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Meknomancer

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Everything posted by Meknomancer

  1. I don't know if this is a bug or intentional or just a 1 off. Morti Kal, the fight vs Montague/Mercedes/Exorcist. I was solo so i pulled the 3 of them back to a corner or so i thought so i could keep them tight when they stumble through their own stun. I faceplanted instantly and was a bit shocked as i was running a broot with decent hp and that had never happened before. Ever. On any rep or any content. I take a closer look.....and check the combat log. I had pulled 3 av's but it turns out Monty decided not to bother coming because Exorcist had duplicated himself and hit me with Midnight Grasp for over 2900 points while his twin just stood and laughed and Mercedes strolled back to Monty. I've run too many Morty Kal to count solo and at speed and i've never seen this duplication before. Was it a bug or does Exorcist have some ability that i didn't know about because in the last 753 runs i've just jumped into the centre of the mob and clicked buttons and never noticed in the chaos?
  2. Well ice/marine isn't awful it turns out but it is still rough going. Slotted for 10 points kb protection and it can't even make it through a moonfire without faceplanting at least once....due to knockbacks. Does fit a lot of procs in but if your planning to run a 0 defence build and rely on resists and absorbs all i can say is good luck. Non stop mez without sorcerys rune/a tray of break free's, a couple of wolves hurls and your kb'd, a few archons in a mob and your immob'd even with combat jump and slowed if you haven't slotted for slow resist. The council got a serious bump and no lowbie can fit all that in by the mid 20's. And if you slot for that by 50 you'll be sacrificing all your damage procs for set bonuses. Think i'll stick with the ice/kin.
  3. I took focused acc for the def debuff protection, i'm running 45% s/l, not sure its worth it on /marine with all its absorbs and i gave up a lot of procs to get there with a ton of recharge bonuses. And i'm still a couple seconds short on perma PA. I miss my corralax and water spout so it maybe getting an overhaul soon.
  4. I went for the spider on mine over the disruptor blast. I don't even like running mace but the single target takes so much of the good procs compared to the other epics and patrons i felt a bit stuck for choice. Original choice was levi for theme but i just wasn't getting anywhere near the recharge i wanted and stacked fear from spout and spectral isn't as good as it sounds (or looks in mids) for controlling mobs 😛
  5. I have fire/time and fire/dark, i may even have an ice/time. I've kind of lost track of the number of toons i rolled its probably over 6-700. I slot them get some incarnates and if they don't grab my attention right away they get shuffled into the pack or onto another server and i forget about them. The /time controller toons end up being so end heavy and i much prefer it on corrs and fenders and mm's. Ice/dark/ice and ice/storm/levi i do remember playing quite a lot, so slow to defeat mobs but steady and relatively unkillable. Maybe ice/marine....i haven't tried that yet.
  6. Yup i can only play it smack bang in the centre of the mob with venemous to do the heavy lifting. Getting into the centre of the mob without dying thats the easy part. Its staying there without dying thats hard.
  7. 3 builds or you respec for each tf? Pretty sure i saw one running flash, 1 running confuse that you posted, and this with tarantula.
  8. Whitecap does make a difference vs mobs although i'm finding it strange watching the damage fire off before the animation starts and never knowing if it'll hit 1 target or half the mob or nothing if the target dies as i click it. Watched the Renault vid. I forgot to check if its hitting the eye or if whitecap treats it like the itf computer and refuses. If so how are you getting PA up without it assuming you rely on the ff+rech. The only way i could get PA was to slot in ways i didn't find fun like a full armageddon set in whitecap/ full hold set in the st hold. Are you really running with such a huge downtime gap on it and covering the hole with force feedbacks?
  9. Have you attempted any gm's yet? I have 0 incarnates on mine and just tried scrapyard and his hp didn't budge. As much as ill/marine is more relaxing to play than the /cold and just dawdles through mobs without taking any significant damage i'm not sure i consider it more balanced, it feels like both are quite far apart, one in terms of the buffs it provides and the other in terms of debuffs. It's odd that my mm's running /marine stomp all over anything and everything so possibly its just the lack of incarnates, but even they feel slower dps'wise than the /cold mm's. If /marine had any sort of -regen in the set i'd 100% agree with you. Although i suspect that would make it the most op set in the game.
  10. Thats fascinating, i love to see other players builds and playstyles especially when they are counter to my own. The stop and check to see whats around the corner before deciding what tactics to use where i dont even look- just speed straight into the mob and then decide what i will do. While i love the build after putting it (roughly) into mids for the amount of procs @Dark Currentgets in and achieving some real damage out of this combo, theres just no way i could play it. No combat jump/no travel power/0 defence/almost 0 resistance/ 1 mistake and faceplant/1 team mate making a mistake and...faceplant. Different playstyles, different builds. I do a lot of speed running and harder content as well as solo tf's. You cannot keep up on a speed run let alone survive with no travel and no def/res as there's just too much inc damage from uncontrolled enemy mobs. Its tough to keep it fun and survivable and get enough damage to make it playable. I'm a luck insp from ranged softcap with 75% s/l with 50% slow res and sacrificed almost all my damage to get there. And i'm running intuition and ageless. I wonder if i could swap in vigor and barrier, drop sorcery for some extra st dps and rely on indom will for my mez protection but that brings the problem of low recharge into the build even if i could get the ff+rech in psi nado to fire off at will. Certainly gave me some ideas though, i will be going back into mids and having a look at what i can change (right after i decide if i like this ill/marine) as its a great concept and 2 fun powersets. Thanks for posting the vids. I rarely if ever watch people playing games, i'd much rather play myself, but these had my attention.
  11. Perma PA should be your first aim on any Ill troller, if you got that your already halfway there. I'd want musculature in and a high defence and resistance build for harder content. Your alpha will apply to your pets and cardiac does 0 for them. Problem with a stormy is your endurance which kind of forces you into ageless destiny which isn't wanted on hard content when everyone expects t4 barriers/rebirth, usually barriers. Kb isn't helpful when your trying to steam through stuff and team mates are fold spacing mobs, specifically looking at lightning storm and phanty- dump phanty for hardmode, he'll be dead 3 seconds after summoning and during those 3 seconds he'll splatter mobs all over annoying the team. If you plan at any time to hit gale swap the ff+rech out for a sudden acc kb/kd. I'd dump thundercap, mag 2 stun will be useless unless your keeping it to mule a 10% rech bonus. Spectral Terror will need more acc in it for the tough stuff and even after dropping freezing rain before popping it i'm not sure it'll be that helpful. Hurricane will annoy team full stop unless your out on the edges of mobs shoving them into team-if your out on the edge your not getting the team buffs and most likely the first player to die. Hug the team.
  12. It was mainly to max out the hp debuff but also to get that tiny heal bonus for soothing wave. Just wish i had the slots to do that on all mm's. I've noticed a lot of good slotting on other builds (wish i could remember everyones names for credit) - the new hammi pieces that give acc/heal/absorb. 2-3 of those bumped to 53.
  13. Lately i prefer ninjas. I just like the crits and they feel like they are taking stuff out much faster than thugs. I ran a few solo morti kal since they were the weekly and only the demons were faster than the ninjas, i think if i'd taken smoke flash they may have won. Demons really surprised me, 23 min 11 seconds they were way ahead of even the mercs and necro pets.
  14. Marine is made for mm's. Ninjas and Demons working out well so far after rolling mercs, necro, thugs and bots. Looks something like this, not sure skipping smoke flash was a good idea. Fold Space has been essential, the ninjas kb stuff and timing it so the mob is pulled back onto tide pool after the kb works really well. Like all melee pets they will die a ton on harder content. Still have to give mercs no. 1 spot with bots at no. 2. For hard content. Range wins. Melee pets have been getting hammered fast even buffed up on * content or solo tougher tf's like lrsf and the phalanx fight there just isn't time to resummon and buff before they die again. Demons slightly ahead of ninjas. Necro slightly ahead of demons. But not really noticeable on the majority of content. NINJAS MARINE - Mastermind (Ninjas - Marine Affinity).mbd
  15. Low level i'd be tossing in lots of end red with minimal acc/dmg. Hotfeet will pull a lot of aggro on you from anything not controlled. All my domi's have end issues til i get perma dom and i don't usually hit that til i can slot my purples and catalyse AT bits. You could try a couple end red pieces with a few chance for damage enhances, domi's don't need much acc slotted if any, not sure how well procs do in hotfeet but i run it with them anyway unless i need to throw in something like avalanche for some defence bonuses.
  16. I find it fun, i love ice control and fun is the only thing i really care about when playing. I've stopped trying to mini max def/res and just toss in anything now with minimal aim at survival.
  17. 100% agreed on the ill/traps, its far superior to my arse/trapper and the only things that come close are /traps mm's. I don't have a ton of traps toons especially with controllers, its never even crossed my mind to run with elec/ or dark/ , i can imagine an elec as i love to melee and have a ton of elec control toons, with dark i always feel like i have to take the aoe immob and its a cone so that puts me off, same reason i skipped cold snap on the ice/poison. It'll take 3 damage procs, 4 if you toss in the will of the controller but flash freeze has far greater proc options and requires zero co-ordination. I would of taken earth, seismic smash and fissure are fantastic but rock armour forces a hideous graphical effect destroying any costume you may have worked on. The day HC devs give us minimal fx for that i'll be respeccing it into a lot of toons.
  18. Agreed on the OF i think i just tossed it in out of habit. Current build has 3 pieces in for the damage bonus, which makes no difference whatsoever but i had 2 slots for slick. When the damage is this low i have no clue if slotting slick for any damage at all makes any difference. I haven't seen another and was surprised to see ice/traps sitting bottom. Now i know what my next toon will be. How bad can it be really.
  19. On that troller? 33% ranged def with 75% s/l resists. VG makes up the rest once it tags enemies. That or a luck insp. Which i always forget to use, i tend to carry alot of break free's. On the fenders and corrs i'll go much higher, 40% ranged or s/l defence minimum, usually scorp but i do like ice epic now it gets build up, with a t4 barrier to cover whats missing. Its a lot safer on a troller. Whatever primary you run the control will make you more survivable taking alphas. Even if that control is just arctic air. I run with fighting pool and have rune of protection as back up. Looks like this now i think ( i keep messing about in mids and writing over builds ) ICE POISO - Controller (Ice Control - Poison).mbd
  20. I love your def+res numbers. I hate that you took agility to get there. Pet damage looks extremely low. None are close to 100% and your t3 is sitting at 47% ? Was i reading that right? End usage is immense, taking ageless means no barrier so harder content those pets will pancake pretty quick. Slot stamina with an end mod and a performance shifter+end. That should get you more than 2 end mods. Or so i'm told. I just ran a hess, i got kb'd over and over, apparently grenade launcher now has a 10% chance and a 20% chance to stack up to 13 points kb. Whatever it is i kept getting kb'd with 11 points protection. As a flyer your only doing backflips when kb's so you don't need more than 4 points, not sure what 8 will do for you.
  21. I have a few poisons, trollers/fenders/corrs and i have to disagree with you on this, VG is for me the sole reason to roll as /poison along with its - regen debuff. I've run all the others through hard content and i just play them like everything else - as a scrapper, pretty much the same way i play this one. Just hop in the mob and they get their to hit and def debuffed, you do get hit but its pretty rare and never enough for you to faceplant instantly. Mez is always an issue, fenders and corrs i usually play with a lot of defence so they don't suffer as much. Not sure what you mean when you say taking VG means giving up to much else, ice/poison works quite well its basically made to hop directly into the centre of a mob and do nothing. You can just jump in and stand there and not have to click a button and mobs will still die. I ended up dropping flash freeze for stacked pbaoe holds if someone does toss something my way. And even if you do nothing your still helping the team, it really is the laziest toon i could come up with. But i'll never say ' You must take this or that power'. I've seen all sorts of stuff i would never consider, fire control toons with no hot feet, petless mm's, all power pool toons, brawl only toons, whatever someone comes up with and somehow makes it work for them. If you have your /poison working for you without VG then i say , great , everyone should be playing the game how they want and i love to see out of the box thinking and different builds when i team.
  22. Tried everything except dark, mind, symphony on kin. They are all fun. There's only 1 winner. Fire. Plant as runner up. Ice and Illusion for the most fun. Arsenal if your incredibly lazy. Which i am.
  23. I'm assuming its the buffs from tide pool as the reason you can't stack multiple ones from yourself. All the other patch type powers like sleet/freezing rain/tar patch are all debuffs. Tide pool is only patch power applying +dmg to the team. And it says special. Which it definitely is, there seems to be at least 4 different types of effects being applied to mobs. Maybe 5. But it does appear to stack with team mates. At least graphically.
  24. Looks good 5 seconds off perma hasten in build 1 and 3 seconds off in build 2 for only a 5% drop in slow res. I would skip the dmg proc in tide pool, more and more i find its better to be able to drop it without aggroing the mob and i'm trying it with a single slow/end from mistrals and a hammi slow/rech/end to see the difference. Everything is boosted, i'm running a t4 barrier with musc radial. The loss in damage from switching alphas would have to be made up by rearranging pet slotting. If the 2nd build could find a place for scorp sd i'd be sold, the slight loss of s/l resists for that defence would be a great trade off but i'm not giving up ss and the kb protection for it. Council mobs have gone from my fav steam roll/easy inf kills to my nemesis, even the lieutenants do enough kb now to keep you on your back if you drop below 10 points protection. Dropping brine would make a difference, right now it can solo gm's and av's with the stacked -res and -hp, i'm not sure how much of a difference it would make giving it up but i bet it would be noticeable. This is doubly true when running the labyrinth where you have multiple eb's/mob with massive amounts of hp. Whitecap. Right now it'll hit a mob and fire off multiple procs leaving minions with nothing but a sliver of hp. I'd have to think about the damage tradeoff for a 5% recharge bonus. If i had scorp sd i wouldn't hesitate i'd gain 12.5% recharge and be able to take the extra inc damage without worrying too much. Do the pets need the regen? That depends what you run. I did an aeon and it was enough to keep them upright in the fights against av's standing in the lava pits without me having to use soothing wave. I think it makes a big difference on harder content especially solo but probably not needed in teams so much. I took melee hybrid over support after running support on the mercs/marine and finding myself mid mob perma mezzed and the insp tray empty of break frees and the sheer willpower accolade on recharge, another player advised swapping it in and its been worth it so far, especially as necro spends all their time in melee and whitecap puts you there.
  25. New tk in mind is classed as a mag 4 immob apparently. I never noticed when i was testing it but it wasn't for long. It does take immob sets.
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