Mr_Grumpums

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  1. Mr_Grumpums

    Dom curiousity.

    Keep that Ice/Psy, if you want. There's nothing wrong with it at all.

    As for Earth Assault, it it the Bruce Willis of Dominator secondaries.
  2. Depends on your playstyle. I'm honestly a pretty careless Blaster, so I use nukes all the time in order to kill enemies before they kill me after I *DERP* wander into the middle of a mob accidentally.

    The Sonic and Psychic nukes also have a sweet Stun. The Radiation Nuke can hold, the Elec nuke is the god of all sapping powers, the Fire nuke dishes out added DoT, and the Ice Nuke debuffs (movement and recharge) and can be fired at range. The Energy Blast nuke LOOKS really cool, and knocks enemies back.

    Full Auto is nice, aside from forcing you to be planted, but you can get around that by teaming with a tanker or troller. Rain of Arrows is a huge boost to your DPS, an is probably the better of the two. Lots of recharge in it will let you use it on every other mob.

    Personally, I like 'em both. I choose Blaster Primaries for other powers, but the nukes are a nice bonus.
  3. Yeah. Nice concept, but you'd have to convince at least one dev to make it in "all of their ample free time."

    With I17 being patched up and Going Rogue coming out, they're probably SWAMPED.
  4. Mr_Grumpums

    Positron AV

    Nice! I've only been able to get him with my DM/Nin Stalker, and that took for-friggin'-EVER!
  5. Archery/Kin will let you open up with a mini-nuke. With Kin's boosts, that is nothing to sneeze at. Throw in Psy Mastery (And why not? You've got endurance to spare. ) and you'll be able to put enemies to sleep with Mass Hypnosis, Fulcrum Shift them, then hit them with Rain of Arrows and use Telekinesis or Domination to incapacitate the rest while you replenish your buffs, health, and endurance and wipe them out.
  6. Gravity is one of the controller sets that is more "offensive" like Fire, only it has actual attacks, whereas Fire just has its damage cranked. Those attacks should be used while you're leveling, especially Lift, which can be used to juggle an enemy in the air, sort of like a second hold.

    Be careful of the long animation time on Propel. An enemy can run right up to you and punch you inna face before the power goes off.

    Crushing Field, your AoE Immobilize, has very low accuracy. This is a power that I would skip, personally.

    Slot up your ST hold, for it is your baby.

    You may want to pick up your AoE Hold in order to add a little AoE control to your repertoire until you get Wormhole.

    GET WORMHOLE. It's your bread and butter, a Stun that groups enemies close together so that people with AoE attacks can slap them around without fear of reprisal. It's better than your AoE Hold. Wormhole tactics are a big part of playing a gravity troller. One thing you can try is using Wormhole to pile enemies into a corner, and then use Repel to keep them bouncing against the wall. This will take up a lot of endurance, and Transference will help you keep it up by draining the endurance from an enemy and restoring your own. Also, Wormhole and Fulcrum Shift work well together.

    Your pet is a mini gravity controller, and everything that tries to touch it will be knocked back. You can use it to block doors, disrupt enemies in the event of a near-wipe, and a few other ways, I'm sure. Be creative with it, but don't let it get so close to mobs that it might accidentally scatter them by getting into melee range.

    Slot your important Kinetics powers with accuracy first. The less often they miss, the better.

    Be careful if you choose to get Dimension Shift. It has its uses, but it's much easier to misuse.

    Use Siphon Speed. It's Super Speed plus a recharge boost, and it's unrestricted, so as long as the power lasts, you'll be moving faster than normal. It's great for pulling and running away quickly.
  7. It depends on your taste. I solo a lot on my Fire/Kin Corr. It doesn't have a lot of, well, any kind of protection at all, but the /Kin heals and buffs do a lot for keeping you alive. Also, Transference as a Sapping power is very effective when confronted with an irritating boss.

    /Dark has the strongest heal, but it requires a ToHit check. It also has Shadowfall for extra resistance and some control with Petrifying Gaze, as well as Fluffy the Dark Miasma Pet. I'd probably pick this one or /Pain, if I were to make another Corr.

    /Rad has awesome debuffs, a heal, AM, and Choking Cloud. Also, there's EM Pulse, which is a great control power.

    Fire or Ice would work well for solo. Fire has big damage, and Ice has nice ST damage with debuffing and a couple of holds. Fire/Dark Corrupters are very strong from the get-go due to Fireball, Rain of Fire, and Tar Patch. Ice/Rad Corrupters enable you to pick off enemies in group without accidentally taking out your anchor with an AoE, and stacking holds is a good way of eliminating an immediate boss threat. Sonic has Siren's Song, which puts a whole group to sleep. Very useful solo, so that you can pick off enemies one at a time.
  8. Quote:
    Originally Posted by Rintera View Post
    Well, night widows do extremely high DPS and from what I've heard have a high rate of survival, and can dispatch enemies fast.


    Fortunatas, however, I believe are equal on a powerhouse level to a blaster, with high AOE bursts, and solid controls to lock down mobs of enemies at a time, they also have super high defenses and stuff.

    they can solo AV's.
    Both can. I'm making mine so that eventually it'll be able to waltz through Warburg and not worry about those irritating spiders. Fortunata will have the advantage there with its control, unless I want to buzz through them like a wolverine on meth with a Night Widow.
  9. Earth/Thermal, and bring a friend to actually deal damage.
  10. Mr_Grumpums

    War Witch

    Quote:
    Originally Posted by Sunstormer View Post
    Im sure with all the nerds in the office, you can get them to do whatever you want with a low cut top on lol
    The funny thing is that this just might work.
  11. You can put the Viper claws on anything. I have a friend who uses the widow claws and big gloves in order to pretend he doesn't have claws at all, and is rending enemies with electrified gauntlets.
  12. Mr_Grumpums

    Um... Melee?

    Melee attacks can be very useful for a Blaster, especially if you use powers like Siren's Song to put enemies to sleep before you hammer them. Ranged attacks are safer to use, however. I usually end up with one or two melee attacks by the end of the game that get a lot of use when solo. On teams, it's usually best to leave melee to the Scrappers and Tankers. It can be like going through a wood chipper for squishies.
  13. Mine was a former Council Officer who was given a new, experimental version of the serum that they pump into their soldiers to make them able to go toe to toe with superhumans, hoping to create a soldier who could infiltrate the common ranks like a Warwolf, only he wouldn't have to transform and give himself away before attacking. It WAS more effective, but it also temporarily made him flip out and...uh...now the council doesn't like him very much. He wears a mask to hide his features, since he's on the lam from both the Council and US Law Enforcement.

    Seeing as how he's got Council training in hand-to-hand and can't come by weapons as easily due to pressure from the Council to apprehend him, he picked up some fighting claws so that he would be able to fight with a weapon in each hand, but still have his hands free to open doors or pick things up. I gave him the Armored Pads under a ratty trench coat and pants as well as the aforementioned mask to give him the look of being hunted, but combat-ready.
  14. I'd say either a Claws or SS/WP. Both are absurdly fun.
  15. I had a lot of fun with my Traps/Sonic defender, but I eventually got frustrated with the lack of damage. No matter how well Acid Mortar and Sonic Blast's resistance debuffs stack, if you're dealing tiny amounts of damage then you won't be able to solo effectively.
  16. Fire/Rad controllers get plenty of damage for a controller, plus plenty of powers to lock down and weaken your enemies. Eventually you get Fire Imps and become one of the great monsters of the game.

    Fire/Rad is, in my opinion, a much more fun trip to level 50 than a Fire/Kin. You won't be able to farm as effortlessly as a fire/Kin, but you start getting your game-changing powers at level 2, and really don't stop getting them until you run out of powers.

    A Fire/Mental Blaster has some control, but is mostly an AoE damage powerhouse. But with all that damage, you don't really NEED a lot of control, and you also have Drain Psyche to keep your blaster going without downtime. Mine is lv 35, but it can hop onto a team of lv 50s and still be the biggest damage-dealer.

    A Psychic blaster has control as well as damage, also.
  17. I have 2 builds, so I run both.

    The Night Widow is by far the more efficient solo killer. Nothing can touch it, and the added Toxic damage burns through enemies like acid. The only hard part is knowing when to stop grabbing awesome melee attacks and when to focus on your defense and team buffs. It's able to solo AVs, and can bring a team along for the ride, if it feels like it.

    A Fort isn't quite as effective solo, but that doesn't make it any less fun. The control powers and ranged damage give you completely different tactics, especially with your stealth. Mine focuses more on ST damage, with Psychic Wail to clear annoying groups and Confuse to mess with stuff. All of my other powers go towards softcapping defense or support.
  18. Quote:
    Originally Posted by Ob1Shinobi View Post
    Point and laugh me!
    Done.

    If you have some money to burn, I'd drop that endurance sucking Focus Accuracy and snag some accuracy IO bonuses instead. It's a an endurance vampire. After adding maybe 15% additional accuracy to my DB/WP scrapper, I never needed FA. I eventually dropped it for Physical Perfection, and I haven't had problems with my endurance since. On A DUAL BLADES Scrapper!
  19. Quote:
    Originally Posted by Dark_Inferno View Post
    Yep having the same trouble with anchors. Is it possible to tint the anchor differenty to the others? Can I have most of the effect green and the anchor red?

    ty!
    Usually, finding which anchor survives the longest is a matter of watching what the team kills first. I've found that there are a lot of times where you just have to tell them to watch out for the anchor. Some listen, some don't.
  20. Mr_Grumpums

    Lets Talk /ELA

    My Claws/ELA focuses on Resistance and Regeneration first, but it has a bit of defense thrown in. He isn't the toughest Brute around, but he does alright. I would focus on the more common damage types, and maybe grab some Toxic Defense/Resistance if that's possible. Toxic Damage is my /Ela's bane.
  21. Thanks much for the insight! I think I'll go try out a Fort for now and see how it goes. I'm a little worried about defense in PvP zones against NPC enemies, since I have no idea how that works. If not...Well I've always wanted to roll a Widow AT!
  22. I'd like you to look up the Repeat Offenders and ask them about their Fallout teams. I've been bait on a few of them, and it's honestly a lot of fun.

    Also, I love having EM Pulse on controllers. It's one of the best control powers in the game, which is why it takes so much endurance. It's like a mini-nuke, so I treat it like one and pop a couple of blue insps. It isn't as if the enemies will be going anywhere for a little while.
  23. I'm looking to make a character who can both easily gain the Warburg Missiles and PvP in the zone effectively. Honestly, it's my favorite PvP Zone in the game, and I've yet to find a good character for muscling my way through those annoying Spiders and their stupid insane Toxic Damage.

    In terms of powers and archetype, I'm pretty flexible. I'm almost to my 57 month Vet reward, and I've played more on than off since Issue 1.

    I'm open to any and all suggestions (related to this subject).
  24. I'd go for Radiation, especially if paired with Radiation Blast. Great solo character who can take out AVs. /Dark would undoubtedly be easier against large groups of minions/Lieutenants/Bosses, but if you want to solo all the way with no groups, then go /Rad.
  25. Seems like it would just be /Energy with different animations and no glowy effects. The devs would have to retool it a bit, including some new random power which there is no analogue to and likely taking out attacks. they might even cut out the attacks you LIKE to make room for something like Exploding Shuriken.