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hemij

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Everything posted by hemij

  1. Perfect - I want it for a NOT tank, so that's ideal. What makes it good? I don't think I'm seeing the whole picture.
  2. Looking to take advantage of the revamped Axe, but not sure what best to pair it with. Axe/Shield has similar synergy to WM/Shield, which is to say, a lot. Shield is all around awesome on it's own. Axe/Stone seems like it's got potential as well, with Brimstone armor spreading around quite a bit of damage through Axe's AoEs. I don't have any experience with Stone, but on paper, it looks kinda... meh? There's a mix of Def and Res, but not high values on either - am I missing something? Anything else worth considering? I'd ideally like to make this Axe/* Scrapper an AoE monster that can be used for some of the HM TFs. I know that Tanks are better for AoE potential, but I want to actively avoid rolling a Tank because I don't want the responsibility of actually tanking...
  3. The Storm Summoning set reuses so many of the same sound effects that are pretty blah to begin with. Are there any mods available to make Storm Summoning sound less monotonous and more like a storm should sound?
  4. hemij

    Cold/Fire

    Honestly this is a combo I'd heartily recommend going Fire/Cold Corruptor over a Defender. Corruptor's get the same debuff values on Sleet the buff values on a Corruptor are still more than enough. In exchange you get notably higher damage out of Fire for minimal cost.
  5. I don't even consider Fire Breath because it's animation time makes it so clunky that it's not even worth using on a high recharge build that has Fire Ball up every 8 seconds, and the rest of the chain can be filled with strong ST from Fire or Storm power. Rain of Fire is a good point tho - I figure that Short Circuit provides more damage (and even utility), especially since Short Circuit helps with Scourge and Shocked.
  6. All things equal, which pumps out more damage? Fire is the traditional choice, but the revamp'd Elec with it's Shocked proc and some EndMod help from Incarnates is really damn good. Plus you get 2 AoEs in Elec vs just Fire Ball.
  7. Defender for Storm/Psi. There's nothing inherently wrong or bad about Psi/Storm Corr, but I don't see much value in it over a Storm/Psi Defender. That said, a Psi/Storm Corr can absolutely be a viable toon if you're not worried about min/maxing.
  8. Psi doesn't get any inherent advantage from Scourge. You still get the standard Scourge buff, but Psi doesn't take advantage of it in any way like Ice does, for example. Personally I'd go with Storm/Psi for the added Defender buff/debuff values.
  9. Anyone have an Elec/Fire endgame build? I'm really struggling with both power choices and slotting - power choices in the sense that I have too many power choices available and not sure what to slot them with. Ideally looking to use this for HM TFs. Only things I NEED are Flight as a travel power - everything else I'm open to.
  10. Been thinking about making an undying/"regen" Blaster, focused around proc-based healing + Time's absorb. TL;DR of it would be that it's got the following procs: Panacea +HP in Health Power Transfer: Chance to Heal Self in Stamina and Time's sustain Maybe an additional Power Transfer proc in Zapp (in it's 6th slot, after 5 Sting of the Manticore)? High/capped defenses Entropic Chaos: Chance to Heal Self somewhere? Are there any other procs that I could use to help boost this guy? Is it even viable?
  11. Tornado is worth proccing? Does it have a chance to proc with every DoT hit?
  12. If you're going Sonic/Cold, presumably you're targeting buffs and debuffs. Can I ask why a Corruptor over Defender then?
  13. I've attached my Fire/Cold build, which I'm finding myself loving, but I know there's room for improvement. Haven't used it for HM TFs yet (still working on building up Incarnates), but it's been a blast so far on normal ITFs and radio missions. Things I love: Low CD on my blasts Sleet is up every fight Heat Loss is almost perma Decent Def/Res No power feels wasted, except for Boxing and Oppressive Gloom which are required picks to get to where I want Inferno's on a 1min CD What I think can be improved on: Arctic Fog - I've got it split between Def and Res sets. Should I be doing this? Sleet feels overslotted, and that I can drop at least one of those slots I'd be ok dropping one of the slots from Frostwork Heat Loss could probably lose a slot (or two?) Infrigidate is just full of placeholders for now. Is it worth going with 4 procs there? If not, I'm happy to leave it at the base slot and move those slots elsewhere The Corruptor AT sets - where should I slot those? I was thinking Inferno and Blaze? Should I split Scouring Blast into 3 and 3 in 2 different powers, to maximize that 10% recharge set bonus? Or is that overkill?
  14. Elec/Shield Stalker > Scrapper
  15. Keep Arcane Bolt. It's fantastic on Controllers. You can stack Containment AND Arcane for 3x damage.
  16. hemij

    Cold/???

    Cold/Elec is a good choice. There's some excellent synergy with Agility, where you'll have your +Def shields boosted and have the Elec drains boosted as well.
  17. +1, I just rolled a Fire/Cold specifically for the HMTFs and have no idea how to slot Cold. Fire's easy.
  18. Can you help me understand just what makes it overpowered? Is it just Sleet then, since it (mistakenly) uses the same modifiers as Defenders?
  19. I don't get it. Yea, they've got the +Def shields, but is that really it? The rest of the set seems pretty average? Sleet has -Res, but so does Storm/Sonic/TA/Dark, etc. Heat Loss has some as well, but it's on a stupid long timer. I don't see what this set does over the others that makes it so desirable. I know I'm missing something, but I don't know what.
  20. I'm looking to kit out a Rad/Dark Tank for 3/4* TFs in particular, but also one that works for other TFs as well. But being new to Tankers, I have no idea where I'm going with the build. I love AoE damage, so I strongly prefer to focus on that through Shadow Maul + Touch of Fear + procs in Ground Zero/Radiation Therapy, as well as a Patron Pool. I was thinking of going for Mu Master for 2 additional AoEs, but I'm not sure if they'd fit into an attack chain naturally? Happy to have them if they do, especially since they provide an added bonus of being ranged attacks, and help out with the slotting. One must have though, is Flight as a travel power.
  21. I just hit 50 on a my TA/DP Fender. Are there any good builds out there for this combo? Ideally, a proc-based build would be fun since both TA and DP look to be juicy for procs. Looking for 200M ish maximum spend.
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