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Tantricsecrets

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Everything posted by Tantricsecrets

  1. I have it, it's very skippable. I only took it because it looks cool and I only have the base slot with contagious confusion enhancement. I play in melee so it like an interruption but just for minions and lts.
  2. If you to go into the mids files by right clicking then open file location and then navigate to the data folder then delete Config.json file. Close it out and launch as normal and it'll tell you that it's recreating a new config file. Maybe this will help.
  3. I can't stand kb but I love kd or ku. Enemies getting kb into a wall in a kill all mission, or someone scatters them everywhere so damage aoes and debuff aoes are useless. If I encounter someone using kb in a careless way, I'll finish that mission then leave.
  4. Rad/Fire so far is my favorite. I have 6 pbaoe attacks so nothing lives long, and can rotate snipe, neutrino, and cosmic for single target. Built for recharge then soft capped s/l.
  5. I thought of a few things that may not be too powerful. Change mass hypnosis to cause immobilize. Telekinesis endurance cost lowered, change to a click power, and remove the repel. Or change the power completely to be like earthquake. I could see lowering mass confusion and total domination to 180ish. I really wish that dominate t3 was the t1 or t2 power because on most of my doms I don't want mesmerize nor levitate.
  6. I've seen videos of the past heroes where someone ate a bunch of reds and place mines destroying an av. I doubt that it works if you lay the trap first then use reds/aim/buildup. Not sure if this was changed or not though. Not sure of the duration of the buff once you lay a mine with buffs, but I'd imagine that it would continue until the mine itself has expired.
  7. Poison traps, mortar, and caltrops can be proc'd. I believe Poison traps is autohit but if using procs you'll need accuracy or to-hit. Triage beacon is not a great power to slot up imo unless your going for the recharge bonus ios. I just keep it at its base slot of one and I put the absorb proc in it. I've seen others put the panacea chance for hit point/endurance but I've not tried it. I built my trapper for recharge and defense to have as many poison traps, mortar, and caltrops out as possible.
  8. Are you exempting to a lower lvl? If so are you boosting or have you attuned your enhancements?
  9. I just recently made a traps/rad and it's procd out. I took everything but trip and time bombs. The damage is pretty high with all the procs and debuffs and aoes. No issues with speed setting up at low levels but at high lvls if the difficulty isn't high enough then I can't set up fast enough. I usually am only putting poison trap, caltraps, and mortar down. Seekers come out after each mob so I don't have to set it up during combat. During av fights I can setup 3 mortars and poison traps is around 20 seconds recharge. My main issue is ffg is too slow or gets stuck so I don't depend on it to much for def and went with scorpion shield. Overall traps is a great set just activation times need to be adjusted imo for most powers.
  10. I did one a few days ago and we pretty much killed everything and finished around 1:38. I think we were mostly 50+ io'd though with lots of aoe.
  11. Bubbles are great in tf's and lots of lower lvl content. You may feel less useful at incarnate stuff and possibly if your on a team and everyone is lvl 50+ with ios.
  12. Nah, from my experiences with emp I'd give it low mid tier only with ios built mostly for recharge. With high recharge you can buff almost an entire 8 person team with fort, near perma ra's, and perma ab. Active healing can be a pain sometimes. Without ios this is a low tier set and ranks close to the bottom, lower than bubbles imo.
  13. This power blocks ranged attackers from dpsing if they are not inside the bubble. Phase powers are pretty annoying on teams in the current game unless your on a very weak team that has too much aggro.
  14. I'm down for anything, any lvl, any at.
  15. After playing with this set, I thought of a few changes that'll speed this set up a bit. Even solo this set takes too long to setup imo. If poison trap had the same cooldown and activation time of poison trap from poison set that would be a very good improvement. Trip mine could be turned into a grenade that also does -res debuff or -defense debuff. Time bomb could be changed into proximity mines that are thrown onto surfaces that explode when enemies are near. Mortar could be changed to have movement like gundrone with the possibility of having two max. Seeker could be changed into stun grenades.
  16. I'd like to see ice melee get different animations for the ice swords. Ice is my second favorite set but I cannot stand the swords nor the sound everytime they are summoned. The sound to me is worst than sonic resonance. I'd also like stone melee to get an alternative animation for tremor to something like footstomp.
  17. Yea, sorry I worded it wrong I put force feedback in knockout blow and sudden acceleration in footstomp along with 5 armageddons. I don't mind the kb in knockout blow because it's just one enemy and mostly knockup but, footstomp scatters them so I use sudden acceleration in it.
  18. I put that in knockout blow because I can't stand knock back.
  19. Yes its worth it as it raises your max hp and heal you. With io's you can make dull pain perma and have max health all the time.
  20. Fire armor if you want to be a glass beast. Even with the crash I still love playing this combo. Took my s/l to 45% and melee to 40% with 70% resistance to s/l. I also have high recharge and use footstomp every 4s (with kb to kd io) when crashing to keep tossing them. I also tried ss with energy aura to help with rage crash. I pumped my s/l to 60% softcapped to everything but psy. Energy drain helps with endurance and can put me at 45% defenses when I crash; if you get hit you can also heal with energize. I also sit at 60% resistances to s/l to help minimize death. EA is a really powerful set imo so, I had to see if it could mitigate rage crash. So far it's done the best job so far for me without gimping the build. I recommend EA if you can use io's as I haven't tried it without them. I'm not too sure about the performance of the sets you were looking at paired with ss but out of those invulnerability would be the one I'd choose.
  21. Not too sure as Empathy is already really powerful moreso as a buff set than healing. Buffing 4 to 6 teammates with Fort and almost perma RAs. Then you have perma AB on a teammate. If absorb pain could have that -self heal debuff removed or changed into an absorb single target buff, I'd be for that.
  22. Nah they need to be buffed to use instant healing when they use mog, and the ones that use unstoppable should use elude.
  23. What I suggested would mainly affect the lower lvls and when your 50 you'll have everything you want, just mainly changing the lvl you get abilities. No removal of abilities but just a shuffle of some. I suggested this because imo some of the sets lack a high damage attack in the early game (mostly the 20s is where I feel this the most). So by moving something like blaze or bitter to those lvls, doms would feel stronger at those lvls solo or team. I also suggested a reduction in animation time for some cones(with a possible arc increase). With some sets having to use cones as aoes I think that these buff would be better than a damage boost. I believe that one of the ato sets could be changed to reduce the recharge of domination by a % so you wouldn't need to have so much recharge to achieve perma dom. This could also open the door to other players who want perma but don't have the time to invest in making, but they would still have to earn the ato somehow. You don't have to have perma dom to have fun or feel effective. That's one of the good things about this game, there are no standardized way that you must play. Also not every set benefits equally when it comes to domination but your dominator would benefit from the constant endurance refills, status protections, and mez 6 the being perma offers. There are some builds that are night and day with perma for example: a perma mind dom only has to use one power (like total domination) to hold a group if things get out of control in a mission compared to a non perma mind dom who's not going to hold bosses unless they use more mezes and possibly get held themselves. At the end of the day, I'm just a random making a suggestion.
  24. I like the shard tfs, but I don't like citadel because every mission is the same tight brown hole.
  25. Crazy good idea! Really though they could just give the t1 immobilize that I see usually no one takes a big damage buff! It'll give a really good reason to take the immobilize.
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