Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Meknomancer

Members
  • Posts

    1412
  • Joined

  • Last visited

Everything posted by Meknomancer

  1. Gotta remember how old this game is. With newer comps you'll need to fiddle with graphics settings. Menu - Options - Graphics and Audio. You want to scale the Gamma til you get the light/dark ratio you want iirc. Its been a while but when i got a new comp i had issues with the game being so dark and that was the easiest fix.
  2. Of the options you listed at the top: Necro/Cold Mercs/Elec Ninjas/Time Played them all and they are all excellent combos. Ninjas are pretty squishy, they make up for it by killing everything so fast they usually don't have time to die. When some of the mm's got a bump a couple issues back ninjas were amongst them and they pop crits often enough to make /ninja blasters and stalkers jealous.
  3. In the last 4-5 years i can only think of the minor change made to bonfire a few issues ago, not something even worth bothering about it makes almost 0 difference and i'm still running my 4 year old build. Dark hasn't had any changes on HC and fire control is still fire control. Any of the builds posted can be considered up to date relatively speaking.
  4. I'm not gonna go into detail a lot , there's too much. Drain Psyche needs to be perma- so you need hasten and it wants some heal in it, it'll heal you through damage taken You need a ton of recharge bonuses but have 4 slotted powers like manticore in snipe that would help you get there. Psy Shockwave is a heavy hitter. It wants 6 slots. M30 nade is superior to flamethrower in terms of what you can slot, when you get it, soft control. Skip repulsion bomb and repulsion field you won't have the slots. Juts take personal force field and throw in a luck of the gambler 7.5%. Good panic button. Without changing massive amounts of stuff (like swapping flamethrower for M30 nade) something a little closer to this. You have drain psyche so def/res/healing/endurance isn't an issue like it is on a lot of other secondaries so long as you can hit enough enemies with it. Its late so i probably missed obvious stuff but i'm falling asleep. Like your incarnates. I swapped a few of them. If i were to play one now i'd skip all def and res and rely on m30nade for drain psyche go for 50% slow res and as much kb protection as i could get. It would be very squishy. And the last one, old skool agility build, toss in winter sets til defence sticks. General Graham Juno - Blaster (Assault Rifle - Mental Manipulation).mbd AS MENTAL - Blaster (Assault Rifle - Mental Manipulation).mbd OLD SKOOL AGILITY - Blaster (Assault Rifle - Mental Manipulation).mbd
  5. Meknomancer

    Icex3

    Targeting the forts and tarantula mistress and queens with freezing touch right away and hoping it'll recharge fast enough for a 2nd application before they murder you. Or slotting energy absorption for end drain and getting it off twice sometimes can be enough to get them running away. Or...turn off icicles and frozen aura-sleep. But that rarely works on bosses. With tough/permafrost and icy bastion theres room for 3 imperviums and an aegis which could help but where would you pull the slots from? 6 slot ice sword with hecatomb. 6 slot frozen aura with armageddon. 6 slot frost with ragnarok/posi set. You can easily hit mid 50s on psi resist but i don't see the point its one of the rarer things to worry about unless your going +4/8 vs arach/carnies. I'd much prefer high recharge. With shadowmeld you'll be hitting 42'ish psi defence with a single luck of the gambler 7.5%. I took frozen spear because i wanted icex3 and hate moonbeam animation but i can see why you'd want it.
  6. Meknomancer

    Icex3

    It is a ton of fun. Its still an end hog and i wish i had more slots and recharge for energy absorption. I was originally running with frigid wind, straight swap out for cross punch. Ran out of slots i would like to have a fury of the glad/sandman heal in frozen aura. Levelling up ice patch is great when your solo and have time to herd stuff up with chilling embrace, in teams especially later on by the time you drop it someones nuked the mob. Frozen Spear hits like a truck but so do all the snipes procced out. Havent tried the - recharge proc in chilling i'm not sure how often it'd fire off and i do like stacked slows, its also an end heavy toggle. Pretty sure its gonna get yet another respec, i can't run all those toggles, leadership has to go. I couldn't keep them up on a Market Crash vs +4 Freak rezzers who were dropping drain patches and energy absorb wasn't recharging fast enough for me to fill up the blue bar.
  7. Meknomancer

    Icex3

    Haven't seen any of these being played but since its the holidays i decided to roll one. Icex3 tanker was my main on live and i loved it, but i wanted to try the new ice epics. After a couple days play i realised the pet is useless, ice bolt does 0 damage, shiver is useless and even procced out with its massive range frigid wind just doesn't recharge fast enough and its damage wasn't worth the wait and it was sucking slots from other powers. So as always with my ice melee toons i ended up dropping stuff to put cross punch back in. I've respecced once already but before i go again i was hoping someone who has played one would look over it and let me know if i missed anything useful. Ignore the titles (i was planning to run one with just cytos in the armour to free up slots), CYTOS is current build, NRG RES prospective build. ICEX3 CYTOS - Scrapper (Ice Melee - Ice Armor).mbd ICEX3 NRG RES - Scrapper (Ice Melee - Ice Armor).mbd
  8. I try to give myself another option when i can, one that will allow me to take something more useful. An epic aoe/enflame/wall of force. Any of those 3 will take a ton of procs, wall of force is good soft control and can take an ff+recharge and tends to be way more useful at keeping entire mobs on their backs over an aoe hold. More often than not i will 5 slot the will of the controller set and toss the chance for damage into the st hold or something that i'm firing off regularly. Solo damage isn't an issue but in teams i don't have time to wait for stuff to recharge and players are moving so fast you want to contribute as much as possible, especially when teams speed run and feel like they are carrying you just because your playing a troller.
  9. Agreed. I only meant that its not worth the 6 slot investment. And i don't rely on it to keep the green bar full, if it gets to the point where you need a heal then its usually too late.
  10. Yup my bad there, i've been slotting with the overwhelming, ff+rech+some frozen blast pieces for the knockdown inside storm cell and i'm pretty sure i don't need the overwhelming its more for the damage.
  11. Your right about Reunion, yesterday was the first time i've tried getting some tf's going only to check online numbers and see indom with a higher population. And its the same today. Anyways....congratulations! You've officially gone for the primary with the longest set up time and the secondary......with the longest set up time. I rolled one of these a while back. If you like to solo this is perfect. If you like to team get used to soloing in the team as you'll need a good 10-15 seconds to get stuff going (it feels like a lot longer) picking out your target for shifting tides, dropping tide pool and storm cell before you can line up attacks and by the time you've done that the team/tanker has killed/dragged everything on the map and moved on to the next mission. This means running ahead of the team and setting up before anyone else arrives and messes up the mobs location. Some obvious stuff. Jet Stream repels. You fire that off and all that set up is going to waste, you'll throw the mob out of tide pool and storm cell. So some kb/kd slotting. Don't bother with overslotting Soothing Wave. Its not the heal it looks like. Its half a heal and half a debuff. Try and get some end mod in Toroidal if you can, especially if you plan to run a few toggles. Tide Pool doesn't need recharge. A slow piece will do or the Mistrals slow/end boosted. Shoal Rush is nice but with all that set up time its just another click and its not doing any damage. Shifting Tides is end heavy, like double a leadership toggle. In prolonged fights you'll want some end red in it. Pet Peeves. Thunderstrike and Artillery Sets. But thats just me. I'd rather give up all my defence and slot for recharge and damage than slot those sets. And i'd want some slow resistance. Like 50% at least. Barrier Reef doesn't fly with you. It'll hug the deck. So if you don't run group flight (and why would you on a corr) you'll want to be close to the ground for its benefits. But you don't have any immob protection (cj/weave/evasive) Consider dropping some attacks and making a smoother/easier attack chain for something like combat jumping. Just noticed the cheap part of the name of your build so i take back what i said about the thunderstrikes/artillery pieces.
  12. Ok i found the pic of the build i was suggesting you go off, 95% slow res. My advice wasn't that great, i think i said you could pretty much slot any way you wanted and get away with it. Which you can for about 95% of the content. BIO RAD SLOW RES - Tanker (Bio Armor - Radiation Melee).mbd
  13. My back up plan involves running away or dying and providing the team with veng bait. My primary control is to kill stuff before it kills me, doesn't always work but it is fun.
  14. The problem with the troller aoe holds is they take so long to recharge so i tend to skip them. But if you can get enough force feedbacks into the build...thats a different story. On the earth/dark volcanic is pretty much available every mob rather than every 3 mobs.
  15. I did make one of these, the only problem is i have an earth/dark and its a bit of a beast and fade let me skip the ugliest epic armr in the game (i went earth mastery on both) whereas with /marine i feel kind of forced to take and run it. I do like the look of @Maelwysbuild its a lot cleaner than mine, i'll throw it on and you'll be able to see where i was going. If it takes procs it got procs. I always proc out Volcanic , i didn't have slots for animate stone (or shifting tides/barrier reef) so they got minimal. EARTH MARINE - Controller (Earth Control - Marine Affinity).mbd
  16. Is that mine? I don't think i've 3 slotted hasten since live. I've been messing about with another, its not great but it gets by. For some reason the only time i prefer spines over rad melee is on a bio tank. I'll toss it on anyway. I play the spiny way more, i suspect its because it exempts so much better having a low lvl pbaoe in spine burst. Wrong build, edited to current. BIO RAD - Tanker (Bio Armor - Radiation Melee).mbd
  17. 1) I run with whitecap and M30nade, whitecap gets the fury of the glad proc, M3O gets the ff+rech. Yes i'd be dropping assault, i would try to fit in both. With whitecap you can just use it and hop/fly backwards out of range, on av's+gm's you'll notice the extra -res stacking up with brine. I never skip M30 nade, on mercs i want max rech for serum when low lvl/exempting and with /marine i want power of the depths perma. You can never have too much recharge. Its also nice soft control. But since its just the ITF you won't notice that so much with cims having so much resistance to kb/kd (i blame the engineers) but you will notice the ff+rech firing off consistently. AT 50 with a t4 barrier toroidal and power of the depths and barrier of the reef serum maybe superfluous but i prefer to have it regardless. Something you'd have to test by dropping it. 2) You'd pop the t2 first and use both upgrades then summon the t1+t3 and give them the 2nd upgrade, something to do with t3 firing off swarm missiles more often instead of just the laser and t1 doing less kb (or something) which i think you'd have to do every time you zoned so..... i rarely bothered. But i'm almost 100% certain you can forget all that since bots got the upgrade a few issues back. I actually preferred them when all the damage was loaded into the t3 but they are easier to level now than they were before with the damage spread out a bit more evenly. Not that that matters if you just PL it to 50. It does help if you like to exempt.
  18. I have none. I don't take a lot of notice or do numbers when it comes to av resistances to stuff like that. I do know Rommy is particularly susceptible to slows which cocoon does. But i only know this from years of playing kinetics and hitting him with siphon speed. I can only make assumptions. Web envelope recharging faster on the mercs allowing you to reapply it faster? Try slotting it with 5 grav anchor or something similar if you haven't, i just use it for slow res and some procs for damage vs mobs because i hate flyers, its not gonna make a lot of difference dps'wise vs a +4 av. My testing on the bots/marine was just messing about in general content and teams i haven't tried it solo vs anything except the seed of hammi and i couldn't get it below 70% before it popped all its buffs back up. I didn't see the point in trying it against standard gm's/av's that i know it will beat and its the winter event so i'm working thru about 600 toons on 4 servers. There's a lot more knowledgeable players about this stuff, hope 1 of them can help.
  19. Fun. The only thing that matters in any game.
  20. Well......it is the winter event right now, guess what the most common debuff is 😛
  21. Interesting thread, i didn't know placate got a bump. I'm looking at my (very very old) build and planning a respec. I was thinking of something like this with a t4 barrier. I'm not happy with only 50% slow res and 3 points kb protection its a work in progress. Stalker (Dark Melee - Dark Armor).mbd
  22. Not sure about some of your picks. Are you going ice epic for the extra build up or because you want the s/l defence? I've never used fallout or even taken it as a power pick but i think it needs accuracy. And a dead team mate. For dead team mates i'd be taking vengeance, much more useful, longer lasting and mobs don't generally last long enough for a dead team mate to be used as damage fodder. But that would mean dropping the rez too. I'd drop the rez. Lingering Rad is probably your best power in the secondary (at least top 3) You took it last and didn't slot it. It needs acc+recharge. You 6 slotted a bunch of stuff for bonuses i don't understand. Full winters bite, full dark watchers, full winters in choking, even the 5 pieces in tough of the pvp set. I don't get the voltaic slotting either. Artillery sets suck but i can see where your going aiming for the range softcap. You can get more hp bonuses and s/l by not throwing the uniques in combat jump. Instead add them to your def toggles and replace the luck of the gambler def+def/end pieces with equivalents from the other sets. So you could easily fix a lot of end issues just by swapping in mu and taking powersink. Instead of going for s/l def just go for ranged and have higher s/l resists. And don't run superspeed when fighting thats sucking end. Slotting end heavy toggles like enervating field with end red (i like 2 boosted end red in here but its a slot heavy build) Not sure what the hammi is doing in there, you can't enhance its -res. And replace the numi in health with the miracle. For example just swap epics and shuffle slots and sets. I changed whatever you had in zapp. It didn't look good. Consider giving up the artillery in ball lightning and running it with a couple frozen blast and a bunch of damage procs. You'll lose softcap but gain damage and once the debuffs are on you don't have to worry about stuff like getting hit so the softcap is less important. Its basically the build you posted with mu swapped in for ice. And just by messing about with original build (drop fallout+mutation+assault for man/tactics/veng) you get pretty close to 45% ranged+s/l but recharge looks a little off, maybe not noticeably, and end red still looks bad. I run a lot of mine similar to the first build with mu's powersink and energize. Resist epic over a defence epic as i use them for soloing a lot of av's and gm's, but i only run with about 32.5% ranged defence and a lot more proc damage. And no artillery sets. Corruptor (Electrical Blast - Radiation Emission).mbd Corruptor (Electrical Blast - Radiation Emission) (1).mbd
  23. So i'm not sure exactly where your going with this. Dark control gets heart of darkness at lvl 12 which gives you a mob stun similar to flashfire/stalagmites but requires you to hop into the centre of the mob. Shadow Field is the mob hold not disorient. I think your also ignoring the fact that your secondary is one of the top 3 controller options. Howling twilight is another mob stun available at lvl10. You have a self heal that doubles as a to hit and regen debuff. Tar Patch. Darkest Night. And you have all these by lvl 10. The problem is the cone living shadows. Its never going to hit the mob the way other controller immobs do in that it won't hit the entire mob unless some one has herded them up. That someone should be you. Use darkest night to pull the mob to a corner where you have placed a tar patch. This way they will be tightly packed and living shadows will immob them all. Jump in and use heart of darkness or stand at range and throw howling twilight. Hit them with fearsome stare from range (lvl 8 pick) Then you can take your time killing them. There's so much stacked -to hit debuffs in dark/dark chances are you won't get hit and if you do they are doing less damage due to darkest night and you can heal yourself with twilight grasp. Its the secondary doing most of the work to keep you alive which is what makes /dark so good. There's not many other secondaries that work this well at such a low lvl. The primary is a little irrelevant at this point in terms of your survivability vs +3 mobs. Its entirely down to your secondary.
  24. Testing posted build minus tactics running with envelope and cocoon and slotted for absorb and it seems fine.
×
×
  • Create New...