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Frosticus

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Everything posted by Frosticus

  1. there is indeed. I have a different perspective with this character from most of my others as it is primarily intended to team. So irradiate is gold for me. I look at it as another solid big aoe debuff. Huge -def, decent proc rate on 2 -res procs. Add some damage procs if you like. Cosmic and proton are heavy hitters once loaded up with damage procs. Not far off from the almighty blaze+blazing bolt
  2. Mid's is pretty accurate. Except when you start adding recharge as mids doesn't distinguish between global and internal rech slotting. As a defender you are almost always better off from a damage (dps) perspective slotting a damage proc before a damage enhancement. I'd have to check, but this holds true even for nukes other than inferno. *things can and do shift when you start talking about overall slotting efficiency of a power though as you may want to enhance other aspects than just raw damage output.
  3. reasonably confident it ticks away irrespective of what you are doing. I noticed some big variance in my demon/storm times from 48 sec up to 1 min without much explanation as it was happening on clean runs and it is a relatively low proc build. That is a massive swing in dps - like nearly 200dps. There is a lot going on with that many summons and there could be another explanation of course.
  4. I guess it might not be obvious why powerboost isn't supposed to work with Fade given that PB isn't the thing boosting the +res. I make the mistake of assuming that casual (ish) players don't really care about the nuts and bolts and that those that do care have a solid understanding of how the powers are coded. Resistance based powers are flagged to ignore outside buffs and enhancements otherwise damage enhancements buff the resistance value. As I demonstrated with fade, they buff it at an extraordinary rate too. Imagine a tanker hitting buildup and gaining 80% enhancement value to their resistances!! Maybe a neat mechanic for tanks, but that is a different discussion and would quickly encounter balance issues. But I digress. That flag (i can't think of an exception, but it may exist) covers the whole power. Which would mean the defense portion of the power also ignores outside buffs and enhancements. ie powerboost.
  5. This is (I thought) a well known bug and subsequent exploit. I surely didn't discover it. All you are doing is repeating what I already stated. Call it a party trick if you like, but it is what it is. +dam buffs the resistance of fade. How you take advantage of that is up to the individual, but it isn't hard to exploit. There are 2 solutions that will likely be implemented at some point. 1. They flag PB to not affect fade. This will be like every other def power with enhanceable res. They simply missed the flag when implementing. This will resolve damage enhancements buffing the resistance and tame a likely overpowered ability. 2. Make the damage resistance unenhanceable. I don't care much beyond that. Just letting people know that many people suggest to build around an exploit which will ultimately lead to a bunch of upset players when it gets fixed as they went into something with incomplete/inaccurate information.
  6. I can't speak for everyone, but I don't forego defense bonuses. My proc builds, which are absolutely laden with procs, generally require incarnates to work because the procs come at the expense of acc and endurance enhancements. That way I can still get the necessary def numbers, damage enhancements and recharge (where needed). The issue for me is getting enough global rech bonuses because procs usually mean losing out on a good number of set bonuses. So I strive for perma hasten (or close to it) and call it good enough.
  7. I dunno, maybe try it? The power has enhanceable def AND resistance. Not like farsight. not at all. As a result PB boosts the def and..... drum-roll please.... damage enhancements boost the resistance. Hence reds (or fulcrum, or gaussian, etc) Like I said: 26% def all and 37% res s/l/n/p. Not too challenging to perma. Better than many t9 armors yes? edit: 37.52% res to be specific. 9.38% * 4 (damage cap).
  8. As you may or may not know, Fade is not supposed to work with powerboost. But as long as it does you may as well exploit it fully and pop some reds right before as well. The two combined will be good for 26% def to all and 37% res to s/l/n/p. Lol, that's better than many t9 armors.
  9. Agree 100%. I think most of the people that still view poison in a negative light aren't engaging in the current meta game. And that's ok, but it is one of the best sets for high end team play. Also leveling a poison/rad. Proc potential is pretty nice.
  10. let's get one thing right. dark control has some nice proc opportunities, behind plant and grav depending on what you seek from your procs, but definitely a great choice. dark affinity has some of the lowest proc potential of any of the debuff sets. though it is super powerful and can easily support a proc focused primary and epic in many ways. I would vote fire/dark of the two you suggest Some good synergy and potential as an all round strong character
  11. achiles, lady grey proc, shield breaker proc
  12. I personally wouldnt go poison on a MM and I'm actively promoting that people give poison some love and see how effective is can be as the game currently plays. 2 reasons: 1 - it isnt particularly good at keeping others alive. Others will include your pets. It's fine for yourself as you have IOs and insp. Less so for your pets 2 - Everything the set does good to well is brought together and elevated by venomous gas. But MMs dont have that. And while noxious gas is a very strong power the uptime is unfortunately pretty low.
  13. Personally, I find storm to be the most entertaining buff/debuff set. I recommend it on any AT that can access it. Great visuals and a huge variety of employable tactics for different scenarios. It gets stronger with each level and seemingly has no limit. Primaries I like plant and gravity. Plant because is is visually impressive and numerically it is very strong. Grav because it feels the most powerful. Lift and propel have a lot of weight and wormhole can reshape the battlefield unlike anything else.
  14. an absolute game changer for storm and the playability of the set. The ease of dropping things like freezing rain around a corner in the blink of an eye is very beneficial. Consider that you dont even have to be able to see where you are putting it now, just get a target, scoot to a blind spot and execute the button.
  15. 6? nah. 4-5 slots by lvl 21 depending on how much acc you slot. 1-2 acc, 3 procs you can get as many damage procs into poison trap as you are able to right away. It doesn't need purples.
  16. If personal survivability is a major concern then I'd probably go troller. Though the defender numbers are quite tempting. It's why I originally went plant/poison. Plant is a massive boost to survivability thru great control and even a solid regen power to help sustain. It also bunches the spawns via seeds to make the splash debuffs much more effective. I strongly recommend the combo to anyone interested in delving into poison. If you are less concerned about personal protection. Maybe you run with a solid group or you are ok heavily investing in IOs and build restrictions then I have no doubt a poison defender will be awesome. Remember you can get envenom and poison trap out in about the same time as a storm gets down freezing rain. That's 25-65% -res (before procs) and a damage proc nuke vs 35% -res.
  17. hello earth assualt. meet forcefeedback proc. I mean you always could do that but faster cast times and longer recharges aplenty will translate to huge gains for that set via that proc. I'm excited.
  18. Yes, but with a caveat. I dont *need* to use it and as such i dont use it all that much. I fire it into the intial convergence point while I get the kill zone set up and to get some quick kills for creepers to spawn from. Once creepers are at work and my tree is down I'm very stable. I'll use it more when my melee hybrid drops as I can get a bit unstable then. and I use it on the last couple roving spawns that I can never seem to pull over to my death zone just to more rapidly clear them. I dunno, I had no intention of it being a decent farmer and it definitely cant hang with the big boys but it keeps me busy between TFs and with enough inf to go out on the town 🙂
  19. In short, no. I explained why as I understand how the -res procs work, but that understanding is admittedly from 10 ish yrs ago 🙂 I'll share an interesting thing about poison trap though. It can "critical" and hit the same target twice with the same proc. Initially I thought it was the hold detonation combining with the 2% hold gas chance but I've seen my aoe damage procs double hit. ie armageddon fire damage. I still think that's what it is but it seems to roll all the procs. So the critical while rare is not unseen. kinda neat.
  20. no you are right they are all applied at the same time, or in such a narrow window it doesnt matter. The log will say as much. I think we are saying the same thing there. What I'm additionally saying is that the -res effect takes a bit longer to actually apply due to the proc causing the target to then cast the power on itself. If the power analyzer is any indication it can take considerable time after the proc, like a full second to actually lower the resistance of the target. But I'm seriously playing on a potato right now so ymmv.
  21. It would matter in the sense he means. Basically if the -res resolved first then the subsequent damage procs would benefit. I'm fairly confident they do not however because of the way the -res procs work to prevent multi-source stacking. the -res procs are actually pretty slow to apply if watching via power analyzer is any indication.
  22. Me too! as this is ultimately the only important goal. I know you arent implying this as you state your fondness of procs, but my frame of mind is that the PPM system is here to stay. Get on board or get out of the way Haha. I'm going to go out on a limb and say poison IS amazing. It is not amazing at all things, but if you can overcome its deficiencies it is the best at what it excels at. Team clear speeds (not counting kinetics). It stands out above storm and TA in this regard. Pretty far above honestly.
  23. A fun little proc for poison trap is the lockdown +2. It procs at a high rate and lets you aoe hold some of the bosses in the group for a short duration. It may be worth considering for a defender and some trollers.
  24. I'll try it out. I like knowing things. I was just pondering if it would let me pull more mobs into my death zone as you can only aggro so many on the map.
  25. Honestly I have never used the sleep power. I just have it for the set bonuses. I tend to play very aggressively and there is so much dot damage going off all over the place that the sleep doesnt do much for me. So I cant tell you about placate. I can try and it out though and see what happens. Incarnates are nerve alpha so I can 4-6 slot procs without giving up any meaningful enhancement value. Melee hybrid cause that's where I'm usually playing and it provides significant bonuses. Ageless because global rech is ftw with procs and I've sacrificed so many set bonuses to maximize procs that I need it for my long cool down powers. also endurance.
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