Meknomancer
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Hold the Mushrooms Please! /Nature sans spores?
Meknomancer replied to MeMawMan's topic in Controller
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. -
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.
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A work in progress, it needs help. Something to look at/a place to start:
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@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:
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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.
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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.
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I like that idea of proccing it out to see what happens i think i'll give it a go.
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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.
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Does anyone have a Spines/Fire build for general PVE content?
Meknomancer replied to Justice4Ever's topic in Brute
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 🙂 -
Does anyone have a Spines/Fire build for general PVE content?
Meknomancer replied to Justice4Ever's topic in Brute
Ancient thread but plenty more of these: -
Does anyone have a Spines/Fire build for general PVE content?
Meknomancer replied to Justice4Ever's topic in Brute
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. -
Most will say ss. I hate it so i'll say stone. Took a lot of mine from one of @Spaghetti Bettyolder builds:
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P2W recovery serum. Problem solved.
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The difference between To hit and Accuracy is best explained by anyone but me. This kind of simplifies things: Attack Mechanics - Unofficial Homecoming Wiki
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Fold space build. Will it work for 4* runs. Who knows.
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First sent i made was beam/bio. Bio benefits from massive amounts of recharge to get ablative/parasitic (this is a skippable power)/rebuild dna (also skippable if you have sufficient end/regen/def/res built in). Instant skip for me has always been athletic regulation, it does say it provides def debuff resistance but i always run in offensive mode so it becomes irrelevant. Beam suffers from a lack of aoe til disintegrate kicks in so playing the toon til you figure out that mechanic should be a priority and for that to work you need tightly bunched mobs which you can get 3 different ways. Fold space/hover above them til they gather under you/team with a herding tank. What you take from the primary is up to you all you really need is aim+overcharge+disintegrate+lancer shot. I think i respecced it since the last page but still couldnt find a way to fit in epics so it kind of took a back seat to /rad sents and the always unstoppable fire/bio:
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I have problems with stone melee-its one of my fav/most fun sets to play but it has a terrible single target chain unless you built in ridiculous amounts of recharge to get seismic smash into it. I find Fault the joint least accurate power in the game and the most useless aoe as i watch it fire off repeatedly and only hit whatever i target for damage while the stun component occasionally hits the mob. Panacea in geode only has a chance to fire off when you use that power. Unless your running a t4 barrier you want your s/l/e/ne defense over 45%, possibly your f/c too although thats less of an issue. You seem to be chasing toxic resist (i think) No other reason to be 6 slotting luck of the gambler/aegis/armageddon full sets. Ageless tends to be a force pick on /stonys they are just incredibly end heavy if you want to make them survivable. Don't know if this will help, just an alternative:
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Page 5 changes to bots mean kb is no longer an issue, i removed every sudden acc kb/kd from the build and dont notice. If i were to slot the overwhelming again i'd use it in the t1 pets for some extra damage and soft control. 3 pets 3 times the chance to proc. Page 5 does seem to have caused some end issues in prolonged fights if the secondary doesnt provide extra endurance. The extra dmg/end piece is often a soulbound boosted dmg/end, i carry unslotters and swap pieces around to see what works.
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Caltrops on nin stalkers is a must have pick for me, even if you don't need it to get aggro off you its just a source of amusement and slotted for slow it'll buy enough time for whatever i want to do without being worried any enemy will turn around and pummel me. Perfect levelling power. Good at 50/incarnate. If anything has to go its Blinding powder, a power used for nothing else but muling sets or a 1 slot wonder and skipped 90% of the time. Which will only cause arguments from those players that take it and toss it at the mob before opening up with attacks.
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Pretty simple on /time mm's. All the damage will come immediately after you apply slowed responses to a mob/ time crawl-slowed response-time stop to hard targets. Tap the single target with bots for a little extra on single target/photon nade on mobs. Spamming anything with 0 acc/end red and just procs will eat your blue bar in seconds assuming you hit, chrono shift provides next to 0 to help there even if you had it slotted with an end mod set so i'd be looking at that right away-your endurance. MM's are much heavier on the end now that more builds are running personal attacks. Example build, had to dump fighting to fit in mm attacks:
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Only a luck insp away from softcap range which is good but you have 3 powers requiring you to melee so i'm unsure how thats going to work out for you. Your a blaster so i'd slot for dps first, the pre-emptive set in SC feels like a waste of dps. If you removed that and threw in 3 eradication pieces and whatever you'd still be near the same ranged def. I don't see any kb protection. If you'd skipped combat jump i'd be dead set against infiltration as travel. As it is its well overslotted i dont think i've ever done more than a lotg+rech and a lotg +def and i only did that if i was desperately trying to hit the softcap, i find its much better used just as mule for a kismet+acc (you have no tactics so i'd want that in) and the defence uniques. I always take superspeed+cj/hover-fly-evasive but i'm a proper travel junky and stealth isn't a proper travel pool although i know plenty of players happy to just use infiltration/sprint/athletic run. Cj/hover+evasive for the immob protection, nothing worse than getting pinned down when your a squishy. You can very very easily hit 75% s/l resist +45% ranged def if thats what you want. Just give up all your recharge and damage procs. Once you boost the end red in beryl crystals i'd take the 2nd slot from there and use it elsewhere. You seem to have slotted your res toggles with the end/rech/res pieces instead of the end/res. There's other stuff but i just opened the build and started shuffling trying to keep your powers in place, i don't like slotting in mud bath i much prefer just slotting it for end red but with no leadership toggles you can probably get away with it. Still looks squishy to me but i see so many players running with 0 defence that i no longer feel confident saying 'don't do that - do this' And i'd want to find a way to put an extra chance for damage in ball lightning.
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Where do you put your Time (Manipulation)?
Meknomancer replied to InvaderStych's topic in Archetypes
That explains it. I did have the combat tab open and i was trying to work out what was going on with the numbers and totally forgot the 15 second power boost on defence toggles was vanishing. I must have been half asleep. Thanks to @Uunand @Zectfor the replies. -
Changes/Buffs for the other Mastermind Primaries
Meknomancer replied to Lancek's topic in Mastermind
entangling aura? its in there. I am curious why you put the glad unique in build and put it in wild growth. It gives you 3% defence. So does the steadfast but if that was in wild growth you'd have both the 3% def and the res buff for pets while the glad unique only affects you. Seems a bit strange if your not chasing any def.