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Meknomancer

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Everything posted by Meknomancer

  1. I don't have one and can't see myself playing one, symphony is all cone control and kin's are made for melee so you'd have to hop in the mob, hop out the mob, hop in and out in and out and so on. Having said that dark/kin corr is one of my favourites and thats how i play it. Symphony doesn't feel like a high damage set but kin may help there. Possibly. I always take agility on kins for the recharge/defence/end mod, that means damage procs don't fire off as often so i end up slotting them differently. If all you want is 75% s/l resist and 45% ranged thats easy. If you want damage you have to give up something. Defence or resistance or both. Here's an easy build. If you want more damage dump the crap sets of artillery for 5 posi's (skip the dmg/rech) and glimpse of the abyss proc in dreadful discord, throw 5 pieces of ragnarok (skip the knockdown) and a posi chance for damage in confounding chant. Should be just enough melee and aoe defence to get you into the mobs for fulcrum/transfer/transfusion when you need to, but you'll have to be fast:
  2. Symphonys fear gets a minor damage component with a large range but not very wide cone. Mind has a massive cone, shorter range, higher damage, while Dark gets a -to hit debuff. I know which one i'd rather have. I'll get my damage from other sources, - to hit is too good to leave out.
  3. Depends how you build it. Those debuffs will significantly increase your damage if you have attacks you can use such as fissure for your aoe and seismic smash for single targets. If you don't mind the ugly rock armour which you can't minimise. Slowed response+quicksand+earthquake will mean mobs have almost 0 defence or resistance. SR+Earthquake take procs. So does stone prison/stone cages/fissure/seismic smash. Problem with proccing them is you drop a lot of recharge and defence bonuses and while rock armour+farsight will give you a big bump there you leave yourself with very little resistance when you do take a hit. Slowed response is an underrated debuff. Achilles+LG+SB procs with some acc+rech thrown in and it'll do good damage on top of debuffing. Or you can just build for support, totally depends on how you want to slot it. Times Juncture does huge -to hit and lowers incoming damage and can take the dark watcher and pacing of the turtle proc effectively increasing your defence and lowering the number of attacks coming your way which means you can get away with not softcapping if you don't mind playing up close and personal, mob should be fully controlled anyway, earth is one of the best sets for this. Messing about in mids it looks GD awful but you never know til you try it out. Test server is there for a reason.
  4. You take the mm personal attacks to pop the new spectres which have a taunt aura and will tank for your pets. I'd take one of those over arcane bolt which is a power i think works best on controllers when their containment kicks in. Turns out most of the health uniques can be slotted in the pet upgrades i wouldn't bother on a /nature, your all heals and buffs, overgrowths increased damage and end discount means they are a little irrelevant and you would probably benefit more from them than the pets but if you do decide to toss them in, panacea/numi/miracle/regen tissue would work (i think) but not the preventetive. You get a ton of resists from wild growth so if you go mace you can use that or the t1 upgrade for res uniques and you'll end up with good def+good res. Soul extraction is a main source of dps, pop that on a pet and it usually doubles the numbers (not always- i noticed if you have pets out of range or use it on the tier 1/2 pets it doesnt always pop 6 extra spirit pets) so you want recharge in there now instead of using it as we all used to, to mule pet uniques. And possibly some procs like overwhelming. Everyone is slotting it differently. Pet slotting...i have tried so many different ways that now i just end up carrying a bunch of unslotters around with me and trying different stuff. You want acc/dmg mostly, the pet uniques, some dmg procs - especially in the t2, they do all your dps with soul extraction but slotting is so tight and you often end up skipping endurance or accuracy to fit it all in or giving up the recharge bonuses from mark of supremacy. Lich is basically a controller his damage isn't much, grave knights take care for that for you. Old Lich looks like this, 2 pieces of command of the mm with a cloud senses, sovereign right, peroxi and endo: Ignore the rest of the build its not respecced for page 5:
  5. Its a good looking build but it seems criminal to skip times juncture and underslot your best debuff slowed response like that. TJ lets you herd up mobs when fold space is down debuffs their -to hit and lowers the damage they do to you and the team which lets you get away with some silly slotting. Slowed Response, time crawl-time stop is your av/gm killer, not really an issue when your running beams - regen but i see you took time crawl anyway and slowed response with a couple procs in speeds up mobs kills massively. And it wants some acc+rech in for hard targets, if your throwing d-syncs at it why not 2 more in there. Put the shield wall proc in weave with 2 more of the same set, same regen bonus more hp.
  6. Turn off power build up, it only lasts 12.5 seconds then it won't recharge for another 60+ seconds. At that point your ranged defence is 47% with almost no melee/aoe defence. Traps with its FFG is one of the best for building towards 45% to all which is important if you plan to hop into mobs to plant the traps without getting squished-so you really want some melee defence and resists in the build. Turn off adrenal booster 60 seconds duration, 220+ seconds recharge. Turn off aim. 10 second duration, 35 second recharge. Now turn off hasten which has a 25 second downtime and you'll see the recharge on adrenal and aim go up even more. At this point you have 0 to hit. Theres very few accuracy bonuses in the build, i think i spotted only 3 which may cause problems. Find a way to get at least a kismet+acc in there somewhere if your not taking tactics. Acid mortar will drop enemy defense so almost everything will hit but there will be times when its not up or enemies are not in range of it. I havent played traps in a while but i didnt notice any updates in which case time bomb is still useless, trip mine is a much better option. Not taking fighting pool will seriously hurt as you won't hit defence numbers without it. Recharge isnt much of an issue if you toss a ff+rech into explosive arrow, fire that off into mobs and it should pop every time it can. Just using the powers you picked and shuffling sets you can get a little extra melee+aoe def and a teeny bit more res at the expense of some recharge and damage bonuses. I just noticed the toon name and realised i teamed with you on Indom for a posi 2 when your net went out. 6th slot in trip mine should be in stunning shot.
  7. Ever consider the pre-emptive sets in there for the bonuses.....? I know its a novel idea but hey, some of us like those. Best team buff in the set? Are you ignoring farsight? And who cares about the heal portion when you have a better heal at tier 1.....
  8. First, welcome back. Second.....there's too much stuff to try and point out and i'm half asleep. Hopefully someone more awake than me will log on and take a look, you need to have something to aim for when your building in mids, if you toss stuff in randomly and 6 slot sets you end up with no defence/no resistance/not much recharge/a bunch of toxic-psi res bonuses that dont help. There's a lot of powers in that build with 4-5-6 slots in that won't benefit you at all. I will toss on a very old build (not mine) that had 4 aims. 45% ranged defence, 75% smashing and lethal resistance for when you do occasionally have to melee, flight and enough recharge (or a way to bump the recharge via an ff+rech proc slotted in dragons tail+explosive arrow) to get the nuke up more often. Its got some junk/cheap sets in such as the artillery and executioners contract which i would never slot but i can see why because the bonuses they give get the def+res numbers where the player wanted them. When you go back into mids and select the powers you want aim for something, you'll end up with a much more balanced build. Look at the set bonuses, generally the 6th set bonus is junk (positron/doctored wounds/hecatomb/aegis set for example), often the 5th set bonus is junk. Look at the powers you selected. Click the totals box just below the powers you selected to see what sort of numbers your hitting. Use boosters. Click slots/enhancements. Set all relative levels to +5. Now look at hasten, each piece gives 53% which means the 3rd slot is wasted. Mess about with mids. Shuffle in sets. Shuffle slots. Make sure you have the powers you want in then check your totals. Then shuffle stuff some more. Eventually you'll get it to where you want. But only if you are aiming for something specific. And don't copy someone elses build. Its built for their playstyle and it probably won't suit you, much better to make your own, just have a look at this one for ideas and to see how the numbers were hit.
  9. The 'new' Praetorian maps. Open a door. Walk 2 feet. Open another door. Walk round a corner. Open another door. Repeat for 5 minutes til you encounter a mob. Then start over.
  10. Yup still got sorcery slotted so i will probably respec into this, just never happy with pets slotting when i have so little room for damage procs in them:
  11. I wasn't expecting MD to have much effect with them, i have 1 bots mm slotted with a full numi in it for the bonuses and the PB's will only get the benefit when/if they heal which they don't do nearly as often since bots got MD. Good news for necro mm's though. I still wonder if its worth it, with more and more mm's taking personal attacks they need the endurance more and there's a lot of secondaries giving endurance. Even mercs don't need that much slotted now you can get perma serum with hasten and m30 nade with an ff+rech slotted although i havent tried slotting that with any end mod bits yet and i wont be bothering, pretty sure they'll only apply to the mm when its clicked.
  12. @StrikerFoxhave you tested those health uniques in bots/necro yet? They both have the option of slotting them it would be interesting to see if zombies life drain pops them or if the protector bots are affected by them when healing. Pretty sure someone posted about slotting them in Dark Empowerment earlier on (might have been you) .
  13. You said its for soloing which means you can skip any powers you want and you wont have a problem. Symphony's great for controls, tons of cones you can just line up. Natures best buff is overgrowth, 2nd best is wild growth. With those 2 alone you have extra damage, endurance, resists, to hit and regen so you wont miss lifegiving spores unless you plan to take entangling aura which sucks the blue bar down and doesnt fit with symphonys cones. You wont miss spore cloud until your up against gm's/av's, its the sole source of -dmg and - regen in the set. If your just soloing i wouldnt expect any attempts to be made on enemies like those anyway especially not with this combo. Everything will depend on what rep you run/how hard the content is. If you bumped to +4/8 with av's you might start rethinking putting those powers in. If your running around solo at 0/1 with no bosses then its anything goes.
  14. You seem to have skipped both def uniques and knockback protection and an epic shield. 6% from tough towards def and 17%'ish res (if you turn it on-and it'll eat endurance) vs the 20+ def mace would give you. If your running times juncture (and you should be) and hopping into the centre of the mob to apply the -to hit and - dmg you want the extra resistance and you dont want to get kb'd out while the pets run out of supremacy to chase enemies. My thoughts...i run /time with everything except beasts and with the page 5 changes i find myself dumping mace and power boost for a res epic. I slot TJ with the dark watcher and turtle procs, hop into the centre of the mobs or right to the edge of them, hit slowed response and drop distortion field. Everything gets aimed at me instead of the pets and with a res epic i find survivability much higher and pets dont get humped so i'm not resummoning. You want acc+rech in slowed response its your best debuff and you want it up for everything. You dont need all 3 attacks and they dont need much slotting because damage is insignificant, your only using them to bump pet crits. Endurance is an issue on /time in long fights. Chono shift does 0 to help you there. Time stop is your main source of -regen and will help you wup av's+gm's if you get stuck soloing them. Time crawl-time stop will insta hold bosses. Time crawl-time stop is the best -regen you can get from this combo. Lost my build, or maybe i havent respecced it since page 5 and i still have sorcery in otherwise i'd post one. Check out some of the other /time builds for ideas and slotting theres tons on here or find @Auroxisold ninja/time post if you want all those attacks and no travel power its not too dissimilar iirc.
  15. A work in progress, it needs help. Something to look at/a place to start:
  16. @Sir Myshkin posted a very interesting procced out build but i can't find it. I tend to team a lot on all my toons but i've never had issues when i got stuck soloing av's/gm's/tf's. Since page 5 i'm finding those sets that got the bump can handle +4/8 quite easily with some exceptions like the DA mobs that hammer them with dot's and slows. Here's a pretty much standard 45% s/l build (i do love group fly on bots+mercs they really benefit from not having stuff be able to melee them) , if you have stupid amounts of inf throw 2 dsyncs provocation for the acc/rech in benumb and shuffle a slot. Still not sure mace is a good epic on mm's anymore i'm finding i have a lot better time of it with a res shield. As usual boost everything you can to +5, hit slots/enhances, set all relative levels to.... M30 nades ff+rech gets you perma hasten/benumb/heatloss:
  17. All out on recharge. I like it. You certainly hit your targets of perma hasten and PA. I prefer gleam with a damage set like posi slotted but i can see why 5 stupefy maybe a better option. Having that power up more often is always a good thing. If it were me i'd be looking to squeeze in the reactive and shield wall uniques and aiming for some better ranged defence but that always comes at the expense of recharge and power picks and you seem to have good round 20'ish def to all as it is. Hope someone else views it with more experienced eyes than mine as i'm just a part timer when it comes to playing domi's now.
  18. So i have a symph/savage i never play and dislike, a combo that just doesnt work well. I do expect from what other players have said that symphony works better on trollers but i prefer domi's simply because they feel like less work on fast running teams as they don't require any set up time on their secondary so i rolled a symph/dark. 6 slotted reverbant. Lockdown proc, Malaise, Ghost Widow, Crap of the Hunter, Glad Net and a Glimpse of the Abyss. As you can see mostly a chance for extra damage. Pet has 0 acc/dmg/end etc slotted. Reverberant: You Hold Practice Dummy with your Lockdown: Chance for +2 Mag Hold. Reverberant: You hit Conscript with your Glimpse of the Abyss: Chance for Psionic Damage for 172.19 points of Psionic damage. Reverberant: You hit Headman with your Gladiator's Net: Chance for Lethal Damage for 172.19 points of Lethal damage. Reverberant: You hit Headman with your Glimpse of the Abyss: Chance for Psionic Damage for 172.19 points of Psionic damage. Reverberant: You hit Headman with your Glimpse of the Abyss: Chance for Psionic Damage for 172.19 points of Psionic damage. It fired off again immediately on the same target. Reverberant: You hit Headman with your Gladiator's Net: Chance for Lethal Damage for 172.19 points of Lethal damage. Reverberant: You hit Guardian with your Trap of the Hunter: Chance for Lethal Damage for 172.19 points of Lethal damage. It goes on and on. Turns out this is the way to go, so big thanks to @Redletterfor the post. I may try the chance for extra controls in it but i am much happier watching the extra damage tics. Whats most confusing is when they fire off. I thought the pet was supposed to mimic attacks. I fire off a hold and the immob proc goes off in pet, i fire off the immob and the fear proc fires in pet, I fire off the fear and a hold proc fires off in the pet.
  19. I like that idea of proccing it out to see what happens i think i'll give it a go.
  20. Have to agree with everything @DocMidknightsaid. Pretty much said the same thing to a player this morning. Use the posted builds to give you ideas not to flat out copy it power pick for pick and the exact same enhances. Open mids, put in the powers you want/find fun, throw sets in, see what you end up with and then shuffle stuff til your happy. Fun isn't defined by mini/maxed builds. Just look at the trapdoor/pylon thread for those, awesome builds but would you really want to run through all the content in the game with them, how d'you think they would fare on a level 10 arc. If it works for you its irrelevant if it will work for someone else.
  21. You'll have to go deep into the old threads, the reason theres so many is players only look a couple pages in and then make a new post so half the threads in all the AT forums are requests for builds already out there, which of course simply pushes the ones they are looking for back even more 🙂
  22. Ancient thread but plenty more of these:
  23. Ok young farmer, leave page 1 and check out the other pages. I'd estimate at least 30-40% of the builds in brute section are /fire and a lot of them are spines toons that wanted to leave AE and see what the game has to offer (everything). Might take some reading but it'll be worthwhile theres lots of them posted out there.....somewhere.
  24. Read this by @Frosticus and play it aggressively. I played a corr version for a long time and its much better on a fender so long as you don't mind playing it in melee once you have VG:
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