Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Coyote

Members
  • Posts

    2203
  • Joined

  • Last visited

Everything posted by Coyote

  1. You can't even lead a coyote to water, they go their own way 😉
  2. Well, not a bug. Maybe intended, or maybe the only way it could be made to work. However, the chance to hit mobs after the first is, with good accuracy, almost 100%. So, basically, if you hit the first you hit them all, and if you miss the first, you miss them all. Having more consistent effects is better, but overall effect/damage output isn't hurt that much.
  3. True, but running in and Fulcrum Shifting works well for other sets... it has a large enough radius that it's not hard to cap out the damage. Wormhole's main strength is in putting mobs into tight spaces so that small AoEs function better (Storm) and patch powers can be pre-dropped (Traps). Kinetics doesn't have patch powers or small AoE powers. It works fine with Grav because it's an excellent Controller secondary, but it works fine with most any primary.
  4. Well, it's kind of not... but they're also both good sets and so the combination should be fine. They don't really do much for each other that is especially good. Kinetics has no use for the mob repositioning that Gravity can do, it goes into short-range so it doesn't benefit from Gravity's all-ranged powers, and it's a very busy set to add on top of a busy primary. Kinetics does help Gravity since Gravity is a high-damage set so boosting high damage is a good thing... but that's the only synergy between the two. But, as I said, they're good sets. Put them together and you'll be fine even if they don't mesh that well together.
  5. Doc Buzzsaw: earlier: " each piece you find will get a second chance at life in my next project: The crystal powered SuperFreak! " later: " Oh, what has science wrought? I sought only to turn a man into a metal-encased juggernaught [sic] of destruction powered by the unknown properties of a mysterious living crystal. How could this have all gone wrong " Also the Freak Tank dialogue in her "rescue 3 Freak Tanks" mission is awesome.
  6. Fire is a very offensive Controller set, but doesn't help much defensively compared to others. It benefits from a secondary that is strong defensively, and IMO the top two defensive sets are Dark Affinity and Time. DA is stronger but also more tricky to get all its debuffs out, while Time is more consistent. So, it's definitely an excellent pairing.
  7. Dark Regeneration can also be slotted as a PBAoE power with like 2 slots devoted to healing and Theft of Essence, and then 4 for damage, and it helps with the low AoE damage that Stalkers usually have. Oppressive Gloom is okay without another stun power, but not that great... but add in any other source for Stunning, and you can stunlock a Boss by combining the two while also stunlocking all Minions. It has low enough Endurance cost and high enough duration that you can really depend on it with just 1 slot with Accuracy or Acc/Stun, so getting that much value out of a 1-slot power with a low Endurance cost and 100% uptime is sweet. The self-damage isn't something I worried about, as I recall from another character with it.
  8. 1: I'm taking Aqua Bolt over the Tier 2 attack... both are filler at higher levels, so getting +1 Hydro Power in a shorter activation time is useful. Both do about the same DPA. Taking both would be nice for shooting while mezzed, but... these and the Immobilize would give me 3 filler attacks, and that's way more than I want to slot. For a /Plant like I'm running, the Immob is a must-slot because it's Mag 4 and will Immobilize a Boss or an AV so it will get too much use to underslot, so there's no way to slot up both Hydro and Aqua bolts. 2: I'm putting Achilles Heel and Theft of Essence procs in my Dehydrate, I think it turns the power into something awesome and still leaves 4 slots for 3xThunderstrike and a damage proc. 3: I'm running Plant, but both have a comparable Hold, and I am certainly taking the Hold on the Plant side and slotting it up for damage with damage procs. Water Blast isn't a high-damage single-target set, so getting 400 damage out of an attack that also Holds is nice. I'm planning to run this and Char, both slotted up for 400 damage, so I can quickly Hold a boss while still slotting up attacks that would be part of a single-target rotation due to having high DPA. 4: I agree with skipping any melee-range stuff from Time, Water has no reason to enter melee and it does well slowing mobs down from coming to you. On occasion you could Hold targets and go in with a hard-hitting melee attack, but that's situational enough that it's better to just take powers and slot up for ranged combat only.
  9. It's a 10 second buff. You can't depend on that for a blapper build, you'll have to redo the build entirely to add in permanent Defense, I'm afraid.
  10. Procs are like bacon. Not everything needs procs. But everything is better with procs. I mean, just imagine if we could put MORE procs. Like... Chance to Knockdown on an Ally Heal 😄
  11. Hehe. Bots/Trap is overkill... Trap alone is -1000 Regen, permanently, so even against a +3 AV it will shut it down. Traps for any AT is a good answer. Other options are: Robots for MM. Radiation, Thermal, Cold Domination, and Dark Miasma/Affinity. All of these put out comparable -Regen, though Dark's varies from about 250% to 750% depending on when Howling Twilight is up, while the others are a consistent 500%. Bio Armor has -Regen, not that high but the best for melee ATs. Some of the newer Blaster secondaries have -Regen, such as Plant, but it's pretty minor compared to the sets above.
  12. This is what I'm running now, other than changing from Banished Pantheon to Storm Elementals... ranged flying Lore pets just survive better, and I'm tired of AVs accidentally stepping on my illusions of Banished Pantheon creeps and popping them like illusionary soap bubbles.
  13. So would I, though often concept > stats. But IMO, Storm is the best secondary for Gravity and Gravity is the best primary for Storm... while the best secondary for Illusion is Traps.
  14. Travel: between Ninja Run and the jetpacks you should have no problems. Their cost is cheap for a high level character. Your questions are quite broad, too much so to answer in a post, you will have to narrow them down... is this your first MM, or do you want to know what's different about Mercs and/or Traps? Mercs fight at range, so using FFG for defense and Caltrops to keep mobs from coming to them works fine. Skip Serum, it's terribad and should feel ashamed for existing. Poison Gas Trap is a solid power especially with several damage procs slotted in it and will be the key to soloing AVs easily since it shuts off their regeneration. Put an Achilles Heel proc somewhere... my suggestion would be Burst since the henchmen powers are slot-starved. Slug and M30 are poor attacks if slotted normally, but good if you slot them with damage procs and the Force Feedback proc... because their base damage is low, enhancing it isn't that useful, but proc damage doesn't look at the power's base damage. If you do slot with procs, don't put Recharge enhancing in the powers since it lowers the chance for procs to activate.
  15. Ill/Rad was my main on Live. Ill/Storm is my main on Homecoming. Both were/are very powerful, but while Ill/Rad was a little... "smoother" in play, to be honest, the Storm version is a lot more fun. Tornado/Lightning Storm/Freezing Rain/Hurricane are more fun than Rad's toggle debuffs. I mean, no one ever fell down because they got irradiated, while Storm knocks mobs down all over the place. While doing great damage. And with Force Feedback procs in all the right places, it puts out as much +Recharge as Rad to help getting PA permanent.
  16. Creepers summons an invisible pet that travels on the ground with you. This pet has a PBAoE Immobilize attack (the briars that come up from the ground and Immobilize targets), and it also has summons "attack". The attack will summon a thorn vine for every enemy target in the area, including enemy corpses. Both of these effects pulse every few seconds, I'm not sure about the activation rate. So when you first cast it, usually at a spawn, the invisipet appears and throws out an Immobilize patch, which draws aggro.. but it's an untargetable pet, so the aggro goes to you. This is why you get shot if you open with Creepers, before the vines come up. Then, the invisipet throws out the summons power, and vines come up and start attacking. The vines are immobile, but the invisipet isn't. So... the pet then follows you invisibly, and when it gets within its aggro range, which seems to be like a normal pet, it starts its Immobilize/Summon attacks again. This is why you wouldn't see more vines come up if you engage at maximum range and Immobilize the mobs far away so they never come close, but most of the time you'll advance closer to use Seeds, and the pet will follow, see enemies, and next thing you know, there are thorns, vines, and impaled kittens all over the place. And sometimes you won't, because you ran too fast and engaged and killed the spawn before the pet caught up to you. The pet lasts for 120 seconds, and I don't recall how long each vine lasts, but I think it's about 20 seconds.
  17. Do NOT diss my stunning disco balls!!!
  18. Water/Psy can handle AVs well since Drain Psyche's -Regeneration more than makes up for that. Otherwise, I like to pair Water with a secondary that has a Hold, so you can insert a Hold with 4-5 damage procs into the attack rotation and increase the single-target DPS. Running a Water/Plant now, and its sustained single-target damage seems solid so far.
  19. Jousting? Blapping? Dark/Psy is a good combination, but it's not a Blapper combination. 1: You don't really have good melee attacks. 2: Most of the AoEs are cones, so you have to back out of melee to use them... why spend the time going in at all? Start the fight in melee range for Drain Psyche, then run back and shoot. The only reason to go in and out is if you prefer to start with the Knockback (changed to Knockdown), and THEN go in for Drain Psyche. I'm running one, and I have no intention of getting anything in melee except for Drain Psyche, and then Blackstar/Shockwave later... but those are all going to be used once in the middle of hte spawn, then fly up to start coning. So I'm definitely looking to make a Ranged Defense-oriented build.
  20. Dom at 87 seconds is too close to failing. I usually like to see under 80 seconds, to leave a bit of room for Hasten downtime and for being caught in another power animation when Domination recharges. Both Defense values look fine. Healing is useful for a Dominator since the Dom can often pause a battle, but not important enough to risk dropping out of a perma-Dom situation. But I don't understand what kind of Dom it is... a Mind/Energy? Or an Electric/Psy? Especially for Electric/Psy, you don't need a heal since Drain Psyche will generally give very good Regeneration. Mind Energy can handle a lower-recharge build since you can put Force Feedback procs in the single-target attacks in order to get more Recharge in the build, but I still wouldn't go for the Aid Self build in it.
  21. What? No PROCS?!?! Shirley you can't be serious!!! 😛
  22. Coyote

    AV Killer?

    Heck, yeah. You can't even put the ATOs in some Dominator attacks that DO MEZZING like Psy Shockwave. That looks more like an oversight than deliberate design, though, given that Fissure does the same kind of mezzing and has access to the ATO sets.
  23. Well, the build has a lot of Recharge and solid defenses, but as you say, partially due to the high Recharge and also because it's not heavily slotted for Recovery, it can drain Endurance fast. So you need to solve it with Incarnates... and I like either Nerve for Musculature for Dominators. Agility is also good if you're not using a lot of procs and that would help a bit with End Recovery. So does Musculature, though neither is enough. This build really needs Cardiac or Ageless, so that kind of determines your choices: If you go Ageless, then you're free to go with Musculature for damage. If you go Cardiac, then you're free to go with something else in the Destiny slot... Rebirth for Regeneration, or Barrier for Defense/Resist. Both are defensive choices, and Cardiac is defensive over Musculature, so the summary is: Offensive version is Musculature/Ageless. This is my choice. Defensive version is Cardiac/Barrier or Rebirth. This is the choice if you're feeling unsafe and willing to sacrifice some damage and controlling for better passive defenses. Lore is really up to preference, and so is Judgment. For Interface and Hybrid, again, there is a question about defense: if you feel that you need more defense, then Melee Hybrid is a good option, and Diamagnetic Interface is good because it does -Regen (offensive) but also -ToHit which is a nice defensive boost. If you want more offense, then the Assault Hybrid is the option and there are -Resist and -MaxHP options in Interface. You could also mix one for offense and one for defense. Frankly, I'd go with Melee Hybrid since I'd rather have a temporary defensive power than a temporary offense power, and I like Diamagnetic since it will help defensively vs normal mobs and offensively vs AVs ,which is the only place where I feel that a lack of offense could hurt... the character should do enough damage for normal mobs, so getting -Regen rather than a DoT or -Resist is fine with me. But these choices are really where your experiences with the character and how you plan to play (team, solo, solo AVs, etc) really mean more.
  24. Bonfire also takes Force Feedback for extra Recharge when you use it. Fire Cages shouldn't get more than the Fiery Orb ATO from that set, because the set has a lot of Recharge enhancing in it, which isn't needed... and will actually lower the chance to summon the Orb. Generally, the best place for that ATO IMO would be an AoE attack that accepts it, but not all AoE attacks do. For example Fissure does... but Psy Shockwave doesn't. With Bonfire and Fire Cages used actively, the Fear from Hot Feet shouldn't be a problem, but that's your call to make. Especially given that the /Fire secondary plays well at range so it may not make full use of Hot Feet.
  25. My slotting is: Achilles Heel proc FF + Recharge Recharge/Energy Font ATO Overwhelming Force Damage/KBtoKD Soulbound Allegiance Dam/Rech and Dam/End
×
×
  • Create New...