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Posts
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Joined
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It will very likely be the next set to be ported over. Thermal/fire should have been done before Traps, but DP was made so Thermal/fire got bumped, in theory at least. I would like to see it done so there can be an all Fire "5-alarm" SG made.
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Sub out the number of Council cave maps and call it a day. What really bugs me TF wise? For a level 35+ TF, Numi makes little to no sense whatsoever. Let's reward characters level 35+ for taking on level 1-20 mobs. Repeatedly. Let's have zone events happen so those hunts get delayed. A level 35+ TF should feel epic on some level and Numi completely lacks that. What's epic and challenging about hunting down things that are -15, or worse to you? Only the final mission really offers something of noteworthiness. A quick and dirty fix would be have the team do missions against those mobs and have the team exempted down to the mob's level and let them work their way back up to the TF's level requirements towards the end. Citadel is kind of annoying. Numi is just badly done and I think currently the worst built TF we have. Thinks for a second...outside of the Shard TFs.
And yes, please add a redside TF to help balance out the numbers. -
If you want to go KM + Shield, I would do it as a scrapper since scrappers benefit more from +dmg. CS when it crits also recharges PS. The difference in a defense set on a scrapper vs. a tank isn't as much as a resist set.
For a tank, I would look at resist sets since you are looking more for -dmg aspect to stack with your resist. -
Assault doesn't need 3 end reducs. I would put the two extra slots into BU. You can very likely toss the end reduc for AoEs and put in another acc. You need those to hit and with Stamina and QR end issues are less likely. Even basic frankenslotting I might go acc/recharge, acc/recharge, acc/end if those are options. Integration I would slot for healing.
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I made a Spines/elec partly now that Spines can be made customized. I went and had him solo a mission at 0x4. 5 deaths. 2 were from the first mob. I might have had one less if SB hadn't gone off completely wasted before engaging a mob. If you can get a 2nd SB off, you are generally in the clear. It was an AE arc and this was far from an ideal mission. It had Clockwork and I had skipped CS for LF. The sleeps were annoying and kept turning off LF which cut into my damage output as well, but it was still kind of fun to attempt something that a number of builds wouldn't even think of at 4. I dinged in the mission, but only with the mission bonus, so everything was dead. -1x4 really shouldn't be hard to do clean at level 4. All the more so depending on the mob.
I did x2 at level 2, and x2 really seemed normal sized mobs. I leveled twice so I was herding quite a bit and I think even at -1 relatively speaking I herded 9 guys. I vastly pulled that off due to leveling at the very end. I think x3 with one AoE is within reason.
I might have to look at the next mob. Maybe x5 at 5. -
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2nd dom I made was a Plant/thorns, but I couldn't deal with the redraw of the thorns. I'm thinking of making a Plant/fire/ice and having it be the evil version of my Plant/storm/fire.
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I think anything else matches Fire, but I don't think there is a flat out better match. Ice due to theme and it's similar to Fire in terms of being in melee and end heavy. Plant would be good since it's similar to Plant/storm. Il would be a less chaotic Ill/storm that would be rather nasty. Earth would be a more team based build, but it would be flat out cruel what it could do to a mob. Grav, again, a less chaotic form of Grav/storm. Elec would be a good end sapper.
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Mind has no pet so the shields aren't useful if you plan on soloing. Sleet will work against Mass Hyp, but then I tend to use Mass Hyp on the side mobs more than anything.
Fire has Hot Feet and Cold has Arctic Fog so you benefit from both while in melee. Heal Loss will also help deal with Fire's end cost. Cold gives Fire some added control which will be helpful for Fire which lacks control.
In terms of pure synergy, Fire wins easily. -
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Quote:Controllers can deal with annoying mobs like Tsoo with Hurricane, or CoT with their debuffs for instance.I don't know why people get so jazzed up by 'control'. When I play only my 3x Fire/Rad Corrs with a single meleer... everything just plain dies. Dead = best control, imo. Way WAY back (I'm talking i1, i2), controllers really could control like crazy.
Please tell that to my Earth/storm, or Plant/storm. -
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Quote:I know there was talk on the scrapper forum of KM/sd not being an ideal pairing, but it does stack +dmg/-dmg and gives KM another AoE. The only thing I dislike about mine early so far is the one handed animations.Recommendations:
Invul
Willpower
Dark
Elec
Anything with resistance will synergize well; the -Damage components will layer on top of your resistances.
Quote:If you're playing Praetorian to start, the enemies are tougher than hero or villain side to start due to buffs and debuffs.
Stick with it, it'll be a good combo post SO.
Starting Praetorian, I found the missions easier as a control-type character rather than a melee type character, simply due to the make-up of the enemies, but it'll matter less later.
Saying that, /sr is always playing a game of rolling dice. During lower levels, those dice are rather weighted against you. My motto when playing a /sr is to say, "And I'll never suck that bad again" whenever I ding a level. You will forever be at the mercy of dice rolls, but higher up /sr really becomes a nice set. -
Sets that have Fire, Elec(non blaster), Shield, and Spines in them. SS and Claws on brutes are good as well. Damage auras are always a help. I made an AoE based scrapper using DB/elec. Without taking all of the AoEs, I still get two AoEs and a damage aura.
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Quote:Considering what one Stone/dark can do in terms of stacked stuns, you don't really need any more control. I have a Dark/stone tank that's been on teams without controllers and I did fine in terms of controlling things by myself. If I'm going non-uber team, but that's still solid, I might go Ice, or Shield tank with a Earth/rad, or Earth/storm. Ice has the best agrro control and Earth pretty much means you need no other control.Only issue for this crew is only one real form of control- stuns. the holds in Ice are single target. But enemies should be melting so fast it shouldn't really be a problem.
This was my first response and nothing really has come along to challenge it nor do I foresee it being topped. I've been on teams with four Fire/rads even in their teens and the speed of the team was as fast as anything I have been on. -
If you are going to make a gimped build, you don't put any enhancements into anything.
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HBO, or his publisher were probably kicking his butt to get it in gear.
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Quote:I don't use Gale. Since Roots does credible damage compared to other sets, I do use it quite a bit. Even if Tornado is a scrapper with ADHD, I still have yet to really run into problems with it. I can see it's use on something like a Grav, or Ill controller due to their lack of control. I would take it for those sets, but we aren't talking about those sets. I have a Storm/dark and Hurricane on a defender can be a completely different beast for a defender. Defenders also don't get the crutch that a number of controllers do so for them Hurricane is much more work. To me it comes across more like Choking Cloud. On some builds it's great and on others it can be skipped. It's not the make, or break power that it's rep seems to give it.Can't agree with some of this but agree with other parts. Hurricane is a power that CAN be a problem if used without some thought, but Tornado and Gale and Lightning Storm all have a lot of knockback . . . unless EVERYTHING is constantly locked down with Roots, those powers can cause problems. Plus, Tornado is a pet that loves to run around and aggro stuff while it throws them every which way, which can cause a problem. Lightning Storm can also aggro unexpectedly or knock back foes.
I like Hurricane on all my Stormies . . . but I don't run it very often. I have it bound to a button on my mouse so I can turn it on and off quickly. Most of the time, it acts as a defensive toggle when I'm drawing a little too much aggro, or when I want to protect a teammate from his aggro . . . I save blasters and Defenders, mostly. Sometimes I'll use it for positioning to push foes into an AoE patch. Sometimes I'll use it for the large ToHit Debuff -- a little bit of "herdicaning." I use it most on my Grav/Storm who solos a lot. I pulled it out about 4 or 5 times on the ITF I ran last night with my Earth/Storm.
I have teamed with folks who seem to like to run Hurricane all the time . . . mostly Defenders, I think. That is usually a nightmare and totally messes things up for the melee fighters and any other characters who rely upon location-targetted AoEs. -
Now if I can just get rid of the agreement having to be done every time I would be really happy.
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This. Let's say there is an SG with 50 people in it. Within the SG, there are 1-3 who are given base building rights. Now, how badly do you think the devs want to work on something that 1-3 people in a SG would be able to use when they could target the 50 instead?
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What I find funny is that a player could take the 1.65 billion and just convert it to 3.3 million prestige if my numbers are right.
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The only power in /storm that's an issue for Plant players is Hurricane. Hurricane can also be considered counterproductive since it has a -tohit debuff which would interfere with Seeds usefulness. I have yet to take Hurricane on any of my /storm controllers. I had it on my Earth/storm and found I was less effective using it so I tossed it. Tornado is simply handled by using Roots.
In terms of the build, Strangler is horribly underslotted. Immobilization in Roots does you all of no real good. You would vastly be better off putting a damage proc in there. The Stealth IO in SS isn't needed. SM + SS lets you stealth by default. The bonus for the 3rd slot is like 15HP according to Mids. LS and CC would both benefit from damage procs as well.