
KaizenSoze
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Everything posted by KaizenSoze
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Alright. I'll bite. What do you like about Synapse?
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What TF/SF do you enjoy enough to run them yourself? For me, it's Yin, I have probably more than 100 runs. My usually preference is +1-2 kill most Yins. Kill most Market Crashes are next on the list.
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I love Trick Arrow, but there is one small annoyance I would like to have changed. Trick Arrow power list: https://cod.uberguy.net./html/powerset.html?pset=defender_buff.trick_arrow&at=defender All the powers except one have a range of either 70 or 80. That exception is Glue Arrow which sits at 60. This causes issues when I am trying to lay down a set of debuffs in the center of a spawn. Glue arrow often falls just a bit short of the center. The targeting circle is hard to see in a group of mobs and binds will not fire. So, it takes me a few tries to realize I am a bit out of range. Nothing earth shaking just an annoyance. Please, standardize all the powers at a range of 70 or 80 to avoid this issue.
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One note on this. My very first thought when they announced the trick arrows changes is that I could make a monster sapper. TA/Elec Turns out that mobs that endurance drain and recovery resists are too high for acid arrow to make a dent. Maybe two or three acid arrows stacking might work. So, if you couldn't sap a mob without acid arrow. You still cannot sap with acid arrow. Though most mobs are very sappble, Malta sappers being the most common exception.
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Trick Arrow is a monster debuffer.
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I am liking this build. It did well in my beta server tests. And it avoids that clunky feel that most of my dom builds seem to suffer. All the good plant controls Solid single target damage Not going to when any speed awards, but 10-11 min trapdoors Good defense Good -def, as I am running this on gold side -def is very helpful Decent recharge from Electron Haze The sets synergize well, and the -def helps the confused hit each other I am trying to avoid procs as a experiment Build:
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Folks have covered the obvious pool and I'm sure Tidge will be here at some point to talk about Presence for good reason. One pool I have tried extensively on the beta server with my Banes is Experimentation. I tried to take advantage of the toxic damage in the pool, but it did not work. Experimental Injection - Decent support power, melee range, nice at low level, but not needed at 50 Toxic dot - Low damage, takes awhile for the dot to finish, causes re-draw. Not enough damage considering redraw even with Venom Grenade -toxic resists Speed of Sound - Perfectly good travel power, it's the rest of the pool is the issue Corrosive Vial - Procs decently, but if you cannot immobilize the mobs it's next to useless and it has a small radius, 8', takes 14 seconds to delivery it's damage Adrenal Booster - I don't like boost powers that have a massive recharge, 600, the boosts are good at least.
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Looking for slotting suggestions. Elec/Ice/Mace Blaster
KaizenSoze replied to KaizenSoze's topic in Blaster
I tried several power variations. Swapping in or out Telsa Cage, Ice Sword, Voltaic Sentinel. The best Trapdoor time was to use Voltaic Sentinel and skip Ice Sword and Tesla Cage. 6:00 with build below 6:30-45 with combos of Ice Sword or Tesla cage Voltaic Sentinel helps keep things drained and picks off mobs with slivers of hp. This build can solo 4x8 DA, PI, and Cimerora. I died once after aggroing three groups of Carnies, only thing left when I came back was two bosses out of three groups. I'll post some combat videos in a few days. "Final" build until I think of something else: -
Low hit points aren't usually in issue till 3-4x8. Then the final AV can hit you so hard that you run a much higher risk of getting 2 slotted.
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Travel Powers - Some Better, Some Much Worse
KaizenSoze replied to Troo's topic in General Discussion
Defense, you lose all defense once attacked with infiltration. You lose only some with stealth. -
Travel Powers - Some Better, Some Much Worse
KaizenSoze replied to Troo's topic in General Discussion
I only started using Infiltration two months ago. Now, I love it. As you said it solves so many issues. It's especially nice on my blaster as it enables easy jousting with mobs. -
Friendly suggestion about running Apex-Tin mage TFs
KaizenSoze replied to KaizenSoze's topic in General Discussion
Yes, it's really for Bobcat, you have to take Neuron out quickly then Bobcat for the badge. Badge runs are different animals. -
Just some observations after running many of these TFs. Running Apex first allows you to use lore pets in the first mission against the War walkers to speed things up. Then the lore pets will be recharged by the time you get to the Bobcat/Neuron fight at the end of Tin Mage. I always target Bobcat first in Tin Mage. She has a much more annoying last stand power if you defeat Neuron first.
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Cavern of Transcendence - Friendly Hints
KaizenSoze replied to KaizenSoze's topic in General Discussion
CoT is the weekly strike target. Bumping for new folks. -
Non-melee ATs that can afford to have mobs in melee range
KaizenSoze replied to Prof Evbof's topic in Archetypes
Important note to keep in mind about knock back. One of the most popular task forces in the game is the Imperious Task Force (ITF). Knock back against a lot of the mobs does not work. Only the nictus dwarfs are weak, but all the Romans are resistant. And they will tear you up in melee. I have had this issue with several chars that rely on knock back. One way I have found around this with my blasters is end drain and slows. Use to the slows to kite then till their end is gone. It does not take that long. One Thunderstrike plus short circuit will zero out most +3 mobs. Then you can live in melee safely. -
Trapdoor Test Results - the other half of Pylon testing?
KaizenSoze replied to Kanil's topic in Scrapper
elec/ice/mace blaster 6:00-6:15 Trapdoor Maybe every 10 runs I die. Clarion drops just as I jump into two Tarantula Mistresses. That kind of stuff. No defensive amps. The EB can be drain in 3-4 slots, which makes that a safe fight to melee. 3:45 Pylon -
I agree that Fortunatas are vastly better than Night Widows in most content. Night Widow have two advantages over Fortunata, one is minor, the other is only for extreme content. Night Widows have a slight single target damage advantage, that can be closed by procs. Procs have trade offs, but A Fort can achieve a pylon kill in the same times as a proc'ed out Night Widow. Night Widows can be made incredible durable, more durable than some tanks/brute. I know this because I completed an 801.2 4x8 solo with my Night Tank build in 1:45. There is a two hour time limit. Only one death. But you pay for that in low damage. It's not actually that fun to play, it's like a tanker w/o the high target caps. I would always recommend a Fortunata over a Night Widow. Forts are what dominators should have been.
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I have made a couple of test runs at 4x8 ITFs with my Night Tank build. I have not completed the whole thing yet. At 0x8 you shouldn't have a lot of issues. These were the 4x8 issues I ran into: In my tests toHit was an issue due to all the stacked defense, so use your stealth to pick off small groups. Keep an eye on eye on your defense, if you do engage a large they can still wreak your defense. Endurance, endurance, endurance. I have to use Cardiac for the long fights. Nictus can stack a lot of -recharge. Damage against the final AVs, since I had to use Cardiac. Damage output was greatly reduced. Final AV can still hurt you a lot even with the Night Tank build. Positives: I could take out crystals and completely ignore the mobs. Darkest night, defense, and resists was enough. Cyclopes and Minos were not too bad because I had enough psi damage to punch through their t9s. You can just ignore the ambushes entirely. Literal just run right through them. Smoke nade and stealth allowed me to pick my fights.
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Another snafu is that running damage auras will sometimes mark you as attacking recently. I have had this several times with my farmer.
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So many VEAT suggestions. Too many to summarize. Most power tweaks like Bane ranged attacks and Widow endurance usage. One that was popular was that certain story arcs should be a Weekly Strike Target. The two that unlock Hess and Hannon TF should be the WST the week before the TF was the WST.
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Interesting tests of Fortunatas and Night Widow Builds
KaizenSoze replied to KaizenSoze's topic in Arachnos Soldier & Widow
Trapdoor mobs doesn't have a lot of -toHit, Leadership is enough. Now, if you're soloing carnies or CoT, you need toHit resists. Either through ageless or powers. One thing I always notice with other non-VEATs is how much more I miss. VEAT has a lot of toHit/Accuracy powers available. Widows only get ~50% DDR. Each Tarantula Mistress will drop you -33% at 4x8. Plus, sometimes the extra def is a side effect of power slotting. -
801 are AE mission created by @Linea They are the nastiest missions in the game. They eat teams up, especially tanks. You should start with 4x8 801.2 to get a feel for them.
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Tagging @Linea He builds 801 tanks and I am sure he has opinions. I use one of his SR/DM builds that is pretty indestructible.
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If you have 3-4 53s on the team you can steamroll with the rest of the team being low level. Still though the amount of AOEs DA mobs throw around will regularly drop lowbies in 2-3 seconds if they aren't careful.