AWRocketman

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  1. If you've never played Dark/TA, it's an interesing one.

    - Siphon Life makes up for the lack of a "Heal Arrow"

    - Oil Slick Arrow gives you AoE that Dark/ is lacking in

    - With Flash Arrow and Dark's -tohit, you can be very survivable and easily cap defense

    The only thing is that TA is much better as a defender with higher base -res that helps make up for the damage gap. Additionally, you get OSA a lot sooner and don't sacrifice any damage in it for being a defender - it's actually higher when you consider that you get more -res from Disruption Arrow and Acid Arrow (-20% each vs. -15% each for a corrupter).

    Fire off a Flash Arrow before each fight then start with a TT followed by OSA and you've got immobilized, burning mobs that are on fire, falling down, can't hit you (provided you build up enough Ranged and AoE defense) and have their defense knocked way down. Again, easier on a defender, but still very good on a corrupter.
  2. AWRocketman

    Time Bomb

    Quote:
    Originally Posted by Stealth_Bomber View Post
    Time Bomb should be made into a Hand Grenade type of power.
    It REALLY needs to be like the satchels in Half Life. You toss it out on one click and wait then trigger it with a second click of the same power. Satchels were soooooo much fun in HL
  3. AWRocketman

    Ice Armor

    Related to the topic, but a little off. Does Energy Absorbtion stack?
  4. AWRocketman

    Ice Armor

    As the aggro king, does Ice need Taunt or can it rely on it's two auras?
  5. Quote:
    Originally Posted by Nericus View Post
    As previously stated the builds are blueprint/guidelines to be modified per the player's own personal preferences which of course includes power choice and IO set choice.

    As to not publishing it as a guide, I'll keep my own counsel on what gets included in any future guides I decide to upload and it is up to the players to decide what they will spend for their toons and what they will spend it on.
    I'll pipe in and say that, while I don't agree with some of the things in this guide (e.g. Footstomp slotting with KB IOs), I appreciate that there is slotting in many powers that I wouldn't have considered before reading it. As a matter of fact, I had written off EVER playing a Stone Armor character (due to -rech and -spd) before reading the guide, after reading it it's on my list of things to try.

    The only question I have is around Rooted use. It seems to be a hefty price to pay for continual use after you get Granite. 200% regen is nice, but I really do like moving around. What +run speed % do you need to not hate the move penalty?
  6. You don't need Swipe at all. I barely fit Strike into my attack chain. If I had it it would be completely idle.
  7. Quote:
    Originally Posted by Bohmfalk View Post
    I mean recovery, not recharge :-)
    I think 238%. I tried to reconstruct my build and this is what I came up with. Basically I had all the purple +rec bonuses, the Numina proc and the Miracle proc along with two-slotted Stamina and QR.

    My latest build has three-slotted Stamina and QR with the Perf Shifter taking the third slot in each. I can run the four toggles plus Tactics with limited issues. In long fights I may need to drop Tactics for a bit, but in all fights so far (no AVs) I've only seen my endurance drop to about 2/3. In my previous build I was regularly seeing sub-50% without Tactics running. I actually resorted to turning off Maneuvers to keep up.
  8. Quote:
    Originally Posted by Bohmfalk View Post
    I'll look into that. Do you remember how much global +rec bonuses you had at the time?
    Similar to what I have now - about 155% with Hasten going.
  9. My gut tells me you'll have endurance issues in a protracted fight. I was running Weave, Tough, Integration and Maneuvers with two-slotted Stamina and Quick Recovery. I had to add in a third slot in each for the Performance Shifter +end proc.
  10. Quote:
    Originally Posted by Bohmfalk View Post
    If I were able to make SM perma, is it good enough to render MoG pretty much useless? Or is SM not as great against AVs and such?
    I don't believe you can make it perma and even getting it close means slotting purely for recharge instead of more valuable slotting.

    As for a comparison, MoG gives you much more defense so protects you against defense crashes from -def enemies. It also gives you super high resistance, but has a Psy hole against both defense and resistance so doesn't help much against enemies like Carnies and even partial Psy enemies like Arachnos can be painful through MoG.

    Both take about the same time to activate, though it seems like MoG takes affect before the animation is up and SM waits until the end - not sure about this, just my perception.

    It's easier to tell when SM wears off - basically if you can see yourself, it's not on.

    I've built in just enough recharge to get me to just under a 30 second cycle time on SM which allows me to have a complete 45 second cycle of SM-MoG-SM with no gaps. Plenty of survival tiime to kill what I need to.
  11. First off, thanks for posting this. I'd been holding off playing my DM/FA Brute until I19 hit and you reminded me to do it!

    I've had a lot of fun playing mine. Up until I19 I had gone Stamina-less with both the end recovery powers of the two sets. I'm not sure whether I'll keep both going forward or not.

    Notes:

    - The recent changes to Burn (no fear component) make this guy a ton of fun to play.

    - Survivability is an issue at higher difficulties (as with many FA brutes). I'd really like to be able to solo at +x/8, but not doable in my current configuration. Still looking at options there.

    - Endurance wasn't an issue without Stamina. With it...

    - The -tohit from DM doesn't seem to help a bunch until you get down to a single boss.

    - It's fun to line up a few mobs and fire Shadow Maul and Sands of Mu

    Overall, I've enjoyed my huy to 40 (where he currently sits).

    EDIT: I just went back into Mids and worked out a build that gets to the softcap on S/L using Soul Mastery (for Darkest Night) and slotting Dark Obliteration with -tohit. It also gives 40%+ melee and psionic defense and high 30s AoE. This is without the 3% Def Gladiator IO. With it you'd be close to cap on psionic/melee and well over it on S/L. The idea would be to start every fight by firing off Darkest Night and Dark Obliteration on the way in to drop acc as much as possible then take care of business while most mobs are debuffed.
  12. My recommendation would be to go with a TA/A defender instead. You get the big TA powers sooner and the -Res difference on Disruption Arrow and Acid Arrow help make up the difference in damage. The only thing that hurts is not getting RoA until 38, but the other high level archery powers aren't big deals to wait on.

    Also, your biggest damage power (Oil Slick) has the same damage for both.
  13. So I did another respec to get Slash back in and I can see a difference.

    As for your build, here are some notes:

    - I'm not sure that Perma-Hasten is really necessary. I'm close to Perma and it works perfectly fiine .

    - You will want to slot defense in Maneuvers and Weave to get you to the point where Shadow Meld takes you above the soft cap.

    - I would put three slots into Hasten

    - I ended up slotting most my single target attacks with Kinetic Combat to bump up S/L defense well above the soft cap when SM is up to keep me from getting into a cascading defense fail on a lucky machine gun or sword hit. To me it seemed more important than the couple seconds gain on Hasten that Crushing Impacts get you.

    - I put my PBAoE purple set into Spin instead of Eviscerate and I put the damage proc in instead of the Dam/End IO. The Dam/End IO only buys you some end savings (not needed) while the damage proc fires pretty regularly and helps quite a bit. Same thing for the ST purple set.
  14. Quote:
    Originally Posted by ClawsandEffect View Post
    No hate, just.....confusion.

    No idea why you would remove one of your best attacks in favor of a power you can't use until you die.

    There's GOT to be something else you can remove to fit in Revive if you feel like you need it that badly. Slash is an integral part of every Claws attack chain I have ever seen.

    And yes, if you try to solo an AV, you WILL notice the fact that it's missing, because you won't get the resistance debuff, and your DPS will suffer for it.
    I got you on this... it was not only the power, but slots too. I'm still looking at it to see what I can do here. I'm not missing it against non-AVs, but, as you mention, I think I will against tougher targets.
  15. One thing I would look at is going for Soul Mastery as a patron set. I finally completed all the stuff to get redside and back to get this and Shadow Meld is an incredible add. It totally changes the survivability of my Claws/Regen. Nothing short of amazing.

    Additionally, I ended up putting four Numinas in all my heal powers. I've got an extra 26% heal bonus to each because of this and it is noticeable.

    Finally, and I know I'll get some hate for doing this, but I took Slash out of my build so I could fit in Revive. I like to play on the edge and a late click of MoG of SM means I faceplant. I like to be able to jump right up, smash the MoG button until it fires, shield back up and go at it. I don't use it much, but when I do I, and my teammates when teamed, appreciate it. From a single-target attack chain perspective I go FU -> Strike -> Focus -> Strike -> FU -> Strike -> Focus, etc. I have enough recharge to make this happen with no delay and it seems to be working for me. I haven't tried to solo any AVs so I don't know if the lack of Slash and accompanying Achilles proc will be detrimental or not yet.
  16. I finally dusted off my Claws/Regen with the intent of learning the Alpha Slot thing with him. I respecced him into a decent chunk of recharge with high, though not capped, S/L defense. Imagine my dismay when I found that running at anything higher than +1/6 would result in inordinate amounts of face planting, especially when my Ice/Traps DEFENDER routinely runs +2/8.

    That's when I decided to head over to Red to pick up the Soul Mastery Patron pool and see what Shadow Meld does for me. All I can say is that one power has changed everything. I've changed my build to focus on +rech and defense and I can have Shadow Meld up in 30 sec. That means between Shadow Meld and MoG I have 45 seconds of god mode against anything but psy-heavy opponents (thanks MoG). If there's anything substantial left after that I hit Instant Healing to keep me up for 15 seconds until Shadow Meld is back. I'm currently running at +1/8 with no issues and am slowly amping it up.
  17. Check out my Ice/Kin guide in my sig. Ice is a great pairing with Kinetics. I will be writing an I19 update when I find the time to respec him and test some things out.
  18. Power Buildup + Short Circuit = mostly drained mobs. Also, now you can get Power Sink on the red side as a defender.
  19. AWRocketman

    SM/FA or FA/SM

    My Stone/Fire brute is one of my favorites - I reeeeeeeaaaaallly like playing him and am waiting on I19 for him to be even more awesome.
  20. A lot depends on what you want to do.

    For a primary Storm is nice, but really only shines with an AoE immob to allow you to herdcane. That means either going with a Dark Secondary or waiting until 41 and going with Scorpion's patron pool for its AoE immob.

    I recently ran both an Traps/Ice and a Traps/Sonic up to 50. The Ice is the best overall big mob killer I've run (that's not a scrapper or brute built for it). Currently I'm running him on +2/8 with absolutely no issues. I've teamed with scrappers who are amazed at the damage I put out.

    The Traps/Sonic does better with lower numbers of heavy targets and can solo AVs, something I have trouble doing with my Ice. However, it is definitely not as good as my Ice with groups. The combo of slows in Ice Storm and Caltrops (preceeded by a Soul Drain) keeps mobs from scattering long enough for you to drop Acid Mortar, PGT, and a Trip Mine, which typically, along with ample damage procs in Acid Mortar and Caltrops, finishes the job.

    I've run a Storm/Dark up and it doesn't nearly move as quickly as my Traps/Ice. I'm currenty leveling a Storm/AR that I think may get close after I get to 41 for an AoE immob. The thought of herdcaning into a corner and opening up with Ignite, Full Auto and Flame Thrower gets me going
  21. Quote:
    Originally Posted by MaHaBone23 View Post
    Thanks for the responses! I will probably go Mu, just because the set is so jam-packed with nice toys. Although I will probably need to re-coordinate my costumes to work with red lightning. :-/
    Wish we could color our epics and pools... :|
  22. Quote:
    Originally Posted by MaHaBone23 View Post
    I've got an Elec/Cold and Elec/Rad both in the high 30s. I've been playing both as sapper control, so that even the odd resistant enemy is too exhausted to fight back. I'm juggling two options right now to finish off and enhance the -end effect:
    Power Sink from Mu Mastery
    and
    Power Boost from Primal Forces Mastery

    They have comparable base recharges (120 seconds.)
    Power sink has a -35 end base, Power Boost would really depend on exactly its boosting, but it also comes with some other nice side effects.
    Power Sink is available at 41, Power Boost not until 47.
    Mu Mastery comes with a pretty nice set of desirable powers. Primal seems to have some fluff, like Conserve Power, which doesn't seem too vital for an Elec Controller, and some KB attacks, which are not great for a set with no -KB immob.

    Obviously I'm leaning pretty strong towards MU, but I was wondering if anyone has field tested one or both sets?
    I've got an Elec/Earth Dom so can speak to the value of Power Boost. In addition to sapping enemies quicker through Conductive Aura, it also:

    - Bumps your end recovery up
    - Adds to your defense (if you've got any defensive powers running)
    - Improves your hold

    Though, as you said, Primal is not a great fit otherwise. As either an Elec/Rad or Elec/Cold you won't need any additional endurance help from Conserve Power and the cone attack (note that it is knockdown, not back) doesn't mesh well with the central positioning nature of either pairing. The knockback in Power Blast can be mitigated by the -kb in Electric Fence.

    For a pure sapping build, Mu would probably be a better fit overall. The little bit of extra -end from Ball Lightning is nice and it can be effective from inside a group of mobs. Then Power Sink will get you close to instantly floored endurance every fight.
  23. AWRocketman

    007

    Traps/Pistols defender is a better way to go than a Pistols/Traps Corrupter. The higher resistance debuff values for defenders helps close the damage gap between the two and you can quite easily cap defense on a defender - a little tougher on a corrupter.

    Edit: I forgot to mention that AR doesn't fit thematically with a 007 character. Gotta go pistols!
  24. AWRocketman

    Sonic/MM

    The main thing I'd comment on here is that if your primary purpose is a cone-based blaster then MM as a secondary doesn't fit. Drain Psyche and PS are both PBAoE so to use them you'll be in close, yet cones don't work to their full effectiveness in close. You can potentially do a Sirens Song, jump in, fire off DS, fore off PS then jump out, fire off your cones, but then you'd be jumping back in for PS. Seems like a lot of work.

    If you really want a cones-based blaster, look at AR/EM. Lots of cones on AR and when paired with Boost Range it is a thing of beauty (longer range on cones means more is in the area of effect). I love mine - and it works equally well solo or on teams.
  25. Quote:
    Originally Posted by DreadShinobi View Post
    Don't skip Disruption Arrow.

    In PvE Glue, Flash, and Ice Arrows are skippable.
    I agree with Glue, but not with Ice and Flash.

    Ice is very handy for the extra hold against bosses and the ability to slot either 4 Basilisks gaze (for 7.5% rech) or a set of Lockdowns (for defense and a bunch of other goodies). Additionally, with two holds and Singy you can lay down some serious Mag.

    As for Flash, if you are trying to cap defense then Flash is an easy way to pick up 7%+ effective defense (when slotted) plus 3.75% smash/lethal and 3.75% AoE when slotted with Siphon Insight.

    I have both of these in my build and wouldn't take either out, especially now with I19 that you pick up three extra power slots.