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Meknomancer

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Everything posted by Meknomancer

  1. Just finished a Renault and got hit by something called Healing Wave. Healing Wave heals you with their Healing Wave for 11482.5 health points over time. Healing Wave hits you with their Healing Wave granting you 1346.88 points of endurance. What power is this and where does it come from?
  2. For me its just mids build posts, none of my posted builds are with powers picked in a specific order, when it comes time to respec i pick what i want for exempting down prioritising stuff like TJ and farsight on /time with travel/attacks before leadership , powers like distortion field tend to be late picks as is time crawl/time stop/temporal selection. It all depends on the player and if they are going to run incarnate only 50+ content, they maybe final builds after having run all the low lvl stuff.
  3. Once you jump in the mob and TJ hits you can basically add whatever - to hit it does to your defence so i wouldn't worry too much about def numbers. All of the above builds look good, if your set on taking flight stick to it and make it work. I run mine as an ice/time corr but there must have been a time i considered a fender version because i have one in mids but i went power over soul. Old build i never got round to making. Different take on it:
  4. With this combo i'd be aiming for perma overgrowth and fortify pack, drop all the slots from rebirth, you'll rarely need more than a single boosted rech io in that. Take the deci chance for build up out of call hawk and replace it with a force feedback +rech. 5 panacea in wild bastion/full set of preventetive in regrowth/4 dark watchers in spore cloud/more slots in fortify pack. You slotted the shield wall piece in cj but slotted 4 shield wall in weave, you may as well have tossed it in there too and got the damage bonus, but you'd be better off just putting the piece in there and removing the def/rech and using the slot elsewhere. Change the slotting in overgrowth to max recharge- you skipped the adjusted recharge piece- then boost them.
  5. There's loads of stuff on these forums about proc rates and how/where to put them but i don't do math or monitor the combat window in game to even notice. All i really know is they fire off more in long recharging powers that are slotted with minimal to no recharge in them, so slotting 2 in something like time stop which recharges quite fast and then slotting it with 4 basilisk pieces will massively reduce the chance of the firing off. I only mentioned Kb protection as /time is best played in melee but if your running hover then 4 points is more than enough. I see you have 11 points in the above build, you could drop a few-i'd only keep that many if i was running superspeed/cj as my travel powers. Most players will tell you that you can get away with 4 points for about 95% of content. Your right about power boosted farsight/clarion combo its awesome and makes you pretty much unkillable at incarnate levels, build looks good but so did your original build. Just go with whatever one you enjoy playing the most, if things don't go the way you want switch over with a quick respec.
  6. Looks good. Just a few minor points but nothing that will change the build. I usually slot slowed response with some acc and rech pieces of the shield breaker set (mostly for the bonuses) but your right in that its not necessary. Farsight gets a cyto and a membrane over 2 cytos but i take tactics, i can see why you'd want 2 cyto's instead. The flight pool/stealth pool- i can see you having some serious endurance issues, you have evasive and fly turned off. In mids. In game you will probably leave them on because a) your so slow without them its laughable and the team will leave you in the dust b) you will turn them on and forget to turn them off c) if evasive is off you'll find yourself getting hit by every web nade (or other immob) going and wonder why you are suddenly glued to the floor (just the luck of the game, you turn off your immob res and suddenly get hit by every immob the game can throw at you) So you end up leaving fly and evasive and stealth running and.........you have 0 endurance. Chrono shift won't help with your endurance for more than a few seconds. I'd swap the dmg/rech or dmg/range (probably the dmg/range) from ice storm for the proc. There was some chat recently that pseudopet powers are now an ok'ish place for damage procs. I only see 3 points kb protection, not an issue if your flying you just get backflipped, prepare to get backflipped a lot- you want to be in melee for TJ to hit max targets with its debuff so you'll be subject to a lot of the kb going. Minor points, you may not even notice in game if your running around teamed up a lot and there's a few buffers going and the occasional ageless tossed your way. Stuff like this only becomes obvious when your soloing a lot.
  7. No such thing as too much recharge. 5 winters bite = 5% e/ne defence, 6 thunderstrikes = 3.75% e/ne def. Its why i was curious about initial build slotting, the winters bite set puts you at 45% e/ne def and gets you an extra slot.
  8. Quick test, your absolutely correct, good to know. I'm still waiting on the t3 to arrive before using it, the other pets all melee so they're in range most of the time, the Lich is usually hanging back using ranged mez/attacks so i still use it as my point of reference before using soul extract, too many times hitting it when its not there and you only spawn a couple of spirits.
  9. Demons/time was my first mm on HC and my main on torch and its been few a lot of respecs, i ended up dumping mace and power boost in favour of soul as i play it like a melee toon, run ahead hop into the centre of the mob so TJ hits everything and wait on the pets to catch up. Defences aren't anywhere near yours it sits at about 32-35% to most stuff and the only time it runs into trouble is when i'm up against mobs like DA BP and their massive rain debuffs. I don't run flight either and i skipped lash in favour of DF and a fully slotted time stop. Haven't had any issues with pet deaths but i slotted them differently and the only advice i can give is to change the t2 slotting, i squeezed in a d-sync reconstitution and a hammi ribo. I know Temporal Mending is a great heal but sometimes its not enough when pets like to melee and get out of range and it never hurts to bump the res buffs handed out. And Chronoshift, i can't be the only one who hates seeing that doctored wound set 6 slotted but i get your after the rech bonus and its impressive seeing 50% ish toxic res but i get that too and i have 0 sets slotted for extra psi/toxic res bonuses. There's much better ways to slot that power than DW set. 5 panacea or 6 pre-emptive for a start. Not sure what the full set of thunderstrike is doing for you in corruption. Ranged defence or e/ne defence? If your chasing the latter 5 winters bite would take you over 45%. I see leadership skipped, thats the only other thing i can see that'd increase pet def with manouvres but if your spamming all those attacks and time crawl and time stop i can see huge endurance issues, there's no end red slotted in those and they are your best clickies vs gm's and av's along with slowed response, hitting all 3 of those must be taking wopping chunks off your blue bar. As with all builds its your playstyle that matters most. Slotted as it is i don't see you having any issues as demons never got any update last issue and i don't see them getting one in the upcoming issue either. With that much s/l def and res you shouldn't have any problems playing it as a tank/scrap/brute. Just take the alpha let TJ do the rest, maybe try to fit in DF which stacks slows with TJ. Possibly fit an ff+rech in crack whip. Give demon prince a slow proc or 2. The best form of survival is always dps and if your pets kill faster they won't die as often.
  10. Played this combo a lot but respecced it so many times i'm not sure what i run anymore (got 2 on different servers) My only aim was 45% ranged, dps isn't great but its very safe. Different builds/power picks depending on which epic i felt like playing with: Must have preferred mu, i really like powersink for those non incarnate levels but i still carry recovery serums
  11. Hero's hero arc gets you every AV except AM (and shrouded badge) , as long as you remember to hit Black Swan in the rescue prisoner mish (that completes if you free the hostage) and is miles easier than MJ arc once you run it a few times which i find often puts missions in random order and sticks av's in random locations in the shadow shard map. MJ arc i find i have to run through the entire thing and then have to phone back and chat to her again to keep going in order to get Siege/Nightstar's shrouded map which for some reason aren't always included in the initial story arc. I have Instant Army last mish saved on 2nd account for AM/hop on Keyes when its going.
  12. Meknomancer

    Fiery Melee?

    Its not that nobody's playing fire melee its just that: a) they either already have one with a build for it or more likely.... b) they had one and realised tank is superior to brute (especially with fire melee) due to the increased number of targets tank aoe's hit, tanks having a second aoe in combustion, better ATo sets, higher hp caps, better def/res....and then junked the brute and re-rolled it as a tank. And didn't notice any loss in dps. Totally unhelpful comments there my apologies, something to look at:
  13. There's a massive amount of in game stuff that does slows but for some reason i can only think of a few right now (cos its late) - tbf most teams run at speed on low rep so you barely notice them anyway but if you bump the rep a little.... Posi running lingering rad, especially noticeable if your his first target on Morti Kal in the last fight and suddenly find your entire tray basically blanked out after clicking your attacks Its Mantis this week, tsoo running kinetics siphon speed at lvl 20+ Hard Mode aeon (King Midas is a kin so more siphon speed) Princess Zoe: Absolute-Zero Cannon Ranged, Extreme DMG(Cold), Foe -Defense, -Speed, -RechargePrincess Zoe's backpack has a built in absolute-zero cannon which fires bolts of cold. AU-Rifter gains the following in Hard Mode Dr. Aeon Strike Force, Levels 50-54 Dimensional Distortion Autohit, PBAoE, Foe & Ally Attract, Foe Extreme DoT(Negative/Smash), -Damage, -Recharge, -Speed, Immobilize The AU-Rifters anchoring part of themselves inside a dimensional ripple causes space around them to distort, this distortion influences how effectively enemies can fight and draws them in slowly.
  14. Old stone/rad not much of a tank i just use it for messing about with, i don't like granite, graphically or the movement deficit, don't like rage crashes much either or ss in general, but i do love rad melee:
  15. Not much to see, numbers like that are only hit for a few seconds after clicking a t4 barrier.
  16. Its entirely possible your the first water/emp corr. Recharge numbers sound good, same as any fender ones i've seen. Have you considered bumping it a little by slotting an ff+rech in water burst and geyser?
  17. No raw data or number crunching. I'll just say corr over fender for 99% of combo's. It all comes down to how they feel to play and with a fender you feel slow and a little clunky, it seems to take forever to put stuff down. With corr the dps feels much more front loaded and then scourge kicks in and they melt things. There's a good reason the most played combo's are things like fire/kin, elec/kin, ice/cold, fire/cold, fire/dark, ice/dark and so on, they just feel a thousand times better to play as a corruptor and are good for everything up to and including hard mode content. The few fenders i see on * tf's tend to be bubblers or the old classics like rad/sonic or cold/sonic. Its rough going with a fender on fast moving team's with a toggle debuff set like rad/ or dark/ the primary becomes almost useless til you get to the av's while the corr is just putting out damage and then relying on debuffing/buffing. You'll see a lot of love for the fender, entire sg's dedicated to them and heavily procced out damage builds because fenders are easier to build decent def+res numbers into. For me i roll the fender and always without fail wish i'd made it as a corr but i'm still of the opinion that redside AT's are superior to blue ones except in a few rare cases or when obvious things like AT sets imbalance a specific AT in favour of another.
  18. Looks like you hit great resistance numbers. Some things stand out, slots in boxing- throw 2 of those in ground zero with oblits you get the same s/l res and have an extra slot to chuck in engulfing for same e/ne res. With no def your going to get hit constantly, the absorb will vanish instantly then your looking to click the heal which only has a heal/end in, you definitely want to find more slots for that. I usually build them for some melee def, roughly 35'ish and then proc it out and then aim for some resistance but if its working for you thats great.
  19. Looks good, perma dom, near perma hasten, 75% res to s/l and 45% ranged. Only thing i'd consider is more slots in CC with at least an ff+rech thrown in.
  20. With burnout as an option its hard to see what can be done with gang war after such a long time, how long would they have to change the recharge on it to 'nerf' it.....and how many would complain, or do they limit the number of the spawn. How much - res do demons do in comparison to something like a mercs/bubbles when you toss in the mm's personal attacks on top of the bubbles attacks that do - res?
  21. My list tends to be...mercs...mercs...mercs...necro....everything else but i have fun with all the pet sets i never played another game with anything like them. Hard to imagine demons and thugs getting nerfed, they are pretty good but surely the dev's would bump their upgrades to match the other sets which would only make them better, what do they then do to keep them in line with the other sets?
  22. I remember playing them the day they came out and i still see them the same way, 3 beast mm's on HC hasn't changed my opinion especially since the page 5 changes. I tried them with /nature first and they took 2-3 times as long as anything else to clear mobs so i went /kin next and they were still significantly slower than all the other pet sets. Even prior to page 5 i enjoyed mercs and ninjas over beasts. Its great having a set thats so different from the others, the problem is those differences are telling. They are fun and tanky with fortify pack they just take forever to take down mobs compared to every other set, i am curious as to how you'd rate the pet sets since page 5. If beasts aren't dead last what is?
  23. Soul extraction pops a bunch of spirits, pretty much doubling your pet numbers and dps....provided you click on the right pet and the others are close by. I usually save it for clicking on the Lich when all pets are in melee, i have accidentally clicked a t1/t2 a few times before the rest of the pets caught up and it only popped a couple of spirits which is a total waste. The personal attacks from the mm have a % to spawn a spectre which has a taunt aura. dps is almost non-existent but it will hold aggro for you. Taking personal attacks is totally up to you/depends on your playstyle/secondary/how many slots you have available/power picks left. With necro i always try to fit in at least 2. I use macro's to control the pets, i hear keybinds are far superior and infinitely more flexible but i just like having a button in the tray i can click to put the whole bunch of pets in specific areas to avoid mass aoe's or just to stay nearby for buffs.
  24. Rule no. 1 when teaming with a controller, never ever open up with your aoe immobilise. You pin everything down outside of melee range which seriously annoys tanks/scrappers and brutes who then have to run around using single target attacks on every enemy and will most likely lead them to just ignore the mob and run ahead to the next one leaving you to attempt to mop it up alone. And the blasters will (most likely) go with them as their aoe's become just as useless. Don't see a lot of builds posted for this combo, only decent one i found was @Coyote (just noticed it had barrier running and doesnt have crushing field so it may need some tinkering to suit your playstyle)
  25. Really late here so i'll just point you in the direction of the build's @FUBARczar posted here:
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