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Onlyasandwich

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Posts posted by Onlyasandwich

  1. 1 hour ago, SqidVishus said:

    hurricane is generally frowned upon

    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:

    Spoiler

    Level 1: O2 Boost

    • Slot Level 1: Preventive Medicine: Chance for +Absorb

    Level 1: Gloom

    • Slot Level 1: Superior Defender's Bastion: Accuracy/Damage
    • Slot Level 3: Superior Defender's Bastion: Accuracy/Damage/Endurance
    • Slot Level 3: Superior Defender's Bastion: Recharge/Chance for Minor PBAoE Heal
    • Slot Level 15: Gladiator's Javelin: Accuracy/Damage
    • Slot Level 36: Gladiator's Javelin: Chance of Damage(Toxic)
    • Slot Level 43: Cloud Senses: Chance for Negative Energy Damage

    Level 2: Snow Storm

    • Slot Level 2: Invention: Endurance Reduction

    Level 4: Moonbeam

    • Slot Level 4: Superior Vigilant Assault: Accuracy/Damage
    • Slot Level 5: Superior Vigilant Assault: Accuracy/Damage/Endurance
    • Slot Level 5: Superior Vigilant Assault: RechargeTime/PBAoE +Absorb
    • Slot Level 33: Gladiator's Javelin: Chance of Damage(Toxic)
    • Slot Level 50: Sting of the Manticore: Chance of Damage(Toxic)
    • Slot Level 50: Cloud Senses: Chance for Negative Energy Damage

    Level 6: Steamy Mist

    • Slot Level 6: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • Slot Level 7: Shield Wall: +Res (Teleportation), +5% Res (All)
    • Slot Level 7: Shield Wall: Defense/Endurance
    • Slot Level 21: Shield Wall: Defense
    • Slot Level 48: Unbreakable Guard: Resistance
    • Slot Level 48: Unbreakable Guard: Resistance/Endurance

    Level 8: Freezing Rain

    • Slot Level 8: Superior Frozen Blast: Accuracy/Damage/Recharge
    • Slot Level 15: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime

    Level 10: Dark Pit

    • Slot Level 10: Absolute Amazement: Stun/Recharge
    • Slot Level 11: Absolute Amazement: Stun/Recharge/Accuracy
    • Slot Level 11: Absolute Amazement: Recharge/Accuracy
    • Slot Level 13: Absolute Amazement: Stun/Endurance
    • Slot Level 13: Absolute Amazement: Chance for ToHit Debuff

    Level 12: Hurricane

    • Slot Level 12: Enzyme Exposure

    Level 14: Hover

    • Slot Level 14: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • Slot Level 39: Reactive Defenses: Scaling Resist Damage
    • Slot Level 50: Kismet: Accuracy +6%

    Level 16: Tenebrous Tentacles

    • Slot Level 16: Superior Frozen Blast: Accuracy/Damage
    • Slot Level 17: Superior Frozen Blast: Recharge/Chance for Immobilize
    • Slot Level 17: Positron's Blast: Damage/Range
    • Slot Level 46: Positron's Blast: Chance of Damage(Energy)
    • Slot Level 46: Bombardment: Chance for Fire Damage
    • Slot Level 48: Cloud Senses: Chance for Negative Energy Damage

    Level 18: Thunder Clap

    • Slot Level 18: Invention: Accuracy

    Level 20: Hasten

    • Slot Level 20: Invention: Recharge Reduction
    • Slot Level 21: Invention: Recharge Reduction

    Level 22: Tornado

    • Slot Level 22: Soulbound Allegiance: Damage/Recharge
    • Slot Level 23: Soulbound Allegiance: Damage/Endurance
    • Slot Level 23: Soulbound Allegiance: Chance for Build Up
    • Slot Level 40: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
    • Slot Level 42: Force Feedback: Recharge/Endurance
    • Slot Level 42: Force Feedback: Chance for +Recharge

    Level 24: Torrent

    • Slot Level 24: Superior Frozen Blast: Damage/Endurance
    • Slot Level 25: Superior Frozen Blast: Accuracy/Damage/Endurance
    • Slot Level 25: Positron's Blast: Chance of Damage(Energy)
    • Slot Level 37: Bombardment: Chance for Fire Damage
    • Slot Level 37: Sudden Acceleration: Knockback to Knockdown
    • Slot Level 40: Force Feedback: Chance for +Recharge

    Level 26: Lightning Storm

    • Slot Level 26: Apocalypse: Damage/Recharge
    • Slot Level 27: Apocalypse: Damage/Recharge/Accuracy
    • Slot Level 27: Apocalypse: Recharge/Accuracy
    • Slot Level 36: Apocalypse: Damage/Endurance
    • Slot Level 36: Apocalypse: Chance of Damage(Negative)
    • Slot Level 37: Explosive Strike: Chance for Smashing Damage

    Level 28: Life Drain

    • Slot Level 28: Superior Winter's Bite: Accuracy/Damage
    • Slot Level 29: Superior Winter's Bite: Accuracy/Damage/Endurance
    • Slot Level 29: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
    • Slot Level 34: Gladiator's Javelin: Chance of Damage(Toxic)
    • Slot Level 34: Cloud Senses: Chance for Negative Energy Damage
    • Slot Level 34: Touch of the Nictus: Chance for Negative Energy Damage

    Level 30: Blackstar

    • Slot Level 30: Superior Vigilant Assault: Damage/RechargeTime
    • Slot Level 31: Superior Vigilant Assault: Damage/Endurance/RechargeTime
    • Slot Level 31: Superior Vigilant Assault: Accuracy/Damage/Endurance/RechargeTime
    • Slot Level 31: Obliteration: Damage/Recharge
    • Slot Level 33: Obliteration: Chance for Smashing Damage
    • Slot Level 33: Eradication: Chance for Energy Damage

    Level 32: Fly

    • Slot Level 32: Blessing of the Zephyr: Knockback Reduction (4 points)

    Level 35: Combat Teleport

    • Slot Level 35: Winter's Gift: Slow Resistance (20%)

    Level 38: Dark Consumption

    • Slot Level 38: Superior Avalanche: Accuracy/Damage/Recharge
    • Slot Level 39: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
    • Slot Level 43: Superior Avalanche: Recharge/Chance for Knockdown

    Level 41: Dark Embrace

    • Slot Level 41: Unbreakable Guard: Resistance/Endurance
    • Slot Level 39: Steadfast Protection: Resistance/+Def 3%
    • Slot Level 40: Gladiator's Armor: TP Protection +3% Def (All)
    • Slot Level 42: Unbreakable Guard: Resistance
    • Slot Level 43: Unbreakable Guard: +Max HP

    Level 44: Soul Drain

    • Slot Level 44: Armageddon: Damage/Recharge
    • Slot Level 45: Armageddon: Damage/Recharge/Accuracy
    • Slot Level 45: Armageddon: Recharge/Accuracy
    • Slot Level 45: Armageddon: Damage/Endurance
    • Slot Level 46: Armageddon: Chance for Fire Damage

    Level 47: Combat Jumping

    • Slot Level 47: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 49: Evasive Maneuvers

    • Slot Level 49: Luck of the Gambler: Defense/Increased Global Recharge Speed

     

    Inherent Powers

    Health:

    • Slot Level 1: Panacea: +Hit Points/Endurance
    • Slot Level 9: Numina's Convalesence: +Regeneration/+Recovery
    • Slot Level 19: Miracle: +Recovery

    Stamina:

    • Slot Level 1: Performance Shifter: Chance for +End
    • Slot Level 9: Performance Shifter: EndMod
    • Slot Level 19: Performance Shifter: EndMod/Recharge

     

    Incarnate Abilities

    Musculature Radial Paragon (Alpha)

     

    • Like 1
  2. 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.

     

  3. 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! 😄 

    • Like 1
  4. 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.

  5. 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.

     

     

     

     

     

    • Like 1
  6. 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.

  7. 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?

     

  8. 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. 

     

     

  9. 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.

    • Like 1
  10. 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!

    • Thumbs Up 1
  11. 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.

  12. 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.

     

     

     

     

  13. 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!

     

     

  14. 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:

    Spoiler

    image.thumb.png.d38ca94e3b1636b5fcb2dfc7032cfd8d.png

     

    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.

    • Like 1
  15. 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. 

  16. 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.

  17. 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. 

  18. @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.

    • Thumbs Up 1
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