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Death2Tyrants

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  1. In my case I used the two +Recovery Uniques in Health + the Chance for +END in Stamina. Get all +total END Accolades Uniques since EPS is based on total END pool. One END REDUX in Roots will go a long way since it has a high uptime and high END cost. You can look at other ways your build is bleeding out END by opening up Window>Power Graphs. Set the first drop-down to Powers Taken with End/Sec or look at Toggles/All Clicks. This helps get a sense of overall potential expenditure. End/Sec is based on power uptime so if you spam powers as they are available this view will help give you a good sense of what that costs you. O2 is another prime example of power with a very high Endurance expense. Work from the highest down to the lowest until you can hit an equilibrium point based on your rotation and net EPS. Minimize toggles you are running as much as possible. I normally aim for a net 2EPS on most builds but for Plant/Storm you'll want higher. If you intend to spam ST abilities continuously I would look at getting as close to 3 EPS or higher if possible. You can also leverage a global End Redux buff as another approach. I don't like depending on Incarnate/Alpha or Conserve Power to solve the problem which is why I focus on boosting EPS via +Recovery and +END side.
  2. Plant/Storm(I went with /Ice) sounds more like your ticket. It doesn't require PROCs to get going for damage though you'll want to build for recovery early as possible by using PROCs/Uniques in Health and Stamina. The only time you are in melee range is if you choose to use Hurricane to round mobs up.
  3. Play to the strong suits of the combo and bolster up to patch weaknesses where you can. Poison has some great PROC opportunities, strong debuffs and additional controls with lots of skippable powers. Overall, Poison tends to have high end utilization since its powers have a high uptime and are spamable so end is something you'll have to manage. Plant is a bit of a two trick pony and mostly about the high uptime on SoC and aiming for perma Carrion Creepers w/Roots. Plant has poor ST and when mobs are immune to Confuse you'll want a fallback ability if you don't lean into your debuffs more. If you aren't familiar with the powers within the two sets I recommend playing through to 50 first before committing to a build. At minimum wait until the 30s when you have access to all the powers of both sets and had some time to feel them out for utility suited to your playstyle. You may find powers others skip are ones you like and vice versa where you skip powers others find mandatory. Even if you are familiar with each set individually you may find some synergies you prefer to emphasize and play to in combination. Just a word of caution If you copy another build or use another build to inform your build keep in mind not all builders are mindful of playing lower level content. You'll often see builds that play well only at 50(+2) and play like crap at lower levels since they suffer from poor endurance management or have poor lower level power selection.
  4. The pairing is fine as-is. Plant doesn't inherently need to be in melee range to play well so you don't need to live in melee. However, consider two powers from your Epic Pool pick, Fissure and Seismic Smash, require you to play in melee range as does Poison Trap. The max range of Fissure is outside the range of the Venomous Gas 15' Radius so you'll have to get a little closer to get the benefit of VG when using Fissure.
  5. The good news out of that discussion is Containment will get a look, hopefully a revamp if they follow through.
  6. Yes. The way I understand the PROC to work is the Target is applying a debuff to itself when hit with the PROC successfully so only one debuff is applied at time with PROCs of the same type. The Annhilation PROC does stack with Achelles' Heel PROC but only because they are two different types.
  7. No. TK wakes all the sleeping targets except for the anchor of TK. Edit: It looks like there are circumstances where it wake the anchor too. The AoE Levitate propagates if you attack the TK anchor with Levitate. It looks like TK applies base damage but I have not tested how PROCs are applied to the group. It appears that TK breaks if you successfully the TK anchor with Levitate otherwise the group stays clustered by TK. Overall it's a good change. On a Controller it gives another means of setting up Containment. I thought I saw a beta fix that drops the TK recharge further but I could be mistaken. Mind/ is still pretty meh to me but I don't play Dominators.
  8. It appears the KD portion of the power has a lock out period where the NPC is immune to the KD for a period of 4.5 secs. https://cod.uberguy.net/html/power.html?power=pets.liquidnitrogen.liquid_nitrogen&at=minion_pets
  9. I like it. It is a nice change to two powers I would normally skip and gives an Immob set up for containment. I will have to copy over to Brainstorm and test how PROCs behave since it is a ST power applied to the group.
  10. While focusing on play testing Arsenal Control in this last beta I missed the interaction of Lift with TK (yes it is in Lift's power description). I knew TK was changed into an AoE Immob toggle with a fixed repel distance. Targeting the TKed target applies Lift to the TKed group turning it into an AoE.
  11. Is this not working of you: https://midsreborn.com/
  12. Recommend giving this tool a try: https://midsreborn.com/ You can see the IOs and set bonuses available to you in game.
  13. IMO Several synergies to consider. Arsenal Control has high uptime on overlapping persistent pulsing/reapply AoE controls and several debuffs are also baked into several powers This makes it capable of carrying any secondary. Where I think Arsenal Control can benefit from its secondary/power pool is being able to apply a DoT + Smoke Canister to activate its Confuse (in its current configuration). You also want to slow movement through these patches to allow the effects to take hold so a secondary with KD or Slow helps keep enemies in patches. These characteristics make /Poison, /TA, /Traps, /Storm. and /Cold worth consideration. Since the set does have persistent pulse AoE effects that get reapplied this lends itself to pair up with more active secondaries; usually heal based secondaries are tend to be the most active but /TA and /Poison a can fall in this category as well. You can also look at it through the lens of zone control by shaping the battlespace with control effects. In situations where you have to stand your ground you can lay down an area of denial control wall. Here /Poison, /Time, /Traps, and /TA, /Dark, /Storm and /Cold come into play to add more zone control. Arsenal also has a bunch of -ToHit and Slow sprinkled through out so stacking these effects can be another approach to take when looking for a suitable pair. Again /TA, /Traps, and /Time pop up but /Storm /Dark and /Poison can meet this criteria as well.
  14. It may help get you better responses if you let readers know what your build goals are and what you are looking to improve. For one of your first runs at Mids it is a pretty good overall. I don't understand skipping Smoke Canister and taking Force Field Generator so late in the build. Take them as soon as they are available. Even with the persistent effects of Arsenal and Trap powers you'll have Endurance recovery issues with anything under Net +2EPS. It varies from build to build but that is the rule of thumb I use. You can check this by clicking "View Totals" button and looking at Net recovery under "End Use" at the bottom. On builds that have an attack chain you can also inspect powers by their endurance usage under the "Windows" ribbon menu by selecting "Power Graphs" and then select "End" or "End/Sec" (which is base on power uptime). This allows you to figure out specific slotting for problem powers. For most Controllers other than Arsenal, the AoE Immobilize powers tend to be the biggest endurance culprit without EndRedux; high uptime high endurance cost. You are over the "rule of five" cap on two set bonuses for +Rech; +10% and +7.5% (probably from the LotGs). You can check this under the "Windows" menu on the ribbon and select "Sets and Bonuses" If you are over any bonuses you'll see "Cap" in red and the offending 6th bonus will be in red as well. The goal of 33% DEF is good. Also can be checked under "View Totals" Assault is usually not worth it unless you are going for some super team build that requires it. You can swap out two of the slotting in Health for the two +Recovery PROCs for a total of +25% Recovery from both it beats the bonuses you are getting now. In Stamina I prefer the chance to Heal and chance for +End. Unlike most /Trap powers Poison Trap is very PROCable. You can swap in a +Recharge set in Tri-Cannon and swap in some PROCs into PT. Overall another pass or two I think you'll have a pretty solid build.
  15. 😉 If we were talking about /Elec I could agree on "easier to manage" which I take to mean a consistent dependable buff. The chaining is horribly less predictable and reliable to use as a means of closing the PermaPA gap. I've fired off chains standing right next to a player only to have the chain hit everyone else but me. You also have to spam it when it's up to maintain the uptime of the buff. Theoretically you could get a higher effective +Rech from /EA than the other sets mentioned but I have yet to build an Ill/EA (may set one up on Brainstorm). As far as Ill/Traps, it all boils down to how far off a build is from Perma-PA without the buff. On builds that are slightly off from being Perma-PA, it is fairly easy to set up and get the benefit of the +Rech. You don't always need the full duration of the buff, just enough to shave off that last bit of recharge for PermaPA. The activation is clunky since you have to place the bomb then activate it. The area is fairly generous though. The power has been improved from being a skipable in /Traps with its reduced cooldown. It is up every other fight if not every fight.
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