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Onlyasandwich

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Everything posted by Onlyasandwich

  1. May I ask what priorities you are focused on in your IO slotting? I see some various investments in different types of defense, but it's a bit all over the place. From a power choice perspective: If you are grabbing a hold, Spirit Shark Jaws is a much better hold than Paralytic Poison. It is more proc-friendly, and has a faster cast time. /water lacks in single target punch, so it is really worth proccing out a hold for damage. Poison Trap isn't a game-breaking power, but I think it's a mistake to skip it on Poison. It is more powerful than NTB, and can be a very effective proc bomb, as it takes a bajillion of them and has desirable recharge stats for it. It also provides a more consistent aoe control effect, though neither are amazing at this. Healing your Coralax is a losing battle. Alkaloid is a weak heal, and will take more animation time than it is worth. I would only consider alkaloid as perhaps a mule for the absorb proc. Steam Spray is one of /water's all-star powers. It has excellent damage, a wide cone, and provides extra proc opportunities for more damage - especially useful on a defender. I would consider picking this up. Easy drops would be Alkaloid, antidote, or even NTB. I think NTB looks fun (vomit, woo!), and works sort of okay, but the cone is too narrow. I would pick it up if I had powers to spare, but it's very second tier in my book. There is much more that I would personally change in a full rehaul, but here are some observations on current slotting: The deflated ego recovery debuff proc is not useful at all. Same goes for the chance for recharge slow, both in Venemous Gas. The achilles is okay here if you have nowhere else for it, but you already have it slotted in more effective powers like dehydrate, and steam spray would be good for an aoe option. VG is strong as a one slot wonder with a tohit debuff/end enhancement of some type. I like using an HO myself. You have over-invested in Coralax. It's a perfectly fine pet, but APP pets are not very durable, and investing the extra pet aura IOs isn't going to make a lot of difference. The absolute amazement in geyser is a waste. The proc especially is going to wear off before the stun does anyhow. The extra bits of psi resistance thrown in with IOs aren't adding up to anything useful. These slots would be better served in something like filling out Steam Spray if you grab it. Shark Skin is underslotted for resist, even though you have five slots in the power. You could leverage the Defender ATOs better. You are one shy of six slot easy recharge bonus in aqua bolt, and the achilles has very bad proc chances here. You are also not using the other ATOs at all, which provide a great split 3 slot recharge bonus, and the other ATO proc provides an excellent extra layer of absorb in your attack chain. Overall, this build will probably get along on the strengths of defender modifiers for poison's strong baseline power, but I would advise choosing some specific goals and focusing on them for IO investment. Power choice is always going to be personal to a degree.
  2. I have always had bad experiences with Razer products. I used a copperhead myself back in the day before it broke far before its time. I also had a headset that got all loose and droopy in short order. To their credit they did refund me the rather expensive purchase price. After the copperhead I grabbed a classic logitech g9 mouse and still use it to this day. The damn thing has survived 15 years of heavy gaming in perfect working order. It's too bad they don't make this sexy beast any longer, but they still have some good mice.
  3. It is an amazing power, though of course subject to the weirdness of pet AI. It has an aoe heal. It spams sort of noticeable aoe damage with a root. It has a hold that will stack with any holds you have. It has the strongest tohit debuff in the game attached to it as a passive pbaoe aura. On top of that, it casts its own darkest night as well! Double triple quadruple tohit debuffs. -Damage on top for a treat. You'll very commonly see it 5 slotted with siphon insight to max out tohit debuff and achieve some solid accuracy. Final slot goes to Cloud senses proc, as it applies to almost everything our cloudy friend can do, even the heal. The only thing that won't proc it is the hold. You might consider another tohit set perhaps if you don't care about S/L defense, but achieving some accuracy in the mix is important, so accurate tohit debuff RECIPES are pretty optimal overall. Whatever you do, make sure there are at least six of them. 😄
  4. It's also a great way to pick up some S/L and/or recharge bonuses - strong sets all around.
  5. It's objectively much more powerful now. Some people don't like the refocus of what powers do what debuffs, but the overall package is much stronger in every way. Ha, whoops! They were talking about Blasters. : ) Indeed, Blaster TA received a bit of a nerf, but not terrible.
  6. Agreed! These days, my preference is for characters either with a taunt aura, or some type of extreme slow or hard lockdown for this very reason. My poor little Claws/Fire Scrapper just runs up ready to unleash, but luits and above end up bolting with a sliver of health before I can cleanly finish the job.
  7. It's well worth the add. It has good soft control in its fear effect, and does really solid damage, especially with the procs in play. The set bonuses are strong as well for the slot investment. I wouldn't recommend skipping Umbra beast unless it was just super outside of theme for a character, or if you very much dislike pets for whatever reason.
  8. Well I learn new things every day! Thank you for clarifying, Bopper.
  9. A few exceptions I would mention to @Bopper's wisdom and what others mentioned: If the power is a level 47 or especially 49 pick, you may as well put a 50 non-attuned IO in there and +5 it, as exemplaring won't be super relevant for scaling the set bonuses for these powers. I was corrected on this - you retain set bonuses even for powers above your exemplar range. Go ahead and +5 any regular old non set IOs across the board, of course. If the set bonus is sort of marginal to begin with, but you might benefit from some extra enhancement push, I would +5. Then you get stronger enhancement in the power, and a happy little bonus at high level play. An example of this might be a small regen bonus. Feel free to +5 any set IOs that you aren't actually using as a set, but instead using to frankenslot max enhancement value. The only extra weirdness I can think of would come to dedicated PVPers. As I understand, they choose certain levels to set their IOs at and then plus them out at that lower level to ensure the highest possible enhancement value for that range, so they can get that extra edge over opponents at the same level. There are extra shenanigans with Quad attribute enhancers, which scale down more effectively, as their smaller values in each attribute don't get cut down at all by examplaring because they are below a certain threshold value.
  10. I recommend a hearty stew. Umbra beast can have a bit of an oily, metallic undertone. Slow cooking it along with 6 recipes worth of ingredients will help to mitigate this overwhelming flavor, and leaves a pleasantly mellow earthy base that pairs well with winter tubers or a nice pile of beans. Really though, it's a good power other than the annoying howling, which I have grown to find charming. I would say it's one of the better control set pets overall. Personally, I 4 slot Expedient enforcement (no resist proc), Soulbound Buildup, and Cloud senses proc. This maximizes overall damage, and gives you the best return on proc power. Fear procs get marginal return, as this is not a heavy part of the beast's rotation.
  11. Just think of them like set bonuses that activate a power centered around your MM.
  12. It's basically instant. You can definitely queue up a melee power behind CT on a runner and it will activate as long as you hit it right after CT.
  13. Gravity doms are super fun! Would you be able to provide the mids export? This would make it much easier to provide feedback in context. Do you have any particular goals in mind with this build? Are there situations with which you struggle now, or where you would like to especially excel?
  14. Personally, it would actually be my Stone/Ice tank. This isn't so much due to this being a particularly powerful combo (it's fine), but more because I am really satisfied with the theme of the character and how I have achieved it. This is an ungranite build. If I were just looking at the powers themselves and how satisfying they are to use, I'd have to say Ice/Stone. Stone is so chunky and satisfying, and Ice has a lot of neat tricks. I love all of my other tanks as well, and I'm sure this answer will be different depending on the week and my mood. : )
  15. They're talking about DDR rather than DR. This is resistance to defense debuffs, which would allow forcefield to remain relevant even against heavy defense debuffs.
  16. I recommend any flavor of gravity with enflame! You've probably seen the threads lately. My personal flavor is grav/energy, but other secondaries would work great. Teleporting a flaming singularity that Hoovers everything up into a tight ball is the most powerful I have felt on a character in a while. I do love the idea of stacking passive confuses too! I may tangle with my own iteration of this build
  17. I always proc out my follow-up, and the return on doing so is even better on Tankers than for Scrappers. I am using it at every opportunity, so anything I can add here gets a lot of mileage. Follow-up actually has pretty desirable stats for procability. As others have mentioned in this thread, even modest global +recharge and Hasten is going to get you double stacked anyhow. Personally, I like a couple Winter IOs for baseline dam/acc/end plus a nice slow resist bonus, three damage procs, and then whatever. The whatever could be a Dam/End, or even nothing. The procs increase output by ~50% baseline compared to just max damage enhanced follow-up. If you double down on local recharge for follow-up, you are not only limiting the room for procs, but also taking up more animation time in your attack chain with a lower value power, as you are using follow-up more often and it is weaker than it could be. In any case, traditional slotting does work fine, but there is nice optimization to be had here. I don't heavily proc other claws powers other than maybe an extra damage proc if there's room.
  18. I like a couple of the winter iOs to establish solid acc/dam/end along with a handy recharge debuff resist set bonus, and then fill the rest with procs.
  19. Repulsion bomb has been natively knockdown with no IO needed for a good long while I like the idea of a stun on Force Bolt, but it would look a bit silly for it to knock something up in the air.
  20. The -regen component of EM pulse only lasts for 15 seconds, and can't be enhanced to last longer. I would also examine duration in game for ESD, as Mids indicates the -regen lasts much shorter than 30 seconds here as well. I don't have a live character with which to check this myself.
  21. I'm not going to argue that ungranite Stone is top tier, but it can be built very well, and compared to invuln, can cover its psi defenses without sacrificing other IO slotting opportunities. It also gives more thematic options for people who don't want to be a silly looking rock monster.
  22. These are solid powers for their hold/disorient capabilities, but not worth picking for robot damage. I'm not sure how much is too much regen to be honest, but it would be hard to rely on either of these powers overmuch for this facet, as they both have very short durations compared to recharge time, so won't be nearly as impactful as an effect you can maintain permanently like Lingering Radiation. The biggest problem with ESD in my view is that you have to invest in the lackluster charge mastery pool to get there.
  23. I can definitely appreciate that one! My /beam Defender is Traps/Beam. I like cutting beam for when I solo, which I can do capably on this character. On fast-moving teams, I prefer to simply open with cutting or overcharge, and then switch to my boss burning chain. I don't think it's crazy-time to skip cutting beam if you are always on teams that vaporize minions instantly, but in my experience there are plenty of situations where it provides strong value. Picking up repulsion bomb, you may well find even less use for the medicine pool! Its grab-bag of control effects is reasonably effective. It's not a set-definer, but it feels good and does good work. Like @PeregrineFalcon, I'm a fan of Force Bolt as well myself. I realize that this one is more to taste, so wouldn't fault you for skipping it. It is extra-special useful at lower levels when knocking a boss down/away is more important. A further element to consider regarding medicine: The ATO heal and shield procs are both very powerful, and proc super often when dropped in a moderate recharge power like a snipe or heavy hitter blast. Personally, I like to split up Superior vigilant assault into threes, with the less recharge intensive half of the enhancements in my Snipe along with the Absorb ATO proc. From there I drop extra procs to taste to maximize damage. The set bonuses for Defender's bastion are really nice, I admit, but you might consider splitting out the heal ATO proc here to use solo in lancer, along with some baseline thunderstrikes and maybe a proc or two to round it out. The remaining five bastion IOs can still bring their ranged defense bonus to the table in another power like cutting beam or even single shot. Ideally something that cares less about procability. You lose the 10% recharge from the 6 slot, but gain that back anyhow by splitting the other ATO set into 3's. The end goal here is to have Both ATO procs rolling at a high percentage in your most often used attacks. Lancer and Penetrating Ray are my personal picks for this, as I want to be using both on cooldown. With this particular proccing strategy, you may find that the amount of healing and absorb you get from the ATO procs more than makes up for what you lose in medicine. As an added bonus, you don't have to spend any animation time on using them! For reference, here's a FF/Energy build I've been working on. You'll see some of these concepts at play. I found I had a lot of slot freedom here, so actually ended up muling out most of Bastion in Force bolt for the defense bonus. I could ramp damage in my ST chain a bit more per hit, but am rolling with FFback maximization.
  24. I hope you are enjoying your bubbler! A few observations: I'm not sure of the logic behind skipping penetrating ray. This is your best single target attack, regardless of what range you use it. You mentioned that cutting beam is hard to use - may I ask what you found awkward? It is a pretty standard cone attack, and your only aoe outside the nuke. Even ignoring the special mechanic, cutting beam is worth using on its own. How much do you actually find yourself using the medicine pool? You have very heavily invested in it here, at the expense of the above attacks. You are providing amazing defense to your team already without. Repulsion Bomb is actually quite a nice little power. It does modest damage, takes a good number of procs to do even more, and knocks down by default with no need for KD proc. The disorient is a happy bonus. What goals are you seeking to achieve with this build? It looks like one focus is ranged/aoe defense with hover to keep melee irrelevant, and you have reasonably achieved this. Are you intentionally limiting yourself to a budget-minded build? I certainly understand if so, but you could achieve these goals much more efficiently if not. With a shift away from medicine pool and opening up more expensive sets, you could likely achieve these same goals, but allow much more room to proc out your attacks. This would make an enormous difference in damage, especially if you pick up the snipe as well.
  25. A while back I was under the same assumption. I'm not really sure where it came from! Maybe because power pool limits would typically demand too much sacrifice in most builds for stacking hover and CJ, so I never really considered that they might stack. Or maybe it was just intuitive (though wrong of course) that they would be mutually exclusive in the same way as travel powers.
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