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Frosticus

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Everything posted by Frosticus

  1. I don't mind mace. The redraw fixes helped it flow better. For Marine specifically, scorp armor can be colored to look like you are surrounded by water. The mace (if you squint) can be a trident and I run group invis (for a multitude of reasons) which when cast on the spider could pass as a spider crab. I took the set for focused acc tho. I was having issues getting decent global acc.
  2. Just various iterations while I hone the build to my liking. I almost never use deceive, but it is technically super useful sometimes. I ran flash instead for awhile, I honestly saw no difference using it or not. I also dropped spec wounds for the spider. Same thing, I was casting spec wounds so rarely. The spider survives pretty well usually and seems to be a net gain. Ideally I'd like to drop the mule deceive for a proc'd shoal rush. I don't like taking powers that I don't use, but that will probably require starting the build from scratch.
  3. I have ~93% global rech. But most fights you get good shifting tide buffs which is up to another 20% I have ffback in whitecap and spam it pretty regularly. PA is often up just before they expire. I have to assume whitecap is bugged. They didn't code it the same as savage leap for whatever reasons. It is often annoying toggling thru targets as you point out. I was able to execute whitecap vs leviathan eye, but it is annoying when you can't get it to fire.
  4. Really enjoying my Illusion/Marine Here's the Battle Maiden fight from Apex TF +4x8 No Insp/amps/temps/click accolades No Lore Sort of no deaths (reloaded mission so fight is clean start to finish). I don't pretend I never fail at things. Build updated Controller (Illusion Control - Marine AffinityScorp).mbd
  5. No, haven't tackled any gms yet, but it goes thru lvl 54 AVs just as easily as my ill/cold. The dps is there for most GMs, but it won't be like a hot knife thru butter like ill/cold. By balanced I mean that my ill/cold is unbelievable against a small number of enemies. But is very weak against full spawns. 10/10 vs single targets, but 2/10 against groups. Ill/Marine is 9.9 vs single targets and like 8/10 vs groups. I'm gonna upload the Apex TF -Battle Maiden fight at +4x8 later. That's something my ill/cold could never do without inspirations.
  6. Just my honest feedback from doing a few runs. Take it as you will. I do plan to post some times, so please don't think I'm poo poo'ing what you are trying to achieve. - I think you should require builds. If nothing else the identical build, piloted by the same player can post dramatically different clear times simply by swapping in teleport vs fly on an open map. Posted times are great to pique interest, but if I'd change something drastically in that build, that is what i'm interested in knowing before I jump into a new combo. - Arbitrary rules: you need them of course. However, it seems strange to suggest that Control Hybrid (if that's what a build uses) has a larger affect than Ageless Destiny. I get banning hybrid on the pylon given how assault skews short fights, but imo if you can run assault hybrid and comfortably clear +4x8 content then good for you. It is strange to hand wave that away while potentially allowing builds that crutch ageless across all 3 tests. - 0x8 is of questionable value. Does anyone care how easily you can blow up -1s with an endgame build? If your intent is to show build versatility then an exemplared 0x8 at like level 25-30 would make a lot more sense. Penny Yins are far more popular than 0x8 lvl 50 content ime and would go further to promote the strength of a combo + the build capability of the user.
  7. Coolio. I just check and it fired 5x over 60 seconds in a mostly full spawn scenario.
  8. It fires 2x in this vid over ~2.5 min. Edit: it affects me. My combat attributes are open to see. If you are asking why I keep it, I'll upload vs a full spawn later which should provide ample justification.
  9. For me I tried full procs, guassian and +5 purple damage + musc radial Single target defeat time was no different than 5pc rag+guassian. I guess the next question would be if unslotted makes a major difference. Dunno honestly, haven't tried it. *procs may/may not be fantastic against a full spawn. I didn't test that So for me Ragnarok is mostly there for the set bonuses I think.
  10. It's a really nice combo. Feels much better balanced than ill/cold to me. This is what I've been running. Controller (Illusion Control - Marine AffinityScorp).mbd
  11. I spam brine. It is part of my single target attack chain. My ill/marine is taking down pylons and lvl 54 AV's within a few percentage points slower than my ill/cold. /cold is probably the better team set, but /marine is no slouch. Given the stark difference in my personal survival and overall ability to deal with full spawns, I am quite happy with /marine.
  12. Any enemy affecting procs will break the non-aggro status. Generally not an issue, but sometimes I anchor it on AV's given I don't always plan to stand near them. Not a big deal as long as you are ready to engage. I personally have 5 pc ragnarok + guassian build up. But that's on a troller
  13. If new power sets and 1star hardmode aren't solo friendly to you then I dunno what to suggest. I don't give a hoot which dev introduced what between live and now. All I care is that I can play almost every corner of this game solo now.
  14. As someone that almost exclusively solos I have a very different take on this. Things like: Starting all TFs with 1 player Able to turn (most) down to 0x1 Able to run 1star at 0x1 Easy solo incarnate unlocks Signature summons Amplifiers And more We've never had it better for solo play imo Additionally both the 2 newest powersets are very solo friendly. Arsenal control is a solo-ist dream. And marine allows every power to work on the caster, even giving you an anchor for shifting tides. Imo if we weren't considered then hardmode would start at 2 star.
  15. Low-ish damage compared to fire or plant. Huge control, I find it sails through most encounters that my earth dom struggles on.
  16. Yes, with very few exceptions like -regen, +regen, +recovery and +recharge. For those ones corrs have equal value.
  17. Doms are my favorite for sure.Dominator (Fire Control - Fiery Assault).mbd
  18. WoC is basically a great melee armor that has a very low end cost. With arctic air gets you consistent boss confusion. While 8ft is small a huge amount of enemies will be in your face before arc air affects them unless you play very conservatively, which you probably wouldn't pick poison to do. Mez protection is required to play poison imo, but there are other workable solutions if clarion and/or indom will is off the table. Cycling rune of protection with melee hybrid is decent. As is pay2win amplifier.
  19. Sav has always been my favorite assault set, but it doesn't do anything particularily special that sets it apart from others imo. It's main advantages are: -Untethered/unconditional healing (life drain, siphon, and drain psyche all have hoops to jump thru). With insp disabled you likely need some way of recovering hp. -very endurance efficient damage. Very. But beyond that I've had good results from arse/rad (I just don't like /rad tho) and I've played enough /psi to know it can do great things too.
  20. The build I'm running now Dominator (Arsenal Control - Savage Assault energy.mbd
  21. ITF +4x8 Restrictions in place: No Inspirations, Amplifiers, Temporary Powers, Click Accolades No Lore Pets No Deaths *not for the faint of heart - It took me about 3.5hrs of playing Mission 1: Pretty straightforward. Only two potential failure points. The intersection holding Sybils 4-6 and the Minotaur fight at the end. As long as you don’t trigger the nictus ambush it is a pretty easy mission. Cloaking device means you only have to clear the target spawns as you can stealth between. Mission 2: You are more than welcome to trigger the ambushes. Arsenal doesn’t have any issue clearing them, but it will slow you down on what is already a lengthy mission. I just use the strategy of leaving each one with a sliver and then defeating all 10 in one blitz. Once again cloaking device makes this so much easier (any full invis can work) because the ambushes can’t find you. Just don’t bite off more than you can chew because the build has minimal negative resistance, so don’t leave the nictus unchecked. Mission 3: This is where the wheat starts to separate from the chaff. Up until this point most any dominator has the tools to cope. That changes in mission 3 and it isn’t just because of the AV’s, although that is a major roadblock. The all-minotaur/cyclops group (must be defeated) requires more control/strategy than most builds afford and the frequent ambushes mean you need to rapidly deploy strong aoe controls. Last but not least, the computer’s final wave spawns a full group of boss robots outside of aoe control range. Meaning you either put down multiple aoe controls, or you fall back and try to wrangle them into a clump. In my experience the computer is the achilles heel of this mission. You get lulled by how slowly it dies and then the pack of robots punish you. Both AVs are dangerous. They typically bring friends and you either have the tools to deal with them or you don’t. For most dominator primaries the reality is they don’t have the tools to consistently handle the AVs. Mission 4: I personally find mission 3 to be more challenging, but this one certainly takes a long time. I wont go into a ton of detail regarding strategy because every dom (that makes it this far) will have a different approach. For example my earth dom does better “pausing” the fight by immobing Romy and dealing with each ambush as they come. A single target confuse dom will use that while their lore pets carry them. But my Arsenal dom can handle way bigger ambushes, while also lacking said pause button (could do this strategy with tranq tho). So it is better to drag Romy off and deal with the huge wave of delayed ambushes. The nictus are easy and a snooze fest. Plant tricannon in the middle and slowly whittle them down. *Do you need to separate Romy from the Nictus? Probably not, but you definitely don’t want all of them + ambushes. Edit: yes you will need to separate them. I can't do enough dps, but Tricannon tanks like a champ I dunno, it was my first go at the ITF with arsenal (badge at end) and for the purposes of this challenge you end up playing more conservatively the further you go in the TF (or at least I do) Do yourself a favour and skip part 2, It is ultra boring And there you have it. A +4x8 ITF featuring a dominator that actually fights and is not reliant upon lore pets to defeat hard targets.
  22. Probably neither. Phantom army can't be buffed, so nothing from support is going to affect them* Control won't add enough mag to control things that you weren't already able to control You likely want assault (both branches have applications) Or you want melee core if personal survival is desired. *using assault hybrid prior to summoning pets gives the power to them. That includes PA.
  23. Defender ATOs in shifting tides is perhaps an interesting option as I don't think they can be slotted in any other toggle powers? I only tried it with base ones, but I'll explore it more. Whitecap mirrors the behavior of savage leap and feral charge in that it requires an enemy target to execute the teleport. Those are two of my favorite powers and in the bit I tested, I think whitecap will be too!
  24. A little bit. They changed the way typed def works so that s/l def isn't quite as all inclusive as it once was (although that wouldn't change much in the ITF). Also I think they buffed/fixed the way they use phalanx fighting making romans quite a bit better at dodging when they clump up. The latter can cause you to wiff which means you have to survive that much more. I don't think there is a singular test that is going to give you a blanket answer of whether you can solo well or not, and who determines what is well? That said if you can do a 4x8 ITF you probably won't be squished in most content, although you may not be successful either.
  25. I like leviathan quite a bit. If they changed the cone into a taoe I'd use it often as it'd check so many boxes for me. For arsenal specifically I find you want to keep applying aoe damage pretty consistently to keep smoke canister active. It will suppress without activity after 15 seconds which isn't very long for a mob to go unchecked during the multi-spawn ambushes because so many enemies are swarming. Taoes are just easier (and less risky) to use. Against a normal x8 spawn it is much less of an issue and I'd have no qualms about using an epic cone and/or flock of birds cone. Properly leveraging smoke canister is imo the key to getting this set to perform well.
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