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Frosticus

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Everything posted by Frosticus

  1. I don't think interuptable AS matters. Most people don't use hidden AS very often because it is slow as molasses. Stalkers are generally best served by playing a lot more like scrappers these days. Albeit with more controlled crits at the cost of some upper level freakish performance. There is nothing wrong with resistance based sets on stalkers either. Not on an AT that has access to shadow meld. Radiation armor can be set up to greatly improve a stalker's aoe damage (large area too), while easily being "tough enough" for most content. I also find more teams offer +def buffs than +res buffs. The former tends to benefit a resistance based set more than someone already running on a softcapped def set.
  2. it doesn't provide a +100% damage buff to fire for 20 seconds. It flags a fire proc to most damaging powers for 20 seconds. Like I said above it is largely agnostic when it comes to your damage dealing primary (secondary for tanker). FE has no special interaction with fire melee in pve. Stalker fire armor is not great, but if more people understood FE they'd feel a bit better about scrapper fire armor. It is perfectly hardy with a few team buffs and does WAY more damage than other secondaries in such scenarios.
  3. You can stick with it, but that isn't what FE does.
  4. Fiery Embrace was changed some time back. It is fairly primary agnostic now and provides a 20 second fire proc to most damaging powers. I don't believe that fire melee has any special interaction with it anymore (pve). An em/fa scrapper is bonkers from a burst damage perspective.
  5. I'm a fan of shield. I think defense works best on stalkers, but shield still offers some decent resists and +hp on top of that. The set doesn't have much in the way of holes you need to plug. Shield charge offers a bit of aoe to an AT that is often sorely lacking in that department.
  6. That should give you an indication of how strong the build is.
  7. Keep in mind that fiery embrace is up more than it is down on a perma dom build and it is a long lasting buff allowing multiple rounds of attacks to get out. It averages out to over +50% damage over time, which is significant for such a low (self) buffing AT. It also helps doms deliver meaningful aoe damage by boosting fireball and rain of fire. /nrg is in a great spot, but I'd still take /fire for single target destruction if for no other reason than not having to be in melee range stuck using a 2.7 second long attack to unlock my damage boost. /fire can hit FE, blaze and have the damage from blazing bolt landing at roughly the same time that /nrg is landing its first TF. Maybe it will catch up, maybe it won't. Both are great sets for dealing out good damage.
  8. I chose reactive interface for my poison/fire for this specific reason. I do a lot of proc damage and rely heavily on the interaction of -damage debuffing being amplified by -resistance debuffing. At the end of the day, Degen may still be better for taking down big targets, but I like reactive as it fits the build well. Kin is a great addition to poison, just depends what content you like to tackle whether a second poison would be preferable. Multiple poisons become insane for both speed and safety because their debuff aura doesn't take animation time and poison trap proc bomb gets out so fast.
  9. Indeed. 0x8 is super fun. 4x8 has proven to test my patience too much as I have to lean heavily on confuse. I skip the dwarf ambush up top. Interestingly enough if you confuse the nictus into killing the crystals in mission 2 the ambushes struggle to zero in on you and just sort of run around aimlessly. I've never really examined how to separate romy from his nictus so I ultimately get overwhelmed in the final fight.
  10. The -res cap is very high. I think it is like -300% or something like that. It is pretty rare to hit it even in teams. The only thing better than 1 poison is 2! You might even consider some of the ally powers in that case.
  11. I think it is just a culmination of the right tools for this build. -A lot of psi damage, which I switched the build around to accentuate. Unstoppable had a small impact on my dps, whereas it normally flatlines most builds. -Uninterruptable dps. He can't stun PA and I'm out of range of it. The few times he got me, benumb makes the duration pretty short. -Ability to quickly kill off his friends, but also nearly halt his regen while I fight with them. His HP would barely go back up while I'd deal with his generals. Most builds lose a lot of ground during this period, which is frustrating. -Finally, I think it was actually -recharge that did him in. Even through AV resistances I avg about 40%-rech. Slowing down his dullpain cycle may have been the deciding factor. When he was at about 10% hp I "knew" it was in the bag because I would outpace his dullpain cycle. But I was still sweating the thought of an error getting me killed. He didn't get off another dullpain though. This fight is an absolute snooze-fest. 0/10 would not do again.
  12. My survival build is as the name suggest. Softcapped ranged and psi def, full time mez protection, melee hybrid and barrier as well as respectable resistance to most damage types (toxic/neg hole). It hovers out of the fray and only steps in for the Heat Loss buff. I can handle a fair amount of attention. My damage build doesn't really avoid damage. It dishes it out haha. It only has 38% s/l def, but it does have rune of protection, barrier and perma dull pain. It relies on survival through chaos. Bouncing things with fissure and sleet, spectral terror, PA and sheer offense that rivals anything I've built. That said, there are times you simply have to disengage to regroup. I got into a bad funk on a recent marketcrash causing frequent endurance crashes and had to flee back into the cave 2 times. Or vs the warwalker waves in Apex. I fought them all over that map to keep creating distance. There is nowhere to hide, but you can briefly break line of sight. If they are moving, they aren't attacking. I made them travel through my drop patches and summons which allowed me to layer some confuse on them and then press the advantage. I spend most of my time on my damage build, but if I'm walking into a situation that I know is going to be dangerous, I hit the macro to flip to my survival build. It puts everything in to cooldown, but that is the only drawback.
  13. 54+3 Mot I love caesars, so I thought Mot and I would get along better. He didn't want to share his clamato juice so I took it from him.
  14. I think if I didn't have an ill/cold I'd roll an ill/ta. Just about everything in TA compliments illusion and the synergy is undeniable in things like: spec terror + flash arrow = huge tohit debuffs that are safely applied before the fight acid arrow+ healback = should block some of the heal back from illusionary damage reliable st and semi reliable aoe containment - two things illusion does not excel at decent aoe damage from oil slick and proc'd acid arrow to round out the stellar st damage of illusion That said, ill/cold is still better at killing AV/GM's, maybe by a large amount. The stacking -res is just extreme on top of benumb. But I could see myself playing an ill/ta at x8 settings and I don't really find that fun on ill/cold.
  15. Lvl 54+3 Sinclair I was like, “oh he looks like that loser Chimera”. He is not. When he gets mad and glows red he wrecks all my other characters with overwhelming offense. And that is set as a lvl 50 AV!. I’ve always had to downgrade him to an EB to finish the arc. That said, he doesn’t hit hard enough to hurt PA!
  16. Lusca about 2 mins per leg. 4 mins for the head. The sizing of the head makes receiving the buff from HL difficult so prepare for endurance issues toward the end of the fight. Jack and Eochia same time cause why not? I remembered these GM’s being much more fearsome. Eochai in 2 min, Jack in 2.5 min.
  17. MoKhan I don’t know of any other build that has done this without at least Lore pets (I think some traps builds could do this as well). It took some thinking to say the least and I had to t4 a different hybrid for it. Basically his resistances are ridiculous, his HP is insane, plus he has unstoppable AND dull pain. Normally I use Assault Hybrid Radial for the double hit proc. But for him I leveled Assault Core to t4 so I could boost my (and PA’s) psi damage as that is his weakness. I think running musculature was maybe a mistake as opposed to agility. I had huge gaps in PA and benumb. My thought was to make them hit harder, but I don’t know if it netted me anything. I don’t plan to rerun this to get a faster time as it was a snoozefest. *I left the pc running for 20hrs+ after killing 3 of his friends. Didn't want to restart the mission, but had things to do. Sucks to have to let him heal up to 100% and chew through another ~170k hp to get back to where I was... but it is what it is. Still this took about 2hrs (maybe 1.5hrs if I didn't disengage), so not for the feint of heart. Phantasm is forever useless. As long as he summons his decoy I'm happy enough. You can get about 20-30 seconds out of Phant if you cast barrier, but usually Reich's fist of the heavens attack immediately kills him.
  18. MoLRSF this has 19 AV’s, so it wasn’t like I was moving at a snails pace (about 4 min/AV if nothing else considered). The Future Phalanx needs more training haha. The /psi app eliminates Numina as being a threat. Vindicators sought what their name suggests, but ultimately let Ms. Liberty down. I didn’t realize she was special because Phantom Army and ample psi damage seem to be her counter. I have the tools to deal with the final encounter while not many other builds do. I confused Yin and Numina to encourage them to move closer to each other as Numina sometimes sits a bit too for Yin to focus on. Then I let Yin do her magic. When it was Yin, Babs and Manticore I was like “surprise it was ME all along!” They were dumbfounded to say the least. So much so that Yin continued to help me periodically, unsure which team she belonged to.
  19. MoLGTF Clockwork King is more of a speed bump than an obstacle. He nukes early, so just be aware of that.The Riders can put out some mean debuffs and it can be dangerous to stand in melee range, but other than that they don’t present much challenge. Dra’gon is an underappreciated AV. He can put out a LOT of damage if you don’t pay attention. I mean Hami right? Sure it is a downgraded version, but it still feels pretty epic. It is mostly just waiting around for PA to do this with no insp. Phantom Army gets killed quickly and then don’t really engage, so you just use them to draw fire while you kill a cell. Same for phantasm. Just requires a lot of patience. I changed my hold slotting for the greens. Hro'Dtohz is easy and the Honoree is usually a roadblock given his high resistances, but he has no psi protection.
  20. MoITF not really hard at base settings, but always fun. I’m by no means an aoe monster, so to complete this in a comparable time to my sav/shield stalker - pre hemo nerf (that is an aoe beast and did excellent st damage) is really a testament to how fast I can drop AV’s. I just surged the final fight. With my summons out I can pull well over the standard aggro cap. Fun mayhem ensued.
  21. MoMarketCrash This TF is uneventful until Crimson. He is (imo) one of the more difficult AV’s in the game for most builds as he can counter most survival mechanisms. I don’t have any other character that can do Crimson Prototype with these conditions. Crimson Prototype CAN kill Phantom Army, which I was unaware of. Even though he can dispatch PA, the fact that they disperse his aggro meant he couldn’t stack a lot of debuffs. Just pay attention for when the forcefield generators spawn and watch your status bar for stacking debuffs. 31 min seems pretty quick to me, but I may look to pulling him somewhere so it chokes the skyskiffs. With everything bunched up I think it would go much faster. I’ve made an attempt at him as lvl 54, but couldn’t get enough focus fire to make an appreciable dent. I called it a stalemate after about 20mins.
  22. I’ll be the first to admit that controllers don’t always feel great in the end game. Rolling nukes and super IO builds that need little support leave a traditionally low damage AT that specializes in creating safety out in the cold. But rather than lament those shortcomings, I embrace being left out in the cold. I prefer instead to ask, not what I bring to a team, but rather, what does a team bring to me? Grab a blanket and curl up by the fire because it is about to get cold Character: Frosticus Build 1: Illusion/Cold/Psi (survival build) Build 2: Illusion/Cold/Stone (damage build) Build 3: Illusion/Cold/Primal (retired generalist build seen in a few screens) (All the following are with NO insp/temps/lore/amplifiers) So far I have: MoAPEX MoMarketCrash MoITF MoLGTF MoLRSF MoKhan Some GM's/AV's (NO insp/temps/lore/amplifiers) -Sinclair lvl 54+3 -Mot lvl 54+3 -Lusca -Jack/Eochai -Council Goliath Warwalker (GM) -Kronos Class Titan (GM) -Lt. Sefu Tendaji lvl 54 -Siege lvl 54 (BAF version w/ rings of death) Kicking it off with: MoApex Got this on my first attempt. None of my other characters have made it to the final mission under these restictions. The Toxic snake pits can tear down builds in moments. Turns out they tear themselves apart pretty quickly too! Battlemaiden isn’t “that” hard for ranged characters (just shoot and move), the surge of adds causes my summons to lose focus slowing the fight down a fair amount. The previous mission with wave after wave of warwalkers always overwhelms my other characters. I found that it relieves enough pressure if I confused one of the warwalkers and then took on the rest during each wave.
  23. When you savage leap (procs) then fast AS, then hit the big version of rending flurry from hide. Everything falls over and just the boss is left trying to run away with a sliver of health. It doesn't get old.
  24. I've never really given DP a fair shake, but I am pretty familiar with Poison. I'd probably proc the attacks as much as I could as that seems to be one of the main selling points of DP. Use the P2W amplifier that gives mez protection and make sure you have the defender ATO procs in good powers so they go off frequently. The absorb and heal go a long way to keeping your rolling. Entomb proc in a hold is pretty great too. You shouldn't need aidself. I built my poison/fire for solid resistances, with low defense and made sure to build in good mez protection (rune, melee hybrid). It has had no issues taking down most AVs/GMs and quite a few TFs solo no insp/temps/lore.
  25. If you are looking in game it is probably adding the damage for fiery embrace, or some portion of critical damage for the scrappers. Lots of the power displays are showing inaccurate numbers these days under total damage. For instance: Tank is actually 6 ticks of 14.26 = 85.5 damage
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