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honoroit

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Everything posted by honoroit

  1. sonic blast on defender has particularly strong (vs corruptor or blaster) -res debuffs. look at numbers here and youll see: https://cod.uberguy.net/html/powerset.html?pset=defender_ranged.sonic_attack&at=defender theres a pulldown on each ability which lets you select archetype to examine. because bigger debuff to damage resistance, monsters that are hit take more damage after you strike them for a period of time. this layers up on different powers cast. the result is a damage accellerant for your team's damage, resultant of you shouting at things. best? depends on your goals, and the needs of your primary. you need to devote significant action time towards layering -res debuffs for it to be greatly impactful - the calculus of that against a rain of fire / blizzard / or other else is part of your approach as defender.
  2. necro/kin - for if you like pets that hit very hard and ghostly host that do the same in fancy, id like to try a demons dark. seems like itd be fun, themed, and effective.
  3. whatever happened on excelsior yesterday, remains quite uncommon. there are some persistent offenders, who're venomous about 'pandas', when theyre not even trying, or moreso in lacing venom into what they try to pass as innocuous. then theres spam posting hate about colors of skin, as we saw on blast in several chat channels yesterday. both are unwelcome, those that sew ruin longer term, and hang about, are worse, in my eye. basically, like terrorists. we'll hope the diligent gm and homecoming team dont have to deal with as much of this, and I'll hope google search spiders gobble up pattern and practice from what includes homecoming forums. the machine, theyll know us, soon enough. this isnt good for the wildly bigoted / racist actor.
  4. would recommend hasten, and early, in /kin. like level 4-6 early, by my preference. doing that lets you siphon power enough to overlap a few when exemplar'd down to low level tf ranges as example. think of it this way, 40% or so dmg to team is still more than an elec affinity can give with its damage chain buff, and about half natures t9 damage component... this from an early power. hasten tightens the cycle, you are always trying to run a dynamo, so to say.
  5. following up on end use. soul absorbtion is exceptional. in typical use, my (and allies within 20ft) end recovery goes to: over 8.something/second in a dense mob with 15 hits, and 4.5 (at very low end, to 6.5) in lower. it lasts 45s. has a 160s base recharge, which with hasten and recharge from 6 slotting it with an end recovery set, means its available regularly. its noticible - people in teams near me (melee in particular) are pushed to cap of end, and this kind of removes the need to economize there. so something like group fly at 0.65/s, and a consume for me at about 1/s base (at most) isnt tipping balance to a point where worry needs to occur. focused accuracy is expensive, but again its cost becomes non issue, IF one can cycle soul absorb on a very reasonable pad. its not like not having the buff for half a minute (which would be odd if your fighting) is going to crash your end and cause allies to fall from the sky, kupo. soul absorb is that good. so if youre dark affinity, as with elec affinity (less you need target ally and charges and more consumed power activation time to deliver) or kin (big refill, overheal potential) to a similar degree.... soul absorb puts a long lasting recovery buff on you. this keeps filling you or the ally, who is free to run off for battles and further glories, along that duration. the practical effect is a party window with end bars that stay near cap. @Uun you may have insight i lack, but in several hours of assessment on this character, and much time on a dark dark controller prior - i do NOT need to optimize for end reduce on powers in this build at this time, for reasons described.
  6. i try, but the mods come by and wipe posts explaining fundamentalisms, why they harm, and how to spot them. it is a problem on excelsior, I don't know if its contained there. I hope so.
  7. Twilight Grasp requires accuracy. Slot an Accurate Healing set - i have sufficient accuracy from epic power pool focused accuracy in WORST of cases, and sufficient to-hit for the vast majority. Focused Accuracy requires end reduction. There's no way you'll be able to run it in combat without it - i find this to be untrue, the end consumption is not high on this char power cycle, and soul absorb puts much end recovery - its not a full time toggle, rather (oh see that chance to hit combat stat you monitor, its rather low right now) turn on kind of thing. i may well put end reduce in group fly. itd be fun to run it all the time. figure ill leave this as is, and see how we do. still have 15 or so levels to do, and probably tuning from there. to def numbers, ive found -tohit so effective on a dark/dark controller (which granted probably equates to more with spam of group immob etc.) that i functionally dont need to be at softcap, at all. as said, we'll see. ty for feedback!
  8. outstanding powers! illusion control - blind - blind is the only controller hold with a built in mini aoe sleep (mag 2). it is not uncommon to see one or two minions near the primary target affected by this. invisibilities - I normally take superior invisibility and skip group invis, but have done the reverse with gloxinia as its a boon for 'lets all run to clickwork king' (without risking death). group invisibility becomes a buff drop along with the others in cycle. if i swapped anything in the build, itd probably be this, but as of now like group invis. why not both? i need 5x lotg holders, no more. phantom army - it really is a strong control on controller vs dominator, as the phantoms taunt. use this to make an alpha harmless, and for its decent dps. all the time. spectral terror - slotting this for to-hit debuff starts making additive softening of inbound damage, the fear base duration is sufficient, as this pet keeps casting fear cones by itself throughout its duration. phantasm - i am actually slotting this guy with overwhelming force full set for its easy availability, and reasonable spread of set bonuses. hes not too bad with dark backing you (dies less), /bind q powexec_location me:10 phantasm is your friend for quick resummons. --- secondary - Dark Affinity - pretty much everything about dark affinity, a controller unique secondary support set, is awesome. the heal- strong, same strength as the /kin one. a bit slow to execute, but you get used to it. pbaoe around you, so... find injured, get to them, patch them up. 6 slotted with preventative medicine. tar patch - a couple of recharges or 2x those fancy monster enh that do slow/recharge... i bet these cost an ASTRONOMICAL amount tho... anyway, useful for its slow, and moreso a res debuff. enough recharge to use this near every spawn of significance. howling twilight - the most amaze rez there is. ise it offensively. shadowfall / fade - def, exotics res. get. soul absorbtion mana battery, health regen, to hit debuff on the affected. essential power. ive slotted it for end, as fun really stops if you go short in this department. black hole - yup, its not the gravity one thats a phase flip zone, its a regular mag 3 intangible for 30s. ~1.2s cast - it is actual control, and wildly superior to flash in illusion, which i skip. 2m base recharge, which is half that of flash. if you actually need damage to stop, this is a wonderful power, overlooked bc some people will immediately rage that 'i used my nuke on the half invisible mobs marked as intangible with clear animation, and i blame you!!!!' (these people tend to do that whenever given excuse, you just amaze your team with how the mystery adds became a non factor) dark servant - hes there to fling and layer to hit debuff, and for whatever cc and healing he achieves. - wish you didnt have to keep summoning him every 4m...but it is what it is. pools - evasive maneuvers in flight. this power is amazing. i wont even type why. group fly - because gloxinia is a fairy king scorpy-warp-mace disruptor blast and poison ray are procced up, and will contribute much to our generally lacking damage in this build. we take a kb to kd in disruptir blast, because were saving pissing people off with phase. and its slovenly to knock things about.
  9. - Gloxinia - First king of the Fairy King's Forest nearly perma pa (66s on 60), should be if i proc 1 or 2 disruptor rays. !group focused! !no kick! !no punch! !can make you fly! mids is being miserable crashing looking for a background image for the forum export thing... so attach gloxinia - Controller (Illusion Control - Darkness Affinity).mbd
  10. mins psi is decent...but...! mind/thorny assault is op (see my long winded tier-splain to find out why!) /earth assault good too, melee smash, as is energy and..... ...savage! dark is ok, but the above listed (and thorny) are the best(est) you have to promise to be very careful if you play mind dom. its very powerful, people will look at you and think youre cool! so, youve been warned. TLDR; thorns has a great mix of slot diversity. earth is smashy. savage is recharge and flashy.
  11. well, tidal power is the set gimmick. it builds naturally (and of course with tidal power), i havent even read to see how, but you get the circle highlights coming up when its there. it would be nice to have a snipe. ice doesnt have one, no one complains about ice. water jet is a super fast cast, and doubled up, is probably comperable to a quickcast snipe'ish?
  12. they normally run ~8M, the recipes 2-5M. not 20. likewise, ATO pieces spike up to 15M these days. its trivial to farm, not so to raise that without recources. so a striated playerbase results. probably easiest seed money is an overwhelming force from sbb. but the new player doesnt know that, do they?
  13. you can run out pretty fast, or I sure can, if every character you make NEEDS the legacy cot guide robes. 100 prisms. theyve been going up, ised to be ablut 4M each, now nearer 4.75M. i like to think ive contributed to the inflation! likewise, Panacea uniques at 20M over the weekend, which is silly. must be miserable for new players.
  14. ice has a good single target attack chain with a couple mag 3 holds in it. it also has 2x rains. no snipe. decent breath attack (same deal as fire ine explained below) fire has a snipe, a rain, a cone people skip but that hits HARD, and also is decent if you have global range + put artillery set in it. short cd, good coverage like that... fire breath clutch imo. you are close for fulcrum shift optimally. this lends well with either T9. pbaoe in fire, a wherever rain in ice. it is a force multiplier because you, as corruptor, are granting end (with transference), health (with transfusion), damage (with fulcrum shift and siphon power), and recharge (with siphon speed for you and speed boost for team) to your team. you can also grant status benefits and mild mitigation with inrease density, often overlooked. you will end up damage capped, like your teammates, and want to keep that going. so, doing damage - you typically want to do a lot. ideally quickly, because /kin is a very active secondary. you are casting a lot, and improving your recharge with siphon speed, to get in a cycle to be able to deliver damage cap with fulcrum shift. that on repeat and end recharge to keep repeating. fire is snappy, pew. dots that scourge (corruptor inherent chance for double damage) can go off on dot ticks. this affects fire and to lesser extent ice (and works great on rains)... fire will get you more mileage, but thats purely my opinion, kupo.
  15. not sure I'd agree. at snapshot: pure kin? fire/kin corruptor. or... -- grav / kin. some cc, an exclude, a mob tp, and space to devote the ~54% of uptime required to fully run /kin on cooldowns. -- necro / kin. a bit ludicrous - busy. be good at pet control. you want to blast? (always corruptor) -- fire - damage -- ice - if they'll stay put... but fire. slows... sure... -- elec - shock is nice. end drain is not very effective on AV, at all. -- psi - some recharge debuff. av gonna resist all that stuff.
  16. with regard to water jet i couldnt disagree more. its a double cast with tidal power thingy, and quick cast at that. when you look at water you think: ok good, 4 not 5 ST attacks. hmm.. nice cone base range, thats gonna be great with artillary... ohhhh, crumbs and cold porridge! --> theres no snipe. ok... whats this double striking one do 'wa-ter jet, it says'? if you git gud and dont miss (skill issue), which apparently consumes the charge without resetting the cd... or doesnt... i only know its awesome... then that sound wonderous! its good as adaptation for ST. in my opinion. water/ice is pretty great. 'Figs was frightened - an OC by honoroit, the famous, eats spooky donuts with no napkins, because he's tough. also pictured; popular marvel character NPC, thor, does blacksmithing upgrades for the players'
  17. scrappers seem underpowered, to me. id much rather take a stalker and get things like moonbeam out of stealth, without having to take ninjutsu/ea. tanks are fine. buff scrappers. brutes are THE farm solo active class, mostly. theyre fine. tho, a 'i run fast because im enraged' - among OPs original suggests - sounds fun! i always forget sentinels, because theyre not great. they pay very heavily for an armor secondary.
  18. eq2 enchanter gets clones. you can name them as your character, and they cast most of your spells. they look just like you. can save your life in pvp. sorta like pa, but decent in that you might well confuse them for the player. couple that with vanishes, insta stuns, confusions, dots... well, its the bestest of the classes imo.
  19. all change is or can be considered so, against a rule of an absolute static homeostatis in a given version, if everything that could adjust to compensate does not. its what gives a shifting meta, and keeps building fresh over time. but, to those concerned about balance, a change can appear as a growth of weeds. to be carefully monitored with keen eye. some other servers are just whatever-goes-f-it, and it does diminish play exp. step out for a moment. bloodborne. these days there are hacked 'false depth chalice dungeons' which are available in a search function like our most popular AE maps. inside, instead of a ludicrous challenge, with catastrophic debuffs, is instead a single corridor with a trapped defensless treasure beast which will always drop the equivalent of a 55 purple IO. that straight up ruins pvp, you either get these or you dont, because everyone has them - you know because you get hit 4x harder than you should. an extreme of how decay in a thing and lack of guard, can really shift about a meta. but, still, you shouldnt have to kick/punch to tough/weave 馃榾
  20. did it have 馃惢 bears? the lot that do this are crawlers. to the xenophobes, its a nice song: Now your mouth is foaming like a rabid dogAnd where the river flowed is now a clouded fogYour teeth are gnashing louder than your monologueAnd I just stood there bathed in the quiet ----- 诇诇讻转 讘诇讬 讚讬诪讜诐, 注讚 砖讛诐 转讜驻专讬诐 讗转 讛讘专讻讬讬诐 砖诇讱
  21. i think its always been this way. firey embrace is an odd one, and works best in double fire pairings. longer lasting dmg buff for fire (20s), and a smaller damage buff for all other types (10s). youre seeing dmg thatd include from that. shoukd it be hidden if player does not have firey embrace? you could make a strong arguement for yes. from: https://cod.uberguy.net/html/power.html?power=scrapper_defense.fiery_aura.fiery_embrace&at=scrapper it does (% vary by at, but scrapper): +125% Fire Strength (self only) for 20s +100% Damage (Smashing, Lethal, Cold, Energy, Negative Energy, Psionic, Toxic) Strength (self only) for 10s
  22. ffs excelsior... 'don't feed the pandas 馃槢' (titter titter) xxx blah blah... pandas... blah xxx blah blah... bamboo.. blah so, ok. either [coded xenophobia on a perceived 'red menace' / the equivalent of calling someone a 'wily xxx gentleman'], or... [an obsession with a board game]. imma go with the former... the latter looks a bit shit (you can say that on PBS) honoroit - the disappointed like boggarts in a closet some of these folks - trying to frighten, and only ridiculous
  23. geomancy blast (mixed dmg types) - it would be difficult to change skills based on the terrain, if in air, etc. basically geomancer from ff tactics. wind control, one day assassin dual weapons - like dual weapons - claws/dagger skins, stalker only primary. a hop/combat tp like the blaster martial set.
  24. doms quicksnap - i have come to make everyone happy! - honoroit of good fortunes whats better on controller: - stuff with placables that dont benefit from domination - this is sometimes offset by signature abilities (staligmites, synaptic overload) - damage can be BAD from a primary, but youre operating at double mag in late bloom perma dom earth: - still good, but your be better dark affinity, nature, or kin imo. plant: - seeds. - creepers - can argue for a /kin with creepers, but hassle - pair with fire, or earth assault, or thorny. dark: - s'ok, pet damage is overestimated by many forum goers - dark/dark controller is a monster, or dark time if you want dual hold aura placables - harrumph. dark/ dark assault is ok. grav: - grav/kin. its silly with fulcrum. symphony: - is ugly - works well with dom - gimmicky on the stun cone - energy assault can boost range on occassion. do that for cone coverage ice: - is better now - arctic and world of confuse combo is overprice and tight on range. if youre doing that use earth assault, thorny, or savage. elec: - is so good for control with pulsing sleep patches, always up chain knockdown, a chain confuse... - ...but... on a controller you could bring real team support. fire: - not into it - its not a wonderful control set - pair with earth/savage/thorny something pbaoe'ey, i guess illusion: - pa no taunt - hands off primary allowing for focus on 2ndary - martial is quite decent with this, 2ndary to your liking. savage probably optimal for assist perma pa / warp to group. mind: - my personal favorite on dom - mass hypnosis is 馃憤 good! - dominate os a fantastic hold power - mesmerize gets range, and high mag sleep, esp w dom - cd on mass confuse too hight, but ya, and wide coverage - telekinesis, despute monster nerf, is v useful in hold mag stacking or gtfo me monster 馃懟 - savage works, as does earth. dark for power boost thingy. or thorny because its generally great. opinions differs, but generally, you do middling damage (compared to a max level blaster or scrapper) you have very good slotting diversity on a dom (many types of abilities) but... generally... yoy bring more to the table as a controller, imo. /city_of_kin im afraid. /emote tantrum
  25. the ammo typed ones in particular kind of look like tracer rounds, which could be confused for small bolts, kupo. i wish we had a 'no weapon option' with emit point from the hand, so things like using the prism costume of the rikti with the arm rifle would work. as is, any wrapon juts out clipped from an arm that otherise is a perfectly functional beam rifle / ar, or even a bow - were the emit point to be the hand where the gun attaches. anyhow, hand crossbow things, that might work well. a power set for crossbows would be also v nice, perhaps with a long reload skill thats like build up but gives ammo charges that do stuff. a shoulder bash (dark souls 3 most crossbow L2), and puncturing shots, splinter ammo (bleed), and a bear trap. 馃惢
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