Krogoth

Cohort
  • Posts

    175
  • Joined

  1. Krogoth

    Team of 2

    Repulsion Bomb is a decent AoE attack and very poor stun, I'd suggest replacing Razzle Dazzle with something else unless you really want those set bonuses.
  2. Detention Field, if slotted to have greater that 10 magnitude effect, will affect Lord Recluse for the full 30 second duration so long as it hits. The way to make sure it hits is to removed the orange tower, either through caging it or killing it.

    The duration of Detention Field is not altered on AV or the towers on the STF, it will last the full 30 seconds on any target it affects.
  3. Quote:
    Originally Posted by TrueGentleman View Post
    As a side note, has anyone considered putting together a guide to this (if one doesn't exist already)?
    One already exists.

    I blame Culex.
  4. Quote:
    Originally Posted by Torrynt View Post
    (4) If I take hover, can I still use traps powers? Or are they ground only?
    Almost all traps powers are ground only, so hover will not work very well.

    As for your build these are the things that really stood out to me:
    Quote:
    Originally Posted by Torrynt View Post
    Level 1: Caltrops -- ImpSwft-Dam%(A), Posi-Dam%(40), TmpRdns-EndRdx/Rchg/Slow(40), P'ngTtl-EndRdx/Rchg/Slow(46)
    The two triples in Caltrops are probably not needed, as Traps/Ice you will already slow cap anything that isn't nearly immune to slowing, the recharge portion only gets you two seconds and the end cost just isn't all that high.

    Quote:
    Originally Posted by Torrynt View Post
    Level 1: Ice Bolt -- Dev'n-Acc/Dmg/EndRdx/Rchg(A)
    I would personally prefer better slotting in ice bolt, it does slightly better dps than Ice Blast and much better DPS than Bitter Freeze Ray.

    Quote:
    Originally Posted by Torrynt View Post
    Level 6: Acid Mortar -- ShldBrk-%Dam(A), LdyGrey-%Dam(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(34)
    I avoid sets when slotting Acid Mortar, I like 1 Acc/2-3 rchg with the Achilles and Devastation procs tacked on if you have the slots.

    Quote:
    Originally Posted by Torrynt View Post
    Level 18: Seeker Drones -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(36)
    The stun chance of Seekers is rather pitiful, while I do understand the draw of a cheap purple set, I tend to lean towards slotting the cloud senses set and shifting slots elsewhere to cover the small loss of recharge.

    Quote:
    Originally Posted by Torrynt View Post
    Level 35: Bitter Freeze Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46)
    I currently see no reason to take Bitter freeze Ray, it is slow, costs a good amount of end, does little damage, and you can stack freeze ray fast enough for it not to matter.

    Quote:
    Originally Posted by Torrynt View Post
    Level 38: Hover -- LkGmblr-Def(A), Ksmt-ToHit+(43)
    As I said up top most traps powers are not usable while flying. I personally love blizzard on Defenders, it still uses the Blaster damage modifiers so it will put out large amounts of damage and as a Trapper you should be able to survive the end crash quite easily.

    And for reference here is the Traps/Ice build I have been running:

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

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Caltrops
    • (A) Recharge Reduction IO
    • (13) Positron's Blast - Chance of Damage(Energy)
    • (37) Impeded Swiftness - Chance of Damage(Smashing)
    • (46) Ragnarok - Chance for Knockdown
    Level 1: Ice Bolt
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (3) Thunderstrike - Accuracy/Damage/Recharge
    • (3) Thunderstrike - Accuracy/Damage/Endurance
    • (5) Thunderstrike - Damage/Recharge
    • (37) Thunderstrike - Damage/Endurance
    • (46) Thunderstrike - Accuracy/Damage
    Level 2: Ice Blast
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Endurance
    • (7) Thunderstrike - Accuracy/Damage/Recharge
    • (7) Thunderstrike - Damage/Recharge
    • (50) Thunderstrike - Damage/Endurance
    • (50) Thunderstrike - Accuracy/Damage
    Level 4: Triage Beacon
    • (A) Doctored Wounds - Heal
    • (34) Doctored Wounds - Heal/Endurance/Recharge
    • (36) Doctored Wounds - Heal/Recharge
    • (36) Doctored Wounds - Recharge
    • (40) Doctored Wounds - Heal/Endurance
    Level 6: Acid Mortar
    • (A) Accuracy IO
    • (9) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (11) Achilles' Heel - Chance for Res Debuff
    • (11) Devastation - Chance of Hold
    Level 8: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense
    • (15) Luck of the Gambler - Defense/Endurance
    • (40) Karma - Knockback Protection
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Poison Trap
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (15) Basilisk's Gaze - Endurance/Recharge/Hold
    • (17) Basilisk's Gaze - Recharge/Hold
    • (17) Basilisk's Gaze - Accuracy/Recharge
    • (40) Lockdown - Chance for +2 Mag Hold
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (37) Numina's Convalescence - Heal
    • (39) Numina's Convalescence - Heal/Endurance/Recharge
    • (46) Numina's Convalescence - Heal/Recharge
    • (48) Numina's Convalescence - Endurance/Recharge
    • (50) Numina's Convalescence - Heal/Endurance
    Level 16: Freeze Ray
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (19) Unbreakable Constraint - Endurance/Hold
    • (19) Unbreakable Constraint - Accuracy/Recharge
    • (21) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (42) Unbreakable Constraint - Hold/Recharge
    Level 18: Seeker Drones
    • (A) Cloud Senses - Chance for Negative Energy Damage
    • (33) Cloud Senses - Accuracy/Endurance/Recharge
    • (34) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (34) Cloud Senses - Accuracy/Recharge
    • (42) Cloud Senses - Accuracy/ToHitDebuff
    • (42) Cloud Senses - ToHit Debuff
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod/Accuracy
    • (23) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Recharge
    Level 22: Ice Storm
    • (A) Ragnarok - Damage/Endurance
    • (25) Ragnarok - Accuracy/Recharge
    • (25) Ragnarok - Accuracy/Damage/Recharge
    • (43) Ragnarok - Damage/Recharge
    • (43) Ragnarok - Damage
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Defense/Endurance
    Level 26: Trip Mine
    • (A) Armageddon - Chance for Fire Damage
    • (29) Armageddon - Damage/Endurance
    • (29) Armageddon - Accuracy/Recharge
    • (43) Armageddon - Accuracy/Damage/Recharge
    • (45) Armageddon - Damage/Recharge
    Level 28: Bitter Ice Blast
    • (A) Apocalypse - Chance of Damage(Negative)
    • (31) Apocalypse - Damage/Endurance
    • (31) Apocalypse - Accuracy/Recharge
    • (31) Apocalypse - Accuracy/Damage/Recharge
    • (36) Apocalypse - Damage/Recharge
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 32: Assault
    • (A) Endurance Reduction IO
    Level 35: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 38: Blizzard
    • (A) Positron's Blast - Damage/Recharge
    • (39) Detonation - Damage/Recharge
    • (39) Air Burst - Damage/Recharge
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    Level 44: Temp Invulnerability
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (45) Aegis - Resistance
    • (45) Aegis - Resistance/Endurance
    Level 47: Force of Nature
    • (A) Aegis - Resistance/Recharge
    • (48) Titanium Coating - Resistance/Recharge
    • (48) Recharge Reduction IO
    Level 49: Web Grenade
    • (A) Accuracy IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Vigilance
    Level 0: Ninja Run
  5. Quote:
    Originally Posted by Neogumbercules View Post
    The 60% chance to damage really annoys me.
    It isn't 60% chance to do damage, it is 60% chance per tick to do damage.

    I still don't know how my results with every powerset I play are so different from the norm. Every time I use HoB the pack dies and they die in less than the time it takes the Archery character next to me to animate Rain of Arrows.
  6. Quote:
    Originally Posted by Lemur Lad View Post
    basically yes. There's a good reason teams take Red Tower first. The encounter is mostly trivialized once that one is down.
    Unless you are on a purely defensive tank, then I would say aim for the blue tower first.
  7. Quote:
    Originally Posted by Doctor_Xaxan View Post
    -- Battle Agility is still overslotted, in theory. I was trying to max out my 5% recharge bonuses, and I figured I'd kill two birds with one stone with a 5-piece Red Fortune. Then I tacked the LotG on the end. Are there better ways I could be achieving this?
    You currently have 6 5% recharge bonuses: 3 Crushing Impact, 1 Obliteration, 2 Red Fortunes. You can drop a Red Fortune set.
  8. Quote:
    Originally Posted by Ryltaar View Post
    I was talking about +Global Recharge LotG, you can put as much as you want. I put them in CJ, Grant cover, Phalanx Fighting, Deflection, Battle Agility and Weave.
    The 6 give me +45% global recharge (fyi hasten = 75%), which I find enough : 35 seconds cd on Shield charge, 9 seconds on foot stomp (yummy).
    Which functions as a set bonus, any after the 5th simply don't work, they are however a different set bonus than the 7.5% recharge speed bonus (Large Recharge Bonus). Paragon Wiki

    And hasten is +70% recharge. Red Tomax, power quantification
  9. Quote:
    Originally Posted by Ryltaar View Post
    but with 6 +recharge LotG scattered around my build
    umm.... why? They act as set bonuses one of those is wasted.

    To the OP:
    Otherwise I agree with Ryltaar's assessment, some powers are overslotted, and don't avoid the slotting that will get you to the softcap.
  10. Quote:
    Originally Posted by Kelenar View Post
    Quote:
    Rogues/vigs reaffirming their allignment by running another morality mission should get some reward merits (5-10?).
    I could swear this already happens.
    That is because it does, atleast 30 merits per time (It may be 30 for the first and 60 each time after.).
  11. Depending on how many pieces you use there is not much difference in enhancement values between level 50 sets and say level 35 sets. Level 50 recipes are much more available than lower level ones, while the set bonuses of the lower level ones would exemplar farther without failing.
  12. Quote:
    Originally Posted by Catastrophe View Post
    I hope I'm thinking about this the right way. ED doesn't discriminate based on level. You get less % benefit from the third enhancement of a type regardless of whether it's level 50 or 30. Overall you still get more benefit from the 50's since they're higher base %.
    This is incorrect. ED works on the % enhancement of the aspect not the level of the enhancements providing the aspect. The 3 enhancement barrier stems from the numbers provided by SOs.

    Example:
    Common IO Damage slotting:
    2 Enhancements:
    Level 30s: 69.6 %
    Level 50s: 83.32 % (reduced from 84.8 %)

    3 Enhancements:
    Level 30s: 95.66 % (reduced from 104.4 %)
    Level 50s: 99.08 % (reduced from 127.2 %)

    There is a nice chart on Paragonwiki that shows the breakpoint: Chart
  13. I personally love Soul Mastery: Gloom and Darkest Night.
  14. Quote:
    Originally Posted by ChrisMoses View Post
    I was under the impression that you lose all your CoV contects once you become a Rogue. Is that not correct? I wouldn't want to rely on teaming, because Infinity CoV-side has seemed quite devoid of life recently. I've got a duo/trio I team with a lot, but they're both Hero-siding it up lately, so maybe if they were to become villains. I just didn't want to paint myself into a corner where the only thing I can do is papers.
    You don't lose access to redside contacts untill you fully swap to hero alignment.

    Rogues:
    Can run all Redside Arcs.
    Start all TFs/SFs.
    Join any blueside team.
    Run blueside scanner missions.
    Cannot run blueside contacts.
    Cannot enter the Hero/Villain Lounges.
    Cannot earn Alignment Merits.
    Cannot enter Hero SG bases.
  15. Considering you were just getting to Rogue in that other thread, why not stay rogue until you finish enough of the Patron Arcs, then fully swap?
  16. Quote:
    Originally Posted by ChrisMoses View Post
    You're saying that I should be able to go Rogue now, but don't you lose your contacts if you do so? Or did I imagine that? I don't want to be stuck predominately in the Isles with no missions for 7 levels.
    As a Rogue you should be able to run all Villain content, including the patron arcs.
  17. Repeat After Me

    No AT has ever been needed for anything in this game.

    Every time I see a team searching for one AT (or heaven forbid powerset) I die a little inside.
  18. Krogoth

    Buff Force Field

    Quote:
    Originally Posted by Vanden View Post
    Force Bolt: Becomes a real ranged attack. Damage increased from scale 0.2 to scale 1, add 20% chance for Mag 3 stun.
    Ok I can agree with this, it would probably cost a tiny bit more end and take a little longer to recharge but no complaints.

    Quote:
    Originally Posted by Vanden View Post
    Detention Field: Becomes a toggle. 1.04% end/s, can only be active for 30 seconds. Recharge time reduced from 60s to 30s.
    Would completely remove any and all use I have for the power.

    Quote:
    Originally Posted by Vanden View Post
    Repulsion Bomb: Animation changed to Hand Clap animation. Animation time reduced from 3.07s to 1.23s. Projectile effect removed; now affects targets instantly after activation time.
    I can certainly see a change to the power animation, perhaps a retool of explosive blast would be better though.

    Quote:
    Originally Posted by Vanden View Post
    Force Bubble: Radius reduced from 50ft to 20ft. Non-stackable 10s 25% damage debuff to target effect added.
    Just plain no on the radius reduction, enemies are fairly good at shoving 1/3rd to half of the way in as it stands.

    The main thing I see that can be added to Force Fields is Defense Debuff Resistance in Dispersion Bubble to set it apart from Cold. If Force Fields is supposed to be the king of team defense buffing why do Shield users give their teams debuff resistance and not Force Field users?
  19. Quote:
    Originally Posted by macskull View Post
    Fiery Melee does not have Fiery Embrace.
    Yeah that though crossed my mind about a minute before you posted... whoops.
  20. Quote:
    Originally Posted by magikwand View Post
    Fire Melee does have Build up.
    Not since issue 18. It now adds a fire component to all attacks instead.

    Fiery Embrace: After using this attack, all subsequent attacks for 20 seconds will do extra fire damage.
  21. Krogoth

    Slotting

    Quote:
    Originally Posted by chaoticorder View Post
    Ok heres an example I the character i respeced was my WP/SS tanker i didnt put extra slots in to several of his powers like Leaping the Inherant ones Boxing and Swift im trying to figure our what type of enhancements are the best to put inot a single slot power using set IOs would be pointless more or less so of liek Dual origen Single origen Invintion or whatever other types i cant think of right now would be the best type to go with.
    If you can find a proc or global set IO that is useful in the slot use it.
    Beyond that for basic single aspect enhancements the order is:
    Training < (is always less than) Dual Origin < Common level 15 or greater IO < Single Origin < Common level 30 or greater IO
  22. Krogoth

    Who to choose

    I would say the ill/rad would probably make the best all around character with heavy IO investment.
  23. Quote:
    Originally Posted by Dz131 View Post
    I don't know why Rage is exclusive to 1 set. When all others have the standard BU, ok except claws.
    And Dual Blades... And Dark Melee... And Kinetic Melee... And Fire Melee... Hmm
  24. Quote:
    Originally Posted by AnElfCalledMack View Post
    I'm not sure what happens if you kill a Nemesis lieutenant while he's confused, but if you did get the Vengeance...
    They fire it after they are dead, so the confuse is no longer in effect.
  25. 24 powers:
    1,1,2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,32,35 ,38,41,44,47,49
    65 slots:
    3-29:2,31-50:3

    Powers Open:
    Primary:
    1,1,2,4,8,12,18,26,32
    Secondary:
    1,2,4,10,16,20,28,35,38