-
Posts
314 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Tater Todd
-
I ended taking Lightning Clap and slotting it with the -KB IO and I love it now. It adds even more Utility and safety to the team because between Lightning Rod, Thunderstrike and Lightning Clap they spend most of their time in the air rather than hitting you or others.
-
I had an Elec/Ice Armor Stalker when the game was live and it was an absolute monster once you get Icy Bastion and that was before I IO'd him out. I personally prefer the Stalker and Scrapper version over the Tanker version.
-
I paired Electric Armor with my Titan Scrapper.
-
Due to the new Immob changes you can review your Earth/Fire build!
-
issue 26 Patch Notes for May 30th, 2019
Tater Todd replied to Leandro's topic in Patch Notes Discussion
-KB for storm didn’t change. What changed was how immob powers interact with knockdown/up/back. Most immob (tentacles being one exception) already stopped the Knockback. What this change does - instead of stopping the Knockback, it now allows it but changes it to knockdown (the part I missed originally). This is a very good thing but will have no impact on storm defenders/MM/controllers unless they use an immob. Ah, thank you Tatmia. I read that in the patch notes and against my best intensions I overreacted and was all like..."Oh noez. Mah Stormz, lmao." I thank you for your kindness and clarity. :D -
issue 26 Patch Notes for May 30th, 2019
Tater Todd replied to Leandro's topic in Patch Notes Discussion
/storm controllers (or fire tollers that took bonfire) are probably the only controllers not happy with the change. Still, it will fix so much of the frustration with AOE immob, especially in the hands of new controllers. As someone who’s still learning the basics on my private server, I’m amazed at all of these updates. Why would Stormies hate this change? Hurricane will still Repel, even if they won't go flying as much, which should be more precise than before, and it's a huge buff to Tornado's CC effects if they get knocked down in place rather than either scatter or stand unaffected. And Fire Control never had -KB in the first place, so Bonfire is unaffected. <sigh> serves me right for reading too quickly. I missed the second sentence and now all of my characters are happy. Although, I did check and fire cages do -knockup. Was fairly certain my fire/storm would spam cages whenever tornado was out Need to try her out tonight to be reminded how I used bonfire. Thank you for correcting my statement You are correct Fire Cages do -Knockup. I mained a Fire Control/Storm Controller who spammed Fire Cages like their life depended on it just so I could offset the Chaos of Tornado, Lightning Storm and Waterspout. I remember avoiding using Bonfire because I recall it still scattering mobs even when Fire Cages was applied (Or Bonfire at times seemed to almost have a repel in it's power)...or either it ticked so often that if one toon didn't get immobilized from my Fire Cages they would go FLYING across the Universe or *clipped and bugged into a wall*. The Immob changes make my Ice and Earth controllers BEYOND happy and in general it makes group play with other Dominators and Controllers FAR less stressful but these immobs changes are a lot and I need time to let it all soak in. It seems like /Storm Controllers will be at a disadvantage and that we will have to shift our builds dramatically. Granted this change will make all Storm players builds Universal which is good overall but for some Storm controllers you could get around having to slot the Knockback to Knockdown enhancement by just tactically spamming your immob. I guess this change will be a BOON to Ice/Storm and Earth/Storm controllers as well as all the other Controller and Dominator Secondaries that benefit from immobs used for containment and placement. This immob change happened at the right place and at the right time but it looks like some of us are going to have to grind a bit for KD enhancements. TLDR: The change is good and was a necessary step in the proper direction due to the maturation of Dominators and Controllers Primaries as well as adding in more options and variety. The only frustrating thing is a lot of us who depended on our -KB immobs will have to swap out our current procs for the KB to KD proc. At least this change will mostly affect a few of us Storm users (and Energy Ass and Thorny Ass Doms) which are the minority but in turn, will hopefully usher in more Storm users and more Controller/Dominator options. I didn't know about the Merit Buffs for the TFs SFs of the like but I wonder if it was truly a big enough buff to make it worthwhile still? Some of those Arcs and and other runs would take hours on end to finish with little gain which made a lot of old players avoid them like the plague. The rewards need to be inticing enough to the point where a lot of us Old Players will even bother doing them again. *Thinks back to the lengthy Positron and Silver Mantis Task forces and weeps deeply* -
Plant/Traps has Utility out the arse it's insane. Yeah, I can't believe they let controllers have this...It's just too good. So far my toon is only lvl 22 but I can't wait to get to 38. I will become a force to be reckoned with lol.
-
This build is going to be an absolute BEAST once you get to 38. I can't imagine Perma buffed Haunts with a buffed Haunted Beast. It would be amazing.
-
I wanted to try this combo but I was worried that Phantom Army and Phantasm would Knockback everything outside of my bombs but I think I'm the only weirdo who uses the bomb powers anyway lmao.
-
Glue Arrow is awesome, it helps me keep all baddies together in time for Rain of Arrows and the Flash Arrow debuffs. I haven't explored about procs since, if I amnot mistaken, procs were changed by Synapse (always him *sigh*) and tied to the power recharge so, the higher recharge time, the higher chance for a proc to happen. If I am mistaken, I would ahppily review that build and probably many others. Not the first time I heard about this! It must of happened even though I don't remember it :'(. Well in that case even without the Procs Glue arrow hits for 596.2 damage in 45 seconds with it double stacked. Which is nothing to sneeze at I suppose.
-
/Elec isn't that great when it comes to draining mobs; where it really shines is damage. Elec/ What you heard about Elec Control is untrue. Even without Endurance Mods slotted it can easily drain mobs withing mere seconds even bosses and it has NO issue with draining AVs and again that's without Endurance Mods. It's super powerful. I had an Elec/Earth Dom that I loved because I was able to slot Force Feedback in a lot of my powers including Jolting chain. His Global Recharge was always through the roof. Earth/-Like Runewritten said skip all of the Immobs and make sure to take Quicksand. Also like Rune said a lot of controllers spam immobs so I depended on Earthquake for it -To Hit to mobs and I slotted Volcanic gasses with Hold and damage procs to make it very powerful. /Earth is great damage and soft control and it really starts to come together when you get Seismic Smash. Once I got to lvl 38 my /Earth Dom was in the thick of it next to the Brutes and dealing competitive damage to boot. Seismic Smash is just TOO good. In fact playing /Earth will make you feel and play like a Stone Melee Brute. It's intoxicating!
-
It depends on your overall playstyle. I think /Devices is more for the Tactical Strategician type. It has the most damage potentioal overall if you stacked a bunch of Trip Mines and Time Bomb as well as Gun Drone... BUT! /Tactical Arrow is better for a highly mobile play style and /Tactical Arrow helps you focus more on dishing out SICK damage with your Primary compares to Device which tends to Lean more on your Secondary over your primary. Both have high dmg potential and both are extremely versatile.
-
I love Tactical Arrow so much that I have made a toon with every blast set with /Tactical Arrow as my secondary. In my opinion it helps you focus purely on your blast set more than even /Energy. Almost all Blaster secondaries force you mostly into a Blapper role more than an actual purely ranged Blaster and /TA takes care of that. One thing I want to note. Do not underestimate the power of Glue Arrow. It's insanely powerful not only does it Slow and cause mobs to flee that area more than shoot you it also debuffs baddies with -Recharge and does damage unlike the Trick Arrows version. Much like Caltrops, once you put procs in it the power it becomes a force to be reckoned; very high damaging. Not only can you stack it but you can add damage procs and Knockdown procs (which will make mobs pop up and down like popcorn) which is just insane. For example at lvl 50 with a few procs thrown in and counting the buffs from Aim and Upshot my Glue Arrow is dealing 390.7 damage and Knocking down mobs. You could of also thrown in the -Res proc which adds even more damage. Keep in mind double stacked Glue Arrow would Knockdown more mobs and deal a whopping 781.4 damage within 45 seconds. I'm assuming that's why the set needs only need 3 damage powers because between the buffs and Glue Arrow's Utility you are set.
-
It's an insanely strong combo and I ended up rolling one myself. The utility is off the charts....so much so that I could write a paper on why I love Dark/Dark heh. You don't see people requesting /Dark often but once you show off what you can do many on your team will comment on it's strength in versatility. I believe the only Powers I skipped were Posses and Black Hole which is a playstlye choice honestly. Both powers are very useful especially Black Hole; which helps with situations like too many mobs are accidentally pulled or a surprise "Run kidnapper to exit" Mob Spawn. Some of my proudest /Dark moments are [*]Rezzing half of a Rikti Mothership raid with Howling Twilight [*]Double Stacking Tar Patch [*]Single-handedly "Tanking" and AV with /Dark only to follow up with a Double Tar Patch and a Double Ice Storm and Blizzard to add insult to injury :D
-
It's and interesting combo. Dark Blast is mostly focused on ranged attacks and /Elec has a lot of melee. I don't want to discourage you from rolling that combo just keep in mind you will be sometimes jumping in and out of melee. Out of Dark I would skip Umbral Torrent due to the KB and I would skip Lightning Field, Force of Thunder and Thunder Strike all three of those powers have a lot of KB. The reason why I said to skip Lightning Field was because I personally don't care for dmg toggle powers unless they have high potential for excellent procs even though one could argue that end drain can give you some soft control. I'm curious as to why you chose this combo. You could do Dark/Elec with other ATs that would dish out more damage and be more team friendly.
-
I love the Set! It's a great option for ranged Blaster Builds.
-
Most and least played power sets/archetypes?
Tater Todd replied to hellohello's topic in General Discussion
Unfortunately, no. They follow you wherever you go be it Red Side or Blue Side. -
Update from the Homecoming Team (April 26th): Excelsior!
Tater Todd replied to Jimmy's topic in Announcements
I always felt like Natural and Mutant have the best Orgin powers.