Morganite

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  1. Quote:
    Originally Posted by Kitsune Knight View Post
    Or, you could deal with many of those via tactics! Nova Fist you can easily deal with,
    Because no one ever gets lag?

    That's the main thing I don't like about that attack. For anyone who's experiencing very much slowdown, it becomes something like a luck-based mission.
  2. Morganite

    Elec Procs

    Quote:
    Originally Posted by Jalena View Post
    2. Perf Shifter proc gives your enemies endurance. Tested this, and yes, it sucks.
    It what? o.O;;;

    That just seems bizarre compared to anything else I've heard of in any similar power...
  3. Morganite

    Elec Procs

    1. Damge procs I know with certainty can trigger on every jump. I would expect it to be the same for procs in other jumping powers, as long as the proc is supposed to act on enemies. (The Entropic Chaos proc definitely does not work, alas.)

    2. Depends on who they're supposed to affect, basically. Performance Shifter proc gives a chance for you to get end, Energy Manipulator has a chance to stun enemies. There's nothing unusual about Conductive Aura in this regard. Of course, since it's a toggle, both of those only have a chance to fire once every ten seconds.

    3. Chance to heal is useless in this power. The only chance for it to heal *you* is once when you cast the power. From then on, the only thing it can heal is the pseudopet created by Static Field, which is untargetable and indestructible anyway, so heals have no meaning in relation to it.

    As for the Chance for Placate proc, I've heard this is bugged, but I'm not sure of the details.
  4. Personally, I prefer putting the knockback protection in my travel power.

    Putting a LotG +global recharge in Indomitable Will is nice, but past that I'd get more recharge in there. The psi defense is a nice bonus, but when I get it I'm getting it for the status protection, and I want that up as much of the time as possible.
  5. Morganite

    Something Fun?

    Elec doesn't get as much solo benefit from Kinetics I think, just because it doesn't have a whole lot of damage to start with. But it does have two fast recharging AoE clicks and some good endurance recovery abilities. This lead me to make an Elec/Rad (for the resistance debuff, in part) and put procs in those two attacks. It's not quite as fast as my Fire/Kin was at that level, but it's probably safer, and once I get the other three procs it should be quite something. But since two of those are PvP IOs and one's a purple, that'll be a while yet.

    As for teaming... that's trickier. Some of Elec's tricks take some lead time to start working, and that's hard to get on larger teams.
  6. I got curious, so I copied an abandoned WP character to the Land of Post-Scarcity and stuck a regenerative tissue proc in RttC.

    It appears to last 120 seconds after standing next to an enemy. There's also something else that seemed a bit odd. It took a noticeable amount of time for the proc to appear in the list after approaching an enemy. But once the proc was there, whenever I approached an enemy of a different level, the regen value would change immediately.
  7. Well, that depends a lot on what you want out of them and what slots you've got to put into them.

    On some builds I just put a couple common resist IOs in Tough, since I didn't run it all the time, and when I needed it I could keep things under control with Transference. Reactive Armor is popular with people going for defense, although it's bonuses aren't huge. Or there's just frankenslotting for whatever mix of res and endred suits your needs.

    For Weave, the LotG recharge is certainly popular, just because recharge is so very very popular. I'm also partial to the Red Fortune set for the ranged defense at the end, though that's not to everyone's taste. And there's still mixing and matching IOs to free up slots for other things here too.
  8. Procs like that work on the caster. So when you use the power, you have a chance for it on yourself, and then when the pet uses their attacks, it has a chance to affect them... Except, of course, recharge doesn't work on pets anymore. (This is also why some otherwise fascinating proc options are no good in chain powers - after the first target, the caster isn't 'you' anymore.)

    I don't know any reason why one couldn't perma a patron pet. After all, people do perma-Phantom Army, and that requires even more recharge. (PA's recharge is 4 times it's duration, the patron pets are 3.75.) Of course, that's a -lot- of recharge. If you want to use the FF proc to help fill in the gaps, AoE clicks against large groups are what you need. Generally I'd look at APP or PPP for that. Mace is the only PPP with a knock-based attack though, and you might want to deal with redraw. Gale might work, since if you're using Hover you can stay above battles and get knockdown instead of knockback. I'll admit to an aesthetic dislike for using a power just for that though.

    Hurricane might still be worth keeping around. Shoving around mobs that aren't inclined to bunch up for AA strikes me as potentially useful, and a big tohit debuff is always welcome against hard targets.
  9. It's hard for me to judge, since if there's a way to see exactly which enhancements you chose for each slot, I don't see it. But I can probably make a couple of decent guesses.

    -For Transfusion, look into the accurate healing sets. They're fairly economical and let you get good enhancement values with few slots. Also, if those are procs you've got in there, you want those in Health. Really.

    -Enhancing Siphon Speed for slow is fairly pointless.

    -Enhancing Hot Feet for slow is questionable. It's already at the cap for slow movement, so enhancing that will only improve performance against things that resist slow... but in my experience, things that resist slow tend to resist it so much that enhancing it *still* won't help much.

    -Check out Efficicacy Adaptor for Transference. Four slots of that give almost the same level of performance as you're getting out of six common IOs.

    -I question the value of investing that many slots in Siphon Power.

    -Speed Boost's base recharge is 2 seconds, it doesn't need slotting for that. Stick an EndMod in there. Similarly, whatever you've got in Increase Density besides resist, it probably doesn't need. 1 or 2 common resist IOs seems like enough.
  10. Yeah, endurance looks like it's going to be really difficult. You've got only slightly more recovery than what your toggles consume without using Snow Storm or Hurricane, and that's before factoring in any click powers you might decide to use. (Although it's not quite as bad as it might appear, since mids doesn't take the performance shifter proc into account. But while that proc is nice, I wouldn't rely on it to save you.)

    There's still some places where you seem to be going for odd bonuses like +HP (which is of rather limited use IMO) or scraps of defense (never bad, but I wouldn't go far out of my way for AoE defense), and it's hurting your enhancement values and slot usage. Freezing Rain for instance can get better defense debuff, basically equivalent recharge, and still keep the proc in just four slots.

    I'm also not sure I'd call the Aegis proc that useful. After all, it doesn't stop you from being mezzed, it just reduces the duration. And my experience suggests that mezzes come in two flavors - ones happening where you're not threatened enough for it to matter if they're a bit shorter, and ones happening where you're threatened enough that you'd better use a break free now, and then the duration still doesn't matter.

    Oh, and I'd suggest switching the enhancements in Fly and Hover. Endurance consumption when you're flying between missions is meaningless as long as it doesn't drain you, which it won't as long as you turn off AA. Endurance consumption when you're in combat really matters, and that's when you'll be using Hover. It's not a huge difference, but enough to help. Or you could stick a LotG recharge in there, if you feel like chasing that bonus some more.
  11. I assumed the procs in Tornado are there to help keep Jack alive. Which I suppose isn't an unworthy goal. But it'd also be nice to slot the things the power actually does, unless you hate it and never plan to actually use it. But personally I hate taking set mules.
  12. Not an expert on either of these sets, but some general comments...

    -You've got several pvp IOs in there. While some are surprisingly economical, I know the +3 defense one is incredibly expensive, and I'm pretty sure the Panacea proc is too. Something to think about.

    -Several powers seem almost insanely overslotted for accuracy, especially with tactics running.

    -The procs in O2 Boost would be better in Health.

    -If you want a control proc in Lightning Storm, why not Devastation, instead? It has a slightly higher activation chance.
  13. I was kind of thinking something like that.

    I've got a Fire/Kin character that I softcapped to S/L, and that helps a lot with damage, but the stuff that's out of my range, standing back and sniping, that can be a real danger if they hit me with a mez. Which is why I've also got a significant amount of ranged defense in. With Choking Cloud in the mix, it seems like it's even more likely that the real threats will be coming from range.

    Of course, getting a good amount of ranged defense can be a pain. Most of the better set bonuses for it take six-slotting, which isn't always something I'm happy about doing.
  14. Morganite

    DB/???

    I don't think I've ever heard anyone suggest that Fire would win the survivability contest. Not because it's junk; all three sets you named are resist-based sets with generally good numbers, although each is stronger in different areas. But Fire's additional tools are about damage, not direct survivability improvements.

    Dark and Elec, on the other hand, both have some control abilities, with Dark actually having a couple different options. Elec's endurance drain probably won't completely lock down much of anything, but should significantly reduce the number of attacks even Elite Bosses manage to make. Dark, on the other hand, has an actual hard control, but it generally won't affect anything but minions.

    All three have self-heals with different advantages and disadvantages, though Dark's is probably one of the best.

    Dark is generally known as a high-endurance set. Elec isn't any cheaper for the early part of it's career, but it gets advantages later on... including an endurance recovery power on a very short recharge. So if you like the idea of never having to stop to rest, I'd say Elec has the edge there. (That's actually part of the concept of my DB/Elec in fact, and part of what made me pick Elec over Dark.)
  15. Morganite

    AA + WoC?

    Some of that reminds me a lot of things in my (still only theoretical) ice/thorn build. And while I have limited use experience with either set, there are a few things I'm noticing...

    Your defense slotting is a bit scattered. Kinetic Combat is a popular set for good reason, but it's not so hot when you're going for a ranged defense focus. Same thing with Rectified Reticle.

    Personally, I've found the effect of hovering over enemies while running AA both hilarious and effective. It might not be to everyone's taste (or character concept), but it also compliments ranged defense well by keeping you out of melee range. And Skewer itself becomes kinda dubious under those circumstances. I'd rather have the slots from that and Aim (plus one more from somewhere) to fill out a couple Thunderstrike sets. That'll give pretty close to the one-purple-from-softcap range defense, which is pretty good if you can keep the attacks coming from range.

    Armageddon is probably better in Thorn Burst, where it'll get used more often. The right mix of Cleaving Blow and Eradication will keep the set bonuses and get almost as good a recharge, and you'd get to see that proc fire a lot more often. Although I think there might be better ways to do it.

    Not sure why you're using Aegis.

    ...

    And on more related-to-the-original-topic topics, I keep wanting to find *something* useful to do with World of Confusion. It's an interesting power. But if I were to, say, take it on my Elec/Earth, give it 5 damage procs, it still wouldn't be all that impressive dps. Of course, set up like that it doesn't really *do* dps, it does "when the ten second mark rolls around, something gets totally clobbered, and something gets totally missed".

    I don't know. I still think I might want to try it.
  16. Quote:
    Originally Posted by A Man In Black View Post
    So, I've done a ton of cosmetic tuning up for #504371.

    The main thing I'm undecided about is whether to give the mobs Integration, for knockback/stun/hold/sleep/immob protection. It'd make farming with the Hand Grenades temp power easier, but I don't know how much it would interfere with people using other powers with mez, knockdown, or knockback effects.

    Can anyone offer any input?
    I'm not sure it'd hurt anything but controllers. But controllers, it would probably make very unhappy. For doms, I think the additional mitigation that some of the auras get when enemies *aren't* immobilized helps, but controllers get more help there from their secondary, and losing the containment damage hurts badly.

    Mind you, the mag of protection from integration at level 1 (or 3) is not very high according to the architect editor. Two applications should nail everything down even without overpowers. Except when I tried it on Neo's map with my fire controller, it didn't seem to happen very often. Less damage, fewer inspiration drops, and it all falls apart too quickly.

    (Elec doms *might* also benfit from enemies that don't resist knockback, due to jolting chain, but I haven't tried it much. I don't think it'd be enough to make my elec/earth sustainable, and I don't feel like starting another elec/anything.)
  17. Morganite

    AA + WoC?

    I had similar thoughts on a Fire controller, but after a while I came to the conclusion that it just wasn't that impressive. The radius is small, the damage is minor, the duration is shorter than the ticks even with heavy enhancement, and that's when it actually works...

    It might improve your coverage level on Arctic Air for the things standing closest to you, and it would give you a chance to immediately confuse bosses. And if I'm understanding City of Data right, accuracy slotting will help the confuse happen more often. It can also take a bunch of damage procs, but I'm not sure how useful that'd really be. (I'm contemplating at least trying it if I ever get my Elec/Earth up that high. But that's Elec, which has some effects on mob behavior that would aid such an approach, and not Ice, which has a PBAoE Afraid toggle.)

    Sooo... I'm thinking it might accomplish something, but I have my doubts on it being enough of anything to be worth the effort.

    (Also, Ice/Thorn! I've been thinking about doing one of those, but I haven't come up with a concept yet, since I decided to keep my Plant/Ice as Plant/Ice. Also because I haven't been able to even play very much lately.)
  18. Quote:
    Originally Posted by Local_Man View Post
    Actually, I leave Super Speed on during combat frequently unless the battle is going to be a long one. Even with suppression, SS provides great battlefield maneuverability to do things like lead pets into the fight or get in just the right position for best use of Seeds. I usually get by with a single EndRdx, though, and turn it off if a battle is expected to last any length of time. I also like to use Super Speed with Hurricane for "herdicaning."
    Guess it varies based on tactics. On my control-type characters I tend to open from outside of perception range and then move in, so the suppression slows me down at the very moment where I really want to move fast. (And the only one who uses SS has pretty high end consumption, and even with Transference if I forget to turn SS off it goes from "manageable" to "unmanageable".)

    Quote:
    Having Super Speed makes Stealth a worthless pick other than as an IO mule, but Hover would do the same thing and provide some potential utility.
    So does Steamy Mist, I think? Don't know if a third stealth would be enough to hide from snipers, but it'd have to be from an IO I think. And snipers seem pretty rare anyway.


    Quote:
    The Targetted AoE damage procs and the Impeaded Swiftness proc (slow) will work all the time. The knockback and Immob procs will work only part of the time -- only when the Creepers pseudopet is using the Immob and Knockdown parts of its powers.
    Interesting. It looked to me like more of the attacks were single-target, but I guess that'd be kind of nasty when the only damage sets it takes are the TAoE ones. Pet enhancement is just confusing sometimes... I'll have to try and remember this, since I've got a plant character that I'm considering picking up again.

    Quote:
    The third slot in Hasten means that it recharges 5 seconds faster. That's enough of a difference to make it worth while to me.
    Like I said, I sometimes think it's worth it. That's mainly when the character really relies on something with a long recharge time though. Which... might be the case here, I don't know. My plant character and my /storm character are both still in their teens. *shrug*
  19. Don't have much experience with plant or storm, so I can't really comment on that. But a couple other things....

    -If you just want Super Speed for the stealth, you might be better off getting a stealth IO for sprint instead. If you want SS anyway, there's no need to slot it for endurance reduction unless you'll be leaving it on while in combat, which isn't really a good idea anyway.

    -Some people consider the Winter's Gift IO fairly marginal unless you have another source of slow resistance to stack it with.

    -If I understand things correctly, only some of those procs in Carrion Creepers will apply to each attack they make. So those might not be as helpful as that astonishingly long series of numbers makes it appear.

    -The third slot in Hasten gives fairly marginal benefit. In some cases I'd say it's worth it, but here I'm not sure.

    -Seismic Smash *is* nice to have. Even slotted for damage, it's still pretty useful to have another quick hold. (It's the only thing I'll be regretting losing when I switch one of my controllers from Stone to Mace, really.)
  20. I'd be interested to hear how you find Elec/Thorns, specifically in regards to whether the DoT waking things up causes any significant problems or not. It's a combination I kind of considered, but that part concerned me.
  21. Heh. On my Elec/Rad, I sometimes lose track myself of what I'm using for an anchor. And this is solo, mind you.

    Usually it's not a big deal, but it's a bit disconcerting nonetheless...
  22. Some more thoughts on things that aren't brutes, because I mostly play things that aren't brutes. I don't use any temporary powers.

    -Neogumbercules's mission is quite a bit harder for hoverers on the new map. I could do -1x8 with bosses with just enough difficulty to be interesting on my Fire/Traps corruptor before. Now, it doesn't work all that well, and I think I can blame that squarely on the map giving mobs more room to spread out.

    -Fire Control works reasonably well, with Hot Feet providing both damage and mitigation. I think losing containment damage probably hurts fire controllers more than the Afraid from Hot Feet helps. Dominators are probably just as well off with this, but since I have no desire to ever create another Fire Control character, I haven't tested that.

    -Electric Control and Ice Control were of particular interest to me, since their toggles are some of the only things I'm aware of that provide a useful amount of mitigation in this sort of environment. Well, my Elec/Earth dom definitely saw some mitigation, but still couldn't put out enough damage to be sustainable.

    -My Elec/Rad controller could put out enough damage to be sustainable. That's probably due to having procs that approximately double her dps.

    -Arctic Air on an Elec/Thorn dominator also provides noticable mitigation, but not enough to be sustainable on it's own. Hovering helps quite a bit, but again the more open map hurts it. Still, at that point I was at least getting more inf from defeats than the inspirations I was buying cost. (Also, blues are a must. Running out of end is basically fatal.)

    In conclusion, I'd really like to see the old map again...
  23. How about some options for Thorny Assault that don't involve full-body spikes? I've got a character idea that what the set *sounds* like (pulling sharp plant bits out of nowhere and throwing them) would be great for, but the spiky bits all over just doesn't work.

    Even just taking the existing animations and making the full-body spikes invisible would be fine, really.
  24. Morganite

    No Traps :(

    Elec/ would certainly love the damage from Trip Mine, but the knockback? Not so much.

    Elec/Poison, that seems like it could be pretty interesting. Some good -res, and a few additional tricks to handle some of the particularly annoying enemies.
  25. It shouldn't really be that surprising that a power with an 8 second recharge is different from a 60 second recharge one, should it?

    Personally, the trick I like with Jolting Chain is to use it just before firing off another AoE power. That way enemies are less likely to get a chance to retaliate before Static Field sleeps them again. Although this may be less useful in the long term for /Psi, if you can get perma-Drain Psyche.