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normalperson
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Rune of Protection + /Rad is a special case. Being able to not drop your toggles during a fight covers /Rad's greatest weakness. Also since Demon Summoning gives you the Ember Shield Owner resistance boost in 5 areas, the resistance from Rune of Protection brings you closer to that 75% soft cap. I personally put two +Resistance IO's on Ember Daemon just to boost my own shielding.
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Demons/Sonic MM trying to decide between mez and Moar damage!!
normalperson replied to normalperson's topic in Mastermind
Perhaps later on when I respec I can move Disruption Field earlier into the build, and put my flight powers toward the end instead, and just use a jet pack when I exemplar. If you don't think Enflame will get me much damage very often, then I guess that settles it! I didn't really want to take Arcane Bolt. At this point in the game, single target powers just don't feel like they speed things up very much, even when they're high damage. Crack Whip is pretty dope! Chance for Knockback plus more damage resist debuff. I guess it really was just between those two things. Either way I get an increase to AOE damage. Thanks for discussing with me. I feel better now. -
I haven't figured out how to use the build making tool, so all I can tell you is my pools so far are : Flight, Stealth, Presence, and Sorcery, with Scirocco as my patron I have my daemons at soft cap, 90% resistance in 5 of the 8 areas. Still weak to psionics, unfortunately, but I have all three resist procs on them. As I near the finish line, I'm facing a painful choice. Do I finish sorcery to get Enflame, by taking it and Arcane bolt? Or just forget about it, and take Invoke Panic from presence, and maybe Crack Whip? I really wanted to see what happens when I stack Enflame and Disruption field. The two powers seem like a match made in heaven (or hell in this case). Disruption will be my final power pick at L49, since it doesn't need to have a lot of slots. On the other hand, Invoke Panic would be such a useful mezz power. My deamons are nigh indestructible to everything except psionics, but they totally get massacred by those darn psionics. Having liquefy really helps, but it's not up all the time. Having two group mezz powers might enable me to scrape by when I'm facing psionics heavy enemies. Sadly I don't have enough room in my build to go both directions!!!!
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Assault makes more sense than Maneuvers. The +def is just too small, but the faster you kill your enemies, the less def you need! Fighting would make a little bit of sense, but not enough. I can see why you might want to, considering the shield power for Dark doesn't give you any lethal/smashing resistance, but with decent set bonuses, and taking Rune of Protection from sorcery pool, you're going to hit the 75% soft cap anyway I think. At least you'll come close. Two powers, just for +11% smash/lethal seems kind of costly. Strangely, my recommendation for a 4th pool is TELEPORTATION!!!! If you're going to do Vengeance, and Fallout, you might as well add in the ability to bring your fallen comrade to right where you want them, so you can fire those off and turn the course of the battle!
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Are the patron mass immoblize powers any use to a Brute?
normalperson replied to normalperson's topic in Brute
So it's actually like the one perfect power for a tank/brute, then? Something to keep the Bots/ Mastermind behind you from knocking all the bad guys out of their cluster? Hmmmmm..... That changes things. I'm glad I asked this question. -
I just barely got my brute through the patron arc for Scirroco. She's Psi/Ele, so I decided to go with his power set, but now I have to choose the first power. Choices are the mass immobilize AOE that makes all targets immune to knock, or single target lightning. As a general rule I much prefer AOE's if I can get them, but at the same time it's not in my best interests to immobilize anyone, because I want them to gather around me. Is there some tactical approach where Brutes benefit from mass immobilizing enemies?
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Main thing I have learned with blasters is recharge times don't matter, just activation times and damage amounts. If you don't level 3/4 of the mob in your first round of attacks, you won't be alive long enough to care how long the recharges on those powers are. I spend most of my time killing the last 1/4 that still survived. I CAN spend that time, precisely because there is only 1/4 of them still shooting me.
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Deciding between Fire or Force ancillary, for my Siesmic/Fire blaster
normalperson replied to normalperson's topic in Blaster
Yeah. I recently discovered on a big Rikti raid, with multiple Defenders buffing us all - Blaster soft cap is 75%. Not the same as my brute that can go Temp Invuln and see everything spike to 90%. I'm leaning even stronger toward flame. I can still take that power set's persistent shield, which is only slightly weaker than temp invulnerable, and with lesser coverage for more damage types. Mainly that leaves the decision being Personal FF vs. Rise of the Phoenix. I recently discovered you can purchase a self resurrect power for a million inf from START vendors, making RotP's benefit mostly just its recharge time. I cringe to consider how often I would have to die in order for that to be beneficial. But once per hour I can use "Self Destruct" and not suffer xp debt. -
What are the actual mechanical benefits of Domination?
normalperson replied to Story Archer's topic in Dominator
So, it's not an official benefit, but one of the unofficial benefits of having Domination going is you see the word "Dominate" over the heads of all the enemies you hit with your power -- which makes it easy to see which ones your attacks actually hit, so you know which ones are still not going to be mezzed. And so they stand out better and you can easily count them. No specific function value there, but definitely convenient. -
Should add that Psionics is one of those damage types that many opponents have no resistance to. But also with /Rad you can slot Achilles Heel : Chance for Resistance debuff onto pretty much all the powers in the set. And it has a heal (kind of). So either way.
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It looks like you're focusing on defense rather than resistance, right? So the last two benefits from getting Luck of the Gambler up to a full 6 are +Resists. Might as well only build it up to 4, and assign the slots to something else. (Skip two of the /Rech ones, since you don't use it much on a persistent defense power.) And on tactics, Guassian's Fire Control will get you +2.5 directional defense , whereas Adjusted Targeting mostly gets you +Resist bonuses. Also because it is persistent, the Guassian proc will fire more often. That's just to do with my philosophy, though: better to go all in on defense, rather than just a little bit in on def and a little bit in on resist.
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Not getting immobilized is a big game changer. Jumping a little faster is just bonus. Teleport might also work for that, although it requires much more attention and focus in order to pull it off. You need to assign it a primary "quick access" key that would normally be reserved for a primary attack. As far as stealth is concerned, that gives you the first half of your "joust" for free against most enemies, if they have no visibility bonus. \ But that's with Concealment, not infiltrate. If you want speed and stealth, take Super Speed itself. Right now I am running a Seismic/Fire blaster with both Stealth and Jumping fully invested. Stealth has Ethereal Shift and Placate. Jumping has Leap Attack. Her theme is "meteors"., so Leap Attack was simply a "must have" because it animates like a human meteor. Ethereal Shift is the only chance in hell of making that not go badly for her. Prior to taking those powers, most of her career consisted of earning the "taking damage and dying" type badges. They were really costly in terms of power picks, but what I have found with blasters is, since both your power sets are attacks, you only need about half of each set to make you perma-rech - in the sense that you don't run out of attacks before the first one you cycled has recharged. Not like Brutes (my previous focus), where you can't skip hardly anything.
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I'm still working on learning how to post builds, but right I have a Stone/Flame blaster that just reached level 35. Her biggest problem is she draws crazy amounts of aggro. Every time I fire of flaming sword circle, the nearby enemies basically flatten her. To help with this, I took Concealment and Ethereal Shift. That's how bad my dying problem is. So the two ancillaries I'm considering as a fix to this are Fire or Force. If it's fire, I'll take Bonfire, then Fire Shield, Rise of the Phoenix, and then optionally maybe Melt Armor. If it's force, I'll take personal Force Field, then Force Bomb, then Force of Nature, and optionally temp invulnerability. Pros that I can see for Force Ancillary are : - With Personal FF I can tank nearly anything for as long as I need, but.... I have to activate it in time, and I'll want to attack eventually. - Force Bomb gives me another AOE KB attack, with the nice added damage reduction. (Upthrust also achieves this, as does Meteor) - Force of nature could put my resistances to 50% with good enhancements, which would buy me more time to act before I die. Pros that I can see for Fire Ancillary are: - Bonfire is persistent knockback over time, right? So I might get a bunch of attacks off maybe? - Rise of the Phoenix will save me from pretty much anything, even if I don't remember to click in time. Can always go to the START vendor and buy "self destruct" if I want to avoid debt. - Getting fire shield doesn't really affect my decision much, other than that I'd like to put a proc or two on it. Are there any benefits of one set over the other than I am missing? Right now I lean toward taking Fire Ancillary, but when doing Rikti Raids personal FF can be really handy sometimes, so I'm still open to Force Ancillary.
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The pain in early levels is terrible, but if I've had some fun with Gravity/Arsenal, You can open up with Wormhole,, then Crushing Field, and now their gathered tightly together for Ignite. Sometimes, if I'm feeling patient, I'll lay a bunch of trip mines out at the location before I start. Wormhole makes it so all the mines hit all the mobs. Sometimes the minion mobs don't survive through the opening attack that way.
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Gravity/Arsenal dom trying to choose a "heal" power.
normalperson replied to normalperson's topic in Dominator
That immobilize advice turned out amazing! I went with crushing field, and used that "immobilize around a corner" trick, which enabled me to punch through to L26 without crying and giving up. Prior to that moment, It had been several levels of pure pain (and a few badges relating to taking damage). Now later on, I'm using Wormhole as my opener, and Crushing Field enables me to keep them gathered tightly together so I can light them up with ignite.