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Frosticus

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Everything posted by Frosticus

  1. I put the ATO damage proc in singularity. It causes hilarity.
  2. well if you are seeing "40 damage" that sounds like +3 or 4s. you need to make the power hit things for it to work. you have no acc slotted, no alpha that gives acc, and I'm guessing you dont have huge amounts of global acc bonuses. I dont think it inherents the tactics buff (if you have it) but it may if it detonates immediately (2 sec activate period on tactics). venomous gas helps but the debuff is cut drastically against +lvl enemies.
  3. This is how it works for me. The initial pulse is quite good. The cloud then continues to proc every 10 seconds with lower probability.
  4. i tried an elec/poison troller on test some time ago with this in mind. End mod slotted everything and it was still barely able to put a dent in a pylon's end. I just slotted acc and end mod in everything, so not a super robust test mind you. Perhaps adding an incarnate alpha and using powerboost may help. I was unimpressed though and I have doubts it would do much of anything vs +lvl AVs.
  5. I'd be surprised if you can sap an AV dry. And to further move the goal posts - a +3/4 AV.
  6. it's about a 37% chance in irradiate, 57% in haze , 37% in neutron, and 90% (capped) in atomic blast. pbaoe aren't common for squishies so I'd consider the fury of glad proc in irradiate myself
  7. I like these changes to DM. I've never had interest in the set before. I'd vote for dark consumption being 12ft and doing less damage myself. I see no reason that dark melee even exists for stalkers at this point though.
  8. My initial guess a page ago was 2s. But it is definitely longer than that. 4s may be closer to the value. At any rate, it should be a lot faster imo. If you are trying to be protected by the cage is should be nearly immediate if possible.
  9. I used to use SJ extensively. Now I use ninja run. I actually enjoy the mini game of navigating rooftops quickly with ninja run, or bouncing from obstacle to obstacle and shouting "parkour" with each successive landing.
  10. Toxic Dart - legit attack for controllers with containment because the contained damage is upfront and the attack does as much damage as lift.
  11. Jaunt Really good teleport I tried it out with /powexec_location target it works super well. Instantly gets you to the next spawn with no downtime. but you need line of sight for it to work. So keep a regular target bind as well so you can move anywhere you want around corners and such. Corrosive vial -should take achilies and annihilation Think of it more as a small aoe res debuff on a 1 min timer. Pretty useful for lot of builds
  12. Kudos on the new set. I would consider trying it on a MM or multi pet controller, otherwise I can't really play a pure support role myself. But for those that like that role, it is welcome. +static is named blood frenzy in the combat log. faraday cage is a 2s activate period? maybe it could be faster because if you leave it and re-enter it can take quite awhile for the protection to enable. +static stacks seem to last quite long, so it should be easy to get it chaining well in team play.
  13. ya, dragon's tail doesn't hit anything outside of 8ft. It is objectively junk compared to a sentinel nuke in ease of use and practical application. I also consider quite a few scrapper combos overtuned and their ATO should either be a 1ppm w/ 50% crit or a 3 ppm 15% crit. It currently gives them stalker-esque crits on demand. The only powers scrappers have that hold up to a sentinel nuke is savage leap with procs, lightning rod and shield charge. None of which overshadow their nukes even with superior scrapper damage. My experience with sentinels is that they deal medium to high aoe damage and low to medium single target damage and do it about as safe as most tanks once you factor in that most aggro isn't directed at them. I can't say I greatly enjoy playing them personally, but I'd expect to see a significant cut to their survivability in order to increase their damage to the point that I'd like them.
  14. It can be a pretty potent debuff, but it is a far more widely available tactic for traps (seeker drones) and poison (weaken+venomous gas)and of course the king of -damage, dark. Everyone talks about poison being junk, but a poison defender can floor a lvl 50 AV's damage in less than 4 seconds... permanently with SO's. Poison troller (troller thread after all) will cut it by 70%. Some other sets have a bit of -dam, but generally not enough, or the ability to boost it themselves, to really enter this discussion. Cold can only do it vs 1 target and even the most geared build won't have it up full time.
  15. what kind of AVs? lvl 50 ones? yes absolutely, it actually isnt hard for cold at all if you have high recharge and it isnt because of the -regen. Though that is helpful, but considerably more so vs gms. 500% -regen is good for about 70 dps vs a lvl 50 AV benumb does -50% damage. -damage is a funny debuff because it is boosted by -res. cold also does a lot of -res. a cold with benumb and double sleet will reduce a lvl 50 AVs damage by 80%. Put achilies in infrigidate and you now floor said AVs damage to 10%. That means if it would have hit you for 1k (ie a dangerous foe) it will now hit for 100 before your resistances. So survival is pretty trivial for a very high recharge cold. Which is pretty important for non illusion trollers. Yes it takes time to double stack sleet. cold spikes them with sleet plus heatloss for about the same results at the start of the fight. Miss with benumb and then you might have issues. Move on to +lvl AVs and you start to encounter other issues because your debuffs lose effectiveness for each level of difference. your debuffs are 65% as effective vs a +3. So that same benumb +double sleet + achillies only debuffs by 49% -damage. Additionally, a +3 hits way harder and has a bit of an accuracy bonus. tohit debuffing isnt a very effective route vs AVs. It isnt worthless but it takes a lot of tohit debuffing to make a dent as a lvl 50 AV has 85%? (maybe 87%) resistance to tohit debuffs. +lvl AVs will punish you if your primary tactic is tohit debuffing.
  16. ya i wouldn't skip fearsome stare. I would slot it for tohit debuff though. I don't love the power on my dark/sav either, but it is very strong. I skipped the immobs and the aoe hold. The immobs...well I actually like when things try to run on my /sav :) the most fun power in the game imo is feral charge. I actually smile a bit when you see one trying to book it down the hall. and the aoe hold because despite it being a really good power, you generally don't need it. I've also debated dropping the doggo. Very strong pet, but there are few permanement non-controllable pets that I like. Maiming slash is pretty skippable once you have good recharge, but you have to take either that or one of the immobs. I chose maiming myself. I skipped rending flurry and blood craze from savage. Partly as a protest as many doms get a default 15ft pbaoe, but sav only gets it when you have 5 stacks. And blood craze because it is a really long recharge.
  17. there is also the winter travel set with a 20% IO. and temperature protection gives 20% agless radial at its lowest is 21%?
  18. You may not need this, but one thing I like to do on my fire armor builds is strive for close to immunity to recharge debuffs. An aggressive fire armor that can't be slowed or have its heal delayed is very difficult to drop. It tends to make the psi hole a much smaller issue.
  19. It's a tough choice, but I've ultimately leaned toward s/l def on my /sav dom because I'm mostly in melee range whether they are locked down or not. Plant could go any direction though and could do most content with no defense given how good seeds is.
  20. iirc it only has a 50% chance of spawning the big vine per mob. Now I could be mis-remembering but I think it works better off of slain foes. If I cast it on a 8 man mob I may only see a handful of big vines pop up, but a trick I used on my plant/poison when pylon testing for fun was to heard up monkeys, poison trap them all dead and then cast creepers. A whole horde of big vines spawn and attack the pylon for the next 30 ish seconds before they despawn.
  21. Difficult to say if you are seeing something different, but I've had situations where I'm mopping up the last few enemies of the next spawn and they finally show up just as I'm ready to move on. And I'm like "there you finally are" I've made mention in past discussions on creepers the value of improving their recharge below their "perma" status because recasting them can be valuable at times to get them into the fight and because they restart their proc rolls. I haven't used creepers in a couple months though, something may have changed if they aren't working at all for you. You definitely need enemies/corpses around to get the big tentacles though.
  22. Were there any enemies/dead bodies present? They behave like any pet in that if there is still an enemy alive they will remain until it is defeated or until you tether far enough away to make them disengage. They also don't move very quickly to the next spawn, so they certainly work better in some scenarios than others.
  23. /sonic may be outpaced by /beam, but I sort of doubt it if you were to add in dominate from psy mastery and proc it out a ton. scream>shriek>scream>shriek>dominate should be possible with a high recharge build. Or some variation of that. Maybe put in screech if needed. 800 damage dominate should be within reach I like the idea of beam, but it has a weird flow imo. I couldn't get in to it. One other nod to sonic is that if you have a source of -dam in your primary then all that -res you are stacking will boost it significantly. Something like benumb+sonic blasts will absolutely neuter the damage output of your target. That is true for any -res, but sonic excels at it.
  24. ill/poison can kill things extremely fast. It wouldn't be my first choice but it is a pretty good pairing as Illusion helps cover poisons weaknesses pretty well and the debuffs of poison work pretty well with illusion.
  25. I had an earth/fire back on live. It is a really good combo as earth is an excellent ranged control set and fire is of course extreme ranged damage. Stoney can hold a bit of aggro at times too. Not much else to offer aside from that. I'd probably focus on ranged defense after perma dom.
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