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Frosticus

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Everything posted by Frosticus

  1. Some things to maybe consider: Mu epic - ball lightning and then savage leap in as it is traveling towards them. It does a lot of aoe damage. Zapp - helps fill out a single target chain of heavy hitters (AS, hemo, zapp). Procs - savage leap does pretty lame damage up close, but procs really well. So I don't enhance the recharge of it at all and try to use it from max range. that makes it a tele-nuke. If I do use it up close the procs still fire frequently giving it ok damage.
  2. The set requires a good understanding of how long fights will last. Basically there is nothing wrong with being exhausted while you are on your way to the next spawn. 5 stacks turns rending flurry into a 15ft pbaoe which should still proc rate as though it were an 8ft. The tele nuke is just about everything one could hope for. The recharge time is basically perfect for procs and the damage is just a bit lower than lightning rod. If I get heavily debuffed I just leap away and telenuke back in. it cycles fast enough that you don't need to hesitate to use it compared to other telenukes like shieldcharge or lightning rod. Admittedly, I think the set shines much better on a stalker, which is what my experiences come from. They retain all of the aoe and have drastically superior st damage due to AS and hidden hemo. But at least savage leap will let a brute stay ahead on fast teams to get the aggro they need to perform.
  3. I have a fire/savage that plays almost entirely in melee. The tele-attack is one of my favourite things in the game and is excellent both for offensive positioning as well as defensive positioning. Not much mitigation from the attacks though. But between bonfire and flashfire and hotfeet it usually isn't too much of an issue. Damage is pretty good. spot prey w/ gaussian is better for team play than power up from earth imo. Though seismic smash is one of the best attacks around. I originally went dark/sav, but ultimately rerolled into fire as I wanted a less active primary so I can just scrap. Bonefire lasts so long and is often "enough" mitigation with hotfeet, while also contributing ok aoe damage. edit - blood frenzy is also a not-insignificant recharge boost and end discount. Which benefits doms nicely.
  4. Correct. I was thinking of the water blast heal dehydrate.
  5. there is also: radiation siphon - melee attack that heals. The heal is increased when the target is contaminated. It will strip the contaminated effect when used.
  6. I put the purple damage proc from the ATO in my singy. he uses it on two of his attacks. Decent return. I def put the kb-KD IO in wormhole. On teams I usually pull the next spawn onto the one we are currently fighting. It works well.
  7. yes. it provides a significant damage boost. the imps that are pooped out can he made perma with a perma hasten build. At its peak you have like 8 or so of the little buggers out. they can tremendously boost single target output when they all pile on.
  8. iirc the burn patches get insane because of the way they overlap when there are multiple targets in close proximity to one another. A single target should only result in one patch. I ran bots/storm on live so admittedly the memory could be hazy.
  9. demons do ok to good damage, but they are a force multiplier because they put out a lot of -res. storm is a force.
  10. introducing a secondary can change things bots /storm does good damage. a strong build could kill most anything. demon/storm probably does way more damage though. I was just shy of 1k dps vs a pylon.
  11. conversely I've had my fortunata die multiple times in a row while pylon testing. I personally favor the layered sets these days. but most anything can achieve some lofty accomplishments with enough time and investment.
  12. In a lot of cases I'd agree. With super high dpa attacks like freezing touch getting them cycling as fast as possible is beneficial and focusing on procs to the point you need to inject another attack into your chain more than likely hurts you in the long run. At the same time you often want your heavy hitter to line up with AS for the crit from hide proc. but you dont want too much rech in AS cause of said proc. There is a lot going on with stalkers from a min-max standpoint. They are cool. As for mass levitate (or other similar attacks) you have to decide whether you want to spam it or just use it once per spawn. Basically solo I'd lean toward damage and rech. Teaming I'd lean toward damage and procs.
  13. dark regen generally isnt the best tool vs a single target in that it has high costs and rolls a tohit. But a well built /dark wouldnt need it much so as long as you are proactive im sure it could work Maybe savage/dark? blood stacks for end discount amd +rech. hidden hemmorage is quite something vs meaty targets
  14. Savage leap can most definitely crit as well. but I believe it is just a flat chance , and a low one at that. I dont feel like it is boosted by the number of teammates either, but I'd want to test that more as I mostly solo amd teams are often chaotic carnage .
  15. Not sure if you are looking for answers from anyone else, but: stalkers have a damage scalar of 1.0. The aoes have a 50% crit rate from hide, so 1.5 scalar Procs work off of 1.0 scalar, but are capped at 90% chance to fire so the breakeven point where slotting a proc vs slotting for damage favours the low damage AT's. Long story short you definitely want to enhance the power for full damage and then look to adding procs. Assuming you aren't seeking set bonuses - I'd do five procs of your choice and a +5 damage purple with musculature core. You'll need tactics, kismet and about 50% acc set bonuses to make that work against +3s though.
  16. I love it on my savage/bio. On a team I use it at full range, then AS a meaty target, which will often put me back into hide, then i use rending flurry. If all goes well that will be at 4 stacks of blood and good aoe crit on flurry. That usually kills lots of stuff and then you just scrap. I have a couple damage procs in leap. I use it against runners too. port over and then AS them. Not as fast at clean up as a blaster but way better than most melee builds. It casts fast and recharges quick enough that you dont need to hesitate to use it. Sometimes I leap back and then port back into the spawn for extra damage. Not the most efficient but super cool.
  17. fun? I dunno, but I like my fire/tactical. It is a fully ranged build aside from the nuke, which is not much of an issue as flash arrow lets you get right up to them without drawing aggro. I think eagle eye is one of the better sustain powers giving +acc and perception on top of the usual. agility gives res to slow and some +rech which is always nice too fire/fire is much more in your face and frantic, but can surely do a lot of damage.
  18. I enjoy my fire/bio. The extra offense of bio is welcome and athletic regulation is terrific paired with hover. I debated going rad armor for quite awhile. It is a really nice set on sentinels.
  19. This doesn't match my experiences. Maybe for single target damage because of added pet damage and the high damage melee attacks doms have. But sentinels on avg do way more AoE damage and usually don't need to hesitate to leverage it as most can absorb a decent sized alpha. I mean there are certainly some builds that overlap between the two AT's, but imo sentinels are some of the best AoE available prior to heavily IO'd/incarnate builds due to their ability to leverage their abilities without fear.
  20. propel is also an aoe knockdown so in addition to dealing good damage it also bounces everything around it. I dunno sure you don't have seeds or fearsome stare, but the aoe stuns in other sets suck until you get SO level enhances anyway. at which point you are soon acquiring wormhole. wormhole is that good of a power. I cant think of any other power in the game that is as satisfying as wormhole. It really makes you feel super powered.
  21. ill/cold doesn't rely on containment damage to produce objectively very high damage. It relies on huge amounts of -res ( more than any other set with stacked sleet, hl and consistent achilies). containment is nice, but not all that important for the build. AVs rarely flee as the taunt of PA and phanty decoy is more than the flee of sleet and the slows, so you usually dont need an immob. Even +con AVs are affected by the slows so if they do start to flee they are easy to keep up with and redirect by heading them off. Ill/traps may well be the strongest big game hunter in the game, but ill/cold is generally much faster for any given task. Extor is correct in what he says. His initial reservations about the combo have clearly developed into some impressive accomplishments. it takes a lot of time and inf but ill/cold has an extremely high ceiling.
  22. best at what? cause I'm partial to fe+bu (w/gaussian).
  23. no. that said, i think sentinels have the best version of rad armor in the game.
  24. Hidden status should suppress the aura, so it is only active while you duke it out. Yes it would stack with other stuns such as the stun proc in energy drain, or any other source.
  25. rarely. imo it requires max recharge to be very useful which means dedicating too many slots to it during leveling. Once I have the spare slots I no longer need it. Maybe a base rech of 30-40 sec and I'd likely take it. As it would be up almost every fight while leveling.
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