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Meknomancer

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Everything posted by Meknomancer

  1. Nothing wrong with /rad i love the set. My point was you can't compare its dps to /storms. Unless you proc out choking cloud the secondary has no extra damage attacks in the way that /storm has with tornado and lightning storm. I wanted fold space as grav/rad has only crushing field in the primary as a source of aoe, if you wormhole 1 mob and fold space a second mob the debuffs will help you out big time in killing speed and you can take 3 mobs at once by stacking them on top of whatever mob you hit first. Comparing rad secondary to storm is like comparing a kin to an emp and saying its a better heal set because fulcrum lets you kill stuff faster therefore you don't need to use the heal. As to the single target attacks, they are the same regardless of the secondary. Grav is far and away the best single target attack set for controllers but its aoe is never going to compare to something like fire.
  2. I don't run it on my grav storm theres plenty of damage from /storm, the rad secondary provides 0 extra dps powers so having 2-3 mobs stacked up for the puny aoe and single target attacks speeds things up and choking cloud provides some extra control, you really can't compare /storm secondary to anything else its in a class of its own.
  3. Not sure sents had any changes when invul got updated but i haven't played any since then. 45% s/l/e/ne defence and 75% s/l resistance usually felt pretty unkillable. Damage doesn't look fantastic and i'm not sure about end usage, might need recovery serums while levelling and ageless destiny at 50 but i haven't played this combo. Lightning Field was just chucked in because there was a spare power pick and it might look good on a space marine themed toon. I'd probably swap it out for tactics with 3 adjusted targeting pieces. Basing it on my dark/invul it'd look something like this: Edited for the sword ignore the 2nd build and elec mastery:
  4. Old thread but i have been playing grav with /rad and /nature and struggling with both trying to fit in fold space to double port mobs. The /rad really struggles to survive where /nature breezes through. Build needs help:
  5. Thats from the first 7 pages, 1 of them was on this page, i could keep going and find another 20 builds but you get the picture.
  6. Not a huge fan of the combo after playing ill/dark and ill/cold for so long but i do love to see how you got everything perma without a ton of purple sets. And its always great to see one with TJ in, there's so many builds skipping it as it does seem counter to run it with invis but its just too good to be leaving out.
  7. I still run the build below and haven't found a good reason to change it other than dumping infrigidate for a travel power after page 5 and chucking some dsyncs in benumb. Havent found anything it cant solo at 50 but i dont find them good team toons, especially on fast running teams, much better off with a /cold corr. Phantasm is annoying to yourself as well as team mates so he's just a mule for rech+ranged defence set and doesnt get used. PA won't keep up with a team so unless your prepared to run ahead and hit every mob first your basically just a buffer every 4 min for shields/debuffer with sleet every 15 seconds/buff+debuffer with heatloss every 90 seconds til PA catches up and tags whatever sliver of hp is left on the last boss standing. With a corr your offense and defense/buffs+debuffs. On an ill troll your not, at least when teaming. Its still a top 5 combo in the game, capable of anything, don't let me dissuade you from the teaming aspect of it - every team wants /cold buffs+debuffs regardless of what else they do, you'll just find it one of those odd combos thats way more fun soloing (and when you stumble on gm's you've usually dropped them before you even have time to shout out on lfg and form a team) :
  8. You'll have serious end problems if you don't aim for perma drain psyche and that usually requires hasten in the build. I don't have one of these combos and i hate taking agility but its looking like the only way to get there. WoC makes for a good mule and slots nice sets but the radius is so tiny and the damage non-existent and i ran out of slots. Never played a /mental with scare so i have no idea if thats worth taking. Probably worth dropping assault for burnout. Possible build:
  9. Some out of date builds:
  10. How close to they need to be? , i know it says ranged and mm's get different sets to slot but mids doesn't show anything to indicate how close. been running traps mm's for as long as they've been out and i have 5 on HC but i never even looked at stuff like that, always just ran into the mobs centre, hit poison trap-acid mortar.
  11. Fair enough, just seemed odd leaving it out, its the first traps build i've ever seen that skipped it, i always considered PT and AM to be the top 2 picks in traps. But you have to melee for mortar don't you? If your in the mob, poison trap buys you the time to drop the mortars.
  12. @Lineamakes stuff for extreme hardmode content. Pretty sure there's an /nrg scrap in there. Good place to start:
  13. @StrikerFoxwhy did you skip the poison trap, its the main source of -regen for av/gm/pylon killing, i don't think there's anything else comes close to it in any other powerset and its great mob control?
  14. My old build, pre page 5 i think so it may not open:
  15. Stone got a big bump a couple issues back its awesome now and you can get away with non-granite builds and still be very tanky. Not sure how you'd be doing that and getting enough recharge for a good soul drain build, especially if you plan to run in granite, you could check out the build @Bopperposted for a stone/ice granite build to see the numbers and how to hit them, swap in dark melee and shuffle stuff til your happy. Its a starting point at least but if you want to exempt down you really want all the toggles now, most can be slotted in interesting ways:
  16. Relatively cheap ranged def builds take about 2 minutes to put in mids if you plan to just hover out of melee range and your sole aim is the 45%: or possibly something like this for melee'ing:
  17. When we got /sonic first toon i made with it was a rad blaster, posted the build somewhere back there if you can be bothered to trawl through the pages.
  18. Without know what travel/power pools/which attacks you like its just tossing in random stuff: Bog standard mace with 45% s/l/e def: A squishy fold spacing fun build: For when your sole goal is to keep your self alive (screw the team) , never want to go into melee (hail of bullets is just a mule, melee is scary) , don't care about buffing anyone but yourself, don't care about recharge cos you have enough ranged defence and s/l resists to survive, hover/fly out of range of everything so nothing can get close enough to punch you and don't really want to spend any inf on the toon. And probably won't run all your toggles as it drains the blue bar and you don't want to use recovery serums/blue insps or have to take an alpha to help out (already wishing you'd gone fender over corr):
  19. Made one pre-page 5 changes, didn't like it much so i never really went back and took a good look at the build to fix stuff. Got a bit bored of fire blast, i much prefer elec, sonic secondary isn't one of my favourites i always prefer the non-absorb recovery powers in the blaster secondaries. Make of it what you will:
  20. Freezing touch is your best st attack, frozen aura is your best aoe, both should be slotted for damage. If it were me i'd just go for 40'ish f/c/e/ne defence and as much s/l resists as i could and rely on a t4 barrier to make up the rest. For recharge, hasten and crosspunch slotted with an ff+rech. DNA Siphon to keep the blue bar topped up. Bio gives a huge amount of s/l res but everything else has to be built in (psi/toxic/f/c/e/ne resistance) and if you do that your sacrificing all your recharge and damage sets and won't even get close to having enough to make a difference.
  21. I never quite got mine to work, its an ancient thread but there's some good advice from other players:
  22. Due to the way the forums work its getting hard to find stuff by searching, so many good builds get pushed down to page 20+ as everyone logs on and asks for necro/x build etc. i end up copying builds and saving them in mids then forget who posted the so i can't give credit where its due (theres are not mine) Its possible it was @Arbegla and @Bionic_Flea, i do remember Flea posted one of the first i saw but that was probably over 3 years ago so it won't be updated for page 5 but either way they are both good starting points and have great def/resists
  23. Siphon Insight, Superior Entomb.
  24. Its not that your not supposed to bump s/l defence it just takes slots/set bonuses from other def/res that you benefit more from (at least for me)
  25. Are you set on psi epic? i saw you skipped dominate which is the main reason to take it. Do not take agility, you want musc for dmg+def debuff - works much better with beams attacks and sents lesser damage. Don't chase perma hasten, you can slot an ff+rech in single shot. Bio gets a massive amount of s/l resist so i wouldn't bother with chasing s/l/melee def, i tried this originally on bio toons - your better off with e/ne def and some f/c def. I don't bother with parasitic and i usually skip piercing due to its animation. So i took your build and swapped out psi for dark, same melee and pbaoe but you'll get some - to hit from them, if the plan is to go psi find a way to get dominate in and proc it out heavily, probably by dropping piercing beam. Anyway its a different route and something to look at:
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