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Bionic_Flea

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Everything posted by Bionic_Flea

  1. I have several traps characters: Traps/Beam defender, Bots/Traps MM, AR/Traps corrupter, and Traps/Dual Pistols Defender. I essentially play all of them similarly -- Superspeed with stealth with Force Field Generator and maybe seekers up; set procced out poison trap and acid mortar; and then from there either the Bots show up or I start firing up my AoEs. I always skip time bomb - I have tried to use it but it's one of the worst powers in the game, IMO. My newest is the Traps/Beam with the new fold space power from teleport pool. It is awesome for Traps characters. Set up your kill field nearby, then fold space everything into it! Works great solo and even on teams if you can 'port the next mob to your group.
  2. This is fairly close to what I do. The main difference is that I generally will not buy salvage nor do I sell recipes (other than generics to vendor). I craft what I can from salvage at hand and sell, convert, or store when I have something decent. Since I am not paying for the salvage I consider it "free" even though I realize that there is the opportunity cost of a lost sale. I do this with dedicated fire farmers as well as all my other characters. I have a little over 2 dozen 50s over two accounts that I generally play one at a time unless PLing something new and I alternate PLing with old fashioned leveling, mainly solo at the highest setting I can and throw in an occasional TF or I-trial. Each one starts with 200-300k start-up cash to buy the various P2W goodies and a build. By the time they are 50+3 (my personal "done" spot) they have already made up those funds and frequently doubled it. And once they are done I might have each character place lowball bids on recipes and IOs to convert and sell. The dedicated farmers tend to stay in Pocket D AE to farm, PL, vendor, and market. Since they rarely leave except to get accolades they have few merits so they buy lowball bid converters.
  3. Make KB distance give bonus damage equal to equivalent fall damage. Force Bolt slotted for knockback would then be a great attack.
  4. For me, it's mainly the low damage, single target ranged holds that are perfect for multiple procs. Second to that would be the low to no damage big AoE Holds. Both can take multiple procs including PvP and Purples, which tend to be better. I can also get proc crazy in caltrops since you can fill it with procs. It doesn't need accuracy and the small DoTs aren't worth spending damage slots on. But after that, there are numerous powers that you can four or 5 slot a set with a proc and then add an extra proc at then end. But yeah, it's a balance between procs and all the other goodies one wants in a build: enough accuracy to hit consistently, endurance to continue fighting, and all the defense, resist, and recharge money can buy!
  5. This is the thread that "started" the rage. I put "started" in quotes because people have been using procs for ages, but Sir Myskin certainly started a revival and grew the trend.
  6. That's exactly what I'm seeing. I knew about the change to upfront burst, but I expected it to start at 5 stacks, not 6 -- but I'll take the extra tic. What I thought was a bug was at your 10 second mark when it goes back down to 6 stacks. That seems odd and counterintuitive to me, but if that's the way its supposed to be . . . *shrug*
  7. [BUG] Spirit ward is granting a quick-boost equivalent to 6 stacks, builds up to 10 stacks, but then goes back down to 6 stacks and starts building up again to max stack of 10 before remaining steady. Comments: I like the up-front loading and lowered endurance cost and think that Spirit Ward can be a powerful buff. With just the default slot and a +5 heal/endurance I get a 313 HP shield on my already tanky Singularity at an endurance cost of .29 end/sec. I'd like to have more slots to dedicate to it, but frankly I'm not sure it would be worth it for another 60 or so HP at max stacks. I'm still not sold on Enflame, although I have to admit that it seems tailor made for Gravity Control -- Wormhole a group into a wall or corner, Crushing Field to keep them in place, Enflame someone and watch them all burn. I found that to be a much better use than putting it on Singularity as the new push-pull mechanic meant things weren't taking minor damage if any damage. It might be better on a different pet. Too bad you can't use it on PA. But again, I have it as a one slot wonder with a +5 dam/end Ragnarok, which gives 5.33 per tick damage and .37 endurance per second. I find it difficult to keep both Enflame and Spirit Ward on while also fighting and debuffing, even with some endurance uniques and perma-chrono-shift. So I actually like that Enflame toggles off on it's own. Again, it might be nice to dedicate more slots to it but I'm not sure it's worth it to add less than a point more damage per tick. Maybe it would be nice to add some procs and see how that works out. I'm fine with the change to Rune of Protection, although I don't think it needed changing. And I LOVE the change to Arcane Bolt. It's great for controllers and corrupters who can get a an extra crit. I suppose scrappers and stalkers can also get crits but their lower ranged modifier and access to more damaging attacks makes it less attractive. On live I think I might take Spirit Ward or Enflame or Arcane Bolt plus Mystic Flight and Rune of Protection, but I doubt I will take them all. Then again, that is not out of the ordinary. I usually do not take everything in a pool. Of the set, Enflame is the easiest for me to leave on the table, unless I come up with some unique pairing -- Enflame and Bonfire come to mind. Hmmm . . . .
  8. But Jimmy, why can't we have a page to talk about a page that isn't this page. Capiche?
  9. I would choose none of the above. Since one of those will be selected, Legendary* is the least bad choice. * (as in the Legendary Legendary Troo)
  10. How Legendary is he?
  11. But Jimmy, why can't you be more transparent? But not too transparent like Invisibility was. Or maybe that's OK if you have the option to turn it on and off.
  12. But Jimmy, why can't you collaborate with me out of spite? At least it's some kind of motivation.
  13. [BUG] I am unable to slot any I-power. I keep getting " 'X' has not been equipped because you have activated a power or have been attacked too recently." But I have been out of any combat for 25 minutes and have 11 minutes with all toggles turned off and removed auto-hasten. The only combat spam I am getting now is from Panacea and Power Transfer HP procs. (*checks game*) I was finally able to slot them, not sure why. The last two events other than HP procs was Hasten crashing and using LRT. Toggles and Hasten have never prevented me from slotting I-powers before. [BUG] Rune of Protection says it has a minimal effect version, but it still has all the magical runes and circles.
  14. Or you could be a Force Field or Sonic Resonance Controller and avoid all mez but sleep from level 20 on.
  15. Sorry, yes, Ageless not Agility. I confuse those two too often.
  16. Incorrect. Agility Ageless Radial has DDR. Edit: Sorry wrong I-power starting with the letter 'A'
  17. While I agree that Rune is not so overpowered that it needs a nerf, to be fair there are many powers that take IOs that can't benefit from certain set IO enhancements. Just about every auto power fits that description.
  18. Re: Spirit Ward. It's pretty dang strong. You get 10 ticks of 23ish absorb over 15 seconds and if you detoggle it decays at the same speed. With just one heal SO my pet had over 300 absorb HP, or a little less than a third of his total HPs. I may actually have to dedicate slots to this now!
  19. Never trust a potoo bird or a retied GM . . .
  20. and it feels so good Reunited 'cause we understood There's one perfect fit And, sugar, this one is it We both are so excited 'cause we're reunited, hey, hey
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