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Renatos1023
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Having played both of the defensive /Energy and /Fire on multiple ATs, I would say Energy will generally outperform Fire in end game content almost always, solely because of all of its tools (unless you're consistently playing with someone who will ensure you always have soft-capped defenses, then having high resistances is fantastic, but that is rare). For Energy, being able to easily push your defenses past the soft cap, without team support, is nothing to laugh at. Fire struggles IMO in high level content unless you have someone bumping up your defense. Yes, you can do that with IOs, but it will be very expensive. Fire armor has always been the farming set because it increases your damage output and, without IOs, can only cap itself on Fire resistance. With Energy you have Energize (which both heals and lowers endurance cost) and Energy Drain, both on short timers. To be honest, outside of farming, you don't see many Fire/ or /Fire defensive powersets -- and its because it excels at damage...not keeping you alive. I have a kitted out Rad/Fire Brute as my farmer and she kicks butt in farms -- but not so much in normal missions. I think you will find /Energy much more survivable, and therefore enjoyable, at higher levels. Especially with Axe, which has a ton of AoE damage already, so it doesn't need /Fire's AoE, but it does greatly benefit from /Energy's multiple endurance fixes. You can build either set to be survivable, but IMO Energy will always outperform Fire, especially at higher levels -- and with a much lower influence cost. Editing to add: Energy also has 3-4 (depending on if you take the T9) powers that you can slot the Luck of the Gambler +Recharge in. Fire has 0 powers to slot it in. That means you can easily get 5 of the LoTGs into your build as Energy (I always take Combat Jumping, Maneuvers, and Weave on melee builds -- so another 3 powers that can also take an LoTG), and Axe definitely benefits from some recharge.
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Just got my Axe/Energy to 30 today. It is such a fun combo once you start getting some slotting. Once you get Energize (which heals and also lowers endurance cost of powers for a certain amount of time) plus the end. recovery power, you start to feel the full potential. It is an endurance guzzler before (and also after) you get those two key powers. But it has been a blast so far. Those two powers are game changers in terms of your endurance management. So you do need to give the combo up to Lv.30 to start to mature. IO wise, I have slotted the two +3% defense uniques, the performance shifter +end, and miracle +recovery (all to buttress up that endurance problem) so far. I am usually pretty good just hopping into a mob, either before or after a Tank, and I can mitigate alphas on a team with no Tank. /Energy is very sturdy, and I know it will be easy to soft-cap once I start moving into sets. Currently using regular Lv.30 IOs and the defense is solid. Very much a solid scrapper combo. Editing to say: I rarely play resistance-based secondaries on Scrappers, as the Scrapper resistance cap is 75%, compared to a Tank's 90%...while all ATs have the softcap of 45% defense. So, in my opinion it is easier to make a defense-based Scrapper, than it is to make a resistance-based Scrapper. This is just my opinion, and I'm sure others will have their opinions. But the 75% res cap for Scrappers has turned me away from those sets.
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I was actually debating putting a new player guide together since there has been an influx since the licensing announcement, but you beat me to it! I think this is very useful to newer players Just wanted to point out that you don't need to visit the FA's anymore to change the level or team number settings. You can now do that from the chat bar. One thing I might add (and forgive me if it is already there, I did a quick read through and may have missed it), is the P2W vendor. When I came to Homecoming, I didn't realize for a few weeks why people were leveling so much faster than me, and then someone told me about the P2W Vendor in AP. I think mentioning the XP boosts and extra attack powers (definitely useful at those painful lower levels) could be useful.
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I just got my Illusion/Dark to 50 and am slowly slotting him out. I think it is a very fun character. You need to think of yourself less of a normal "Controller" and more of an aggro mitigator. You will never be the lockdown king/queen. What you will be is the Diversion Duke. Really high recharge is what you want. Getting PA up and out as soon as possible is what Illusion was made for IMO. /Dark is my favorite set (mostly cause it is also my fave set on Defs but the Cont. version is better). I have a thread on Ill/Dark going, so please go ahead and find some other pointers there. But know that "fun" is subjective. I don't find Ice control fun because, IMO, it is just not good. You, or someone else, may love it. But if I was going for a very soft-control "Controller" I would choose Illusion.
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Going to be honest, after 50, I am finding next to no use for Deceive. As I go about IO-ing out my character this is the first power on the chopping block. Allows me to take Vengeance, which opens up a slot for another IO set that gives me +Rech. Does anyone find a single target confuse useful, post-50? I can count how many times i've used it on 1 hand. I'd rather the extra slot for some more recharge tbh.
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As I'm sure someone will ask, what are you looking to do with your character? I don't use Mids, but I can share my experience with my Ill/Dark, which just hit 42 (my thread is here). I took everything from Illusion except the two Invis powers. I find Spectral Terror and PA to be your bread and butter, alpha-breaking powers. You want them to have recharge, and you also want acc. and damage in PA. I got my 5 Luck of the Gambler +Def/Recharge slotted as soon as possible. I also got the Numina, Miracle, and Performance Shifter endurance uniques slotted early, to take care of the endurance issues. I'll be honest, the only useless power (IMO) in /Dark is the intangible one (Blackhole?). I took all the others and slotted accordingly. Since recharge is needed, Hasten is also necessary. I also took Maneuvers, both for the Defense and as a spot for a LotG. I went with Psi mastery for the +status resist (although it cant be activated once youre hit with an effect) and the +Res shield (a place to put both +3%Def uniques). At 42 I have no endurance issues, decent recharge, and 15.8% defense to M/R/AoE (only have one of the 3% uniques slotted so far, so second one will put me at base 18.8%).
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This is kind of what I'm starting to see -- and I love it. I hit 42 tonight, and all my pets are coming together, along with my recharge and defense. I am thoroughly enjoying not being a hard-control Controller. I don't think anyone does (or should) expect that from an Illusion troller. But being able to alternate between PA and Spectral Terror on openings is very useful. On live, hard-control lockdown was what was wanted (and needed). Heck, I have a 50+ Earth/Storm troller on HC that can lockdown 4 mobs at once, but that level of control isn't really ever needed anymore (sadly). I do think this combo is very solid and definitely recommend it. I cannot wait to hit 50 and get my numbers where they need to be! See, my experience is a bit different. I always want a Tank on my team (as you said), but I also much prefer to be a Defender (and have them on my team) than almost any other AT. While Tanks are the OP of melee, I think Defender are the OP of Buff/Debuff. All of my mains are Defenders (so I am admittedly more than slightly biased) and all can hold their own in high level content. My Cold/Ice Defender is sometimes a better alpha breaker than most Scraps or Brutes with her defense numbers and perma-Sleet. The reason I gravitate towards Defenders over Controllers is that the Defender buff/debuff numbers are better and they do direct damage at late levels, whereas 'trollers have lower buff/debuff numbers and many higher-level mobs resist control effects. Dark has always been one of my favorite sets, and one of my first 50s on live was a Dark/ Defender. I think the Controller version is actually slightly better with the Defense buff and the Regen/Recovery buff. But the Defender version is still top-notch.
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On live, my go-to ATs were either a Controller or Defender. However, from Live to Homecoming (congrats on the new agreement with NCSoft!) I have found it hard to make Controllers useful in late game levels. On live, a 'troller was always welcome. Goodness knows I miss my Fire/Kin farming days. A good Controller on Live could wholly change a team and was actually sought. Late game today, while a controller is always welcome on my teams, I have a hard time finding value in their primaries. (I wish I could say otherwise, as on live a good Controller was always wanted, but HC and IOs make Control almost irrelevant -- but that is an argument for another day). Since (in my opinion) Controllers are not well equipped for late game, I figured I'd make the least "Controllery" Controller. So, I went with Illusion (a set I also never really played on live due to its...as you guessed...lack of hard control). I decided that the new Dark secondary would be a perfect pairing. I have to say, I have not been disappointed. Early game was slow, I will admit that, but Illusion and Dark both shine late game -- especially with a focus on recharge. In my opinion, Illusion is less "control" and more "diversion." Especially late game with high recharge. I am not at perma-PA (yet), but I am getting close...it is a very different kind of 'control.' And I like it. I almost feel like an MM with 6 pets active. I never thought I'd like Illusion, because it wasn't fun on Live (IMO) and I wish the Controller version would get the Stun that the Dominator version gets (group invisibility is about as useful as a screen door on a submarine -- please replace it). But I just wanted to share and get thoughts on this combo. I took Hasten and went with the Psy Mastery pool (I thought Indomitable Will could be activated while stunned....but surprise...it can't. So, I may respec at some point). Ill/Dark is a very solid support set, as long as you focus on recharge. You may be a Controller (and I did take the AoE hold) but you are a lot stronger as an aggro-mitigator with PA.
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So, I am always willing to admit when I am wrong. And having finally done the ITF with my now 50 TA defender, I can say that I now understand where you were coming from. Having perma-mez protection against Rommy is a blessing that I didn't know I had until I used TA's T9 like you said. But since this is a Thermal thread, I will turn back to that comparison. IMO this makes TA that much better than Thermal. The T9 is actually useful in elongated battles. And Thermal's T9 would be crap against Rommy -- my Thermal has been shelved in the mid-40s since I started my TA.
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(Without utterly ridiculous levels of recharge) Can I ask how EMP Arrow's shield is perma in a normal world? EMP Arrow itself has a 5-minute recharge. Yes, according to the data in-game its buff has a 4-minute duration -- but outside of an AV, you are never getting that full duration, because no one is standing in the same place for any significant amount of time. Say you get it down to a 2 minute recharge -- most single-mob battles last less than 30 seconds. You are lucky to get a full minute of its buff (in my opinion; and likely far less) on 98% of content. I guess I don't know where you were going with that argument.
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I think this is super helpful in comparing those powers that are similar (and not just comparing T9s). With its current stats, Melt Armor (MA) shouldn't be a T9 (this type of power comes well before T9 in other sets and its comparisons have better stats). MA's recharge (and placement at T9) really does sink the set. There are no reliable debuffs (ala. auto-hit and good like SLeet/FR) in Thermal -- and while the buffs in Thermal are good, I don't think they overcome the complete disaster that Thermal's debuffs are. And I agree with your analysis that "the rest of the set" does not make up for Thermal's T9 to be so crappy. I also have to say that I don't take Thaw or the Rez, (I might have said that before but I'm too lazy to re-read). I know people want to compare set power-by-power and by the number. I am not a "numbers" person in general - I make my builds by feel, and by playing them. I don't use Mids (it bugged out on my laptop and haven't figured out how to replace it). I can say with my feeling of usefulness on my 46 Thermal/ is nowhere near that on my 41 Trick Arrow/ (nor is it near most of my other Defenders). I want to love Thermal/, I just can't.
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I agree that Thermal/ is a decent set, I have said so myself. BUT I just wanted to fix-quote you lol: melt armor is not just "slightly" inferior to similar powers. Melt armor is "vastly" inferior to similar powers in my opinion. Melt Armor is so bad, I created a whole topic about it. And I will reiterate my thoughts on how to fix it. Knock 60 seconds off its recharge (minimum) and make it an area-targeted AoE (like Earthquake). It should pulse it's debuff at quarter-second (less?) intervals for 30 seconds (does that sound good?) to make it similar to the Freezing Rain/Sleet powers. It doesn't have to do knockdown or slow (which is why FR/Sleet are inherently better) but at least the pulsing effect would make it hit more often and be more useful. As a T9 it should at least equal these much lower tier powers (both of which are more effective), if not be better somehow. I think this fix would be super easy to implement and make Thermal a much better set, the mechanics are already there. I also want to flag that while Benumb and Heat Exhaustion have the same recharge and end. cost, Benumb has better debuffs. So, even though the powers should be the same (IMO), Cold Dom., has the edge in this debuff too. Really, Thermal's debuffs are just bad compared to all similar ones. I have never played Pain on any AT, so I cannot comment on it.
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I've never done a numbers test like this, I just usually go off my playing experience. But this backs up the point I am trying to make. Just got my Thermal/ to 46 this weekend. While Thermal/ is on paper a jack-of-all-trades, and it is a decent buffer (not great), it really lags in the debuff department. I also have to say I do not take Thaw or the Rez, I just don't find them useful (if Thaw was AoE like the shields, maybe it'd be something to take, but who has the time to hit a team with it?). Now, I'm not saying Thermal is terrible, it just is very much, in my opinion, in like the bottom 3 of defender sets. I've also been co-leveling a Trick Arrow/Elec defender (Now Lv.37) along with my Thermal/Fire -- and I 100% feel more useful on my TA. Even without the heals and shields, I can debuff most mobs into oblivion. I do have to say, Flash Arrow has to be one of my favorite powers -- a no-aggro minus-to-hit and perception debuff with half the minus-to-hit unresistable (with 1 -to-hit IO, it sits at -11.3% to hit unresistable + another 11.3 that is resistable which is huge, as that pretty much translates into a defense buff of at minimum 12%). Even if TA's T9 is on a 5 minute recharge....I just don't need it. TA's T9 is not needed in most content just because of the volume of debuffs that come before it. I know I'm not comparing directly similar powers, but TAs debuff magnitude wholly makes up for the fact that it has no real buffs (yes, the T9 has some area-centered buffs, but they are not up every mob, nor even every other). Yes, I went off on a tangent. But I do thank you all for your input. Maybe we can get some -recharge movement on those Thermal debuffs. 🙂
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Yeah, there is no control in Thermal/. There might actually be negative control if you pair it with /Fire and use Rain of Fire, but I digress. The biggest issue is the shiite debuffs. The recharge is ridiculous for the T8 and T9 -- I think we can all agree on that. @Scarlet Shocker I don't think there is a full design concept for Thermal/ that makes it better than other sets (most of which are inherently good). Thermal/ suffers from the fact that it just isn't good at +50. No one wants a Thermal defender. When I run 50+ task forces, I use my Cold/Ice Defender. My Sonic/ and Nature/ Defenders bring more to a team than a kitted out Thermal/ ever could. And I will spend 500 mil on making my Thermal/ good. I just think we need to accept the fact that there is a gap in Defender primaries. And that gap will not be rectified, so many sets will be relegated to 3rd and 4th tier. Not trying to say I dislike my Thermal/Fire/Fire, but i know its limitations.
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I'm not too surprised that Traps is a better debuffer, seeing as Thermal's debuffs are definitely lacking based on recharge time alone. However, most of my Defenders are geared towards fast moving teams (as most high level teams are) and I think that is where I am going to find frustration. But let me not speak ill of a set I've never played lol.
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This is what I was going for. For most of the Buff/Debuff sets you wait in anticipation of the T9....but then you get Melt Armor and it is kind of 'meh' compared to similar powers (all of which are not even T9). It really does need some recharge reduction and maybe a base to-hit bonus. I have enjoyed my playing so far with my Thermal, and I know that I am useful on the majority of teams. But I also know that this character will likely never match what my Cold/Ice defender brings to a team - and that is fine too, I just wish the performance gap wasn't so evident. I also suppose that I will love Thermal once I continue my ride of getting a 50 of every Defender primary and have to roll a Traps/.
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I know you can't compare one power to one power and decide that one set is OP or another is bad. But you can go ahead and compare all of Cold Dom. to all of Thermal Rad. Generally, defense shields are better than resist shields. While Cold doesn't have a heal, it has the +HP. It also has the Stealth with +Def, that Thermal has no counter for. Thermal has a Rez and Thaw, both of which are generally useless late game. Cold has perma-Sleet and close to unlimited Endurance with Heat Loss (plus more -res). My main gripe was that Thermal's biggest debuff (which has lower numbers than Sleet and FR, and no slow or KD) seems to need accuracy slotted. And, as you pointed out, this holds for Time's Slowed Response (which is also -30% res, and -25% def, same as Melt Armor). I guess I'm not sure why Time and Thermal have to suffer that built in debuff of not being auto-hit when they are already worse (number wise) and don't have the side effect of slow and KD (one would think a power named Slowed Response would have some slow built in, no?). Also, Slowed Response, while the same debuff numbers as Melt Armor, has a 90 second recharge compared to Melt Armor's 150 second. So, Melt Armor is even worse off than Slowed Response due to the extra minute of recharge. As I said, all of my mains are Defenders. I love all the sets in their own ways. I'm just trying to point out certain weaknesses as I move through all these journeys to 50. I don't see how giving both Melt Armor and Slowed Response the same auto-hit capability would make either set OP. They could pulse like Earth Control's Earthquake (minus the KD), giving them that multiple chance to hit that both Sleet and Freezing Rain have. Just my thoughts while leveling up. Hit 43 on him today and can't wait to start getting some recharge slotted. He is fun, but I can't see him breaking alphas in an ITF like my Cold/Ice Defender.
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In my quest to get a Lv.50 of every Defender primary, I am now on Thermal (Traps, Trick Arrow, Kinetics, Poison, and Pain left). I just hit 40 on my Thermal/Fire Defender. It has been a fun ride and Thermal is a mixed bag. I've enjoyed it so far, but can't help but notice that the T9 seems underpowered compared to other powers (that aren't even T9). Here is my gripe, please let me know if I am wrong, always happy to hear opinions: Melt Armor: Base Debuff: -25% Def, -30% Res; No slow, or any other debuff Needs accuracy (not auto-hit per the two powers below) (This is my perception, if the debuffs are auto-hit, please let me know) Base Recharge: 2:30 Sleet: Base Debuff: -30% Def, -30% Res; good slow, +KD Due to mechanics, might as well be auto-hit, no Acc needed Base Recharge: 1:00 Freezing Rain: Base Debuff: -30% Def, -35% Res; better slow than Sleet, +KD Due to mechanics, might as well be auto-hit, no Acc needed Base Recharge: 1:00 Melt Armor is worse off in every category. Its debuff is slightly lower, it needs acc, it has a significantly higher recharge, and it has no other side debuffs. I have kitted out Cold Dom/ and Storm/ Defenders. And while the Thermal journey has been fun so far, it just doesn't seem to measure up. I am going to push to 50, because I want a 50 of every primary, but Thermal/ just seems confused. Maybe if Melt Armor's recharge was lower so that it could be popped off more, even with the need for slotted Acc., that could help the situation.
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Thank you for ensuring that I wasn't going crazy. The Blaster version of Stunning Shot is quite crap. On a happier note, I did a respec to drop Lotus and pick up Explosive. It was a fantastic decision. Aim+RoA+EA+Fistful is a great opener -- and most things are either dead or on their butts with the KB-to-KD in Explosive. Which allows me to run in and hit bosses with my two melee attacks, mixing in Smoke Flash for the debuff. This a definitely a Blaster with survivability, IMO. Granted I am building for defense. But the ride has been very fun so far. Thanks yall!
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Interesting, I didn't realize that Lotus Drops had such a small AoE and that Explosive didn't deal lethal damage. I think I'll swap them out at some point when I respec and give EA a try. I also didn't realize that CP had such good damage -- I thought single target holds were usually crap damage (outside of Freeze Ray) but I guess I have been wrong. And the debuff on SF is also what I was going for, figured I could run up to a boss drop SF, hit my single target attacks and fade back out. Thank you both for the feedback!
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I rarely venture outside of my beloved support ATs (Defender/Corrupter/Controller) and their forums. But I wanted to try something different and decided to roll a Blaster. Wanted to do Archery and it came down to either /TA or /Ninja, and guess which one won out. Just dinged 33 and so far this character has been a blast. Its...a change of pace when I only have to worry about dealing damage and keeping myself alive -- I'm used to playing team support 95% of the time. I feel like the ranged damage is pretty good, especially now that I have Rain of Arrows slotted. I feel like the melee damage is on point -- I love that they left the AoE portion of Golden Dragonfly in. The fact that Shinobi lets me crit as a Blaster feels like it really helps the damage (esp. since i'm all lethal, all the time -- love seeing the "Critical" tag pop up). Anyone else run this pairing and have thoughts? My main opening is Aim+RoA+Fistful, then run in and tag bosses with some melee; then jump back and shoot things that are left standing. Has been pretty good so far. Just had a few questions about powers that I wanted to get some opinions on. Archery Primary: 1. Explosive Arrow -- I've always thought this was useless (even back on live). It has low damage (IMO) and huge KB. IMO it isn't useful without a KB to KD IO. Is this usually a skipped power? Curious as to what others thinks it adds to Archery's AoE potential, because my opinion is very low. 2. On top of Explosive, I've also skipped Snap Shot and Stunning Shot for usefulness and minimal damage reasons. Ninja Training Secondary: 1. The stats on Immobilizing Dart and Choking Powder seem crappy. I've skipped. Has anyone found them useful? 2. I debated between Smoke Flash and Blinding Powder. I took SF and slotted with a single Acc IO. Not sure if it does much. Are these powers actually useful for minor crowd control? 3. I've taken all 3 melee attacks, Shinobi, Kuji, and Smoke Flash so far. I feel like this pairing leaves a good amounts of slots open for pool powers. I'm currently going into Leadership and Fighting because I do enjoy the Blapping powers here, so I am looking to build up defense (I also take CJ and SJ as my travel set). I will likely grab Hasten at some point. Hoping to see some other opinions, especially on the Ninja Training power set!
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Somewhere up above I had Dark/ as my 3rd fave defender primary. It is a solid Defender set -- my mistake was paring it with /Water which just isn't working for me. One of my main heroes on live was a Dark/Rad defender....I think I am about to re-roll my Dark/Water into Dark/Rad (or maybe Dark/Dark to capitalize on the -to hit). Dark/ is fantastic -- its one of my favorite original sets. It was actually bomb back on live. But some of the newer Defender sets do outshine it (Cold and Nature to be specific -- I do hate playing Electric). I understand why it is underplayed -- it is a nuanced set and you really only shine if you know how to use it well. It has the best rezz power and the best targeted heal (number wise I believe, correct me if i'm wrong). Well back to my Dark/ drawing board to replace /Water.
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Rolled a Sonic/Seismic Defender...Looking for Thoughts on Primary Set
Renatos1023 replied to Renatos1023's topic in Defender
Just back to update, cause I am now working my way through getting all my Incarnates from T3 to T4 (2/6 of the way there!). Gotta say I have enjoyed the end game content and running with this character. I've invested heavily in +rech and +def. She currently sits at: Defense: 35.4% Rng/37% Melee/36.6% AoE Resists: 75% sm/l res.; 41% psi; 37% EN/Neg; 33% Fire/Cold; 30% Tox. Recharge: 55% global (+70% when Hasten is up for a total of 125%) (I also just got Ageless Core Epiphany which gives 10-40% more based on timing) I'd have to say she's pretty friggen sturdy. The recharge lets me Nuke close to every other mob and Liquefy also doesn't seem like it takes too long to come back around. The one thing that I miss as a defender is a good solid, AoE debuff. I find that Disruption Field (the ally-targeted AoE-res) seems to de-toggle often, especially on missions with elevators. This gets annoying on fast-paced teams (aka all 50+ teams) cause if you're like 3 seconds behind someone on an elevator, it goes down. This should just be map-wide, so I don't have to keep re-toggling. Otherwise, this character has been a blast! I think teams appreciate the 58-60% +Res to all (but Psi). Incarnates currently are: Alpha: Cardiac Core Paragon (needed the end. reduction, plus the extra range and +res never hurt) Interface: Reactive Total Core Conversion (needed to find some more -res somewhere) Judgement: Ion Total Core (easily shot from any range) Destiny: Ageless Core Paragon (totally solves all end. issues plus the extra +rech -- at some point may reconsider the +def destiny power since I don't seem to have end. issues anymore even without this running) Lore: Banished Pantheon Total Core (totally random tbh) Hybrid: Support Total Core Graft (extra +def onto the already high numbers stated above) Just wanted to share my Sonic/ journey and hope to see others do the same. -
Rolled a Sonic/Seismic Defender...Looking for Thoughts on Primary Set
Renatos1023 replied to Renatos1023's topic in Defender
Also wanted to reply to @Without_Pause because they do make a good point: Thanks for showing me that there are other T9s with absurd recharge times! I do appreciate it. However, I do think there is one big difference -- especially between Sonic/ and Trick Arrow/. TA is all debuffs, to the point that all 9 powers are actually SOLID debuffs. Whereas Sonic/ has no solid debuffs imo -- yes, we have the single target -30% (whoop /s) and the Ally Targeted PBAoE debuff...but I need a team for my best debuff (the PBAoE one). TA doesn't. And the Sonic/ buffs are good, but only if you can keep everyone in your Bubble. There is a massive discrepancy between Sonic/ and all other primaries that I've played (as I said in the first post I don't have a Thermal/ or Traps/ defender). I think fixing the T9 to make it a useful debuff, can help this. Especially when there are already 3 other powers in the set that shouldn't currently be taken. Hell, I can argue that the T9 is a 4th power that shouldn't be taken because of its recharge, which leaves Sonic/ with only 5 powers that are necessary. I'm not trying to shit on Sonic/ -- I wouldn't have played it and given my feedback if I truly hated it. But I do feel it needs work. Will I continue to run ITFs --yup! Will I wish that Liquefy was useful, also yup. -
Rolled a Sonic/Seismic Defender...Looking for Thoughts on Primary Set
Renatos1023 replied to Renatos1023's topic in Defender
I'm happy to see some Sonic/ discussion going! Lets make sure the Devs see it. As an update, I am currently at Vet lv.10. I absolutely love this character so far. With the slots I currently have I give about 60% Res to all (except Psi.: ~35% from shields, and ~25% from the bubble). I actually think these numbers are pretty solid. I also have 27% Rng./28% Mel./29% AOE Def.; capped S/L res, 39% res to Psi, and 30% to res to all else. And this character isn't even fully slotted yet. She's pretty solid -- especially for what I consider a bottom-of-the-line primary (maybe its not so crappy after all?!) To respond to a few posts: This is what I was going for! Thank you @Onlyasandwich for putting into words what I couldn't. I have a habit of comparing AoE debuff powers to my two favorite ones: Freezing Rain and Sleet. In comparison, Liquefy sucks. Especially as a T9. And especially in a set that should specializes in -Res. Why TF is there a hold and -Acc. In my opinion, and as someone who has a maxed out Cold/ fender (and multiple Storm Fenders/Corrs)...this is the discrepancy. Maybe Sleet/FR is OP (i don't think they are), but I am damn sure that Liquefy is shiite. Sonic/ has no quality AoE debuffs. As I said, I'd be happy if this T9 went down to 3, hell even 4, minutes, lost the hold, and then lost either the Acc debuff or the Def debuff and replaced one of them with a solid Resistance debuff.