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Everything posted by Coyote
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On another thread, a mention was made that Call of the Sandman's Heal proc is useful in Static Field.
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Cloud Senses x4 in Fearsome Stare, or x6 for the Defense bonus. It's your main defensive power, and slotted for -ToHit along with spamming Living Shadows ends up with a huge ToHit debuff. I don't even use Darkest Night most of the time. Heart of Darkness is a very rare power, a PBAoE mez power that takes PBAoE sets. I like 4-5 damage procs in it, turning it into a PBAoE mini-nuke with about 300 damage and a solid mez.
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Rularuu. Why vote for the lesser of two evils?
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Procs hit beyond the first target, but it has a weird design where the first attack is a single-target attack, and subsequent attacks are treated as PBAoEs, which lowers the chance to proc to about half as much as on the initial attack. Slotted with damage procs, mine averages about 190 damage to the first target, and 100 to subsequent targets.
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The Current PUG Meta (aka ramblings of an old man)
Coyote replied to Gulbasaur's topic in General Discussion
When character power creeps to where you EXPECT high-level characters to play at +2/x2 at a minimum, then having 4 characters on a team maxes out the spawn sizes. So, as you add players, you increase the power of the player's team, but the power of the computer's "team" stays the same since the spawns are already maxed out. So, once you reach max spawn size, increasing the team drops the difficulty level. If you don't like high-level steamrolling, you need to stop increasing the team size once the spawns are maxed out. As Shred Monkey has said, 3-5 is a solid balance between having enough characters to feel like a team rather than a duo, but not overwhelming the spawns with twice as many characters as were needed to max out the opposition. -
Dominate (Mind Control) vs Subdue (Psionic Assault)
Coyote replied to Display Name's topic in Dominator
There aren't official tiers for blasts, but generally if they recharge in 3-5 seconds, they're tier 1, about 6-9 is Tier 2, and 10+ is Tier 3. -
Dominate (Mind Control) vs Subdue (Psionic Assault)
Coyote replied to Display Name's topic in Dominator
Subdue is an Immobilize, not a Hold, and you're right, it has 80% chance to Immobilize while Dominate automatically Holds. Dominate is a control power first and foremost since it has great control. Subdue is a damage power first and foremost, with a minor secondary effect of Immobilize. They're kind of different... Dominate is a must-take, period, for Holding mobs. Subdue is a decent attack but not so great that it's a must-take, so it's basically useful to fill out your attack chain if you don't have a full chain... and if you do have a full chain without it, it's not necessary to pick it up just to get an Immobilize effect. -
Martial, Savage, and Earth are probably the best melee. I prefer Earth, it has good safety in melee with a great Hold and multiple knockdowns, but Martial is also very good with the knockdowns. Savage isn't as safe though it has a self-heal. Earth does have a great feeling of SMASH!!! and the ability to slot multiple FF procs (as does Martial).
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Both need accuracy, but Static Field like other dropped field powers won't show miss on your screen. The messages you're seeing are from Conductive Aura.
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Actually, Radiation Siphon ONLY heals when it hits a Contaminated target (stripping the effect). It does heal twice as much as Life Drain, in return for being only conditionally usable.
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SO: 6 Coercive Persuasion (5 Malaise earlier) SF: 1 Acc or 1-2 Acc/Sleep/Rech
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I'm not sure that there is much use for Snowstorm on a Controller, especially an Electric Controller. Snowstorm lowers the quality of a mob's activity... if a mob isn't acting because it has no Endurance or is knocked down, then having -Recharge is not useful. Basically, -Recharge, constant knockdowns, and Endurance drain all allow mobs to act, but put time periods in which the mobs can't act because their powers aren't recharged, or they have no Endurance, or are getting up. But preventing a mob from attacking because it's getting up... gives its powers more time to recharge. So -Recharge debuffs are more useful when paired with -ToHit and -Dam, which basically say "attack as often as you want, but weakly". Using multiple sources of "you can't shoot for the next 2 seconds" isn't as effective as using a single source combined with debuffs that weaken attacks.
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Jolting Chain gets procs, period. Electric Fence probably gets procs, because enhancing Immobilize isn't very useful. Same for Chain Fences. Synaptic Overload should get a good set like the AT set, but Confuse sets are also quite good and Coercive Persuasion is probably its best option. If you take Paralyzing Blast, this is probably a good place for an AT set. This leaves Synaptic Field and Tesla Cage. The Field is a decent place to put an AT set, but it also doesn't need much in the way of slotting, so you're slotting it more for the set bonuses. Tesla Cage is basically your only real choice: I slot it with damage procs for damage since single-target Holds get in the high 200s when properly slotted, and that's great for a Controller. Now, I can see the argument for slotting it for control, but I don't think it's relevant especially for Electric... the reason is that your main defense is draining everything around you down to 0 Endurance, combined with recurring Sleeps and Knockdowns. Holding is nice, but if mobs are Immobilized and End Drained, a Hold's effects aren't as useful as more damage. So... slot up the Confuse with the purple Confuse, and then you get to use other sets for bonuses (AT or purple) in the Sleep field and the AoE Hold. Proc up the single-target attacks (Jolting, Tesla, and the Immob). You get 3 damage-oriented powers and 3 control-oriented powers. You're not going to put enough slots into Conductive Aura for a set bonus, and Chain Fences should either be set up with procs, or left lightly slotted... it doesn't have effects worth enhancing, whether Immob or Damage.
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The Current PUG Meta (aka ramblings of an old man)
Coyote replied to Gulbasaur's topic in General Discussion
As DougGraves just said above, those days still exist. At about levels 10-30 or so. And as he also said, the fights were hard and wipes were possible, but with good play they could finish. I don't recall any time when you HAD to wait for particular teams unless the players were generally bad. I recall all-Blaster teams doing TF, and that's probably the worst composition that I can think of in the early days (at least Issue 2 on, since in I1 you had the broken Smoke Grenade). Really, there were some tough missions but in general door missions without AVs, lopsided teams just meant you had to take a bit more care playing, pull away from adds, adn so on. Right now, at the higher end (40+, if not 30+), there are enough players with enough set bonuses that you can't really team wipe... at least some of the players will be capable of tanking the entire spawn while the weaker half of the team runs back from the hospital. This is not greatly to my liking, as I prefer a challenge and so have to solo if I want to risk being killed... but I have seen that a lot of players do like to just faceroll opponents and crush them before you and listen to the lamentation of their Carnies, and use the game as a relaxing "we stomp everything" experience rather than as a challenge. I suppose it's hard to make everyone happy all at the same time. -
So... you're saying... if you DO have to make a deal, make it with a dragon?!?! 😆
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-Res is better overall. -Regen is better against AVs IF you're soloing them. If you're in a team, then there should be enough damage output that -Res matters more. I've soloed GMs with /Storm, which has no -Regen, so Regen isn't absolutely necessary. But it does help against big targets. Against all other targets, -Res matters more. Also, Traps is better statistically than Cold, IMO, but Traps also has a clunky playstyle that works better for soloing than in teams, while Cold plays smoothly on teams.
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IIRC, they last for 20 seconds and have a pulsing damage/stun aura. 30% chance for a mag 2 Stun, and I think the total damage over their lifespan is 66 damage at level 50 (11 ticks of 6 points). Damage is Energy for the Energy Font, and Fire for the Fiery Font (Dom version). Or something like that. If you're fast, you can spawn one then click on it and find out its powers before it fades.
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/Cold or /Traps. Cold does more -Res, and Traps does more -Regen. Dark is stronger overall but most of its strength is in -ToHit and -Dam, and with PA that's far less important than with any other primary. Rad is a solid set overall, with good debuffing and gets all of its good powers early so you can solo AVs in the 20s. But at the top end it doesn't put out as much -Regen as Traps, or -Res as Cold.
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This is a bad idea simply because you can proc both out. Use the purple Hold in Ice Arrow, and the purple Single Target in Dominate, and both should be around or close to 300 points of damage. It doesn't hurt to have two big hitters, especially for a Controller, and especially since you then get two attacks that don't depend on Containment for most of their damage but set up containment for other attacks like Levitate.
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Animate Stone is great on a Controller because a Controller can buff it enough to tank AVs. Otherwise, you probably want something that both contributes and is also survivable, which makes me think Singularity is probably best.
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Just from Traps, and PGT is short of Poison Gas Trap. I'm not sure if that's the name for the Poison version, though. If you ran Bots/Traps then combining the Assault Bot with Poison Trap (or PGT) should floor the Regen of just about any AV or GM.
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AVs generally have 100% Regen, and regenerate a lot based on a large HP value not based on a high Regeneration value. At level 50, AVs regenerate about 95 HP/sec. It goes up a bit if you're going against 54s. (Power Analyzer will show the exact value). Most AVs do not have an unusual Regeneration value, the only one I can think off is Madame of Mystery, who regenerates at about double the usual rate and has 65% resists to most everything, making her a serious PITA even at even-level, to say nothing of being higher level. Ugh. I believe that the Regen floor is 25%, so getting -75% against an AV is the best you can do effectively (you can debuff more, but it won't have an effect). At this floor, AVs regenerate at 1/4 the usual rate, so about 24 HP/sec. Poison Trap from Traps should create a -65% debuff against a 54 AV, but I think that you can put out more than one PGT given that its debuff lasts for 30 seconds, so Traps can floor any AV's Regen for periods of time, and lower them to about 35% rather than 25% for the rest of the time.
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You can solo anything short of a GM, maybe, and probably even that with the Envenomed Dagger ;). /Dark is about as good against AVs as /Rad once you get Fluffy.