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Frosticus

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Everything posted by Frosticus

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. For interface I went Radial Degen. Radial reactive would be really good too.
  7. 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.
  8. 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
  9. 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.
  10. 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.
  11. Frosticus

    Storm blast…

    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
  12. 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.
  13. 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.
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. I'm running storm/fire sent. Storm is very defensive. Fire armor is hard to put out if you give it room to breathe and gives storm some additional punch with burn and pheonix nukes. I dunno, just got direct strike so now my storm cell is actually proc'ing fairly often. The starter attacks have such low proc chance that I'm not sure taking storm cell at 6 was even worthwhile. The later attacks are much more desirable. I'm hopeful this combo stays engaging as I typically find myself losing interest in my sentinels in the late 30's/early 40's.
  19. Frosticus

    Storm!

    It's a very defensive blast set and puts out a lot of aoe tohit debuffs and aoe soft controls. As such I'm leaning toward offense based secondaries. I have 3 pairings that I'm contemplating -storm/kin/psy corruptor. Fulcrum used before storm cell/cat 5 can buff them for the majority of the time you have them up. I ran this in the beta and I liked it. -storm/sonic blapper. Less focus on maximizing storm cells damage, rather just enough to keep the debuffs active while I blap -storm/fire sentinel. Perma cat 5, burn, phenoix nukes. Yes less targets on some of the powers, but I don't think it will matter much in actual play with the way Cat 5 functions. Should be very robust and still drop spawns well.
  20. I haven't seen any feedback, but has anyone tested out what happens with multiple storm blast characters on a team? If my storm corruptor hits with focused lightning does that mean no other storm blast characters on the team can zap that same target with their storm cell for 4 seconds? I worry that is the case because all storm casters seem to set the same flag on the target when lightning strikes Flag - (LightningCell for x seconds) Maybe not a huge deal vs large spawns with lots of targets, but if you had multiple storm blasts users vs an AV you'd only be getting contribution from the equivalent of a single storm cell more or less because a single player can already exceed the lockout timer with their own attacks. Cat 5 on the other hand with a 5 target strike and 5 second lockout I worry could hit the lockout wall very easily with several storm blast characters if they all happened to cast Cat 5. Flag -(LightningCat5 for 5 seconds)
  21. Storm Cell: Removing the ability to slot the Slow Procs is the right choice. When you were machine gunning attacks over a large group it was spamming high winds and rolling those procs across the entire 16 targets as fast as your attacks can animate and trigger High Winds. Even though proc chance wasn't very high it was probably way too good of a return and might have been providing more aoe damage than the lightning strikes in high target situations. Given the auto hit debuffs: I think base end cost is fine. Seems high at low level and low target saturation, but is decent bang for the buck on teams. In some situations it is astounding value where multiple spawns can congregate. Base Acc - I think 1.1x (maybe 1.2x) is fine. Yes it will struggle in hardmode for some team compositions, but there are usually a lot of buffs (like vengence) and debuffs in that environment so it will probably be ok. Most players aren't solo'ing hardmode above 1 star and that setting doesn't spawn higher con enemies. Fun Slotting: Performance shifter - basically makes it a free cast Force Feeback - probably gonna be popular Scourging Blast Proc - little heal, basically makes it a free cast Observation: procs like performance shifter, forcefeeback, etc trigger storm cell and cause aggro if you cast storm cell on a spawn that already has storm cell active them. Not an issue, just interesting.
  22. Cat 5 proc is independent from the storm cell proc(s), but all Storm Cell procs are tied together with regard to lockout. If target is hit with the piddly aoe lightning from storm cell it should be eligible to be hit by storm cell 2 seconds later. Conversely, if it is hit by the powerful single blast it won't be eligible for 4 seconds. Because cat 5 lightning has a different flag it should be possible to hit the same target with cat 5 lightning and one of the storm cell blasts simultaneously. If you enable timestamps and attack a single target I'd be surprised if you observe a 5 sec lockout on storm cells attacks, but I have no personally tested that yet.
  23. I think that is just for Cat 5 lightning From Storm Cell the single target lightning has 4 sec The 2 target lightning has 3 sec The 4 target lightning has 2 sec I could be wrong though.
  24. Just for clarity: Upping the base accuracy of the power multiplies accuracy enhancement, so for a player perspective baked in acc bonuses work like tohit buffs. The lockouts of the lightning attacks which I think range from 2-4 seconds seem to already limit it at lower levels/smaller spawn sizes, so not having a rapid fire attack chain isn't a huge concern relative to Storm Cell's performance early game. There is no lockout on the 16 target high winds debuff though and it lasts 8 seconds. 1.4x base acc will cap storm cell's attacks against +2's with 21% acc enhancement in storm cell. vs a +4, 95% acc enhancement will give storm cell a 106.5% chance to hit, so you'd need ~80% enhancement to cap vs +4s. I think I was one of the original people bringing up the issues this power has hitting things in high level content and we haven't even touched on hardmode, so I'm not disagreeing. The vast majority of storm blast combos do not have widespread -def and/or persistent tohit buffs (that pass on to storm cell), so it is hopefully something they iron out. Truth be told, most people aren't watching the pet combat log though, so probably won't even realize one way or the other. If it isn't adjusted I don't expect a lot of pushback from the player base. I'm hopeful there is another tweak that helps resolve the invention set IO's for this power specifically and one more pass at its consistency in higher level play. It has been adjusted quite a bit since hitting open beta, so that is positive imo.
  25. RE Accuracy: they are definitely aware of the issues, but in all fairness it isn't as easy as just giving it a huge base acc bonus because that is problematic in and of itself. Its a level 6 power that can put out some pretty huge damage numbers, moves with you (albeit slowly) and is now perma out of the box (or with some recharge slotting previously). But it isn't the damage that is problematic at low levels imo, Storm Cell actually has some pretty potent debuffs and soft control. The 16 target aoe tohit debuff is as strong as darkest night when you add the auto hit Tempest portion to the High Winds debuff. It is arguably quite a bit better than dark blast in that regard. It can add a lot of early game survivability that is otherwise difficult to acquire from your attack set. It can also make Sentinels very robust in the early game as well (although the debuff is only 10 targets for them of course). So while greatly boosted base acc is likely warranted for late game, it probably swings the pendulum too far in the early game. Power Order Swap If it were me I'd probably swap the power order of the set. As much as I'd like to have Storm Cell in the early game I'd move Cloudburst to lvl 6* (tier 4) and Storm Cell to lvl 22** (tier 8). That would remove some of the overarching issues present with potentially overpowering Storm Cell. *Energy, Archery, and Seismic to name a few, all have their heavy blast at lvl 6 **Electric has voltaic sentinel at lvl 22 and Storm Cell is like that power, but on steroids + crack.
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