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KaizenSoze

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Everything posted by KaizenSoze

  1. Now, I can see the status and resistance buffs on my defender from EMP arrow.
  2. I don't know what you're talking about. Please, enlighten me. Ah, you me this: Fear Incarnate
  3. So, yet again I keep tinkering on the beta server. This one is for @Tidge, since they are the one that suggested the Presence pool. Strong emphasis on AOE fear. Giving this build strong damage mitigation. I didn't take Unrelenting for two reasons. I am not good at remembering to use long recharge powers. Two, I didn't have slots to make the recharge worth it. Crowd control gets the terror ATO set to add more AOE fear. I finally got the power analyzer out, the ATO -dmg is -13.5% if anyone was wondering. Surveillance does not get procs on purpose. I want to prep my stealth strike target w/o notifying it. Intimidate is good for range pulling. The build works well against 4x8 Arachnos and Carnies with the usual caveats. Sometimes RND is just going get you. Mace of Terror build:
  4. You're probably right, but I would still check because people have hand edited the costume files. There might be a trick.
  5. Well, I didn't know about the epic costume slot vs regular. You might want to ask in the Art and Multimedia or Guides forums. There is a lot of information and helpful people in both.
  6. My thinking at this point is Mu for Widows and Soul for Fortunatas. NWs need something that works in melee and their two native AOEs are cones. Mu has two targeted which is perfect because mobs are going clumped around you. Fortunatas could use a ranged single target attack that is not psi or lethal. They have plenty of native AOE. Gloom fits perfectly. Interesting discovery playing around with Mu Lighting slotting. The difference in damage between 5 slotting Power Transfer with the Apoc proc as the six and 6 slotting Apoc is less that 10 points of damage. ML slotted with PT gives a 30% chance to get 10+ endurance back each attack on a recharge of ~3 seconds depending on the build. Of course, the set bonus matter a lot, but I thought someone might find that useful. Note, Mids and in game power description differ quite a bit. The 30% end return is only show in game description. Mids implies it's every hit.
  7. I am tinkering as usual with my Night Widow build aka the Mu Widow. I am curious which pool people prefer for their Widow or Fortunatas of any flavor and why. Soul: Gloom: which has a great DPA. I find the dot part annoying, because I don't know if the dot will finish or do I need to attack again Soul Tentacles: seems to be an very proc'able cone, but it's still a cone Dark Obliteration: a good AOE proc'able or straight AOE Darkest night: I am guessing few folks take it Melee pet has anyone taken it? Mu Mu Lightning: second best ranged single target pool power it terms of damage. It can return endurance to the user 30% of the time Electrifying Fences: very proc'able immobilize AOE, the range is a bit short Ball Lightning: very proc'able AOE or straight AOE Static Discharge: decent ranged proc'able cone, but it's still a cone Ranged pet
  8. You must be running Elude to get those numbers! Cardiac is also another good choice for end heavy builds. It's usually your attacks that are draining you. Night Widows are buzz saws. Cardiac helps with that.
  9. You can get an invisible extra costume slot. I discovered this when I was writing my guide. https://archive.paragonwiki.com/wiki/Costumes#Soldiers_of_Arachnos
  10. No idea if the original developers envisioned players mixing the powers as much as players do. Maybe their thinking was, if you went crab, you took all crab attacks. Why else would have have a crab venom and frag nade replacement? Not sure what they were thinking with banes...
  11. My guess is that pets are supposed to make up the difference.
  12. I am guessing, that's because you can accidentally TP right into a spawn.
  13. I am not against buffing stamina to make earlier levels easier for everyone. Your ideal is interesting. 🙂 Here's how I feel the state of Arachnos are: Everyone needs no redraw and a better inherit. Crab soldier and Fortunatas are in a good place, except for that crab backpack. Well, giving basic controls to VEAT pets would be huge plus for crabberminds. Night Widows are on the bubble, maybe a slight increase to AOE damage. Or my high recharge time Psychic Wail swap for Psychic Scream idea. Huntsmen would be nicely improved with no redraw w/o any power changes. Or at least swapping their single target melee for ranged. Their single target ranged damage is meh IMO. Pure mace banes need help. They are out melee'ed by Night Widows, out AOE'ed and debuffed by Huntsmen and Crabs, and have nothing like the bag of tricks that a Fortunata has. And trying to mix soldier and mace attacks is redraw hell.
  14. Yes, all ATs have end problems sometimes into the mid or late game. It's just that Arachnos's inherit is increased regen and recovery. And it not does seem up to be the task. If like if blaster's inherit only gave a tiny bonus to damage. Or scrapper's crits were only 25%. Those ATs would be screaming.
  15. As a non-gaming programmer, I understand. Since, you're using the tram-monorail code. You're limited by that code. Would be nice for a future patch. Thank you as always.
  16. Emps can solo just fine. As they say, you have to build for it.
  17. This has probably been suggested a dozen times before in the thread. LRTP needs to not fire until a destination has been picked. Right now, clicking on the button fires the power and starts the ten minute cool down. This would take care of user mistakes. Example: Running a mission arc Click LRTP Realize you forgot to do something in your current zone Cancel LRTP Talk to contact, but now you have to wait ten minutes to use LRTP I know there are other travel options, but this would be a nice to have.
  18. I will add my vote in for EMP Arrow Faraday Cage effect working on the caster. It would allow me to avoid using Clarion or break frees solo. When soloing, I fight in the middle of the group, so the stay close until I get all the powers deployed. Then they run like chickens... slowly. 🙂
  19. I have been playing with different bane and widow builds on the beta server. I have probably gone through half dozen builds. Even tried out the new teleport pool. Bane damage is not comparable to Night Widow damage. I am guessing that Bane damage is a balanced around venom grenade. But the redraw eats into the DPS. Bane suggestions: Add no redraw, whoever that wonderful person is who fixed the Titan Weapons animations. Please, ask them to look at Arachnos. This has been mentioned earlier in the thread. Change Mace Beam Volley to mace based venom grenade. Obviously, this blocks taking the solider version.
  20. You are probably out of range, which I have complained about. There is no indication why it's failing, either do to range or LOS issues.
  21. So, I tried it out on my all mace Bane. Teleport Target - There needs to be a way to make it a mag 3+ teleport, being only able to TP minions isn't that useful. Maybe a special TP only enhancement set that adds +1 TP mag, that does work in PvP. Combat Teleport - Fine as is, work best with a powexec_location target bind Fold Space - This need to give better feedback on way it failed to TP any mobs. It does not give an out of range or LOS error. Otherwise, works well. It was good for gathering mobs around me for crowd control hits.
  22. I tested on a number of non resistant targets. The -resist effect was not very obvious. Defenders drain very well by default. I was hoping that it would make resistant mobs a little vulnerable. But the default end drain resistance for sappers and some static shielded EBs someone with nice enough put in an AE for me, is too high for one TA with Acid Arrow to dent. Now, 2-3 or more AAs on a target, oh yes. I see all TA teams in the future. 🙂
  23. No hate for Acid Arrow, but -resists are not turning out as useful as designed if only one teammate is TA. Now, 2-3 TA players stacking this is another story! It is still a proc monster, I have 5 procs in my builds on beta.
  24. Glue will be very necessary for some builds. Just it's not mandatory like EA, FA, IA, PGA, AA, DA, OIL, EMP for almost all builds. EMP being the other..kinda..maybe..optional power. I have been fooling around in Mids with different AT builds. I am quickly getting tight on powers due to TA being so awesome now. Trying to think of ways to reduce the build pressure.
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