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Renatos1023

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Posts posted by Renatos1023

  1. 12 hours ago, PLVRIZR said:

    Some split the sets to maximize a certain bonus (like using three pieces of Gauntleted Fist, in two different powers, for double the E/N Resistance bonus).  Me, I'm more of a purist and like to keep them together, and since my tanks can also support fire farms, that 6th piece bonus of 6% F/C resist is desirable.  Personal preference.

    I am the same way...I generally do not split the AT enhancements -- I actually don't think I've done it on any character. I appreciate your feedback! 

     

    I feel like Dark/ is an underestimated powerset. I have been doing +4 ITFs since I hit 50 and have not had any issues. I got all 12 of my tanker AT enhancements boosted. And am working on other enhancements. My resistances are super high, with S/L/Psi capped and many others also very high, and I also have about 33% def to Rng/AoE, and 38% melee. With my newly minted T3 Ageless incarnate, I have no endurance issues. My biggest issue is slows...and I am looking to slot some of those sets in the future.

     

    On a side note, I ran into a /Dark stalker today...who didn't have his Smash/Lethal or Fire/Cold shields...he was Lv.48 and on my ITF. He was also wondering why he was dying, and more concernedly, loving the fact that he had a self rez. I think there is a lot of room in this game for educating people on their powersets. After PM-ing him, I learned that he was worried about the endurance drain of the shields, but had taken the almost useless rez. Thankfully, he met my Dark/ tanker and should be doing a respec. But I think there is an area where we as a community should help newer people...the fact that he got to Lv.48 without anyone pointing out that he didn't have 2/3 of his main shields was concerning. As a mostly Defender player, I think we can all help people improve their builds.

  2. I have a build that I am moving towards...However I am looking for advice on the Tanker ATOs. For Spines/ are there two obvious powers that one should slot them in? RIght now, I'm looking at Ripper and Throw Spines for both of the uniques....Is that fine

  3. 17 minutes ago, SeraphimKensai said:

    Depending on your overall slotting, you want it to have accuracy first and foremost, after that stun helps boost its duration to stack. My current build uses 2 Absolute Amazements, but that's more for the recovery bonus.

     

    The power will stun minions/lts so you can focus down bosses/ebs/avs.

    Thanks! I'm in the process of trying to build a post-basic IO build and will take this into account. 

     

    I have to say at 50, with basic IOs, and the handful of uniques I've bought, this character sits at a lot of resistance and ~26% Mel/Rng/AoE defense...I still need the second 3% def IO...but I don't get why people say to ignore Defense on a Dark....yea, I have no DDR...but at 30%def to M/R/AoE plus capped res, thats nigh unstoppable. 

  4. 3 hours ago, theDarkeOne said:

    Have to agree with Kensai here. . . Spine burst is so not worth the animation time. I have been a spines fan since issue 4 (when I started playing) but found myself stripping it down to its barest essentials. . . Usually use Ripper/Throw Spines/impale (maybe) then mix in OG and sometimes cross punch (for the KB proc mostly). 

    Yeah, I very much agree with your Spine Burst assessment. Once I respec, it will be dropped. The animation plays and half the things around me are usually dead. No reason for it to be that long. I will have to work in OG, I want it, but as a not veteran melee player, was unsure about its usefulness. Seems it is something to take. Would you slot it with just a base Acc or Disorient?

  5. On 4/19/2024 at 11:39 PM, kelika2 said:

    Cold Dom's min fx ice shields would be ideal

    I wouldn't even mind if they removed the clunky version from Cold Dom altogether. I mean any Cold shouldn't care what their shields look like. Only the receivers care that they receive the buff (and don't look like square Michelin Man). Honestly, the easiest fix is just making all Cold shield the minimal FX ones, and removing the option for the square ones. Let the clunky ice shield options lie with the Melee ATs that can choose what they want. No one would even bat an eye and it would make it so much better.

  6. Just got this character to 48. Have has a blast so far. But wanted to get some better opinions on a power swap. 90% of my chars are Defenders, so Tanks are a bit new to me.

     

    Have loved this character so far, but Spine Burst (the Spines PBAoE) seems to take forever to animate. I've died because of it. The power details say it takes 3 seconds, which is ridiculous - I can mix a drink while it goes off. While it has been a part of my rotation for 48 levels, I'd like to drop it. I went Psy Mastery, so I figured Psy Tornado would fill that gap as it has a lower activation time. Is that a good idea? I will say I currently have all the Spines attacks, except the tier 1. 

     

    Just wanted to gather others' feedback on these sets. I have the first 6 powers in Dark/ cause even my basic Tank knowledge knows that the last 3 powers are not too useful (although part of me wants the the PBAoE disorient). As I said, Defenders are my main, so running a good Tank is generally out of my wheelhouse. 

  7. 20 minutes ago, biostem said:

    My understanding is that Null the Gull was really kludged together by the original devs, and the current ones are loathe to go messing around with it further.  If that is indeed the case, then a regular menu option would be preferable.

    I've heard this before, which is why I didn't originally include it . But just changing the default during power selection would make a world of difference. I guarantee the majority of people wouldnt change back to the bulky version.

     

    What would even be more cool is, in the power descriptions for Cold, if the following text was added: "Most players prefer the minimal graphics version of this power." Which would be auto selected anyways.

    • Thumbs Up 1
  8. So, I saw this challenge and decided I would do it my own way...just hit 37 on my Dark/Spines (not a fan of /Stone and never used Spines on any melee character since live). I am looking for feedback on the Dark/ side mostly, but will take secondary feedback too. This combo is very new to me, as I generally play Defenders.

     

    I have to say I REALLY love it. TWO damage auras are so fun. It is an endurance hog. I have slotted 3/4 of the endurance uniques that I can. One more to go.

     

    One question that I want to pose is: are y'all getting KB'd like crazy? I have two +4 KB protection IOs slotted (Steadfast and Universal Travel) -- I thought +8 KB protection would be solid. But I still feel like a friggen ping pong ball at times. I thought sets with built in KB protection only got 10....is that corrrect? Do I need to add more KB protection, and if so, how? This is my biggest gripe tbh. There is no reason that Tank sets do not have KB resistance.

  9. I want to start this off by saying that I love Ice. I have Cold/ defenders, /Cold Corruptors, Ice/ Tankers and /Ice Scrappers. I love me some ice.

     

    What I also love is the minimal graphics of ALL the ice shields. I don't like looking like the square Michelin Man. And while I can control this when I am the Cold or Ice player, I cannot control it when I am the receiver of Cold buffs.

     

    I think that all Cold/ and /Cold shields should default to the minimal graphics versions. This would make the vast majority (98.87%, don't worry I did an internal survey of myself) not hate receiving the ice shields. I hate receiving the best shields ever, and looking like a bunch of colored squares because people don't know how to change their graphics (and god forbid they make the colors utterly atrocious). 

     

    If the default were the minimal graphics versions, then people would have to actively be jerks to change that. Please Devs, make the default version of at least all Cold shields the version that doesn't make me look like squares. 

    • Thumbs Up 3
  10. My question is quick and easy (I think). For the proc damage that comes from Storm Cell, do you need to slot Accuracy and Damage into Storm Cell, or do those stats come from the Storm/ powers you are using to create the proc damage? This question is mostly geared towards lower levels (27+) when I'm running on basic IOs (not sets). Just wondering if I should be slotting Acc and Dam IOs into it.

     

    Thanks y'all!

    Ren

  11. Hate double posting, but don't want to start another post for this set - this combo feels almost as controller-y as my Earth/Storm. I have to say, I really thought I would miss having an AoE immobilize (and I do, but its very workable) but it doesn't really affect the effectiveness of the combo. /TA brings so much extra support, control, and debuffs. I just hit 32 and feel very comfortable managing multiple mobs. 

     

    I know some people hate having so many location-targeted AoEs, but I love the fact that I can place almost every power where I want it and don't have to try and find the most center mob. /TA is one of the best secondary controller sets, I know that, but I didn't expect to like Arsenal/ as much as I do (having read the beta forums, I expected the utmost misery). Is Arsenal perfect, no! And maybe I'm biased with having chosen /TA, because it offers so much debuff and extra control, but I don't ever feel like I am lacking. Is there an extra mob...BOOM...I have arrows or grenades for it. 

     

    This is a solid control combo. If I had to be honest, I rarely use the AOE knockdown power (maybe cause I now also have Oil Slick Arrow, which is much better anyways) and wouldn't mind if it was replaced with an AoE web grenade. But, overall, I do like this combo.

    • Like 1
  12. A Kin/Sonic defender might be your best +dam/-res combo. Meaning you boost your team's offense and lower the enemy's resistance, pretty much maxing the damage your team can dish out. As Frosticus said above, TA also puts out some good debuffs (probably my fave debuff set tbh) both -res, -def, and a bunch of others.

     

    I love Sonic Resonance but IMO it lacks in the -res department, especially if the ally-targeted toggle drops (or if the ally wanders off, goes afk, dies, etc...your -res in Sonic Resonance really relies on a single ally being in the middle of a mob). IMO, Sonic Resonance needs some work -- fantastic set thematically, but IMO from the title of your post with "maxing team damage" I think Kin/Sonic or TA/Sonic could probably do a better job. Sonic Blast lowers resistance so if you want to max your team's damage output that would be my choice on the blast set, plus it has the best PBAoE nuke IMO. 

     

    Cold/ is also a fantastic set, once you get your recharge up and get perma-Sleet and Heat Exhaustion's recharge down, you can really pump up a team's damage. Both do -resistance and Sleet also has a nice chunk of -def. My Cold/Ice is one of my favorite defenders. 

    • Like 3
  13. On 3/2/2024 at 12:11 PM, schrodingercat said:

    i made one last night before I saw this and discovered it was impossible to kill as a positron 1 clone. It took 4 tries just to kill my single character because no one could see. Whoops, sorry team! So if anyone thinks to make one, ask for their character to be killed first (preferably blinded before hand) or you are going to be in for a really bad time.

     

    I rolled one of these today and put together a Posi 1....this is exactly correct. It took us 3 times to kill our clones because of blindness 🙂 -- I apologized profusely lol. I am thoroughly enjoying this combo.../TA really is one of my all-time favorite debuff sets and they really work well together. Just got to 24 after running DFB, Hollows, and Posi 1&2, and I feel like I'm contributing to teams. 

     

    On another note: Was there ever discussion about Arsenal Control potentially using other weapons? I feel like all of its powers could also be shot by a Bow. With little Dev effort, I think many of the TA or Archery animations could be re-used. I feel like this is a missed opportunity and would make more people use this set if they didn't have to swap between weapons. But just a small critique. 

     

  14. I primarily play defenders. If you are looking to play an AT that deals massive, ranged damage.... you're in the wrong place (find Blasters and Sentinels). Defenders are support ATs. Your buffs/debuffs come first, and damage is secondary (as the sets are laid out). This isn't to say that certain Defender sets can't put out a lot of damage...they can. You just have to choose and slot carefully. My Cold/ and Dark/ Defenders are always first in the mobs because of their debuffs and nukes. They can mitigate/soak up Alphas, and deal a lot of damage...but that also costs a lot of influence. 

     

    The set that you mention, Pain/, I have no experience with. I read its stats as a slightly more offensive Empath...a set I would never try to break alpha or be a damage dealer with. I think your Defender damage and usefulness comes down to your primary...Pain is more of a buff set, from looking at it (as I said, I haven't played it). And if you can't mitigate an Alpha strike as a Defender then that is TOTALLY fine, that is not your job. But a lot of Defender damage comes from the debuffs that your primary puts out. 

     

    My Cold/Ice Defender generally breaks alpha strikes and can run point on most normal +4 ITFs (not the +star ones, screw those, they aren't fun). My Dark/Dark is just getting into incarnate levels but is a debuff beast. Being able to nuke every mob and shut down every group's to-hit is a boon. 

     

    Defenders don't lack damage, you just have to figure out how to build them and there are many of us here who are more than happy to help.

  15. Just jumping in to say that Sonic is definitely a good set, one of my favorites to be honest. My experience is on a Defender, and as someone said above you add 53% resistance to all but Psi. (granted, I'm guessing that this number will be in the high-30s for a Corruptor - which is still good). In a game where it seems that most people (myself included) build for high defense at end game, being able to plug that resistance hole for many (if not most sets) is a huge boon. I skipped Clarity, Sonic Cage, and Sonic Repulsion.

     

    I do want to point out that Page 7 did recently reduce the cooldown on Liquify from 300 seconds to 150 seconds (granted I think it should be 120s, but I'll take what I can get). So, it is now a much easier power to have up at least every other mob with some decent recharge. 

    • Like 1
  16. 12 hours ago, Wavicle said:

    Regarding #1, all "Signature" Task Forces (which includes those given by the Freedom Phalanx heroes) are automatically set to the maximum level of the TF. Questionable design, but not a bug.

     

    10 hours ago, SuggestorK said:

    They are set to that IF u have higher lvl Player on Team that are exemplared, easy fix, make one of them Leader before u start.....

    Ahh, I didn't realize that. I generally run the TFs when I'm higher than the max, or pass the star, but ended up leading it when I was 2 levels below the max. I just assumed it was always keyed to the leader's level and that the only reason to pass the star was so higher ups could keep more of their powers. But now I know that this is another reason to pass the star. Thanks!

     

    10 hours ago, SuggestorK said:

    S there is no "Sunfire" TF.... the one u mean is "Moonfire"

    Fixed! I blame vodka for that mistake 🙂 

     

    Will edit original post - but leave up for the Traps/ bugs.

  17.  

    I've had multiple bugs in the last few days, and I am putting them all in the same post. Forgive me if I am not supposed to, but I am not going to create 4 posts. Not sure if some of these came about with the new patch, but for 1 and 2, I've never had issues running TFs at whatever level I choose (within their range of course). For 3 and 4 I've never run Traps, but FFG and the new T9 have issues with their descriptions - see photos below.

    (Edited to put a line through issues 1 and 2, as explained in the first two comments below - leaving post up for Traps/ bugs)

     

    1. On 2/22/24 I ran a Manticore TF (Min 30, max 35). I was Lv.33 and I was the leader. I ran at +0. We fought 35s and 36s. It seemed as though the game thought I was at the max level of the TF (35). I have never had this happen before. And it was the same for all of the missions.

     

    2. On 2/22/24 I ran a Moonfire TF (Min 23, max 28). Our leader was over the max level, so we were all exemped to 28 and it was set at +0. More than half the TF enemies were at -1, some were at -2. It was rare to see any +1s. On a TF set for 0, you shouldn't see so many under you.

     

    Is there a TF level issue? I run these TFs all the time and have never run into these discrepancies. ALL of my teammates mentioned it. I said that I would submit something here. But for some reason, today (TFs were fine yesterday) the TF levels seem to be off by either +2 or -2. Never had this happen before.

     

    3. This picture was taken on a Traps/ Defender. You can see that the description says Mastermind.

    image.png.e9267671f713813cd16db4f4e85dabe8.png

     

     

    4. This is what you see with the new Temporal Bomb in the enhancements screen. Big Issue: YOU SEE NO STATS. It seems to default to showing you the stats of the "Remote Trigger" instead - which is nothing. Very annoying. All I can see are the percentages on the left side, but I see no base numbers.

    image.png.c9577b2e71050bc57468d2fd8c059163.png

     

    • Like 1
  18. 14 hours ago, Spaghetti Betty said:

    Seeker Drones are good in that they can absorb an alpha for you. Summon them in the middle of a mob and they'll attempt to attack the drones first. IMO, the debuffs they do are secondary to this. Definitely don't sweat not taking them if you don't feel the need.

     

    Trip Mine is poopy!

    Interesting on Seeker Drones - I may do a quick respec to drop Trip and take it instead. Would be useful to have a power to break alphas when needed, and Trip is underwhelming so far.

     

    7 hours ago, Uun said:

    The thing to know about Poison Gas is that the -regen refreshes every 1s while the foe remains in the AoE (which has a 30s duration) and then lasts for 10s after they leave the AoE.

    This is what I was looking for! I hate that the in-game power descriptions are so lacking, because I never would have figured this out by the description there. This definitely makes the power very good.

     

    Thank you all for the feedback and comments! I'll also have to look into proccing Poison Trap seeing as that seems to be a common consensus.

  19. I think the biggest reason, as alluded to above, is that Brutes cap resistance at 90% and Scrappers cap resistance at 75%. That 15% drop will be a huge difference in farming survivability at +4. I can't talk to the ease of getting a /Fire Scrapper to 45%+ Fire Def. (as I don't have one), but I assume it should be similar to a Brute, as all that Defense does come from power pools and set bonuses. But, that huge resistance gap is the reason (IMO) why one farms with a Brute or a Tank.

  20. I've never played Traps on any AT. I decided to roll this Traps/Beam Rifle Defender the other day because the new Issue was coming out and it was getting a new T9 (Temporal Bomb) that actually seemed useful compared to the previous T9. Just wanted to give some early thoughts to the set, and I welcome any feedback and thoughts. I probably play Defenders 85% of the time, and this is one of the few sets I've always skipped, because it is not the normal Defender mold that I am used to. As someone who plays on relatively fast-moving teams, Traps/ and its setup does take some getting used to, but it has been fun. Just hit Lv.29 tonight, so my perspectives are from a low-level build using a handful of unique IOs, plus mostly Lv.30 normal IOs. 

     

    1. I took Web Grenade over Caltrops. I thought the -fly and -recharge from the grenade (not mentioning the immob.) would be more useful. I generally avoid those powers that cause scatter. Does anyone find caltrops useful? 

     

    2. Triage Beacon - took this because I had two crappy T2 and T3 powers in my secondary that I didn't want to take, so had no choice. Figured in extended AV/EB/GM fights, it could be useful. Doesn't seem terrible, really just needs a recharge or two, depending on what you can spare.

     

    3. Acid Mortar - Finally a useful power! Used judiciously until I was able to get some recharge enhancements into it, but definitely a set-defining power. Who doesn't want the -def, and -rech. Once I can get more recharge into the build and get multiple out (they stack, i'm pretty sure, right?), it should feel pretty good de-buff wise. 

     

    4. Force Field Generator - I was surprised that, once slotted (at level 29 no less), it gave 20% def. to Rng/AoE/M -- this should be an easy toon to soft-cap. Part of me wishes this FFG was attached to my back or something, so I didn't have to deal with it following me - but at least it moves a lot quicker than most other follow powers. This is definitely key to setting up your other Traps in relative safety. 

     

    5. Poison Trap - I took this but am a little confused as to its usefulness. According to the data page in-game it does -1000% regen, but for only 10 seconds (?, is that right)...and the other debuffs are relatively meager. I just slotted with 2 recharge IOs. I'll keep it for toe-bombing AVs, but are the numbers better than they seem? Would you even slot the hold aspect, or just focus on recharge? Do you use this in normal mobs or is this just for the upper EBs/AVs/GMs? I can never remember if the skippable (by player consensus) Poison Trap is the one from Traps/ or Poison/.

     

    6. Seeker Drones - I skipped. I feel like I had read a lot of bad-ness about this power back in the day. Please let me know if I am wrong, I just don't have the power slots planned in my build to take it, but if this is actually a good power now, I can always find a way to respec it in.

     

    7. Trip Mine - I took this because I thought it would be good damage and I'm already toe-bombing with other traps, so why not drop it. I feel 'meh' so far on the damage. Plus, the interrupt seems to happen too often (maybe once I'm soft-capped def. this will be less of a concern). For those who have played Traps/ on a Defender, is this a good power or a skip? Part of me wouldn't mind respec-ing out at this point. 

     

    8. Temporal Bomb - The new T9! I managed to pick it up today on the day it came out. It seems pretty good. The damage doesn't seem too high, but I so far just have it slotted with an Acc and 2 Rech. The buff portion of it seems pretty handy, and I think it is definitely better than what was there before (as I said never played a Traps/ before, but the previous T9 on paper seemed like crap both according to its numbers and the forums, and was almost universally skipped).

     

    Overall, I think Traps/ is better than I thought it would be. As a Defender afficionado I would have some changes, but I will continue my way up to 50. Pool-wise I've gone Leaping for CJ and Leadership (just Maneuvers so far). Will also likely take Stealth and Hasten I think. Trying to fit in as many LoTG +Rech as I can and boost the recharge since it seems that is what Traps/ needs most. 

     

     

    • Like 1
  21. I really like the idea of combining Regeneration and Recovery Aura into a single power with slightly lowered stats - I think that is a good change just by itself. 

    I like the idea of the new power, but I do agree that targeting enemies feels off for Empathy. Since you had it tagged for -Res and -Dam, what if it was just made a team buff instead that did +Dam and +Res, with similar numbers you would get approximately the same effect of dealing more damage and taking less. I'm not sure if there is a proc issue there, but one would think the power could be tagged to not accept them.

    Also, my issue with Clear Mind (and Clarity in Sonic/) is that they are single target, and I can't be bothered to try and mete that out and keep track of who needs it. I think if it was a Team AoE like how shields are now, it would be a huge QoL increase and would make me at least think about taking it. 

    • Like 2
    • Banjo 1
  22. 13 hours ago, Indystruck said:

    Clarity is already the set's T8 power.

     

    Agreed on repulsion, power has just active anti-synergy with the rest of the set. Sonic Cage's intangibility also has niche uses that are largely out of practice nowadays due to build availability. Sonic Siphon wouldn't be so bad if it didn't take a half hour to cast.

    You are right, I mis-remembered it coming earlier, similar to Clear Mind (edited original post to reflect this). Still as a T8, it is vastly underwhelming and needs to be buffed, especially as you already get a better mez protection power much earlier that buffs you and the whole team. And I agree about Sonic Siphon's cast time, it definitely needs to be shortened, sometimes trying to tag bosses with it on a fast-moving team leads to just hitting a dead body - I still think it should have a small AoE effect with reduced debuff on surrounding mobs. 

     

    5 hours ago, arcane said:

    Sonic Repulsion isn’t a terrible power if you slot it with 2 end redux, 1 sudden acceleration proc, and 1 force feedback proc. What’s wrong with an ally knockdown aura that periodically buffs your recharge rate?

    It potentially has some situational uses, but the vast majority of Sonics that I have come across just do not take it. It also puts your endurance bar at the whim of whoever has the bubble, they could decide to run into a mob and bounce everything around, and bottom out your endurance in the process. Plus, the KB tax of having to slot the KB-->KD IO makes me also want to skip it.

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