Nightchill_EU

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  1. Nice to know, thank you. I'm not much a soloer tho, well I can definately solo as good as many ATs but I wouldnt like to build for pure solo giving up too much dps or versatility anyways. For some reason I face less troubles running DA +4*8 with my SS/FA than with my DM/SD Scrapper who is suppose to be some kind of solo-king.

    The reason I dont build for S/L is that on the new Incarnate stuff S/L is nearly exotic. If I can break 30% melee/range it gives me a good margin. At least I'm not 100% sure to die in one animation when facing a Psy boss.

    If you can take a look at the build over to see if you have any advice, tweak to optimise defense or damage (more procs less haste?), I'll be happy
  2. I'm there so far

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  3. I'm toying around with Mids but I cannot reach my goal. I'm trying to be as close as possible to Mele/Ranged def soft cap (yeah not S/L) and to be able to run Burn/gloom/hay/kob/gloom/hay rotation.
  4. I tried to solo Praetor Sinclair (AV version) from Take Control of Imperial City? The mission from Belladona's arch in Night Ward. He kicked my SS/FA/Dark's butt (actually didnt killed me really but I cant find a way to kill him).
  5. Quote:
    ranged defense "cap", it is the defense soft cap for most non-incarnate content.
    Interesting. I know 45% isnt the hardcap but beyond it only benefits if you get debuffed, so I thought... Is there another Softcap in DA/iTrials?
  6. and change to Stalkers.

    Any news on the new Single Target Damage heroes? Back in the time SS/FA was doing pretty well with Burn/Gloom/Hay/KoB/Gloom/Hay cycle and tripple rage. How is new stuff performing?
  7. Quote:
    Originally Posted by _Laxx_ View Post
    I don't post on the forums for years, and I see JB is still the same guy as ever.

    I'd say to never change, but you clearly haven't so that'd be pointless.

    You should probably stop trying to use the "vast majority of players" argument, as you have no real insight into what those players want. All you have is what you want (which is basically to turn Tankers into Brutes) and what your circle of friends want, which I guess is the same thing.

    It's pretty ridiculous that Brutes can do the aggro control just as well as a Tanker and produce much more damage, but you don't fix this by giving Tankers more damage. You fix this by making Tankers more like Tankers, or adding content that facilitates a desire for an AT that specializes in aggro management. This last bit is the real crux of the issue here, since the game has progressed to the point where most groups can just point their massive cannons at every spawn and blow them up without much, if any, regard for the aggro (since the mob is dead, or almost dead).

    In all actuality, it's really a flaw of a key design choice from the day the game was released, which was the "we don't use the holy trinity here" design. For the most part, the game is designed to be handled by all kinds of groups, with no AT absolutely required. Because of this, some ATs (like Tankers) become less desirable because what they bring to the table isn't that useful, which became even more true after the aggro limit was implemented.

    In any event, giving Tankers more damage isn't the answer.
    Im not sure where this thread is going but giving tanks brute'ish damage is not an answer at all indeed.
    0n the aggro management issue I think one of the bigest problem is that taunt aura are so different from each other. A SD scrapper will generate so much more threat than a WP tanker and I dont see any reason why it should. Imo taunt auras should be all the same with a number depending on the AT (Tanker>Brute>Scrap) not on the powerset.
    Another thing about brute is that they seem to outperform scarpers and tankers because they scale so good with buff. The highter level you are, the more incarnate powers you get, the more in a group you are the closest you are from stat caps and brutes are the kings of high stat caps. In a 3man team with no support a tanker outperforms any brute by a wide margin.
    Its like all blasters complaining about how corruptors are better. In a large team with already defense cap, res buff and Kin, a blaster will be so much more damage than a Corr.



    NB. on the threat:
    Historically, the first AV soloers were Scrappers. Most Scrap/Brutes/Stalk and some tanks still can solo many AVs, of course they tend to be more dependant on the attack type (SS/FA/Dark brute is a classic but will be eaten alive by any Psy AV with some kind of defense debuff) than Illusion controllers but thats only because of the particular nature of Phantom Army.
  8. Nightchill_EU

    Double Hit

    I know its probably the 1238123th post about double hit but does someone actually have real feedback on the behavior of the Assault Hybrid?

    Procedure chance?
    Portion of damage?
    Cap value?
    Behavior on damage auras and DoT?
  9. Thanks all.

    Quote:
    and the question i be posing to you for min maxing, what are you planning to do?
    Well minion to bosses being a non-issue (actually the combo of Rad blast + Psy blast Banished Pantheon bosses caused me some nasty death lately, no DDR, low Psy res - ootchies) i'm mostly talking about AVs.
  10. I dont really understand this "new" rule or 4 proc maximum, back in the time it was just Reactive all the way but if let say you play with the same players, is it meaningfull to have different procs?

    Whats the impact of Degenerative btw?
  11. Yeah its probably better than mine but the lower def on shields really makes me cry. The toon is for 2+ people only and my brute really likes Defense. But yeah, another Red Fortune is cheap and efficient (recovery is hardly an issue cause my brute uses Ageless). All in all if the troller goes for Barrier it should be fine in any cases.



    Quote:
    - I can provide a build if you are still interested. I love the toon.
    Feel free to share it sounds very interesting. I like ranged def better than S/L but its also very harder to get because none of the EPP gives ranged def and most of the good +ranged sets are 6 sloters which only opens very few options on +recharge.
  12. Thanks for the advices, and the build.
    About the build I think I'm gonna try to avoid 0 enhenced shields since team defense is pretty much the goal of the character. But it gives some good pathes.


    edit:
    Toying around I end up with this
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    Its a mix between Necro's and Local Man's builds.
    I reach 38% S/L def and slightly over 60sec on PA. Which are things that can be fixed with Alpha and Barrier.
    Also I tried to keep PA, Phantasm and Blind with a descent amound of damage buff. I could also go Apoc on Ice Blast and make room for Glad armor unique but I think the build is expensive enough.
  13. If you dont focus on defense at all than maybe a +res armor is better since you will get "some" hits anyways?


    Right now I'm wondering if I should build for S/L cap and 63ish sec on PA w/o alpha or 59sec with no def whatsoever, point is +rech curve is logarithmic so the few seconds under 65 really cost alot.
  14. Thank you. So far my toying only leads me to a 67sec recharge on PA and S/L caped Im not sure how much I can push on recharge.
  15. A friend of me started playing lately and is nearly 50. She was asking me about a good build for her toon but I'm struggling with Controllers must-have.

    1- Should she aim for perma PA? S/L Cap? Ranged def Cap? S/L/R Cap? Is it even remotely possible to achieve everything?

    2- Is Fantasme skippable? It seems to die a lot (well of course running with S0s on my brute's lvl 50 +4*8 doesnt really help), knocks stuff back and deal very unimpressive damage.

    3- Whats the lingering def value on group invis and imp invis? Mids only gives the hidden value.

    4- If anyone has a build I'd be glad, the only limitation is that the character must have Ice Shield and Glacia Shield, its not meant for solo.
  16. Nightchill_EU

    Whats new?

    Quote:
    Originally Posted by Lxndr View Post

    lots of other things are new and different, though
    I just went through the tutorial, its cute, makes me think of a low-cost version of CO's one.

    Atlas seems to be slightly different. I loged off after the contact asked me for 5 Hellions.
    Is there a real overhaul of the leveling process or is it just really the same pathes? I mean, like Cataclysm on WoW really made it worth leveling all again from level 1.
  17. Nightchill_EU

    Time Overpowered

    Its not a bad set, very likely not better than the classics Dark, Rad, Traps, Kin or Cold.
    If MM pets would have been hastable it could have been the best MM set (which wouldnt actually even be overpowered), but they'r not.
  18. Nightchill_EU

    Time Overpowered

    Quote:
    Originally Posted by Maroon Warlock View Post
    Time Manipulation is new, shiny, and has some fun toys. However, I think it is just TOO powerful! Time can:
    blahblah
    No its not.

    Pick pretty much any set and remplace the names on your list. It fits.



    PS: Fulcrum Shift.
  19. Nightchill_EU

    Whats new?

    Whats new with VIP headstart? "Just" Beam Riffle and Time or also Street Justice or whatever Titanic Weapon thing?
  20. Quote:
    Originally Posted by DarkGob View Post

    Ageless Destiny -- making Blaster nukes worth it since 2011.
    This.

    Too bad judgement makes blaster nukes look abit fool since the same date.
    (I mean you can always cast both if something is still alive!)

    The toggle drop is also an issue, Inferno may be good enough. I dont use nukes on my blasters/defenders/corruptors unless they are Ice. Only Blizzard is THAT good.
  21. Well it depends on your build...
  22. Nightchill_EU

    best ST chain?

    I dont understand your conclusion mate.
  23. Nightchill_EU

    best ST chain?

    Def caped.
    Maneuvre, Jacob's frankensloted for dmg/rech/proc (with pvp n purp proc, purple rec), CI for mucho recharge (+global in Crushing Impact), Water Spout carries little AoE def but Status protection only goes one Recharge.
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  24. Nightchill_EU

    best ST chain?

    Quote:
    Originally Posted by Microcosm View Post
    As to the build, it depends on what (if) you are planning to do for incarnate powers, because you have two big problems that would both be taken care of by Ageless: your recharge is a bit low for the top regular chain, and your endurance consumption is going to kill you. Ageless Core will help both of those, and combined with Spiritual Core could probably fix your recharge entirely.
    I was planning on taking Musculature for Alpha and Ageless +rec. Ageless rec really makes endo a non issue.

    I can throw Sirroco's x5 to reach 41% AoE def. I lose 5% global rech but win ForceFeedback rech proc (which is not nearly as good). If i could snag 2 slots somewhere I'd cap with Perf Shiftx6 in Stamina or go with Sirroco's in Jacob's (+PvP proc) but losing a purple proc really makes me cry.
    I also kina dislike Hibernate but all in all it seems to be the best option. Maneuvre with an Enzyme may also be an option if Ageless covers it.