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Nayeh

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Posts posted by Nayeh

  1. Honestly, Singularity is the most reliable pet out there.

     

    - You can effectively chain-CC monsters a lot easier since it has access to Holds/Roots, thereby reducing your need to (re)apply CC.

    - Impact is also a highly valuable factor Singularity applies for big damage.

    - KnockBACK aspect can be used as a safety tactic, especially in tight CoT halls. Feeling overwhelmed? Run through Singularity and/or stand near it and it will protect you.

    - KnockDOWN for scenarios previously described above with slotting capabilities.

    - It's kinda Tanky. Being unhealable takes a slight burden off while he has high regeneration and is buffable.

    - Highly CC-Immune. In rare instances this aspect has saved me when I was CC'd and Singularity is dishing out attacks.

    - Intangible. Doesn't block doors for you and your team.

     

    Gosh. I'll never forget the day when you could summon multiple pets. I recall teaming with a Gravity Controller that consistently had 2-3 Singularities and he just had everything on lockdown like a god.

  2. I too would be interested in a build. I have a 50 Staff/Dark Scrapper I haven't touched in awhile because I never bothered to build it.

     

    HIGHLY recommend Theft of the Essence Proc +Endu slotted in Dark Regeneration as soon as possible. It takes care of a lot of the Endurance issues this line has.

  3. My main gripe with Teleport and Super Jump is that they require me to actively mash keys to use them. I can't type or walk away for a second or else I'll end up at an odd location or I'm physically exhausted from having to constantly press the keys during moments I'd like to idly move across a map. So I always opt for Super Speed, Fly, or P2W Ninja Run&Sprint.

     

    I wish the Teleport mechanics worked like one from the Gravity Pool in Dragon's Nest. It's like a super-speed flying where you phase out, zoom across a direct line as though you were flying VERY quickly, and phase in at your new location. It's less abrupt in transitions.

  4. Here is an idea:

    Instead just merely allow your Costume Customization to use any of the weapon models while still keeping the abilities intact.

     

    Ex) A War Mace Tanker models is mace to be something other than a mace - a Sword. Although he appears to be wielding a sword, he is still performing War Mace line skills.

     

     

    I'm sorry but I love the War Mace skill line and don't want it revamped, just buffed.

    • Like 2
  5. Assuming you're Team-oriented and not Soloing:

     

    With Illusion/Darkness you have plenty of access to Stealth. For leveling purposes, Super Speed + Shadow Fall are enough to sneak through most missions as long as you constantly move, meaning you won't need Superior Invisibility so early. I recommend picking Superior Invisibility up later just to carry Luck of the Gambler for Recharging, even then I personally have little use for it until I run into enemies with extremely high perception. Pick up Group Stealth (facilitates ghosting) and Fade as they provide Defense.

     

    Pick up Flash AND Howling Twilight. Alternate between these two abilities on engagements. Tar Patch is also a major contribution to large crowd control this kit has to offer so place it as much as possible. Assemble Team Teleport and Recall Friend are very useful for your mission ghosting and for when you need to reposition bodies to setup your Howling Twilight resurrections.

     

    All of the Pets are useful. You definitely want to maximize your cooldowns and use Phantom Army to initiate fights so as they obtain all of the Aggro attention. Throw in Procs for giggles (Such as Knockdown) and they become incredible bullies for your leveling process. Spectral Terror will be your fastest recharging Pet and I find it useful to drop Procs on him as well.

     

    Skip Black Hole. If this power was a Toggle (So it could be strategically applied and removed like Dimension Shift) then it could hold some value but in it's current state - it's a frustrating time sink. I once had it for a day or two before ultimately respecing out. As the previous poster mentioned above, Soul Absorption is a great tool.

     

     

    Once you're 50, you'll feel like a Support - Mastermind with all the Pets, and it's a damn good feeling because you're pets certainly aren't squishy alongside your Heals, Debuffs, and Defense.

     

    Must Haves:

     

    Hasten

    Blind

    Deceive

    Twilight Grasp

    Tar Patch

    Howling Twilight

    Shadow Fall

    Fade

    Phantom Army

     

    (I mean, why would you pick this combination and not want a pet army?)

    Spectral Terror

    Phantasm

    Dark Servant

     

     

    On average, I could have 7 pets out. With Procs, Lores, and Temporary Summons, I could have 10+ Pets running around.

  6. It might be overkill because I'm a nub at building and just threw things together over time. I'm running an Illusion/Darkness Controller I absolutely adore playing with permanent Phantom Army and amazing Support/CC potential.

     

    Global Bonuses:

    • 70% Hasten
    • 10% (x4) Ultimate Improved Recharge Time Bonus (Apocalypse, Unbreakable Constraint, Absolute Amazement, Coercive Persuasion)
    • 8.75% Gargantuan Improved Recharge Time Bonus (Will of the Controller)
    • 5.0% Moderate Improved Recharge Time Bonus (Dampened Spirits)
    • 7.50% (x4) Luck of the Gambler

    Phantom Army

    • 53% Invention: Recharge Reduction +5
    • 44.5% Invention: Recharge Reduction +1
    • 42.4% Invention: Recharge Reduction +0
    • 26.5% Soulbound Allegiance
    • Like 1
  7. On 9/5/2019 at 4:10 PM, Uun said:

    From the I22 patch notes:

    Impact! introduced: Enemies attacked with Lift or Propel will have bonus damage applied if the enemy has been recently held by Gravity Distortion (regardless of who cast Gravity Distortion).

    This is an interesting note because I never receive Impact damage when my Singularity is the one that casted the Hold.

  8. I've noticed this too. Prior to the last few days the transparency of "Stealth" was not as invisible as it appeared in the screenshot. It also had a slight glowing color-tintable aura. It's been kinda gamebreaking because you can no longer visually differentiate between Stealth and Invisible and you can't see your character...

  9. On 8/30/2019 at 8:59 AM, Werner said:

     If you need heal fodder for an AV fight, consider turning off your damage aura, and they'll get very passive.

     

    Dark Regeneration - buy yourself a Theft of Essence, and my memory is that used in crowds, it steals as much endurance as it costs, so no more endurance problem from using your heal. You might even recover endurance if you're lucky.

     

    I haven't considered those two. Thanks for that.

  10. Can confirm. It keeps changing between "Spit" and "Throw" animations. I feel like the activation time is now longer than what it states, there also appears to be a delay from character movement and the substance projectile.

  11. I'm just sharing thoughts. Feel free to discuss.

     

    So I just reached 50 and I really enjoy this Scrapper combination. However, I'm not exactly geared up and I'm not very adept at building sets as I really dislike how clicky Mid's builder is with it's lack of automation options. I'll probably end up mirroring another /Dark build from around here.

     

     

    Darkness is Endurance heavy!

    This is probably the most exhausting Hero I have ever played. Between the Dark Armor toggles, Fighting pool toggles, and Dark Regeneration (a whopping 33 endurance base cost) and Travels my Endurance was always wavering. Throughout much of my adventures I left Fighting Toggles off because I couldn't afford them even when using Form of the Soul and Sky Splitter. Hopefully slotting will radically change this.

     

    I have yet to try any other Staff form other than Form of the Soul due to my Endurance struggles so far.

     

    Cloak of Fear and Oppressive Gloom

    They're both amazing. I admire the almost non-existent Endurance cost on Oppressive Gloom however minions wandering off in disorient is a little counter-productive in a Staff Fighting set with 2-3 AoE attacks. Cloak of Fear has been absolutely amazing with a really neat animation and I have been considering how effective -ToHit and Fear Procs/Sets would perform on this toggle? Is having both Cloak of Fear and Oppressive Gloom really that beneficial? I feel like Oppressive Gloom overwrites fear as a harder form of CC since it doesn't work like the Mesmerize aspect of Fear.

     

    Dark Regeneration

    This power, despite it's enormous Endurance cost sold me. Only 2-3 hits and I'm almost always blasted with 100% Health.

     

    Darkness Customization: Minimal FX

    Thankfully this was an option. I would not be playing if I had to be a great ball of darkness with constant white noise playing.

     

    Getting Knocked down...

    I nearly wanted to break my keyboard after doing a Story Arc with Devouring Earth. Every minions slapped me to the ground and ultimately that caused most of my deaths whilst incapacitated. Only recently have I slotted Blessing of the Zephyr: KB Protection but I have yet to observe results on effectiveness. I should have spared myself the heartache and picked up Acrobatics while leveling.

     

    Staff Fighting

    They are long animations. I absolutely hate how obnoxious Serpent's Reach and Innocuous Strikes are. How essential are they to a build? I feel as though they ruin combinations to take advantage of Eye of the Storm and Sky Splitter buildups and consider taking up Precise Strike in placement of one of them.

     

    Serpent's Reach can be a neat finishing move but for how long it takes to whirl the staff for a single target blow, I feel the effects are lackluster. If Serpent's Reach was at least a narrow cone attack I could see this as a very viable attack.

     

    Innocuous Blows makes me cringe. I hate this toe-stubbing move so much for how stupid it looks. I recall mentioning this on a team when I first acquired the skill and a team member shared thoughts and mentioned they picked up Hover so it looks like they're eye-gouging instead.

     

    Epics (Energy or Weapon) or Patron...

    I enjoyed the Energy Buffs on my Brute but I wanted to try something more flavorful. I went with Weapon Mastery and really enjoy hurling Shurikens that even kinda flows with my character's theme. Caltrops is a really sweet skill but it disperses monsters which again leads to counter-productivity as a Staff wielder Scrapper and will for sure be replaced with Web Grenade. Targeting Drone looks amazin' but that Endurance cost though... As for the Patrons, none of them really appealed to me.

     

     

    Any input or wisdom to share beyond "Get a build, bruh" ? Perhaps this post could provide others with insight.

     

     

  12. I used to play other games at a pretty competitive level and carried certain expectations of players and even provided coaching. Over time I chilled out and simply let people play however they please.

     

    The only thing that irks me is how quick players are to suggest an active support line such as Kinetics. It's astonishing how often I run into a Kinetic and begrudgingly avoid asking for Speed Boost refreshment despite constantly running out of endurance or having to manage endurance while knowing this buff alone would alleviate those issues all together. I would say 1/3 of the time I have a Kinetic that does not actively provide Speed Boost or useful Transference/Transfusions. I never say anything to them. I just mentally countdown the time that elapses until I get the buff.

     

    I get it. Kinetics is amazing. Stop throwing it out there as the "best" secondary Controller line for newer players that aren't accustomed to that.

    • Like 2
  13. This thread is silly.

     

    Knockback has practical use in terms of both displacement and an airborne stun-CC. There are plenty of Controllers and Dominators out there that are happy to drop Immobilize on a group that anchors the enemies to the ground and completely prevents displacement. Rarely have I encountered situations where Knockback did not work in a team's favor. If you want content where monsters are conveniently grouped together and don't roam I suggest sticking to AE in the bumper lane.

  14. 31 minutes ago, GM Sijin said:

    I'm not against improving poison if it's under performing, but I'd just like to call out a few things:

     

    With resist to slow (often useful), cold and toxic (more situational) in place of CM's +perception (fairly situational outside of PvP).

     

     

    Alkaloid has the second fastest cast time of any non-personal heal in the game AFAIK (transfusion being the faster one), it just has travel time unlike other single target heals. It's heal amount is somewhat reduced from other single target heals because it also provides toxic resistance.

    Ah yes, a slow projectile tool with laughable values to counter slows and damage is very efficient in the heat of a battle.  Better off resting after a fight than waiting on me to hurl 8 Alkaloids.

     

    I don't hate the line, in fact I really enjoy playing the poison line. The line could use some adjustments because as it stands, it just feels under performing.

     

    • Like 1
  15. After getting a Sonic/Poison Corrupter to 38, I imagined having a "splash" AoE on Alkaloid and Antidote would dramatically change this line to not feel so gimpy. The Debuff aspects are already "spit and splash" effects that wouldn't be too far off in alignment to the said proposal.

     

    Having to deal with Alkaloid's slow animation for a pathetic heal isn't very rewarding at all. At least extending the heal to be a small radius on the target would make it feel more worthwhile.

     

    I also somehow thought Antidote would work like "Injection" from the Medicine line where it would have a Negative or Positive effect depending on the target. Unfortunately, it's just a long animation Clear Mind.

    • Like 1
  16. On 8/12/2019 at 10:01 AM, Bopper said:

    Out of curiosity, has anyone built around using Power Boost (from epic) with Fade? I believe it's an 11% defense added, which could help focus on other IO set bonuses besides defense. I don't play controllers normally, but I'd love to try out a /dark

    Yes. I love that and them fat 800+ Twilight Grasp heals on each person near me.

  17. 11 hours ago, Coyote said:

     

    Huh? Okay, I understand the situation and the effects, but why bother doing this? Any mob that is hit by a decoy is Taunted by that decoy, and for a few seconds it's "controlled" by being forced to attack a target that it can't affect. While it's cute to see multiple knockdowns, it doesn't seem to add any damage mitigation if, for a few seconds, a mob is busy getting up... rather than uselessly attacking the decoy. It's the Taunt effect that's the real damage mitigation, and that runs separately from any knockdowns. The only thing that you gain with a knockdown is that the mob can't hit the decoy with an AoE effect that may then hit you... but I don't think that happens enough times, to take up a valuable PA enhancing slot. I'd rather put in Soulbound's Build-Up, or go over the ED cap on Recharge.

    If you engage before other players then that is the case. If there is already an engagement then there is the option of extra CC damage diffusement from the knockdowns. Phantom Army is immune to damage and buffs effects. Do they even receive their own Procs like Soulbound?

  18. Illusion/Dark Controller - Incredibly happy with this combination itself.

     

    I slotted Overwhelming Force (Chance for KnockDown) into Phantom Army and never looked back. Each pet runs their own Proc cycles, and I'm constantly seeing knockdowns. They're bullies now!

     

    Dark Servant is a pet bloated with Proc potential but I decided to throw on him "Touch of the Nictus" to get that extra edge of damage when the heals he occasionally throws out. I'm content with it.

     

    I placed Superior Will of the Controller on Spectral Terror to also add damage to a pet that seemed to lack in damage. It appears to proc upon being summoned/and/or casting. With the short cool-down of this pet I find myself constantly summoning it to help aid in damage. At one point I slotted the Fear disorient and some other damage proc. Ultimately I turned to slotted more Superior Will set for the bonuses because I wanted to get Phantom Army's recharge on point.

     

    For Incarnates I have both Cognitive and Diamagnetic Interface Procs. I couldn't really deduce how much chaos the confusion Procs were causing but I have seen them. I slotted the -Regen one later to see if I could solo any GM's. Turns out I can solo Lusca Tentacles and other small GM's but it's just not worth the time.

  19. I have found that Ice/Kinetic has the advantage of bypassing (more so ignoring) "AGGRO" and "Maximum Target" cap using rains. For instance, you could focus on the immediate crowd you're dealing with while additionally drop a Blizzard on a distant crowd.  I imagine for a Fire/Kinetic you need to place yourself inside each group and deal with them as you move along whereas I'm dropping 2 groups at a time.

     

    A cycle for me would consist of:

    Drop a Blizzard on distant concentration of enemies.

    Move toward a separate concentration. Drop Ice Storm, Kinetics, Ions, Soul Drain and Single-Target Damages.

    Once Blizzard recharges, drop it on another distant crowd.

    Rinse. Repeat.

     

    The greatest aspect of all is that having Two rains frees of time to perform other necessary actions instead of spamming Fire Ball.

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