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Posts
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Joined
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Hmm, if we want to 3-slot like you mentioned, we might want to consider Hami-Os. Pity that I don't think there's Acc/Rech or Heal/Rech hamis. Still, I like the ideas and that there's only 3-slots each.
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Now that my beam/time corruptor is in his mid 20s, I'm still confounded by these two Time Manipulation powers.
For now, I re-specialized to only have the base slot for both Time Crawl and Temporal Selection. I'm slot-starved right now, but I'd like to expand these later - while remaining conservative with the slots.
I'm not certain if I should slot these for improved recharge (as Time Manipulations offers that, plus global IOs might later fill in this gap). I might slot up TC's debuffs (as they're useful), while slotting TS's heal minimally (I have other ways to heal allies). I'd love to slot TS's buffs, but from what I can tell I can't. I might slot these so that I'd best take advantage of set global IOs.
Right now, I can't decide. So I thought I'd crowd-source the boards for opinions:
So, how are you slotting Time Crawl and Temporal Selection? -
I just hit 26 on my beam/time corr and made some preliminary adjustments.
Firstly, I took out the sniper attack. It was great for a long range pull, but not necessary in the attack chain. Beam is dependent on hitting 1-2 critters with fast attacks before applying your AOEs to disintegrating targets - and the sniper attack just doesn't help as much.
Also, although I still have time crawl and temporal selection, I'm keeping them with their original single slot. This is working for me so far, but I'm unsure what the future holds for me with these two powers. I might start a separate thread on this very subject.
These actions alone should free up some slots! -
I'm very eager to make a /poison controller.
But now I'm comparing it to Rad. Is there a particular strength that poison has over Rad?
It seems that rad debuffs better, buffs better, similar rez, and controls similarly.
Rad does have a weak AOE heal over poison's good ST heal. I do prefer a strong ST heal, other than that, is there any other advantage Poison might have over Rad?
Please justify my eagerness to play poison!!! -
Thanks guys! At the time of my previous post, I wasn't sure when I21 was coming out. I didn't think it would be around 4 days after.
See you guys in game soon.
Mal -
That's awesome Oathbound. I look forward to starting her up this Tuesday!
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I've been following the exploits of Garden State for the past while. I hope it's still running come I21 (I'm sure it will) as I was hoping to start up a plant/poison controller with the new power proliferation.
Good hunting! -
Hello,
I was wondering is someone could confirm something for me on the beta server:
I see on Paragon Wiki that Poison Trap, although it has a chance to hold (like the Traps version), doesn't take hold set enhancements. I was hoping to make a controller with this power and slot it with Lockdown Chance for +2 Mag hold like everyone does with the Traps version.
Is PW right?
If so, what a letdown! -
I didn't know about the new power pool! Sounds awesome and a bit overdue in the game! I'm liking COH-Freedom more and more.
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I personally have been building my post 50 DP/MM blaster to be a better farmer... but not for farming's sake. I do like to do the odd farming mission or two while LFT, or do my alignment missions on +1/x4 or better. Having enough defense to farm (even while popping 1-2 purples), means that I can play aggressively in teams without being to dependent on the defender to buff/heal me or the tank to draw aggro.
That being said. I've found it difficult to cap S/L while keeping the powers that I like. Yes, I can get Blackscorpion's shield, sacrifice many of my attack powers to slot up global S/L but I'm not liking that toon much. This is currently my secondary, less-developed build.
Without even trying, I've found getting melee defense over 20% by cheap global sets alone is pretty easy. I'm in the process of making this an alternative to S/L defence (probably by reworking my secondary build). -
Certainly Local_Man, I agree with all that you've posted in this thread.
Do keep in mind I tried to communicate that it may not help "as much" as opposed to 'not helping much'. Ill/Rad is undeniably a strong set - even in helping with scores of critters as you've described.
I was trying to answer the original poster's question as to what was he missing with regards to Ill/Rad. Why did the poster feel that the set was lack luster at 50?
I've played a couple Rads to 50 myself and similarly found my anchors dying quick a bit of an annoyance to me. I know many of my Rad SG friends in Faithful Fans of Fallout love Rad in all its forms, so I can concede to being the odd one out in this regard. -
With Time manipulation coming out, which looks really cool, I'm looking to make the best time manipulator that I can.
I really loathe asking this on the boards, but I'd like to ask what power set out there that can go with TM to make the most effective character.
'Most effective' meaning most useful in incarnate trials... able to survive and overcome medium sized groups of +1s to +3s.
I'm currently leaning towards a fire/time controller. Although I would have loved to make a grav/time for thematic reasons, I don't think grav/time would be as effective in trials.
Perhaps */TM corruptor or MM would be better?
Opinions? -
I've been looking to make a grav/time controller as well (again for thematic reasons).
I however think there would be more synergy with fire, especially in the late game. Although any controller with pets would benefit from Time's buffs, you'll likely see more benefit with fire due to the 3 high-damaging pets (similar as one would see with fire/kin).
I was thinking as an alternative to grav/time would be mind/time. However, mind and plant controllers are heavily dependent on their AOE confuse powers. I've always found that confuse's benefits are diminished with holds or debuffs. I especially hated playing my plant domwhen there was an ice domin the group because they'd slow or hold all my confused minions. -
I've been looking to make a grav/time controller as well (again for thematic reasons).
I however think there would be more synergy with fire, especially in the late game. Although any controller with pets would benefit from Time's buffs, you'll likely see more benefit with fire due to the 3 high-damaging pets (similar as one would see with fire/kin).
I was thinking as an alternative to grav/time would be mind/time. However, mind and plant controllers are heavily dependent on their AOE confuse powers. I've always found that confuse's benefits are diminished with holds or debuffs. I especially hated playing my plant domwhen there was an ice domin the group because they'd slow or hold all my confused minions. -
I have to second Amy's suggestion, Fire/Storm or Plant/Storm sound like what you're looking for.
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Ill/Rad is strong at taking down AVs and giant monsters. Indeed, there some that can solo Luska with an Ill/Rad.
Ill/Rad doesn't help as much in large groups of critters such as in the trials. By that point, all the ATs are strong and can hold their own well in a team. Since Rad is so dependent on anchors, they suffer a bit because the brute or scrapper will take down you anchor really quick and much of the rest of the spawns will be cut down by your team before Rad's debuffs cycle back up.
What you're missing: Ill/Rad is a strong soloer, not as ideal for spawns of critters. -
I've found it somewhat useful on my DP/MM blaster.
WoC has been slotted up with Malaise IOs with nearly double confuse duration (~2seconds).
Is it awesome, no. However, after I hit concentration (MM's build up) and jump in with drain psyche, critters start getting confused. That 2 seconds is enough for them to make their alpha strikes on eachother and for me to get off hail of bullets and psionic shockwave (or whatever the level 38MM power is).
2 seconds in the hands of a decent blaster is all you really need. -
If I could get FoN near perma I'd do this. As of right now, I'm pretty far from that.
It's easier for me right now to work towards defenses on my DP/MM blaster where I can softcap s/l backed up with good mele and ranged defense. Still, for now I'm keeping FoN, but I might drop this for Blackscorpion's shield in the near future (to easier cap s/l). -
The ski chalet in PD isn't available in MA is it?
I'd love to set up tons of snow beasts (or other critters) in this zone making it a rather unique environmental challenge.
-PS: I realize that flying characters could do well in here, but still, I'd love to try fighting in the hills of this zone. Especially if the critters could be very prone to aggro and adds. -
The paragon points image put up on the recent news lists time manipulation as a power for defenders, corruptors and masterminds.... not controllers???
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See I'm thinking Nerve might be the way to go.
With IOs and /kin, you're probably already getting plenty of recharge. With the incarnate trials though, you have to hit critters that are a few levels above you, so unless you have 2 acc in all your powers, you might find yourself missing a lot in some parts of the IO trials.
For me, I hate my holds to miss. Without domination, a miss means that there might likely be a window for that boss to hit me back (as I usually need two applications for it to stick).
I also like Nerve as I usually take a PPP that uses defense. I play my controllers pretty aggressively so I like to try to soft cap defense. It allows me to charge into crowds and those that I can't hold, can't hit me as much.
Just some thoughts. -
Quote:....
Illusion/poison ... A pharoah, poisoned by his sister, doomed to have his spirit walk the earth.
Lewis
I loved your ideas a lot. The pharoah is perhaps my favorite.
I also liked your ill/TA idea, as I'd love to make a Mysterio type of character.... but I can't picture such a character with a bow. -
If that's true then yes TM would be awesome.
I know I want to make grav/time controller as a master of space and time. I however have yet to nail down the back-story yet. I'm trying to not recreate Hiro Nakamura. -
Although yes I'd take scourge over vigilance any day, that doesn't mean that defenders are always less useful.
Like many have said in this thread, if you want to be the best buffer/debuffer in the game, you go with the defender. -
Dammit! I'm eager to play this and I haven't even seen it yet. I21 can't come soon enough!