Jump to content

Arcadio

Members
  • Posts

    158
  • Joined

  • Last visited

Reputation

142 Excellent

About Arcadio

  • Birthday 01/01/1004

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The knockdown on lightning rod is really important for breaking the alpha strike on my Elec/Regen scrapper. KD on thunderstrike helps give regen some breathing room too.
  2. Super reflexes gets the most DDR at around 75%. Most other sets have much less around 30-40%, which is around what Dampening Bubble should be giving when enhanced.
  3. Investing in leadership would be thematic, and I'd definitely recommend Fiery Aura. The capstone was buffed so you can use it while alive, and the visual of the fiery wings bursting out is just too good for this type of concept. It also mechanically plays kinda well with the presence pool which is underwhelming normally but also is very thematic. If you go for a scrapper/stalker/sentinel having an AoE taunt from the pool is helpful, and for everyone the aoe fear is actually a really nice soft-mitigation power to help with the defences since FA alone isn't that great. For a primary, Broad Sword or maybe War Mace would be good. They have good ST damage but less so aoe damage, so FA will add meaningfully there. Also, if you haven't considered Sentinels, their fire epic pool has a fire sword attack and aoe heal if you wanted more ally support. Maybe primary could be an archer or just fire blast. Otherwise I do have an angellic themed charater with electric melee. Lightning rod is so big and splashy and grandiose which really fits the theme of divinity for me. Pairing with shield is very popular and it gives you a team buff power, so that might fit the bill too.
  4. 1 is right, but for special interactions you can get much better up time. There's a couple ways to bypass the recharge on your build up power like the stalker ATO proc or critting on the kinetic melee T9, and you get the same 90% gaussian proc. For tactics and any toggle the proc only checks once every 10 seconds, but it should activate on average at the proc rate the enhancement says ie 1/min. But tactics actually checks for each target it's affecting, so if you team a lot or have several pets you can get a better proc uptime.
  5. Unless something changed, I think +22 tohit should be the same damage as long snipe since that was the original threshold for quicksnipe from live.
  6. I'm kinda in love with an arse/pain controler I made on beta, but I want to try a fire/arse dom before I decide which alt to make. I want to solo through pretoria which might be pretty hard for the controller. Although having a hold and sleep would be pretty handy for single target damage.
  7. If you're not sold on an AT yet, maybe consider an Elec/Ninja blaster. They still get a katana and crits, but there's a lot more lightning flying around.
  8. In addition to the damage being reduced, the AoE is larger and the activation is faster. These are opposing changes. If you think the net change makes the clear on electric melee worse, you'll need to demonstrate that claim.
  9. I think I like Arse/Pain better than TA, and it doesn't even have any suplementary slow. Again no problem without immobilizes, just takes some self-herding to draw enemies into the nitrogen. Blew through 54/x8 council radios very safely. I remember you taking down Clamor with animate stone tanking, but this pet is something else. Any ammount of healing on the pet makes it almost unstoppable it's insane. Arse/Pain took out a 54 AV Infernal (with daggers and lore) after a couple tries. I'd imagine /Thermal would be much stronger with heat exaustion for taking out AVs.
  10. I tried making a AC/TA controler and worked on some +4/x8 missions. This is a very strong thematic pairing. I had no problem of enemies running out of patches. Smoke canister is a huge area and a very strong control, especially with -def debuffs. And liquid nitrogen on its own is enough to keep most enemies in the area while it's up, and a secondary with a slow like glue arrow is pretty helpful and effective too. Absolutely tore through the infernal mission. I think the set is mechanically strong with good synergy, eg damage in nitrogen activating the confuse and cloaking device allowing you to properly place your patches. To me the set has a good identity of tactically controling areas and passage ways with patches, which is fitting. I originally wasn't sold on the concept of the set, but I really like the way it plays. Although I never really took/used the AoE immobilizes in the first place.
  11. No I don't think they do. I just got back on to double check. Edit: Nevermind, it looks like they do on the bosses but not the Lts. I like the difficulty they're at
  12. I've been soloing some council radios and I noticed most of the bosses you'll have to defeat multiple times. Is it possible to make the vampire bosses give exp on transformation? Between them full healing on transformation, the galaxies full healing most of the time with stygian circle, and then self rezzing on top of that fighting them can be really cumbersome without hight ST damage. I don't mind them healing and coming back, I just wish they were as rewarding as freaks to fight.
  13. I think it was build 2 that the 25% chance for double magnitude while in domination
  14. I'm not sure how much this has been mentioned this thread but I severely don't like smoke canister's interaction with domination. Dominators have no lines of defense outside of control. The strength of the control should not be random ever. Dominators are over cautiously balanced IMO.
  15. TK in the epic sets doesn't have the immobilize portion so the enemies just fly around and rubber band back to the specified distance. It looks really strange so I'm assuming it's not intended.
×
×
  • Create New...