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Coyote

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Everything posted by Coyote

  1. Thank you. That's what I hoping to not hear, but it's better to know than to wonder if it's a Nemesis plot.
  2. Coyote

    ElecTrol?!?!?!

    Yes, but in those cases, I think that the value of maybe 90% of the powers in the game is nullified. When spawns die so fast that controls, most debuffs, and defenses are irrelevant... that doesn't make those powers useless throughout much of the game. In fact, conversations that center on "how to do best on facerolling teams" really are very limited to "what damage" and "what Resistance debuffs", and "how many seconds (up to 5) does it take you to do that". Look at what the OP's original post said, and.... is a single word of it relevant to Incarnate facerolling teams? I mean, what Control primary even has a use on these teams? Nah, they're talking about how good Electric Control is prior to Incarnate content, and in this context, Synaptic Overload is a really good power.
  3. If you're not going to use the AoE, then clearly the set bonus is better. So the real question is how often you'll use it. But if it's part of your regular AoE rotation, then ABSOLUTELY, for the following reasons: 1: The proc is set up to work 3 times a minute. Each successful activation is already about 10% better than a LotG, so if you're using it at a rate that results in the usual PPM activations, you're ahead. 2: The PPM calculations don't take global recharge into account... so as you get set bonuses and activate the proc itself, it becomes possible to activate it more times per minute, so you actually get a bigger effect. 3: The calculation is done PER MOB HIT, and if a single mob activates the proc, then it activates. You can't get it to activate more than once per use of the power, but if you're hitting 10 mobs with it, you're close to 99% chance to activate it. Now, I usually get those 32-second epic AoEs down to 12 seconds or less, so say 15 with activation time. That's 4 activations per minute, at a bit over 30% bonus for that minute. This is a "best case" scenario where you're attacking constantly so that you use the power whenever it's available. But even at 50% of its best-time usage, you're still way ahead of the set bonus. Heck, get it to activate once a minute, and you're still good. For a Controller, it's a bit harder to max out the usage since controls and debuffs are usually more important than AoE damage and a Recharge bonus, so you will usually delay the activation time a bit to throw out something more relevant. Same for a Dominator, but to a lesser extent. Both of these ATs still benefit. But the ATs whose purpose in combat is to throw out attacks, will benefit tremendously from slotting the procs. All damage classes, as well as the buffers who have out-of-combat buffing like Thermal (and who will probably throw out just a couple of debuffs in a fight), are going to use the powers with these procs pretty much constantly in a fight. Example: I have an Electric/Earth, with 2 FFs in a single-target rotation (Hurl Boulder, Heavy Mallet). In an AoE rotation, there are 3 (Jolting Chain, Fissure, Tremor). The uptime with the AoE rotation is close to 100% since I'm firing about 4 attacks every ten seconds, so as long as two of those activate, I'm getting 10 seconds worth of buffing. So, sets with 2-3 AoEs, which usually allow them to fire twice in ten seconds, can often run nearly 100% uptime as long as they're attacking large spawns. It's a bit less constant with a single-target rotation, but still pretty high.
  4. Greetings. Does anyone know which of the Assault powers that have a mez effect also accept the Dominator ATOs? Mids Reborn says that, for example, Seismic Smash and Fissure from Earth Assault take them, and so do Atom Smasher and Devastating Blow from Rad Assault.... but while Subdue takes the set, Psychic Shockwave is listed as not taking it. Is this just an error in Mids, or is Shockwave's nerf still rippling on after all these years?
  5. Electric/Shield Stalker is a good melee option. Archery/TA Blaster is a good ranged option. Rad/Atomic Blaster is a good melee-ranged option. Thug/TA is a good pet option.
  6. Ill/Traps should be the best at AV/GM killing since at max level with a level shift it can floor most AV's regen. Ill/Cold does more -Res, which in most situations and especially teaming will end up doing more damage than the extra -Regen. Ill/Traps is a lot safer, though in most cases that's a non-issue against AVs. It depends on whether you want a smoother general play with Cold, or the Traps ability to zero out most Regeneration even against level 54 AVs. Personally, I'd take Traps for a soloing character, but Cold for a mixed solo/team.
  7. Coyote

    ElecTrol?!?!?!

    Electric/Earth here also, and I've found it powerful (not with high level difficulty, but it was +0/x4 in the teens Goldside). I think Jolting Chain is great, since once you have the mobs drained and Immobilized around you (and Confused for kicks), then having them Sleeping isn't that important. It's more a useful power on a team (heh, Sleep on a team) since on a team you'll be using Sleep/Knockdown, and not have time to End Drain before mobs are dead.
  8. With Storm as a secondary, the best thing to put in this power is the Theft of Essence proc that returns Endurance. Also, change the Dam/Rech to the Dam/End, because it will increase your damage (lower Recharge slotting means a higher chance to activate the procs), lower your End cost, and increase your chance to return Endurance. Using Dehydrate every 5 seconds in an attack chain (which is awkward to do for a Stormy) will return around 1 EPS from the proc (this doesn't count the cost of the power, but any other attack power would also do about the same DPE). It's like getting a 2nd Stamina. Also, for that reason, I put 3xThunderstrike in it, with none of the Recharge enhancements. Then, 1x Achilles Heel (with Storm as a secondary, getting more -Res helps your damage), 1x Damage proc (I think Touch of Lady Grey), and the Theft of Essence. Then I'd move the Apocalypse to Water Jet.
  9. Coyote

    Staff or Psi?

    Both work well, and both will be fine at higher levels, but you have to consider: 1: How much do you care about AoE? Staff is a lot better AoE 2: How much do you care about defensive help? Staff is pretty good with a Parry effect and lots of knockdowns. 3: How much do you care about controlling effects? Psy has a Hold and a ranged non-aggro Confuse, and its AoE has guaranteed knockup, leading to a lot of control.
  10. Remember, unfortunately there's a 15 second timeout on costume changing, so you can't swap just for the summons and swap back 😞
  11. Is that when the ass-whupping starts? Because if you're here to kick ass and chew bubblegum, and you're all out of bubblegum, there's only one thing left to do 😛
  12. Wait, we're getting serious now? 1: Always put Force Feedback: +Recharge into AoE knockback powers, like Fissure. Without that, Seismic Smash is better. With it, I'd take Fissure. 2: I'd take Seismic in any case over Earth's Embrace, and use the slots from Boxing to slot it. 3: The Immobilizes should be slotted as attack powers, their duration is so long already. If you're thinking that you're going to max out the damage using Fulcrum Shift, then slot them with as many damage procs as you can manage, and add Fulcrum Shift on top of that.
  13. To note... the perfect follow up to Seeds of Confusion is Unkindness. Or Fling Thorns. The reason is that you want the mobs attacking each other at full strength, and with debuffed Defense. And if you put Achilles Heel or Annihilation -Resist procs in those powers, then the mobs damage each other more. Those powers improve the offensive aspects of Seeds, while Shockwave prevents mobs from damaging each other at their full abilities. Now, Shockwave is a good power, but it works better with primaries that have an AoE stun, or if you're somehow going to set up other sources of partial Stun abilities, and try to stack them. For example, Fire Control. Or Electric Control with the Chance to Stun proc and maybe the Font proc in Shockwave to try to get out the Fiery Orbs and have multiple chances to Stun. I think Electric/Mind would work great, using Drain Psyche to help keep mobs drained by shutting down their Recovery, and by stacking Stuns for the few that somehow have Endurance.
  14. But is it a non-aggroing Confuse, or does it aggro and break Stealth?
  15. Exactly my thinking and argument. Add a set with a Parry effect that helps you softcap Melee, to a Resistance set. Also, Electric Armor helps a lot with Titan Weapons' Endurance consumption.
  16. What, the lack of cat girls in the initial post is shocking, surprising, and disappointing? 😛
  17. Although Mind can play okay as a Controller, I would always strongly suggest playing it as a Dominator, for a simple reason: Mind's plan, especially soloing, is to shut things down. Mobs don't attack you. So... a defensive secondary doesn't see as much use as it would on a primary that isn't as good at preventing incoming shots. However, an offensive secondary that does more damage, especially if it has a +ToHit boost or -Def, will both help you kill faster and also mez more accurately. It seems more useful to add more damage than more defensive abilities that often won't come into play because mobs don't shoot enough at you to make them worthwhile.
  18. Okay, some suggestions: 1: You can drop Shout, you don't really need it in a rotation, and the power and slots can be used to pick up Summon Adept. You'll get a useful RANGED pet (who, being ranged, will actually survive), and a 6-slotted set that picks up most of the lost Ranged Defense but also gives Recharge. 2: Does the +Build Up proc in Tornado boost its damage much? I would think that a Damage/Recharge that gets it more base damage and gets it out more would be more productive. I don't know personally since I run a Controller and I put the Soulbound proc into PA. 3: You don't have the Defense uniques that give +Resist. I would personally put those into Hover before I put the 2nd and 3rd LotG, since Hover has a pretty low base Defense. 4: I don't like O2 Boost much, but if you're going to 5-slot it with Panacea, consider switching to 6xPreventive Medicine instead. You get a minor improvement in +Recharge, but the End Discount bonus will help more with Endurance management. 5: Put a Gaussian proc in Amplify.
  19. A good option for a soloing Defender is Water Blast. You get a self-heal that also helps your Endurance and -Resist options, and good proc damage options in the AoEs. I would run it as a Defender since chasing proc damage means lower set bonuses, and Defenders can get their Defense values up more easily without depending on set bonuses.
  20. perma-dom is a character whose Domination power recharges in less than 90 seconds, so that once you build up the bar and activate it, you can keep activating it whenever it recharges since the bar remains full for 90 seconds. Many IO sets give global Recharge bonuses, and so do the Luck of the Gambler +Recharge IOs, and so does running Hasten. Note that you may have to use fileswap binds in order to automatically activate both Hasten and Domination, or keep an eye on them and manually click them. Something else that helps is the Force Feedback +Recharge proc, but that only helps while you're fighting, so if you depend on it, it's hard to take a break during a mission. All of these require slots, so building a character with enough global Recharge for perma-Dom is a higher-level consideration. Generally perma-Doms in the 30s are only perma because they're level 50 with a lot of attuned sets and purple sets, so they keep the set bonuses as they exemplar down. It's possible but really hard to build a Dominator who is a perma-Dom while leveling in the 30s, though I've done it for combat-based Dominators using the Force Feedback proc. After enough Recharge for perma-Dom, your next build target is to get +Ranged Defense, because having powers recharge faster doesn't help against ambushes shooting you dead before you react, at higher difficulty levels. Ranged Defense helps you survive the unexpected ambushes and adds. Melee Defense is not nearly as useful since you will usually have time to mez opponents before they reach you. Smash/Lethal defense builds are also okay, since a good amount of ranged damage contains a Smash or Lethal component.
  21. But being horrid and disturbing would explain their Taunt mechanism! 😉
  22. I think it's some kind of a Blapper who didn't take their ranged attacks.
  23. Fire/Dark, Ill/Dark Fire/Time, Ill/Time I would go with Fire/Dark personally, Illusion works best with Traps, Storm, and Cold.
  24. 🔥🔥🔥
  25. Wow. God mode at level 28? Not sure how to get perma-Light Form at 28, or the nuke, but... perhaps I'm failing at building characters. Snark aside, the guy said that he quit his at 28. Telling him that he failed at his build and basing it on powers that aren't available at that level is not indicative of careful reading.
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