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KaizenSoze

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Everything posted by KaizenSoze

  1. Most of time, each mob gets the full amount. Each gets 90 damage in your example. The real limiter on total AOE damage is target cap. There are few powers where the damage calculated differently.
  2. You should have stuck around. I kicked that person, they were firing Ican every two minutes.
  3. Folks do crazy things in groups. Like look right at the hostage when I say if anyone has the hostage. Then fly off the wrong way.
  4. Always take the back elevator. Sometimes are the mobs will see you if you take the front ones.
  5. This is one of the downsides of Night Widows solo, runners. High defense, means lots of mob misses, plus debuffs and dots, equals mobs beating feet really quickly. Placate helps a bit, provoke helps quite a bit more. Fort don't have such a problem, because control can stop mob. Especially, with Fate Sealed making the secondary effect happen 100% of the time.
  6. Both Rommy fights where so annoying. Also, twitting away at that lethal/psi resistant computer.
  7. Is soloing the ITF and AE 801.3 survivable good enough?
  8. Fort sounds more like what you want, but Night Widows are also super fun with page 7. I find them to be a more fun version of a stalker with ranged attacks and durability approaching at least brute levels. Start with Psychic Scream at range, placate, pick a target and hit it with a crit melee attack.
  9. I have already reserved "Bobby Drop Tables".
  10. Night Widows have a runner issue, at least solo. I have put immobilize procs into into one or two powers to help, but it's not enough. Has anyone tried using Spectral? My initial tests were promising, but I will have to play test for awhile to verify. Also, that negative energy dot is very helpful against robots.
  11. Rain of Arrows could simply not taunt or suppress. That would return it to its' pre-crash removal advantage.
  12. I guess I have woken up today and chosen violence. In the process of working on a parsing tool I discovered that 40-50+ percent of all damage done by my Blasters and Fortunata is from one power. Their nukes. Nukes are not the sole issue with the end game, but they are a part of it. Built up, Assault, Muscular buffed nukes obliterate almost all the minions and cripple the lts even at +3. What do I *not* want: Lengthening the recharge... Lower the target caps... Lowering the damage... Adding back the crash... My suggestion: Suppress all toggles for 10 seconds and 10 second mag 4 taunt on any target hit. Anything that survives is going to only have eyes for the nuker. Mobs still could be taunted off the blaster, but that would require good timing. The player can still attack, run like before, but this greatly increases the risk.
  13. The perception debuff is more useful than I think folks realize, when you are trying to do very hard stuff solo. Solo ITF, if you aggro too many Romans, their defense stacks high enough to make them very hard to hit. Smoke nade allows me to surgically take out just the mobs I need. Very helpful on the first mission. On AE 801s, you really don't want to be taking on full spawns every time. Smoke nade will allow you to pull a few at a time. Also, smoking a patrol while you deal with the current spawn is a life saver.
  14. My highest damaging attack behind placate/spin is placate/slash. On fast moving teams Psychic Scream will beat out Spin. Placate can be as low as 7-8 seconds recharge. I have mine in the 10 sec range. One you get the rhythm down, it's quite a damaging combo. From stealth you can dive into the mobs Spin, target a boss or lt, placate, slash. Crit city. On fast moving teams I lead with Psychic Scream, because mobs die too quickly to get into melee AOE range. In that case, I head for the boss, placate/slash. Nothing resists placate, you need a sec to pop an insp, placate. You need to keep part of a spawn from attacking you, though they will heal/buff, placate. The real reason I keep Smoke Nade in the build is for careful pulling and some resists. If you want a real challenge try an AE 801.3 at 4x8. It's the reason the build exists.
  15. You're going to have to look around this forum. We do not have a VETTED list, as many builds work well. You can only have 5 LoTG global recharged slotted in build. That's a hard rule. My suggestion is to install MIDS. Decide if you want to be primary melee or ranged, sounds like you want ranged. Then look at builds in MIDS from the forum. See what you like. Only thing I would say you definitely want is 50% positional defense, melee, ranged, AOE. Banes/Crabs get 0 resistance to defense debuffs. So, you need some buffer above 45%.
  16. You have over-slotted defense and under slotted damage. If I see the IOs correctly you have a ton of Luck of the Gambler slotted in two powers. Read up on Enhancement Diversification. Combat Training Defense is an auto power and requires no end. At most you need the defense and global recharge pieces in this powers. For Maneuvers, slot just defense/end, defense, and global recharge. That is enough for now. Take those extra slots and put two damage SO or IOs in your attacks. Start with the highest damage attacks first. Also, you should take placate to give you a break during fights and to get another crit. Only melee attacks crit. It will work on bosses.
  17. What kind of content are you planning to run with this build? I would take Provoke over Confront, because it's AOE.
  18. This is why I always give my doms good defense. For the ones that get missed.
  19. New trick. Pulling Rikti down the ramp closer to the bowl during a Mother Ship Raid.
  20. Try this. The data chunk above is done with MIDs 2024.2.717.
  21. Market Crash is probably closest to what you want. Nothing to do with Arachnos, Incarnates, Oroboros, or really any end game archvillian or hero. Just the Freak show and Sky raiders causing problems.
  22. I wanted to make a hasten-less build. Turned out better than expected. Lots of defense to handle the increasing amount of -defense appearing at the high end. No end issues due to Harmonic Mind and Blood Frenzy. Mesmerize instead of dominate. Why you might ask? Mesmerize is a mag 3.5 sleep and the sleep portion is auto hit, so you can put any boss to sleep. Great for knocking off annoying toggles, parking a boss, while dealing with the other boss, and decent psi damage. Amazing soloing tool and useful on teams to deal with nasty mob toggles.
  23. St. Martial.
  24. I wish the player population would realize that carnies aren't hard if you have decent controls. Hate that phasing, mezz em, nasty -tohit pet, mezz em. Annoying Phantom, confuse the main pet, watch the other pet attack it. Also, they are incredible weak to lethal, +20% damage from lethal attacks. They are only really difficult soloing at high notoriety.
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