
Meknomancer
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Just based on your power picks i can see why you had problems right away. You skipped Rad Infection. And you don't have hasten. Or any immob protection. When your making builds do not just 6 slot sets for the sake of 6 slotting sets. Look at the bonuses the give. Never toss in hammi's for the sake of tossing in hammi's. Slotting them for end red or recharge makes sense. Slotting them for damage in powers that do no damage makes no sense (your enervating field) Also power boost. Slotting it for end mod doesn't help. Most obvious changes i can see are to drop assault for rad infection. Drop vengeance for combat jumping, you need some immob protection ( i bet those freakshow stunners were a problem) Without hasten or some force feedback+recharge slotted you aren't hitting perma AM. Easiest way is to stick hasten in, but M30 nade with one slotted will fire off pretty much every mob getting your recharge up. Rad can be rough going on an mm, getting rad infection+enervating on a mob takes time. Try hitting the mob with infection-lingering rad, this slows them down and they have their to hit debuffed, then apply enervating. It seems back to front, you'd usually want enervating and lingering rad on for slow and damage, followed by the -to hit - defence but you and your pets are squishy. If i were you i'd drop mace mastery for a resist shield. Either way your getting hit a lot but with scorp your just taking way more damage. Market Crash can be very painful now, a lot of the damage is fire typed from the skyraiders and your not dodging any of that. Power boost before applying the debuffs helps bump your defence so your avoiding a little but theres so much incoming damage so fast i don't see it helping a lot. Your debuffs are only useful when the mob is tightly packed and on that tf they never are. Your only mitigation is choking cloud which requires you melee, lingering rad which slows them down, rad infection to lower to hit, M30 nade as soft control to knock stuff down. Your M30 nade is scattering mobs because you have no kb/kd slotted- you need mobs as tight and close as possible for debuffs to be effective. Try and get some slow res in (easiest way is a winters gift io) On a positive note, rad debuffs are top notch when it comes to taking down single hard targets. So in order to fit in infection and combat jumping: Agent Storm - Mastermind (Mercenaries - Radiation Emission).mbd
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Been using this old build on 2 bio/spines for a few years, good for exempting, standing about not doing much while mobs evaporate, not great when you start to hit harder content unless you got some team mates helping out. BIO SPINES - Tanker (Bio Armor - Spines).mbd
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I meant one of those. Ageless it is. Your end drain just from running all those toggles is over 2/3 of your recovery.
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Put the miracle in health, put the preventetive in vengeance. Have to assume your going ageless/cardiac/vigor at 50 and running recovery serums to get you there. A single attack chain and your endurance is gone.
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Very old build. I'd drop fighting pool now for M3O Nade and Trip Mine and change the pet slotting. But this is a pretty safe to play build with roughly 45% to melee/ranged/aoe and 75% s/l resists and 50% slow res. MERCS TRAPS - Mastermind (Mercenaries - Traps).mbd
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Yup. Haven't tried it yet. More of a planned respec if i ever get round to it. Beasts and Thugs are my least favourite sets combined with /marine but its such a good secondary they still work really well with it. BEASTS MARINE - Mastermind (Beast Mastery - Marine Affinity).mbd
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Not a popular combo , so not surprised there's nothing posted. Have you tried: Pretty sure i saw a dark/elec sent in there somewhere.
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GRAPHICS GLITCH / MOST TEXTURES ARE COMPLETELY BLACK
Meknomancer replied to Dr Nemo's topic in Bug Reports
Gotta remember how old this game is. With newer comps you'll need to fiddle with graphics settings. Menu - Options - Graphics and Audio. You want to scale the Gamma til you get the light/dark ratio you want iirc. Its been a while but when i got a new comp i had issues with the game being so dark and that was the easiest fix. -
Of the options you listed at the top: Necro/Cold Mercs/Elec Ninjas/Time Played them all and they are all excellent combos. Ninjas are pretty squishy, they make up for it by killing everything so fast they usually don't have time to die. When some of the mm's got a bump a couple issues back ninjas were amongst them and they pop crits often enough to make /ninja blasters and stalkers jealous.
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Anyone have a strong, updated Fire/Dark build?
Meknomancer replied to Story Archer's topic in Controller
In the last 4-5 years i can only think of the minor change made to bonfire a few issues ago, not something even worth bothering about it makes almost 0 difference and i'm still running my 4 year old build. Dark hasn't had any changes on HC and fire control is still fire control. Any of the builds posted can be considered up to date relatively speaking. -
I'm not gonna go into detail a lot , there's too much. Drain Psyche needs to be perma- so you need hasten and it wants some heal in it, it'll heal you through damage taken You need a ton of recharge bonuses but have 4 slotted powers like manticore in snipe that would help you get there. Psy Shockwave is a heavy hitter. It wants 6 slots. M30 nade is superior to flamethrower in terms of what you can slot, when you get it, soft control. Skip repulsion bomb and repulsion field you won't have the slots. Juts take personal force field and throw in a luck of the gambler 7.5%. Good panic button. Without changing massive amounts of stuff (like swapping flamethrower for M30 nade) something a little closer to this. You have drain psyche so def/res/healing/endurance isn't an issue like it is on a lot of other secondaries so long as you can hit enough enemies with it. Its late so i probably missed obvious stuff but i'm falling asleep. Like your incarnates. I swapped a few of them. If i were to play one now i'd skip all def and res and rely on m30nade for drain psyche go for 50% slow res and as much kb protection as i could get. It would be very squishy. And the last one, old skool agility build, toss in winter sets til defence sticks. General Graham Juno - Blaster (Assault Rifle - Mental Manipulation).mbd AS MENTAL - Blaster (Assault Rifle - Mental Manipulation).mbd OLD SKOOL AGILITY - Blaster (Assault Rifle - Mental Manipulation).mbd
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Targeting the forts and tarantula mistress and queens with freezing touch right away and hoping it'll recharge fast enough for a 2nd application before they murder you. Or slotting energy absorption for end drain and getting it off twice sometimes can be enough to get them running away. Or...turn off icicles and frozen aura-sleep. But that rarely works on bosses. With tough/permafrost and icy bastion theres room for 3 imperviums and an aegis which could help but where would you pull the slots from? 6 slot ice sword with hecatomb. 6 slot frozen aura with armageddon. 6 slot frost with ragnarok/posi set. You can easily hit mid 50s on psi resist but i don't see the point its one of the rarer things to worry about unless your going +4/8 vs arach/carnies. I'd much prefer high recharge. With shadowmeld you'll be hitting 42'ish psi defence with a single luck of the gambler 7.5%. I took frozen spear because i wanted icex3 and hate moonbeam animation but i can see why you'd want it.
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It is a ton of fun. Its still an end hog and i wish i had more slots and recharge for energy absorption. I was originally running with frigid wind, straight swap out for cross punch. Ran out of slots i would like to have a fury of the glad/sandman heal in frozen aura. Levelling up ice patch is great when your solo and have time to herd stuff up with chilling embrace, in teams especially later on by the time you drop it someones nuked the mob. Frozen Spear hits like a truck but so do all the snipes procced out. Havent tried the - recharge proc in chilling i'm not sure how often it'd fire off and i do like stacked slows, its also an end heavy toggle. Pretty sure its gonna get yet another respec, i can't run all those toggles, leadership has to go. I couldn't keep them up on a Market Crash vs +4 Freak rezzers who were dropping drain patches and energy absorb wasn't recharging fast enough for me to fill up the blue bar.
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Haven't seen any of these being played but since its the holidays i decided to roll one. Icex3 tanker was my main on live and i loved it, but i wanted to try the new ice epics. After a couple days play i realised the pet is useless, ice bolt does 0 damage, shiver is useless and even procced out with its massive range frigid wind just doesn't recharge fast enough and its damage wasn't worth the wait and it was sucking slots from other powers. So as always with my ice melee toons i ended up dropping stuff to put cross punch back in. I've respecced once already but before i go again i was hoping someone who has played one would look over it and let me know if i missed anything useful. Ignore the titles (i was planning to run one with just cytos in the armour to free up slots), CYTOS is current build, NRG RES prospective build. ICEX3 CYTOS - Scrapper (Ice Melee - Ice Armor).mbd ICEX3 NRG RES - Scrapper (Ice Melee - Ice Armor).mbd
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I try to give myself another option when i can, one that will allow me to take something more useful. An epic aoe/enflame/wall of force. Any of those 3 will take a ton of procs, wall of force is good soft control and can take an ff+recharge and tends to be way more useful at keeping entire mobs on their backs over an aoe hold. More often than not i will 5 slot the will of the controller set and toss the chance for damage into the st hold or something that i'm firing off regularly. Solo damage isn't an issue but in teams i don't have time to wait for stuff to recharge and players are moving so fast you want to contribute as much as possible, especially when teams speed run and feel like they are carrying you just because your playing a troller.