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"I'm not touching that one..." said the Singularity
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Looks like I'll have to wait for the release of the Child Support secondary before I play Grav/ again.
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Elec/Kin has some minor sapping synergy. The high uptime makes for an interesting combo. I rolled mine as a meme build based around being a speedster. With the updates to Elec/ it should meet your solo/duo criteria.
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AU was reported bugged when I brought up using it on Singy with Grav/EA. Not sure if it's been fixed. I've used it on GS for sapping in a pinch. Reads like powerboost for support players with extras.
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Elec/Kin, Elec/Poison and Elec/Traps were standouts for me and my playstyle. Elec/TA was a disappointment.
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I prefer Fire/Poison but out of the box Fire/Rad will be more forgiving to a player new to Controllers IMO. TLDR Pick /Poison for skippables and PROC builds. Pick /Rad for better utility and new player friendliness. From an overall effects standpoint they will be similar (not the same) even if the mechanism of delivery is slightly different. Fire/Poison will require slotting EndRedux in the splash debuffs to mitigate the biggest downside. If stack your ST debuffs with Splashes and your Poison Aura it will edge out /Rad in debuff magnitude at the cost of more casting. /Rad has a bit more of utility than /Poison Fire/Rad has some desirable +Rech and +Recovery powers and you get your second aura earlier but /Poison gets the Poison Trap which can be PROCed out. The /Rad Hold aura has a wider PBAoE than /Poison as well. /Rad is a little more fire and forget.
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Optimal slotting for liquid nitrogen (arsenal)?
Death2Tyrants replied to brasilgringo's topic in Controller
Interesting findings. Was LN recast at any point in this sample log? -
Anyone have a strong, updated Fire/Dark build?
Death2Tyrants replied to Story Archer's topic in Controller
Several good builds posted over the years. Smoke, Cinders, Blackhole are typical skips. Worth checking Camel's Fire/Dark guide to get you started: -
Optimal slotting for liquid nitrogen (arsenal)?
Death2Tyrants replied to brasilgringo's topic in Controller
TLDR Enhance for Slow at minimum. Slow PROCs seem to be your best chance if they work at all. The quickest answer for you is pull data logs from your combat chat (most likely pet chat) regarding PROC damage for your current configuration. @Carnifax has a web based parsing tool in his signature that will present the PROC data in a chart and a table to determine what is currently working best in this power. I think someone on the Dom or Open Beta board tested out and logged the best Arsenal/ PROCs in a post somewhere and LN didn't perform well from what I recall. Can't find the post for the life of me. It may have been in the general AT board. Min slotting: As a Controller, since the set lacks an AoE Immob to keep things in patches, I think the Slow enhancement others recommended is the minimum essential option for this reason. Potential PROC Slotting: https://cod.uberguy.net/html/power.html?power=controller_control.arsenal_control.liquid_nitrogen&at=controller What I think @tidge is likely pointing out is the power's long recharge gives the initial hit a high chance to PROC even though the follow on checks are on 10s checks/cooldown. Through this lens you can treat the power as a standard AoE power for this evaluation since you only care about the initial hit; the follow on hits are just gravy. Now I could be wrong but I think the Slow (Movement Snare) is the only component of the power that isn't conditional on KD event; probably doesn't matter since the Slow effect is "100%".. You will still want Accuracy in the power if you PROC it out for the PROC(s) to hit. In this case the Slow sets PROCs are likely to be the best option for this set up. For discussion I think this is the best way to look at flat AoE damage PROCS as I understand them. If I am wrong please correct me. The LNs AoE Damage can only occur after the 8% chance to KD occurs (the exclamation point in the CoD entry states only after .5s KD). So AoE PROCs only trigger after KD and AoE damage occur. So under normal situation for an standard AoE attack (no patch) the PROC rates are determined by the quality of the PROC (higher PPM is better), the power's modified enhanced recharge time (higher recharge is better for higher chance) and the area of the powers effect (smaller is better). So lets say a 45s recharge power grants a 70% chance to PROC. In our case it would be 70% after the 8%. .7 X ,08 comes out to 5,6% per tick. So this power ticks twice after initial giving you three checks total for the life of the power. So in this example the AoE PROCs would only have a ~16% chance to PROC at least once per target over the life of the power. Since the Slows aren't conditional I would expect the Slow PROC of the same quality to have a very high chance to PROC at 70% the PROCs each check which means you are all but guaranteed to hit each target at least once during the life of the power. -
No worries. My pleasure. I think your assumptions are correct. Fire/Marine is one of the smoothest 1 to 50s I've played recently. Elec/Rad seems pretty rare and you might cook up a build that performs well for you. My Elec/Rad basically turned into a meme build when I made the odd design choice to go all in on the Fighting Pool. I dipped into all three attacks for the synergy and the -End Fatigue effects; nothing to write home about but this is how I entertain myself these days. Your choice of /Mu over my /Fire is probably the better choice to neuter end out of the gate and increase survivability. I certainly think Elec/Rad has some potential with a proper build. For me the baseline performance didn't wow me enough to cook up a build for it and take it to the next level of potential.
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Depends on the role you want to play. Any of those work since you don't care about damage. For me I've been happier with any Fire/ > Elec/ and any /Marine > /Nature > /Rad. There are some situations where that ranking will be changed and favor a different order outside of general play e.g. /Rad is great vs hard targets. IMO any of the /Nature builds have the highest potential to serve a team as the sole support character. Fire/ choices are all fine with Fire/Marine being very strong out of the gate even without sets. It is a well rounded pairing and has some +End to support use of HF early. It was a fairly smooth ride and can handle packs of +4s around the midgame without breaking a sweat. Fire/Nature works surprisingly well with the two auras rewarding melee range play with many great team support powers. /Nature is just a well designed set IMO. Fire/Rad is a classic but the squishiest of the bunch. If you are trying to work in pool powers this is probably your best option since the other secondary sets have fewer skippable powers IMO. /Rad has many throwaways. The big sell with this is AM and the two toggles that significantly weaken hard targets. Not a big fan of Elec/ in general but Elec/Rad and Elec/Nature are your better options for playing in melee. Only matters if you plan to build for -End and leverage your aura in a -End layered approach. IMO of the two Elec/Nature is your better option if you want to lean into your primary more since you can buff up before fights and control during the engagement. Elec/Marine had the best overall control feel since you are gaining slows and more KDs which brings a touch more synergy to the pair. After applying your -RES via Whitecap you can play mostly at range if you wish where the other two Elec/ pairs felt like a waste of potential not playing in melee with double control auras. Ultimately I vote for Fire/Marine which gave me the best play through experience. This pair earned a spot in my main Controller rotation, The other Fire/s are ok pair but didn't give me the wow factor like Fire/Marine did. I think Elec/Rad has some great potential as does Fire/Rad but you basically have to commit to a good Defensive IO build to squeeze the potential out. You can always run over to Brainstorm and trick out all six builds to see which you like.
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Optimal slotting for liquid nitrogen (arsenal)?
Death2Tyrants replied to brasilgringo's topic in Controller
Area pulsing patches have a low chance to PROC as they check on cast followed by a check every 10s all modified for area. To my understanding the KD effect has a cooldown which is a prerequisite for the damage component of the power. -
I agree it is a top tier set I just really dislike the general mechanics of it and that /Energy feels like an obligatory pick for my expected performance. I wish it had some special interaction with the Elec/ Controller primary as it does with Elec Blast. Yes I like the set more on my MM than any other AT. I probably like it more because henchmen are a walking DoT and I play it using a minimalist stance dance approach which allows me to lean into my secondary more. I'm reluctant to roll another Controller but I suspect I will like the set more paired with Arsenal/ or Earth/ since I can throw out persistent patch effects which open up cast time for my secondary.
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Well thanks for pointing this issue out. Unfortunately this is likely still true and applies to Controller pets as well. I checked the combat logs on two different **/EA Controllers and the -End% component nor KU isn't showing in the logs. The -End% certainly isn't triggering. Now I am skeptical the Powerboost-like portion works at all on pets. /EAs release was in Issue 26 Page 5 March 31st 2020 so I doubt this is a bug considering the set has been around for a while. For pet classes this is lame if it is working as intended.