Chaos_Reaver

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  1. One of the reasons why I've always loved AE, you can read clues and mission story either as team leader or member, shame the rewards were nerfed.

    As far as Praetoria goes I'm not particularly bothered with it, sure theres new story content, sure theres new badges to be earnt. But until they release content across all levels I don't see the point. I had the luxuary of testing a small portion both Loyal and Resistance during beta, all said and done I'd rather see a overhaul of AE so I can make missions as mechanically similar. I.e multiple paths during, on successful or failer of a mish different path, colourable powers for custom critters, list goes on.
  2. Its a good proc thrower if you don't plan on setting it fully with something.

    Could try going all out, and slot with 1 Accuracy IO (For obvious reasons) and 5 procs, excluding the the chance for heal, build up, recharge.

    5 Procs with varying % Chance and effects would at the very least be a laugh to watch, as you spam it every chance you get.
  3. You guys are forgetting the new Synaptic Overload, slot that with the Contagious Confuse proc and laugh. 15 x 33% Chance for AoE Confuse, ontop of its base magnitude, and relativly short cast time, that doesn't cause aggro. No contest.
  4. Quote:
    Originally Posted by SerialBeggar View Post
    What's a "tourist"? Someone on a Trial account?
    Rogue/Vigilante
  5. Static Field should be manitory, as it's earliest availble power slot. It will keep you and your team alive more often that you may realize, on either a Controller or Dom.
  6. 1) Don't use Entropic Chaos: Chance for self heal in Jolting Chains, it will actually heal the mobs. This is a bug in the proc I think. The same maybe true if you slot it with the chance for +end and chance for build up procs.

    Although I haven't tested this. So stick with either a chance for hold or damage.

    Even a Tempest: Chance for End Drain would go well with this power. Possible for Force Feedback: Chance for +Recharge, which triggers regualy I've found for that small boost to recharge every now and then.

    Probably best to set it with something that will aid the rest of your build rather than just that power. Like 5 Decimation (minus the chance for buildup) and 1 Chance for Hold. Which is what I plan todo also.



    2) If and when you get round to level 50, slot a Coersive Persausion: Contagious Confusion into Synaptic Overload.

    The proc itself is 33% Chance for an AoE confuse.

    In Synaptic Overload that means 15 (Max targets) x 33% Chance for AoE confuse. Greatly speeds up mezzing the whole mob rather than waiting one after another.

    Don't put a damage proc into it, as this will cause aggro. Defeating the purpose of the power not causing aggro in the first place.
  7. Chaos_Reaver

    Static Field

    You should try slotting it with the purple sleep set including the chance for placate proc. Works wondered I've found, not really noticed the placated mobs as I've usally used synaptic overload (with contagious confusion which is in itself hilarious) attempt to cancel out all alpha while jumping in for the kill.

    Regardless of how well Static Field controls in teams, I always plant one down on the current mob were facing for the end recovery aspec (It works on yourself also). The -slow just tops it off.

    Only downside I've found is some bosses eb/av's are still aggroed and run off the field before they are slept.
  8. Chaos_Reaver

    Veteran Rewards

    They are good for what they are, an extra free attack regardless of level and AT.
  9. Put the last slot into conductive aura and set it with 5 Efficacy Adaptor. There ur sorted.

    I've already tried putting a Chance for Stun into it, and I've never notice it trigger, either the %% is too low or it doesn't work. Eitherway I dropped it.
  10. Quote:
    Originally Posted by Redburn View Post
    Thanks for the advice. im not sure what i need in hasten to get PermaDom.
    Went to get Hasten as close to the duration as i could.

    Will look at it and do some math when i can get my head round it .
    You dont need perma hasten for perma dom, just enough total recharge will do it, around about the 160% mark should do, anything over guaruntees it. Otherwise have dom on auto, and learn to hit hasten when it charges.
  11. Yeh more than 3 is a tad wastful, those could be used to get recharge bonuses from larger sets, increasing overall recharge, not just on hasten.

    For example putting one of the slots onto Synaptic overload and then slotting 5 Coersive Persausion. Inc the Chance for Contagious Confusion, It works wonders in that power, and the set overall is one of the cheapest purple sets.
  12. Quote:
    Originally Posted by Strigadi View Post
    I much prefer the current Granite, especially since it is one of the few transformations in the game. Being able to go from normal sized person to living monolith is a big part of my stone brute.

    If you do decide to change it, please make it completely cover the character, including the head. The current stone armors make me feel like I slapped play-doh on an action figure.
    I agree, I much prefer just being able to customize the current Granite armour, even if it means waiting longer, as we have already, for it to be doable. Even if it requires complete reworking of gpx. I'd like to have either the Crystal or Lava look adapted to such also.
  13. Quote:
    Originally Posted by Beelzy View Post
    Chaos_Reaver,
    I definitely need to get more play time... I like your build, but was wondering what problems you were running into with this build...

    Also, my build has soft-capped psy defense, although I did use some of the damage purples, I could replace them and still have perma-hasten... just have a couple of bil spread out between toons and thought this would be a good build to dump them into
    The main probs with the build at the moment is dealing with Bot type enemies, both are someone resistant to elec and psi dmg, also bot type mobs are harder to sleep if at all, same goes with other mob types, undead, fortunatas, nightwidows etc.

    Trying to prioritize mezzing bots or bosses is the initial problem. After that, jump in and hit Drain Psyche. Then just spam aoes until all are dead.

    The pets can be good aggro magnets, but considering their somewhat lack of resistance to everything bar energy damage and the long recharge time. They are best used for pure damage if anything.

    The unfortunate thing about trying to say sleep the whole mob or using Synaptic Overload to confuse them so they don't alpha you is a prob also, Static Field causes aggro, Synaptic Overload doesn't, but by the time the whole mob is confused they can deal too much dmg to each other, and you lose credit for their kills.
    It's a shame both were nerfed. Synaptic Overload used to be a mag 4 confuse, meaning using it on bosses almost guarunteed them mezzed.

    Just got to trying and lock them down as fast as possible and hope what ever they do throw at you, you survive long enough to hit Drain Psyche.
  14. Quote:
    Originally Posted by Rajani Isa View Post
    I couldn't recall which Gaussin's was (was thinking caster, though).

    For pets, if you were able to slot it into a pet it would have a chance to trigger for each individual pet whenever the power that the pet has that takes the proc triggers/is used.
    Enforcers - Thugs Mastermind.

    They have Tactics. So it would affect themselves atleast.
  15. I currently have a level 50 domination with electric control and I have come to notice a few problems with it that I feel need to be addressed at some point. They don't break the powerset to the point of being unplayable, but I believe they are there.

    1) I took to slotting into Jolting Chains the Entropic Chaos set, with the Chance for Self Heal proc. Yet there have been times when the proc has triggered, it actually heals mobs after the initial target. This would most likely be the case for any other proc slotted into this power. If I recall something simular was present with Chain Induction awhile back.

    2)I've used Synaptic Overload on a few boss types and have noticed that while the power will jump to another target, apon a successful tohit check. The bosses will have the confused effect on them, giving the appearance they themselves have been confused, when infact they are not. Generally it takes a mag 4 or stacked total to achieve this, Synaptic Overload without Overpowered or Domination is only a mag 3. Or this is what is stated via the power info.

    Nothing to really cry about, just thought I'd point them out, in the hopes other people have experienced the same thing, and can ellaborate or confirm what I have noticed.

    Thank you.
  16. My elec/psi dom is currently level 50, and it has to be one of the most fun combo's I have played. There are a few problems that I feel need to be addressed, but I shall post them in the appropriate section.

    Not overly expensive, minus the Lotg +Recharge and a few others, hence the lack of purples. Excluding the sleep and confuse purple sets as they are a few of the cheapest.

    Not the most damaging of set combo's but locking down mobs with perma sleep and -recharge, and 3 lots of Jolting Chains (If you inc the pets version). An aoe confuse that recharges fast enough to use between mobs. Also an AoE hold for a panic button. All the while giving yourself cappable regen and recovery. (Thats right emps, you are now redundent). To top it off this build in particular has about 18% def to all, and 50% to smash/lethal resistance and a moderate 25% resist to Psionic damage. Can't really argue.


    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Neuria: Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Tesla Cage -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Hold%(25)
    Level 1: Psionic Dart -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3)
    Level 2: Chain Fences -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(33), Posi-Dam%(42)
    Level 4: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 6: Jolting Chain -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(15), Entrpc-Dmg/EndRdx/Rchg(34), Entrpc-Heal%(37)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/EndRdx(9), Efficacy-EndMod(9), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(34), Numna-Regen/Rcvry+(40)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(36), FtnHyp-Plct%(43)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(19)
    Level 16: Aid Other -- Heal-I(A)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(31)
    Level 20: Drain Psyche -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(21), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Heal/HP/Regen/Rchg(37)
    Level 22: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/EndRdx/Rchg(25), Numna-EndRdx/Rchg(37)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(39), CoPers-Conf%(46)
    Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(40)
    Level 35: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
    Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-%Dam(46)
    Level 41: Link Minds -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42), Rec'dRet-Pcptn(43)
    Level 44: World of Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(45), Mlais-Acc/Conf/Rchg(45), Mlais-EndRdx/Conf(45), Mlais-Dam%(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(50)
    Level 49: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run



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  17. Quote:
    Originally Posted by MrVacant View Post
    The answer is simple: Bacon takes longer to cook on redside.
    But much more tastier..We know where to steal the good stuff.
  18. Quote:
    Originally Posted by Square_One View Post
    Do Void's actually give you trouble when you have capped resists and can mez them, or was that a joke at the end?
    It was a joke. But still a tactic should the impossible happen for what ever reason.
  19. Quote:
    Originally Posted by Kioshi View Post
    Thanks Chaos! I think the numbers are the same for all ATs... I took a long break from the game but I *think* it's affected by +tohit (yellows, aim, whatev) but not by +dmg (reds, the damage part of Aim/BU).
    You're welcome.

    Thats prob for the best. A brute with say 80-100% Fury inside a mob, who just pumped 5-6 Reds hits that then goodbye mob, goodbye eyebrows, goodbye homeless guy 100ft away...not that anyone would care about the latter, former or inbetween.
  20. Quote:
    Originally Posted by Kioshi View Post
    Anyone knows the numbers and base acc? I found in CoD it summons a pet called 'Explosion' that does about 55 energy dmg in 15' radius, but maybe it's a NPC power since the Self Destruct listed there recharges in 10 seconds.

    It's affected by tohit like Aim and yellows right? I never used the power too much.
    Just took a gander at the power info. This is on my lvl 50 corruptor and I unsure if this is affected by AT but...

    Accuracy 1.00x

    AoE Area: 40ft radius (16 Targets max)

    267.72 Smashing Damage

    267.72 Fire Damage

    12 Mag KB

    3 Ticks of 3212.69 Special Damage on Self <-What causes you to die I bet...lol

    Weither It's affected by Yellow/Red Inspirations/Build Up etc I'm not 100% Sure, but I think it might. Provided you don't die before it's triggered. Otherwise no.
  21. Quote:
    Originally Posted by SwellGuy View Post
    My typical nonsense is to superspeed into a group and Eclipse, Human Mire, switch to Nova and blast.
    Pretty much do the same, but as pure dwarf, same tactic as yours but switching to dwarf and have 30 seconds of spamming dwarf mire etc. Stygian/unchained/extraction when availible.

    Capped res, tons of mez, who needs a tanker when your invincible...ruh roh a Void Hunter...I'm dead. Hit Stygian return and flee...

    Rince and repeat.
  22. Quote:
    Originally Posted by SwellGuy View Post
    Does the Dwarf mire last long enough to help you in Nova form? I tend to only jump to Dwarf if I get into trouble or when I am tanking an EB for my multiple Extracted Essences.
    It lasts a total of 10 seconds, not particually long to jump into Nova. You may get a few blasts off, but thats it.

    Better of hitting Sunless Mire in human form which is 30 seconds if you want the extra damage.
  23. You be better of running into mob, hitting Self Destruct, Self Rezzing then imediatly hitting MoG to prevent you dieing a second time. MoG won't save you when you obliterate yourself.
  24. Chaos_Reaver

    PvP MM

    Quote:
    Originally Posted by Deus View Post
    1v1, a PB will pretty much never be able to kill a MM. The only way you're gonna kill a MM is if your nova is 200 feet away and the MM's attention is not on you.

    I rolled a Bots/Therm MM, it should do alright, but I heard /pain MM is super hard to kill. I wonder if demon's MM would be worth waiting for?
    I have a Thug/Pain MM and it does very nicely in PVP if you can get over the slow catch up speed of pets with MM's. Prepare to be ganked hard though. Very few sets could take me out solo. The exceptions mainly AoE's that not just damage, but cause pets to flee I think Burn or Bonfire were a few. Also Grav wormhole was just outright nasty, as is any TP power, but wormhole could fling you in the air with your pets leaving you out of supremacy range.

    Apart from that it was a good combo. Racked up about 330 rep before I got bored of PvP. Wish I stuck it out for the 400 rep badge, but there you go.

    Quote:
    Originally Posted by Not_Epsilon View Post
    Put noxious gas on an rv heavy. That is all.
    Should ban em in my opinion.
  25. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm looking at tendencies for blaster sets on the "no self heal" thing. There isn't an existing blaster set that has a true self heal, which I presume is intentional. I'm operating on the theory that if blasters were going to be given a heal power in a primary or secondary we would have gotten one by now.

    Drain Psyche doesn't really count as a self heal, since using it right before you die will almost never prevent you from dying. Life Drain will, and it's on a short enough recharge that it can be made part of a normal attack chain.

    I will be VERY surprised if Dark Blast gets ported to blasters with the self heal intact.

    I'm looking at Tenebrous Tentacles along with Bill's proposed secondary as to why it may be a problem.

    Siren's Song is an AoE sleep power. Which means the second you hit that mob with an AoE they all wake up and start shooting you. Screech is a single target stun.

    Tenebrous Tentacles is an AoE immobilize. Dark Pit is an AoE stun. As any Fire Control player can tell you: AoE immobilize + AoE stun = AoE hold. The stun prevents them from acting, the immobilize prevents them from moving, which is exactly the same thing a hold does. Add in Oppressive Gloom from Bill's secondary proposal and you now have an AoE Stun + Immobilize combo that can affect bosses. That will probably be deemed overpowered for a blaster to have.

    There is no blaster primary/secondary combo that has the potential for that much hard control. Once again, I'm guessing that is probably by design.

    A self heal that doubles as an attack on a short recharge timer, AoE hard control that can affect bosses, and to-hit debuff on nearly every power is just a little overpowered when considered on an AT with the damage output that blasters have.

    I strongly suspect that those considerations are exactly why we don't have Dark Blast for blasters already.
    All valid points, and after reading this I can agree why. I almost never play blueside, and as a dark/dark corruptor fan, mearly trying to understand why it was never implimented, wanting to see it done so. So thank you for clarifing.

    Looking back on general blaster builds, I can see that this is most likely a headache for devs to combine the two that won't be overpowered. Alas we will have to wait until such time has arrived.