Master_Templar

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  1. Quote:
    Originally Posted by Reppu View Post
    Oh, and Kinetics is still amazing good. Even if it lacks high -Regen, it's +DMG steroid makes up for it in spades. It's definitely one of the best BUFFING sets, but it lacks debuffs so derp derp.
    Don't forget Kin's Speed Boost, which is equal to Chrono Shift's +RECH. Also, Increase Density gives Indomitable Will level Stun and Hold level protection, at the base slot (!) to your party. And of course the Trans pair isn't exactly a "buff" but they are still ridiculously good.

    Kin's -regen and -dmg is laughable, but the other stuff surely makes it a great BUFF set.

    MT
  2. Quote:
    Originally Posted by BrandX View Post
    If I recall correctly Power Build Up doesnt effect Cold's shields.

    But to go with Buff and Debuff...

    Cold Domination and Time Manipulation are my personal choices.
    I questioned that too, what PBU actually affected. In MIDs it takes it from 15% to 29.75%, unslotted.

    Also, text from Paragon wiki:

    Powerboost
    Powerboost is labeled as a +Special power, however there is no Special Attribute. What Powerboost does is provide a positive Attribute Modifier to a large list of Attributes. These attributes are: Stun Strength, Sleep Strength, Confuse Strength, Terrorize Strength, Immobilize Strength, Held Strength, RunSpeed Strength, FlySpeed Strength, Heal Strength (A positive Hit Point Attribute Modifier), ToHit Strength, Endurance Strength, Defense Strength (All).

    Is powerboost the same as Power Build Up?

    EDIT: Just curious, do you play them on Defenders or Corruptors?

    MT
  3. Quote:
    Originally Posted by Jibikao View Post
    I am pretty sure Infrigidate's -damage is only on Fire damage, not all Types?
    You are correct. I misread MIDs, my mistake. Benumb is on all types though.. still no slouch on -DMG.

    MT
  4. Looking for opinions on what you consider the "best debuffer" and the "best buffer" (1 of each). Now I realize these come in a variety of flavors:
    http://wiki.cohtitan.com/wiki/Buffs_and_Debuffs

    However, I'm looking for endgame performance. I don't care how long it takes to mature (e.g. Defender vs Controller sets). I don't care about exemping (anything below 50 is pretty easy IMO). I also am seeing as more incarnates cometh, normal spawns are vaporized pretty easily given any decent PUG. I'm more concerned about taking down tough(er) spawns and AVs. Example: I was in a CoP recently and the AVs health wasn't moving..hey, we had umpteen scrappers and brute but no legit debuffs.. that made me a sad panda. So, given that it seems that the following are most valuable in terms of debuffs:

    Debuffs: -res, -regen, and to a little lesser extent -dmg
    The way the AV resists work, they seem to resist pretty much anything except these qualities.

    The best thing on paper I can come up with is Cold/Sonic defender
    -RES = -120% (sleet = -30%, HL = -30%, and assume 3 attacks from sonic will be stacked at any given time, is this unreasonable to assume? Where my /Sonics at to verify?)
    -REGEN = -500% (equivalent to Lingering Radiation on controller secondary)
    -DMG = -100% (Infrigidate = -37.5%, Benumb = -62.5%)

    Also, if you take /Power APP, power boosted shields give +30% DEF, to all but psi.. and that is unslotted! So, obviously Cold/ is pretty good at buffing too, not to mention Heat Loss.

    Now for a few questions:
    -What rivals this? I feel Traps is a legit contender (more -regen, less -res and -dmg), perhaps Rad (much more -regen, much less -res and -dmg). I think /Sonic rules the secondary simply for -RES though.. perhaps the "best debuffer" is not a Defender at all.. ?
    -I never play pure "buff" sets like Emp or FF.. anyone have any recommednations? Perhaps Time or Thermal? I guess a better question would be, what do people consider the most important buffs?

    Best,
    MT
  5. Quote:
    Originally Posted by Pitho View Post
    Not even attempting to have single target damage, interesting.
    My best ST attack is simply to have the pets all focused on one target. My approach is that, the faster you wipe out everything else, the faster they will concentrate on the hard target. That said, it would be nice to swap out Frenzy for Longfang, and most likely Super Jump for Aim or Arctic Breath (for the -RES) or something. It needs a few tweaks after the recent changes (can take some powers earlier, etc), but I use this build now and it's pretty powerful.

    MT
  6. Quote:
    Originally Posted by Aett_Thorn View Post
    Short answer on Containment: Anything that is already controlled in some fashion (held, immob, sleep, fear, stun) takes double damage from further Controller powers.

    So, if you have an attack that does 50 damage, but your target is held, the power will do 100 damage total to it.
    Time out. Fear now causes containment? Spooky just got even better...

    MT
  7. Before, yes. The more "invincible" you can make yourself via DEF or RES, the "tougher" your pets become as well (assuming the damage is channeled through you)

    MT
  8. Quote:
    Originally Posted by SinisterDirge View Post
    I would skip detonator before trip mine every single time.
    +1. Skip...trip... mine? Huh? When your main traps are laid you should be Trip Mine'ing.. this is a huge source of AoE damage and the best "attack" your /traps MM can get..pretty much regardless of what Primary you have.

    MT
  9. Quote:
    Originally Posted by DrGemini View Post
    I will also use provoke to keep the harder hitting mobs directed at me so they aren't 1-shotting my ninjas. It does tend to work, since, again, I operate with a lot of defenses that pretty much negate incoming damage. In fact, I run aggressive more than defensive.
    +1. I find once you're all DEF'ed up, you don't need to run BG as much. I try to do everything I can to keep the damage off of my pets, that involves using Provoke as part of my "attack chain"

    MT
  10. What cap(s) are you shooting for? Personally, I went for all positional caps on my Crab (M/R/AoE). You're way over the cap on Range, but fall short on the other two, basically, you want to adjust sets so you have more M and AoE DEF, there are various options but most power choices are to your personal taste.

    Here's my build if you're curious:

    Capped positionals, pretty much perma pets, etc

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    Best,
    MT
  11. Master_Templar

    Build - SS/FA

    Hi guys,

    This is my take on a end-game SS/FA/Soul build. It was compiled from a few builds here, ultrawatt's and one other one.. forget who..but the character name is "Meteorite"

    Anyway, this build is NOT meant for farming. It is meant for endgame/incarnate content. I also don't care about exemping (c'mon, the lower stuff is really easy).

    Build highlights:
    -Softcapped S/L (not incarnate cap though)
    -1 purple away from softcapped N/E

    Just looking for opinions on how you would think this would perform in iTrials, thanks!

    Code:
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    Best,
    MT
  12. Quote:
    Originally Posted by Bionut911 View Post
    Perma-Eclipse Warshade. They are outstanding solo. Expensive to build, but so worth it. Two of my friends have solo'd AVs with it, they cut through +4/x8 like a knife through butter.
    Human only or tri form?

    MT
  13. Quote:
    Originally Posted by Taterrex View Post
    How do Ill/Rad controllers do it, their ST dmg is pitiful in comparison to most characters, The magic of debuffs
    Um, their ST damage is pretty good with Blind-SW-Blast-SW. The AoE damage is what is lacking, hence why I took /Fire epic.

    Quote:
    Originally Posted by SinisterDirge View Post
    Ill/Cold if you want to focus on mainly hard target. Can do +4/8, but I doubt by anyones definition of quickly

    SS/Fire Brute if large spawns are more important for you. Hard targets will take a little more time.

    Fire/Traps Corr is almost middle of the road between them imo.
    Great post. Ill/Cold is similar to Ill/Rad in this aspect. Fire/Traps also similar to Bots/Traps, if you want similar performance but different playstyle. Traps is SO busy that I am glad the Bots are doing the "attacking"!

    Quote:
    Originally Posted by ultrawatt View Post
    I take it u havent met my brute. He can solo GMs without using lore and takes care of 1 and 3 easily.

    But lore is there, not taking it into account is stupid. Unfortunately it means soloing a GM is no longer impressive...at all, since anyone can do it.
    ultrawatt, what build are you using on live? I was poking around the forums and couldn't find anything too recent.

    Best,
    MT
  14. They form their own rule of 5 since they are global IOs and not set bonuses. So you can have 5 from sets and 5 LOTG 7.5%

    MT
  15. Master_Templar

    Task Forces

    +1 more for the Kin/Sonic.. almost to the point where I kinda want to make one now haha

    MT
  16. I took both Aid Other and Repair on my Bots/Traps. If in the rare chance I'm not doing anything and a bot could use a heal, I hit Aid Other. If things are going south and a bot takes a lot of damage, hit repair. Aid Other should be your "go to" heal and Repair is a "panic button"

    My two cents.

    MT
  17. Same as it has been for years now.. the Stone epic. Get softcapped S/L, simply run in, hit Cages, FS and then go SMASH with Fissure and Seismic Smash. Proc out Hot Feet if you're fast enough to keep ~10ish FS on you at all times (because any more will beyond damage cap).

    MT
  18. Quote:
    Originally Posted by ultrawatt View Post
    SS/fire brute.
    This. I made one for giggles but holy crap does it tear through (non-farming) content without even blinking. Makes my namesake scrapper look like a complete waste of space. FA really isn't that squishy if built right and /Dark makes for further survivability. Unreal amount of damage potential.

    MT
  19. Master_Templar

    Task Forces

    Quote:
    Originally Posted by BrandX View Post
    If you're looking at a good TF runner, my suggestions would be...

    Time Manipulation
    Cold Domination
    Dark Miasma

    All around good buffs/debuffs and good defense for you in the long run.
    I have 10 50s, and with all of them I do every single TF/SF/Trial. That is the content I enjoy in this game so that's what I play with everything

    That said, BrandX is right on point.. if I were to make one toon right now to run through everything.. I would make an Ill/Cold, for sure. Buffs/Debuffs are the most sought after in high level content, from what I've seen.. and Cold can do both very well.

    Perhaps Fire/Cold if you want more offense, but if you want a teaming toon, go with the Ill/Cold. Perma PA + perma HL + perma Benumb = yes please!

    EDIT: I was also going to say the same stuff as the above posters in terms of "damage" and "Tank".. it doesn't really matter too much if debuffs/buffs are taken care of. Solid advice for sure.

    Best,
    MT
  20. Quote:
    Originally Posted by Red Suzzie View Post
    Search-fu is pretty useless. put in DM/Regen and the first post you get back is about a Time/Fire build >.<
    Under Keyword box, hit the dropdown and click "Search Titles Only". Then search for "DM/Regen" (include the " "). That will find ONLY that search and not (something)/Regen or DM/(something). Search is great... Much better ya?

    MT
  21. Quote:
    Originally Posted by Taterrex View Post
    Mind linking your build? It sounds great.
    Here ya go:
    For the pets, I use all 4 uniques (2 DEF and 2 RES) for maximum survivability of the pets (10% def and 20% res is not bad!). Right now, Spiderlings are perma, Disruptors are perma (4 seconds gap), but swapping one of the RES in the PPP for a 50 Rechage IO, you can get basically perma on that too (3 seconds or so gap). I don't mind the small gap because if you recast the power and the current pets are active, the power will just go into cooldown mode and do nothing..so that small gap prevents you from "wasting" it. (This may have changed recently, not sure.. but I doubt it) You also could use a few purple sets if you like..not sure what your budget is, and keep the RES IO.

    Also, since the latest issue, I would drop SJ for Aim (I use Jetpack, hoverboard and ninja run for travel now), and drop Wolf Spider Armour for Longfang, or TT:Assault.

    Build is a bit end heavy, but manageable (a single Rad, Kin, Cold, or any Destiny buffs make it a non issue). Not too great on single target, but hey.. it's a capped positional crab with perma pets

    Code:
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  22. The power summons 2 pets. It summons as a targetted AoE, much like Rain of Fire, etc. If you summon them near you, they will linger near you (and follow you around). If you summon them near (or on) enemies, they will aggro to them and get attacked, and eventually explode or detonate on the enemy. Each drone does -20% DMG and -7.5% to hit debuff, AoE. So that's -40% DMG (which AVs do not resist) and a decent to hit debuff.

    They also do a small amount of damaage and have 25% chance to stun (which can stack with other stuns).

    The best use for them is to summon them right in front of a spawn, and let them take the alpha. I generally run in right after I summon them, or shortly after (which one is usually dead), and start trapping away. The pets come right behind and start blasting away in relative safety. A pseudo-tank, if you will. Great power

    Best,
    MT
  23. Easily one of the best powers in /Traps, second to seekers IMO. Open with Seekers to negate the alpha strike, rush in and drop PGT. Everything is debuffed, vomiting, and possibly held (due to Lockdown proc, which is VERY effective). And then.. come the pets

    MT
  24. Quote:
    Originally Posted by plainguy View Post
    I don't know if you can have perma pets with a defense cap crab unless your slotting 5 purple sets I think.
    This is very possible. You can cap all 3 positions and have perma pets (Spiderlings and Disruptors) and I have about ~10 second or so gap on my PPP pet (Leviathan). This is without Spiritual Alpha and no purple sets (I think I slotted 2 Soulbound in one of the pets).

    MT