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Without_Pause

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Everything posted by Without_Pause

  1. Toggles are pretty much the lowest end drain. Your attacks will be a bigger source of end drain. No real need to slot more than one end redux into toggles.
  2. One slotted it. I wasn't expected that much death. I think for Fallout it was baddies being near the body to where it would hit them was also a factor. Some people on the forums loved the power, so I don't think it is a absolute don't take type of power.
  3. Grassoline - Plant/fire dom. Technically saw it on another server back in the day and rolled one on my home server.
  4. Brutes and scrappers will solo best, but a controller will still be a beast in the end. It has enough controls and pets to succeed.
  5. Hopefully they run smoother. Atlas got super laggy over the holiday and hasn't gone back to normal.
  6. Screech isn't a minor damage power. It is a disorient. Using it on the annoying things, Tsoo Sorcerers, can be incredibly useful. I can see skipping on Shockwave, but as someone who has ODed on support, I take every sleep power I get. You can sleep a mob and vastly debuff in safety which means owning alpha strike. When additional mobs start coming in, you can sleep them and let your group take them on as they can. As a defender, your role for manging the situation is more than "I smash buttons, kill stuff, and taunt as needed." I seem to recall taking Mutation on my Rad/sonic back when. Pretty sure I skipped Fallout. Death happens. I shouldn't be looking forward to it.
  7. The med pool on a Kin. I just... Clearly your target build is different than what I would play, but I would at least move up the attack powers.
  8. I'm going Water/ice. Theme and I like the defensive nature of it.
  9. /rad has benefits, plays better up close which Kin likes and has quick animations, but -def isn't one of them. I think once level 25 IOs and beyond get involved, -def matters little. Stacking -res on a damage capped team is always welcomed though.
  10. Level 10 isn't a good time to judge any build. You don't have Eviscerate yet and that has a higher than normal chance to crit. Follow Up will also give a bigger bonus to damage. SOs/IOs will further differentiate the two builds as they get closer to their AT caps. You don't mind safe and slow so a tank might be the right thing for you, but I can't imagine making one for solo play when scrappers and brutes exist.
  11. Both will work. I have the most experience with Earth as I took it to 50 on a Earth/storm. I have done Plant a couple of times on Doms previously and now. Plant will be easier to solo or on smaller teams since it can generate more damage, but Earth/storm is such a beast in terms of control. I've had a team repeatedly go in three directions because it knew I had things under wraps.
  12. I had a Claws/regen scrapper previously and it was an instant reroll with the game being back. I went Claws/wp brute this time. I think it is one of the game's smoothest rides it offers. I even skipped Swipe as Claws's attacks recharge fast enough. Character name is my alias here. Downtime is for mortals.
  13. I played a hardcore blaster up to 41. That means once it died, the character was done. Understand what types of mitigation there are and how to use them. Yes, even knock back. My blaster was Eng/eng specifically for how much a bane it was to be on team. Hover works wonders in that regard. Using KB to knock mobs into a corner defaults to being super useful. I'm likely one of the fewer players who takes time to position themselves for attacks depending on what I want out of it versus merely hitting the most targets. There were times when near teams wipes happened when I decided to go off and helped preserve the team from further deaths. Understand aggro. A Fire blaster might sound awesome, but it will generate more heat than the blasts themselves. The downside to /devices is set up time. I have seen blasters make for easy fights using devices, but it took time. Soloing would be easier for it. Teams which are blowing through content won't wait, but they won't really be needing it either. Primaries I like. Dark and Ice are likely the most defensive. Ice being single target heavy means you won't draw that much attention to yourself. You get a hold. -speed and -recharge is nice. Dark has the -tohit and a heal. It also has KB. Dark is very DoT heavy, so you won't see huge numbers. Water is just a fun set which has some regen in an attack. Sonic can be good since it has -res in it, is single target focused, and has some controls. Don't underestimate using a sleep to help prevent a bad situation from getting worse, ie when a second mob gets aggroed. I used it on my Plant a bit on my last PUG. Who doesn't want an additional mob of Tsoo and their sorcerers coming into an already started fight? :) If not /devices, I would double down on /ice and /dark for something to help ease the experience for a first time blaster. I can't think of a must have for pool powers. Hover is nice. Hasten is nice. Med pool is nice, but honestly I would likely just jug greens. I just don't see them as being MUST HAVES.
  14. 3-slot end mod into Stamina and Quick Recovery. Anything more than that is facing diminishing returns. Tactics would be 1 end redux and 3 tohit buff on a generic level. Best to look into slotting level 25 IO enhancements as you level. Far cheaper in the long run.
  15. Slot one end redux in attacks and toggles and call it a day. You can get badges for crafting common IOs which will allow you to not need the recipes anymore and thus save you in terms of cost. https://paragonwiki.com/wiki/Invention_Badges
  16. Kin/shield scrapper. Scrappers benefit more from +dmg. /shield has a way to crank damage and adds another AoE.
  17. Even if a set is more geared towards AoE, you simply use a diff setting for bigger mobs versus higher level ones. Four ST damage attacks is more than enough for killing bosses.
  18. It is "better" because they can go from point A to B faster which is what matters when power leveling. /rad will be safer. /rad still remains one of the best powersets controllers get.
  19. Spines:
  20. Why wasn't Kin used?
  21. Got it up to 10, but I have 11 characters with one more to add, and while I like it, I am working on others more.
  22. If I ever reroll my Water/nin sentinel and I might, it will be Water/ice. It was the first pairing I thought of when thinking of a reroll.
  23. The problem being there is this forum and Discord already so I'm not sure how much traffic you are going to pull in.
  24. ED was a necessary evil with a poor PR handling.
  25. 1 SO for single target attacks. 2 for AoE. 3 damage. 1 end redux. 0-1 recharge.
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