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Hi,
Could some one please clarify the way defense works, I know that it's typed and positional.
I'm looking to slot sets for ranged and psy defense, if I slot for ranged will it cover psy as well or is psy treated differently?
Is all psy ranged?
Thanks in advance. -
Hi,
A couple of points that I would make are:
Six slot Death Shroud; this will do more damage over a mission than Smite or Shadow Maul. 2acc, 2 dmg, 1taunt, 1endred - I'd move the slots from boxing.
Drop Cloak of Fear, Oppresive gloom does the crowd control fine and costs no end CoF chews end.
Replace Siphon Life with Touch of Fear you'll get better usage. With OP taking out the minions ToF will allow you to perma fear bosses/lieuts (also reduces their Acc).
I'd get Shadow Maul in place of Cloak of Fear. In normal usage a Tank should be contributing to the damage it also makes the alt more fun to play - if you don't enjoy it you wont play it and it is a game after all. -
Hi,
I've not played either Inv or SS to a high level but I've got reasonable knowledge.
Few points:
You've got both attacks from the fighting pool these are sub par compared to your SS attacks, drop kick.
Personally I wouldn't slot punch for the reason above, slot your main attack chain and just put an acc in punch.
Some of your attacks have no acc in them, I would recommend one/two.
You've picked up Focused Accuracy, if you pick up sets at the high levels you normally get a fair bit of +acc even if your not going for it; outside of PVP cant see the use for it now it's just an end hog.
Not sure how many recharge you need for perma rage but I would imagine that its more than one - so more recharge there. I'd also pick up Weave when if you drop kick.
Just my opinion, I'm sure that some one with more experience of the sets will expand on this soon -
Any tank should be able to survive so the main criteria for a farming tank is damage:
Fire/ Fire/SS/SM
Dark/ Fire/SS/SM
Ice/ Fire/SS/SM
Fire/ has an addition damage buff and a damage aura, the other two have damage auras.
Another possible is a Fire/Ice combo using the burn/Ice patch combo, wont keep up with Fire/Fire but comparable to the others.
Fire/Fire is top dog though! -
IMO the best primaries to go with are Dark, Rad or Storm
Secondaries go Psi, Sonic or Ice
Any combination of these will work, personally I'd go Dark/
I've got a Dark/Rad and a Rad/Sonic the Dark is the better soloer.
I wouldn't go with FF/ I've tried various combinations and stuck with FF/Dark for the -tohit, he can solo but isn't a patch on the other two.
Not tried a kin Def (only controllers) I would expect to feel a bit exposed so if you go kin get some control on the Secondary. -
Ill/kin 50
Earth/Rad
Fire/Rad
Grav/FF
20's
Teens
Mind/kin
Retired/Deleted - 30's
Earth/kin
Ice/Rad
Ill/kin
Retired/deleted 20's
Mind/FF
Mind/kin -
Fire/Ice
Ice/EM
Both in the 40's
WP/SS
Fire/SM
St/Fire
Inv/Axe
Between L10 and L20
Fire/Fire sub L10 -
[ QUOTE ]
Quote:
H-E-double hockey sticks NO!!! Bad enough you can see them, let alone seeing how powerful they are. Next thing you know it'll be "Sorry, you don't have X bonus at Y percentage, won't invite you."
The man has a point there... Risky suggestion.
[/ QUOTE ]
I understand what you mean but most people wont take that line and the few that do....do you really want to play with them anyway?
These people can play with themselves and probably do! -
When viewing the powers of another player instead of getting the "War And Peace" version of Set bonuses listing every bonus they have it would be better to see a percentage accumulation.
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I've not played a Plant/ but I've been reading a bit about them with a view to play one.
As it's not perm I would go 3 recharge and then split the others to get the desired effect for me 1 acc 2 dmg.
On a side note an effective way to level a Plant/ seems to be to use SoC on a mob so that they attack each other and then spam Roots on them, the mobs will go down quickly and you will get most of the xp.
SoC recharges relatively quickly so will be available for most mobs. -
From what I've read all of the defenders sets will come across so it's a case of when not if.
I dont think that it will be overpowered though, it will sit along side kin/rad/storm as a top tier secondary.
Using DM you would gain control but lose damage also the pet would be on a longer recharge due to DM being a secondary.
So powerful yes but not overpowered - dont think we would see an influx of Fire/DM farmers. -
If I was trying to build the most effective controller for soloing EBs I would make an Ill/Rad.
Although I agree with most of what Carnifax said IMO Rad has a couple of advantages.
1. A self heal - storm has to pick up Aid self. Also there are rumours of a nerf to Aid self - they are just rumours at the moment but something to bear in mind.
2 AM - This helps with End but more importantly gives you + damage and +recharge. Increased recharge means that PA is out more often and will be a big advantage in getting perm PA. As an Ill/* your survivability and damage are linked directly to how often PA are up.
Having said that I recently decided to make another Ill/ controller for soloing EBs and went with ill/storm for a couple of reasons:
Firstly I've already got a number of /rad controllers but not any /storm.
Secondly both can do the job but Ill/Storm seems alot more fun.
During i12 I'm going to go for perm PA on my Ill/kin while leveling my Ill/Storm and hopefully in i13 I'll get to make the controller that I really want - Illusion/Dark Miasma - this could be the ultimate EB butt kicker. -
Thanks for the replies.
From what I've read you can hit the def soft cap without parry, however it sounds like this is just mellee def.
Is it possible to hit the soft cap for AoE, ranged and mellee?
Also what is the situation with Psy and Toxic? -
Hi,
I'm leveling a BS/SR, I chose the combo to make use of Parry stacking with SR defenses.
My questions are:
1 What is the def cap and can I hit it without Parry?
2 If I can hit the def cap what is the point of Elude?
Any thoughts on these or additional experience on BS/SR are greatly appreciated.
Thanks in advance -
Hi Dark,
My Ill/ is a L50 Ill/Kin; I'm not sure of his current slotting - not played him for a while and I've respecced hem so many times.
I would expect it to be:
Blind: 2Acc,3Hld,1Rchg
SW: 2Acc,3Dmg,1Rchg
Although I've played with 2,2,2 as well.
My comments on the need for Air Sup in the chain is based on experience while leveling. I saw it recommended on the US forums, tried it and never looked back.
Off the top of my head the recharge of Blind is about 9s and SW is 6s each with an Activation of about a second.
A Blind - SW attack chain will leave you waiting for Blind and SW to come back up.
Blind - SW - AS has virtually no downtime as AS has a 4s recharge - it also offers some additional control with the KD.
I certainly noticed the difference in dps with the addition of AS.
On the subject of ST damage I don't think that there is a lot of difference between Grav, Mind and Ill provided that Ill has AS
Grav has the big hitter in Propel but with a 4+s activation the other two could fire off 2 attacks in that time.
So for me its still Grav, Mind and Ill fighting for 1st place for ST damage - probably is Grav though.
Mind I believe is a clear winner for AoE though(excluding Fire of course).
Terrify with 1Acc,3Dmg,2Rchg
Haste for more recharge.
Tactics for ToHit to compensate for single Acc, plus some IO sets giving more Acc and Rchg Terrify would be up every 25s or so - with containment that is a lot of damage.
Pair that with /kin using stacked siphon speed, FS and containment and you have a mini nuke available every mob.
Just my opinion of course. -
I've played Mind, Grav and Ill also - I agree that Grav has better ST damage than Mind however that wasn't the OP's query! The question was "what is the most damaging primary" - outside of Fire that is Mind. Illusion has no AoE outside of pets and those are excluded and Grav has none apart from of crushing field.
So I stand by my statement: Fire, Mind, Grav, then the others.
In regards to Illusion it does need another power to fill out the attack chain or else your left twiddling your thumbs for a bit. -
Thinking about it - excluding pets Illusion probably is at the bottom with Earth and Ice as it only has 2 ST attacks and really needs Air Sup to give it a good attack chain.
Fire is king with Hotfeet and Fire Cages leaving Mind and Grav to fight over 2nd place.
Playing Grav you need to spam Crushing Field to whittle down the minions while you use Propel on the bosses and lieuts, this is effective but really needs a debuff secondary for it to work such as Rad.
Mind would involve Mass Hypnosis and Terrify while using Mesmerize, Levitate and Dominate on the bosses and lieuts.
I would expect Mind to win personally.
I know that the OP said excluding secondary but if you did include the secondary an FS boosted terrify would destroy mobs at a rate that the Grav couldn't touch - so again from a real play perspective for me it's Mind. -
Hi,
My recommendations for an AoE damage Controller would be a Fire/Rad or Fire/Kin. Contrary to what others have said I wouldn't go with ill/Rad, apart from the pets all of the damage is ST and it can feel a bit like damage via proxy.
Other alts worth a look at are */Fire Tanks especially Ice/Fire they will give you crowd control(albeit through a different method)and good AoE damage.
Spines Scrappers do good AoE damage but CC is limited beyond the slows in Spines.
Whatever you choose have fun. -
In my opinion it's:
Fire
Mind
Ill
Grav
Ice
Earth
Mind has got 3 quick firing ST attacks plus a good damage AoE in Terrify.
Mass Hypnosis can be used to setup containment for maximum effect - it will also play very differently to fire as it has no pets. -
I've played Ice/EM and Fire/Ice against Rikti, neither had any real problems.
Based on my experience any Tank will do fine!
You'd be better off choosing a tank based on your playstyle - whatever you choose will do well as long as you spec it right. -
Thanks for that, I thought they had but couldn't find any referance to them when skimming the patch notes.
Didn't want to get stuck with the old Frozen Aura for any lengh of time -
1. Frost - cone is being increased from 7' to 10'
2. Frozen Aura - damage added - equivelant to Foot Stomp from Super Strengh -
Hi all,
Quick qusetion on Ice mellee - have the updates to Frost and Frozen Aura gone live yet, the description on my power list says not but they have been known to be out of synch?
If they haven't gone live anyone know whem they do?
Thanks -
I was going to offer advice but the links posted say it all - read those and your good to go.
If you still cant make it work for you and you want to make a high damage controller.
Fire, Ill are your best bet for primaries although Gravs not bad - Mind is also good but if you dont like that!
Secondaries go Rad, Kin or Storm
I would try Fire/Rad, Ill/Rad or Fire/Kin although there are a load of Fire/Kins at the moment. Ive got an Ill/Kin that works well also but Ill/Rad arguably edges it for performance.