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Which I don't think I, or New Dawn implied that they are adding two. New Dawn mentioned the two sets that would be the most likely to get added, but said "Dark, or Elec."
If a epic pool has 4 powers, it will get a 5th choice.
All ATs(outside of Epic ATs I assume) are getting an additional epic pool.
The Blaze Epic for scrappers was used as an example of what one of the new epic pools will look like.
That's what the article states. -
Once you can soft cap /sr, you won't even need Elude, so it's vastly a non-issue. /sr as a whole starts slow, but has as good of end game potential as pretty much anything. It's currently my favorite secondary for scrappers.
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You need 5th choices in there as well. I really want Dark for T.T. to be used with OG + Fault.
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Quote:As mentioned, keep the Ill/storm if possible. I would still look at a debuffer though. Dark, Rad, or a TA defender would work, or you could do rad, or /ta controller. /ice and /sonic are great for defenders, and Fire/rad is a classic combo. Something like a Ice/ice blaster would work as well since you get damage from it, but if offers mitigation.thank you for all the replies, it looks like Illusion/Storm controller doesnt really fit in my group all that well which is a shame really as i do like the character. think i may just reroll to a spines/fire scrapper or would a fire/kin controller work well in the group?
i am pretty new to the game on the whole so i don't really know much of later levels. -
Source
Quote:Please, oh please let it be Dark.Each archetype is getting an additional power set in their epic power pool, and each power set is getting an additional power so that there will be five powers from which to choose -
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Quote:Reread the part about epics.I had high hopes while reading today's article and how it mentions Blaze Mastery for scrappers. Thought to myself maybe, just maybe they'd give us a mastery that fit with our first round of proliferation too? Maybe the devs are just waiting to announce Cold Mastery for defenders because they weren't able to put so much awesome into one article?
So... How about it Castle? Cold Mastery? Super-cool (hah, didn't mean to do that) defense based epic armor for us? Maybe a complete re-work of Vigilance too...?
...I can dream, can't I?
Quote:Each archetype is getting an additional power set in their epic power pool, and each power set is getting an additional power so that there will be five powers from which to choose. -
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Quote:You take Siphon Speed and Hasten. PA will thank you for it. Siphon Speed gets 1-2 acc and 3 recharge. Anything less has me shaking my head.So, I was wondering if siphon speed is worth taking? It could replace hasten to lower recharge on flash and other powers, and combined with inertial reduction, it could be a travel power. Im thinking putting just one enhancement slot in siphon speed, and slot it with recharge and accuracy, and maybe one in inertial reduction. Do you think I should be using enhancement slots or even power slots at all on these two powers?
Edit: And if this is a little unclear on some parts, I apolagize and will edit later, team is waiting on me. -
Invul does rather well at those levels. The fact that you have an Emp to keep the tank Forted means it's an even more sturdy build. Heck, with the team being only four people it should be rather easy for the Emp to do the vast majority of the support by themselves. Add in it being a static team and those teams tend to be rather easy by default. Your goal is to make sure things stay on course. Find whatever is annoying and keep it under raps, ie when you are fighting Crey make sure PP's are held so they aren't able to use MoG since they become near impossible to hit. Actually, Tornado is great for them in that case. Just remember, in terms of defender/controller balance, an Ill/storm still has a lot more upswing to go compared to an Emp defender after level 32. Ill/storm is good at 24, but it's not the full blown three ring circus yet.
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Con: Storm already being end heavy.
Pro: If you can find the slots for it, 5/6 slot Maneuvers with Red Fortune for the 5% recharge. Four slots should be typical slotting in Maneuvers, so four slot it with Gift of Ancients for the 2% recovery and 1.8% max end. Tactics can also be 6 slotted with Gaussian's Synchronized Fire-Control which gives 2.5 ranged, melee and AoE def. May not seem like a lot, but add it to Steamy Mist and Maneuvers and you are looking at over 10% def right there and you haven't even started adding in other set bonuses to up those more. Since Storm lacks a self heal, end recovery and def are the two things I would look at in sets. Steamy Mist is already a free 5% def. -
Quote:You missed something big about PTOD. It only deals with mezz protection.You missed something big about Scourge.
Scourge is most useful when fighting an Elite Boss or an AV, which is when debuffs are at their weakest thanks the the POTD. -
Quote:Doesn't Silver Mantis currently use a version of metal spines in game? I suspect she's going to be the model for them.
No. It never occurred to me that Silver mantis had spines. The ones I made are very basic, conical, metal spikes.
EDIT: Quoted the wrong person. -
Quote:This was my theory after I saw the 0% chance and remembered the original animation for the power. It just seems odd to me that they left it in there.Doing it that way means they can change the animation and make it work without having to completely recode how the power works. That would effectively change it from 2 small hits to one larger one, and they didn't have to mess with the coding.
I'm not sure if my guess is accurate, but it makes sense. -
That's how it's listed in game as well. Not sure how there is a zero percent chance of that additional damage happening.
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I buy and craft level 50 recipes so I can go and sell them for an additional cost to people with Werner's mindset while using level 35s myself.
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The only thing really to click for /sr is PB and pretty much any /sr player here just puts it on auto. If you have to have both sets offering click options, Claws/regen is the one to go with.
/regen is still good. It's the best out of the gate, and even when it's at it's worst 40-50, it's still really good.
/sr is indeed a late bloomer, but I think part of the hype it gets for early on is slightly overstated, ie end issues. If I'm resting on a low level /sr, it's more due to lack of health versus lack of a blue bar. Only time I had end issues early was on a team where I was spamming Spin and I hadn't slotted it for end reduc yet. Early mitigation is flipping a weighted coin. I still soloed the Hollows arc and at no point did I think I couldn't complete a mission. Frostfire did suck hard though.
If I could only roll one, I would go Claws/sr, and that is vastly because I like the idea of not being screwed with, but they are both very close for me in terms of fun being payed. -
If by powerful you mean damage, then I could get on board for that. There's a reason I didn't solo the build until 32. In terms of actual power though, I've had defenders admit they were bored on the teams I was on because I was bringing so much mitigation. One Emp even said they were going to reroll.
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Yeah, that's balanced. My Fire/fire blaster really needs to do twice the damage so that way merely looking at a spawn means it's defeated.
Quote:So no, no other AT therefore should come close to their damage.
And they don't.
How that's recharge of the controller's Fireball doing? -
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Off the top of my head, the ST fear is a mag 2 with a 30% change of being mag 3. The AoE fear is mag 2. Both need major slots to be worth anything. With Fearsome Stare and everything else Dark has, the Presence Pool is just really not useful.
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With Kin and /sonic already being used, I would want a debuffer in there. Fire/ta is an odd combo in that Fire is melee based and /ta is ranged based, but it fits better here than adding in /ff, IMO.