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Everything posted by Coyote
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The Stun mag, yes. The Teleport, as I understand, no. It should be able to teleport Bosses, but I think only up to +2 levels (+3 with a level shift).
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Also, remember that depending on your other powers, you may not need Clarion from your Destiny slot. So you can plan on running Barrier, which is a minimum 5% to all Defenses... so if you can avoid the need for mez protection in some way (or minimize it by a combination of Rune of Protection and a few Break Frees, or Rune and Indomitable Will from the Psy epic), then you can effectively soft-cap with just 40%. Also, one power with healing can take Numina's for 3.75%. Thunderstrike's Defense bonus is at 3 slots, so if you go Basilisk/Thunderstrike you need 5 slots, BUT it also has a 2.5% bonus at 6 slots, so you could 6-slot Mesmerize for a total of 3.75%. Also, ranged AoEs now have access to Artillery set, which gives about 4% if you 6-slot it.
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Numina and Panacea yes, because they give Endurance which is always useful. I wouldn't put in Regenerative Tissue if you can get a decent set bonus elsewhere.
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Wow, thanks. I just checked myself, and I agree. I must have been doing something weird when the character was lower level and it seemed to me that the range was limited to about a standard attack's range, for some reason 🥴
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Yes. A single level 50 damage IO will add about 23 damage at level 50, and a non-purple damage proc will add about 15 damage. So it should be slotted with Acc/Dam/Rech first, then procs only if the damage ED cap is reached, and only if Accuracy and Recharge are good, and Endurance doesn't need an End Red. In short, I would put at least a 5-slot of a good set in it, and probably go to 6 slots for a set bonus even if an IO would a bit more damage. 15 damage from an IO just isn't that much, I'd rather proc out an attack with longer recharge, and use BoS for set bonuses. It does decent damage, actually, if you fire it 3 times... about 300 at 50, so that's not too bad.
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I may be a pagan blasphemer, but only a True Heretic would even suggest taking Serum. Much less actually clicking on it more than once. 😛
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I've noticed this also... not sure why but the Endurance bars of some AVs didn't even budge while others were drainable. Absolutely, on teams there is no point in trying to drain anything unless the team has multiple sappers... because it will have multiple damage dealers. So even if you do take down the End bar on a +3 AV (and I think that with an End Mod alpha slot you probably can, slowly), the AV will be dead before it's drained. Draining is for soloing or if a team is oriented towards it, so if you want to play on pickup teams, forget about it.
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Heals, heals, definitely heals. Recovery may be of use for some endurance-hungry builds, but heals are useful for every build. To get the most benefit from the power itself, it's best frankenslotted for heal and recovery, but then you do lose either Numina's ranged defense or PM's recharge bonuses, which are good reasons to 6-slot it with a health set.
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In-game info says 56.72 damage at level 50, 2.6% Defiance for 8.5 seconds. No other effects. Although, BTW, the in-game info LIES!!!! it says the range is 200 ft, and I have to LOL at that. I think it's in the neighborhood of 80 ft, maybe 100. Edit: hmmm... maybe I'll set up some tests for the range. I wonder if there is a targeting problem rather than a range problem... can you have it activate at the target's location even if the target circles say you can't reach that far? Needs testing.
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Same with regards to Storm Elementals. The ones that say Ranged in the spreadsheet generally are good about not deliberately going into melee, though most will remain in one spot as long as they're in range for all of their attacks. But it also means that you can reposition the AV (as long as you haven't Immobilized it) and pull it a bit away from them.
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I HAVE drained AVs on a /EA Mastermind, with their lower debuff values, so I expect that a /EA Controller could drain AVs in general, even if it takes a couple of minutes. As I understand the numbers, a Electric/* Controller should be able to drain better than a */EA, so... I would be surprised if you couldn't build a EC/* Controller (especially with Transfusion to help) and keep an AV drained most of the time. It does depend on the level of the AV, but I think that +0 (and then +1 with a level shift) should definitely be doable. Again, as long as you're willing to build so that you can survive for a bit as it will take a minute or two to drain it. Plan on running Unleash Potential and/or Melee Hybrid to start the fight, or first one and then the other (you can actually go UP - MH - UP and get 5.5 minutes of increased survivability), in order to survive until the AV is down to 0. After that, it may get occasional ticks of Endurance and make an attack once in a while, but not too often and a secondary like Kinetics with a self-heal shouldn't have a problem with occasional attacks.
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Reaction Time only needs Heal and Recovery, and I don't usually see a need for much increase in Recovery. I'd go 2 Heal and 1 Recovery if limiting the slots, and 3/1 or 3/2 if willing to go further. I 6-slotted it, but that was due to the set bonuses (and effectively it's 5-slotted since the 6th slot would otherwise have been used to put Numina's into Health). Inner Will only needs Recharge. The Heal is not large enough to be worth enhancing, IMO, it's about the break-free effect. So 1-2 Recharge and done.
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Avoid slotting for Regen... the % increase in your Regeneration will be low since you already will have high Regeneration. DO slot for Defense primarily and Resist secondarily, because less damage coming in per second will do more to keep the damage below your Regeneration rate than a slight increase in Regen. Getting Recharge also helps to get Dull Pain and Instant Healing up more often.
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Semi-fact. Demons are one of the top two damage primaries (with Thugs), and also solid defensively. EA is excellent defensively and the +Resist bubble works great with the Demons Resists, and having it give Knockdown protection is great for Demons since they take longer than other henchmen to get up (at least, the three bigger guys do). EA does not help much offensively, just a bit of +ToHit and +Damage, and it's a bit busy so it cuts down into the ability to use whip attacks a lot (although it gives +Endurance so it allows you to actually use the whip and not get drained too badly). So it doesn't help that much offensively. So, overall, Demons/EA should be top contenders on the defense side, while also doing good damage, but are not top contenders on the damage side. But they are still good damage, because Demons are good damage even without help. It might be a "top" contender depending on how far down the chart of "best combinations" you would go and still call something a top build, but even if it's not, it will be close to it. Also, the whip attacks are fun. And electroshocking your Demons when they misbehave (which is approximately 103% of the time) is also fun. So... it's a top contender for fun 😄
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I've been leaning towards Force Fields... Mercs can use extra defense more than the stronger defensive sets, and Force Bubble is exactly what they need for melee protection (that, or Caltrops... but I ran Mercs/Traps on Live, and it was excellent, but I'm not repeating it). Gettting it late was going to be a problem, but I've never used Group Fly... running it on one character might be different enough to be fun. A different playstyle is making the NinKin Tankermind very interesting, so a completely different style might make Mercs/FF interesting while also making them as effective as possible. Repulsion Bomb + M30 Nerf Grenade with FF procs do look interesting. Although... Serum? Actually spend the time and Endurance to activate that power? BLASPHEMY!!!
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Okay, one big thing: Both Lightning Storm and Tornado should always start their slotting with Force Feedback: Recharge. The reason is that a single activation of FF per minute is equivalent to a 8.25% Recharge boost over that minute. It's more bursty than a constant Recharge bonus, but in a way that's better, because whenever you get it you know that you have at least one longer-recharge power that's recharging. With a 90% chance to proc, it averages out to 7.% boost but with the burst advantage, which makes it at least as good as a LotG: Recharge IO. However, this happers PER ACTIVATION... if you summon 3 Tornadoes in one minute, adding that one IO adds about 22.5% Global Recharge averaged out over that minute, which ironically helps you get the Tornado out faster, which helps the proc activate even more. It's a nice positive feedback loop (and it's also a reason why /Storm can burn Endurance so fast, because with great Recharge comes great Power... and great Endurance burn). You do have at least one slot to spare from Combat Jumping for one of them, and you can pull out one slot from Freezing Rain (the FF procs will make up for the lost Recharge), and doing this will make a huge difference in the playstyle, for just two slots. Another change, this time small: I would move the Stealth IO from Mighty Leap to Sprint, and put a -KB IO in there. Getting the KB protection is nice, but it also makes it easier to run the Stealth IO inside caves, where you may have no need to run Mighty Leap. There's always room for jell... I mean, for Sprint.
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I mostly agree with Hjarki, with some changes and additions: 1) Take the single-target Immobilize and slot for damage and procs. Otherwise you have almost nothing for damage early on, and still a pretty gappy attack chain later. 2) Definitely take Fissure if you're staying with Earth, but personally I like Ice and Mu... Ice for Frost Breath (which works nicely around the same range as Seeds of Confusion), and Mu for a healing pet and a solid AoE with fast animation. 3) Fly Trap has several -Def attacks, I think I go with 4xExpedient, Achilles and Lady Gray. 4) I'm not so sure about running the Leadership toggles at all, because /Storm is such an Endurance hog. Other secondaries can get away with it, but Storm uses Freezing Rain to help land hits more than Tactics, though I suppose if you run Ageless (but then you risk getting mezzed) you can get away with it.
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Just to note from my experience with an Electric Dominator... if you also take Static Aura and slot up Chain Fences with Acc/End IOs, you will drain mobs FAST. You only have to make plans to survive for a short while (and if you face a tough spawn you can throw the Confuse and Static Field and wait while they soften up the spawn before going in). I found out that between the drain and the regular knockdowns from Jolting Chain and the regular Earth attacks I was doing x5 in the teens, because 3 mobs or 8 mobs around me didn't matter. They weren't doing anything in any case. So you only have to worry about running Repel probably for about 5-8 seconds. Especially if you also throw Jolting Chain and Transference into the Boss to drain him faster. It's very safe, but I would take the Aura, and put a few more slots into Chain Fences, because both will add up with Static Field and just shut spawns down. It worked even for a Dominator, and I actually had to worry about health, while a Kinetic will be able to heal from the alpha strike.
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A lot of debuffs are limited to 25% floor (damage, for example). But others have different floors... I think movement speed is 10% (not sure what Recharge is, but I think it's 25%), and Regeneration and Recovery are both 0%.
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Regen floor is 0, as in not regenerating at all. 1000% times the level modifier for a +3 AV is 650%. IIRC, a 54 AV suffers .13 of that, so about 85% debuff. So they should be around 15% of normal regeneration rate.
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Kinetics works best with a primary that can support its lack of defense, and that start its defensive strengths early. Electric certainly fits that. Electric works best with a secondary that does some damage on its own because it doesn't have high damage, and Kinetics is so-so on that front... it doesn't do any damage, but it does buff damage a lot. Shame that Electric doesn't have much damage outside of using procs to buff. So you'll be fine on defense, great on teams, and pretty low on damage until you get to the epics. At that point you can take Epics (Stone or Ice are my favorites for doing damage) and fill the lack of damage. Then, between excellent defense and finally some solid damage, the character should be very strong even solo.
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Heh, well, you stomp your foot on the ground and cause stalagmites to rise up. I don't know if airstomping has the same effect 😄
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So, Mercs are the last MM set that I haven't run yet (because I ran one to 50 on Live), and I don't like to duplicate sets if I can manage it. So a lot of GOOD secondaries were used for other primaries, or used on Controllers. That leaves me with Emp and TA as my main choices, and Sonic or FF as backup. What should work best? Emp seems like the overall strongest set defensively. I can keep at least the top two tiers with Fortitude, run Andrenaline on the Commando, and have a lot of healing. And it leaves the character free to shoot, which is okay with Mercs... the attacks aren't great but can slot Achilles Heel or Force Feedback so they're useful. I like TA in general but it's too busy. I prefer it with Robots or Ninjas since those really have poor personal attacks. However, it is decent overall, procs nicely, and has a strong -Speed debuff which normally doesn't matter much but will help keep mobs away from the ranged Mercs. I don't like FF normally. But it is strong defensively, and an area denial bubble is nice for Mercs. However, Mercs are a Resistance-based set and would do better with a Resist-buffing set. They can almost soft-cap with Maneuvers, so that's not too bad, though. I don't like it because I find it a bit boring, but a MM who is busy with both attacks and pet controls may be busy and interesting even with a fire and forget secondary. Thinking about it, I can get the Mercs softcapped with Power Boost and add the Medicine pool for Healing, so it could end up solid. Sonic works well with their base Resists, having them capped for S/L and 75% against other damage types other than Psi. Very solid base numbers, but no healing and no Defense means getting hit a lot and debuffed. While it provides mez protection it doesn't protect against knockback, and has no slow or area denial powers. I mean, do I bother taking Liquefy? The -Res toggle debuff would work better with a melee group. I think I'm leaning towards taking a pass on this, or maybe redoing the Necro/Rad as a Necro/Sonic. Does anyone have experience with one of these combinations that they are willing to share?
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If you never use Flashfire then it means that you don't need it as a defensive power. Put 4 damage procs in it and it becomes a half-damage nuke, but still usable as an underslotted Stun in an emergency. I think it's about 240 damage with 4 procs, which is solid for such a large area. Although it does suffer from a low base Accuracy. My Earth/Cold is leveling up in the 30s, and with the enemies at +1 or +2 to her, she takes off about 40-50% of their health with what is really the "defensive" opener of Stalagmites. Basically, look at your powers that are defensive in nature, but can be procced for offense, and say to yourself: "Am I using this as a normal part of the character's defense?"... if you are, then keep it slotted for defense. If not, then proc it for offense, and then you say "Do I need it still usable for defenses as a panic button, or would I be using 3 other powers ahead of it?". If you don't think you'd use it even as a panic button, slot it all the way for damage, otherwise mix 3/3, 2/4, or 4/2 for offense vs defense. In general, all Targeted AoEs have access to 3 damage procs plus a -Res, and if you're willing to use the Controller ATO that does damage, you can put up to 5 offensive procs in a ranged Stun. I think you need at least 1 Acc/Stun just for Accuracy, and probably 2.
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What enemies do you find most difficult/what kills you the most?
Coyote replied to Peacemoon's topic in General Discussion
Some characters can get away with only killing them once... they hit a PBAoE self-rez when they die, and the more targets near them, the higher their rezzed health. But if there is no one around them, they fail to rez.