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Frosticus
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Everything posted by Frosticus
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Will double heatloss and double sleet debuffs stack on the same target?
Frosticus replied to fitzsimmons's topic in Corruptor
Yes. Whether that makes burnout worthwhile is up to you. Even with a high end build you are looking at an 8 min recharge on burnout. Fun power to unleash your full potential though. You can double stack sleet quite easily with just a decent build. -
If you have no endurance issues then what HL would allow you to do is create endurance issues by dropping slots from health and/or slotting much more aggressively as well as perhaps even playing more aggressively. Usually what happens though (if you have been playing the character through the levels) is you tend to more or less solve your own endurance issues by the time you'd get HL. So the power doesn't seem as significant as one would hope. The auto hit recovery (that centres on you) is 2x as strong as stamina. Each foe hit also gives off a buff that is 2x as strong as stamina. Provided you are close enough to them to receive their buffs the impact on your recovery is quite strong.
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I think the most important thing for poison is mez protection. How you get that is up to you. Easiest is P2W def amplifier, but if you don't want a temp power then I really like cycling rune of protection and melee hybrid. It gives you a solid 85%+ uptime for mez and boast solid resistances/regen. A huge boon for poison. The difference (for me) between solo no insp/temp/lore MoITF being very easy, or being borderline impossible. On that note I think poison gives up too much to chase down defense. Yes it is easy to softcap s/l with scorp, but then you give up either soul drain (omg) or dominate/char (very heavy hitter). If you can get the defender ATO's into good proc powers then they are quite impressive at covering chip damage, but less so in repairing big spikes. So they work pretty well on a resistance basis, especially paired with the solid -damage debuffs that poison puts out. So ime I found more success with ensuring i have good mez protection and a solid resistance base. That isn't to say you forgo defense, you should still hit around 20% incidentally.
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- poison
- dual pistols
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There is some misinformation in this thread. 1. Put a kb>kd io in gale. Some people love it. If you goal is to stay at range this can help a lot. 2. Yes, steamy+stealth IO will put you at the stealth cap for corrs. Which is to say, invisible to everything that doesnt have perception or other means of detecting you. It will let you ghost just about all content. 3. Focus on recharge and getting the end cost of freezing rain under control. If you had a spare slot then achilies isnt the worst seeing as you have nowhere else go put it. 4. No one will expect you to heal them. You are usually better off actively helping. 5. I dunno, assault cost a fair amount and storm is a massive endurance consumer. Aim is really good with a gaussian proc in it. Very nice upfront damage boost. 6. Ranged def is better if you want to stay back. s/l def is easier to push high via scorp shield and is still quite good. If you become a hurricane user then mez protection is most important. 7. hurricane costs what is costs regardless of enemy count. The repel affects everything lower than an EB (though I think some EBs get pushed). The repel is not so strong (it was reduced quite a bit back in the day) that bosses will always be prevented from walking up to you and punching you in the face. Slows and the knockdown of freezing rain help prevent that as well.
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A defender can much more easy reach def/res goals and then fill up on procs. From that stems the notion that defs > corrs and that defs get more from procs. A proc loaded corr can put targets into scourge range very rapidly. When corrs are in that range they do significantly more damage than a defender. In fact they do some of the highest damage in the game. I think we are over fixated on soft caps and are discounting how potent a proc'd corr can be as they lean far closer to a blaster than a defender in terms of damage over the course of many encounters. That is probably worth giving up soft cap for. That said, my latest two projects have been a poison/fire and a cold/fire. I specifically went with the cold def because I wanted more survivability (6 damage types capped with rune up, higher -dam on benumb, and the defender ATO procs are amazing for cold) vs the corr. But I'm tempted to roll it as the same build as a corr just to see the practical difference.
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Were you using the power without direct line of sight at the time of execution? Like did/were some enemies move behind a container or similar?
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Stalkers have a lot less armor auras, but all the ones they do have suppress while hidden. A notable exception, although it isn't a stalker power, is melee hybrid. If you pick that know that the aura does not suppress and will not only alert enemies, but will actually knock you out of hide if you wait too long.
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No, it is suppressed while hidden. I don't really notice much of an impact from AAO on my sav/shield because the aoe damage is so high that you rarely get surrounded and saturated. Plus the telenukes are usually executed before they are buffed . I suspect elec/shield would have a similar experience. AAO is most famous on single target scrappers (ie dark/shield) because it has taunt and they want lot of fodder to fuel soul drain. But if you are willing to work on the boss for a bit while everything else surrounds you before you vaporize them with LR/SC you can see the impact of AAO a bit more.
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Yep. Worth it? maybe not worth chasing but no harm if it is low hanging fruit. +dam is of course more valuable for ATs with criticals (scourge) as that doubles you raw damage.
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Bonfire and Sudden Acceleration dont work well together
Frosticus replied to Damoklese's topic in Controller
I can relate to the OP. When I picked it up on my fire dom I had extremely high hopes for the power based on the hype it gets. I was initially disappointed in the performance, but eventually embraced it as another layer of control rather than a control in and of itself. In that role it is a nice big aoe that is up all the time and even does a decent amount of damage. -
It's ok, but there are usually better things you can be doing with your time. I've played a lot of demon/storm and would sometimes get sucked into the trap of keeping their health up during fights. Far better would be for me to join the fight and actively help them. I found much more success removing the power from the build. the dog will recharge fast enough if it gets killed. I mean if you plan to have o2 anyway it isn't the worst thing to use between spawns, but mid fight perhaps less so.
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What's the Best Gravity Dominator Build You Can Put Together?
Frosticus replied to oedipus_tex's topic in Dominator
I have a young grav/sav and i've played it on test at 50 quite a bit. Teleporting enemies and teleporting yourself just doesn't get old. Lifting an enemy and nailing it mid air with feral charge just doesn't get old. Lift gives /sav another nice ranged attack, so you end up being very good melee and solid from range. I think the secret to playing grav is getting comfortable with quickly toggling dim shift on and off to absorb the alpha. But it can be problematic in teams at times. Ultimately dim shift has too long of an activate period though imo. You can't play nifty games jumping in and out of it. I believe it is a 2 sec activate period, but 0.5 would be much better. -
An alternative would be to build for resistance. Cycling rune of protection, melee hybrid, and regen aura would feel super solid and consistent in pretty much any scenario. Healing aura can handle chip damage with ease. Statistically a high def build may have higher survivability, but 2 big hits can drop a defense based squishy. And while a resistance approach may not be invulnerable, every failure is predictable and grants opportunity to react. Plus everyone and their dog brings defense buffs to teams, whereas resistance buffs are a bit more rare. So in a team you are likely to have well layered protection. it's the route I've gone one my last couple squishy builds and it has worked out well. They still solo fine and often feel stronger in teams than a pure def approach.
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All things being equal you can get a ton of healing and absorb out of the defender procs in blaze and blazing bolt and entomb in dominate. Either build for defense, or layer up resistance with -damage for a very robust character. The lack of a self heal isnt as big of a deal as it once was. I love my poison/fire/psi and I also think rad blast synergizes well with poison for a variety of reasons. I've solo'd a lot of gms with no insp/temp/lore on my poison/fire and some of them would be very difficult with a different blast set due to fire being such a good dps set. Lusca took considerable time as an example.
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-damage is a debuff, so as such it is affected by the purple patch -damage is multiplicative with resistance. The -damage cap is 90% the resistance cap (for mm's) is 75% -damage is multiplied by -resistance, just the way the game works -damage is resisted by resistance, so watch out for godmode powers. No enemies (that come to mind) have any special resistance to -damage beyond what I listed above. -damage and resistance are not mutually exclusive. In fact they work together in synergy just like damage and -resistance debuffing, which we all know and love.
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Can't speak for how hemo works on scrappers, but I gave a lot of insight on how the power works for stalkers in my savage guide. Ultimately, you have tons of overkill on most enemies as a result of the critical dot being such a long duration. You have to get comfortable walking away from bosses and just letting them die to the dot. I like the way it is set up because it is unique and it works more or less correctly with the blood stacking mechanic in terms of final damage (a bit too much at 0-4 stacks, but pretty much right on for 5 stacks) and the dot nature suits savage. That said, it probably kills slower up to EB's because you will often launch another unnecessary attack (or two) before the dot finishes. I'd fairly happily trade hemo for upfront damage provided it still scaled (reasonably well) with blood stacks, which we don't see happening with combo points for better or worse.
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I didn't like it at first as heals tend to be reactive, but this one needs to be used proactively. After playing bio armor extensively and getting comfortable with absorbs, I find blood craze to work in a similar manner. It actually ends up working quite well for savage as the set really likes to scrap, so the HoT can keep you trucking along in the thick of it. I'd like a bit shorter base rech though.
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They are the expectation of success. More so that any other AT, when a blue shield icon joins you expect that things are just going to be better by a significant degree. The how and the why they can do that isn't all that important - they just do. That's why when you encounter one that is built poorly, or played poorly, it tends to be glaring. The only other AT with similar weight upon their shoulders is a tank. Corrs and trollers can do similar things as defenders, but they don't come with the same expectation attached.
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It's almost like I said: fire/fire has char, which is a great attack even with minimal proc/damage slotting grav/dark has lift, nuff said plant/earth usually has so much ffback going that you never need spears, but I did say i have it because i like the attack. Sorry this thread went downhill so rapidly. Hopefully at least the corrected information helps someone at some point. I know I was a bit disappointed in /rad when it didn't perform like the tool tips suggested.
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The game has some issues accurately displaying information for powers that reference other powers as part of their action. Most people posting numbers know this limitation of the engine and verify data first. No dev or mids representative is in this thread promoting misinformation though. Only you are. Be accountable for your own words and actions. The derailing of this thread was when you posted inaccurate "rotations" based on the wrong data and a poor understanding of game mechanics and the AT. You've been shown where you are incorrect and sharing inaccurate information, but rather than being a reasonable person, you are instead leaning in to it. No one forced you to post wrong information about rad assault, or all the t1's DPA's, that's all on you. Be accountable. check more than mids and if something seems a little off, log into the game and try it on the test server.
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Nope. you are pulling your numbers directly from mids, which has them incorrect in many cases for dom t1's. I posted the correct DPA for every t1. Damage per activation adjusted for arcana-time. If you are going to count envenomed then you should include embrace of fire, build up, aim, power up, etc with their expected uptimes. Nice try though. Contamination doesn't affect the target you are attacking. It is a tiny little aoe. No person that understands the mechanic would include it in a st scenario. You don't understand contamination, but refuse to accept new information. You are discussing things in bad faith. Lean in to your ignorance though. I expect as much at this point. edit: the OP's question has been addressed quite well by numerous people. @Hjarkioffers up some interesting information that is founded on incorrect numbers, but is worth considering if you feel your dom will often sit in one spot attacking the same target indefinitely and your primary set is disabled for whatever reasons. Everyone plays differently after all.
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Sigh, this is painful. how much damage does dark blast do at lvl 50? How long is its cast time? If you get this wrong will you revisit this subject once you have gathered a bit more information? You are exceedingly confrontational, which is tiresome. But more importantly, you are using the wrong information.