ExeErdna
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Everything posted by ExeErdna
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With Rad and Permahasten you should have enough CD for Rib Cracker>Heavy Blow>Rib Cracker. Yet the late game flow is Rib Cracker>Heavy Blow>Shin Breaker since you're Rad Armor. yet normally it's Shin Breaker>Rib Cracker>Heavy Blow>Crushing Uppercut for ST or Spinning Strike for AOE. Yet remember late game Shin Breaker can kill some enemies outright so adjust the flow personally I open with Combat Readiness>Spinning Strike>Shin Breaker>Rib Cracker>Heavy Blow>Crushing Uppercut.
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The main reason for permadom to me is being immune to being mezzed. To have your dom drop in the middle of a group is one of the worse things. Especially if you're fighting Malta, Carnies, Longbow or Arachnos.
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My recent dom I've built on beta and now is building on live is Mind/Martial. My play-style is mainly like a mid-ranged. So I didn't take any of the kicks in Martial since there's just not enough points and to me they're not strong enough to justify them. It's 100% fun to me yet the strength is mainly on TK and Caltrops combo. I got to build pretty cold build having like .78 end use at 50 then I went Vigor radial made me much cooler. Where I could play with TK up and it wouldn't really bite into my end. Then putting the Frozen Blast set on Caltrops been my thing for a year now. Honestly I think that's the #1 skill that makes use of the proc since I've used it on "rain" type skills and wouldn't get a single proc. Yet on Caltrops it is thing a beauty to have 2-3 patches down and having mobs just melt because they're either immo, feared, confused, and or held on top of them. Exploding Shuriken is underpowered since it should be a t9 "Fireball" of sorts. Or give the "AOE" aspect a KD since that dot is more so for visual cool points. Envenomed Blades is interesting to have since its is kinda easy to perma it, the "damage" is so so but the ToHit is nice. Also I'm thinking of switching my points invested in Shuriken throw for Levitate and skipping mesmerize. When it comes down to secondaries I am comfortable with I would say Savage is the overall "best" if you have a primary with PBAOEs. From my own experience, it's Dark, Fire, Plant(its works with everything), Ice and Elec. Martial is good if you wanna play a bit on "hard mode". Fire is always good in this game. I personally don't like Psi and honestly started to get annoyed at how much you need to invest in the Earth side for it to be good which and leave a primary weak. I honestly need to hop on the beta and make a plant/thorn to see if my theories for it are right.
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From my playing with builds on the test server Hybrid Assault Core is oppressively good when you can notice it. Like I been running a Fire/Fire tanker and I do notice a different between both core and radial. With any sort of dots would want core over radial, it's easier to keep the stacks up. Radial is weird like when it works its really cool yet core is just safe for so many builds. Assault Core has the same "set it and forget it" that Support Radial has when something just works because they're in your damage it's good. Assault Radial is good when you have powerful single strikes like EM, SS, WM, Axe, TW. YET if they have good AOE they also take well from Core due to being to keep stacks up. SO something like MA, SS and EM are like the "best" for radial from what I've played with.
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Focused Feedback: Energy Melee Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
This is such truth I've had throw away moves hit more consistently than AS after Build Up from stealth. -
Focused Feedback: Other Powers Changes
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
I also do not agree with changes to movement especially with the beast/ninja run since we're unable to place IO/SO's to drop how hot they are it is a choice for people want to use such over picking more standardized movement option. I use beast and ninja run on characters where I really cannot fit a normal movement choice on there. Like my Dark/Savage Dom that uses beast and my Spider that uses ninja. In fact for the MA/SR stalker I was testing with I just use ninja because I really can't afford to drop in super speed or anything else. I even skipped combat jumping because I knew it didn't work with build I was going for. The stack for sprint w/ ninja(beast) is good because it is the lesser version it is hot, you have to build right and or have the right AT like a Dom so you're not punished for running hotter than normal. Since I like having the theme and the speed without it being overwhelming like how it is with SS or SJ personally. Ninja/Beast fit in the middle where yes you cannot modify anything yet it just seems to work right. -
Focused Feedback: Other Powers Changes
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
That'll make it a Targeted AOE which im perfectly fine with having Rangarok in there for a knockdown. -
Focused Feedback: Trick Arrow Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
TA/Traps would be the meme and honest fix the issue people I included are having with EMP Arrow atm. Damn thinking about it. I want TA as a controller primary now. -
Focused Feedback: Trick Arrow Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
My first thing I want is to be able to color the whole set now that EMP arrow is a pet it takes the color of your choice, unlike the rest of the set which is set a default. I kinda Agree with Tath99 I kinda want the Tactical Arrow's net dot on Trick Arrow since currently I only throw a hami on it and it's good. There should be a bit more incentive for slotting since Ice Arrow is better. Then Like KaizenSoze said the EMP Arrow should affect the user since current change is kinda redundant if I can't get anything good from it because it lasts a long time. If it can prevent me from and the group from getting mezzed and or drained it would be nice. What would be a dream yet not for this patch would be having in Targeted AOE Immo arrow yet that's more or less moving Trick Arrow into a controller primary set. Or it could be something a new Epic set could use. As of now TA is really good it allows the set to shine if you want the arrows to just be a Targeted AOE I use these macros, they help me at lease. /macroimage "TrickArrow_DebuffDamRes" "Disruption Arrow" "powexec_location target Disruption Arrow" /macroimage "TrickArrow_Knockdown" "Oil Slick Arrow" "powexec_location target Oil Slick Arrow" /macroimage "TrickArrow_Stun" "EMP Arrow" "powexec_location target EMP Arrow" -
Focused Feedback: Titan Weapons Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm overall fine with momentum changes now TW has an interesting rotation that requires using the whole set to try to keep the momentum up completely. Yet it doesn't feel strong unless you're specing into it being strong. I made an RA/TW tanker and imo TW needs to keep the tanker AOE across the board due to the lack of depth perception at times those "5 feet" aren't breaking much. It's easier to use but still hard to master and mastery needs a something more than the momentum. I'm cool with it losing the dot(since the dot only makes sense if you're using the bladed titan weapons imo) yet the range the set needs that to feel right. -
Focused Feedback: Trick Arrow Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
The first thing I like is honestly being able to use EMP Arrow, I normally skipped it due to that nasty -end debuff on me. I made a TA/FB/Mace Defender since I didn't feel like making a heavy proc monster since I wanted to focus on what the set could do kinda "raw". The cooldowns for sure feel a lot better so you can solo casually at +2/8 versus most end game mobs. Personally the most problematic has been Thorns because of how Death Mages resist most holds. Carnies and Malta haven't been that much a problem. Counsel is fodder. I kinda wanna see how the build works in a proper group I think I'm getting a bit of misinformation due to being buffed while solo. Casually it's great I'll make one for sure. -
So it basically turns it into "Hunter's Mark" I think it'll be a good replacement for the "Aim" skills the AT gets since the timing is overall the same. Since the buff lasts 15sec or so and takes more or less a minute to comeback. Which could make "Opportunity Strikes" pull of some time off the CD of that skill. Making it an "Assassin's Mark" lite.
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Dark Melee is really good since you get -To Hit and that's great with a Defense based set. An extra heal button with Siphon Life to help you when you get zinged, I would use Touch of the Nitcus on that to make sure it doesn't miss. Horefrost is more so to for the +Max HP than the heal outright I'll put Numina set here because it give defense when complete the set. two methods to gain End both are PBAOE's Energy Absorption is easy to perma yet Soul Consumption is more so for the damage so you can either go full PBAOE set for it or use one of the newer End sets that give damage buffs. Soul drain is overall the same setup yet this might be how you jump in most groups it buffs your attack and to hit. Go with either a PBAOE set or with Gaussian's To Hit set and 6 it out so you the Def and the proc which will boost your DMG and To Hit even more yet the PBAOE won't do as much. So you may want to pick which one you want to be utility and the other the pure nuke, if you want. You don't want to skip Touch of Fear since that's your largest source of -To Hit and you can put proc it out to do respectable damage via Glimpse of the Abyss and Cloud Senses OR go 6 piece and get more defense with Siphon Insight. You'll get another +To Hit Proc and make that big source of -To Hit even bigger. Personally I would run Dark/Ice/Soul for safety because Soul gets Blackest Night which is even more -To Hit and -DMG then grab Soul Tentacles for the control. For the brute sets one should go on Icicles and the other either Smite or Shadow Maul. Shadow Punch can be skipped, if not left at 1 until you want to respec out of it. if you like it it's perfect for the either set.
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Point 4 to start it off we should keep all the alignment powers after we unlocked them. It takes a week to unlock you should keep it. Yeah most people will just park most villains just for the amazing Frenzy yet for those that play villain and rogue it would be nice to have that power. Part 5 is overall true even though I only really used Savage and Martial Assault. T1 savage skill does lower def and snares abit yet it could be a bit stronger pre alpha slot. t1 martial has the better animation over the awkward yet busted trick shot. So imo it should be a cone since you're throwing three shurikens since the set is starved for ranged AOE and the melee AOE was never impactful enough for me to invest in. Dom already ups the mag of all mez if it made thing tick faster, front loaded and or increased damage kinda like how control core "Waylay" works that could be interesting. It won't step on controller toes too much because they have more defensive options. Doms are legit glass without Dom. Which makes me agree then need some mez protection "offline" because I made it a habit before even zoning to areas to make sure I am "online" and it makes be antsy to sit around for while I gotta keep fighting to keep my timing right with my permadom. Dom is already a CC break yet we do need something like low grade Indomitable Will across the board. That's why I took psi mastery for when I do die or lose dom in zone I can pop that work to be online again. Instead of leaping on my savage or throwing a trick shot on martial and instantly getting held then mauled. IF anything Dom should work like Brute's meter as it ramps up damage, mez magnitude, mez def/res which could allow some build freedom. Since now it's Permadom or die which I can understand why some people just play Trollers.
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Most useful Defender build for current fast endgame?
ExeErdna replied to Substaticman's topic in Defender
Storm/Water can get real wild mainly due to it makes the best use of Force Feedback imo because I noticed if you set the proc in Hurricane you don't need to knockdown or repel for it to work. Then I advise you invest in Hurricane, I know a lot of players go for don't use it or slot "KB to KD" yet from my experience there's only 1 skill you should put that in and that's Lightning Storm. Yet back on Hurricane having something that rips 55% hit before incarnate and around 80+ with the Alpha and Clarion is worth having to chase down some enemies. I'm almost done with some tweeks to the build. It can hang with some steamrollers if they're willing to work with the chaos. -
The "villains" side for the area, Family, Skyraiders, Freakshow, Tsoo and "hero" side Outcasts, Hellions, Skulls, Longbow. Yet isn't this gonna be like a zone that'll have BOTH papers and radios? So we have like a spread of all enemy types? Maybe toss into some more exclusive enemies like Cage, Goldbrickers and PPD
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All the Grav/Kin Primas then the Heavys hitting you with -regen. Love that mob type it keeps you on your toes that you just can't run head long. You have to respect them
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True yet for me they kinda end up like Carnies I just Arachnos has BIG spawns with some of the most wild ass spawns it's why I like them and Longbow so much +8 anything is dangerous due to the sheer number and LB's have a habit of ambush triggers.
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I have one personally you're a melee ranged character you can legit sit and lockdown mobs because you don't need to do damage. You got the best sleep in the game, a really good confusion, a hold aura that synergies with your end drain aura. A TAOE hold that can be proc'ed up for solid damage a nasty PBAOE hold that kills regen. Personally you gotta make a choice of not taking the rez and fallout because overall you don't have enough slot personally to keep it. You want to go Mu for a bit more damage from Ball Lightning and grab that Power Sink and only use it after an EM Pulse. You are basically the best sapper you don't hurt much yet you'll make a lot of encounters for others a breeze you have great debuffs and a assortment of control options to prevent the group and yourself from get overwhelmed. Gameplay wise I normally start off with Static field and then go into Synaptic Overload then you throw down the toggled debuffs and save Lingering Radiation for AV's or really tough mobs. Yet IF you feel bold enough you run head long into a mob EM Pulse then wait 5 sec then Power Sink and the mob should be gone or nearly by time the PS animation is done. I don't use Chain Fences as much due to the sleep and confusion are more useful then I still run into mobs and let my holds do a lot of heavy lifting. I found myself using jolting chain for the knockdown then sitting on them to hold them which allows me to do anything else or allow my team to do anything they want. Also this is not a hover in the back kinda character due to your auras you're kinda shadowing the tank or melee characters. You can help them by having your Radiant Aura auto firing and Accelerated Metabolism at the ready also.
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From my time playing sometimes it DOES feel like you're a bit too strong. Like some +4/8 mobs are a complete joke compared to how they were when you was much weaker. Like Ruin Mages and Luminous Eidolons early game are the worse thing to run into. Late game people have issue with Malta and Carnies when personally the best mobs to fight late game are Longbow, Family and Vanguard since they can mess up a good team depending on the spawns and aggro management. Some mobs just don't have a fear factor like Longbow shreds your res and def. Get two Rad Warden spawns and nobody pays attention a squad might get wiped. To be real builds are supposed to be "broken" then teams that bounce off each other are unstoppable. Incarnate stuff DOES factor in it depends on what people have and if they use it. With my Spider Solder as a Huntsman I can deal with +3/8 solo with all the summons and the support hybrid and then use the rebirth destiny to fill the hole that I can't heal. I can handle +4 yet I'll rather have a faster TTK. The problem is like with most things once you get some cash, hamis, merits and tons of spare IO's, you're no long afraid. Until you get comfortable it's gonna be pretty bad and for some once they get comfortable they might get bored.
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Playing around with tankers on the test server. To me I like WP/StJ the most "perfect" personally, the whole aesthetic of it is amazing.
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Since you're Illusion, I'll maybe play around with Poison. Personally I would say Traps since you can poc caltrops to have -res.
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From everything I've played I want to try Mind/Kin yet the most impressive for me is Plant/Time. Both are just really safe, powerful and are good no matter the level. I haven't made the character yet from playing my Plant/Poison and my Ice/Time. I'm like yeah Plant/Time is controller I can take to 50+
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Personally I'll say Time works well with Ice. The auras in both are the same size and you get both before 10. The only problem this is a low DPS and a overall hot character end wise. Even with the IO's I normally used to stop the end drain on other character this one still feels the heat when I have to start clearing rooms without much downtime. Besides that Ice/Time is still great because you can just stand in most mobs and watch them get snared while the team kills them. Personally from what I played you'll like having Glacier in this setup because you're mainly gonna be in melee range basically hugging a tank. Don't get Shiver, Flash Freeze or Jack Frost. Yes don't get Jack it isn't worth the investment if you're gonna group put more investment into time. Now have 4 holds 3 of them come up pretty fast, Glacier is your slow one. A lot of snares, good healing, buffs/debuffs the problem is one thing you have to get use to you don't do damage. You're basically in the room to make sure the enemy has a very bad day. Then for late game either go Ice or Leviathan since Hibernate is gonna be your friend because they'll will be times when another mob or two sees you and start shooting you in group play. Just pop Hibernate and let the party catch up.
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Yeah, I saw this on my Ice/Cold and I do have a spare node I can throw up there for lulz.