KaizenSoze Posted March 31 Author Posted March 31 My highest damaging attack behind placate/spin is placate/slash. On fast moving teams Psychic Scream will beat out Spin. Placate can be as low as 7-8 seconds recharge. I have mine in the 10 sec range. One you get the rhythm down, it's quite a damaging combo. From stealth you can dive into the mobs Spin, target a boss or lt, placate, slash. Crit city. On fast moving teams I lead with Psychic Scream, because mobs die too quickly to get into melee AOE range. In that case, I head for the boss, placate/slash. Nothing resists placate, you need a sec to pop an insp, placate. You need to keep part of a spawn from attacking you, though they will heal/buff, placate. The real reason I keep Smoke Nade in the build is for careful pulling and some resists. If you want a real challenge try an AE 801.3 at 4x8. It's the reason the build exists. Night Pixie on Excelsior Introduction to Arachnos Widows - Night/Blood/Fortunata
Glacier Peak Posted March 31 Posted March 31 (edited) 58 minutes ago, KaizenSoze said: My highest damaging attack behind placate/spin is placate/slash. On fast moving teams Psychic Scream will beat out Spin. Placate can be as low as 7-8 seconds recharge. I have mine in the 10 sec range. One you get the rhythm down, it's quite a damaging combo. From stealth you can dive into the mobs Spin, target a boss or lt, placate, slash. Crit city. On fast moving teams I lead with Psychic Scream, because mobs die too quickly to get into melee AOE range. In that case, I head for the boss, placate/slash. Nothing resists placate, you need a sec to pop an insp, placate. You need to keep part of a spawn from attacking you, though they will heal/buff, placate. The real reason I keep Smoke Nade in the build is for careful pulling and some resists. If you want a real challenge try an AE 801.3 at 4x8. It's the reason the build exists. How many targets does Smoke Grenade affect? Okay so 16 targets. But only -3.75% tohit?? That's awful. And it's enhanceable - so maybe -7.50% tohit or so? Do enemies have -tohit debuff resistance? Edited March 31 by Glacier Peak I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Bopper Posted March 31 Posted March 31 5 minutes ago, Glacier Peak said: How many targets does Smoke Grenade affect? Okay so 16 targets. But only -3.75% tohit?? That's awful. It's actually not that bad when you realize it ignores resistance and is auto-hit. Typically, higher ranked foes have higher natural resistance to ToHit debuffs (Bosses have a minimum 20% resistance, LTs have 10%). Throw in enhancements, and you can somewhat counter any purple patch you might face. So treat it as a steadfast protection, with a little extra on top. A perfectly fine one-slot wonder power. PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
Glacier Peak Posted March 31 Posted March 31 Just now, Bopper said: It's actually not that bad when you realize it ignores resistance and is auto-hit. Typically, higher ranked foes have higher natural resistance to ToHit debuffs (Bosses have a minimum 20% resistance, LTs have 10%). Throw in enhancements, and you can somewhat counter any purple patch you might face. So treat it as a steadfast protection, with a little extra on top. A perfectly fine one-slot wonder power. That's where my brain went next on the third edit lol. There's only so much def can do! I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
KaizenSoze Posted March 31 Author Posted March 31 1 hour ago, Glacier Peak said: How many targets does Smoke Grenade affect? Okay so 16 targets. But only -3.75% tohit?? That's awful. And it's enhanceable - so maybe -7.50% tohit or so? Do enemies have -tohit debuff resistance? The perception debuff is more useful than I think folks realize, when you are trying to do very hard stuff solo. Solo ITF, if you aggro too many Romans, their defense stacks high enough to make them very hard to hit. Smoke nade allows me to surgically take out just the mobs I need. Very helpful on the first mission. On AE 801s, you really don't want to be taking on full spawns every time. Smoke nade will allow you to pull a few at a time. Also, smoking a patrol while you deal with the current spawn is a life saver. 1 Night Pixie on Excelsior Introduction to Arachnos Widows - Night/Blood/Fortunata
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