Meknomancer
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Everything posted by Meknomancer
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Talk to me Goose: Theory crafting Cold/Rad
Meknomancer replied to SeraphimKensai's topic in Defender
I do love looking over your builds but i totally disagree here with skipping hasten, you'll have end issues without perma heat loss, especially procced out like that. Without perma benumb av/gm's will take twice as long. And i like my sleet up every 15 seconds for stacking. I rarely come across a mob that lasts 27 seconds in a team they often don't last 8 seconds. Electron haze is a terrible power but if you skip hasten and take it you can at least use an ff+rech in it which may help. Level 53 d-sync provocations in benumb will knock a massive amount of time off its recharge. If your really short on slots toss a couple in heatloss. -
If you skip swap ammo on dual pistols you lose the option to turn off knockback in your attacks by toggling on an ammo type. I can see that not being much of a problem with bullet rain and the OF but if you start running st attack chain you'll be kb'ing stuff out of OG.
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- corruptor
- dual pistol
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Am i missing the kb protection? Temperature protection only gives 1 point. How do you stop yourself getting bounced like a ping pong ball?
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Good place for ATO proc in Spines/Ice build?
Meknomancer replied to ClawsandEffect's topic in Scrapper
I have no idea if its a good idea or not to toss it in the auras, i just thought it was an impressive looking build hitting that much recharge and decent def numbers. I don't number crunch i just figure if your in a mob then it'll fire off more often which is a good thing on spines/ice because the single target damage from the primary is pretty much as puny as it gets so you may as well go all in on an aoe beast and melt large numbers. But i totally get that you'd want more control over when it fires off when facing something like an av/gm. -
Good place for ATO proc in Spines/Ice build?
Meknomancer replied to ClawsandEffect's topic in Scrapper
I did find an old spines/ice saved in mids (terrible memory, i like to give credit where its due) but i forget who posted it that looks pretty impressive, looks like ATO sets went in damage toggles which i assume means they'll be firing off way more than any single target when your in mobs: -
Have to agree all the way, pretty much stopped playing my /dark /kin /elec in favour of the bubbler. Went a slightly different way buildwise, i started having endurance issues soloing the av's at the end of tf's as i spam the attacks constantly to pop the tanky spectres and have the t1 on auto and run sorcery (had a few issues with pets getting humped by mass aoe's or overwhelmed by mobs) , having spirit ward on a single t2 pet usually buys me enough time to resummon if things go bad. And i prefer the small amount of - res from repulsion bolt on av's over the force bomb application to mobs. It really is a fantastic combo since page 5 rework to necro and bubbles:
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Even with energy mastery you can still have end issues, i usually take ageless and carry recovery serums on top, its just one of those sets that eats the blue bar.
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Something to look at:
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Something to look at, only aim was 45% s/l defence so theres a lot of room for improvement:
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Tried it with necro/beasts/thugs/bots and my vote goes for bots. I just use a simple macro, move the bots into the mob and hop in and fulcrum them. Running repel keeps most stuff knocked down and although you'd think bots would splat the fastest being the flimsiest pets once the big guy drops the swarm missiles and patch the mobs too busy running in another direction to hit them, none of the other pet sets have this ability- they all get targeted regardless. All you need is a 1 click: /macro ATK "petcom_all aggressive$$petcom_all goto" fulcrum and transfusion. It does help if you also have an epic aoe immob and enough def+res so you can keep them in aggressive and not die when attacks get thrown your way.
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/macroimage "ShieldDefense_ShieldCharge" SC "powexec_location self Shield Charge" or a simpler /macro SC "powexec_location self Shield Charge"
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Issues with Side missions in Mayhem Missions?
Meknomancer replied to FeeFyeFoeFum's topic in General Discussion
I haven't noticed any issues with the mayhems, you have so much extra time if you pop a few cars and bus stops etc. and you know the bosses locations you can grab the key from them and head directly to the side mission (provided you also get the mob with the boss) . You will occasionally see them out of position/fighting PPD/LB spawns but if you have mids installed it'll show you their location even if they just moved around the corner. Grabbing the jail key and freeing the vill inside is one of the perks of mayhems over safeguards as they'll then follow you about smashing stuff for you and taking on mobs and assist inside the bank when you goto rob it. I also find it faster to hit the arson task prior to entering the bank just so i dont have to keep doubling back on myself. -
Slots/enhancements, set all relative levels to +5 levels and you'll see your s/l resist is 75+ % after you boost the enhances in dark embrace/tough or both (depending on if you want to attune the unbreakable set for exempting)
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Toss the shield wall into kinetic shield and replace the luck of the gambler pieces with equivalent def, def/end shield wall pieces. Teeny bit of extra hp but y'know mini/maxing 😛
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- energy melee
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Its a great build, you said it yourself, its a beast. Pretty hard to go wrong with bots/dark, was my no. 1 mm on torch and excel til page 5 upgrades. Is it perfect? Only you can answer that its your toon and your playing it but you sure hit all the numbers defensively/resists-wise and got perma hasten which is impressive. I dumped fighting for personal attacks, nothing wrong with stacking more - regen but i exempt a lot and threw in group fly so my numbers don't even compare but it still kicks ass despite not being anywhere near as tanky in mids as it was it still feels tough. And i like maintenance drone. Hard to criticise a build that works just fine. I may throw a single boosted recharge into tar patch that'd let you get it a few seconds shy of a triple stack but other than that its hard to pick anything out. Toss the steadfast into shadowfall, you won't lose any s/l res you will gain a couple % extra neg en res. I doubt its not that people don't care about bots/dark its a classic, it may just be that there's so many QoL changes since page 5 players are working their way through 500+ respecs and just haven't got round to their own yet 😛
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If you plan to solo gm's+av's turn on all your toggles, long fights are going to leave you winded. 1 slotted rad infection and enervating field with assault on top and you'll see that blue bar vanish in a few chain attacks. I see so many builds with only a single end red in enervating which is fine teaming when the av drops in 15 seconds but if your going to be hitting stuff for over 2 minutes i'd look at finding extra slots for your toggles. Even turning off CC only helps a little.
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I can't even remember how i slotted my wp scraps i don't think i played any in over 2 years and i lost all the builds. Pretty sure you want as much e/ne defence as you can get with softcapped s/l resists and some f/c def thrown in. Savage is fun but hemorrage is a power i always skip along with the teeny cone shred, so i end up running maiming slash on auto and just hitting savage strike+vicious slash in between to build up stacks. Shadow meld from soul tends to be my goto patron pick so possibly something like this:
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Are we likely to see taunt get fixed in the near future?
Meknomancer replied to Meknomancer's topic in General Discussion
So i'm standing next to the av, nothing else nearby to put me over aggro cap and i use pretty much the same chain on all tanks and only play tanks with damage auras now, taunt-build up- single target attackx3, repeat and the av spins round and pummels whoever i call that an issue that needs a fix. Best example of this is usually a gm like Adamastor which will simply spin round and pummel the lore pets. Which brings me back to my original point, is CoH taunt/threat now working in a similar manner to CO's in that you need to be building threat level through dps in which case the taunt power is broke. -
Looks like your going for a no defence all resists build but havent hit the numbers. In that case check this link, scroll all the way to the bottom and check @Hyperstrikebuild:
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Are we likely to see taunt get fixed in the near future?
Meknomancer replied to Meknomancer's topic in General Discussion
As i said in the 2nd post the only tank i have had 0 problems taunting with has been the bio/axe with a full set of mocking in taunt. Which was also my highest dps tank even before the changes to axe. I appreciate the replies and i know @Luminarahad posted about the power pool but playing the game it felt as if it was applying to taunt in the same way on any tanker i built with only a single slotted taunt, which was every other tank. I will have a look at putting more slots into taunt on those, although as far as i know taunt auto hits outside of pvp so accuracy was never a consideration, i always went for range and recharge and duration, usually the 3 or 4 piece from a set and just boosted it. -
Are we likely to see taunt get fixed in the near future?
Meknomancer replied to Meknomancer's topic in General Discussion
I'm saying its broke based on the last 3 years of play but your correct i don't have empirical evidence i can provide just the time spent on HC playing every day. Its not every single instance it just happened twice on the last 2 tf's when i happened to be running a tank and that was annoying enough, but for the first year playing i was running a lot of melee toons/toons that play in melee and any that put out significant dps (elec/kin corr, rad/sd scrap and a ton of others) would grab aggro off a lot of tanks in the teams i was in. Perhaps it is the critter ai and if they aren't within a specific distance of the taunter they simply aggro to whatevers next to it. Too much experience of tanking and watching scrappers pull av aggro when i'm standing next to them taunting regardless of the sets i run tells me something isn't working the way it is supposed to. -
Wormholing the mob onto yourself with choking cloud is surprisingly effective especially if you already debuffed the boss and use it as an anchor, mobs stunned and the varying mag effect of CC pretty much grabs all the minions and lieuts instantly. You can them immob everything in a very tight area surrounding your debuffs, its simply the fastest way to bunch multiple mobs if you also have fold space. This does work i agree, based on 2 things. 1: your the first person to the mob 2: The team mates behind you are willing to mop up and not speeding (i haven't seen this happen for a looooooooooooooong time)
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Anyone have good tank set up build for a Thugs/dark ?
Meknomancer replied to Vadmac's topic in Mastermind
Offtank? Will it work? Who knows. You could provoke for all your worth and be totally ignored. -
Thats the single reason i usually skip it, its a debuff you never want to see anyone using when teaming unless your taking out a gm/av and there's no mobs nearby. I tend to play mine in melee and use a macro to wormhole the mobs on top of me and the last thing i want is to see that mob splatter while the melee toons say 'f this' and run off to another mob. Players running hurricane on team annoy melee toons almost as much as controllers that open up with their aoe immob before the mob gets into melee range and pin everything down so toons have to run about and take out 1 enemy at a time.
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@Zergor, @Radeonkind of hard to know where to start. I see the posts been a few days with no replies, i'd expect @Zectto have popped on with a full page of why it needs a rework or @Nemuor @fUBARto have posted something. I see a blaster build with 6 pieces of sting of the manticore and aimed shot and fistful of arrows 1 slotted, 6 pieces of sciroccos dervish and 3 slotted hasten and i move on to another post usually. It would take me too long to go into it so i will just pop something on and hopefully it will get ripped up and replaced with something better. 40%'ish ranged and 40% s/l defence needs a t4 barrier at 50 but its not a combo i'm familiar with. Powers in no particular order: