DreadShinobi

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  1. DreadShinobi

    Brute for RSF

    Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Both purps and oranges are good to bring, Posi's debuffs can floor a persons defense right through the debuff resist.

    Brutes on RSF runs are nothing more then a distraction so the team can target Numina, Sister, and Posi. Once you got those Heroes down, the rest of the SF is a cake walk. Multiple sturdy brutes can help, but it depends on the build. Brutes with a high hp, fast self heal, decent regen, make for good RSF leads.
    Assuming there are no other +defense on the team yes, purples can still help. That said if your team isnt packing any +defense, you might want to look into that also. Oranges are still what will make the difference between a wipe and a sweep of the FP.
  2. DreadShinobi

    Help Me Please

    I'd go Fire/Traps corr or Traps/Sonic, Ice blast just isnt super awesome like fire and sonic are.

    Corr traps vs Def Traps

    Webnades, Caltrops, Triage(technically slightly better cause corrs have higher base hp), and Poison Trap are all the same between Corrs and Defenders, ie the defenders don't get a bonus for it being their primary.

    Acid Mortar, FFG, and Seekers are better for defenders, and the difference is significant.

    Trip Mine and lolTime Bomb are better for Corrs.

    It's harder to soft cap a Corr because of the lower numbers on FFG, CJ, Maneuvers, and Weave. Corrs can get to ~34% defense using the above powers and steadfast/glad armor uniques. Defenders can hit 43-44% to EVERYTHING with the same powers and IOs.

    A Fire/ Corr will do very nice damage though, way more than the defender, although you have to factor in the extra 6% resistance debuff from Acid Mortar and the -res from sonic.

    Just food for thought.
  3. DreadShinobi

    Brute for RSF

    Quote:
    Originally Posted by crayhal View Post
    I stock up on luck before a mission and will use oranges when they drop.
    Theres your problem. You should be soft capped on your defenses: ie you dont need lucks. Oranges on the other hand will help you tremendously.
  4. Quote:
    Originally Posted by Wiccania View Post
    Widow's don't get End management? Thier base recovery is higher than the standard due to Conditioning. That means Stamina, Miracle and Numina are boosting a higher base number. Right now Miracle and Numina are easier to get than ever with a-merits and Stamina isn't even going to take a power slot soon.
    Conditioning isnt anything like the tools other ATs can get for endurance management. It's a nice perk, but not enough, imho.
  5. Quote:
    Originally Posted by Silas View Post
    I dunno, I'll have to do some playing with Mids. Psi Nado with the FFB is definitely a good idea, I'll have to give it serious thought.
    I'd take Psinado if it didn't cost 21.1 endurance. The DPE isnt too hot unfortunately If forts had a real endurance management tool I would consider it more.
    For comparison the Psychic Wail that Forts gets actually costs slightly less than this D:
  6. minimum 50% rchg and soft capped S/L.
  7. DreadShinobi

    Damage Dealers

    For lower level stuff [ie things like silver mantis sf] I usually prefer my fire/kin troller over my fire/kin corr. For higher lvl stuff like STF, RSF, and ITF the corr pulls way far ahead. ESPECIALLY the ITF in which case I wouldn't think of bringing my fire/kin troller because of the romans mez protection, as well as general need for burst dmg rather than damage over time on that particular TF.

    This may be in part due to my troller having 5.5 purple sets and my corr only having 2, but also having Hot Feet and Fire Cages(slotted with hold proc) make for some pretty beast aoe damage and mitigation at the lower levels.

    Spamming Ring of Fire on a fire/kin troller can be very decent ST dps too, theyre not just AoE only.
  8. Currently, you need to be in range of enemies for it to work.
  9. Quote:
    Originally Posted by Amygdala View Post
    Thanks for coming everyone!

    I'll be keeping the haunted house around for a while so if you missed it let me know and I'll give you a tour.

    Here is a pic of the CC winners.

    There is something coming out of Demo's head >_>
  10. DreadShinobi

    Damage Dealers

    Quote:
    Originally Posted by Hart View Post
    I've had a Rad/Kin at 40 since a couple days after CoV release and purpled out an Assault Rifle/Cold. I'm currently working on a 40 Archery/Radiation, having deleted my 42 Fire/Kin.

    Fire's best on paper, but Rain of Fire works at cross purposes with Fulcrum Shift. I want stuff to hug me; Rain wants stuff to run away. Rain's important for Fire/'s damage, Fulcrum's half the reason I rolled a /Kin. I'd go DP/Kin over Fire/Kin because:
    1) any /kin is going to be damage capped anyway, and DP will have more AoEs
    2) The main DP cone is also wider than Flame Breath, and therefore easier to use
    3) DP has an additional very narrow cone for straggling bosses and lieuts

    I'd go Fire/Cold over DP/Cold or Arch/Cold, though. /Cold plays well with weapon sets because redraw doesn't become a problem. You open with your debuffs, then start shooting. If it's a long fight, maybe you redraw once after reapplying Sleet or Snow Storm.

    However, DP and Arch can't take advantage of /Cold's slows or knockdowns. Most DP attacks risk knocking stuff out of Sleet unless you swap ammo. Arch's sphere AOE has a 50/50 chance of knocking stuff out of Sleet. Rain of Fire is awesome for leveraging the 90%+ slow you get from stacking Sleet with Snow Storm or Heat Loss. You've got no reason to be standing in the middle of the pack on a /Cold, so the positioning for Flame Breath is more reasonable, and /Cold's intense single target debuffs work well with Fire/'s intense single target damage.
    RoF doesnt wreck fulcrum shift. You're supposed to use fulcrum before RoF, and if you're doin it right everything will be dead before they can get far.

    Fire Breath and Empty Clips both have a 30 degree arc. Fire Breath also hits almost twice as hard as Empty Clips. Not sure where you are getting your numbers.

    DP doesn't have more aoe.
    Fire[4]: Fire Ball[52.6], Rain of Fire[125.1 with 3x scourge], Fire Breath[73.2], Inferno[314.8](effectively crashless when paired with /kin)
    DP[3.1]: Empty Clips[38], Bullet Rain[41.7], Hail of Bullets[136.3], then there is Piercing rounds[85.5] with a 5 degree radius, which I would barely call an aoe.

    Now even at the damage cap, base damage is still very important, so I included that above. DP just isnt going to outdps fire in terms of aoe dps (or single target for that matter)
  11. Pretty busy at the moment or I'd be in for this BK.
  12. When I play a kin I consider 3 things for SB usage.

    Team Size: If there is 5 or less people on the team there is no excuse for me to not be able to keep SB on 4 other people. That is 6 seconds of buffing, or 8 seconds elapsed time while throwing in blasts between SBs. It's not hard. On 8 man teams it comes down to Speed/Pace.

    Speed/Pace: I'm looking at you 17 minute ITFs. On stuff like this there really isn't time to keep everyone buffed with SB. In all honesty at this speed I'd say its impossible (for me at least) to keep 7 people buffed with SB 100% of the time, while not slacking on your other duties[see below]. Should at least half the team have SB on them? Yeah, I would say that is completely reasonable to expect. If no one has SB then there is definately a problem. It is also here that you really need to figure out when the best time it is to SB. Hitting SB on people while running down halls/between mobs, hitting a couple people with SB upon mission exit/enterance. Hitting people with SB between your aoes. Hitting people with SB off the mob you're targetting. Will everyone get it? Maybe, maybe not. Will the majority(4-5+) of people get SB? Yes, and that is what is important, imo. On slower paced content people should be seeing more SB. On difficult fights(final LRSF mission for example) people should definately be seeing more SB.

    Priority: Kinetics is probably the "busyest" set in the game, even moreso for corrupters who have more weight in their blasts. Silas posted a wonderful flowchart type thing that explains it better than I ever could, I beleive it is in his kinetics guide, don't quote me on that. But basically as a kin you have ton of stuff to do, and most of the time it comes down to prioritizing when you need to SB/Trans/Fulcrum/Blast/whatever else. There really shouldn't be any time that there isnt something that you can do. It's more of the thing that you learn just by playing the toon and getting a feel for what is necessary at what time.

    tl;dr: kin isnt for lazy ppl.
  13. DreadShinobi

    So, what's left?

    Staff Melee. The only set I've ever really wanted since I started playing this game that hasn't come out and there isn't anything like it.
  14. Quote:
    Originally Posted by StoneJaguar View Post
    neutrino bolt, though low on dmg, has a super fast recharge. I would take it over xray beam. Beam does more dmg but has slower recharge. Not sure about the dps comparison. Howling Twilight is an absolute must on a dark miasma toon. It is an aoe stun power with the added ability to rez nearby dead teammates. take it as a stun and use it as a stun. decent recharge. dark miasma is a great soft control set. Fear, hold, stun, a debuffing/healing pet. can't go wrong.
    The magic behind Neutrino Bolt is its ability to be procced out. Apoc proc, Lady Gray Proc, and Shield Breaker Proc, and possibly a Glad Jav proc, along with 2 acc/dmg hamis and you're looking at 75 damage per second easily. That's about 2.5x more dps compared to what an unprocced X-ray beam eyes can put out when maxed for damage and recharge.

    Howling Twilight is also a strong regen debuff.
  15. /macro targ "targetname cairn$$targetname quartz"
  16. Quote:
    Originally Posted by Baracca View Post
    and instead of the Oni, we would get the Tsoo Sorcerer.
    Yes, cause a teleporting pet that will aggro mobs in entirely different rooms would be so great.

    That said giving Oni o2 boost (or cauterize to keep the fire theme) could help quite a bit with Ninja survivability issues.
  17. DreadShinobi

    Brute for RSF

    Quote:
    Originally Posted by crayhal View Post
    * lv 50 elec m/shield: great on lv 20-40 SFs, ITF, but can die from alpha strikes in RSF even with Darkest Night. Decent AE farmer, bad against Nemesis
    Do you pop oranges?
  18. DreadShinobi

    Brute for RSF

    Team with more corrs/fenders/trollers and the best brute will be whatever can hold aggro and do good damage. (since if you have good support your survivability will be shot through the roof)

    In this case your /shield is fine. AAO holds aggro extremely well.
  19. Build for defense and FA can be very tanky.
  20. Quote:
    Originally Posted by macskull View Post
    The 120-second nophase temp power is granted as soon as you use a phase power. You can be phased as many different times or ways as you'd like during the first 30 seconds of that period, and the last 90 you can't phase at all. That's why you want to shoot for 90-second recharge times on your phase powers.
    Gotcha, thanks.
  21. Quote:
    Originally Posted by macskull View Post
    Regarding Phase Shift and Hibernate: once you activate any phase power you start a 30-second timer during which you can use as many phase powers as you want. Once that 30-second window ends any phase powers currently running will detoggle and you will not be able to phase again for 90 seconds. For example, you could Hibernate for 20 seconds, queue up Phase, and drop out of Hibernate, and you'll be able to stay phased for the remaining 10 seconds.
    To expand on this a little, when does the no phase start? ie is it 90 seconds when you first hit phase, 90 seconds after you come out of your last phase/hiber, or 90 seconds after the 30 second window.

    Basically does exitting phase early mean that you will be able to phase again sooner later on?
  22. DreadShinobi

    Archery/Sonic

    Quote:
    Originally Posted by Adept Demonica View Post
    Thanks for the input. I probably won't be soloing much with this character so I won't worry too much about how effective it is with that.

    Are there any powers in either Archery or Sonic that I should absolutely take or avoid? Are the shields comparable to other secondary's shields? I don't know much about either set.
    Here's a build that I just quickly threw together that should at least get you going or give you ideas. gl.

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

    Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Sonic Resonance
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    ------------
    Level 1: Aimed Shot Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5)
    Level 1: Sonic Siphon Acc(A), Acc(7), RechRdx(7), RechRdx(9)
    Level 2: Fistful of Arrows Acc(A), Acc(9), Dmg(11), Dmg(11), Dmg(13), RechRdx(13)
    Level 4: Sonic Barrier ResDam(A), ResDam(15), ResDam(15), EndRdx(17)
    Level 6: Blazing Arrow Acc(A), Acc(17), Dmg(19), Dmg(19), Dmg(21), RechRdx(21)
    Level 8: Sonic Haven ResDam(A), ResDam(23), ResDam(23), EndRdx(25)
    Level 10: Hurdle Jump(A)
    Level 12: Hasten RechRdx(A), RechRdx(25), RechRdx(27)
    Level 14: Super Speed Run(A), Run(50), EndRdx(50)
    Level 16: Disruption Field EndRdx(A), EndRdx(27), EndRdx(29)
    Level 18: Health Heal(A)
    Level 20: Stamina EndMod(A), EndMod(29), EndMod(31)
    Level 22: Sonic Dispersion ResDam(A), ResDam(31), ResDam(31), EndRdx(33), EndRdx(33)
    Level 24: Aim RechRdx(A), RechRdx(33), RechRdx(34)
    Level 26: Stunning Shot Acc(A), Acc(34), Dsrnt(34), Dsrnt(36), RechRdx(36), RechRdx(36)
    Level 28: Aid Other Heal(A), Heal(37), Heal(37), RechRdx(48)
    Level 30: Aid Self Heal(A), Heal(37), Heal(39), RechRdx(39), RechRdx(43)
    Level 32: Rain of Arrows Dmg(A), Dmg(39), Dmg(40), RechRdx(40), RechRdx(40), RechRdx(42)
    Level 35: Clarity RechRdx(A)
    Level 38: Liquefy RechRdx(A), RechRdx(42), RechRdx(42), ToHitDeb(43), ToHitDeb(43)
    Level 41: Power Sink EndMod(A), EndMod(45), EndMod(45), RechRdx(45), RechRdx(46), RechRdx(46)
    Level 44: Charged Armor ResDam(A), ResDam(46), ResDam(48), EndRdx(48)
    Level 47: Combat Jumping Empty(A)
    Level 49: Conserve Power RechRdx(A), RechRdx(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 1: Swift Empty(A)
    Level 1: Hurdle Empty(A)
    Level 1: Health Empty(A)
    Level 1: Stamina Empty(A)
    ------------
    Set Bonus Totals:
  23. DreadShinobi

    Rad/elec!

    Are you stuck on fly? In regards to your aoe chain if you went super speed and combat jumping it wouldn't be too hard to run into the mob and Irradiate, hit neutron bomb as you're jumping out, then follow up with cones. That's just what I would do though.

    Soul Storm (as well as Shocking Grasp) is a bit redundant (again unless you're taking it for themed reasons) when you have the awesomeness that is Cosmic Burst. Consider taking Oppressive Gloom instead of Soul Storm so you can stun bosses with Cosmic Burst.

    I'd drop X-Ray Beam for Neutrino Bolt, and slot it up, you can use the tier 1 and 2 of your primary and tier 1 of your secondary while you are mezzed, so it is rather important that it is slotted.

    You have 0 KB protection, flying or not, that will get very annoying, try fitting in a Karma, steadfast, or BOTZ.

    Achilles Heel proc in irradiate!

    It's designed for i19 which means you dont need fitness in the build itself, but you didn't put any slots aside for it, was this intentional?