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Frosticus

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Everything posted by Frosticus

  1. Yes and then over corrected so now you need 3 stacks of blood for it to do the expected damage of a 14 second power. All in a slow dot. Sad.
  2. Second vote for plant/poison/earth. Synergy is great
  3. Powerboost will boost the -tohit of weaken very well for the full 30 seconds that weaken lasts. It will boost the -tohit of venemous gas well but only for the duration of PB. I don't think it will impact poison trap at all because other self buffs have no affect on it (like aim). I don't think the damage procs in rain of fire will produce the results one would hope for, but it just depends what you expect. I use the absorb (and heal) proc in my st chain. I usually have several hundred points of absorb refreshing while in combat. I have dominate with entomb as well. It works pretty well. It is a really fun combo. I have my take on the build in the poison guide of my sig.
  4. I don't think there has ever been a better summation of how proc builds function. Almost none of my proc builds can realistically solo +4/8 outside of push over mobs. I'm looking at your build and seriously considering going the route you have because savage assault is super fun and satisfying to use. Savage leap is my second favorite power haha! Plant/sav is a good contender as well because seeds gets out so fast and creepers act pretty autonomously. I really like just charging in and having the auras do their thing though. It is a very different playstyle from any other dom I've used. Thanks for sharing this build.
  5. Ive been levelling this exact combo with the same intent! Sort of a wendigo theme. I've done fire/sav, dark/sav, and plant/sav all into the mid 40s for perma dom and I think the ice/sav is the best for someone that just wants to fight (plant is good too). I was only able to get to 35% m/r def because procs are life for me haha. And I need call hawk! My only issue with the combo (which is common across many doms) is I have no recourse when my controls fail. Having to run missions with AVs off doesn't sit well with me in late game. Feral charge remains my favorite power in the game.
  6. Next power(s) after the one it is slotted in is used. I dont think the 3.25sec starts perfectly at the end of power execution though. Or at least not perfectly in every power. Some powers have a weird pause after execution before you can start the next power. Powers like those likely eat into the 3.25 sec.
  7. Keep in mind that the proc doesn't guarantee criticals. It adds a flat 50% increase. So in the end you get about 2/3rd chance to crit with TF if that is your goal. I prefer to jam several fast attacks in the window. It may/may not work out better but I like seeing the critical hits
  8. And that's the sad part. It should be a really good attack considering it is a slow dot and a consumer. Stalker version "was" really good (too good) and it is now skippable too. But at least if you skip it you just plow along at full stacks until you decide to unleash the big version of rending flurry.
  9. I'd 100% be in favour of an "IO enabled" setting akin to "Bosses or AV's enabled" in the notoriety settings. At which point it would cover -1/0 up to +4/8. What would it do? -10-15% reward bonus -add the "annoying" mobs/powers back(into) the factions. IIRC (maybe it was just a dream), but at one point they pulled a whole bunch of crowd control powers and debuffs from a wide range of factions because they were too "hard". *for example. I think it was altered so only 1 (maybe 2) tsoo sorcerers can be in a spawn. And I think they nerfed their -range as well? A x8 spawn should have as many as 4? if it followed normal mob spawning rules?
  10. Savage is actually really efficient even without blood stacks. You get quite a bit of bonus dot damage on many of the attacks. Additionally, being locked out of gaining blood isn't a penalty to the set, you just don't get bonuses. But I guess that could just be semantics. The boosted range on rending flurry at full stacks is no small matter. That said, a few factors can make savage end up using a lot more endurance that you might think when just looking at the numbers. - pretty fast animations - fast recharge of powers (with or without blood) means you always have an attack ready from a very low level - so much dot, you often activate another power (or two) when the dot would have finished the target off. Hemorrhage is pretty subpar though for a spender. Should probably do a -max hp debuff based on how many stacks it uses.
  11. There are 2 directions you could go. 1. Build a long chain to outwait the suppression of the hide proc. 2. Build a fast chain and plan for it to give hidden every 2nd AS. EM is quite good at building assassin focus so I think I'd lean toward a fast chain and plan for 2 fast ETs every other cycle.
  12. As I said in the same post. Recipes and salvage could still drop. Just "some" crafted IO's. edit: like when I complete a tf and get a recipe drop. That should probably be a crafted IO. It never made sense to me that I get a part of something that I can maybe use if I jump through various hoops. I completed the task, give me a usable reward same as the merits/exp/inf/SO's that the task awarded.
  13. I guess I wonder why we even need the crafting step in place? Why can't crafted IO's just drop instead of recipes and salvage? The barrier to entry seems to be that it is unreasonable to expect players to craft IO's. I'm inclined to agree, it is probably the most boring activity in this game (for me). Buying already crafted IO's is cumbersome as well. You need to know tricks to get prices to display among other issues. For those that enjoy the crafting mini game perhaps just "some" crafted IO's could drop. At which point balancing around some degree of IO usage would be more palatable?
  14. A few AV's seem to have pretty high endurance burn on their own, so you could probably sap them much easier. Something like Bobcat in the Tinmage TF. She can nearly tank her own end in a few minutes of fighting, so it shouldn't take much to push her over the edge.
  15. For whatever it is worth to you: A difference of ~7% health in an AV over a 5 minute fight is like ~10dps.
  16. -res multiplies final damage. I'm not sure of anyone that thinks this. A -20% res proc improves damage by 20% against even cons in a perfect scenario. It is affected by purple patch and your own ability to apply it consistently and at what opportunity cost.
  17. I use 75% dot on my ill/cold, but I have a lot of sources triggering interface so most of the time I'm at 3 stacks. However, I do see this happen fairly often.
  18. You'd be better off setting yourself to invincible for testing. Or at least picking a character that can perform them with little deviation. That said, degen takes a pylon from 102.xx hp/sec down to 86.xx hp/sec at max -hp. Figuring out at what point the 75% dot surpasses that in additional dps will depend on your own build and what target you are facing in terms of max hp and resistances. *keep in mind the 75% dot still does some -hp and visa versa. The -res procs can make a large difference depending on how well a build leverages it and what they are giving up to apply it. Interrupting a high dps chain to use a slow/low damage power just to apply achilies might not amount to a net gain. Conversely, damage procs can make a sizable contribution depending on how well you optimize the powers they are in and depending on how well your build can leverage the static damage (ie -res). Some players fall in to traps like slotting multiple procs in bitter ice blast, but they'd probably have been better just getting it to cycle as fast as possible given the dpa of other attacks in the set. Only 1 instance of each -res proc can be on a target regardless of how many people apply it, so again it will depend on several factors how you want to consider that in a team environment. If no one else has them a scrapper can suddenly be a high force multiplier. If they are already on the target then the scrapper is just a scrapper.
  19. I would suggest that if you aren't knowledgeable enough about the powersets to make that distinction then you shouldn't worry about it. Every combo can get the job done. Play what you think will be cool/fun/concept.
  20. There are some good reasons to take combat teleport, but the tohit buff probably isn't the one. If you are actively fighting then the tohit buff from combat teleport will barely ever kick in.
  21. /elec has volt sentinel for supplemental dps and build up (w/ guassian) is always great for a couple hits and for getting you through difficult tohit situations (which are rare). Elec can do some semi interesting things with power transfer giving you a bit of healing if you can spare the slots. Zapp at lvl 20 is nice. I don't think any of those are strong enough reasons to take it over /nrg though for all the reasons given by others. I will say that /nrg (along with most other assault sets) have all their best powers at t7/8/9, which kind of sucks and interferes with acquiring your app powers early. Sleet opens up at lvl 35, which creates a dilemma.
  22. It's a global proc, but it is quirky in that you need to use the power it is in before it will start proc'ing (haven't tested that in awhile, but was that way at one point). I have it in shield charge on my sav/shield and it goes off constantly on the large aoes. Shield charge will trigger it, but it won't actually refresh BU. I guess because it is a psuedopet.
  23. For better or worse shield/em might just be one of those combos that ruins other builds for you. It is always bitter sweet when you find one. For me it is illusion/cold. Nothing I can come up with can hold a candle for the type of content I enjoy. Everything comes up short when evaluated against the st damage and hard target take down capability. It may require you to pick something and go in an entirely different direction. For me I'm now chasing 1k dps builds - survival be damned! I don't know if I'll get there, but I don't have any interest in playing something that tries to compete against my ill/cold because it will fail. Shield/em might be the melee version of that for you.
  24. Try a melee fortunata. You get stealthy partial crits, follow up AND aim (w/ guassian). No AS, but I think having a nuke is a fair trade.
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