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Psyonico

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Everything posted by Psyonico

  1. you are correct... meaning there are 4 sets that provide self Mez protection.
  2. Force Field, Sonic Resonance, and Electrical Affinity.
  3. Kin/Elec is a good sapping build. I've attached a couple of builds that @Linea put together, I haven't vetted any of them, but at least they can get you started. Kin ElecB Mace bfjl Def - Harrier Antique Lambda 186d - [i25].mxd Kin ElecB Mace bhjl Def - Hound Old Two e475 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda 4398 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda b3f4 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda ef39 - [i25].mxd Kin ElecB Mu bcfl Def - Harrier Amethyst Tres 0aa7 - [i20].mxd Kin ElecB Mu bfhl Def - Harrier Amethyst Tres 11e7 - [i20].mxd
  4. No. Any +rech in rune of protection is doing nothing.
  5. I'd probably look at TA/Sonic. Sonic provides decent damage and a passable ST Attack chain, but more importantly it provides additional -resistance to take down harder targets. Also, Sonic is Smash/Energy damage, and Oil Slick can be lit by either Fire or Energy damage.
  6. Unslotted it provides 30% resistance, so, not going to let you solo +4x8 without help, but it will help keep you on your feet.
  7. Flash Arrow doesn't notify enemies, so you can cast that before a fight starts. On my TA Trollers I generally cast Flash Arrow before the fight, cast whatever AoE control I have on that toon, then drop debuffs. the debuffs last long enough that in most cases you can get away with just casting one set per fight. Acid Arrow is only really necessary IMO against harder targets So on an Ill/TA it would look like Flash Arrow->PA/Spectral Terror/Flash-> Disruption Arrow->Blind->Spectral Wounds
  8. Join the channel "Everlasting TFs" I think it's called... And form your own teams too!
  9. There are tons of TA builds on the forum, what secondary are you looking at?
  10. 1. Attuned IOs don't show a level, and only Set IOs can be attuned 2. You'll still hit the ED reduction regardless of what type of enhancement you slot.
  11. Darn it! this topic got my to roll a TA/AR Def finally. Yes, even though I said I'd probably go Corrupter I went Defender.
  12. I'm sure that build will work, but here's mine for comparison (currently level 42 and a beast)
  13. I would tend to go Defender, but in the case of TA/AR I think I would go Corruptor because AR's secondary effects won't be impacted by the higher defender values (ie: AR is basically 100% damage). This is a combo I've always wanted to do, ever since AR was proliferated to Defenders, but for some reason I never have run it... hmm, perhaps it's time for another alt.
  14. 2 things... In Before Lock Can I have your stuff?
  15. Maybe I'm doing something wrong, but here's my build, has a bit more F/C/Psi resist than the one above (but slightly less S/L/E/N) and at 38 I don't have too many end issues, not relying on One with the Shield or Recovery Serum. I've also squeezed a bit more defense into the build to act as a buffer for -def debuffs.
  16. I've wondered about Acid Arrow... do you need to fire it before Flash Arrow for the -res to take effect, or if you go Flash->Acid will the debuff still be stronger?
  17. Wild Growth - 90 seconds Overgrowth - 60 seconds
  18. As far as I know, the stealth IO would be superfluous, as anything with enough perception to see through stealth will also see through the IO. Basically, stealth alone now gives what stealth+IO used to give.
  19. Ok, I just copied a character over to the test server to find out exactly how this functioned, it appears the Fortunata keeps it active for about 10-15 seconds then it turns off and you wait for the 15 second recharge before it gets activated again.
  20. Here is a screen shot of the Pet Info for the Arachnos Fortunata Lore pet
  21. Stealth grants you enough +Stealth to not be seen by (most) enemies Infiltration is a Movement power akin to Athletic Run/Ninja Run, however, it also grants some stealth (about half of what Stealth gives) Grant Invisibility is a click power that grants a teammate enough +Stealth to not be seen by (most) enemies.
  22. There is no such thing as Wind Control in Homecoming. Electric control is a bit of a weird thing, as the confuse is a chain, so you have to wait for it to chain across enemies if you want its full effect, which teams won't do. Arctic Air in Ice has a *chance* to confuse, so it's not really something that's all that reliable, and requires you stack other controls on top of it to really get the full effect. It's still a good power though. Mind Control... I love mind control... but Mass Confusion is not up every group... your every group controls are Mass Hypnosis (mostly useless in groups) and Terrify. In most of my mind experience I switch between Total Domination and Mass Confusion and then if the group is really running fast, Terrify as my 3rd group power giving the other two time to recharge.
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