Galamane Posted January 22, 2021 Posted January 22, 2021 So what blaster secondary holds and immobilizers are worth using for the there intended purpose? Which ones are better for just slotting for damage? From what i'm reading a lot of people don't use them at all. I'm not sure slotting them for damage will help weaker power set in the blaster primary.
Coyote Posted January 23, 2021 Posted January 23, 2021 Holds: all for damage, especially with damage procs. Immobs: Um, generally not that useful, with a few exceptions... ...Plant is worth taking and using, and then you may as well slot it up for damage, because its Immob is Mag 4. If you hunt AVs, then a Mag 4 Immob is useful, and if you don't, then a one-shot Immob against many melee-oriented Bosses makes them a joke. A Tank Smasher isn't going to kill you with his ranged Grenade. ...Fire may be worth taking, its DPA is actually quite good compared to many Tier 1 blasts, and you get an Immob as a bonus. Generally it's competitive DPA-wise against Tier 2 attacks, so if you want to do damage while also Immobilizing, it's useful. Note that a downside is that the damage is DoT. ...Dark is useful because it has a -ToHit, so especially with double-Dark you can stack up enough -ToHit to keep a Boss at range and neuter their chance to hit. I'm not sure any of the others is really useful. Maybe Ice for double-Ice to stack up -Recharge against a Boss... I like -ToHit more, but a Boss does take a while to kill so -Recharge can be useful. I don't recall if the -Recharge out of Electrified Net Arrow is enough to matter, if it is, then it may also be useful and it has a fast animation.
Galamane Posted January 23, 2021 Author Posted January 23, 2021 Cool thx for the info. I was thinking about how some people don't want to take all the melee powers in there secondary. The might have one melee but maybe the holds/immobilize could compensate for that.
Carnifax Posted January 23, 2021 Posted January 23, 2021 1 hour ago, Galamane said: Cool thx for the info. I was thinking about how some people don't want to take all the melee powers in there secondary. The might have one melee but maybe the holds/immobilize could compensate for that. Temporal is one. Time Wall (Immob) has a small chunk of -Regen (25%) in it and also increases the Mag of Time Stop (Hold), which also has a chunk of -Regen (50%). My Water/Time doesn't have the melee attacks and uses the Hold instead occasionally. My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
Galamane Posted January 23, 2021 Author Posted January 23, 2021 Sonic/temporal should benifit from this for single target damage I'm thinking.
Grindingsucks Posted January 25, 2021 Posted January 25, 2021 I get a lot of use out of tenebrous tentacles and abyssal gaze. YMMV, of course, but I like them both.
JnEricsonx Posted January 26, 2021 Posted January 26, 2021 My DP/Time used to use the ST Hold and the Time ST Hold together to good effect before the nerfing. My Arch/TA had fun as well stacking Ice Arrow and the Ghost Widow Hold, and pre-nerf EMP arrow. All with Lockdown procs for extra goodness.
Galamane Posted January 28, 2021 Author Posted January 28, 2021 I just found out how useful the hold/immobilizer in atomic are for single target rotations. Slot for damage and your good.
NihilXAOS Posted January 29, 2021 Posted January 29, 2021 For those using AR, having an immobilize handy is nice for using Ignite.
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