Deacon_NA

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  1. For lord knows what reason, I've taken Sonic Resonance characters to 50 for all 3 ATs that offer it. Usually I avoid flatout statements like "Powerset X is best on AT Y" but in the case of Sonic, it's best on Defenders. 54% vs 40% resistance buff isn't trivial.
  2. "par" is not really a word used in the US. Yet another example of how the biggest barrier between the US and the UK (or Wales) is the English language.

    FYI, you can soft-cap psi by taking a patron pet and 6-slotting the purple pet set. I did this at one time to soft-cap psi, but hated the pet so much I respecced to eventually land at about 43ish % psi def.

    I know you didn't post for a build review, but I do have to ask you to consider if you really use conserve power enough to 3-slot it. If not, you could stand to increase Knockout Blow's damage.
  3. Personally, after a failed anything in game, I need a minute or 2 to brood. I know it's stupid and I know it's just a dumb game, but still, I need a minute to be POd. Then I spend another 5 minutes thinking about what could have been done differently. Through temps, tactics and inspirations, I think all pre-incarnate tasks are possible with any team, except for maybe LRSF and STF. Getting 8 puggers on the same page for tactics can be tricky though, especially since by now most everyone has become comfortable with how to deal with Rommy.

    Given how trivial ITF can seem when you do it with your level shifted incarnate enabled toon with several of your buddies with the same, then a failure can be pretty jarring.

    As with any failure, the main thing is to learn from it and I think the lessons learned have already been covered.
  4. Deacon_NA

    No Traps :(

    Actually Acid Mortar would be perfect for Seeds, it debuffs def and resists, meaning enemies hit each other more frequently and harder.

    And I apologize in advance for my brusqueness, but to any one that says "IMO traps is terrible outside of AVs. The situations where it's even that useful outside of that is rare" I can only say "lrn2play". That's truly a mind boggling statement, so much so it's not even worth countering.
  5. Are these live builds? Especially the Fortunata, which has a couple of pieces (Hecatomb and Ragnarok) slotted that, if sold at market value, could fund both builds.

    Both branches are indeed tough endurance wise, I'd look to slot Numina and Miracle uniques. You can earn both in a little over a week of a-merit farming if you'd rather not buy. You can have both in both builds in 2.5 weeks.

    So, those are basically SO builds. You're right that recharge is important. VERY important, especially for perma Mind Link. While endurance and recovery are critical as well, I find those get solved as a secondary effect of making a strong build.

    I would also add that CT: O is very skippable, given that accuracy bonuses also come with no effort at all for IO builds.

    I'm sure if you look through this particular sub-forum, you can find many templates to use for how to build your widow and fort.
  6. What's the buzz on Alphas? I haven't been reading much on it. Ads make it look like it might be ok.
  7. Quote:
    Originally Posted by Overclock View Post
    I've got no problem believing that.

    On the other hand I've also been killed on fully invisible characters because one of my partially-invisible teammates decided to try "stealthing" past a mob, aggro'd them and managed to get their AoE splash damage all over me.

    It's at least something to be aware of.
    This is one of my pet peeves in this game. I become enraged when some /FA scrapper comes bouncing by, especially if I'm stuck on a corner for a second, or even trying to maneuver around some densely packed hallway (such as the path to the tree room) and then get fired on while I'm just stuck. I feel my blood pressure rising just typing about it.

    As for full pve invis, I got it by slotting the stealth io in teleport (whatever it's called for WS) and using the cloak power (whatever it's called).
  8. Quote:
    Originally Posted by Fergie View Post
    I tend to fight alongside with the pet. I use the controls depending on the size of the spawn. So I guess the goal is to be able to run tips or radios or what have you when groups aren't available and I want to be able to it somewhat quickly.

    the way I do it now (lvl 41) After I buff the walking poop and let him attack i have sands of mu, air sup, boxing, Fossilize and nemmy staff for offensive. If it is a smaller group I use fossil and salt if its a bit bigger i go fossil, eq, and qs and for boss mobs, avs and such I use the gas. I'll get ball lightning soon so that might keep back a bit, but the scrapper in me won't let me sit back and let the pet do all the work

    I'm not sold on this build just trying to get an idea of how to slot and what ench are more useful. I do want to get some resist against holds, sleeps, stuns ......
    I get you've got a team build. For this solo build, you say you want to do tips and radios "quickly". I'm going to infer from that statement that you're not farming mobs for recipes/salvage, but rather regular or alignement merits. If that is indeed true, I'd make the following adjustments. If it's not true, the following wastes your and my time...

    1) Focus on recharge, especially over defense. Again, assuming you're truly going for speed, you'll have mob size set for small-ish (1, maybe 2), with no bosses. With pets and control, you just won't be taking much fire. With high recharge you can summon pets more frequently, which is key for #2, which is...

    2) Get pve invisibility. Speed means getting to objectives and finishing them only. I've got an Earth/Cold I've used for tip missions occasionally. Most of the time I can finish a boss (downgraded to lt) room w/o a pet, but sometimes a pet (or 2) would definitely speed things along. That means stealthing to objective, summoning pet, doing objective, then releasing your pet(s) and starting all over again. 2 of the following 3 will get you pve invis - Stealth (from Concealment), Super Speed, stealth io.

    I'll stop here in case speed tips/radios are not your objective, but those are 2 things I think are important if I inferred correctly what your objectives are. Beyond that, I'd skimp on cost on things that didn't lead to recharge and I would load up on procs that don't interfere with building rch. For example, go ahead and use 5 Absolute Amazements and a Posi proc for Stalagmites.
  9. Deacon_NA

    No Traps :(

    Traps is ready to go as is, it won't be any more OP for trollers than it is for Corrs, Defs and MMs. I for one am anxiously awaiting a troller port, #1 on my prolif wish-list.
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm crossing my fingers for a -dam debuff component to Fire Blast for defenders.

    Defender secondaries all have one thing in common: They have a secondary effect to apply aside from the damage it deals. Defender secondaries cover pretty much every secondary effect there is, so a -dam effect would round it out (since they don't have a set that does that yet) I suspect that, in a way, that's why they hesitated on giving Fire Blast to defenders for so long.

    It would pair well with Thermal as well. Thermal buffs allies resistance, while the Fire debuffs enemies' damage.

    I doubt it will happen, but I can hope.
    Reading between the lines, it seems "ease of porting" is a crucial factor, at least in this round of proliferation. So if someone wants to make a bet like Dechs Kaison is doing for whether or not Dark Consumption will be included in the Blaster /Dark secondary, then I'm betting big on "no" for -dmg (or any changes other than any due to modifier values) for Fire.
  11. If you're truly playing for story, I'll ditto Scirocco. Fair warning - not just because of Mu, but his arc is the most challenging, with more Hero/AVs than the other arcs. Yes they can be downgraded but they're still tough. Make sure you play the 2nd arc as well and not just quit when you get your patron powers after the first arc, the 2nd is when the story gets good.
  12. Quote:
    Originally Posted by Tatmia View Post
    I'll assume we're talking blue side.

    I always start with the zones that are not accessible via train:

    Boomtown
    Perez
    Striga
    Crey's Folly

    etc.
    I go with this rather than the "where do you go frequently?" approach. I also add "not accessible via Oro" as a criteria as well, making PI less of a priority, but with 12 porters you should have room for PI.

    I guess my 12 would be:

    Boomtown
    Hollows
    Perez Park
    Faultline
    Crey's Folley
    Eden
    Croatoa
    Striga
    RWZ

    I think that's it for zones w/o train or oro. My remaining 3 would be
    Peregrine Island
    Talos
    Atlas
  13. Quote:
    Originally Posted by EarthWyrm View Post
    So, having spent almost three months of my life (if the in-game numbers are to be believed... I felt pretty lame when I did that calculation!) playing an /EA brute, I was curious as to what would be changed.

    Interesting. This is good because it may open up a slot for me to put somewhere else, which I'll need to slot up Energize.

    This one, however, concerns me a little. It creates a playstyle conflict within the set.

    One of the things /EA has always done in a unique way is manage aggro, via unsuppressed stealth in Energy Cloak. Solo and in small teams, you can be much more selective in what gets pulled and what doesn't. Being the "stealth brute" is kind of cool.

    I don't have any objection to a taunt aura for /EA (is the taunt component being pulled out of Energy Drain, btw?). I'm a little curious about the logic of putting it in the mez protection toggle, though. If I want to be stealthy in the way the set is designed to allow, I have to give up mez protection? That seems like kind of a steep trade-off.
    This concerns me a heckuva lot. Mez protection with a taunt is unprecedented and I hope it gets reevaluated. Stealthing to mission objectives is a preferred playstyle by many in the game today, myself included.

    Quote:
    Unless those groups see through stealth then there isn't a problem running without mez protection. If they can see through stealth then sneaking up on them wouldn't work anyway, so you would just leave the mez protection on.
    I get the sense the above quote was made by someone that hasn't actually stealthed by the previously mentioned mobs that see through stealth.

    Here's the reality - if I'm stealthing to mission objectives and I'm in a pve invis state, then I can go by Nems, Rikti, Rularuu (but not KoA) and just get a few potshots by specific mobs that can see me, very survivable. If I become unstealthy, then all of those mobs will fire. Against Rularuu, that's extremely dangerous.

    Furthermore, if you're only stealthed (not invis), which is what Energy Cloak provides, you will attract far more fire while stealthing with a taunt aura than without. So turn mez protection off? No good when you're simply stealthed, as stealthing in crowded spaces will draw fire. Most all meleers can take this fire, no problem, but that's because they have their mez shield on. Having no mez shield in this scenario is deadly.

    I really, really want to emphasize that a taunt in a mez protection is a very very bad idea.

    On the other hand, I don't want to just be a complainer, I like all the other things I've seen for i21, especially for Energy Aura and Poison.

    But back to complaining - please don't include taunt in Entropy Shield.
  14. I'm happy for both of these ports. If Forge and 2 debuffs get upgraded for Defender modifiers (and I see no reason they won't), that's pretty sweet.
  15. Deacon_NA

    Why no /sonic?

    Hey, now you get /Sonic!

    I don't see myself making one of these.
  16. Deacon_NA

    Poison

    If this PBAOE toggle is on par with the existing power you put on your henchmen, then this could be quite powerful indeed. I've always thought my 2 /Poison MMs lived in 2 distinctly different states 1) Megadebuffer supreme when Noxious Gas was up or 2) Lamest, by far buff/debuff set in game when NG was not up. Unfortunately, the latter state was far more frequently the case. Even when NG was up you had to micromanage that one pet or be susceptible to his whims as to whom he wanted to engage and debuff.

    Sure looks like potentially great news for Fire and Ice, with their pbaoe toggles.

    I thought I was done with Poison, but depending on what they do with NG, I just may go back.
  17. I assume this is an i21 thing? I can't read the link at work.

    The timing is perfect, I was just about to roll my first /EA, a brute. I guess I'll wait now.
  18. That looks like a fine build. If you go for the end/resist Alpha (I can't remember the name right now) then you won't need to focus so much on +end and +rec bonuses. Something to think about for later.

    As for Clarity, I personally like to keep it because it a) protects from sleeps and b) can be stacked for the GW fight. If you find a choice that you think will serve you better, omitting Clarity is fine.
  19. Bottom line - FW increases survivability by adding HP.

    What people seem to not like about it is that its effectiveness varies not only by AT, but by powersets within an AT. Further by how the individual character is built.

    Tanks that run around with +HP accolades and perma DP are the worst candidates, as they literally gain 0 benefit with DP active.

    Stalkers and Blasters will also frequently gain little, or even nothing, as their max HP is close to their base HP.

    That's the argument against FW. What that neglects is basically everybody else. With the HP cap raised, there are still plenty of tanks w/o a +HP power that love FWs, all brutes can use it, VEATs, MMs, also gain full benefits.

    Having said that, this is the first power from Cold I cut out when I need to. However if you're looking for a useful 1-slot power (I just put a Health IO and call it a day), FW will do.
  20. I'm not an emp pro, but in general, when I make any build these days, I ask "where can I slot the LOTG +rch ios?" I count 3 such powers (Hover, Fort, Veng). These would be candidates for where you move the fly slots to, or perhaps even slotting the LOTG over what's currently in place.

    Last I checked (and it's been a while) Micros sold for quite a bit so selling those could get you a nice head start on more exotic items.
  21. Quote:
    By combining Stealth with a stealth IO in Fly, I could sneak up on a group of enemies and fulcrum shift them as soon as the group got there rather than trying to do it once things are already going on, while not drawing as much agro. If this seems like a bad idea, I'd love to hear about it.
    I'm unable to view mids atm, so I can't comment on the build overall, but I do want to answer your specific question above about stealth. No, it's not a bad idea. Not just for the Fulcrum Shifting, but because of the value of being able to run around mobs without taking any fire at all. All of my characters are pve invisible, except some meleers that just use a stealth IO. Squishies though, are all invis.
  22. Personally, I emphasized ranged defense. With Scorpion Shield, I got very nice s/l def as well without even building for it.

    Which sets? For ranged def that means Blood Mandate, Red Fortune, Numina and Trap of the Hunter. I didn't slot Thunderstrike but that's good too. When to get it? Whenever you can. BM, RF and TotH can all be found at lower levels, it's certainly never too early.
  23. Quote:
    Originally Posted by Robert_B View Post
    So which set (other then rad) would you pick? I chose thermal since it would do some debuff AND shield, that was the point, I can't think of another set that does that (other then /sonic I suppose, but the debuffs in therm are better).
    All right, if your point was "debuff and shield" you're all set. I could make a case for /cold for your troller, but I think therm would be easier for 3-boxing. I say that because I would find 2 Sleets problematic, since they're both location based debuffs and I personally find those types of powers tough to use well beyond the main toon when multiboxing.
  24. If your role for the Therm is to be a debuffer, that's not a great set for it. Therm is a buff/heal set that eventually gets some debuffs. They're very good when you can use them, but the recharge is pretty long for the duration. Heat Exhaustion has a 120 second recharge for a 40 second duration, Melt Armor is 150 and 40 respectively.

    This is far from a knock on Thermal, which I think is a fantastic, well-rounded set. I'm just saying it's not a debuffing specialist if that's what you're looking for.
  25. Deacon_NA

    Corruptor duos

    Quote:
    Originally Posted by JayboH View Post
    Normally I would say two fire/rads but the detoggle potential is kinda high. If you could overcome that issue the two of you would absolutely cream mob groups and having AM up often would be nice.

    ...but to be honest, a brute/kin corruptor duo is really hard to beat. I should know - some years ago I was part of a superteam sg called Brutal Speed. It was ridiculous - all fire and electric brutes combined with kinetic corruptors. I miss those days.
    You must have been one of the Brutes. I was on that team too with a Kin. Hearing Brutes with 3 sbs start the "sb plz" chant when 1 of the sbs started blinking got old, fast. I actually stopped playing kins on teams after that for a year, but eventually got back on the saddle and found the general population wasn't quite as sb hungry. Still, it was definitely a fun team overall, not the most powerful superteam by any means, but fun.

    As for "best" duo for Corrs, I'm going to have to go with whoever said 2 Fire/Colds. Quick math shows that 2 Fogs, 2 Maneuvers, Shields, CJ + Steadfast 3% unique gets you to 42.3% def. Not too shabby. Then offensively you get 2 sleets, 2 rains and fireballs. Yikes!