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Posts
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I can't speak for Animate Stone or Phantasm, but of the sets I have played I would say Fly Trap > Jack Frost > Singularity. Jack hits harder but spends a lot of time running around between targets and generally getting killed. Since they fixed Fly Trap I find that it puts out a decent amount of damage. It has the added bonus of 2 AoE attacks. While Singularity is less damaging, it makes up for it in control and survivability. Its like having another gravity controller on the team (with tank resists).
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When I got the badge I used one of the DE rock minions.
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I took Plant/Kin to 50 and really enjoyed it. Great on teams and solos effectively too. Kin is very clicky, which some folks like and other don't (I do - also have a 50 Grav/Kin).
Storm and rad are good choices as well. -
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Theres also a re-acquirable phase power you can get from Warburg, the level 30 PvP zone. 5 times 30 minutes will probably do you quite well for the seocnd half of your career.
http://paragonwiki.com/wiki/Hyper_Phase
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This -
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base for weave is 5%
base for cj is 2.5%
proc 3&
totals to 10.5% so baddies would have a 35% base to hit w/o modifiers or enc's in your build
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These numbers are all incorrect and your math is wrong as well. Weave for scrappers is 3.75%. CJ for scrappers is 1.875%. With the 3% IO the total is 8.625%. In PVE, base chance tohit is 50%. Net of defense this would be reduced to 41.375%. -
Fire/MM, Fire/En, Fire/Fire, Arch/MM or Arch/En Blaster
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I have it slotted in the Genins and in Fly Trap.
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Join your server's TF/Badge channel. The servers I'm on seem to run multiple ITFs daily.
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Not only can you get the ST immobilize with Earth, Stone Prison is mag 4 while Chilblain is mag 3. Allows you to immobilize a boss/AV in one application.
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... I have to say it, even though it wasn't the question. If you leave a bid up for a few days at Wents, you can often get a level 35 or 40 generic IO for SO prices (and better performance.) most people don't realize this because they only see the last 5 and like a hundred a day move through Wents.
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For that matter, you can get SOs at WW for 5-10k -
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3. It seems like you could theoretically slowcap enemies and use Oppressive Gloom [and possibly Thunderclap?] and all the other Dark PBAOE stuff on them. Is this idea anything but a waste of time? I find 40% damage per badguy for 30 seconds enticing, if true.
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I do this quite a bit on my Storm/Rad. 1. Freezing Rain 2. Thunderclap + OG 3. Soul Drain 4. Lightning Storm 5. Irradiate, etc. Depending on how fast the team is moving, some of this may need to be skipped.
BTW, Soul Drain isn't 40% per baddie. Its 40% once plus 8% per baddie. -
In addition to the above, General Hammond in FBZ (in front of you as you exit portal). If you are in Portal Court, it is actually faster to zone to FBZ than to travel back and forth to Ghost Falcon.
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A 1% increase in hp is the equivalent of a 1% increase in resistance to all damage.
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I would really love to see this broken down a bit. I've seen this claim made several times but I have yet to see it explained. I rather skeptical but I would love to build for resistance instead of defense for once.
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Base: You have 1000 hit points. You get hit with an attack that does 300 damage. You take 300 damage (30% of your total) and are left with 700 hit points (70% of your total).
Resistance: You have 1000 hit points and 20% resistance. You get hit with an attack that does 300 damage. You resist 60 and take 240 damage (24% of your total), leaving you with 760 hit points (76% of your total).
Hit Points: You have 1000 base hit points and 20% in hit point bonuses, giving you a total of 1200 hit points. You get hit with an attack that does 300 damage. You take 300 damage (25% of your total), leaving you with 900 hit points (75% of your total). -
Alternatively, you can also slot Titanium Coatings for the +1.5% hit point bonus. A 1% increase in hp is the equivalent of a 1% increase in resistance to all damage.
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I would take BU at 28 and push Tough out. My Spines/DA does fine without Tough and only modest (~18%) defense.
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According to Culex's guide, Fortunatas and Night Widows have mag 9 protection to hold, stun, sleep and immobilize and mag 4 protection to fear and confuse.
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you can also... you know... slot it with one of those funny HOs that will increase the intangibility, say Endoplasms
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Wow. This never even occurred to me. Does that affect the duration or the mag itself?
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I have an Endoplasm slotted. The ingame info shows that it just increases duration, not mag. I believe the power is at the defender mag cap and cannot be enhanced. -
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The Nictus are immune to any kind of debuff and control I think (other than sleeps). The towers on the last mission of the STF, on the other hand, are a different story. You can safely cage one of those to eliminate some of the strain on the aggro-holder.
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This is correct, as far as I know. Detention Field can be used on Rom, but not on the Nictus. One thing to keep in mind about Detention Field, is that it will only work up to a +2 AV.
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Like any other mezz, you can stack the mag until it takes effect. Have successfully caged the patrons in STF with a pair of sonic defenders (will also work with one if you've got enough recharge). -
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The heal is so small maxxed slotting doesnt help. Keep ED for end consumption AND Heal but heal is the last thing you wan tto go for when slotting ED. The advice above wants you to drop an endurance recovery tool totally and slot your other endurance recovery power for heal. That is not good advice IMO.
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You didn't read what I wrote at all. The recommendation to slot for heal referred to Overload, not Energy Drain. ED referred to Enhancement Diversification. Slotting Overload for heal is very good advice. -
- More slots in Overload. You want max ED slotting for heal - this enhances the +hp. With the accolades and some set bonuses you can get to the hp cap.
- Don't think you need Aid Self. While you sacrifice some damage, Siphon Life is very effective when slotted as a heal.
- If you're looking for a power to 6-slot with Mocking Beratement, take Taunt instead of Dark Consumption. Taunt is fairly useful for DM/EA. -
1. No idea. CC summons several subpets and inheritance of enhancements has been an ongoing issue. Supposedly fixed on Test, so check it there.
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<QR> IMO Dark has the control edge by a wide margin, largely due to Fearsome Stare. My Storm defender can reduce a spawn to quivering jello, but I'm not sure it qualifies as "control" if -speed/-recharge and KB/KD are taken out of the definition.
TA's controls just don't rise to the same level. A ST immobilize, ST hold, 66% chance of a mag 2 sleep and an AOE hold on a 5 minute timer do not a control set make. Its a fine debuff set, but I'm not convinced that its better than Dark or Storm there. -
I've got Quicksand on my Fire/Mace. QS does work fairly well with Burn if you put a couple of slots in it. If you hit BU first, most everything is dead before they run away. It also has the added benefit of an autohit 10% -def.
I've also got Stone Prison simply because its a mag 4 immobilize and will stop a boss or AV from running in one shot. -
I've got an Ice/Stone tank that's in range (lvl 23), or I can bring whatever is needed to fill out the team.
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Don't take hover, take air superiority.