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Has anyone tried traps/psychic blast? Could be a hoot...
I guess you could always roll a traps/archery defender. It'd be like having all (well, most...no Oil Slick Arrow )) the fun of trick arrow, but with better debuff values. -
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Howdy folks,
I've gotten a crab to 50 already and went with the much given advice to take leviathan mastery because of the cones. It's enjoyable, and I <3 being an AoE/cone death machine. I'm working on my second soldier now. Conceptually, I've got my eye on soul mastery but I've never actually seen anyone take it. The combination of soul tentacles, dark obliteration (which I've never actually seen animated), and darkest night look like decent powers, but I have no idea if it's a good idea. Any advice? -
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How could I have forgotten lightning storm?! Such a marvelous power.
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Quote:Lies, lies, and more lies! I shall make another team oriented storm/energy just to spite you!
It is probably a bad idea to make a Storm/Energy Defender. You would never get to attack on teams and there are far more useful Defenders you could make if your goal is to not attack while teamed up.
Quote:So! For about a week I've been obsessing about the idea of making a Storm/Energy Defender. Yes I know, we've all been on a team with someone who used knockback horribly and I promise not to be one of those people. It just seems like it would be a fun combination. Anyone have any experience playing one or any suggestions? Thanks
Welcome, my nubile, experimental friend, to the ghetto controller that isn't a grav/energy dominator. You will have fun with this one.
I love me my stormies, and I am particularly fond of being able to fling my foes about whilst making my teammates shed tears. Why? Because I need their salty, salty tears to power my freezing rain. I jest, I jest. Truth be told, there's very little flinging around. Hover is going to be your bestest, besty-best friend with this power combination, and so will corners. When you're battling in wide open spaces, utilize the vertical and blast from on high. This effectively changes your knockback powers (for there are many!) to knockdown. Your teammates will love you for smacking things down, but not away, from the rest of them. Think of them as your naughty playthings; you want to throw them down on the bed (or whatever), not around the room where you or your group (kinky) cannot reach them. When dealing with indoor maps (yay!), utilize corners to their maximum potential. Knock enemies into the corners with hurricane, gale, energy torrent, and power push, slap down freezing rain and a tornado, and wonder aloud what happened to your tank. Ingest tears as needed to replenish power.
If you're not big on your teammates' feelings, slot explosive blast, torrent, power push, and gale for recharge, end, and accuracy. Laugh hysterically as needed, but learn to like the taste of linoleum. -
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Quote:Don't apologize. It's GLORIOUS.LOL, the song is called "Calypso" and has been in my audio loop library for the better part of 5 years. Since the Defender ITF victory had me all bubbly inside (I just couldn't sit still after we finished it) -- I figured this bouncy music was a good fit.
It does seem to go rather well with the "action" depicted in our run scenes, doesn't it?
Sorry it was annoying to you. -
What in god's name is that song in the video? Initially irritating as sin but sooooo catchy.
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They [fire shield graphics] used to bother me, but not anymore. I'm pretty sure the change in my attitude came when I upgraded my computer and the effects of the shields no longer assaulted my graphics card or made my computer want to throw itself off a bridge -- it's never really been about what color they are, at least for me. Ridiculously, I still hate the ice shield graphics, regardless of what color you choose to make them.
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Oooh! How I wish I could have been there! Next time you run one of these, I would very much like to join you on my radiation emission/psychic blast defender, Warden Cancer.
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Aside from the fact that that looks like a pretty pricey build, I'd say it looks like a pretty good build. There's a few questions/comments I have, though.
1). Why haven't you taken tk blast? It's a fast activating power, offers you some ghetto control, and has a smashing damage component that is ridiculously helpful when you're up against robot foes, which have psi resistance.
2). Will domination is a heavy hitting single target attack with a sleep component, and along with tk blast and subdue, should form your single target attack chain. Take it, slot it, love it.
3). Mental blast isn't a terribly decent power, even when slotted up. I personally wouldn't put anything in it other than an accuracy IO -- usually it's not even on my tray.
4). Absorb pain and heal other for a character that's primarily running with one other person? Typically, I'm not a fan of absorb pain (understatement of the millenia). I have, however, recently seen a number of empaths (intelligent ones which I respect) skip heal other in favor of absorb pain, as taking both when the intent of the character is to stick with 2 or 3 person teams is just kind of overkill. If you were take take one and not the other, you'd free up a space for another attack.
5). Vengeance, in this build, seems like something you will almost never use, and when you do, it'll only be affecting you. Personally, I would skip it unless you're paired with a blaster, in which case you'll be using it often because they always find the most creative ways to die.
6). It almost looks like you've gone overboard trying to ensure your safety and the safety of your partner with this. You've got heals out the wazoo, and your end managing powers are...plentiful. With conserve power, adrenalin boost, fully slotted stamina, and recovery aura, neither you or your partner will ever be staminaless. That said, you could probably drop conserve power and still have the same effect. Personally, psychic mastery and dark mastery are pools that I find inherently superior to power mastery, simply because they offer safety in ways that you don't already have. If you're a theme-fiend like I am, I'd go with psychic mastery, and the shield in that set is oh so glorious if you're up against Carnies, Rikti, and Lost. Dark mastery, on the other hand, is fun because you get to be more aggressive.
I do like that you haven't overly neglected your secondary. Psychic scream and psionic tornado are both favorites of mine, and they really contribute when you make liberal use of them. I would find ways to get the more heavy hitting single target attacks, though. -
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Quote:I disagree; they actually do. The OP asked what we thought the best all around controller was, and there's no technically correct answer other than the one that I've given.No offense intended, but these canned responses don't really contribute to the discussion. The OP obviously wants to participate and enjoy based on a contribution to the team. It's valid to suggest things that we feel add to a team dynamic.
I love controllers -- they're a phenomenal class and I enjoy having them on a team. I don't care which power sets they've chosen. I really don't. A person shouldn't be slumping their shoulders, stuffing their hands in their pockets while comically kicking a rock sadly and muttering, "Aww, nertz..." because the 'troller that joined their team "isn't the bestest(!)". It's simply silly. As Oedipus_Tex has pointed out already in this thread, there are multiple combinations that are great at different things. When the OP asked,
Quote:but what controller would u want to have on your team?
Quote:The one that participates to the fullest and doesn't slack off.
"The one that throws down with the rest of the team and gets their hands just as dirty as ours." -
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Quote:Also doesn't go with Teleport, Super Speed, Fly, or Super Jumping. Ninja run at least gives you the option of being able to get places quickly without having to justify leaping (overly) tall buildings, blazing feet, defying gravity, or warping space-time.While it's a great power and well worth the price of the MA pack I really think it's horribly out of character for a James Bond homage character. Bond's a highly cultured and sophisticated English gentleman, not a ninja.
"Dry martini shaken, not stirred" doesn't go with ninja run. -
You have three things to really consider:
1. Debuff values;
2. Scourge; and
3. The order in which you take your powers.
Both of these toons will be very, very decent, doing respectable damage and bringing a fair amount of utility to the team. A lot of people complain that trick arrow's debuffs are underwhelming and, to be honest, there's a glimmer of truth to that. Compared to other sets, your TA debuffs will do less than say radiation emission or dark miasma. That said, every single power you have as a TA/DP or a DP/TA is essentially a debuff when you swap ammo. As a defender, poison gas arrow and various chemical ammo shots are going to reduce the incoming damage noticeably. Teams will have nothing to complain about when there is less incoming damage, and that aura-rocking emp with likely find themselves being asked, "So, what is it you're doing here?" (this is satisfying). If you primarily want to team and focus on your debuffs, go this route.
On the other hand, the corruptor path is all sorts of fun. Fun, however, does not equate to being easier. Your debuff values are lower, and you're going to get one of your set defining powers (oil slick arrow) six levels later than your defender counterpart, although in exchange you get hail of bullets sooner than they do. Is it worth it? Mmmm, I dunno. As soon as I got OSA, everything changed -- I became an engine of destruction that garnered many a "Whoa..." from my teammates. To be entirely fair, though, I was lighting it with hail of bullets and incendiary rounds, which is pure joy and hilarity. The corruptor version of this power combo will rely more heavily on ice arrow, stunning shot (which, when using swap ammo, becomes a hold rather than a stun), glue arrow, and entangling arrow (which isn't as underwhelming a tier 1 ability as many think it is) until you get OSA, but it's still ridiculously safe solo toon that can bring quite a bit to a team. Your inherent, scourge, will level out the damage between 32 and 38 until you get that wonderful arrow.
Personally, I would go with a corruptor. There are a lot of powers that you really need to take from both of these powersets (or if you find 'need' to be an inadequate term, 'want' may be a suitable alternative. You really do want to take almost all of the powers you're able to). There really is no choice between entangling arrow and flash arrow -- you're going to take them both. For a character that has no means of healing himself without taking additional power pools, both of these will be essential for your survival. The clincher for me was actually in pistols. It's not an awful tier 1 blast power, but it's not all that useful at higher levels. As a corruptor, you can take it initially if you want, and then respec out of it later in favor of executioner's shot. Defenders are forced into it.
Overall, I would put my money on the corruptor version of this powerset combo. As scourge procs, you'll see your damage outpace the defender's. Even though their debuffs are better, yours are still no slouch. In all honesty, I think it's the choice of taking pistols which broke the camel's back for me, which is actually kind of sad...
Regardless of which you choose, the ability to mitigate the incoming damage is going to be essential for survival. You will need the following TA powers to survive long enough to get to OSA:
Entangling Arrow -- the enemy doesn't move!
Flash Arrow -- the enemy doesn't see (well)!
Ice Arrow -- lulz, block of ice.
Glue Arrow -- bitchez be slowed (but together, like a family)
Stunning Shot (combined with swap ammo is a hold) -- that's right, Penelope, you're going to hold bosses.
Acid Arrow -- who are we kidding? Debuffing defense is crucial. -
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Trick arrow, trick arrow, TRICK ARROW!! Very active combination that actually synergizes very well. Incendiary ammo makes every single attack you have capable of igniting your oil slick, and the combination of OSA, hail of bullets, and rain of bullets just eats through groups of enemies. Try it; love it.
In response to your question about traps, no, you don't need stealth to effectively make use of your traps with enemies. You need to make good use of the layout of the maps or make sneaky sneaky with a team, though. Placing and then pulling enemies into them is something that all traps users should be familiar with. Not only should they become familiar with it, it shouldn't be something that they're incapable of doing -- you've got lots of tools to help you out with it.