Frosticus

Renowned
  • Posts

    2597
  • Joined

  1. Frosticus

    Positron AV

    Quote:
    Originally Posted by Silas View Post
    I wanted softcap s/l and ranged defense, sustainable endurance burn and 90+% recharge.

    Here's what I've got so far. Pros: have Fire Breath and Caltrops for spawn melting, slightly higher recharge. Cons: not actually softcapped to ranged or s/l and can't see how to do so without sacrificing recharge.

    It looks like endurance could be a concern though, with almost no end rdx in RoF. Looking back at your posts you said you only really had end issues with Scirocco because of the sapping. What's your attack chain? Blaze-Blast-Flares with Web Nade in the mix?
    If both seekers hit you get (7.2*2*.15 = 2.16 effective def) so if you swapped 4 pieces of Basiliks into PT you'd be softcapped to s/l/eng/ranged on the first build. A bit risky, but it's there.

    My end usually doesn't move until they hit 50% and I go into more aggressive mode spamming rain of fire, making sure I only put out a PT every ~37 sec and forgoing seekers for the most part. Basically when I see the first tick of scourge I shift gears. Even so, pounding through godmodes and stuff like that is fine, the only time I have end issues is against sappers like Scirocco, Magus Mu Dakhan, Synapse, Neuron and such. Even then it has been manageable, just worrisome. Neuron tanked my end bar a couple times near the end, but it wasn't a huge issue. I have 3.58 eps recovery and use 0.51 for shields.

    I use blaze>blast>flares>blast once and then blaze>blast>flares>webnade next. You don't get a lot of uniteruptted dps streaming chances though outside of easier AV's. When it is time to lay the traps out again I often put out a rain of fire so that I'm still doing some damage and I usually toss a blaze between each one. Probably not a huge gain for it, but makes me feel useful cause PT, mortar, and triage all take a long time to put down.

    Quote:
    Edit: one thing I could do to get a little more (still not softcapped though) ranged defense would be to drop Caltrops for Web Cocoon (put Basilisks in) and drop Triage for Blazing Bolt (put Thunderstrikes in. Downside is of course that I lose the Triage regen. On the one hand, 10-20hp/sec doesn't seem like much at all, especially given how hard AVs hit when they do.
    Some form of healing is necessary. If you drop triage you are going to need aidself. Not only will you die much more often w/o Triage, your summons will too. While something like my fire/storm troller was able to kill a handful of AV's with no healing it did so because it sat at 80ft the whole time and only faced the weakest ranged attacks. You need to be prepared to eat a lot more damage on a trapper

    Quote:
    Here is the most recent draft:
    any and all input welcome
    I like your second build better. It looks like it will get stuck at about the same spot I am. AV's with confuse (or at least long duration confuse, as Lilitu wasn't an issue) will tear you apart. Non-positional psi attacks for the most part aren't an issue because they are so weak, but a spawn of rikti can be trouble cause the mesmerist will suppress your def which the others will be more than happy to take advantage of.

    And AV's with fireball+firebreath will rock you as fire/aoe def is low. Those AV's (like Arch A, Envoy, Baphoment, The dragon, Infernal) usually have decent fire res too so you can't really soften their attacks up much. So they can be a handful. In the case of The Dragon, when he hits FE he can pretty much one shot you with consume, let alone any of his actual attacks lol. I'd be impressed with a Dragon take down even with insp on a fire/trapper

    If you add inspirations to the mix then most problems will disappear.
  2. Frosticus

    Positron AV

    Quote:
    Originally Posted by Silas View Post
    This is probably a really daft question, but will Provoke stop mobs from scattering from Rain of Fire? I ask because I know Taunt/Provoke aren't enough to keep mobs in Burn, but RoF doesn't have nearly as high a mag avoid component as Burn does. I know Brutes/Tankers can keep stuff under rains, but they've also got a higher thread mod.

    I can keep stuff in place on my current build using Web Envelope, but it's a pain because of the smallish radius and redraw.
    Yes provoke will keep them standing right next to you through RoF. The problem is it only hits 5, but if you tag the boss(es) of the spawn with it the minions will usually be dead before they can get out from under it anyway.
  3. Quote:
    Originally Posted by MrBones View Post
    I'm trying to make the most survivable, highest defense possible, traps/DP defender I can make. My goal is to somehow solo 8/+1 AE missions at some point.
    It is not difficult to softcap everything on a traps with the exception of psi. However it is worthwhile to softcap psi too to cover that weakness.

    You might want to overbuff s/l to protect against guns/swords debuffing you and if you are hanging around in AE you'll need tactics for the confuse protection or you will get wasted by any of the very common custom mobs that use confuse powers.
  4. Frosticus

    Positron AV

    Quote:
    Originally Posted by Silas View Post
    This is making me want to retool my Fire/Traps build to include taunts and generally be better for AV/GM soloing.

    While I am able to solo AVs with my current build, no Taunt so I can't do GMs.

    I'll have to have a play around in Mids and see what I can come up with. If I could get a build that could both solo AVs/GMs and decimate +2x8 spawns, I'd be very pleased indeed. Would be a pretty good use of the Glad Def unique I've been holding onto.
    If you drop the pet from the build I posted in this thread for firebreath it could do all three tasks. I plow through +1/8 pretty easily though without FB and was working the wall faster than the shield brute I was near the other day in Cim. When I had FB up to +3's were pretty much toast from the aoe onslaught.

    It is pretty fun setting a mish for x8 and making good time through it all and then dropping the AV at the end like they are a speed bump and nothing more.
  5. Frosticus

    Positron AV

    Scirocco

    This was a nail biter. He doesn't do a ton of -def, but it is auto hit and you can't hide from the dust devils that are almost perma. He's a pretty potent sapper too.

    His only redeeming quality is that he does next to no (ranged) damage lol. Cause if he did he would have probably made short work of me. I shut scorp shield off to try and save end. Losing that overbuffed energy def may have been a mistake against his debuffs, but he had me struggling to breath much of the fight.






  6. Frosticus

    Positron AV

    Quote:
    Originally Posted by Silverado View Post
    Odd, I found Antimatter much easier than Positron, what with him not having Overload and whatnot
    They were both jerks to face, but Posi's overload doesn't give extra status protection and it is typed def so webnade was still rolling 95% against him. So in the times I've taken him down now it just extends the fight, but doesn't make him any more difficult really.

    Getting hit more often by Anti-Matter was more of a threat for me. That and the fact that FFGen moves so slowly so when I'd hightailing to outrange RI it would leave me unprotected for much of it.

    For me being hit more often meant more time hiding from his line of sight which ended up with him escaping my immobs more often and losing his attention so that he worked over my summons more than Posi did. They are both annoying enough where I wanted to hit some of those huge def and red insp sitting in my tray and just tank and spank them heh.

    Now Statesman on the other hand is presenting issues and I sort of wish I had aidself as he is just overwhelming me when he goes into blitz mode. I might try just letting him spaz out while unstoppable is up while I sit up on a big crate webnadding him only jumping down to put out another PT. We'll see.
  7. Frosticus

    Positron AV

    Forgot about this guy, he makes Positron look like a chump at using Radiation powers.

    Anti-Matter:
    Way more difficult that Posi, due to having rad infection and x-ray eyes (higher base acc than other rad attacks). So between me having to run out of range each time he put RI on me and him spamming x-ray and having it land often the encounter was considerably harder than Posi. It wasn't so much the debuff duration of x-ray as it is very short, but rather that it would prime me for his follow up attack that always seemed to be neutron bomb and that would debuff me forever





  8. Quote:
    Originally Posted by moifus1 View Post
    It seems to me that the major advantage of Illusion is the phantom army for that aggro mitigation and extra damage(obviously). The major disadvantage for controllers is the lack of an always up AOE containment(and no the long recharge hold doesn't count) so your lvl 41+ AOE damage attacks only do half damage. Since Dominators care nothing about containment they get all the extra damage at no cost. If this set is ported over as is, I'm completely cool with that as I would play one with a quickness, but it may indeed be overpowered.
    I've thought a lot about illusion on doms and trollers.

    Trollers: like you say it has no readily available aoe containment. In a troller world dominated by contained damage this is a pretty major drawback. And yet Ill controllers get by just fine.

    PA under high recharge is pretty amazing and is a large part of the draw to such combos as ill/rad and ill/kin. However, PA does not benefit from external buffing so the only way to improve them is via enemy debuffing. Controllers with res debuffing make PA very impressive because of the heal back mechanic of their attacks. Basically once you fully damage slot PA it has a 35% heal back ratio that you can only improve through resistance debuffing. Something like an ill/cold can make the heal back as small as 17% of the damage they put out. Amazing stuff really.

    Dominators: won't have many powers that are boosted by the +mag+duration of domination. In fact they'll have 1 less than sets like earth and fire. This could be seen as a setback, but we know Castle reworked doms specifically to rely less on domination than before. I'm of the mind set that illusion is not a weak control set, but rather a weak "lock down" set. Complete lockdown is irrelevant to doms.

    Regarding PA and dominators: it is of little doubt that it would be a very strong combo. While active it would allow a dominator to focus almost entirely on damage output. Pretty big advantage. That said, it is significantly more difficult for a dom to reach perma PA than it is for a troller. Not impossible, but much more difficult. Additionally doms have no way of making PA more effective while they are out like trollers do, with the exception of a single target debuff in one patron choice.

    I think it goes without saying that anyone who truly believes illusion would be overpowered on a dominator is by default saying it is even moreso on a controller as they can leverage the strengths of the set better than doms.

    Conversely, people with concerns that it would be too weak due to little benefit gained through domination need to look up the status on spec terror.
  9. Your build looks fine. There are things you can change, but it will be personal preference as it can be built to purpose a lot of different ways.

    One thing I'd suggest is to take fireball instead of inferno. Fireball will help you get to the AV's faster and is much more useful if you team.

    Regarding acid mortar, I think membranes are pretty expensive (meaning sell them for other IO's). I like slotting my mortar: 1 -res, 1 acc/rech Analyze weakness, 3 thunderstrikes with recharge components.

    Seekers need to hit to work and they are a massive part of what makes traps so good.

    You don't really need any dps to kill most AV's with traps as PT will shut their regen off completely, so it is just a matter of time. DPS will reduce the time you are exposed to them and thus lower the survival durability needed. When you are basically playing a game of avoidance ime it is really nice to reduce the exposure time to as small as possible.

    A high enough recharge build for seamless blaze>fireblast>flares>repeat with a damage+procc'd caltrops+rain of fire and the patron pet is going to be what achieves that for you. But it isn't necessary, just desirable.

    Your build will work and it will let you kill a lot of AV's if you want to. One thing I've greatly enjoyed on my fire/traps is the tweaking process I've undergone with it to hone it to where it performs how I want it to.
  10. Quote:
    Originally Posted by Oedipus_Tex View Post
    Couldn't a PVPer just speed run/jump out of the range of the Rad toggles and run right back at you? Their range is really not that big (70ft). No out-ranging Infrigidate/Benumb/Heat Loss though.
    They have a 70ft cast range, but a ~300ft leash range. Actually I'm not sure on the leash range, but it is quite long.
  11. Quote:
    Originally Posted by Verene View Post
    As long as we're making Castle run a pug lg, can it be on an so'd shield scrap or brute? With against all odds routinely stealing massive aggro from tanks I think the usefulness of an un-nerfed shield charge would quickly become obvious
    This is more an indication that the aggro auras need to be more distinct when moving from tank to brute to scrapper
  12. Frosticus

    Infernal AV

    Weird a post a made of ghost widow disappeared from this thread.

    Anyway Ghost Widow:
    Figured I'd post her as she is considered to be one of the more difficult encounters in the game and has even been attributed to halting STF's in their tracks.
    Not a super difficult encounter, but I could not summon any of my targetable pets because she just heals off of them. Including seekers. So it was just FFGen, PT, and Triage doing the leg work. She isn't particularly threatening and once she hit 50% and I started spamming Rain of Scourge it was over for her. Took about 10 Min as she heals so dang often.





  13. Quote:
    Originally Posted by Madam_Enigma View Post
    That's funny, cause I find anything with psi powers cuts through FF bubbles like a hot knife through butter. Even funnier since when I've seen tankers drop in seconds from a small group of psi clockwork. Or clockwork King (before the hold temp power), and yea gods have I seen the carnie AVs rip through people fast.

    But you know what, I've seen TK blast far less often then any other psi attack from such mobs. In fact, I don't really recall seeing TK blast at all. Even on characters without KB protection. Maybe cause the fight ended (in the AV's favor usually) too fast. Maybe because it just wasn't used for some reason. Who knows, I just know I've not seen it too often from npcs.
    Perception is a funny matter. It's there even if you haven't personally noticed it.

    The psi attacks that cut through FF bubbles are the psi controls like dominate, mesmerize, mass hypnosis. The pink psi attacks like subdue, willdom, mental blast are covered by ranged def.

    Most tanks have no psi resistance, or very little. They are just hp at that point. Vs full mobs they will last about twice as long as a squishy if they don't heal.

    Carny AV's rip through people because they are AV's and AV's deal upwards of 1k damage per hit. Few sets have Psi resistance. While they all deal a small portion of non-psi damage the majority is psi. You simply stated that they deal pure psi which is not true. Two of the three Carny AV's have a mask of x power that drastically reduces defense. I believe they check ranged/neg eng, but if they hit you are basically toast and they will hit if your bubbler said "meh they do psi damage, deal with it".

    People die vs the Clockwork King (and Babbage) because they will open with their psi nuke and people have a tendency to rush AV's. Thank goodness for the one shot code basically.
  14. Quote:
    Originally Posted by Madam_Enigma View Post
    Interesting, especially the second 'fact'. When your playing a claws scrapper, which two attacks do you deem the ones that must be chained? Focus I'm sure, but do you consider Eviscerate the other one? According to many, using eviscerate lowers your dps so it can't be it. How about Swipe? Strike? Slash? Spin? Interestingly enough Strike, Slash, Spin, and Shockwave all do almost the same damage per target. So which two do you chain endlessly? Or wouldn't you do better damage by not restricting yourself to just two attacks, but using all of your attacks?

    What about dark melee, what are the two attacks you feel must be chained endlessly? How about for each powerset you try telling me which two attacks are so great they must be the only attacks ever used, and I'll explain why that's folly. I'll do so with both ranged and melee sets.
    Unless you have a seamless chain of aoe attacks you stand to benefit from SB. When everything but the tough single targets are left, unless you have the best dps st chain already achieved you stand to benefit from SB.

    Unless you have a person already at the next spawn activating summon team, you stand to benefit from SB getting you there faster.
  15. Quote:
    Originally Posted by Bocus_King View Post
    only one i can think of is Clear out the Aslyum with Mother mayhem and malaise
    All of the minion/lut/boss spawned in association with Mother Mayhem and Malaise have at least tk blast as does Mother.

    The Praetorian version of Malaise is pure psi, but then again he's a pushover with just dominate and mesmerize for damage. The Vindicator version (the one that summons stuff) isn't and has a couple negative energy attacks.

    Anyway, my point, not that it matters, is that pure psi is very very rare. Just like the situations where SB is of no benefit.
  16. Quote:
    Originally Posted by Madam_Enigma View Post
    Oh yes, yes indeed. I've fought several AVs who only do psi damage, Kalinda included. Then there's missions where I've gone through the entire mission only fighting fortunata. Then there's missions facing psi clockwork, which have nothing but psi attacks. Carnie bosses too, the AV leader of the carnival of shaddows...

    Do I need to go on? Psi damage may not be too common hero side, but villains face it a lot. And heroes in the 40's can encounter missions with nothing but psi damage.
    Yes please go on, you haven't listed one yet that does pure psi damage.

    Kalinda - Telekinetic Blast
    Fortunata - Telekinietic Blast
    Psi Clockwork - all have brawl
    Babbage - Telekinetic Blast
    Ring Mistress - Telekinetic Blast
    The three Carny AV's - telekinetic Blast

    tk blast is ~50% smash damage and is spammed a lot as it is fast recharging.

    I think the only one might be Master Illusionist, but even they spawn Dark Servant, which while low damage does negative energy.

    Casting thermal shields may be of dubious value in those situations, but going out of your way to find situations that a buff provides little to no benefit is kind of silly now isn't it? You are far better off using thaw in psy heavy encounters for the mez protection and the high resistance to slow/-rech (80%!), but at the same time there are encounters where no mez or -rech is present, but that doesn't detract from thaw being a solid and worthwhile power.

    That said, there is almost no scenario where SB fails to provide numerical benefit. Rad superteams... that's about it.
  17. Quote:
    Originally Posted by Madam_Enigma View Post
    No, a good kin knows WHEN to use speed boost. I can think of several times when a thermal, cold, or sonic shouldn't use the buffs. For example, say I'm playing Blazing Sleet (an ice blast/thermal corrupter). If we're fighting an enemy group that only does psi damage, I may as well not bother with the shields. They aren't gonna help anyway.
    Is there a single encounter in the game that does pure psi damage?
  18. Quote:
    Originally Posted by Eiko-chan View Post
    Maybe that repper wasn't wrong about your lack of respect.

    This is why I only team with friends, not random PuGs.

    We play to have fun, not be the most efficient team ever.
    What do you want me to say? I'm sorry you feel bad. You recounted a story that had nothing to do with kinetics because you could sub in pretty much any power in the game into your story and have the same outcome. Watch:

    Last time I had seeds of confusion, I got overconfident with the control and wiped the team
    Last time I had Fortitude cast on me, I got overconfident with the DDR-less defense and wiped the team
    Last time I had Drain Psyche, I got overconfident with the regeneration and recovery and wiped the team
    Last time I had nova, I got overconfident with the damage and died, everyone on the team laughed at me.

    Player error is player error, if you want you can have a participation ribbon if you feel it is necessary, but we aren't kids anymore so I'm not sure what to say if you feel that it is. If you'd said your system couldn't handle the speed and you lagged out into the next spawn and died, then you'd have a point. However, just saying you misjudged the situation and died is in no way, shape, or form, a problem stemming from speedboost.
  19. Quote:
    Originally Posted by Kitsune9tails View Post
    I know for a fact that not everyone shares the opinion that "the last few issues have been nothing but fluff". Various people have various preferences, and all that.

    However with numbers down, it is an excellent time to ask people to survery themselves and their friends and ask for an updated list of what they consider 'real content' and things that would bring them back (or in for the first time) for the long haul.
    I'm not going to say this is useless because such activities aren't, but even if you had a million people say the exact same thing and pledge to subscribe forever because of it, there is little to no chance it could be implemented in less than a year.

    They already have their production schedule planned out for at least the next year and if they don't then shame on them. Small changes might happen that aren't planned, but by and large w/e they have in store is more than written in pencil.

    So unless all these people being surveyed all agree that the ability to switch sides, power up via the incarnate system, play a few new sets and enjoy another round of proliferation then I'm afraid they aren't going to see what they want to see any time soon
  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    Buffs also require something to buff.
    Give FW a 3ft aoe so that if you snuggle up to someone you can get the buff too!
  21. Quote:
    Originally Posted by Eiko-chan View Post
    I don't need SB to be a team player. Spamming a buff doesn't make you a team player. Watching the team, following the action, and taking appropriate steps makes you a team player.

    On the few occasions I play my Kins, sometimes the appropriate action is casting SB on someone - usually someone that keeps bottoming out end. More often, however, the appropriate action is something else: tossing off a Hold, laying down an AoE, throwing out a Transference, Transfusion, or some other buff that isn't SB.
    You can't cast holds, fulcrum, transference, or any other power you are talking about as a kin while between spawns. That's when a well played kin will use that 7% of their time. Time that is typically spent doing nothing on a kin other than getting to the next spawn, which you are helping everyone do faster. It's an appropriate step to increasing the efficiency of the team and in every sense of the word, makes you a team player.

    Don't mistake what I'm saying though. Being a good team player doesn't require SB, but if you use SB it will invariably make you a better team player.

    You could be the best team playing kin in the game and if you added in SB to your repertoire you'd be better.
    Quote:
    Casting SB doesn't make you a team player. Last time I had SB cast on me, I got overconfident with the recharge and recovery and wiped the team.
    You being a bad player doesn't make the kin that was being a good team player somehow worse in their role. j/k, but not really, as your example has absolutely nothing to do with what is being discussed.

    You don't have to take SB. No one is holding a gun to your head. However, Kinetics is the premier forcemultiplication set and it primarily accomplishes that feat through the use of two powers - Fulcrum and SB. You can choose to eliminate either one and most teams will still accomplish their goals. You'll just be adding less to the team than someone that plays kin to its full forcemultiplication potential. Ergo, less of a team player.

    Like most powers that multiply force, the more force you are multiplying the more priority that power should receive. And SB is probably a top 5 forcemultiplying power in the entire game.
  22. Quote:
    Originally Posted by Eiko-chan View Post
    I'd prefer to spend that 7% of my time having fun, not SBing losers.
    Some people think it is fun teaming in a team based game. Part of playing in a team is playing as a team.

    In my area they run these ads about the importance of enrolling kids in team based sports because of the skills and valuable lessons they learn. Not everyone learns those lessons in life as evidenced by people that play on a team like they are solo'ing near 7 other people

    edit: faceless rep said "Playing as a team doesn't require SB. Team based sports should also create mutual respect. Which you obviously missed."
    Don't recall saying SB was required once. Not once. It's ok if you can't understand what you are reading. Just don't respond. The rest of what you anonymously said suggests you simply have no idea what you are talking about. I can see why you'd do it anonymously.
  23. Arch is a mediocre st set, blazing arrow pretty much carries all the weight. RoA is very much amazing and makes the trip to 32 well worth it. That said the corr version of RoA is less impressive than it should be, but is still a strong attack.

    To be honest, Rain of Fire is a better attack than RoA for corrs.
  24. Frosticus

    Infernal AV

    Quote:
    Originally Posted by Frosticus View Post
    I'm currently stuck on Zenflower, Woodsman, and Malaise. I don't have enough psi def yet so confuse wrecks me, but I've got it worked out to hit 40% with a few tweaks so hopefully that will suffice. And plant control is just ruining me with seeds of confusion. The same reworked build will push aoe up to 37% (currently at 29%), but I will seriously be at the mercy of the RNG.

    Actually, I think I figured out zen and woodsman while I was typing this. Assuming I don't get one shot by strangler with its high base acc lol.
    Hmm I have a reworked version of the build I was talking about in this post that swaps in manuevers and tactics at the loss of cj+aim. Not an ideal swap, but the confuse protection would be just dandy. Might rebuild from the ground up to include tactics as confuse is a major weakness for this toon. Thankfully it is very rare in the game, but that is beside the point. Hopefully it will be utilized a lot more in GR as I've never laughed harder than when getting confused on my EM brute by a succubus and one shotting a stalker beside me haha.

    I felt kind of cheap taking down Regent Korol cause she was tearing me up with confuse, but I switched up and if I kept her in melee she would only use her claw attacks. Suppose it is not all that different than immob'ing them to prevent being 1 shot by their melee attacks like the normal tactic is... just felt odd.
  25. SB is one of the more powerful buffs in the game and amazingly it is possible to easily apply it to everyone on your team.

    The down side is that you need to spend 7% of your precious time doing it.
    1.188*7 teammates = 8.316 seconds spent casting the power
    120 sec duration means 8.31/120 = 6.9% of your time.

    You move as fast or faster than your target cause you have 1 or more siphon speeds active so being in range of people to cast it is trivial at best. It last long enough that you can stagger the buff to hit 4 people between spawn A and the other 3 between spawn B.

    There is absolutely NOTHING a kin can do with 7% of their time that is more productive than SB'ing his teammates. NOTHING. That includes fulcrum shift.

    SB is easily a top 5 power for any kin build and moves up to a top 3 simply because it requires no slotting.

    I've done three kins to lvl 50 now and yes there are times that I got tired of SB'ing people. Not because of SB, but because I got tired of playing a buffer in general. Sometimes it is more enjoyable to play a more selfish toon like my trappers, or storms.

    FWIW a thermal spends 11.9% of their time casting the two shields on a team of 7 and Forge on two people. Another 18.5% if they keep thaw on all members (not typical, but worth knowing)
    A cold spends 9.9% casting the two shields and keeping FW on two people
    A sonic spends 9.24% casting the two shields and another 13.3% if they keep Clarity on everyone (not typical, but just sayin)
    A FF spends 13.1% of their time casting the two shields.

    Sorry, but Kins get of easy in the "buffing" department and get a huge return on investment for their time (arguably as much or more than the other ally buffers).

    You don't have to take SB, but there is nothing more productive you will be doing with your time and no explanation worthy of skipping it if you are planning on teaming.