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Thats similar to what I've got as well, I've got a hold proc and -res proc as well. How well do procs fire in this power? I know the whole 10 second thing, but it really depends on how the power fires off. I'm thinking the -res one will fire once per target in the field every 10 seconds. But procs and powers have strange effects sometimes.
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So I'm gonna be starting up a Sonic soon and while playing on mids I can several different ways to slot up Liquefy. Never worked with this set before so asking people who have, how they have their liquefy slotted.
Atm I'm planning him to an Energy/Sonic corr, plans can change though of course. -
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Quote:Storm does quite fine in that situationI have also wanted to make a MM with /storm, but as fun and flashy as storm is I just don't think it compares with dark overall for 0/8 solo spawns.
Indeed, A Necro/Cold would "melt" AVs easy. -
Saw it last night on my lvl 50 Necro/Traps, bugged it, but simple enough to just redo upgrades.
The more annoying bug is when I summon FFG, the upgrade animation plays twice. Bugged this also, not sure if its affected other /Traps MMs. -
Quote:Not sure on controllers perma holding solo, I've got 5 at 50, aint been able. Thats with a lot of recharge and procs. Its the duration that kills the mass stacking, powerboost just doesn't do enough.I've seen demos of extreme recharge Dominators managing to maintain a MAG 54+ hold, but they have the advantage of the Domination buff. I'm not sure it's possible for a controller to maintain that level of hold.
Controller holds are MAG 3 with a chance for a MAG 4. Figured on MAG 3 you'd have to stack 18 holds before your first hold wore off. Is this even possible for any 'troller build?
Now if you're referring to a group of controllers then sure, you can hold an AV through the PToD. Solo? I doubt it.
You mentioned Doms, My Mind/Nrg can hold AVs/GMs easy. With Domination running and procs, I've got a mag 10 hold from one use of dominate alone if all the procs land. With domination and powerboost stacking holds isn't as hard on a dominator.
Though I'm sure a Mind/Cold troller could possibly pull it off solo, I've yet to see this combo yet. Granted I'm redside 90% of the time I'm online. -
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Quote:Actually not so bad, if you've got a grasp on pet control. Thermal shields, being thermal give great resist vs fire damage. So scraps and longbow flamethrowers aint the threat they used to be. Still a bother vs earth mages, but meh, one less thing to worry about.Have you tried this and this?
Also, this power reduces enemy damage.
Thugs and thermal will work just fine. Be sure to stack maneuvers and slot your enforcers for defense. You'll do fine, but levels 18-23 will suck. Don't worry, they do for any mastermind. Scrapyarders. -
My first Dom was a Fire/Psi and I grew tired of him after using him countless hours for farming. My Mind/Nrg brought new light to the AT for me, so much to the point I leveled up a Plant/Fire shortly after.
Mind/Nrg is amazing permadom'd, close to overpowered if slotted correctly IMO. My Dominate is slotted with 2 hold procs, that means w/ domination running. It's a chance for a mag 10 hold in one shot. His build ended up with more recharge then my fire/psi for about half the price tag. Being that Mind can shove some cheap purple sets and energy assault is a nice mix of ranged and melee powers.
Haven't got to IOing my Plant/Fire, due to having so many other projects to complete. My build on Mids is doable once I get the cash saved for him. -
Quote:Regardless I honestly feel that for a Tier 9 Power, Traps would be better served with Gun Drone or Omega Maneuver. The only thing keeping it as Time Bomb is honestly because its a better themed power overall out of all the choices. This is why I believe that even though a majority of players find this power useless, its chance of being changed are extremely low.The point being missed was that different play styles are different and homogeneity is lame, imo. When used for comparable purposes the power provides the ability to play in a different way than the rush-rush-go-go that permeates the game these days yet was still fun in a pile-on-free-for-all of a zombie invasion or whatever they are called. I guess, in other words, consider the power when used by soloing defenders.
(I don't really want to get into the "if you are soloing why are you playing a defender / ZOMG STFU DEFENDERS ARE THE BEST SOLOIST RAWR" zealotry and flame wars that erupt on the topic of soloing defenders. I'm just saying soloing on a defender happens.) -
DN is great for the -damage as already being softcapped the -tohit would only help vs being debuffed. As TR mentioned it is a huge drain, with Consumption it would be possible to maintain with that much recharge. Mind posting your build, I can give you a better answer with it up.
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Quote:The guy I quoted compared damage of TB for Devices to TB in Traps. Sets are for different ATs and they all have different damage mods. I was simply stating Time Bomb damage shouldn't be an issue for blasters. I'll also mention Time Bomb in Devices is a Tier 8 power as opposed to being Tier 9 for Traps.... explain? My feeling was always that my /Dev blaster had very close to Scrapper level damage with nowhere near Scrapper level survivability. Which is why I no longer have a /Dev blaster.
In short, TB is fine in Devices but leaves Traps wanting something more as a Tier 9 power. -
Quote:LoL, just a bitI'd much rather see something like:
Uber Mastery
41: Fire Imps - same as fire troller power, but with reduced recharge and stackable
41: Defender Rage - same as Brute SS, but with no crash
44: Power Stomp - same as SS Foot Stomp, but energy damage with Disorient added in
44: Uber Surge - A direct port of Elec Tanker Power Surge, but on a 90 sec timer and with Psionic resistance - stackable
47: Uber Ignite - Same as AR Ignite, but 25' AoE radius and a mag 4 immob added in. It also buffs any imps in it to double hit points and double damage.
This isn't too much to ask for, is it?
Seriously, I wouldn't mind seeing a pet on the order of the villain epic pets to help soloing. -
Quote:I already have two stormers at 50, a Plant/Storm and Necro/Storm. Trust me I know all this already. Was telling the OP that Plant/Storm is a blast and I listed my attack chain. Hurricane is normally always on and not part of an attack chain, so it wasn't mentioned.It's amazing.
But you'll want Hurricane with it. Plant doesn't deal with single targets well, and stacking vines + strangler takes a lot of animation time. Hurricane is your primary mitigation tool for those encounters, at least until you can get more recharge and/or epic holds.
The combo is highly, highly dependent on AOE damage, and therefore the more you can stack mobs closely together, the faster you can kill. It's an odd combination in that it takes far longer to kill enemy than it does a large group packed together. Hurricane + roots comes in extremely handy for herding and bunching those mobs together so that tools like LS and Tornado can be more effective. Storm is known for chaos, but the truth is that the entire set is comprised of AOE powers and effects and therefore increases in efficiency the more packed everything becomes. -
Plant/Storm all the way.
Creepers>Seeds>Rain>Tornado>Lightning Storm>Fireball>
This combo is downright insane, insane on the blue bar too TBH. But serious fun. -
Quote:Yea Targeting Drone crossed my mind just as I left my house, wasn't running in to edit my post. lolYeah I thought about that, only probs i see from those are..
Tech
2. Not tech related, Targetting drone be better
3. Body Armour is Res based and we need a Def based shield, maybe Scorpion Shield
4. Clashes a bit with webnade from traps fenders
Ice
5. Already you can get Freeze Ray and Bitter Freeze Ray, another hold?
Perhaps this would be a better compromise...
1. Smoke Grenade
2. Targetting Drone
3. Scorpion Shield
4. Photon Grenade
5. Gun Drone
+
1. Chilblain
2. Flash Freeze
3. Ice Armor
4. Ice Sword Circle
5. Hibernate
Power clashes between epics and select powers are of little reason to exclude them. Yea Ice Blast and Electric Blast have a hold, but the other blast do not. Yet defenders have Shocking Bolt and Dominate in their epics. I rolled a Traps/Psi fender, no hold there as with most defender combos. Not everyone plays the ice/ice/ice or the fire/fire/fire so repeats are irrelevant. Plus as a fender, slot some hold procs and the Freeze Ray>BFR>Dominate is a nasty way to lock things down. Thats what I did on my Rad/Ice fender, thats 9-27 mags of hold in a few seconds off a fender
One thing all defenders do have access to is an AoE damage attack so in relation its not needed in the epics. Using the existing Mastery's as a template is a good way to go IMO as it seems that would be the Devs direction.
Kinetic Shield would be workable in a Tech Mastery as I honestly find body armor useless. -
Quote:Time Bomb in Devices doesn't really apply to this issue as more damage shouldn't be an issue for blasters. Time Bomb in Traps is a different story because we should expect more from a Tier 9 power. Granted there are other Tier 9 failures out there so Traps isn't alone. I'll mention again I would prefer they remove Time Bomb from traps and replace it w/ Gun Drone.I've a Blaster with timebomb that has tons o' fun dropping bombs during zombie attacks, easy to get it off with their weird spawn delay and all the buffs/debuffs flying around. It kicks ***! It is definitely slow in missions but I do have fun cranking up the number of mobs and double bombing with a timer and a trip mine.
I would think the slowness is about on par with normal defender soloing?
I wouldn't want the power removed from the game altogether, it's a really different play style that is fun for some, even a jaded 60 month vet like me that can't stands no slow mo enjoys using it from time to time. Miladys Knight hit it dead on though, IMO.
Good part has been said in that the rest of the set is pretty much gold. So really doubtful a change would happen. Gods know we don't want them touching Traps with the chance of the PGT rerun. -
All decent suggestions, however off from the current standards. As with most mastery's they fill holes that primaries and secondaries don't normally have. I would love a tech/weapon mastery for defenders and ice hands down would be a def based which is missing. My suggestion.
Tech Mastery
1. Smoke Grenade
2. Focused Accuracy
3. Body Armor
4. Web Cocoon
5. Gun Drone
Ice Mastery
1. Chilblain
2. Flash Freeze
3. Ice Armor
4. Hibernate
5. Block of Ice -
Strike does work in the bruiser but its a low percentage to fire to start with. It also only has chance to proc off attacks w/ KB. I miss when the +rech proc worked on him
For Enforcers, the -res proc works, as Jay said, its a known issue w/ the Lady Grey proc. -
Only errors I can see and this is my personal opinion. LR is poorly slotted, its got no AC and needs more recharge. Also having an AR/Rad at 50 myself I can tell you, its end heavy even w/ perma AM. Your toggles aint slotted with much end reduction, of course if you don't mind keeping blues in stock. Only time I find myself draining is during AV fights otherwise my AR/Rad does great.
I don't have a purple IO build for mine as its not an active enough to warrant the spending. But was able to get perma AM/Haste. You could maybe shave a couple hundred million down and still keep perma. I also dropped my patron immb as most spawns were dead in seconds due to having FA up so fast.
Overall its a fun powerset combo, have a blast -
Quote:I believe and this is my opinion mostly that EATs will remain locked to their respective sides. I don't believe it will matter which side a toon a switched to, a blaster will only unlock khelds, etc. Be it hero or villain in the end of its career.The ten basic ATs can be created in the Praetorian start areas, but not Kheldians and Arachnos Soldiers. Since the current EAT's can only be created in their side's start areas, likely they will only ever be createable on that side. Likely they can switch sides, though, it has not be stated explicitly, (AFAIK) but it has not be stated that they cannot, either.
It has been speculated that Praetoria will get its own EAT, mainly based on a survey that went around some time back, but it also makes sense logically. City of Villains was released without an EAT but was eventually given one, and if EAT's are associated with the two sides of Hero and Villain, then it makes sense there would be a neutral one as well.
I'm also not sure how side switching will effect the unlocking of EAT's. Will you unlock Kheldians for getting one of the Hero ATs to 50, or getting any AT to 50 as a Hero? Can you unlock both Kheldians and Arachnos with the same character, by side switching him after 50?
The Devs have also stated in the past that unlocking EATs at 50 was mistake. Villains were kept on track only to be fair to Heroes. Future EATs will be unlocked by other methods -
Quick trick I use on all my MMs, edit the attack button.
My main two macros read:
petcomall defensive follow
petcomall Attack
When I use my attack macro, after the spawn is cleared. They revert back to defensive follow, be aware though they will chase targets down. -
At least Devices still has the drone
, though traps has PGT, FFG, Triage, Mortar.
Traps > Devices