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Frosticus
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Everything posted by Frosticus
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On the other hand, the only place any of these differences (certainly single target) make any significant difference is while solo'ing. So in that regard, -res procs do make a difference in actual game play in the same way that damage procs in single target powers make a difference. They both get washed out in most teams, but that doesn't make them worthless of consideration. At the end of the day, -res procs lose effectiveness vs +cons, so does rend armor in TW. Most -res procs aren't being applied across the whole spawn with any consistency so in most situations it is getting value and not overlapping with other users. Or at least as much value as any small thing does in isolation. IMO you'd be silly not to put fury of the glad in something like Golden Dragonfly unless all you do is team with players that are significantly better at applying it than you. But in that case you probably wouldn't be bringing a katana build anyway. I wouldn't tell radiation players to skip lingering rad because traps exists. Although sometimes casting the power may be of little value. I dunno, they exist, they do something for some builds. I'd be more interested in testing showing even cons vs +3's and see how things change. My experience says not much, but it might shift things around a bit.
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Just for clarity, tohit debuffing has almost no impact against AV's. Especially +con ones. A lvl 54 AV has 87% resistance to debuffs + the purple patch reduces the effectiveness to 65% of original (assuming you have a level shift, otherwise reduced to 48% effectiveness) 100% tohit debuffing will be reduced to 8.45% final tohit debuff. Many of the more significant AV's have powers with increased base acc, or other means to ensure they hit more than regular mobs. Its great vs bosses and lower though, but most doms are. At the very least Mind can press pause on an AV encounter if things aren't going well. Personally I prefer the mix and match version of both the combos listed. Dark/Psi has a lot of synergy and Mind/Dark is perhaps the safest single target dom combo.
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Basically, instead of hide into ultra-hemo crit, you replace that with snipe crit. I actually removed hemo from my build, the base damage is set too low and needs 3 blood stacks to do proper base damage of a 14 second attack. Crit works properly though. I replaced it with cross punch. I found I was always wasting a lot of damage with hemo because the dot is so slow. Between the +rech of cross punch, and the +rech of full blood (I don't use a single target consumer) you get some good things happening. It sucks at building assassin focus, so your AS crit usually only happens every second cycle of MS>CP>MS>AS>Snipe* *you need a lot of recharge, but you should also slip in savage leap/bu in the gap when it makes sense. It doesn't move through single targets like my fire/stone stalker (but not much does), you ultimately play savage for proc'd savage leap and boosted rending flurry and constantly refreshing buildup due to the large aoes.
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I feel similar about vouching for savage stalkers. Pre-hemo nerf they were above all others, post nerf they are still a good ST set and still head and shoulders above the others for AOE.
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It would depend on how people time their pylon runs. I can't speak for everyone, but I know I start the timer when I begin interacting with the target. So powers like surveillance, storm cell, boggle, phantom army, etc doesn't really matter that they don't agro the pylon on to me, the timer starts the moment I activate those powers. It isn't always a perfect reflection of in game performance though because like you indicate you can use boggle as you are jumping toward a boss with minimal interruption, but at least for pylons you probably want to avoid some ill/storm dragging PA and tornado from around the corner and pretending it had no impact on the run.
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Storm Cell -- Does not work with damage procs.
Frosticus replied to LastHumanSoldier's topic in Blaster
For sure, but there are no aspects of the initial storm cell that should proc upon cast to draw agro. Not since slotting for slows was removed in beta anyway. I didn't see the behavior you describe when I was looking at procs in it anyway, but it could be possible. It will cause agro if you cast storm cell on a spawn that already has storm cell on them if you have self buffing procs in the power like forcefeedback. But the times that would matter are likely pretty rare. -
Storm Cell -- Does not work with damage procs.
Frosticus replied to LastHumanSoldier's topic in Blaster
It definitely worked during beta testing., they have a very low proc chance, so should be capped at the floor of 10.25% for normal damage procs. Maybe not worthwhile, but it can make a lot of attacks over its life, many of which can hit multiple targets. -
If you haven't tried plant you should. So many good combos of it for trollers and doms. Plant/poison was a very good experience for me. I don't think there is a "bad" plant pairing across both AT's, though some mesh a bit better.
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I'm one of those ill/sav/ice builds ha. But I've also taken fire/sav, dark/sav, and plant/sav into the high 40s. Ime /sav is extremely impressive when clearing missions, great on teams because no one can move faster than feral charge. However, the sustained dps chain feels awkward to me. You are either hoping back to improve feral charge, or adding in maiming. Neither performs at the level of Hawk, or viscious. If I revisit my ill/sav I think I will try a different app. I think /primal with ET and procd torrent would be really good.
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There is perhaps nothing more consistently fun that using feral charge every few seconds. You feel like Night Crawler. Single target is quite good, with call hawk hitting super hard. One of the hardest hitting attacks doms get. AOE is as good or better than most depending on how you leverage the blood mechanic. Blood buffs are really nice for a dom as the +global rech is valuable, at least until you start pumping a lot of inf into you build. Utility isn't great. It has very little soft control and while the heal is very strong, it isn't up as often as you'd probably want a heal to be up to serve the purpose. I'd prefer half the strength with half the base rech personally.
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It works quite well solo. You can even fire off terrify+fireball (or maybe it was the reverse order) and they will both get containment before waking the spawn because of the delay in damage delivery. Proc'd out terrify + fireball at damage cap will do some serious damage to the spawn.
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Toot me own horn! I love my poison/fire/psy def. Poison Guide - a guide to the most deadly poisons If I were to pick a runner up I'd look at poison/seismic. Empowered stalag is impressive and the seismic waves mesh really well with venomous gas. Poison/Psi is also looking good with the recent Psi changes. Slotted well the defender ATO's provide a lot of healing and absorb.
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Storm Chasing: how are you building so far?
Frosticus replied to ThaOGDreamWeaver's topic in Corruptor
I'm not a fan of how chain powers are currently implemented, of which chain lightning is one of the more egregious offenders due to it being a taoe that "most" people will want to take for "reliable" aoe damage. That said I like the chain idea of it. I'd have made it a 5 target aoe that chains out from each of them. I'd have used flags so that while it can potentially chain back onto a target a couple times it would do so for greatly reduced damage on each subsequent jump that hits the same target repeatedly. In effect you'd have a whole spawn "crackling" with lightning jumps for a few seconds as it bounces around from the original 5 targets initially hit. That would have made it a more reliable aoe damage source, way cooler, and still promoted the chain mechanic* and further enforced the dot damage aspect of the set. *I'd also do this for envenom/weaken from poison, albeit with a slower spread rate because you ain't getting 16 targets into an 8ft aoe lol. Must be a reason these chain powers start as single target though. Maybe they can't set flags quickly enough to prevent issues, so each jump needs a specific delay? -
How to do more damage with Ill/Cold? Need help with build
Frosticus replied to Muwu's topic in Controller
For interface I went Radial Degen. Radial reactive would be really good too. -
How to do more damage with Ill/Cold? Need help with build
Frosticus replied to Muwu's topic in Controller
IME an ill/cold with no procs, but lots of recharge still tears through single targets (especially tough ones) as quick as pretty much anything in the game. A proc focused build is almost unmatched. I don't think you'll ever turn it into an aoe powerhouse, but I don't see why that matters much. In a team you can off-tank and provide cold buff/debuff, which makes you pretty desirable even with less than stellar aoe damage. I run multiple builds for my ill/cold. The solo focused shares little in terms of powers, slotting goals, or playstyle to the teaming one. -
Reduce the activation time of Storm Cell
Frosticus replied to AxerJ's topic in Suggestions & Feedback
As a precursor to battle I shouldn't need to be in the battle when I apply it. 60ft puts you dangerously close to spawns, and 40ft for sentinels means you have agro on you when you cast it. In beta I said it needs more range and a faster cast. I still feel that way. The other concerns I brought up (base acc and set io confusion) were addressed and are more or less satisfactory -
How to do more damage with Ill/Cold? Need help with build
Frosticus replied to Muwu's topic in Controller
Have you given this /mace build a spin? I ask because it is unlikely you will have FFB up all the time with it only in a single mace power. So you are likely far away from perma PA/hasten in actual gameplay. It's fine to use FFB to reliably shave off a few seconds from long recharge powers, but I wouldn't personally bank on it for much more than that outside of some very specific builds designed to leverage it like /storm, or stone melee. Gaussian in tactics is fine I guess. It doesn't go off very often and usually when out of combat. Achilies in sleet isn't the best. What are you finding your defenses and damage to be too low against? What are you trying to achieve that your ill/cold is currently struggling against? For instance I've solo'd most TF's in the game with an extremely low defense ill/cold build. It's not that defense isn't nice it just isn't as important on this particular build as it is on others imo. -
Storm Chasing: how are you building so far?
Frosticus replied to ThaOGDreamWeaver's topic in Corruptor
I'm not entirely clear what you are asking, but the lightning attacks that storm cell uses are governed entirely by the acc/dam enhancing you slot into storm cell. They are simply triggered by you attacking (hit or miss). The lightning attacks that storm cell uses have base acc of 1.15x, so you'll definitely want to get some acc slotting in to the power unless you are running some specific combos with large area defense debuffs. Even then you'll eventually want some acc likely. Damage procs (like posi chance for energy) slotted in storm cell apply to all 3 different lightning attacks that it uses. The proc chance is quite low because each attack is a 25ft aoe that can hit 1-4 targets. Over time it is probably ok return on slot investment if you fight large spawns. The proc I found best in testing on beta was the FFB +rech and just went with 5 pieces of a ranged aoe set for the bonuses. -
Storm cell in and of itself does very little. The no aggro portion for a blaster is: -4.9% tohit debuff -7% recharge -14% slow -70% max speed None of which is enhanceable. When you aggro storm cell on to a target(s) is when the stronger debuffs potentially kick in. But the fact that storm cell doesn't cause aggro in and of itself isn't much of a selling point for me personally
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Could I get some feedback on my Plant/Poison build ? Pretty Please ?
Frosticus replied to netphenix's topic in Controller
What sort of feedback are you seeking? Low hanging fruit : Swap in contagious confusion - For seeds it lets you 1 shot aoe confuse bosses frequently, for a short duration. Gives a bit more ranged def which seems to be one of your goals. Drop neuro breath - it keeps you out of range for using venomous gas+poison trap. But it also impedes confused enemies from killing each other. One of the best things about the combo is that it leverages confusion so well with lots of -res and -def without really impeded enemies with excessive knockdowns/slows/etc. Spawns just implode. Accuracy - You probably want a bit of acc in creepers. Global acc bonuses dont transfer to it and you don't do a ton of aoe -def on the scale of size that creepers can cover. I actually ended up going nerve on my plant/poison because I wanted to enjoy the procs so much. But vigor might be an even better fit. More obscure: I think flytrap is junk I prefer stone app over ice especially if you embrace the melee nature of the combo. -
I toss a nod toward ill/cold. It was ridiculous on live and has only gotten better. It used to be a real slog to play up to 35 to unlock sleet, but it unlocks at lvl 28 now. People over emphasize the importance of perma PA. I turned my settings up to include AV's in the late 30s on my ill/cold and had no issues running things like maria jenkins with a mild IO build. Even my build now has a few seconds of downtime on the power. Ill/dark is very strong, leans too far towards safety for me personally and fade feels like it needs to be activated too often. I'll eventually finish incarnating mine because I think there are some things it can do that my ill/cold can't, but the inverse is true as well. Ill/storm is pure chaos and heaps of offense. My personal issue with the combo is that I want to fight huge spawns to maximize my storm summons, while Illusion borders on broken vs small groups, but quickly falters when faced with a lot of enemies. So I end up needing to shore up my personal defenses more than I'd like. ime at least.
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Illusion/Cold No temps/insp/amps This is the build I run for 95% of content and has solo'd most TF's/AV's/GM's with no temps/insp/amps I don't use ageless for this build but it would make it a bit faster because more seismic smash! No Pets: 106 seconds = 489 dps Hybrid Off: 51 seconds = 880 dps Hybrid Assault Radial On: 42 seconds = 1040 dps
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It's really good. Quite a few dom combos can do crazy good dps (not 46 seconds good though!), but surviving without controls in effect is another matter. I like to stretch the legs of my sub 60 second builds and drop the mothership shields. If you log out and back in on a different character you can spawn the GM. Not sure any build can take him down without insp/temsp/amps, but it sure is fun to try.
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My titan/nin basically breezed through. Your first available attack is a cone that boost defense. Vs 2-3 targets the odds of it missing are very low. Additionally nearly every other attack has some solid control aspect. I know people cooled down on titan after it was brought down from the stratosphere of over poweredness, but it still does a lot of damage, great aoe, good control and is really easy to use.
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I originally went ill/sav/ice back when Ill first came to doms. Quite fun, pretty strong feeling. Feral charge never gets old. Call Hawk hits super hard. I'd be very tempted to go ill/thorn/ice now that redraw is fixed. Dom ATO can go in impale and barrage is an easy source for Achilles-res. Ripper can take the pbaoe -res proc. Impale gives you the immob that can really benefit PA sometimes without needing to take the low damage one from illusion. More single target focused that ill/sav, but potentially very high damage.