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Everything posted by Ankhammon

  1. Ankhammon

    Dark Pit

    There are some uses for it legitimately but it will take quite a bit to make it really useful with the Acc it has. I could imagine making a nature/dark/psi char that leads off with Torrent, Tents, Dark Pit to get rid of half your alpha strike as you then run in to Blackstar with a fully proc'd out Entangling Aura, WoC auras to clean up the rest. With Overgrowth running and Wild Growth and Wild Bastion you could be pretty safe going in and very nicely clean out large groups. That actually sounds like fun.
  2. Ankhammon

    Dark Pit

    I wouldn't say horrifically bad. Just really really not great. You need a second stun source to hit Lt's and above, it's got high-ish endurance. It's default Accuracy is just awful. The duration needs a lot of help. But if you get past all that, then you can 6 slot the power with ... and combo this with Tents to... um No, no... Horrific is the right way of saying it.
  3. I've never used Heart of Darkness. is the range too low to allow hover kback attack (so as to kdown)?
  4. You can make a sonic/DP defender that is viable solo. It will look strange and won't be overly powerful, but can be done. You will want to make sure you have your pistols on poison most of the time due to the -damage values you can draw which will keep you up and running. I'd suggest macro buttons on damage types till you find what works best in this situation for you as DP can add lots of different effects. I would suggest med and fighting pools so you might not have room for the team rings. Med pool give a decent single target debuff and your self heal. We all know what fi
  5. Another advantage of TA is that it is front loaded with semi fast recharging powers (fast animations also compared to Rad) so these very nice debuffs can be applied very fast and then you can go about blasting. And OSA is just too good and will make you very happy.
  6. Getting directly to your question: It can take a different mindset to learn to play your support set well. All of the sets are legitimate, even the ones you see from players as bad have moments of glory. The test for you is learning in what way they stand out and how that can be leveraged for the team. For instance, your Rad/Kin corrupter has a lot going for it earlier than Fulcrum Shift (yes, FS's all that and a bag of chips when you get it). All of your Rad blast powers have a -Def affect which will stack making sure that all your teammates hit the target. This increa
  7. Right, the Dispersion field is suppressed if you get slept. What I'm wondering is if you get hit with a sleep and then get a follow-up hold or stun, are you boned? The other question is if you get slept and you get 6 minions hitting you within a quarter to a half second, will you get resistance for all but the first hit or does it take time to "come online" and you get hit with lots more damage while the field ramps up.
  8. For sonic Resonance, how bad is the sleep whole in the status protection? When I played it on live it was a royal pain cuz it would cause the toggle drop. Now that this is not the case, is there a perceptible delay in it coming back on line? is a sleep/hold combo gonna ruin your day?
  9. Just curious, what does sonic siphon do to the Enflame? Just incr damage on the one it's on or does the spread get stronger too? Also, what's the best way to slot Liquefy? It bugs me with all the potential in it and the recharge
  10. Won't be speediest as you are best one v. one but status prot by level 12 (throw in tough) and take your kback power (can respec out of it later if you want) and you will be fine. Just look out for the psi damage throwers. Just remember to slot only for acc and take out larger single targets. If you get into trouble, the Cage will take out someone fast. Having your enemy at -90% res will go a long way toward "arresting" him fast.
  11. I played a Sonic/Sonic for quite a while back in the day but never described him as lazy. Teams will throw that kinda hate at you enough already. I always said I create tank mages when inevitably asked what I was bringing to the team. And once you are up and running most any team turns into a group of tank mages (io'd out or not). You never see the glory for this though as everyone just ignores the buffs and debuffs on defenders. One of the great things about the setup is that it's the defender inherent. You only provide lots of resistance so everyone on your team is s
  12. For Sentinels that's only partially correct. They do get Bio as a secondary that can offer some added damage and even range which is great for cones.
  13. It's so much better now. You are gonna have a lot of fun with the set as long as you don't wanna be some aoe damage king of the world. With dark/dark you could perma lockdown multiple groups of mobs if you want. Dark Pit/Howling Twilight/immob power for level 5 stuns for starters. Fluffy can lock down a group with his debuffs for a second. Fearsome stare plus DN for a third. Blackstar for a 4th. the phase power for a 5th. (forgot a couple names cuz i'm at work) Now get some tank to start leading things to your location, deal with their
  14. Don't do it. The heal on Dark takes 3.5 seconds to animate. Fluffy doesn't move. No one has ever found a use for the intangible power... Oh wait, that was when I started playing Dark/Dark. 🙂 Go Doc, go!
  15. I'm hoping to delay the return fire due to two of the cones having kdown and one with immob. The thought is to delay them closing the distance long enough to take out the minions and damage the lt's and bosses enough to make it a comfortable ride. Sharks for the win. That said, the ragnarok in howl would give me a third kdown option. good thought. and the immob might just work on that AV in two hits. and Oldskool, I figured it might be something to be "looked at" but for now it's certainly enjoyable.
  16. I'll try to keep y'all updated. Early results are promising at level 39. The advantage of using Bio is pretty good as it gives a bonus to range in offensive mode in addition to the damage (and acc boost?). Sonic Howl will bring up your inherent bar in one shot against a full group, so right now i'm using with Scream it to start the Defensive opportunity and with the cones i'm getting a huge amount of healing once it's in place. I get back to full health very fast. Starting fights with Ablative, then howl, scream, aoe madness and maybe throw in a rebuild dna if i get in trouble
  17. I can definitely see where cones can be a pain in a lot of indoor missions. One of the ideas of this would be to basically ruin most minions chances of doing any real damage to ya. That's why there is a few strategic procs placed in like school of sharks (hold proc) to help out the kback/down and sleep. Should be able to delay considerably up to lt level and by the time they get into range of me (assuming indoor mish) then I hit em with stun bomb and then stun single target to knock off at least one boss. and all that plays into the range bit. more area of coverage.
  18. While this might be overkill (won't know till i try it), I do disagree with your assessment on range. The advantage being the end radius of the cone itself. and at something close to 140 yds it should be quite large. The other thought on this char is that I should be able to ignore most damage assuming I can get high enough to be out of standard ranged attacks. This would be why I thought regen would be the superior focus on defense. that and the fact that the cones themselves have a pretty decent amount of mitigation in them.
  19. Was working on a new Sonic/Bio and came up with a crazy idea. What if I go for range and cones? So Here's what I came up with for an unusual build working cones/range/regen. If they never get into range, they can't really hurt you. What do you guys think? Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! An unusual thought: Level 50 Magic Sentinel Primary Power Set: Sonic Attack Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Speed Power Pool: Leaping Po
  20. So just give me my new AT with Defender primary and melee secondary and make the inherent a mag 3 mez prot and I'll go about my merry way making dozens of new chars and you will never hear me complain. 😄
  21. A thought occurs to me that i'm sure many will not like, but what if there were mez resistance thresholds that provided some mez protection? For instance, what if you got to maybe 50% mez resistance and it provided a mez 1 protection? At 100% it provided another and so on. It would provide a modest amount of mez protection for the support class without being annoyingly large or tied to any particular pool powers. It would allow for more diversity of characters and power choices and even provide a real reason not to immediately go down the I gotta have more Defense and rec
  22. Although I've never built to test this, the devs put in a small mez resistance component per IO set resistance bonus. For example, if you take 2 impeded swiftness, you get 1.5% S/L resist but also a 2.5% mez resistance. Not much but if you build for it, it can add up to ok numbers and maybe even half mez times (or for you rad people it's way higher).
  23. I think for the game, as it stands today, the issue could be largely made better by just not dropping toggles when mezzed. The suppression of them should be enough. Particularly when you think that this only affect a subsection of the "squishy" community and something like dozen or more powers. I think the devs were worried about this allowing this to make things too easy on teams but with the way things are in teaming nowadays anyway I don't see that as nearly as valid as I would have in previous years of the game. It would also give a real reason to stack up the mez resista
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