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ExeErdna

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Everything posted by ExeErdna

  1. Fire/Marine troller is currently my favorite showing of the Marine set atm. Toroidal Bubble helps mitigate how Hot Feet plus your standard toggles just eats end. Then Shifting Tides is so good on the Imps since their attack rate is fast. Wellspring following so close it allows the little ones to fight without getting smashed like they often do. Tide Pool is the highlight of the set to me with this paring it'll ramp up constantly having you deal some very respectable damage especially if you're Whitecap-ing anytime it's off CD. Power of the Depths simply helps the very frail Imp. I didn't take Smoke, Shoal or Brine in this build. This set is really good for mid to late gameplay once you get Tide Pool that's when the set starts to make sense. It really wants you to set up the field and have aggressive pets or allies. I can also see this set being a popular support in fire farms since it does a lot of things they like.
  2. To me Wellspring is like Galvanic Sentinel, there's been many a time I forgot to resummon it. Shifting Tides is gonna be nice on, Beast MM and Dark/Earth/Plant/Grav trollers. I also agree Shoal needs to either accept slow sets. What I noticed this set is more so about -/+ damage that's the mitigating factor that ironically makes more so for Defender/MM/Trollers compared to corrupters
  3. From my building methods now having Harmonic Mind helped me build more "cooler" Tanks. Since Dark Armor is one of my favorite sets the same with Bio yet I didn't know what to pick once I got into the "end game" 35+ so I'm able to take Tough and the Leadership trinity which is something I have skipped in many a build. So in my current Bio/Dark/Psi build I have 3 Performance Shifter and Power Transfer procs. Combing that with Panacea I'm getting like a free 350hp and 30% end every few other seconds. So that crafting method allowed me to skip Dark Consumption since Bio wants slots. So what you're looking for in a Tanker is Bio/Dark/Psi it does EVERYTHING you want. I've even been running into fights without my Adaption on and there's still enough float that you won't get alpha'd. You still need to understand when and where to "stance switch" to help debuffing, dps and sustain. To me, the role of a tanker is a melee controller, yes the setup I'm giving barely has any such hard control if you want "control" go Dark/Ice and you can basically stand and enemies will fall and won't get up, especially in teams
  4. Personally, the only one skippable is Granite. If you're playing in more teams that are gonna be fast it's kinda pointless to have.
  5. Just something I've been messing with during the past few days on Brainstorm
  6. 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.
  7. 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.
  8. 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.
  9. Thanks for noticing I'll fix it
  10. 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
  11. 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.
  12. On Brainstorm I was running Reactive either one works, in theory crafting tho grav radial looks good but...
  13. 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.
  14. 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.
  15. 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
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. Because it's AC/Traps there's no escape
  22. 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.
  23. 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.
  24. Yeah, I agree it allows the Traps synergy to work without going too deep into stealth, I noticed I often go back into stealth mid fight allowing me to use the mines
  25. From what I noticed if you run too far from the pet and switch floors it'll won't follow you. Yet if it is with you it follows normally, it seems to be a normal bug
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