Onlyasandwich
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Posts posted by Onlyasandwich
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Because of the way it summons pets that carry their own little holds, it does surprising damage with hold procs. It's probably the aoe hold I'm least likely to skip.
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9 hours ago, Thrax said:
Bonfire not worth proc bombing?
Bonfire doesn't take well to procs. I'd honestly love to hear feedback on how @Nemu has found procced Rain of Fire to be in practice as well. Typical wisdom is that rains are not optimal for procs, but sometimes these assumptions aren't accurate.
On my own build, which has just a hair less recharge (linked above in thread), Fire Sword, Blaze, and Blazing bolt are plenty ST most of the time. Although it often just ends in a dead mob, it isn't 100% seamless for AV smashes, and Char would certainly round out an optimal chain. Meanwhile, Fire Blast is above average for a T2 blast, and I'm happy enough to use it as filler when needed.
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Thank you both for encouraging me to try it! What an absolutely hilarious power. I love it.
Short recharge, strongish mez effect, even if chaotic. The damage is pretty respectable given how much you can cycle it and that the control effects are mag 3. If I'm feeling silly I can just run around the room kiting everything while spamming.
Also, since it does like every status effect, it technically synergizes with all my other controls! 😄
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On 10/9/2023 at 5:10 PM, Story Archer said:
If I'd like to stay in 'Hover mode', does the increased fly speed and control help make that feasible?
I love grabbing Evasive for extra hover speed when I have room both in power picks and end consumption. The lotg mule is a nice bonus. It makes a very noticeable difference, and allows Hover to be fully combat viable even without speed slotting. I'm okay with Hover even without Evasive, and enjoy the precision, but Evasive is a great improvement.
It's also really nice to have extra control and speed layered with regular Fly as well. I use a speed on demand keybind to swap between fly/hover, and keep Evasive on the vast majority of the time unless starving for end.
The Knockback resistance is nothing to sneeze at either, and almost doubles the effective mag protection for any -KB IOs you have. I usually take Combat Jumping as well, so the immob protection isn't as big a deal, but nice for pool flexibility if you aren't grabbing it.
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I think it would be a mighty fine combo, and a stellar pure ranged build.
You'll readily light your oil slick with procs from glue arrow or psi darts (proccy proc these out for sure) just as you say. Glue+ psi debuffs = some actual meaningful mitigation from the recharge slows as well.
Beyond that, there's no special trick to success here. You are familiar with both sets, and they should work just as you expect! /TA is in my opinion the best ranged support secondary for blasters, and Psy blast has some fun range advantages like the range bonus on snipe, extra range on powers.
Other than the -recharge stacking, I don't think there are any super special synergies - just all around good powers. The main thing is that /TA doesn't demand any special positioning, so you can feel free to take advantage of that range.
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Thanks for the input, @pawstruck and @twozerofoxtrot!
Do either of you happen to use it with procs? I know that other chain powers don't play nice with procs (only the primary target really gets hit by them to any worthwhile degree). Is Scramble Minds any different in this respect?
Mine is also a Psy/Nin. The only real swap I could make is to drop Smoke Flash. I'm tempted, as it serves a sort of similar purpose while also doing damage, though the effect is less instant.
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I'm putting together a Psychic/Ninja Blaster, and having trouble wrapping my mind around the potential of this power.
The animation time seems a bit long, even with the chain effect, and the random nature of the status effects make it unreliable at first glance for synergy with other mez you have access to.
What is your experience with this power - is it worth it? Am I missing something about the potential of the mechanic behind it?
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Explosive arrow is a pretty above average aoe these days. I wouldn't skip it.
Good dpa, damage diversity in an otherwise lethal set, and a good place for ffback. Get it and love it. Worth the kd IO tax.
Snap is an easy skip though.
Choking powder is a pretty standard blaster secondary hold, which means it's pretty strong. Proc it out for big damage, and layer with an epic hold like char for extra fun.
Personally I find lotus drops a miss. With its puny 8 ft radius and nothing special to make up for it, I don't see much value. I'd swap for explosive in a heartbeat. It's a contender for worst blaster pbaoe in my book. It does the trick if you enjoy the style of course.
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3 hours ago, Uun said:
slotting it with %dmg procs (and acc).
Definitely the way to go!
Procced out it's a beast, and even out DPAs a lot of standard blaster aoes.
5 procs for 409 Damage on average and 1.16 second cast time is pretty outstanding. This leaves room for 1 Acc as well (or a handy Acc/end IO from Impeded Swiftness).
The aoe control is just extra sauce, though I find it extremely useful. The proccability definitely puts it above electrified net arrow in my book, though I will often take both for the reasons you noted, @Uun.
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4 hours ago, Doomguide2005 said:
The tick rate on the repel is too low
Yeah - I really truly miss the old repel rate. It was such a disappointment when this nerf went through. I think it was for pvp reasons? I'm not sure.
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A good build overall!
However, Carrion Creeper slotting could use some work.
They are very responsive to procs, but Targeted Aoe procs will provide significantly more return. From there, if you have room and want to add more procs, immob procs are a distant second. Slow procs do very little at all due to the behavior of the summon.
Additionally, you will ideally want some native accuracy in Creepers, as they are not auto-hit when making their own attacks. You have sleet to help with this, but it's high level only and won't always be applied to all targets.
Since you're not properly hitting softcap, you might consider ditching the halfway approach, and doubling down on damage throughout the build.
Additionally, you may find it hard to sustain end with the fighting pool here. You might consider going sorcery for Rune instead. Even with regular injections for domination refills and sometimes consume, the timing will not always work out with only ~1 end per second in the positive.
Your Global Recharge is high enough for perma hasten, which is handy, but not high enough for Perma-dom without Hasten. I would consider allowing some of these bonuses to drop in pursuit of more proc damage and better slow resist totals. You'll still have plenty of fudge room for perma-dom, and won't be thrown out of it by errant slows.
- One easy change is putting your celerity +stealth into Sprint, and dropping Winter unique into Super Speed.
Here's my own Plant/fire/fire for reference (note my snipe is on quick form) in mids:
Dominator - Plant Control - Fiery Assault mk2.mbd
Not everything is 1:1 with the different epic of course, but the slotting focus may be useful as a reference!
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I almost always take Hover on my fliers, as I appreciate the fine air control as well as unsuppressed speed, and don't like the end expenditure of running the full travel power. Fly+CJ is nowhere near as smooth.
If not flying, CJ every time.
Even on my fliers, I will very often take CJ as well for extra lotg mule and defense. This is my go-to on characters that are more end-hungry and can't support Fighting pool comfortably. More and more I just don't like dealing with the empty power picks, heavy end cost, and toggle management of Fighting pool.
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Kin is pretty, but by far the most underperforming primary out there. You can get the job done if you love the theme, but MA is much more powerful.
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On 9/24/2023 at 12:22 AM, Psyonico said:
Sonic siphon
I basically agree here, but Sonic siphon is just such a boring power. How many st debuffs out there just do one thing like this?
I'd love some even small benefit that follows through on the "siphon" concept. Maybe a small, but pretty lengthy damage buff, or even an extra tiny aoe res boost.
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I love this combo, and it's probably in my top 3 favorite characters period.
My own is in the "rely on controls, maximize damage" camp. Supported by perma-dom, near slow immunity, and a healthy baseline resist, this works out really well! Seeds of Confusion is exactly as strong as you suspect.
The main weakness here is severe overaggro scenarios - but what Dom really handles that easily every time? You can even manage there quite nicely if you are very aware and aggressive with your extra controls. This is where Vines does come in handy - it's your emergency "whoops, an extra spawn" button, and mules a great set to boot.
Here is is for reference:
Dominator - Plant Control - Fiery Assault mk2.mbd
This build is made to play primarily at range, which /fiery is uniquely suited to. Incinerate is mostly a mule, but you can use it when exemping just fine. At range, you won't need flares for a complete ranged attack chain anyhow.
Note the slotting for carrion creepers here. Due to the unique way its pet summon mechanic works, the procs here turn it into an absolute damage monster. It looks like @Meknomanceris already on the right track with slotting here for their build as well. : )
It's worth noting that Creepers do require accuracy to hit, and the only way to actually get that accuracy to them is with native power slotting, so you want some incorporated into the power itself.
I very much dislike tough/weave on my doms in general, as the toggle management is annoying, and the endurance cost is hard to balance with the tools available. I tend to lean on Sorcery/Rune more often if I want extra resist support, as in this build. Sure you don't need the mez protection from Rune most of the time, but sometimes even that aspect is a problem solver (ie after a death/rez, missed dom cycle). It is more of a useful power spike in truly troublesome scenarios to pull you through. This combo doesn't need extra help in the moment to moment mob grind - it obliterates everything in its path. What it does benefit from are extra tools to solve surprises.
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I did a fresh pass on my triple fire recently, with a more balanced version that is still very proccy/damage maximized, but with stronger ranged defense as well. Not softcap, but within easy range, and good resist support.
Here it is for reference.
Blaster (Fire Blast - Fire Manipulation).mbd
As with the previous build @Nemu referenced in the linked thread, this is optimized for ease of use - no cones. Just pop in and start smashing big aoes.
One thing Hot feet is pretty decent at is leveraging ranged defense in a somewhat melee oriented build. With this build, you hop into melee and everything starts running away slowly, maybe stopping to potshot you through ranged defense. They move just slowly enough that they are almost always fully dead by the time I finish the combo. Because of this, runners are largely a non issue, though blaze and blazing bolt will clean them up readily.
Otherwise, Fire breath is indeed a great power! I wouldn't skip it on a more ranged focus character.
Blaze and Char are both top tier blasts when properly slotted. I definitely wouldn't forego blaze on any build, however. On my own, I didn't have the spare slots to give Char the love it wants, and my ST chain is robust with Blaze, Blazing bolt, and Fire sword. Even Fireball is really strong ST.
I do have consume but honestly very rarely need to pop it given the blaster sustain.
I totally get why some folks may not dig on hot feet. It is pretty useless for a ranged playstyle, or a jousting focus when engaging melee. However, If you aren't taking it, /fire manip is a pretty mediocre secondary. You'd be much better off with something like /elec if you want in/out melee action, or /plant, ta, or maybe /time if you are trying to stay ranged. Style wins the day of course if you just want pretty blasty flames across the board!
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Hello Controllers!
@Darkir posted a damage oriented Dark/time a good while back, which served as inspiration for my original iteration of this character, which has been sitting at 50 for a long time gathering dust.
With the new ability to save a power by skipping the secondary T1, and new perspectives otherwise, I thought I'd revisit this guy and bring him back to life.
I'm very pleased with the results! A lot of this is of course on the strength of Farsight+PB = your accuracy and defense problems are sorted with no set bonuses needed. At that point, just build for perma Chrono shift and squeeze in procs where they make the most sense.
This current version has a few strengths:
- Excellent ST damage, as both holds are proc bombed to the gills, and you have Arcane bolt to round it out.
- Near defense softcap to ranged (42.35 will do fine given the -tohit we're throwing around).
- I managed to fit 85% slow resist as well. This is huge QoL against certain opponents, and will mostly preserve your hasten/Chrono shift cycle even when debuffed.
- Rune is here to help you out of mez land or as a resist steroid when needed.
Where it falls short:
- Aoe damage. I didn't pick an epic aoe. It's actually serviceable with the bombed HoD and Fearsome, along with a trickle from Living Shadows, but I'm not wiping +4 spawns in one rotation here outside of judgements.
- Resists? They're actually pretty okay, especially when rune is up.
- That last little bit of ranged softcap, I guess. I don't care enough to steal slots from more beneficial places though, given the above referenced abundance of -tohit. Even better - the -tohit will be in my alpha (Fearsome).
Honestly I struggle to really identify a solid weakness, especially given the amount of proc damage jammed in here. End consumption is decent as well, with extra juice from cs and conserve power too.
Anticipated playstyle:
- Open with Fearsome, Pop in for a HoD bomb, slowed response, back out for living shadows. Start burning big targets with my holds and arcane. Reapply these as up.
- If it's a tougher fight, keep Dfield up, summon haunts as well.
- Shadow field in reserve for emergencies.
Mostly I'm just super happy with how this worked out and wanted to share! However, if you see any optimizations for further damage without sacrificing perma CS and my slow resist, I'd love to hear. Room for FFback in Arcane might be neat, but not all that impactful given total recharge I think.
Controller (Darkness Control - Time Manipulation) mk2.mbd
Visual:
Update:
Went ahead and respecced - wow! I take back the low aoe comment. I ran a +4X8 Asteroid farm and everything was absolutely melting. Granted, the pets don't last long in that heat, but that's okay. The ST chain is perfect! There's just enough gap in the chain to make Arcane a meaningful addition, especially with Arcane Power up. If I have containment and arcane power, I'm hitting three ~350 damage attacks back to back cycling. This wins my personal award for most improved character upon respec, at least for builds I actually approached thoughtfully in their first form.
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1 hour ago, tidge said:
unimpressed
Yeah. Same feelings on kin repel. I believe this is international to keep kd conversion from being too powerful in always on powers, but I think it goes too far.
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1 hour ago, tidge said:
Does anyone know what End Mod does in Power Sink
Both!
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18 hours ago, StrikerFox said:
I did some testing with Unbreakable Constraint VS Cloud Senses in Soul Extraction.
Excellent results, and thank you for sharing, Striker!
One lesson I bring from this beyond just cloud senses being superior - it's pretty powerful to save room for a proc in Soul Extraction. Even if you don't benefit from the full duration with all of these attacks, that is a substantial amount of damage.
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3 hours ago, C U R S E said:
when you need that AOE heal, when you know what hits the fan.
For sure! That is the real fear here.
Force Field can sort of get away with it, as when things are smooth, nobody's taking damage. With a resist only set though, it will add up eventually to needing a heal. Perhaps the resilience here is such that periodic resummons will work! I think I'm still going to try it, but would love to hear any special strategies that don't involve getting Aid other.
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Plant is a great secondary for range focus. Its melee powers are not so amazing they can't be ignored, and it has a lot of great control to offer at range.
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7 hours ago, arcane said:
I buy attuned purples when I don’t want to boost them (because recharge/proc concerns) because an enhancement that is neither attuned nor boosted just looks unfinished
I do this with purple procs! It pleases me.
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@Xandyr My strategy right off hand is a bit soft right now, and I suspect it won't be sufficient for a lot of content. The idea is basically have the Thugs engage with buffed resists, with both Sonic repulsion and Disruption anchored on the Bruiser.
The main mitigation strategy beyond pure resist is knockdown from repulsion, bile spray, thugs, and the occasional boss hold from knockout blow when something nasty is in my face (I swapped Winter IO's to pull in the hold proc for one-shot boss holds).
Gang War and Liquefy provide a more sure engagement when they are up, but can only be counted on collectively maybe half the time. Pretty dicey overall!
Sonic Repulsion does not have a repel function - it's all KB. When you have a -KB IO slotted, it is just a static knockdown field, which should be pretty nice, though quite end expensive. If it works like other such toggles (whirlwind, kinetics repel), then the FFback also feeds me recharge pretty often from these KD hits.
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Dark Blast / Storm Summoning Build Suggestions
in Corruptor
Posted · Edited by Onlyasandwich
Hurricane isn't really frowned upon so much as it is very polarizing. It's still a very powerful ability.
I recently revamped my Defender storm/dark, and am very happy with the results. Most if not all the slotting should port 1:1.
I do have flight powers, but chose combat teleport as well, and get a lot of use out of it. Perhaps you would find CT a sufficient thematic tie-in! If not, it's easy enough to swap out for regular TP, and move around my flight pool choices to your other desired port powers, though you'll lose some lotgs.
Note that I dropped Night Fall on my build. It probably does a bit better on corruptors due to scourge, so you might prefer to keep it in. It is rather lacklustre DPA even when procced, and I prefer leveraging Torrent as an actual aoe by proccing it out. It comes out to similar DPA, has a great KD effect as slotted, and juices your recharge.
Note that I do have my FFbacks toggled on here - toggle off for more accurate recharge totals.
Defender (Storm Summoning - Dark Blast).mbd
My build here focuses on just getting a baseline of defense that is decent, and relies on Hurricane to floor -tohit on mobs. Strong resists to support.
Visual:
Level 1: O2 Boost
Level 1: Gloom
Level 2: Snow Storm
Level 4: Moonbeam
Level 6: Steamy Mist
Level 8: Freezing Rain
Level 10: Dark Pit
Level 12: Hurricane
Level 14: Hover
Level 16: Tenebrous Tentacles
Level 18: Thunder Clap
Level 20: Hasten
Level 22: Tornado
Level 24: Torrent
Level 26: Lightning Storm
Level 28: Life Drain
Level 30: Blackstar
Level 32: Fly
Level 35: Combat Teleport
Level 38: Dark Consumption
Level 41: Dark Embrace
Level 44: Soul Drain
Level 47: Combat Jumping
Level 49: Evasive Maneuvers
Inherent Powers
Health:
Stamina:
Incarnate Abilities
Musculature Radial Paragon (Alpha)