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Posts
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Quote:I haven't tested WOC yet, but if it is anything like the blaster version I'd consider it garbage for the confuse aspect. It is a nice set mule, but that is about it.What about the new changes to Psi? I hear that WoC is a pretty good combo. Since it's not in MIDS I can't really look at a potential build yet so any thoughts?
I suppose if you get containment off the DoT's mixed with hotfeet it could be... somewhat useful? I remember the size of the aura being pretty small though. -
Quote:I'm lost >.> Are you saying that Ice/ Grav/ /Ta And /FF controllers need rezzes?Ok, see, I took a look at your list of controllers...if you ever die on all but the fire/kin, you're doing it wrong.
For the rest of us, rezzes are useful on squishies.
The end.
Quote:If you know a good player with a level 50 col- -
Cold/Sonic hands down.
Screw end drain when you are stacking on that much -res. Especially given that you are teaming mostly -
Outside of Therm's I've never really ran into a End problem with Stamina/QR/ Numina, Miracle and two shifter procs. I'd say webnade is probably more useful in open zones and arena duels. Physical perfection would definitely be better though if you are gonna stand there and duke it out.
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Maybe I missed something >.> The two I saw that might be decent were the blaster force power. If it has decent damage another target AoE and all.
Melt Armor, if it is the watered down tank version for blasters. That is kinda meh. I guess I just wanted more there.
Self Rez for controllers who go fire. Very Meh.
World of confusion is a set mule power in most cases.
Soul Transfer for defenders, self rez - eh.
Force of Nature is probably "okay" on defenders.
Blaze mastery on scrappers - Definitely a good thing. Should have included blaze.(Okay not really, but still!)
Physical perfection - Would take it in an instant if I didn't have to take CP or FA. Really most builds have their end use under control by that time, more regen is nice though.
Nightfall vs. Dark Obliteration. Blah!
There was some "Okay" stuff but nothing outside of scrappers getting fireball that made me think "Wow this is gonna be great!" -
Quote:We just got a new TF a few months ago that you can blow through in 25 minutes. What more could you possibly want!
3. Oh, you wanted content?
Also, the ports for the epic powers on heroes are massively disappointing. On the bright side, I can be disappointed in technicolor! -
Few things to consider.
The controller damage cap is I think... +300% damage. If you are slotting for damage in your power already you'll need less than that. With the old 290% off a decent spawn it pretty much meant you didn't have to slot for any damage.
Most controller damage powers (Epic AoE's, Hot Feet, Roots, Creepers, etc etc etc) are already slotted for damage some what.
FS can be easily double stacked, between Hasten/Siphon Speed/ and IO's you can double stack it perma.
Controller damage powers aren't exactly "high" the difference between 250 and 300% damage on something like an AoE Immob I don't think is going to be that noticeable.
/Kin controllers with FS will still be pretty awesome with the straight 2X final damage that is containment.
That is all. -
Quote:Was and probably still is. That was the Thugs/Psn I was actually talking aboutTrance on Infinity was pretty epic on his Thug/Poison MM. Never really gave a second thought to how MMs were handled in PvP but he was good enough to explain things, at least.
Maybe I wasn't insp loading quite right, but there was no real way I was going to take him down. Each 10 minute match I was looking at about 2 or 3 windows where I could be a peak performance (having DP/Recon/IH/MOG/Phase up) And I'd seldom get through even half of his HP. Taking down pets to wear down his blue bar wasn't viable as I'd get taunted back to him. He even micro managed well enough through the course of the fight to keep fire sword circle from doing much harm.
Between all that, power boosted debuffs, aid self, -jump to keep some distance when he needed it, it was a monster of a build to try and take down. (Then again, I'm far from the best as is) -
Quote:Offense, Defense, and maneuverability are all important. I know some MM's I've fought could have actually taken me down easily rather than forcing a draw if they would have simply set their pets on aggressive for a short period of time to finish me off. Choosing to play defensive and with next to no risk isn't quite what I'd call a win.Our definitions of a win are different then. If a regen is running and phasing from me for more than half a match I consider that a victory (for myself), despite the end score.
Lets just agree that if a competent Regen VS's a Competent Poison MM occurs the match no longer involves PvP, but a game of high-stakes marco/polo with the Poison MM as "it."
P.s. Who the hell took my red wing?!
As for MM's I've dueled a few, not a lot. One of the better PSN (Thugs/Psn) ones had Taunt, Aid self, and Webnade which pretty much meant 100% safety when ever he needed it, simply by spamming webnade and using the maps to position himself out of reach (Certainly long enough to heal back up ) While I was just about as safe as an IO'ed Regen who was HP capped with phase shift. Yes I ended up running more, but then again I was always at *much* more risk than he was.
I will agree that with against most MM's who know what they are doing, A regen doesn't stand much of a chance of winning. That doesn't' mean he will lose. I certainly don't consider the Fire/SS tanks I can't bring down a Win or a Loss simply because neither can put out enough damage to over come resists, heals, or whatever else. A draw is pretty much a draw. -
A good regen will either win or tie. Its just a matter if picking the right inspiration load, and yes. Phase shift.
No you won't likely be able to kill a lot of the better MM's but they won't be able to kill you. 0-0 from running is still a draw. Not a loss despite what anyone says. Standing up to fight a MM is just stupid in a 1 v 1.
Elec/Therms you can usually draw them and just drag out the fight. If you can catch them between Phase/Hibernates you might be able to slip by with a win. (The few I have it was about stashing a few blues until late in the match and burning enough to get them to phase, then burning the rest after they come out.)
I'd personally go Fire/Regen as far as a primary goes. The DoT's with sudden death can really come in handy and fire hits like a truck. BS/Regen would be my second choice. DM with its lack of to hit buff/ auto hit build up just seems rough. Especially since you said it will be mostly 1v1. -
Quote:Pretty much this. Soft cap your S/L defense, between that and the chance for hold proc in cages you can pretty much get away without bothering to stop for flashfire. The big part is positioning yourself far enough away from any potential mezzers but close enough that hotfeet and fissure hit everyone. EE I find myself forgetting to use as I'm used to hasten on auto, but the extra HP make a very nice difference and save you from having to get all the accolades. Sesimic Smash is just awesome to finish off whatever is left, as usually your imps will work on one or two of the other LT's (If you are running non AE Spawns)<QR>
If you want a "no-holds barred" Fire/Kin build, you will take the Stone epic. If you sink enough inf into a Fire/Kin/Stone and play it well, it will be head and shoulders above Fire/Kin/Fire or Fire/Kin/Psi - softcapped smash/lethal defenses with Rock Armor and Weave, perma capped HP with Earth's Embrace, and a high-damage hold able to mez bosses in one go with Seismic Smash. Fissure is not the strongest APP attack available to Controllers but it's incredibly useful given its decent recharge time and chance for stun - slot a couple damage procs into it and go to town.
With the spawn size changes I'm definitely moving my build back from a perma IW Fire/Kin/Psi to a soft capped Fire/Kin/Stone. -
I know that was how I got my pylon time in the pylon thread. Killed off the minions of two spawns (+2 and +3) and herded the rest around myself and the pylon to take it down in about 5 and a half minutes. Only 1 or 2 two of the damn Mesermists (1 was a LT for sure) didn't' follow and just stood there trying to hit me from range. I'll have to try it at some point with just 1 +4 spawn and a pylon at some point though.
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I'd honestly say a SD/SS/Pyre or SD/Fire/Pyre would be more survivable when farming bosses, and pretty fast too. I'd probably lean towards the SD/Fire after playing and IO'ing an SD/SS. The latter seems better for quick LT battles, as it is a massive pain to try and keep your end up even with a full IO build with Numina + Miracle + Performance Shifter procs. (Hasten and Rage crashes really add up)
A soft capped melee Spines/Fire/Blaze or Spines/Fire/Energy should be wickedly fast too though. Just much more squishy I would think.
*edit* A Fire/Shield/Blaze could be pretty wicked too if you built it for farming. Might be rough to fit everything in though and have the survivability you need. -
Sadly, my first with no inspirations was on my Fire/Kin/Psi and it was Marauder. The First one I vid recorded though (used Insps, accolades, and wedding band) was one of the AV's on the shard TF (the one with the large hazy cave) Because I heard they were the hardest and that no one solo'ed them.
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For Solo PvP Dark/Sonic and Dark/Rad can be pretty wicked.
Rad/ Cold/ and Storm/ sonic can all work well enough too. -
For PvP It is still all about burst damage and how quick you can lay it on some one. Stuns and the like especially those on scrapper attacks usually last a fraction of a second.
Your best attack is eagles claw followed by Crane Kick and Crippling Axe Kick. Storm Kick can be used as a filler when nothing else is up. Take build up of course, and if you can fit it, Confront.
As far as Regen goes. Fast healing, QR, Recon, Dull Pain, Integration, IH and MoG are your staple powers.
Go for SS/SJ as far as travel powers go.
For your other 1 or two other pool choices there are a few routes to go. Assault/tatics for some +Dmg +to hit and + perception. Solid all around choice.
Tough - Gives you resists to all now, will make you a bit more sturdy.
Phase shift - Gives you two set mule powers for LoTG+recharge's as well as some KB protection. Phase shift it self is a great escape power, but you can also use it to go on the offensive if someone else phases to run away.
For epics, its tough to beat weapons. Get targeting drone and web grenade. Having a range attack helps too if you can fit it.
For Set bonuses - Go +recharge (50-70%) +acc (~70%) and as much damage and regen as you can fit in after that. Also make sure to get at least 14 points of KB protection to keep Knock out blow from knocking you down. -
Drop Phase/Concealment all together if you plan on using hibernate. Dual phase builds haven't really worked since that no phase thing a while ago.
Get some serious KB protection from IO's. At least least enough to keep KoB from sending you flying every few seconds.
Slot Power Thrust for KB.
Get super speed. As soon as someone realizes you don't have it everyone who has webnade will be hitting you with in then likely farming you. -
Quote:I think I found a flaw in your logic!
then everyone will stop playing Scrappers because you have Stalkers -
If I get a new comp before Slax gets to you I have a few hundred million red side. Never play there so 1 to 1 works for me.
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Unless you are going for perma mez protection (which pretty much just involves a lot of +rech) stick with Fire/Kin/Stone.
Psi nado is slow as ever to activate. -
DM/SD and BS/SD both have some strengths. DM having the built in heal and end recovery power. BS having more AoE and parry for easily soft capped melee defense.
As far as making inf goes, the wall is a good start for making some influence. One or two purples can put you at the 300 ish million mark. But they are ultra rare for a reason.
Another thing is to just run some TF's on your DM/SD, save 200 merits and sell a lotg +recharge at level 25 for 100 million.
If you run a lot of AE stuff, you can just roll crazy amounts of bronze rolls and make some decent cash (especially after 2x weekend where I'm sure prices on things are up)
Once you have 250-500 million in the bank you can get some decent turnover on the market. Check the forums over there for some guides on how to do it. -
Quote:Usually you'll want to use it for cooking things at higher temps as the removal of the white bits (milk solids) will stop the butter from browning/burning. But it does remove some of the richness in flavor.Hmm, I've never tried clarifying butter. Learn something new every day.
As Bolt said about using it on the line, it has a few advantages, mainly cooking at a higher temp, but it also is much slower to go rancid.
And Yes... I am really bored. I need a new comp already to run CoH again. >.< -
The best single build I could think to add to any TF would be a Cold/Sonic defender. Rad/Sonic and Kin/Sonic also gets a strong /nod especially if you fit power boosted vengeance into your build. (Really just about the best thing you can bring to any PUG team)
As far as controllers, Plant/Rad is pretty wicked on just about every TF. Seeds + EF + RI + AM by level 15 I think (for Posi) -
I'm pretty sure it will still solidify, just less so because in taking out the milk solids you are left with more of an oily liquid. In a pinch you might be able to sub it for oil in a short marinade ( maybe 1 to 2 hours) I'd definitely go with some sort of oil though given the choice.
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Olive or Vegetable oil will make for a better marinade base in this case. (Though if you are really sold on the butter you could always clarify it by melting it, carefully separating the milk fat from the liquid and finally gently straining it through a cheese cloth)
Garlic, Onions, Soy Sauce, , seasoning salt, crushed black pepper and a little something sweet (I usually use honey) can greatly improve both the flavor as well at tenderize a cut of meat.
If possible, vacuum seal it to remove as much air as possible from the thawed steak allowing the marinade to better permeate the meat. I usually go for 2 to 6 hours depending on the cut of meat, but in this case 24 might not hurt, just give it a check at maybe the 12 hour mark to make sure it isn't breaking down too much)