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schrodingercat

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Posts posted by schrodingercat

  1. On 5/30/2022 at 11:00 AM, urukai said:

     

     

    - Katana/StoneArmor: Very safe, good ST, average AOE, quick and beautiful animations, could have a good bump in damage with full -20res proc's in every attacks. good balance attack/def.

     

     

    I thought the -res proc IO did not stack with itself? Or can it stack from multiple sources?

  2. thank you guys! Yes, this is exactly the kind of feedback I am looking for. I know the endurance usage seems awful in mids, but in the real world, I dont recall the last time i used a blue, even when fighting carnies and malta. It's a build that just kind of works. I use proton sweep because i always feel like im not putting out enough AOE, and the sound is kind of neat, but i can swap it out easily. Hitting stuff is a pain at first, but the -def debuff in rad melee does help - once i hit things! I mainly run this with musculature and assault incarnates rolling, and havent ever had to worry too much about hitting things. I think I had the power transfer procs in to see if vigor changes how much they heal for (it doesnt) and then when I thought about respeccing to remove them, i got overwhelmed. 🙂

     

    Despite how clunky it looks, it is an absolutely gloriously fun tank where you never have to worry about much of anything and stuff around you just dies.

     

    Sovera, i took a cue from your book and have a rad/stone brute version because I am curious which kills faster with the least amount of trouble!

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  3. Don't get me wrong, I haven't found anything that can kill me yet, i don't need support to tank anything, and I never run out of endurance. I do incarnate level content running musculature and assault without issues. I use ageless radial for the def debuff resist. It works for farming, bossing, whatever, and it exemplars wonderfully. But, I know my build can be better! Like it would be nice to have a 3rd single target attack or a build up. It would be cool if I could slap more procs in.

    Right now it is literally a hodgepodge of whatever dropped + level 35 IOs and some stuff I have attempted to form into sets.

     

    my actual build (Stone Armor - Radiation Melee).mbd

  4. On 4/10/2024 at 12:56 PM, SeraphimKensai said:

    Between storm cell and frigid protection mobs are already floored for movement as the slow cap is 90% (assuming you didn't enhance for slow), so unless they have resistance to slows, snowstorm likely isn't slowing down any movement. It could be beneficial in helping slow down the mobs' recharge though as the base for storm cell is -14% and frigid protection's is -40%.

     

    That's pretty much why I went Mu for an AoE immobilize, as it seemed more useful for keeping things in cat5. Mind you ice patch definitely helps with the KD, but it's radius is only 10 feet.

     

    i take it because Cat 5 is a big aoe fear and snowstorm also makes them run slowly around. It guarantees every mob in those two power radiuses short of an AV is going to slowly run around instead of attacking. I don't like immobilizes because it cancels that effect and it requires me to do something non damaging when I could just set up snowstorm, forget it, and blast away.

     

    that being said, i rarely use it and just get into melee on hard targets with snipe->chain lightning->freezing touch->cloud burst->ice sword as my chain. For aoe, I just spam chain->jet stream *with kb->kd*->snipe->cloud burst (on bosses) when cat 5 is on cooldown. Cat 5, snowstorm, and ice slick all stay when I hibernate, so it is my endurance/hp restore/get out of jail free card when I need it.

     

    I only use ice patch when i know I can bottle neck things on it (because its funny) or when something gets out of my slows and runs over to smack me. I have only died once in the past couple months and that was on the UG Itrial when the warwork boss got flipped around and killed everyone.

     

    My favorite trick is to run into packs of mobs, aoe sleep (placate proc), ice slick, cat 5, hibernate and they are all aggro on me/dead while I am untouchable. I know ice/ blasters can also do this, but cat 5 with storm cell up feels better and more damaging than blizzard/ice storm to me.

  5. On 4/6/2024 at 11:04 AM, Onlyasandwich said:

    What fun is it if you don't have at least one foolish person on the team to test your limits? 😀

     

    true, it does sharpen my game when i actually try to save the person standing in fire without letting the rest of the team die!

    • Like 1
  6. Ok, I have now gotten my storm/ice to 50. It plays a little more like a controller than a blaster, but that's ok. I usually lead with a run in to do Frozen Aura and sleep everything since the sleep is autohit, as any /ice secondary would. I throw down ice slick. I hold the most annoying mob in the group and do category five centered on me. From there, it's spamming attacks while everything tries to flee category 5 and frigid protection, and then they fall down and can't. It's super safe, does pretty good damage, and quite enjoyable from a graphics/ragdoll perspective. I took ice epic because category five and ice slick stay in place if I am hibernating, and snowstorm is a (damage free) control tool that works very well with category 5 to keep them in the radius. Sometimes I can't get into melee, so I use snowstorm if I am playing at range to keep them in my cell.

    I intend to go for ranged defense set bonuses, clarion and intuition incarnate. I haven't really proc slotted much of anything since storm disfavors procs, but a force feedback: chance for recharge lives in my storm cell, hail, and jet stream.

     

    I almost didn't play with category 5, then I discovered (by reading the power info) that it gives npcs the "wet" condition, making it another storm cell. So I can use it and get my lightning chain procs out without waiting for my storm cell to catch up with me. That was the turning point for me in my love for the character, because waiting or casting non-damaging powers is not really fun as a blaster.

  7. On 4/8/2024 at 11:06 PM, Zect said:

    I’m posting from mobile, so I can’t comment on the build itself yet. However, modern dark really doesn’t starve for end anymore. Just slot a theft of essence proc in dark regen and make sure to use it in a big crowd, and you might end up with even more blue than you started with. 

     

    I don’t use it on my own darks because I optimize for sustain vs 1 foe much more than most people. But this isn’t about my personal preferences; I’m legally obligated to inform you what is effective whether or not I personally like it. Enjoy - before it gets fixed!

    i thought this was changed so it could only proc once per skill use and not once per target.

  8. 11 hours ago, MrPengy said:

     

    I'm sure some people think that way, because I'm guilty of it some times too...

     

    Although I tend to be reckless regardless, so it's more "Oh I can be reckless and maybe survive" vs "Eh, that +5 boss looks kinda mean...On the other hand, YOLO!" And I never call any one out. It's my own stupid fault for leaping into the middle of a mob just because I'm hoping there's enough buffs on me to keep me on my feet, and I acknowledge it. Usually on my walk of shame back from the hospital.

     

    Actually that reminds me, I once ran ITF with a guy (don't remember his AT, but definitely a support toon) who claimed no one died on his watch. I told him "Challenge accepted!" True to his word, he kept me up the whole TF. I tried, I really did. I just couldn't get too deep into it to overcome his support powers. Guy was a real pro.

     

    Oh I do this too, but only on the characters "Hey guys watch this" (ar/traps corrupter) and "what could go wrong" (poison/sonic defender) because I am trying to live up to their names 😄It makes for a good group joke~

  9. 3 hours ago, MrPengy said:

    Your big blue shield means "lalalala I can do whatever I want, the Defender will fix it!"

     

    i swear to god this is what people think!

    • Like 1
  10. On 3/25/2024 at 10:00 PM, Earthshine said:

    How is Assault Rifle on Corruptors after the changes?

     

    does FA scourge? I have seen a lot of conflicting information.

    mine scourges per tic. It's pretty incredible. Incinerate does not scourge per tic, however. I need to check flamethrower.

    • Like 1
  11. 1 hour ago, UltraAlt said:

     

    I have a Defender that's Cold Domination/Storm Blast, does that count?

     

    I have one of those (completely awesome and fun combo, maybe will try it as a corrupter?) and I also have a storm/cold blaster, Bad Meteorologist. I felt like cold didn't add as much to storm as i would have liked. I expected synergy but it didn't feel like it was anything special. I did get more mileage from storm from a storm/TA blaster using glue arrow to keep them in my category 5, but overall, it doesn't feel like it has the oomph as a set as I want it to have. I use it as soft control on my defender more than doing actual damage with it, though I get by and can hold my own in fights. It just takes so long for Cat 5 to do its thing and for the storm cell to get to me that in most content these powers and mechanics still just dont get applied as much as I would like. Cat 5, sleet, and snow storm is very funny though.

  12. 12 hours ago, Hjarki said:

    I'd caution against getting too invested in the idea that your buffs/debuffs are particularly useful to your group.

     

    Consider that Kinetics player. Fulcrum Shift is fantastic if you're duo'ing with a traditional Scrapper. But what if you're with a Blaster? They're not diving into the middle of crowds except momentarily to throw their ultimate - and they'll be at/near the +damage cap already when that happens. That Scrapper is probably working out well, but a Stalker who has Build Up/Gaussian's 50% of the time? They mostly don't care about your Fulcrum Shift.

     

    Tar Patch is a great debuff. But by the time it lands, your team has likely already spent all of their alpha strike abilities so you're just buffing the low damage part of their cycle.

     

    Ultimately, there's only one player who you know is getting the full benefit of your buffs/debuffs: you. So treat your support set more like an armor set for your personal benefit. The fact that it also might potentially help someone else should be a bonus, not a justification for the set. When you look at an ability like Ice Shield, your first thought shouldn't be that you can increase defense/resist on others but that you can use it to slot defense/resist set bonuses that you need.

     

    this is all 100% correct. I am extremely supporty when I support, but the support all primarily helps me. I also see "keeping x person on their feet" as a way to boost my personal damage, because I can keep killing without worrying about mobs attacking me.

  13. Cold domination is great for boosting damage potential because it contains sleet, which has -def and -res. It also has heat loss, which boosts your recovery for every target you hit with it, centered in a radius around the target. As an extra goodie, heat loss provides a significant -res debuff. Cold gets a -def debuff in their first power, as well. Your team will hit harder and live longer thanks to your ice shields, which provide 24-25% positional defense and type defense + resistance to cold and fire, as well as arctic fog which is a defense/resist toggle.

     

    Trick Arrow is also a fantastic debuffing set and I've run both up to 50 now, with a TA/sonic and a cold/storm. I also tried cold/sonic, but i picked up storm when the new set came out and making things blast in the air from lightning strikes is worth the amusement to not have the sonic debuffs to me.

     

    Force field is one I built entirely around debuffing, by putting -res procs in the aoe -res attack and taking rad as a secondary. I give things -100% defense and -60% res while giving my team huge armor buffs. i still make people sad by not giving them other buffs because people are obnoxious, so i don't play it as much, even though i really love the character.

     

    Other sets with significant -resistance are poison, rad, traps, time, thermal, storm, force field, and dark.

     

    done in order of recharge/reusability ease:

     

    Rad has a -res toggle and a -def toggle

    sonic has a -res toggle, a single target -res attack, and a -def patch

    poison has a quick recasting -res/-def aoe

    trick arrow has a quick recasting -res aoe, -def aoe, and another combined aoe debuff

    Force field has an aoe -res attack and a single target -res attack and a quick recasting debuff that debuffs everything while buffing your teams resistance to debuffs

    storm has freezing rain, an aoe -res/-def patch

    Traps has acid mortar, which spews out -res/-def attacks

    Dark has a -res patch

    time has an aoe -res/-def debuff

    thermal has an aoe -res/-def debuff

     

    For sets that provide active damage to the team, kin, rad, time, pain, empathy, electric, nature, and thermal all have powers that directly boost the damage of their team.

     

    And remember, every defender can give their whole team 18.75% more damage by taking assault, or taking sonic attack as a secondary.

     

    I probably missed one!

  14. 1 hour ago, Warboss said:

     

    Unlike the old days your armors will be up all the time, no need to choose or alternate when you have which one active. That said, depending your build either Impervium Armors or Unbreakable Guards would be the way to go, likely four slots. Ice Melee is fun, but Frost in the workhouse of the set, make sure it's up as much as possible. I like to slot at least 3-4 points of KD protection, because Grounded still has the map bug that will bite you when on uneven ground or certain maps (YMMV). You can use 3 Fury of the Gladiator's, or one of either Steadfast Protection, or Karma (depending on your build), there's no real need for more. I like Hasten on Electric Tanks and it will help with the Recharge time of Frost, also take Power Sink and at least 4 slot it. Make sure to use it to, as after about two applications, you'll be trimming down the number of attack opponents can fire at you.

     

    I recommend slotting Energy Manipulator: Chance to stun and Triumphant Insult: chance to disorient both in power sink. The recharge time almost guarantees they proc on each target you hit, and this will stun 10 minions/lieutenants on 40 second cooldown with no accuracy check required.

  15. On 3/14/2024 at 2:35 AM, Chronicler J said:

     

    If the game requires Healing, the content is turned up just right. 

     

    Oh I agree there always needs to be some sort of healing, even if its just my cold domination defender frantically spamming my power with the defender heal proc slotted in it (I did this for posi 2, everyone else was happy but i grew several white hairs) lol

  16. On 3/12/2024 at 10:57 AM, Zect said:

    The cost per enemy knocked back in sonic repulsion (edit: but not the cost to keep the toggle active, which is enhanceable) is not reduced by any endredux, same as most -end penalties in the game (like haste crash, rage crash and armor T9 crash). They are all flagged ignores enhancements and other boosts in the game engine, and neither energize nor cardiac will help when your toggle target walks into a x8 spawn and you instantly lose 16 end.

     

    That's fine, honestly. If all of my other powers are cheap to run and cast, I can keep up with an appropriately timed power sink.

  17. On 3/12/2024 at 4:58 PM, Diantane said:

    When I made a defender I have to train the first attack, but after using it in DFB for a half down levels, Its's removed from the toolbar and I concentrate on my primaries.

     

    I have a 50 pain/rad defender. Its best blast with 3-SO damage enhancements does 3 x 30 (big deal! ). The only defender I have that does any real damage is a kin/beam 50. All the other ones are very weak damage. A defender's blast are a secondary power and they don't crit.

     

    I tried dual pistols on a Sentinel and it took me almost two minutes to kill anything during Frostfire. I can't imagine training DP on a defender - lol.

    if you click powers->combat attributes-> expand the top most selection, you'll notice that each person in your group debuffs your damage. If you solo, your damage will be on par with corrupters, including scourge. Your trick is you do more buffs and debuffs than any other class in the game, which makes your team kill things quickly, safely, and most importantly, while you get experience.

     

    Rad is a weaker damage set on all AT's, defender included. It shines at making things with very high defense easier to hit. Irradiate, snipe, cosmic burst, and your final attack are likely all you will really need, but pew-pewing with your tiny first or second attack will make the things you attack easier to hit for your entire team (and you). I use the weak rad initial blasts to soften the defense on a target and follow it up with a bigger, heavier hitting attack.

  18. 1 hour ago, Funkenstein said:

    Hi,

    you seems to flavor your build for this KD funky theme.

    Don't you feel Sonic repulsion + Liquify redundant ?

    I'll say Sonic Repulsion is big part of your end and aggro problems. Victory rush/energize should help manage it, no ? Untoggle Sonic Repulsion when they're down ?

     

    To me, spamming KD is not sonic/sonic primary force, but why not.

     

    - with the res buffs, you make your team quite tanky, theorically tankier than you -> To them to take aggro/alpha ?

    - if you're an aggro magnet, it's because of Sonic repulsion + spamming aoe i guess -> maybe, you could remove an aoe (Siren's song ?). Howl's recharging very fast +  Shockwave add KD/FF proc if wanted. Fill with Screetch/Shout and it's ok.

    -Ask yourself if Sonic repulsion is perma mandatory .

     

     

    -i play my Sonic/Sonic -res foccused.  Wail/howl for aoe debuff (with -res proc in each) then spam ST -res on hard targets, often targeting trough the boss hitter of the team to be sure i'll amp more its damages on the bosses/elites. 

    -i kind of like the sorcery pool with sonic : Enflame on the Disruption field anchored add a nice damage aura (could fit an annihilation proc tho). Spirit ward absorb could help some squishie. Even with these,  I never have end problems.

     

     

     

    How could a power that is a toggle and always on be redundant with a power that has a 71 second cooldown assuming I get multiple FF procs in the cooldown period? That doesn't even make sense.

     

    If you'll read why I use sonic repulsion, the knockdown aura is a damage preventative that also procs force feedback. The anchor target has 55% more resist to everything but psi AND now everything in melee is flopping around, with no aggro transferred to anyone but me if they are not a tank. Whoever goes into melee first gets it. Sometimes the tank navel gazes and a scrapper dives in first. Last night I ran my toggles on an elec/elec defender, which let her "tank" and stay in melee safely to leverage sapping.

     

    Also, I'm glad that you like the sorcery pool, but I don't have problems with my team being squishy, so I don't need it.

     

    I wasn't really asking for critiques of my play style. I was asking about how to meet specific goals in my build: endurance management and survivability.

  19. I've thought about how mind control needs to be more of a puppet master/telekinesis type power set. One way to make this happen would be for your final power to clone any boss or lower tier npc and make it your pet. It would make mind controllers versatile beyond measure. If that isn't an option, an area effect gravity well type power, like what singularity does, but without the repel, would be nice.

  20. So I leveled this character to 50 determined to make what feels like an underperforming support set good. It is good IF it has other support with it. Sometimes, when doing PUG task forces, I will get stuck with an all blaster team, which does not feel good.

     

    A few notes: Liquefy is fun and good, but still needs a shorter cooldown. I frequently sit at 200% recharge and can't use it every spawn, which is silly. I would trade out the random hold chance that never seems to go off with a shorter cooldown because it is 1. pretty and 2. funny with repulsion going off. Mobs start breakdancing until they are arrested.

     

    Sonic Repulsion DOES work as an aoe knockdown field when converted with sudden acceleration and DOES proc force feedback: chance for recharge frequently. In exchange, you get a power that drains 0.51 end/sec AND 1 endurance per mob it hits AND has a hit check that you can't enhance. So for the cost of insane endurance thirst, you get a fun and cool power, when you have high accuracy & to-hit.

     

    This build is the aggro magnetiest build I have ever run, but can manage it if you are able to fire off howl/shockwave/siren song and chew inspires quick enough. If mobs are breakdancing, sleeping, or disoriented, they are partying too hard to hurt you very much.

     

    So now that you know some details, here is how play generally goes: keep people shielded, and when able, amplify, liquify, wail. The standard fallback when waiting for the show to start is the standard howl/shockwave/sirensong (or in a team with no aggro control, shockwave/howl/sirensong) and do shriek/screech/shockwave on bosses that will live long enough after you sonic siphon (usually not very long if you have any dps on the team). Endurance management consists of victory rush/power sink/energize.

     

    Here is what I need help with. I need survivability and endurance management. I use recovery serums and recovery buffs from base stations but I still  hurt for endurance. I have no real way to get my defense up to anything reasonable, either.

     

    So could someone look over the build I've made and help me perfect Drop the Beat? Note that mu powers are standing in for power sink/energize since mids doesnt have them in there yet. Even with the fancy IO's ive slotted in here past the uniques I currently have, it still looks like a stinker of a build. I am not sure if the cost to make this would result in a character that can do what I want it to do: liquefy more, breakdance more.

     

    If this powers weren't so pretty, I would probably play something else. I hope they do further refinement of sonic to bring it more into line with the effectiveness of the other power sets.

     

    Defender (Sonic Resonance - Sonic Attack).mbd

  21. Sonic Repulsion drains my endurance both on successful hit and takes a huge amount of endurance to run yet will not accept accuracy enhancements. Sonic would be great fun AND useful if this toggle actually worked instead of meh set that needs ultra perfection slotting and gameplay to perform half as well as other primaries.

     

    Note that the misses are directly affected by my accuracy. Eating yellows makes the power more accurate, using tactics makes the power more accurate, etc. Global accuracy through IO slotting will fix it - but no power set should require IO bonuses to function.

     

    image.png.0a21bcdefb1b8e53235cecf6fe113819.png

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