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Onlyasandwich

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Everything posted by Onlyasandwich

  1. Thank you so much for the testing, @Carnifax! I hadn't really understood the idea that the controller proc will only proc on control effects, though of course it makes sense since it's only slottable in control powers. This makes creepers a fairly suboptimal place for the set. It's also useful to see that although there are technically more slow powers between the creeper entities, the Ranged aoe power is more impactful overall from a proc perspective. Basically, proc efforts are best focused towards the effects of the Bramble/Entangle powers and entity, rather than the powers from the Vines entity.
  2. Hello and good evening! Edit: Updated build. Another update! Rounded out recharge, lost some S/L resist. Recently I started a thread on the controller forums looking to optimize a Plant/Fire controller for a new character theme I put together. The goal of this build was to cram in as much damage as possible while eschewing defense, relying on my controls to do the heavy lifting for survival. However, it occurs to me that controlling while doing as much damage as possible is kinda built-in to Doms, and hey presto, free mez protection as well! Why was I making this as a controller? I'm still building the controller in any case, but am not terribly inspired by Fire as a support set. So here I am with a first pass build in dom form, and I'd love a look from your lovely eyes. A few priorities: Damage first! I am valuing defense at basically nothing on this build, though I'm still grabbing the uniques. If you think of a high-impact use for the slot one of the uniques takes even, suggest away! I'm not saying defense is in reality useless, but it is the challenge I am giving myself in playing this build. Positioning. I like that /Fiery allows for ranged positioning, which meshes well with lining up Seeds. I'm not inherently against melee at all, but don't think Incinerate is worth it in this case (definitely not combustion!). If you have good argument to change, I'd love to hear it! Perma-dom. Yes please - I do have it by an okayish margin right now. (~82% global with Hasten off). Slow resist. I always build for this, but even more important on a Dom so I don't easily lose perma-dom due to some silly slows. Theme. Fire all the way. I love Sleet as much as the next guy, but we have to burn. : ) Where I'd love to improve: It pains me to slot a hold as a hold, and not a proccy abomination these days. If you can think of a way to maintain my totals and proc out Strangler, I'm all ears. More recharge? Currently it's fine, but more pad for perma-dom is never a bad thing. A bit more global accuracy. There are a few powers (well, just Vines and Melt Armor really) that aren't at cap vs +4's. I'm okay with this, but a bit more would be nice. Things I'm unsure about: Too many aoes? Recharge totals are telling me this is still a useful rotation, but do you think it's too much? Honestly I really wanted Enflame when I first opened up this build, given better AT modifiers for Doms, and that it looks really cool. Would you think swapping Rain of Fire for flame might be a good idea? Slotting for Carrion Creepers. Does this need accuracy? The pet powers on CoD show regular 1.0 acc, so not auto-hit. I don't really see other builds incorporating acc here though. Also the procs - I see that slow procs are pretty optimal, but what about others? I crammed ranged aoe in there for the second round, but don't have experience with what is maximum impact here. I'd love to hear your optimal strategies for slotting this unique power. I'm a bit more confident in my slotting for Fly Trap, but if you have other tricks for getting the most out of this bitey thing, fire away! I have ignored Flares, picking up Fire Blast as essentially a replacement. This seems like a pretty good idea on doms, who still have the old extra efficient Fire Blast. Is it dumb in your opinion? If so, why? Flex powers. There are a few powers I chose not because they are amazing, but because they are either useful minimally slotted, or make a decent mule. Open to swapping these if there's a good reason: Spore Burst, Consume, Hover, Spirit Ward. I'm honestly open to flexing away the whole Sorcery pool if there's a good argument. Rune is pretty nice though. End consumption. Since I skipped Fighting and Leadership, I actually run pretty lean! Consume is there to back me up on occasion as well. Based on the active powers, how end hungry would you find this combo, and do you think I have enough support? I've pretty much neglected extra end uniques. The build:
  3. Even without the immob down, Enflame causes a lot less fleeing behavior these days! I'd definitely recommend giving it a shot. Double special super bonus if you have a tanky pet to drop it on, along with tp other. Enflame+singy is a thing of beauty. I can see where more recharge in Forge would be nice for sure, but the ~26 seconds I have is about as much as I would want to manage it. It is certainly a good buff! Given global recharge totals, even enhancing this recharge locally wouldn't be an enormous difference in # of instances I can keep up. /Fire definitely has a bit of a unique mix of powers, though I'm finding more that perhaps it is a certain mix of power types that don't really excite me. I'm going to make a dom build for this alongside and see which I like best. 😄 Mostly I just look at Melt Armor and wonder why it has to be so much worse than Sleet/Freezing rain. Longer cooldown, harder to hit with, no extra control effect. Of course, one could say this about pretty much any resist debuff power that isn't Freezing Rain. It really is a good power on its own merits. I exemp a good amount, and do build my characters with this in mind. That being said, I just haven't ever found the need for anything beyond patch healing on any of my many controllers.
  4. Thank you for the feedback! Accuracy against +3s (relevant with alpha) is capped for strangler. Even against +4s it's at 89%. Indeed this is a fairly selfish build, though the buffs are by no means useless even with minimal slotting. /Fire resist shields don't have super impressive totals to enhance, and just doing controller things brings quite a bit of safety. I could enhance forge for more tohit, but 20 is already quite a bit, and I don't feel worth further enhancement. Global recharge and hasten take care of the rest. Cauterize is a strong heal, but I'm fine leaning on the aura when needed. Healing shouldn't be needed much if controlling is happening. Even on my emps it's a tossup as to whether I take heal other. Others aren't wrong for using it, but I don't have room in my playstyle for ST heals unless they serve other purposes as well. Honestly I agree that I'm not leveraging fire all that much with this build. A lot of the reason for choosing it is thematic. I'm not super impressed with the set's potential overall, though will withhold judgement until I've really slotted it out and put it through it's paces. At a higher level it seems like a set more well suited to Defenders. I really think the debuffs especially would justify a shorter base cooldown. Enflame works really well! I've used it on a few Doms and controllers, and it pumps out reliable damage with an aoe immob in place. It is better on Doms as they get much higher AT modifier for damage, but it's thematic and still does work here. I'm still considering if I might just remake this as a dom in any case. However, I really wanted to mess with the purple ato damage proc in carrion creepers, and Doms don't get one.
  5. If you can't have both, glue arrow 100 percent. It makes all the difference for management of positioning when oil slick is not ready, and has a little proc potential to boot.
  6. Here for your review is my build of the week! I seem to be making a lot of controllers lately. 😄 This is my first time with both Plant and /Thermal, so I'd appreciate the insight of those who may have used these sets extensively before. The idea behind this build is to squeeze in as much damage as possible into this little package without sacrificing too much in the way of recharge and basic survivability. Since Plant/ has such a powerful opener available every spawn in Seeds, I figured it is a prime opportunity to knock down the doors of defense and abandon all hope of softcap. In doing so, I've even left some very juicy ranged defense bonuses one slot away, favoring extra damage instead. I've supported this with a solid layer of resists (sans fighting!), as well as Rune to mitigate any volleys that make their way back before I have lockdown. Playing without softcap is also just a lot more fun tactically if you have the tools to tackle it. I'd love your opinions on how much of this is great, and how much is just silly. Some more specific questions: Carrion Creepers is apparently a super proccy fun time power, and slow procs are prime here. Has anything changed to diminish it in this way, or is a proc approach still quite effective? I included the Controller ATO purple damage proc here as well to give it a damage IO that procced on every single power within the creeper pet - at least that's how I think it will work. Am I wrong? Power choice seems pretty straightforward, but am I missing any of your favorites? If so, what makes it worth a pick in your opinion? Is it entirely criminal to underslot my shields? I'm pretty sure I can keep teams plenty safe as is, and they make efficient and useful mules. Thematic considerations and personal preferences: I like slow resist - this is evident in my slotting. I am married to fire app - gotta burn! I like buildup proc in forge. Basically gives me a personal buildup when I buff my buddies/fly trap. The Psi res IOs are silly I know. These could definitely be flexed for a better purpose. However, if they serve another purpose, I want it to be damage! The build:
  7. Looking pretty good! Note that attuning is only relevant to set bonuses. This doesn't change the scaling behavior of enhancements when you exemplar - both attuned and regular IOs will go down according to the formula for this. This old Paragon Wiki article should still be relevant for the scaling formula: https://archive.paragonwiki.com/wiki/Exemplar_Effects_on_Enhancements In other words, go ahead and attune if it is important to retain a given set bonus when exemping. However, if you are simply looking for raw enhancement value and there is no set bonus at play, just go for max level non-attuned and +5 boost it. There are weirder strategies that come into play with optimization for level capped PVP zones. As for the weird end recovery - toggle off EM Pulse and you'll see your true totals. This is new wierdness! Mids is applying the recovery debuff from EM Pulse to you erroneously. One thing to consider as you play: See how much you end up using Radiation Infection, and how much impact it has on your play. I know it sounds like blasphemy for Rad, but if you don't end up using it, you might have more fun swapping it for Fallout and engaging in exploding corpse/vengeance/mutate shenanigans. It doesn't REALLY matter, but is a fun little trick.
  8. This one seems like a bit of a tossup to me. Water blast procs fairly well as you say, so point to defenders. However, dark provides excessive tohit debuffs, so defends well even on a corruptor. Many of the powers outside of tar patch will be more or less the same in normal play. Honestly I'd probably lean corruptor a bit on this one. You get an extra purple damage proc from one of the ATOs, which is actually pretty impactful. Since dark has a heal, you also care a bit less about the healing power of the defender ATO. Sort of a gamey advantage I guess, but there you have it.
  9. I typically either go 4 basilisk in it, or throw the 5 leftovers from the Purple set after using the proc in another power. The res and mez prot are really great, but I actually primarily use it as a hold. It handles a spawn for me sometimes when Oil Slick is down and I have extra attention. When doing so, it's worth noting positioning so you team benefits from the static field.
  10. Creepers summons an invisible entity that has two "powers" - "Vines" and "Bramble." Vines summons a pet that has "Vine Smash" which does KD and slow, and is melee type. It also has "Vine Thorns" which has slow, and is ranged type. It also summons "Carrion Creeper Patch," which uses "Bramble," which will proc ranged aoe and immobilize IOs. Conclusion - I have no idea what is best to slot! Slow damage procs look okay here. I would recommend just trying different procs and seeing how impactful they feel - what you have is not bad. Finally, you do want some acc slotting, as these powers have normal hit checks at 1.0 accuracy base. Are you talking about The Energy Font proc? It's sort of neat. I like to put it in my aoe immobilize, so Roots is a good spot. I'm a little confused as to what bonuses you are going for in the guardian. You would be better served by a 4 slot expedient or call to arms. You could even get more Ranged defense with a 6 slot Expedient. The build itself looks much improved! I will try to take a look in more depth for more specific feedback later when I have time. Edit: A few build observations: Your hold still needs to hit, and you don't have enough global acc to make up for no local enhancement. I would either do a +5 acc IO or an HO dam/acc in place of one proc. Accelerate Metabolism could still use some love. At least another recharge. AM and hasten can feed each other to achieve perma with a little global recharge to boost them there. Once this is perma, you get better end return slotting AM for end than stamina. I wouldn't recommend 6 slot Purple set in Fly Trap. The bonuses don't really serve your build, and Fly Trap ends up with wasted enhancement power. I would prefer Expedient or call to arms plus soulbound proc, and maybe some other damage proc or two. Lingering Rad needs some more acc if you are concerned about +4's. You could rely on Radiation infection of course - that's okay if this is your plan. Not my first choice on Rad though, as it is sloow to animate, and you don't need it most of the time for defense on a controller. The 3 slot Aegis in tough isn't giving you any good bonuses. It looks like you're trying to stack psi res, which is fine. However, I would just drop the non psi res IOs from that set, then replace them with one Ribosome. Use the extra slot for something fun elsewhere. Weave is mega slotted here! Nice bonuses from Shield Wall, so not all bad. However, I would prefer leaner slotting here (keep the uniques), and help Ball lightning out with some extra love. Similar with Charged Armor. I'd pare this down to a 3 slot reactive armor, which helps ranged defense as well, and gives you some free slots. Then, swap the steadfast IO from tough to this as you'll have better return. You can then use one of the saved slots for a psi res IO if you like, or something else fun. If you're going for lean slotting in EM pulse, it's hard to beat 4 slot basilisk gaze. Think of end and recovery set bonuses as more of a happy bonus - they aren't the most efficient end support. Your best end support will come from slotting your actual end powers (stamina, Accelerate Metabolism), local endredux, and the end uniques. Speaking of end uniques, you are missing Panacea proc. This is more powerful than even Miracle, and should take precedence. At least replace Numina with it, perhaps find a slot to keep Numina. I'm personally a fan of 4 slot Overpowering presence in the aoe immob these days (Roots here). This gives good enhancement, the Energy Font proc in an ideal place, and strong S/L resist. This extra S/L resist lets you skimp on slotting tough (basically just keep the uniques in there and don't sweat the extras), and focus those IOs elsewhere. The purple set isn't bad though, and it seems like you're going for a broad base of every resist where you can find it. There's room for either approach. Ball Lightning needs accuracy, and would like some damage enhancement! It is going to whiff a lot, even with RI down. Also, you don't really want to rely on having Radiation infection down. I like to 3 slot the superior Winter set here and fill the rest with procs. Acc/dam, Dam/End, Acc/dam/end from the set. This also helps shore up slow resist, and further bumps your F/R. One thing that occurs to me! It might actually be pretty ideal to slot the entire superior will of the controller set in Carrion Creepers. I believe this would cause it to proc the purple damage proc on every single element of this power, which would add up to more damage likely than all the other procs you could cram in, or at least comparable. This is worth verifying with testing, though perhaps others have this wisdom already. Then you could slot out vines with 4 Basilisk for more global recharge, recover, and ranged defense, and still save some slots for something else.
  11. In-game detail on this is really weird, and lines up with the CoD info you quote: The "electronic targets only" tag is still present in the text. However, it definitely holds non electronic targets in testing. Even the mag 1 additional chance works, allowing you a 50% chance to hold bosses in one go. This is not a pulsing field for the sake of the hold - the hold is a one-time affect. The pulsing field is only for the status protection and resists.
  12. I used to hate on focused accuracy as well. The numbers do seem a bit low for the cost at first glance. I've grown to rather like it these days though. Not only do I enjoy the near immunity to tohit debuffs as many have mentioned, but the 20% acc is actually quite valuable in more proc focused builds where local and global acc can be otherwise lacking. This lets me really juice the procs on builds with proper end support. If you have some tohit from FA itself, kismet, or maybe even tactics, that 20% makes a huge difference when multiplied through the formula if your acc totals were on the low end previously. It's not very impactful if you have strong acc totals already.
  13. I am just going by mids with base ToHit set to 39, as Nemu mentioned. This gives you odds for hitting +4's when checking the power mouseover accuracy. If there is a Mids issue calculating the Snipe hit, that's worth exploring and reporting! I haven't seen any hit calc issues in the latest build yet. Playing with Mids a bit, I am showing that Snipe in quick form has a different base acc than snipe with quick form off. I'm not sure if this is how it is in game, and am not in a position to boot and check. Would be worth testing to verify! Looking further, City of Data 2.0 is showing quick form Zapp in the epic to have 1.0 base acc, which indicates mids is accurate on Quick form. https://cod.uberguy.net/html/power.html?power=epic.stalker_mu_mastery.zapp
  14. I personally prefer Savage on Brutes or Tanks. Brutes because the DoTs are affected by Fury, and that's nice. Tanks for ease of aoe use. Scrappers will be fine of course. It's a decent set for anyone as long as you steer clear of poopy old Hemo.
  15. A tough bin of choices for sure, as others have noted! One thing worth considering to free up choices - try skipping Fighting pool if you haven't already. It is definitely useful, but the wealth of control available to a kitted out dom, especially if perma-dom, removes a lot of the need for Fighting. You can still make your way almost to res cap for S/L between epic armor and other bonuses if that is a priority. Personally, I would want to take every power in the primary outside of Shadowy Binds. /Dark really encourages a melee centric playstyle, with Midnight Grasp, Engulfing, and Smite all being good powers that require melee range. A lot of these choice will come down to whether you want to dive into melee much or not. Another fun thing to consider is Combat Teleport. Since both primary and secondary have a mix of pbaoe and cones, CT gives you a fun tool to pop in and out of appropriate range with little setup. There are even binds to have it automatically send you backward on the horizontal plane. Have another handy powexeclocation Target bind, and you have an easy in/out as needed. This also seems pretty thematic for Dark powers. : )
  16. In the context of this build, Zapp is at 111% hit chance (overcapped) against +4's as is. If I were to swap this to manticore + apoc proc, this is down to 86% against +4's. I could swap one of the manti's for the acc/int/range, solving this. However, the damage is then down to ~389. One could certainly re-gear the build entirely to include more global accuracy, mitigating this hit difference. However, doing so would sacrifice more damage from procs elsewhere. Given what the build achieves baseline in other areas, the first three bonuses are not very meaningful to me, though the recharge is attractive. Personally, I prefer the greater damage potential from procs, alongside what the Winter Sets bring in set bonuses as well as efficient power enhancement. There is room for both approaches of course! For @Calamity Cain, just be mindful of your overall goals in any event when slotting each power.
  17. @Croax definitely has some great threads that not only go into the synergy of sets and their strengths, but include many very solid builds for inspiration. Since you are making your own build, it may be helpful if I provide some insight into why I slotted certain powers in certain ways. Perhaps you will find some of these methods useful to adapt into your own creations! Everyone has their own approach, of course. Spirit Ward was taken as a mule for two purposes: choosing it saved a slot for the Preventative Medicine proc, which I wanted for defense. Since I was picking it anyhow, muling one more PM onto it for the S/L resist is a happy bonus. The power itself is actually not bad, and could be used on your pet or a teammate in situations where you have extra end support. Otherwise, there aren't any very appealing low slot investment powers in its place. When you have a flex power pick and attacks are already sorted, keep an eye out for opportunities that will save you slots and open up good IO bonuses with little investment. You'll see a pattern in my more heavily procced powers - I will grab 2-3 of the Superior Winter set and then flesh it out with procs to boot. This serves a few purposes: First, I am aiming for slow resist. This is a very underrated stat in my opinion! You'll really appreciate slow immunity when facing quicksand, caltrops, incarnate Tsoo, or many of the other super annoying mobs that can throw slows at you. Many of these slows are also auto-hit, so your defenses won't even help. I cribbed this from @Nemu a while back in their builds, and haven't regretted it once! The IOs themselves provide very slot-efficient enhancement for the fundamentals of the power. I am avoiding the recharge component of these sets in order to maximize proc potential. There is definite merit in slotting powers more traditionally at times, as @Croax mentioned. Certainly some of my slotting like Hack and Head Splitter is this way. However, examine the trade-off and what you will really gain in doing so. For example, let's take Zapp. Turning off build-up, this does ~460 damage in quick form, and provides 6% F/C res and 15% slow res. If I were to instead slot it Manticore with the purple proc, it now does 410 damage and isn't at max hit chance against +4's any longer (unless you neglect damage from manti). In short, you would lose: 50 damage, 6 F/C res, 15% slow res, and ~10% effective hit chance in exchange for some ranged defense that you don't really need, and a nice little recharge bonus. A similar logic applies to my slotting for Slice and Disembowel as well. Full sets are great when the bonuses achieved are serving your build well, but if your build is otherwise well-sorted for these things, you may find better benefit focusing on some combination of partial sets and procs. As I mentioned earlier. /SR gets its defensive needs out of the way so easily with baseline powers that you have a ton of flexibility in slotting powers with damage procs rather than chasing set bonuses. I understand that you aren't really wanting to consider Incarnates in the equation for now. If/when you do, the Alpha specifically helps open up some further flexibility. Even though T4 Alpha does bypass some of ED, 1/3 of it doesn't. Because of this, you can account for that 1/3rd in your native power enhancement before ED, and maximize your return on the Alpha. In the case of Musculature Radial for example, you could neglect a bit of enhanced damage in some attacks, and once your Alpha is online the difference will only be like ~4-5%, as your Alpha will bring you to ED caps for diminishing returns anyhow. Personally, I really enjoy tinkering with these trade-offs and figuring out what works best for a given build! I hope you find joy in the process yourself. I'm sure you'll like the character one way or another. : )
  18. I put together a quick run of how I would approach this combo, while keeping power choice mostly the same and trying to keep the spirit of the build. Don't forget that SR gets those beautiful scaling resists too! They don't make you immortal by any means, but they make what little resist you have go much longer. Highlights of this iteration: Modestly higher S/L resist. Only ~9 sec shy of perma-hasten, typically will be beyond this with ffback in your attack chain. Total immunity to slows. Higher recovery and lower end consumption. Several additional useful powers - more aoe, a handy pet. Spirit Ward can be used, but is mostly a mule. Comfortable softcap defense to all positions. Much higher damage on most attacks due to judicious use of procs. Note that I have quick form toggled for the snipe. Toggle yours on for comparison, and you'll see this one does almost twice the damage. PM absorb proc! Don't neglect the power of this excellent IO. Downsides: Lost a fair layer of tox/psi resist, and small amount of F/C resist. No parry? Honestly you won't miss it in /SR. In the interest of end efficiency, I traded team buffs for leaner personal buffs (no more leadership). You still have max hit chance against +4's, and in fact are still a bit overbuffed on accuracy. There are some few things that are just to taste. If you're looking to burn pylons and get max dps, trading back a damage proc or two for achilles would be good return. Personally, I find that most things die so quickly to stalker attacks that I don't often have the chance to benefit from -res procs in real play. The build:
  19. Hah! I'm a dummy. Seriously though, they should make it available at a much lower level. My past few SR builds have been on Tankers, so I was out of whack on the level, and didn't bother to hover check for sure. : )
  20. It works, but not the greatest. These types of procs have been changed to only go off once per activation, no matter how many targets, so it's pretty low impact overall. You can always try it and see if you like it of course!
  21. Also it looks really cool in my opinion! Glowy smashy orbicular thing. It's like I'm tossing a radioactive soccer ball. In any event, I find it hard to skip any targeted aoes that aren't cones and have uncomplicated affects (no fear, no need to mitigate knockback). They hit a bunch of targets and are super easy to use.
  22. Welcome to the world of bespoke builds! Even if you crib plenty from other builds, there is a certain satisfaction in putting together your own little monster. Super Reflexes is a great starting point, as it's really hard to mess up. Your build will play perfectly fine, but could be optimized quite a bit further. Broadly speaking, you are a bit overinvested in defensive slotting, and have stacked a few redundant bonuses. As @StrikerFox mentioned, no need to go over 5 lotg's, as you won't get the bonus. Parry isn't actually the worst thing around, as it allows you to stack some melee pad for incarnate content or defense debuff situations. Granted, SR isn't hurting much against defense debuffs in the first place. I would probably choose Slash in place myself to help round out ST, since your global recharge is pretty low. Evasion needs to be taken much earlier (whoops, this is as early as possible!), and slotted with some love. You are still shy of aoe softcap. Your overall slotting focus seems to be weirdly focused on shoring up tox/psi resist. This isn't useless, but these bonuses require a lot of wasted slots, and there are more productive goals to chase in my opinion, one being better S/L resist. Since you don't benefit from the lotg mule, you can easily drop vengeance. I would recommend picking up Ball Lightning, and using slots siphoned from your overinvested lotg sets in defenses to slot it out. The steadfast +def is also a real missed opportunity, as Striker mentioned. Slotting here gives you more room to focus your other bonuses elsewhere when rounding out softcap. It looks like you are intentionally avoiding damage procs in the sets that include them. Even if you keep slotting as is for the most part, swapping one of the IOs in Head splitter and Disembowel for the respective damage procs will still allow you to maintain the right overall enhancement totals while doing a nice chunk of extra damage. Overall, consider not only the set bonuses achieved, but also the enhancement value of the IOs spent to get there. One of the unique strengths of /SR is that you can basically three slot all the defensive powers (I like lotg+ def/end, def in red fortune) and get everything you need. So many of your powers are way over ED cap on returns. Sometimes this is okay if the return is right, but you could be much more efficient. Ultimately there is much I would do differently beyond if building for myself, but it would be hard to communicate every detail without making a fresh build. That being said, everyone has different style and priority! Personally, I would focus first on softcap to all, then S/L resist, then just adding as many procs in my attacks as possible once these goals are achieved, alongside a healthy dose of global recharge to support them.
  23. A solid build! Some considerations: Greater Ice Sword isn't a great power. It's usable for sure, and if you want it thematically, then keep it. However, you'll get better punch for your slots out of an epic snipe. Slotting Combat Jumping with extra def is a waste. I'd rather see that dropped as a final proc in Frozen Aura for damage, or even a 6th Arma if you prefer the resists. Another option would be 5th lotg in weave for more S/L resist. Preventative Medicine proc would be nice. You have marginal return on +HP from enhancing True Grit - I would consider swapping the Heal/rech for the Proc instead. This will provide more protection for your slot value. Frost isn't really begging for end redux - I'd slot either a damage proc or 6th Rag in place. Otherwise I don't think you've made any weird turns - should be pretty effective!
  24. Well pointed! A small optimization - no reason not to use overwhelming force KD in Tornado instead of the SA. Get some damage out of it along the way. I get that end is at a premium for /storm, but think that double endredux while ignoring damage entirely is a bit extreme on Tornado and LS. You can get healthy endredux slotting sets in any case.
  25. Just the general mix of more powerful secondaries - nothing really stands out majorly from a synergy standpoint. Dark/Dark is classic, but just a bit redundant in terms of debuff power, though it works fine. Dark/water is flexible and strong of course. You can stretch water's theme pretty well with proper tinting. Dark/Ice is similar in this regard. Dark/fire is worthy of consideration if theme works for you. We do have the dark tint these days after all! Since Dark/ has such powerful mitigation, you don't need to make anything up in your secondary, and can just go all out offensive with the super efficient attacks that /Fire provides. Friendly to hover Defendering. Dark/Rad is a little less common, but strong offensively (extra procs to slot), and has a secondary effect not otherwise present in Dark/ (-def) that you may find useful. Still less damage than /Fire of course. Not so great for a ranged Hover playstyle though. We used to call these "Mint Chocolate" Defenders back in the old forums. : ) If I were picking another AT, I'd go with Dom myself! Dark control is very strong, and Dom secondaries are pretty solid damage overall. However, optimal play will involve melee range. If I were picking a controller to pair instead, I'd be inclined towards Dark/Storm (pets pets pets, damage out the bum). This is just my damage bias speaking of course - any secondary will work great.
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