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ExeErdna

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Posts posted by ExeErdna

  1.  

    Spoiler

    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


    Just something I've been messing with during the past few days on Brainstorm

     

  2. 19 hours ago, Ashford said:

    Explain DB?

     

    Katana builds players
     

    thought I should add the joke since people explained it more or less


    I agree, one of my old 50s was a katana/SR tanker. SR failed me more than Katana did, I felt strong. I picked up DB in more test builds the problem with DB it either needs more combo paths or be a bit more naturally accurate. Both wouldn't be bad, yet as of now I just found myself rotating just Empower and Attack Vitals not even bothering with Sweep and rarely using Weaken. IMO DB feels like a more complex version of Claws since they both have a clear rotation to attempt to keep the attack boost up as long as possible. 

  3. 14 minutes ago, Ashford said:

    yup and that's why I call it a toolkit resist set. It does it's job at mitigation but in a real fight as bio, the build will either fold like paper or the build will be dropping in damage as time spent doing damage  will be on doing a defensive rotation that can not be sidestepped as most of the actual damage mitigation is button based so there will be a damage loss, which means mobs are not dying as fast as they should, which means taking in more damage, which means a higher likelyhood of once again, folding like paper. 

    From my own experience with having a Bio/Rad that I used to take into Hami raids. Like I'm not bothered by the GMs, yet it was Hami himself. Normally there was a Inv/SS tank that would handle Hami but when he went down I had to take over and Bio was on the edge of folding a lot. I have just dropped to zero because damage ticked just as the EoE dropped. I have a love hate with Bio, honestly shows you're NOT supposed to be running around punching up like that. The rest of the group is supposed to cover the gaps being able to solo +4/8 is a flex, not the norm.

  4. Like others said Traps, TA, Cold, Poison, Rad do rip apart AV's yet if want recharge speed considered then Cold has the highest potential out of the group. Rad is a classic. Traps is safer, TA is cheaper while also very mobile. Poison is kinda a mixed bag depending on what you want to keep, it's the same with Rad and Traps imo. Dark is imo the hardest to pair because both sides want slots to be really good. Yet once you get something that works it's damn near unkillable.

    • Like 1
  5. Spoiler

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    Here's how I would run it, the Rad slotting is how I run Rad in general since I don't like taking the Rez based skills here. From Grav, yeah, I 6 slotted Dimension Shift that's the one subjective slotting choice you can drop 4 slots from it to maybe drop a full Avalanche set in Soul Drain. You don't have to take Soul I only did such due to everything was in that range so I went with it, YET Mu is a very good choice. You can switch the recharge from Lingering Radation for acc's. The reason why I went with Teleports is that Combat TP is good for getting into mobs you can handle, TP Target is good as a leash for the pet and Fold Space is just another Wormhole you don't have to macro. Defense/Res isn't the highest it could be yet with all the debuffs and honestly, the chaotic nature of the build enemies are either stunned, held and or knocked down. Next the only time the build gets "hot" is after an EMP. During normal fights at 50 the Stamina didn't bleed out, it should be stable at lower levels once you have the sets in place.

    Edit: I added the correct build

  6. I like grav/rad since you can really focus on the single target side of grav while letting rad be the AOE. So you can skip the immos and the aoe hold from grav and then the rez skills from rad. So now you have options for the build.

  7. From my running Arse/Traps skip seeker drones they won't stun like Flashbang also take Poison Trap and try to 6 slot it. It's your best hold/trap from the combo. Also, take cloaking device as soon as it comes up. It'll keep you alive as it is a true stealth field so you don't get spotted as much.

  8. Trick Arrow if you wanna play in faster groups since you don't need to use your whole kit for each pull. Yet watching everything get locked down due to tear gas and an emp arrow is a thing of beauty. You'll have a tool for every problem yet from my testing the build can be a bit hot yet that's because of my building faults.

    Traps if you want to play slow BUT Traps is a bit more hungry for slots. So I would skip the beacon and the drones. Especially the drones since Flashbang is just a more consistent source of stun. This is the one build I would play with the mines due to so much chaos you can get away with setting up at some foe's feet. As I said it's hungry for slots so something is gonna be lacking imo it was the mines I just dropped 2 dam/acc hami's and called it a day.

    Force Field is just safe, you can make that pet truly untouchable while having very consistent debuffs from Dampening Field being around 30sec due to Hasten and build itself. Just super safe, Dampening Field honestly carries the safety aspect of the build it's the 2nd power with 6 slots in FF. It's fairly cheap, has very high recharge, flexible power choices and slotting

    Dark because Fade, hell even Black Hole could finally be used. Then you now have 2 really strong stuns. Dark on Troller is oppressively defensive you can slot it pretty much the same way it makes the offensive side look good.

    Sonic is only interesting for putting both fields on the Bot and letting it run wild. It's already tough, it's gonna be tougher. Yet FF is just better

    Time, amazing your bot shouldn't die, hell you shouldn't die. It's tied with Dark and TA with how useful the whole kit is. You can keep the bot buff with Temporal Selection, you have strong snares the AOE can hold which syncs with Tear Gas.

  9. Plant/Nature is my favorite setup, it's a good support because you can do a bit of everything fairly well. I often took mine into fire farms to help those groups out, if you wanna see a lot of creeper vines that's how you play imo. Yet you're amazing in trial type events due to you can throw down the Spirit Tree and Spore patch. While Carrion can deal with any adds

  10. I would personally skip Seeker Drones in this setup due to Flashbang does the same thing more consistently and if you swap the controller sets that Psi proc often always hits making it a really powerful nuke for a troller. Yeah I would drop the procs in Acid Mortar that aren't -res put 5 of the anni set and the other -res proc. Just from my taste, you want the Poison Trap and Tear Gas those big holds do wonders, especially with how this set is very strong with setting up room clearing. 

  11. On 1/30/2024 at 2:11 PM, drbuzzard said:

     

     

    Odd, I even went back and re-read my post. I suggested nothing actually. I merely criticized the current state of sonic resonance and said the liquefy changes were not enough to fix it. You didn't actually rebut a single thing I said, but I am somehow wrong anyway. 

     

    Sonic is not in the top half of sets. I've played them all fairly extensively, and I can assure you other sets do a better job of amping up a team. Fixing liquefy will help. It will not be sufficient. Making siphon into a siphon could potentially help depending on how it is done (if it buffs the whole team, then yes). However the set will still lack in variety of tools. It would still be mostly  + or - resistance. 

     

    If I had to make suggestions we'll go down the powers:

     

    1: Sonic Barrier- I suppose keep as is or perhaps add a rather esoteric defbuff resistance like regeneration. 

    2. Sonic Siphon - you could go with the siphon and transfer resistance to the team. I've contemplated either -damage (probably not good since it stacks with the resistance being handed out) or -regen. 

    3. Sonic Haven- again add some esoteric debuff resistance perhaps endurance drain resistance. 

    4. Sonic Cage- nuke this from orbit. Yes, It has limited uses, but even those are frustrating (wall off a sapper or surgeon, but someone will want to kill them and waste their time trying).  Maybe put in an endurance boosting power. There's a lot of heals which are pulses in a toggle. How about an endurance boosting pulse toggle?

    5. Disruption field- fine as is

    6. Sonic Dispersion- This already does a fair amount, so fine as is. 

    7. Sonic Repulsion- it requires an IO to be useful. How about we just make it a knockdown toggle the way it ends up, and cut to the chase? Also fix the noise. 

    8. Clarity - since it's fairly redundant, people often skip it or let it gather dust in the tray. How about we throw in half a forge on top of the redundant status protection (+12.5 to hit and +25 damage) ? Keep the short recharge so it can be handed out easily for a change. In a world with lots of team damage buffs that just go to the whole team, and fast recharging single target one is no crime. 

    9. Liquefy- I'd rather see the recharge go to 120 instead of 150 so you can actually get it permanent without outside help. The gap is small on rest right now, but why not bite the bullet and make sonic catch up in damage mitigation?

     

    OK, now you can complain about suggestions since I've actually made some. 

    As somebody that likes Sonic, I agree remove Sonic Cage and putting Clarity in that slot and having it affect the team like Barrier and Haven. The reason why it's skipped it's comes up too late, people can manage the mez at that point. 

  12. 3 hours ago, ShinMagmus said:

    I'm going to embed 2 videos side-by-side and not use the Forum Link option, for ease of viewing and make this point.  You guys be the judges.  2 different builds, one on Beta with Arse Control and the other on Live with Fire Control: both vs Yin TF at +0/x8.

     

     

     

    We simply build and play differently. You think the set is bad and i'm like how you built it is bad imo. It seems like you went out your way to lowball the set. As said above the AC/Traps is gonna fold up Clamor yet that Fire is gonna die without running out to re-up on Inspirations.

    ACTraps.png

    • Thumbs Down 1
  13. Spoiler
    1 hour ago, WindDemon21 said:

    FYI, there is also an inherent issue with the defense not stacking from cloaking device and steamy mist/arctic fog/shadow fall. Even with how other stealth toggles don't stack for some odd unknown reason in pve, being from both your primary and secondary, ie not pools, this REALLY doesn't sit right, and they should stack. It also seems like, for a primary power, that the end cost is a big high on cloaking device. Being the same power basically as stealth from the pool, this power still feels unjustifiably inferior for a primary power pick. If you want to keep this power in the set versus a better option, I'd suggest at least lowering the end cost and maybe adding an additional benefit to the power.

     

    Also, the -kb, is for some odd reason only when they're confused for their own powers. This still helps at least, but it would have been a lot nicer with this power having the niche of an aoe field that causes the -kb from all forms, not just the enemies. Would have given the set some really nice synergy to have that, and would be a unique power that would offer a lot of control-ability. It still wouldn't be any much different than what aoe immobilizes do, so it shouldn't be out of the question. That is after all one of the main benefits of the aoe immobilizes (grav/elec's need fixed for this as well) This would also help the set actually synergize better with arsenal assault on doms, changing the kb in the powers to KD instead when enemies are inside the gas, rather than just lowering the KB on the confused enemies themselves. (which tbh would be nice to have this added to ALL confused enemies in the game, especially aoe ones)

     

    I've noticed personally as well, to prefer the aoe sleep be target based not location unless the slow it provides is bumped up significantly allowing more use for that, but currently the slow is too little to really use as such. I'm ASSUMING it's a bug, but the sleep as this location patch is also not sleeping the enemies right away and takes 4 seconds for a proc to hit. Which is a BIG reason for the target based so you can use it to start the mob while you set up your other stuff which is one of the main uses for sleeps.

     

    I've noticed throwing out both the canister and sleep grenade, that they weren't sleeping at ALL, even if I just stood there doing nothing. It seems like a bug with how the -kb  effects only the confused enemies kb strength. But with just sleep grenade and smoke canister, they won't sleep at all unless they're also confused. This also obviously needs fixed and CAN'T go live like this. The original target based aoe sleep was much better than this current version and should be fixed back (or built properly so it sleeps the whole mob on cast like static field does.

     

    There remains a big issue on nitrogen again, needing to take slow/kb ios and sets. Again especially without the aoe immobilize and low-slow effect on the sleep. As annoying as the slow sets are for some reason all having damage in them with none tailored to actual just SLOW powers only, this would be a good power to use slow sets on to actually incorporate damage on the power as well. It would be a good candidate for the ice mistral set. Again, you know, if these powers actually properly let you slot slow/kb sets into them.

     

    Overall with further testing it was honestly better before, but a lot of the issues seem like they HAVE to be bugs now though? The confuse also doesn't seem to be working almost at all now. Before it would at least confuse enemies somewhat consistently, but now i'm hardly seeing any confuses as well with the same slotting. Is THIS a bug? Because I didn't notice that many issues with the enemies confusing before with the first build that went on beta.

     

    This set can NOT go live as is though. The 2 main every mob powers are effectively doing almost nothing and they actually both seemed to work on my end before this latest beta patch.

     

     

    The canister's effect doesn't trigger unless somebody is aware it's just normal "smoke" which must suppress the sleep as well, I've noticed this too. The confusion is still as potent, what I noticed at +4/8 the smoke isn't suppressing at all at times and just confusing that's not good. Also, I agree a lot of the slow sets seem to be good with slow patches that do damage like Blaster's glue arrow and anybody that can take Caltrops, if you can see the ticks of damage it works amazing. In other places it seem better to just take basic slows, which is something I'm seeing with nitrogen that it's hitting hard yet I'm not seeing damage at times just enemies falling over.

  14. 11 hours ago, ShinMagmus said:

    See, I wish there was no escape, but if you watch any of the footage of my Arse/Traps the reality is that it's very easy for enemies to escape.  Do you have a video of you pausing all attacking for 10s, then walking up and successfully toe-bombing (and the enemies not leaving the area)?

    It must be a gameplay difference since I'm either Fold Space-ing them into a minefield then cleaning up whatever's left with poison trap and flashbang. It's why I said the Tri-Cannon should be hitting in a Cone. A reason why I'm able to get away with things is because the Cloaking Device lowers my threat. The Stealth here is nice, you can restealth it's why I don't like choosing the "no-fade" option because the fade is a visual cue. If you don't like it don't pick it, yet it works so you don't need to go into Stealth section. What I said about it, it wasn't worth slotting because the other powers are already hungry for slots since pretty much everything wants to be maxed or at 5. Others might enjoy having a free stealth. It fits in Illusion, it works here too.

  15. 21 minutes ago, ShinMagmus said:

    You sit and do nothing for 10s during a fight, just so you can walk up and place an incredibly slow casting mine?  On top of that being really unhelpful to your team, I have to ask: why don't the enemies just run away during those 10s of you not casting anything?

     

    You have a recording of enemies politely sitting in your patches for 10s while you do nothing?

    Because it's AC/Traps there's no escape

  16. From my experiences with this set, I first worked it with Traps didn't understand wtf I was doing, then Force Field, and then went back to Traps with a better understanding of it. With the Controller set psi proc you can make Flashbang hit HARD, The ST Hold is solid. The Sleep nade maybe something I use in lower levels yet higher It kind of gets forgotten. Liquid Nitrogen should last longer and or be a bit "wider" as it hits hard enough so it can hold doors and hallways better. I like the smoke grenade it's my favorite part of the set. Being able to drop smoke on a minefield before a Fold Space. Forces enemies to be confused if they manage to not just get wiped out. The Stealth is perfect in this set, as it allows you to sit back and let other things pull aggro away from you without going into the Stealth set. YET this is something I wouldn't slot at all I'll either throw a LotG or a Kismet in there and call it a day. The Tri-Cannon, it's ok it's a tough pet. It can hold off a bunch of Malta and new Counsel/Thorns for enough time for me to set up. Yet It should be hitting in a cone to help it pull, hold aggro and help the clear time. I'm gonna test 4 slotting an aggro set and putting in the def/res pieces to see if it stays alive even longer, yet I will stand by that Tri-Cannon NEEDS to hit in a cone. Since it isn't like its Brother in Devices where with enough Recharge there are two of them down. The real reason why I skip Tranq is because I dislike how it looks, the massive Widow barb is just weird when we have the dart that the Gunslingers use that does the same thing... I think that one is stronger due to it doing -regen. Yet due to how AC side is slot-hungry, there are two builds for it. "The Sleepy" and "The Icy" paths. Since on my current AC/Traps I'm thinking of dropping Sleep nade so I can put some points into the mines and fold space. Yet at the moment, Sleepy is simply worse than Icy.

     

  17. On 2/8/2024 at 3:29 PM, Videra said:

    So, while the videos are uploading, I wanted to say that I just took the set through 4/8 Carnies, Nemesis, and CoT with traps. I'm planning on doing Arachnos either later tonight or tomorrow.

    My criticisms have not changed, though I do agree that the buffs given in this last build have by and large been good. The things I most often found myself thinking while playing this set - not optimally, mind, but against some of the harder enemy groups regardless - were 'Why are you standing there?', and 'Welp, they got out of my patches.' There is a single tool which could resolve this problem elegantly.

    I have asked, multiple times, and I am going to keep repeating myself. Give your set based on FOUR ground patches an AOE immobilize. It just needs that little extra tool - it won't be cookie cutter, you've given it its own identity as the patch set, it feels different. We don't need cloaking device, by example, I'd even still take Liquid Nitrogen as an AOE immobilize patch.

    To quote Shin;
     

    Kill Cloaking Device for Wide Area Web Grenade that slows more -rech, -speed, does -fly, and deals no dmg (to not break sleep): set's done. Instant send.

    I'd rather get rid of Tranq for the WAWG since it's the only thing that looks "off" from the whole set. Even a cone based "freeze ray" that does immo would be on theme. I mean we have the animation from Beam. The Cloaking Device works so you can set up choke points and kinda pull the group out of trouble by not pulling all the aggro.

  18. On 1/28/2024 at 6:41 PM, UrbanHound said:

    This behavior was observed as a lvl 40 Arse/TA Controller. I was doing random policeband missions in Founders Falls and generally testing Arsenal Control and noticed quite frequently that the pet was not following me between floors within a mission. Returning to the floor with the stuck Cannon shows it sort of wigging out by the elevators but it never seems to resolve itself. Lastly, once caught in this behavior the Cannon stays fixed in this 'wigging out' loop in front of the elevators and won't follow me around on the floor we were previously on together.

     

    Resummoning the Cannon on the new floor restores normal behaviors - until you go to the next floor.

     

    After exiting the mission the Cannon is beside you and follows you in the zone as expected. Even in scenarios where the Cannon was previously 'stuck' at the elevators within the mission.

     

    I just noticed this running a Malta paper in Grandville, I thought it got blown up. Yet it just didn't follow me up the level.  It happened in the Lab floor set and not in the Office set. Imma keep looking at where the pet fails to follow

  19. 18 hours ago, arealm said:

    Telekinesis as an Immobilize rather than a Hold will make the Controller a prime target. 

     

    Soloing (and sometimes in groups) I use TK to push a portion of the mobs into a corner so they can simmer for later in the battle.

     

    Worse secondary effect, longer cooldown, shorter auto shut-off: who on earth was clamoring for this change?   

     

    Perhaps consider a ToHit debuff?  Love the clumping.

     

    Yeah TK was the main reason why I liked Mind doms over Mind trollers you can shutdown a whole group to just wait until it's their turn. Great when you get ambushed while escorting somebody out. Or those missions when Crey is running down the hallways

    • Like 1
  20. 39 minutes ago, Doomguide2005 said:

    I think Hurricane suffers and opinions are so mixed for two reasons.  First as pointed out above it does have steep learning curve to use without messing with melee combat or causing foe scatter.  But I've also seen skilled users keep a whole spawn debuffed and whiffing clumped along a wall (not in a corner or deadend) without disrupting melee.  Which brings us to the second issue.  In a world of high defense if not capped the value of that applied debuff loses a whole lot of its impact especially in light of the above (required skill).  Back in the day when for even many melee sets reaching high defense was unusual a skilled use of Hurricane was a game changer.  Now that debuff is all too often utter overkill on teams given the downside.  Something it shares with powers like Empathy's Recovery Aura replaced by special IOs and set bonuses.

     

    When I have Hurricane, I normally Gale so they're already knocked down. Yet due to high group power now they maybe dead due to just the Gale setup...

    • Like 1
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