without _pause argued that Illusion is at a disadvantage against the CWK due to the Psi resist. But keep in mind that, so far in the overall test, illusion is still in the third place (Illusion/rad); very close to Fire/Dark, which is pretty good, even considering the psi resistance. This is probably due to the fact that the Phantasm is still doing decent damages that are Smashing and Energy. So, even fighting another less Psi resistant AV, while it will lessen the gap between those 2, I don't expected Illusion to be almost twice as efficient. But that remains to be tested, tho. What I can see, at this point, is not that there are potential illusion shortcomings, but more that Darkness control is underestimated. The Umbra beast and Haunts combo can do impressive damages on a single target. On a level 41 SO build, the Haunts are not perma, but they recharge fast enough to make a difference. Plus, the -Tohit of all the attacks provide better survivability (if coupled with the right secondaries). So, yes, I agree that we were all expecting Radiation Emission to be one of the most efficient AV soloing toolsets (RI, EF, AM (for +recharge, + damages and +recovery) and LR) in these tests and the results here does show that as well.
  4. That is what it is nice about controllers. Some can solo Archvillain, and they can all make the fight safer for the allies, if you fight AV as a team. You can't jump in the fight like you only have to make sure your shields are up, and you punch the AV, like damage dealers. You must know your opening moves and you must be prepared that a lot of your attacks don't deal much (if any) damages since their sole purposes are to debuff and control. You might have to buff and heal yourself and allies mid fight as well. You might have to adapt if something doesn't work as planned. So, it requires one to think and use tactics. At the end the day, some controllers end up doing impressive things. Today I created two new controllers for the test: The first one is a dark/cold controller. Darkness control seems to be one of the most efficient solo AV hunters, based on the test ran above (if it is paired with a secondary with either some tohit debuff and/or defense). There are some requests above for Cold domination and there are people who did amazing things with their /Cold controllers. It does provide some defense. Looking forward to test that. The other one I created is an Illusion/Dark. I heard people calling that combo the OP Mastermind. I have teamed up with some and they were very impressive. I can't wait to see how this combo performs. If someone levels one of those faster than me (which is very likely), please feel free to let us know the results. If you want to try another combo (already tested or not) that would be great to know your results.
  5. This is interesting about Illusion. I did not forsee that (the Psi resistance of the CWK). I managed to level up to 41 the Illusion/rad controller I created Wednesday. Here’s the results: Illusion/Rad This build is also a all Single Origin, except Some Expedient reinforcement for the Phantom army and Preventive medicine full set for Radiant Aura. Well, It may be because she is a /Rad, with enervating field and decently fast recharging Lingering radiation, but she was doing constantly ok damages. She kissed the ground on the first try after 8 minutes, half a tray of blues already taken and the King at a quarter of his health. I restocked with 8 blues. 6 big purples, 2 big oranges and one big red. This time, she defeated the King in 9 minutes 55 seconds. He killed the Phantasm with his opening nuke, but she managed to keep him alive after recasting him. She rarely used any holds. Instead, she made sure Spectral Terror was always up (I slotted it with Tohit debuff, so it could stack with Radiation Infection). She used phantom army whenever it was up. To my surprise, the Decoys taunt is not as effective as the Animated stone one. The controller was getting the attention instead of them, from time to time, when they were up. It was mainly the pets that did the damages and even gave a break with the stacking fear when the purple triangles were down. The controller’s job was to keep the two debuff toggles running, casting lingering radiation, renewing the pets when they were available, healing the Phantasm and that’s about it. She ate a red at the very end of the fight, when the King was at a silver of its health to finish him with Spectral wounds. So Dark/Rad is still the fastest at this point To see the effect of a fully slotted build, I redid the test with the Earth/Rad, with the Ouro Flashback mission and disabling all the Incarnate powers, including the Alpha. She is fully IOed out with set bonuses, including multiple Purple sets, some Luck of the Gamble +recharge, HOs, some +5, etc. However, she does not have lots of Proc, as she relies on numbers and set bonuses. The King nearly murdered her at the start of the fight, before Stoney got the Agro, but after that she was fine. She used one blue, because that is all she had in the tray. There was some toggle management required, like disabling Stealth and Super Jump mid fight, because end was not easy to deal with. However, RI and EF ran the whole fight and she was able to keep setting up containment with stone prison. The only significant damage sources were Fossilize, Stoney and Volcanic Gasses. The fight lasted 4:15 (compared to 13 minutes originally at level 41) It seems that being fully slotted and optimized does have a significant impact.
  6. Well, I tried soloing the King, back on Live, with a Fire/Rad. I remembered getting murdered repeatedly because of the lack of defense to stack up with the -tohit of Radiation Infection. She was a great Farmer, but not a Good solo AV hunter. I did not have smoke, if I recall correctly tho, which adds -Tohit. But I doubt it would have made a big difference. So, if anyone would like to try, be my guess. I would really like to know how they pulled that off at lvl 41. Maybe going in with lots of Attuned IOs with the right set bonuses? Half tray of Purple and half tray of Blues? Illusion/Rad sounds like a great combo, I will try that next. It would also be great to see the result for /Cold and Illusion/Dark. If anyone would like to try these, I'm curious to see how they perform.
  7. I did the test with the Fire/Dark controller, which is still level 41. Howling Twilight has only one lvl 44 Recharge SO slotted. in that build. The recharge time of HT with hasten activated is 1 min 27 sec. So that means that it's on about one third of the time, during the AV fight.. So, the rest of the time, the -Regen comes from the stacking of Twilight Grasp cast by the toon and the Dark Servant. The -resistance is obviously provided by the Tar Patch.
  8. The test is to solo, at even level, preferably at level 41 (not exempt down), the Clockwork King as an Arch-Villain (not an Elite Boss). It's a mission easy to get as it is systematically the first mission given by Tina MacIntyre. You can also do it as a flashback mission in the Orobouros (being a badge mission). The Clockwork King is still a Heavy hitter and a decently challenging AV. He’s not a walk in the park, like, say, Malaise or Vandal, but he is not hard like Ghost Widow or Lanaru the Mad. At level 41, you do have your toon decently slotted and you start to work on your Epic Pool, but you don't have access to the Incarnate stuff, obviously, so it is a decent point of comparison for controller primaries and secondaries in a solo AV hunting context. Moreover, Powers like Hasten, and some end recovery tools from the secondaries aren’t Perma, at this point. Rules are: 1) Fight the Clockwork King setup as an even level AV, alone with your primary and secondary pets. You can set the mission +0/1, +0/2, +0/3, etc. it's up to you. 2) No temp weapon, or temp power pet, but Accolade powers are ok, if you earned them at this point. 3) No Supergroup buffs 4) No P2W powers, buffs, signature summon or weapon (not even sands of mu and the like) 5) You can use inspirations if you need them, but only the ones in your tray (so no email standing by). It would be appreciated, for fair comparison or to highlight some limits of a given build, if you can mention the types of inspirations you had to rely heavily on. 6) You can use everything in your primaries, secondaries, and pool powers. 7) Obviously, you have to do the mission solo. The questions to answer: Can you survive the whole encounter (did you take multiple trip to the PI hospital or not)? How long did it take to defeat the AV? Did you have to use lots of inspirations? If yes, which ones? Did you notice anything particular about the fight (like it was click heavy, ran out of end multiple times, could you or not set up containment, etc)? Did you use any noticeable tactics? Etc. So far, I tested 7 combos: 4 are Earth controllers. They all took the same powers: Fossilize, Sone Cages, Quicksand, Stalagmites, Earthquake, Volcanic Gasses and Animated Stone. Pool powers are the same too. Combat jumping, Super Jump, Acrobatics, Hasten, Assault, Indomitable Will, Mind over Body. The /dark didn’t take Stealth (because of Shadow Fall), but the others did. The fifth build was a Dark/Dark Controller. Her pool powers are Combat jumping, Super Jump, Acrobatics, Hasten and Indomitable Will. She uses a lot of her primary and secondary powers… The sixth is a Fire/Dark Controller. Her pool powers are Combat jumping, Super Jump, Acrobatics, Hasten, Indomitable Will and Mind over body. The seventh build was a Dark/Rad controller. Her pool powers are Combat jumping, Super Jump, Acrobatics, Hasten, Stealth, Assault, Indomitable Will, Mind over Body. Earth/Rad The first one was an Earth/Rad controller. Took me a little while to find the right way to fight the CK, so she took one or two trips to the PI hospital. Once I figured it out, like the toon placement, right number of inspirations, etc it went Ok. At level 41, the fight took 13 minutes. I had some endurance issues and very little defense, so I had to use lots of blues and some purples. This build only had Single Origin Enhancements at that point. The good thing is that some of the debuffs are toggles, so it is fire and forget. I didn't have enough endurance to keep the King immobilize to setup containment, all the time. Lingering radiation is great. You don't want it to miss! I was taking damages and it was not easy to keep Stoney alive, I had to recast it sometimes during the fight. However, Stoney never ran out of end, because of Accelerate Metabolism. Radiant Aura is a decent heal, but I had to cast it constantly to keep the pet alive. Earth/Kin This toon was also mostly a Single Origin build at level 41 (Had one power slotted with Will of the Controller, but that was it). She took 11 minutes to take down the King, so the third best time of the bunch. I was a bit lucky that a minion stayed alive in melee range most of the fight as it helped adding up a bit for Fulcrum shift. The heal, despite needing to hit, is very strong. Transference made sure that I never ran out of endurance, so I could even setup and maintain containment (with stone cages) easily. I had to use some purples for a time or two that Stoney's taunt failed. But that was about it. However, I’d like to mention that Kinetics is a clicking hell in that kind of fight. Not only I had to keep casting, like the other builds, Fossilize, Stone cages, volcanic gasses, indomitable will and hasten, but I also had to constantly cast the heal (because of the -regen debuff), transference, siphon speed, siphon power, and obviously fulcrum shift. It makes the fight more stressful, but it also ends faster. It felt less safe that the rad and dark setup, but it seems more powerful in terms of damage dealing. Earth/Dark This toon was also mostly a Single Origin build at level 41 (had only one +pet damage resistance and that's all). She couldn't take down the Clockwork King at level 41. Even when filling my inspiration tray with blues, I couldn't maintain doing enough damages to the King. Stoney would run out of end and slow down his attack chain, to the point where he could not dent significantly the King, even with the -regen of my heal. I would also go through a tray almost full of blues and not getting below 3/4 of the health bar of the King. I figured out that it was probably because I didn't slot enough Sould absoption. So had to wait to level 42, to slot more efficiently that power. After slotting a bit more endurance modifications and recharge in soul absobtion I tried again, against the King at level 42. This time, Stoney's damages and the -regen of the heal could overcome the King's hitpoints. It took 14 Minutes 40 seconds to defeat him!... Even with soul absorption I still had to go through half a tray of blue inspirations (the large ones). But Stoney would not run out of end, at least. It is worth noting that this was the safest fight (compared to /rad and /kin), as the King could barely land hits. The Dark Servant helped setting up containment from time to time with its tenebrous tentacles, but it mostly helped with the added - tohit debuff. I could not maintain containment, because constantly casting stone cages would make me run out of end more often (I did have an endurance reduction slotted in stone cages). I also used Shadow Fall, Darkest night and Tar patch the whole fight. At that time, I didn’t take Howling Twilight and it was a mistake, as the -regen is very strong. I suspect that if I had Howling Twilight, the fight would have ended way sooner. Earth/Time Well, I heard good stuff about Time. It is supposed to be great in the end game with all its buffs and debuffs. After testing, I came to the conclusion that it’s a poor alternative to /Rad, as /Rad does everything better except it doesn’t have a -heal. That’s about it. The end cost was as bad as the other builds tested, but it just couldn’t beat or damage the King enough. The -regen powers were recharging fast, but they are way weaker than Howling Twilight or Lingering radiation. At least, it was an Earth controller, so Stoney could stand up to the King, keep the attention and provide safety. But, after 6 minutes and my inspiration tray almost empty, I could barely dent the King’s health bar. It’s a shame because the effects look cool, but it’s really not that great for AV soloing. I won’t bother retry at level 42. It could also be just me who did not figure out that secondary well enough. Dark/Dark This toon was also mostly a Single Origin build at level 41 (had two +pet damage resistance, expedient reinforcement and will of the controller sets). To my surprise, she had the fourth-best time! She defeated the King in 11 minutes 40 seconds! The fight was safe. The King hit her less than 10 times, but the endurance was a serious issue, like the Earth/dark. She ate half a tray of blues. Halfway through the King’s health bar, I stopped trying to immobilize the King, and just concentrate on the hold and the heal (for its -regen) otherwise I was going to run out of blues before the end of the fight. Soul Absorption was again instrumental to make sure the pets didn’t run out of end. I kept Tar patch, shadow fall and darkest night always up. The Umbra beast was only defeated once, so I had no problem recasting it. I think, the difference was the Haunts. Whenever they were ready, I was casting them. The Umbra Beast and the Haunts did decent damages combined (better than an Animated Stone alone). The Dark Servant damages are negligible (only the Tenebrous tentacles do some minor DoT) but it helped keeping the fight safe and the added -regen of the heal is nice. It is noted that the Umbra Beast do get the attention of the AV most of the time, but not as much as an Animated Stone, So I had the Attention of the king probably about one fifth of the fight, but I never feared for my safety. I only had one recharge in Howling Twilight at that time. Fire/Dark This toon was all Single origin, except Char and Soul Absorption, which are slotted with 5 slots of Attuned set. This toon, has serious end issues, because of Hot Feet. I didn’t use Hot Feet at all during the fight and cast Bonfire occasionally, instead. She was the second fastest to defeat the King, with a time of 9 minutes 30 seconds. She took one medium defense inspiration at the start and the rest were blues and one breakfree (just in case when IW was down), And the Blues were really needed! She could barely run Acrobatics, Darkest Night and Shadow fall (it gives Psionic resistance). I had 6 large blues in the tray and finished them all. I cast Soul absorption (to help with the endurance), Howling Twilight (to kill the regen), Tar patch, fade and Dark servant whenever they were ready. I tried to setup containment with ring of fire, but I could not keep up doing that, as it was costing way too much end. I was casting constantly Char and Twilight grasp (to help with the -tohit and -regen). Fun fact, the King murdered all 3 imps in one shot at the very beginning of the fight, so I was getting all the aggro after that. I had to fight it only with Char, bonfire and the Dark servant until the Imps were ready for recast. After that, every pet survived the rest of the fight and I only got hit a bit more seriously once. I was not expecting the Imps to survive the rest of fight, but they did! At this point, I’m beginning to think that Dark Affinity is one of the better secondaries for AV soloing. Dark/Rad This build is all Single Origin, except a controller set, a winter hold set and a + res pet aura proc. Not surprisingly, this build died a couple of times, and it took me multiple tries and a respec to optimize before prevailing. In my first tries, She was doing good damage on the King, thanks to the 3 pets, Enervating Field and Lingering radiation. But she was taking a lot more damage than expected, so she could not keep herself or the pets alive, even with the PBAoE Heal. A respec was don to put 2 Tohit debuffs SO in Radiation infection. There was already one in Fearsome stare (since it’s the strongest tohit debuff of this primary). I filled my inspiration tray with mainly big blues, some purples and oranges. Then, Surprise! She beat the King in 5 minutes 30 seconds. The whole inspiration tray was used, and she couldn’t cast the immobilize (to set up containment) as it was costing ways too much end. The King only killed the Wolf once. I suspect that combo will become a very good AV killer, with the right slotting and set bonuses. After testing 2 Darkness Control builds, I came to the conclusion that it’s a primary offering pretty good damages, if you take into consideration the Haunts. It even did better than the Fire/Dark; which is a surprise. I will probably try other primaries and secondaries, eventually. I admit I didn’t use Howling Twilight enough or at all on the Earth/Dark and Dark/Dark. I suspect the results would be better if I was redoing the test today. My point is that a certain combos could do better or worst based on the power choices, slotting and tactics, so this is in no way a scientific test 😊 . It’s fun and it’s a learning experience. If you want to try that challenge with a different combo (or the same), please let us know the results and your tactics.
  9. If one really wants a controller for farming and choose between /Rad of /Kin, why not make a Farming troller? Both secondaries are great for a farming Troller. Kinetics. while being a clicking hell, boost damages like crazy. Radiation, with 2 additionnal AoE holds, set up containment easily and fast. Both provide endurance and speed to the toon. I know a farming troller is not nearly as fast as a brute, but it's more fun to run the farm yourself than being a buff bot. And a decent farming controller is still plenty fast. My farming controller can level a toon from 2 to 40 in 4 hours with Double XP. She is not even fire and she is not even farming fire or S/L mobs... You just have to choose the right farm and the right strategy and build. But if one wants to be a brute's buff bot, Kin is the only logical choice, as it can provide Speed Boost, some damage resistance with Increase density and fulcrum shift. If one is going to use Fulcrum shift, prepare to die A LOT, because of the aggro cap of the melee toons. Kinetic buff bot will always have way too much attention after casting Fulcrum shift. The only thing a rad can bring to a farming brute is AM. Enervating field is useless in that case as the mobs will be dead before the casting time is over...
  10. Hot feet does Damage over Time, and Tar Patch debuffs resistance, so you are doing greater DoT with both. Of course, Hot feet defeats the point of Shadow fall stealthiness. However, Shadow fall is best for it's secondary effects: A decent Energy, psi and dark Energy resistance aura, with some defense and Fear protection. Combined with Fade (that can be made perma in some perma hasten build), set bonuses and a good Epic or Patron shield, Shadow fall is one of the reason that /dark trollers can be very decent Scraptrollers or Tanktrollers. I do have a Fire/Dark toon that I'm leveling. My only problem with Hot feet, but it's a major one, is that it's a major end hog even with Stamina 3 slotted. Before the toon being fully fleshed out (50 and all IOed out) it is very hard to run hot feet all the time, even considering that Soul absorbtion helps a bit (but has a long recharge). BonFire can probably do the trick, with knockback to knockdown proc in the meantime. So, it's you choice. Hot feet combined with Tar patch does help defeat foes faster. But the real problem of Hot feet is its very high end cost. But on an Incarnate level Fire/dark Controller that has tons of recovery set bonuses, proc, Ageless destiny, Agilty Alpha and near perma Soul Absorption, I would not skip Hot Feet as it can transform that toon into a Freaking scraptrolling damage beast.
  11. It could be lots of things. For example, the choice of Incarnate Interface can help. If you have a good -regen, Reactive is great. If you don't have a good -regen, Degenerative could do the trick. Lore can help a lot too. Hybrid Support helps a bit, especially with pets. That being said, aside from the Lore that makes a huge difference, the rest are little things that helps increase the damage output of controllers (some Proc, Assault, faster recharge, power choices, set bonuses, etc.). If that doesn't work. you can get a Signature pet from the P2W and/or a Vanguard HVAC. That last one is more often than not a tide turner. Also, if the AV is really hard, fight it at even level, +1 or +2 at most. Fighting everything at lvl 54 is good for bragging rights, but it does not do any good if you can't dent the AV.
  12. I agree with Earth/rad. With 3 AoE holds, Aoe immobolize and a fast recharging AoE stun, it is very easy to setup containment. It's hard to level solo, but once you reach level 32, Stoney helps a lot. You can then use whatever melee attack you like. Actually, even sands of mu, while it does not benefit from containment, it benefits from the defense debuff of earth powers (so you miss a lot less). Evervating field can be cast fairly fast, to increase the damage output.
  13. /Rad, is an AV and Giant Monster killer. In team, you should be Ok in terms of End, but barely, because Stamina is not sufficiently slotted. Solo, even without running Enervating field or Radiation Infection, you will constantly eat blues or rely a LOT on Ageless once 50+... Stamina is the easiest way to help solve end problems, by slotting it with 3 end mods. No set bonus or proc comes close to the efficiency of Stamina. You have great power choices but the slotting let you miss very interesting features. For example, a /rad controller can have perma Hasten, Accelerate metabolism and Indomitable will. The foundation of that is that those 3 powers need to have over 90% recharge reduction from enhancements before taking in account the Alpha slotting. Why take Weave after 40 if you can take Mind over body instead that is way better? Probably, you can sacrifice some slot in Radiation infection. 3 slots of Enzyme Exposure will bring close to the maximum efficiency of that power. It will be expensive and you won't have some fancy set bonus, but it will be worth it. Lingering radiation could also use another recharge and an accuracy. This is one of your most important power in the late game, so you want it as often as possible and you don't want it to miss as it is the reason why /rad is an AV killer. LR and the 2 rad toggles make the AV killable and its incoming damages bearable, even solo. You didn't take EMP. While it sacrifices your end recovery, it is still the best AoE hold of this game and an incredibly usefull "o sh**" button.
  14. Actually, I also think the Will of the controller set is a better choice, because of the +damage (which most controllers lack) +recharge of set bonuses. The chance for Psi is a nice extra. I would also choose Entomb (which can be made superior) and Unbreakable Constraint over Overpowering presence, as the set bonuses are better. That being said, the chance of + Absorb is not that great, in the Entomb set, especially since a lot of controllers have very decent heals already, but the last set bonus (Fire, cold and AoE defense) is nice. I found that the Energy Font is not doing much, even if it is up a lot. If it was doing anything meaningful, it would have been obvious, as I slotted it in Fearsome stare. It rarely broke the Cowering fear of the foes; meaning they were not being damaged. Personnally, I'd rather go for a chance of damage, as the results are more obvious. I've tried Overpowering Presence set and ran with it for some time, but I ended up unslotting and replacing it.
  15. LynxNordique

    Illu/?

    Anything with -regen and - resistance for AV soloing. There are always trade offs, whatever you choose. For example: - With Dark, once everything is well set up, you will rarely get hit by the AV. The heal is strong but it is its -regen feature that is important. Tar patch is a decent -resist, but other sets are better at boosting damages. Dark Affinity makes AV fights safe, even before level 50, but long. - With Rad, you can boost damages pretty well with Accelerate Metabolism and enervating field and you do get a decent end and recharge boost with AM along with the best -regen power of the game (lingering radiation). However, your - tohit is nowhere near as good as dark affinity. Perma-PA may be helpful to survive. - Kin is THE damage boosting set. It also comes with a very strong heal (with also a - regen component) and an end refill power. However, you don't have other form of damage mitigation aside of repel (which can be skipable in some build) and Kin can be a "clicking hell". It's a lot less safer set, so you will have to make sure you have perma PA (with or without siphon speed). The good thing tho is that you will make Phantasms more resilient and protected against Status effects. So all the sets have strong points and some weaknesses. It depends on what kind of play style you are looking for.
  16. In any AoE mez, so it will be up most of the battle if you fight decently sized groups.
  17. Well. this is the good thing about /dark; it gives you possible options. You can build up defense and resistance, you can rely more on -tohit or you can try to find a compromise between those aspects. I don't think there is a right or wrong answer here. This is all damage mitigation; which is this secondary strenght. On some setups you can spare more slots to the secondary, and, on other setups, you can be more limited. Chosing the right alpha later on can fill some gaps too.
  18. Vanesssa DeVore, arc needs to be modernized. The old type of missions of the arc doesn't do justice to that complexe Archvilain that is a Rikti war hero and do truly care about her female followers (not the male tho... ). The fact that there are now 2 versions of her on pimal earth (one flesh and blood and one in a mask) and the fact that she is most probably Penny Yin's mother (as it is the case on praetoria) could also be explored. *In front of a kneeled down and defeated Penelope Yin.* "Penny, I am your mother" "NOOOOOOOOO" *Penny jumping into the void and holding on to something at the last minute.* 😁 Maybe Vanessa could also have a redemption Arc.
  19. Well, unfortunatly, there are no loose ends here. *Spoiler alert* Anti-Matter sacrificed himself against the Hamidon, by using himself and his damaged suit (Following the Keyes Trial) as a nuke against the Hamidon. This was quite epic and sad at the same time. He did die a Hero, at the end, despite his rage and his overwhelming feeling of being let down. So the space station is pretty muched an abandonned place now... 😞
  20. It's called the Ourobouros and The Pandora's Box story arc... 😁
  21. Perma PA is more usefull to build an AV and TF soloer. Perma-PA allows the Illusion controller to do things a lot of other controllers, and also other toons, will struggle a lot to do or simply can't do. Perma PA Illusion Controller can solo a lot of content, even level 54, without or with very limited use of temps powers (not even evenomed daggers, as a lot of controllers have great -regen power) and even limiting the use of incarnate abilities. There are other controllers that can solo AVs and TFs (Earth, Dark and Gravity, come to mind), but not necessarily finish alone level 54 Lord Recluse, level 54 Lanaru the Mad or level 54 Reichman and his 4 friends.
  22. I don't know a thing about Gravity control, but I do know Dark affinity. Twilight grasp: 6 slots with 1 accuracy at least and 5 healing IO set of your choice (panacea is nice in here). If you don't need the 4th set bonus, you might include 1 tohit debuff (but, personnally, I usually prefer the 4th set bonus). Twilight grasp is important in the late game, with lots of AVs, more for its -regen and tohit debuff stacking than its healing habilities (which are awesome, btw). Tar Patch: 3 slots with recharges: You want it available as much as possible for its - resistance. Slow mouvements are nice, but not required. Darkest night: 2 or 3 slots. It's a VERY efficient - tohit power against AV, but it costs a lot of end. Personally, I prefer 2 Hamio end/tohit and defense debuff. If I can fit a third slot in that power, I go for a - tohit generic IO. If you can achieve the same thing with an IO set, go for it. Shadow fall: 5 or 6 slot. 1 slot should be for a +7,5% recharge luck of the gambler. The rest could be for a resist damage IO set. I do like the Gladiator's Armor for the +3 points knockback resist IO set bonus. Maximize the end cost values and the resist damages values of the IO set. Shadow fall is not only great for it's decent stealth, but also for its fear resistance. Soul absorption: 5 or 6 slots. This. Power. is. AWESOME. Not only it's conceptually great, for a dark character, to feed off the living and dead mobs, but the + regen and + recovery buffs, while they don't last long, are REALLY good, even if you hit only one target. This is a power some team members will greatly appreciate. One acc is good. but make sure that, whether you go for generic IOs or IO sets, you have a very good recharge and end modification. Fade: 2 to 6 slots, depending on if you have slot to spare or not. It's an ok power. 1 slot should be for a +7,5% recharge luck of the gambler. For the rest, whatever gives you end reduction and resist damages or defense. Howling Twilight: Can be skipped, but it is always better to have it. Not only it rezzes the fallen allies, it allows you to stack stuns on bosses, if you have another stun in your primary. the -regen and -tohit is good in an AV fight as well. 1 or 2 slots is ok, I guess. Black Hole. Skip it. if you stack enough - to hit, you should be fine, anyway the vast majority of the time. Dark Servant: 5 or 6 slots. You can't slot pet IOs (however, the DS is affected by the + resist or + defense proc slotted in other pets). You can slot for its control abilities and its debuffs. So I would suggest to slot it with -tohit, accurate -tohit, hold or immobilize IO sets; whatever gives you set bonuses that you might like.
  23. Indomitable Will is REALLY good. It can be made perma at high level (assuming you are not slowed) on a perma hasten expensive build. It gives you better choices at Incarnate level for Destiny, since there are lots of mezzing mobs. You can then rely less on Clarion and enjoy more Ageless or Barrier instead; wich are great for pets too. Plus, you have to carry only one or 2 break frees just in case, so you can fill your tray with everything else. Psi Tornado is ok, with its knockup and -recharge components. Its Dot is decent and some mobs are weak to Psi damages.
  24. Most controllers are a bit of a pain to solo, until they reach lvl32 (pet level), because of their low damage output. Before level 32, it is safe to solo, but you rely a lot on sands of mu and the like for your damage output. Otherwise, it takes forever to defeat the mobs. Once you get your pet, the pace of the solo missions improves a lot and it is a lot more fun.
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