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Wimbochismo

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Everything posted by Wimbochismo

  1. It's looking pretty good for what you intend it for! I forgot to mention, it sucks Gather Shadow's can't take the Gaussian proc. Not sure if it's worth it, but could move a slot from Gather to Soul Drain which takes it.
  2. I theorycrafted a Cthulhu Mind/Dark/Leviathan build a while back but the character never really took off. I know our build styles are very different but I can give advice on what the combo provides. For Mind/ : The main thing is adding recharge to Mass Confusion. The cooldown on it is a pain. Terrify is good soft cc, and you really don't get a ton of on-demand cc in Mind. It's one of the more proccable cones to boost aoe dmg. Wider arc than Night Fall. Sleeps are auto-hit and I've heard they de-toggle (or maybe now suppress) an AV's toggles. You're stuck picking 2/4 powers from the Tier 1 and 2 attacks, so 1 slotted Mesmerize might not be bad. Mass Hypnosis, Total Domination, Telekinesis, Levitate, Confuse could be useful but skippable. Can choose among them for set mules too. For /Dark : Has -tohit which helps if you go lower defense. Midnight Grasp I hear bad things about. Some other powers are comparable dmg or just animate faster. Night Fall and Engulfing Darkness can be procced for more aoe dmg. I have a preference for Engulfing, Night Fall has a tighter cone. Life Drain slotted for accuracy/healing and maybe procs if you want. I'll attach my Mind/Dark/Leviathan build. It's pretty much perma Dom. Ranged defense softcap. Low resists. The aoe dmg isn't great because the lack of procs. Haven't reached 50 on it so it isn't tested. But it should give you a visual of the kinds of powers to pick and directions you can take. Mindark Complete.mbd
  3. Something else I just thought of. I know you mentioned runners in the other post. Alternatives instead of Electrifying Fences - unless you need it for the aoe immob? You should be ok defensively to get into melee to land one of the Patron/Epic attacks. This also gives you a higher dpa attack over Charged Bolts to weave in for single target dmg spikes. I've seen people stack holds on AV's, I'm not sure what mag you need to achieve it. Since you have Tesla Cage procced, perhaps 5 slot Hecatomb Knockout Blow instead, with the 6th slot Lockdown chance for +2 mag hold? Another is Midnight Grasp for the single immob.
  4. I noticed your other thread on soloing ITF. I'm assuming that you're using this build or a similar one to do it? I don't have as much insight into soloing ITF, but there may be ways to squeeze more dmg out of the build. Since I don't know about what you absolutely need to pull this off, I'll just pose some questions/thoughts to see if we can't cut some fat out of the build. Is Unleash Potential doing much for you? SR is already very survivable. I think you may be using it as an "oh crap" defensive/regen boost, but have you felt like you really need it? It involves several power picks and you may be able to tighten things up. Going Leadership for instance. As another advocate for going Leadership/Tactic's, your accuracy against +4's is a little off. The biggest offender's are really Tesla Cage at 80% and Electrifying Fences at 85%. I think ITF mobs can buff defense? It may be worth it to overshoot accuracy. Resistances. SR's feature is that when you lose health your resistances shoot up. It's most definitely nice having an additional resistance buffer so you don't get 1 shot. Master Brawler is a huge absorb though which prevents this. How often are you getting chunked down and in danger on the ITF? If this doesn't happen often, we may be able to cut back some resist. I also find it hilarious on teams if my health ever goes to 40% it just completely stops going down. AoE clearance. Not sure how relevant this is. Targeted AoE's/PBAoE's on Sent's are 10 targets so are more desirable. Proccing Ball Lightning and potentially proccing Short Circuit along with maybe a full set in Thunderous Blast will be the best clearance/dmg. I'll post my Seismic/SR build for reference on how to tighten it up a bit. In my build I could get away with almost fully proccing 3 total powers. It's at more than perma Hasten, but it's also my lolwtf 5 sec recharge Meteor build (if you add Force Feedback procs). Not 100%, but these considerations may help when soloing ITF. Seisent best$$.mbd
  5. Hecatomb switch for Crushing Impact. Armageddon for Obliteration.
  6. There's really two (or more) different ways you can build a */Dark. In general you're going to be building high resistances, slow resistance, and Dark Regen uptime for heals. One is to leverage the last two cc toggles and run with a lower defense. You need to beef up endurance and be aware of how cc toggles interact with mobs and other powers. Snarky has several really good threads on this like the Dark/Dark further down. The other is to not use, or sparingly use the cc toggles and instead beef up melee defense. This has an advantage of hurting end less, and being more defensively well-rounded. You're still at risk of having no ddr. I admit it also guts some of the functionality of */Dark to pull it off. For Savage, general consensus is to not use Hemorrhage. You only want to use Blood Frenzy stacks on Rending Flurry to increase the radius and dmg. Otherwise you keep it built up to take advantage of the end and rech bonus. Using Blood Thirst during the lockout period after Rending still grants you full Blood Frenzy stacks. Adding recharge to it may be advantageous. You want Savage Leap procced out. I posted this build in another thread, but it's the melee defense version Sav/Dark. It's expensive but you can switch the purps for orange equivalents. No end problems and you can run every toggle np. Should give you idea's. Savdark$$.mbd
  7. Ideally I would want the toggle to do one or two things, but to do them well. I probably have a bias and am expecting a lot from WoC. If I leveraged that Hot Feet/Choking Cloud Controller I mentioned, I could even go with ranged defense Hover. Could bunch mobs that way. With being able to activate Hot Feet on the ground before flying, but mainly the larger radius's allow for it. I think that WoC is really a jack of all trades, master of none power. It has lots going for it, but it isn't so amazing at any of them that it stands out. Unless you leverage other powers or enhancements to get it there. It's more of a nice little addition to a build, not really a linchpin power. As you show us, it can definitely provide value, depending on your build and what your goals may be.
  8. Some of this has been mentioned, but let's break it all down to see what we get. It has the 0.163 end cost, not terrible - compared to say Hover at 0.2 and Weave at 0.33. Requires a to-hit check to land, so needs accuracy. An 8ft radius - melee range and attacks are 7ft so it's very tight and means you need to be in melee. A 100% chance for a 1.5 sec mag 2 confuse, 100% for a 1 sec mag 1 confuse, and 6.33 psi dmg. The activate period is 4 secs. If you want to use it for the confuse - to start out the duration doesn't equal the application chance. It needs hefty +confuse for it to be worth it. As a Dominator and from the video you posted, I believe Dominate extends duration but it still doesn't equal the application. If you want to use it for the dmg, as in slot it full dmg set. It's a nice little bonus that goes well with a melee defense build. All offensive toggles are normalized for procs to go off every 10 seconds. There's a formula for radius and proc chance, the tighter radius is more desirable for higher proc chances. My personal preference is to pick other powers for more on demand upfront damage. Instead of something more unpredictable. It also needs accuracy and maybe still some end red so 4-5 procs total. You can see some of this functionality in the video posted. As you run past mobs in the beginning, the power doesn't hit - even when you're right on top of them. This is due to slow application. Once they're bunched, you can see how tight the radius is because the mobs slightly further back aren't getting hit. Can't be 100%, but even when it's been applied, it still looks like they turn and hit you. It took half your hp to set up and still took steady dmg for the duration (even though it would be paired with other powers). Again, personal preference but I usually find it difficult to fit in a build with better choices. I'd rather pick up something like Fireball for more direct and proccable dmg for instance. If I paired it with anything, it would be most desirable on a Dominator for Dominate. Probably Fold Space to clump mobs. Great on Gravity for Wormhole to clump and provide additional survivability. Although I still kinda wanna try something like a Hot Feet, Choking Cloud, World of Confusion procced Controller to see what happens...
  9. No probs. The build is looking pretty dang good! You're more than fine coming in a little under 45 ranged def with all the -tohit etc. All procced out and good uptime on key abilities. The added slow resistance is great. I don't think accuracy will be an issue with your Tactic's slotting. Confounding is already a pain with lower base acc. At 94% against +4, it's pretty good. That's the lowest one. Should serve you well.
  10. Not sure if you realized, but you posted a Dark/Dark build. Since I looked at it anyway... For that one in particular, don't forget to +5 your recharges by pressing + on the numpad when selecting the IO. With that, you have ~4s off perma Hasten and 5s off perma SA. In fade, if you switch the Defense and Defense/End LotG's to Defense/Recharge, Defense/Endurance/Recharge (same with the resistance set). You'll lose 1% defense/resist but get perma Fade. I don't think Chords is needed in your build. It's typically used as an emergency safety net. You already have so many layered defenses with this combo it's ridiculous. Uptime of Fade and defenses, good resits, -tohit, Dark Servant -tohit cc and heals, Reverb cc, soft and hard controls, a heal. And really Howling Twilight replaces the usage of Chords. It can be viewed as an emergency mag 3 fear mag 2 stun. I agree with others that Symph's slotting can get really crazy. First I consider the secondary and what it provides, in this case /Dark with all the survivability and support. Then for Controller's I consider how much I need the controls for survivability. Hasten is almost a staple on Controller's with long cooldowns. After that it's emphasizing what I absolutely won't give up on and pushing dmg with sets and procs. Luckily what Symph gives is variety in slotting. Especially Symph/Dark has so many options for valuable oddball sets. Cloud Senses 4 slots is great for recharge, even better if you are range def and go 6 slots for 3.75 def. Many examples like that. It definitely makes the building mini game more fun.
  11. The build you have looks pretty good. Like you said, the biggest issue is Soul Absorption being 10s off perma and Fade being 16s off. Twilight Grasp could use some accuracy. Ideally I'd push for Hasten. I'm not sure how set you are on Soul Mastery, but if you drop Arcane Bolt for Hasten and take something like Fire Blast and Fire Shield or even Melodic Binding is decent dpa. Plenty of options outside of Arcane Bolt unless you really want it. I consider Symph as having a stronger aoe focus. Hasten will also give you faster Confounding and Discords. Reverb is a decent pet that layers control's. Usually I just set mule him then let him do his thing. It pairs nicely with Dark Servant. I'll attach a Symph/Dark build to show you some options you could take. It isn't optimized for what you want, but it has perma Hasten, SA, and Fade. Also 45 ranged def, but I had to sacrifice some procs/uniques to get there. Maybe drop Chords in the build for Teleport Target. Symphdark.mbd
  12. Just to be thorough on the stealth aura toggle threads around, I wanted to paste the info from the Issue 27 Page 5 stealth patch notes: Stealth Toggle Exclusivity Removal Player Stealth Toggles, with the exception of temporary powers, are no longer exclusive. Players can now use multiple stealth toggle powers at the same time, however the stealth radius, defense, and threat level of these powers will not stack. Instead, the strongest effect from these powers will be used (much like how travel power stacking currently works). The powers that fall within these stealth toggle rules are listed below. List of Stealth Toggles Arctic Fog Cloak of Darkness Cloaking Device Energy Cloak Field Operative Infiltration Mask Presence Shadow Fall Shinobi Shinobi-Iri Stealth Steamy Mist Super Speed Superior Invisibility If you take one of the stealth aura toggles, it will practically invalidate the use of Stealth. I typically dip into Concealment for the easy LotG's and for the Stealth defense toggle. When Stealth is suppressed in combat it provides the same defense as Hover/CJ at 2.13. Although Stealth has 55ft stealth, the aura's have 35.5ft. This defense/stealth will not stack, but luckily aura's provide more defense/res - as @Uun pointed out, 3.75 def and 15 res. The +stealth enhancement in sprint etc will still stack up the stealth. It's good to be aware of these interactions when discussing Stealth and stealth aura's.
  13. It's valuable because it provides an extra def/res toggle. Every little bit helps when aiming for a sofcapped defense or to boost resistances. I typically frankenslot it with some combo of LotG/res set/def set. On my Defender it's giving around 25 to resistances and 7.8 defense. The Stealth is kind of just a bonus.
  14. Not sure how to check if it's up to date. Best bet is to check in-game descriptions. CoD states that for Corruptor's SF, when an alternate ammunition type is selected, it will lower the recharge to 8 secs. For Blaster's and Sentinel's SF, it is also listed as reducing the recharge to 8 secs. Not sure why Defender's is the only one listed as 20 secs. Some weird inconsistencies.
  15. I was curious so I checked out City of Data. It seems the culprit is Suppressive Fire. For Defender's it is a 20 sec recharge, for Corruptor's it is 8 sec. The mids recharge's are wrong. Which is odd considering that your Defender has the smoother attack chain. The only other thing I can see is that Chrono is off perma by 16 seconds. When it's down it might be messing with your attack chain? Hasten might help.
  16. I agree that Electric's dmg and proc potential is low. And you pointed out you can fully proc out Tesla Cage for good single target dmg. Like @biostem pointed out, the immobilize isn't terrible. But Jolting Chain is surprisingly ok as a single target attack. It has an 8 sec recharge and can take 3 dmg procs. I usually 3 proc and 3 Thunderstrike (the 3 that don't boost rech). The procs will go off reliably on the first target. You get a single target attack that happens to chain knockdown.
  17. Instead of exporting the build, you should still be able to add it to your post as an attachment. From what I can see, there aren't any huge issues. Like you said, there's a lot of ranged defense sets so you should practically be a tank at ranged. Especially running two s/l res toggles and having Drain Psyche regen. Are you dipping into melee too much? Dreadful Wail has a big radius so you can stay at ranged Hovering when using it. It's a mag 3 stun so it should also be your go to for survivability when initiating group fights. Lots of cones and only thing to go into melee for is TK Thrust. I don't usually slot the whole Sudden Acceleration set, doesn't do much for dmg. You're low on recharge so maybe that's it? Your attacks aren't cycling very quickly. Although you have enough aoe variety to partially overcome that. How is your single target dmg feeling? Slotting more into Scream could make it work better. Don't know if Shout is comparable to procced Shocking Bolt. Potential for another full set if you use Shout. In general, Sonic trades some dmg for the -res effect. So long as you're using Build Ups for big aoe's to take out lots of mobs, and when burning single targets - it should still be bursty.
  18. I have a Fire/ Blaster, but not a /Fire. Slotting is on a case-by-case basis - mainly on what bonuses you're going after and what stats the power itself needs with slotting. For instance the Decimation set. You really only need the 5 slots because that's where the bonuses are, and the 6th slot proc barely ever goes off. The recharge it provides is 62% so it works well with a quick recharging power. However, I would not put it in an attack with a very long recharge, other sets provide more rech. If you can swing 5 slots for the bonuses you want though, it can save a slot. I rarely ever use the immobilize on Blasters. It's nice to have as a set mule and early power picks can constrain you to take it, but it's not necessary. My recent thoughts on Blasters are to go with ranged defense almost every time. There's usually only one or two powers from the secondary with a dpa worth going into melee for. In that case you can play ranged and then joust in to land a higher dpa melee attack. Highest dpa single target is Blazing Bolt > Blaze > Fire Sword > Fire Blast. You could probably switch the immob for Fire Sword. Now you can stay fully at ranged (Blazing, Blaze, Blast) and/or when the mob is on a tank or held etc the higher dpa rotation is (Blazing, Blaze, Sword). As you've noted, you already have a ton of strong aoe in Fire/. Inferno, Rain, and Ball are really great. You could pick up another aoe in /Fire, but it looks like some of the options are lower dpa. Since you're going Fly and potentially Hover, Hot Feet isn't really necessary. I'm not sure if you need to detoggle Hover or just fly next to the ground for Burn. It looks like some aoe's are quite proccable. Personal preference on how much aoe you want, nothing looks exceptional, though. Beware of some longer cast times. Cauterizing Aura is most of what you need for sustain. If you can't fix end issues with it, Consume could help. Can also proc it out as an attack. Most of the time I use Bonfire as a knockdown patch. I only 1 or 2 slot it with KB-KD and a FF +rech proc.
  19. Just wanted to mention - Venomous Gas is a 15ft radius. I've had good success with it on a ranged defense Hover build. It will hit a surprisingly large number of mobs at range, even if it works best when they're clumped. The only thing to land for is Poison Trap, but with my Beam/Poison build I have something like Overcharge mag 3 stun aoe for safety before landing.
  20. I really like builds that dump most defense and focus on other area's. Your slotting is very thoughtful and covers many contingencies. Recharge resists, decent recharge, perma WoP, Panacea in Soothing, good accuracy against +3 etc etc. The procs are great and well positioned. So long as you stay on top of your own heals you shouldn't have an issue. My only few changes are things like the bit of recharge in Hymn and Impassioned. I totally understand the reasoning, though. Also switch to some recharge from the Superior Frozen set in Confounding. The stun is strong survivability and you can have it up more often. The endurance is a little low outside of incarnates. At 1.72 net, it's borderline ok. The problem is all the procs and paying premium end on some powers. Maybe Muscle Radial? Dunno if you're going Barrier for more survivability. I'd argue against Share Pain. It looks nice on paper, but the shtick here is that you're taking constant lower levels of dmg with high res low def. It locks you out of any healing/regen for 15 seconds. Unless the mob is firmly on lockdown, it's very risky. If you're going hardmode, I'd propose an alternate build for different scenario's. Mainly for different Epic/Patron res armors. For ITF the neg armor, Aeon the energy armor. Haven't tried a heavy resist only build in hardmode so ymmv.
  21. I have an old Ice/Ice/Cold Blaster build I can dust off. It was something I worked on when I was just getting into building, so may not be totally optimized. I'd listen to Parabola's suggestions, they have very good advice. Blaster's are good to cut your teeth on for building because they're straight forward and benefit a lot from full sets. If you want to add procs somewhere, you're going to most likely take a hit to your global Defense and Recharge. Ice Storm is definitely worth going for as an aoe. It has the same cast time as Blizzard, and helps slow mobs. Enemies are prone to try and run out of Blizzard and Ice Storm. Dropping both at the same time will do hefty -speed and keep them around longer. Not many people like Frost Breath with the long animation time. You could probably pick up Frozen Time instead, but you'll have to dip into melee for it to hit. I kind of like a 1 slotted Ice Patch for the knockdown cc, I use it when I know lots of mobs are incoming and if I have time. I play this combo with Hover and ranged Defense. For ranged attack's, Bitter Ice Blast and Freeze Ray are your best dpa ranged attacks (and highest dpa attacks in general). I also took Ice Bolt to maintain a full ranged attack chain if needed. For melee attacks, your highest dpa option is Freezing Touch. Frozen Fists is almost the same dpa as Ice Bolt, and Ice Sword is slightly higher, but not worth going into melee for with higher dpa ranged attacks. With this, you can have your highest dpa chain be Bitter - Freeze Ray - Freezing Touch - Ice Bolt as filler. In order to use Freezing Touch you have to joust into melee briefly to hit it. I like this chain because Freeze Ray and Freezing Touch are mag 3 hold's. If you Freeze Ray before jousting in and Freezing Touch, this should be enough to briefly hold a boss and provide survivability while you're vulnerable. Like Parabola said, as your build stands you don't even need Tactic's. You can reduce slots in toggles and use them for set bonuses elsewhere or to beef up other powers. If I take the Gaussian set, it is best used in Build Up or Aim where the proc has a better chance of going off. In my build I took Chillblain because of a lack of options, it can root runners, and is a Thunderstrike set mule. IceIceCold.mxd
  22. Nice! Good job. This looks very solid. Almost the full 45 ranged def. Any team member running Maneuver's will softcap your ranged def. Resist's are good. Accuracy against +4 mobs is 100%. The end reduction in the team shields is probably unneeded. You should be able to hit the group with it, walking between mob spawns. They last 4 minutes so it shouldn't be a big end drain, although it might be worth it at lower levels. Put your 5th LotG +rech in Vengeance. General advice - if you have endurance issues, make sure you're turning off Sprint and Super Jump etc in combat. You can probably de-toggle Tough as well with no big losses. Ideally you want Heat Loss to be perma, or for the duration of the buff to equal its cooldown. You would need more global recharge to get there. But that's more for endgame final build tuning when you're more comfortable feeling out what other changes you can make. It's not terrible if it isn't perma, though. Running something like Incarnate Alpha - Agility Core Paragon will bump up your defense to softcap and bump up recharge. Then Heat Loss is like 10 secs off perma. Last tip for once you hit 50. You can use Enhancement Booster's to +5 your Invention IO's. Do this in mids by pressing the + key on your numpad when hovering over and selecting the enhancement. This will let you squeeze a bit more juice out of enhancements in powers. You can do the same to the sets that have set bonuses (not totally recommended) , but you would have to buy the non-attuned version. It just means the set won't scale up and down as well when exemplaring to lower levels.
  23. This is looking better. Don't forget to slot the Steadfast Protection res/def in Mind Over Body. Also slot Gladiator's Armor def all in Tough. This nets you an easy 6% def to all. They're also worth slotting while leveling for easy defense if you need it. For Arctic Fog, you'll probably get good mileage frankenslotting 2 partial Def and Resist sets. Maybe 3 Luck's, the Kismet, and 2 Reactive Armor res/end for the small s/l res bonus. Reduce slotting in Tidal Force's, at most it needs 2 slots. The Gaussian's build up proc and a rech. Can also reduce slots in Sleet by 1 or 2. Move the Miracle +rec out of Dehydrate and into Health. It works best in a toggle/always on power. The Annihilation set in Water Burst can be switched out for either a ranged def set or a recharge set. 2 slotting Blessing of the Zephyr in your travel power will give you 1.25 ranged def. One of the enhancements also gives knockback protection. If you want to, you can break the Vigilant Assault set into 2, slotting 3 of the enhancement's into two different attacks. This gives you the sets recharge bonus twice. Then you could 3 slot Thunderstrike for more ranged def. Altogether, none of these sets is super expensive. In general, the Defense and Resist sets tend to be the most expensive. PvP sets are very expensive. Everything else is do-able. The rest you can just kind of fill in as you level. Once you hit 50 the cash just flows in.
  24. A quick bit of general advice for a new player making money - it will vary if you decide to take the p2w xp booster. Slot the p2w enhancements for free proc dmg. Do DFB x 4 for the buffs, this will offset sub optimal slotting and set you up till the 20's. You can do the same up into the 30's if you run DIB. Run some TF's, probably starting with Posi. Convert the merits you get into enhancement converter's/booster's. Sell them on the AH and this should net you millions. By around lvl 27-30 you can afford all the lvl 30 IO's like in your build. As you level, shore up weaknesses you find like end issues. You can take performance shifter, panacea etc rather early and they help a ton. They're not too expensive, but if they cost too much, find other enhancements in the set that are cheaper and use those enhancement converters to in-set convert it to what you want. I've pulled off plenty of builds that only take the 2 ATO sets as purples. If you buy them as oranges they typically run around 8 million, with enhancement catalyst's around a million. That's probably the most expensive set you'll have to buy, if that puts things into perspective. A lot of the yellow/orange sets, especially the cheap ones might only cost around 1 million - 4 million per enhancement. Find the cheap sets in your build and it can be affordable. For the build, it's valuable to have something in place around 30-40 to start shooting for. You look like you already have a good idea of how to make builds and what you want. You're beefing up ranged defense and going after recharge with 5x lotg's etc. You can probably drop Steam Spray and pick up Water Jet to give yourself more single target dps. You already have Water Burst, Whirlpool, Geyser for aoe. I usually 3 slot Touch of Nictus accurate healing set with proc, and add more procs to Dehydrate. This makes it an ok heal and better dps. You may not even need Dark Consumption for end with Heat Loss covering end problems. If you want you can go with a different resist shield epic. I've posted a FF/Water build somewhat recently that you could probably partially port over to this combo with a few changes. ffwater def.mbd
  25. I've been wanting to do a deep dive into WoC to quantify why I dislike it. Let's start with what we get. It has a low end cost. Requires a to-hit check to land, so needs accuracy. An 8ft radius - melee range and attacks are 7ft so it's very tight and means you need to be in melee. A 100% chance for a 1.5 sec mag 2 confuse, 20% for a 1 sec mag 1 confuse, and 3.6 psi dmg. The activate period is 4 secs, I'm pretty sure that means all of this "ticks" every 4 secs - someone correct me if I'm off. Confuse does not set up Containment. If you want to use it for the confuse - to start out the duration doesn't equal the application chance. It needs hefty +confuse for it to be worth it. If you want to use it for the dmg, as in slot it full dmg set. It's a nice little bonus that pairs well with containment and a melee def build. I've seen people rave about proccing it. All offensive toggles are normalized for procs to go off every 10 seconds. There's a formula around for proc chance based off of the radius of the toggle. I'm not the best at the math for it, but I think with an 8ft radius it's around 50%? proc chance for a 3.5ppm proc. So you're really only getting a 50%? chance for each proc every 10 secs. It also needs accuracy and maybe still some end red so 4-5 procs total. Not that great. If you're a melee/s/l def build then it could be a nice little addition. Taking it precludes you from getting a s/l def shield, though. You'd need good survivability from your secondary to risk being in melee. If you're a ranged defense build, it's only worth it if you can cc and lock down the enemies first. You can't effectively strafe the mob and apply it, because of the 4 sec activate period. Going into melee puts you at risk. In a group mobs are best clumped by a tank. Solo/group it has a good showing on builds that also take Fold Space. Gravity would be the best pairing. Wormhole clumps the enemies tightly and applies a stun that sets up containment and keeps you safe. TLDR: With how tight builds can be and trying to free up slots for it, I rarely ever take it. It can be a nice little addition but I most definitely wouldn't design a build around it.
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