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Meknomancer

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Everything posted by Meknomancer

  1. Radiation does minus defence. Spines does slows. When your farming you don't want slows. There will be arguments about this as there has been since day 1, all i can say is after 5 years running both i dumped the spiny. The damage is noticeably faster with rad and i ended up with 6 or 7 of them scattered across all servers . Don't worry about the contaminated effect when farming. Build up - Irradiated ground/atom smasher is all you need and you'll see the effect firing off on mobs. For the farm build i took 1 single target attack as a mule for a full winters set and because you have to pick 1 (radioactive smash) and i never use it. Everything else is aoe attacks and damage auras slotted with mostly chance for damage pieces or sets giving recharge bonuses/fire resistance/fire defence/hp bonuses/regen. I still run mu mastery even after the last update to fire so electrifying fences and ball lightning but if you scroll down a bit or check the guides section you'll find all sorts of builds updated for the latest fire farms usually running energy mastery for afk farms which saves you running a patron arc to unlock powers redside.
  2. With the arsenal/psi fold space gets me a huge drain psyche and everythings in range of psi shockwave and inside the radius of all the patch control mezzes and in tri-cannons taunt range. And who doesn't love a tightly packed mob.
  3. What's the best domi? I've been playing them lots lately and its a pretty easy answer for me. Arsenal is no. 1 and its not even close. Stealth included allowing you to run into a mob with a huge patch of confusion and - to hit/sleep/knockdown and hold, with the only pet that comes with taunt included. I've been running it with arsenal/martial arts/psi after trying it on a bunch of controllers and finding it far superior on domi's. Arse/psi for me. With teleport pool i can drop my tri-cannon into a mob to take alphas and taunt and dump all the patches on it then fold space extra mobs. Psi fixes any endurance issues i may have running a load of toggles which lets me run sorcery's spirit ward on the pet making it relatively unkillable. Psy shockwave stacks the stun with flashbang and subdue provides an immob thats missing from the primary. I've yet to find anything it can't handle if i'm careful. But if your looking for punchy....i go elec/earth and ice/earth, elecs nice and safe thanks to the awesome sleep patch and end drain, ice can get a bit iffy if the mob isn't mezzed right away. I've been trying the new tk-levitate combo with mind and its been fun although lacks in damage it does pull the mob together nice and tight for the rest of your controls and damage but it doesn't recharge anywhere near fast enough to be properly useful. I run it with /fire /energy /dark. Been running ice with /martial /sonic /ice /earth, i like martial and earth for the extra knockdown mid mob. Have you considered illusion? Its great fun on domi's and works with all secondaries.
  4. Every bonus in transfusion could be done away with and you wouldn't notice. Same goes for ice blast. The 6th bonus in flash freeze+glacier. The 4th 5th 6th bonuses in frozen armour. Aoe bonuses in ice storm are nice but only if your stacking with other aoe def bonuses. Transference isn't giving you any really good bonuses and offers only a 5% recharge which is minimal. pre-emptive gives even less recharge but it does give some nice ranged defence on top. Kins love recharge bonuses- aim for perma hasten. 2 slot hasten with lvl 50 io's and boost them. You have a very expensive hammi in kick, you'll never use that power. And it does kb which is a no no especially on kins. Find somewhere to slot the reactive def scaling res+preventetive+absorb+glad armr+3%def. I agree with everything that @Uunsaid except the parts about flash freeze - on an ice/kin thats my opener and i'll hit it right as i combat jump into a mob and do a maxxed fulcrum, the mobs gets zzz'd and the confuse from arctic air kicks in and i'm damage capped for everything i click after that, cold snap doesn't give me that much control and its a cone on a toon i play in melee where aoe's are what i want. Since i don't run glacier i'm pretty much doing that for every mob, spamming heal if needed and popping ice slick and dropping enflame on the hardest target before i start with psi nado. Frostbite is only used when soloing or if an av is a runner, at that point it gets spammed til it hits and immobs. As i said above my build isn't for everyone and i wouldn't recommend playing it, i've tanked +4 content with it often. I've faceplanted as often. I don't mind dying and its very easy to play when theres a tank on team, its only difficult when your faster than the rest of the team and get to the mobs first and have to spam heals to survive. There's not much def/res to keep me up, as i said its purely built for fun.
  5. Well its a necro/dark mastermind and its really hard to go wrong. You can slot these pretty much any way you want and get away with it and they'll still murder everything in their path. If you have the powers you want i guess its just a matter of slotting and theres about 40 necro/dark builds on here you could take a look at and just take the slotting from different ones and toss it into your own build til your happy. I do agree that they are more fun with the personal attacks popping the little spirit ghost type taunters so i went pretty much the same way you did and took at least gloom and life drain, probably had to drop dark blast as i ended up with group fly on mine and power picks got tight. If its working for you as it is i'd leave it til you encounter something you have a problem with, respeccing just for the sake of it can often leave you with something worse than when you started or something you like playing less than before.
  6. One of my favourites lately is an ice/kin controller but i frequently faceplant on it because i play it like everything else i have (badly and aggressively) and i skipped a lot of stuff that would have made it tougher in favour of making it fun. So i'm not going into what you put together in detail other than to say - do not 6 slot sets randomly, check the 6th bonus they give and see if its beneficial to the overall build, does it stack with other bonuses? are you getting close to softcapped defences or resists? A quick look at what you have and i can see at least 6 powers 6 slotted with bonuses that dont provide you with any benefit. When you put together a build in mids have a goal. 45% ranged defence. 75% resistance. 45% ranged/smashing/lethal defence. 40% defence to whatever with the aim of having a t4 barrier cover the rest. Perma hasten. Something along those lines. Most obvious for me is skipping arctic air for stealth. Ice doesn't get great controls, arctic air makes up for a lot, its hugely endurance heavy but your a kin with transference so that become irrelevant. Flash Freeze is up the fastest but breaks the second you use an attack so its best use is right before hopping into a mob giving arctic air time to mez the mob. Glacier has a huuuuge recharge time like all controller aoe holds (which is why i usually skip them) so your only going to be able to use that once every 3-4 mobs on teams if your lucky. Ice slick got a bump not that long ago, its still fairly useless as a control power but slotted with some damage and it'll help out. And Ice control needs help there's less damage in the set than the other lowest dps sets like mind or elec. I'll toss my build on but i'm not sure it'll help its sole aim was to hit around 40% ranged defence with a t4 barrier and to take as many powers as i could to make it fun. I love it but its definitely not for everyone. (if your looking for mini/max advice i'm no help whatsoever) ICE KIN - Controller (Ice Control - Kinetics).mbd
  7. If your running a crab with both pet picks available and end up taking the epic pet then yes, slot all of the uniques, its not too hard to fit them all in if you 6 slot all the pets and you can still make them perma, survivability matters when they end up providing most of your damage.
  8. Interesting topic, not going into the how to make inf in coh as theres literally an infinite no. of ways to do that and everyone has their own personal preferences but fold space.....? Its awesome, the entire revamp of the tp pool has been fantastic. Teleport is now my favourite travel power, i use the recall friend/teleport target way more than i ever did (although to be fair that was never) mostly due to arsenal control, having the ability to drop your tri-cannon directly into a mob and have it taunt for you makes the entire set so much more fun. But i do a lot of speeding, can't seem to help it now it seems like every tf is a speed run even when its +4* content now and so i'm using teleport target to summon team mates who have assemble the team recharged. So teleport/teleport target are taken and used even though i've gone the tp pool for the sole reason of taking fold space. Aim/Bu/Insps hop between 2 mobs and click and nuke. Theres so many places it comes in handy and really speeds up the play and the other powers in the pool are great mule powers for blessings (4 points kb is not enough no matter how many players tell you it is) and the winters unique.
  9. @Sir Myshkin has posted the only 1 i've seen on the tanker forums with ways to maximise damage, i've only tried it on a scrapper with rad armr and didn't think much of it but tankers benefit from increased aoe radius so i'd go for that. Page 6 on this link, the one with with bio armr:
  10. Loads of time builds in this one starting with fire:
  11. If you head all the way to the back of the stalker forums you should be able to find a few, they were (and in my opinion still are) considered the no. 1 stalker combo. But they may need an update, thunderstrike got a bump recently and just makes elec melee even better. @DreadShinobiposted a lot of good ones if you can find them. The 2nd build maybe one of them but it probably needs updating. Just slot minimal defences and throw everything else into recharge bonuses. Energy gives you more free slots to play with than any other secondary so you can go all in on epics. ELEC NRG - Stalker (Electrical Melee - Energy Aura).mbd ELEC NRG DREADSHINOBI - Stalker (Electrical Melee - Energy Aura).mbd
  12. Can't help with balanced much, i'd go as many procs as possible with as close to 100% slow resistance as i can. I skip beheader+gash on all axe toons and often leave out cleave. I might go with something like this but i'd toss the gash set in chop (dropping gash), take evasive with a luck of the gambler 7.5% and change deflection slotting to a full red fortune and see how it played. AXE SD - Brute (Battle Axe - Shield Defense).mbd
  13. What @PyroNuggetsaid. One of my favourite ice melee toons.
  14. I have no idea what to do with StJ, I've only played it 2-3 times, once on live and twice on here about 4-5 years ago and i never could get into it so i have no clue how to slot the attacks or which ones are needed/best. So this is a really rough build. And you didn't specify anything about what you wanted travel or power pool wise. Something to look at: StJ Rad - Brute (Street Justice - Radiation Armor).mbd
  15. I can't remember the exact numbers, pseudo pets like sleet/freezing rain/rain of fire only have a chance to proc once/10 seconds or something like that. Most mobs don't last that long. That posted build was me spending almost no time in mids, if i was to run one now i'd probably skip the patron in it for mu mastery with powersink and energise because i hate being force picked into incarnates like cardiac/vigor/ageless. Not sure how your struggling to nuke stuff. Have you tired kiting? Hit aim with a gaussian proc hop into the mob and fire off the nuke as your hopping out so you land outside of melee as it goes off. If your running hover this isn't possible which is why i always take combat jump. If your set on staying with flight use a corner, tag an enemy with darkest night, move out of line of sight, drop the tar patch so the enemy mob hits the corner all bunched up and slowed down, throw fearsome stare/howling twilight on the mob and hover in to nuke. Having a slotted heal can really help you out if you take a hit.
  16. Little things. Twilight Grasp with a theft of essence proc. Howling Twilight is your av killer. Rain of Fire will rarely Proc anything. Tar Patch with a couple of end/rech/slow pieces. Spirit Drain needs accuracy. Oppressive Gloom doesn't need 5 slots, a single acc/mez hammi will do , very cheap to make a lvl 53. Not sure about 6 slotting tactics but i do hear its working better now on teams with the gaussian proc slotted. Still better to slot it in aim and control when it fires off. Numi piece will help a little in health, not much but with that many toggles it all counts. You can toss winter sets in if your concerned about defences, i wouldn't bother but a full winters bite+frozen blast and avalanche will get you where you want to be especially if you throw in agility. Recovery serums from P2W while levelling. You'll most likely need ageless at 50 unless you take vigor/cardiac. Can't find my original build its 5 years old now and i forgot where i put the toon, it needs a respec since darks soul drain got replaced with spirit drain, 30 seconds in mids i may go something like this (swap combat jump for hover and ss for fly) : FIRE DARK - Corruptor (Fire Blast - Dark Miasma).mbd
  17. My 2nd blaster on HC was my reroll of a dp/mental i played on live, dp can slot a lot of interesting pieces and its ability to take force feedback + rech bits mean getting perma drain psyche is very simple. On live i ran this and a fire/mental, before HC's update to blaster secondaries /mental was the goto no.1 for blasters that liked to take on hard targets solo thanks to the -regen component. You see very few of them now but its still a top secondary if you can get enough recharge in the build.
  18. I look at the sentinel epics and just think, why do they get all the best stuff? And how can i possibly fit any in. I get that some players are going to say why would i take melee attacks on a ranged toon but if you look at sentinels as scrappers with ranged attacks and play them as scrappers those melee powers make more sense. The only problem i see with them is that some are so far superior to others that i always take the same ones, dark/elec/psi. Its a strange feeling, red epics on any other AT are always my preference but the devs have gone out of their way to make the blue ones better on sentinels which i suppose saves you the need to unlock stuff. Having to run a patron arc to unlock powers was supposed to give me better powers to pick from otherwise why didn't they just unlock the same as the junk blueside ones? Last issue did try to smooth out the differences but you just have to compare chain fences from elec to electrifying fences from mu to see the inequalities.
  19. Teamed with you on a moonfire it looked great (some bad timing on my part nuking as you were stuck in GZ animations) I'm with you on the psi epic and started running it on a lot of my brutes/tanks, scraps its not the same that pet does epic kb and theres no psinado, although i've yet to give the new dark epic a runout i'm kind of curious to see how fast a tar patch can be made to recharge its hard to see it beating psi. Theres something about the ridiculous range on psinado i can't get enough of even when i'm running it on a melee. Dominate is just icing on the cake.
  20. The problem with it for me is the bump it got was supposed to help turn it into a minor aoe attack. A damage attack. It rarely if ever does that. And when it does it seems to be only hitting a single target. And i'm guessing from the original question they don't want to waste all those slots just to toss in a stun set if they plan to proc out 1 of the 2 for dps. Fault is nowhere near being classed as a dps attack. Although i can see the benefit of it for damage mitigation. If it hits. Stacking it with something like stone fist would be very useful.
  21. Turned off elude and its still showing 110% + ranged and melee with only 38% aoe. And only 50% slow resists. Pretty sure the old one i posted is at least softcapped to melee/range/aoe and about 75% slow resists.
  22. Tremor, Fault is a joint least accurate attack in the game, if your proccing chances are all you'll see from Fault is a never ending series of misses. Its so bad i've seen it knock stuff back with the kb component while doing 0 damage from the damage component and 0 Stun from the stun component. Its almost as if your rolling 3 times for 1 attack and with a miserable chance of it hitting with any of its effects and the damage was added last when stone melee got a bump. Fault was the bump and if anything its faulty. Anything with a base accuracy of 60% is going to need some serious accuracy to hit enemies and by the time your up against +4's/incarnates there's no slots left for anything useful.
  23. I haven't checked mine in a couple of years and lost my builds but maybe you'd be better off with something like this, with slow resistance and running a t4 barrier at later levels. Maybe. ELEC ELEC - Scrapper (Electrical Melee - Electric Armor).mbd
  24. Just shuffling a few bits and pieces will get you a little more recharge and ranged defence. I like to hit at least 40% that way a team mates manouvres will keep me around 45%. Miracle (Fire Therm).mbd
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