Psylenz

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  1. I haven't done Keyes, but I would think a kinetic would shine in a non-damage debuff project. Siphon Power and Fulcrum Shift are great for reducing damage. Siphon Speed at one point was found to have an irresistible debuff against Giant Monsters; I don't know if they closed that opportunity yet.
  2. Cold/ice is a late bloomer. Sleet, ice storm, blizzard, heat loss is tremendous sequence. Benumb is is another great debuff. Don't overlook the utility in snowstorm. Slow is a great mitigator, too. If you team, I would definitely recommend picking up glacial shield earlier.
  3. Very well said Hatred666. I would add that Forcefields insulation shield also has endurance drain protection which is beneficial in addition to the other defense numbers of that power.
  4. Freeze Ray, Tesla Cage, Petrifying Gaze, Ice arrow, etc are all holds that are effective against the green mitos. I am not sure what mag of hold it takes to hold a mito, but defenders/controller/corruptors/dominators/masterminds can tag team with their single target holds to defeat the green mitos.
  5. Quote:
    Originally Posted by Jagged View Post
    I have to say that as someone that considers their play style "casual" and prefers solo to teaming with strangers, I am finding the new stuff very "casual-player-friendly." I've been back for less than a month and I've done some new stuff (Praetorians) and at the same time slotted an Alpha for my favourite lvl 50.

    I have not completely solo'd to get my Alpha, I helped an old friend do their "Unlock" mission and I've joined an 8 man team twice. Once to do the Terra Volta lvl 50 trial and once as a random invite to smack down Anti-Matter.

    Curiously enough I got the most Shards (6) from doing the Anti-Matter story arc as a flashback task force. It surprised me because I thought you only got Shards from lvl 50+ mobs, but I think you can get them from any even con mod once your Alpha is unlocked.
    It worked that way at first, getting shards on incarnate level content, but they extended it to content where you exemp down. I think it was a great way to encourage teaming with the lowbies and to pick up badges you may have missed either via flashback or by exemping to a lower level teammate. Even eidelons are higher chance shard drops when you exemp down for a Positron TF
  6. Quote:
    Originally Posted by Leandro View Post
    Happy birthday, you crazy scrapper!
    There, there, you don't need to be redundant.
  7. I would think 2 or three times before skipping sleet from the chill mastery. Knockdown from your jolting chains, knockdown from your gremlins, knockdown from sleet is a TON of mitigation.
  8. IMHO, if they waited a couple weeks after F2P went live, then it would be more attractive to buy the double xp attachment after that weekend. Kind of a taste, before the Devs set the hook.
  9. Quote:
    Originally Posted by Asha'man View Post
    I wonder what made you pick plant/kin..... **shifty eyes**

    You didn't happen to team up with an incredibly awesome plant/kin last night, didcha? Hmm?
    :-P
    There is that... and there are the early seeds of confusion to lock down the biggest spawns. It's as effective and more available/shorter cool down than the AoE holds of the other sets. Kin also fixes the weak link in the demons end usage.
  10. Naktor, the cold domination set matures a bit later than some other debuff sets. Sleet and heat loss are relatively late to the game but worth the wait. Ice shields can be recolored to be next to transparent, and they provide very good team damage mitigation with the improved AoE style casting.
  11. Plant/kin

    Early hard control in seeds of confusion, siphon power for moar damage, good damage, and end replenishment for you and your demons. The controller could take stimulant to break mezzes for the mastermind

    The early (20 is early right) end replenishment for the demons would be killer!
  12. Quote:
    As for Empathy, it was really more on my sight because I've been thinking of making a group of Defenders with a few buddies of mine, but I can see why it's not that great at soloing.
    Overlooked? Not by me. What a great idea. You realize that four Emp/Sonics are absolute KILLERS. Any team with four defenders (except maybe 4 Forcefielders because of the defense cap) is steamroll material. Should get get a group of friends that are so like-minded, let me know. I would have some alts here and there for special guest appearances on those steamrolling teams

    A Rad/, a storm/, a dark/ and a kin/ walk into a mission. End of story.
  13. Quote:
    Originally Posted by Infini View Post
    Aaaaah I just realized the AoE shields now. Now I want to start working on my dem/therm again. Think I left her at level 32 or so. Yum!
    Yeah, it's a BIG improvement for the buffing masterminds
  14. I have a level 50 Demons/Thermal. It is a beast of a set. The recent change to thermal shields making it AoE on the pets and teammates is gravy. It's not an AV killer as fast as a /poison or /dark build, but after level 38 -- look out!

    You did the numbers. My mastermind went chill mastery for the ice shield, more defense, more bodyguard survival. The unexpected gem was when I took Flashfreeze to open the power set. As you know, its a targetted AoE sleep. (Heat Exhaustion and melt armor do not disturb the sleepers.) It separates the "men from the boys". So if two or three out of 8 or so in a spawn are unslept when Flashfreeze is cast at range, the demons AI has them reply to the aggro with _single_ target range attacks (most of the time). This results in your pets quickly focusing fire on the unslept. After the opening salvos, your pets move into melee range and unleash their AoEs on targets awakened by the damage auras. It's very effective.

    Two other features that are relatively unpromoted are Forge and your Ember Demon. Hell on Earth is flashy and you can see how it turns the tide when it is available. Forge is very important, and keeping Forge on 3 teammates or pets is very important. The Ember Demon has a single target heal with the first upgrade. When the AI is in proper alignment, ember demon will heal YOU. Also, after the level 32 upgrade, your ember demon has a PbAoE heal he uses in conjunction with yours. When you keep your pets focused and together, you won't have to worry about being slept, because the ember demon's heal will wake you. The fact that you do have ember demon almost spamming his PbAoE heal even if you are mezzed is a BIG benefit.

    Finally, when you hit the big time and have all your secondary debuffs and later the Flashfreeze, be sure to launch your attacks on the biggest baddest spawn because your Demon Prince has a primary selection of Block of Ice (single target hold) for his opening attack. One shot single target holding of the big nasties by the Demon Prince is HAWT.
  15. Rad/ and Dark/ are super debuff/buff sets. Sonic and ice blast are also quite powerful. Rad/sonic and Dark/ice are two combos for defenders that are extremely deadly.
  16. My Ice/cold corr with 2 solid holds, benumb and good dps in the ice blasts didn't have as much trouble as my mastermind.
  17. Psylenz

    Average height

    I run a lot of storm and I usually design them on the shorter side so that hurricane is NOT eye level to teammates.
  18. Quote:
    Originally Posted by VTG_Peace View Post
    Thanks for the input! I'm leaning toward the cardiac alpha. Since it helps with both endurance and resistance, it seems like a good choice for sonic/.

    I'm also debating dropping soul drain and going with cage. Cage seems like it wouldn't be used too often. But, on the other hand, it's a semi-unique kind of thing that I don't think I've ever seen anybody use. So I'll at least play with it and decide if I like it before respeccing into a "final" build.
    If you are in a tough taskforce where you encounter multiple AVs in a spawn it can really help if it's needed, like Kahn, the Statesman TF (caging pylons can be very useful). The sonic cage is also very useful when soloing, since it acts like a 'hold' for tough spawns where you need to knock out one guy and have multiple tools that have accuracy checks.

    I should add, recolor the cage with as bright and gawdy colors to alert teammates what is caged.
  19. I can only imagine the poor caller when the devoured earth invaded her office.
  20. I threw together a build just to see what you would have. The first 10 levels are harder for a dominator to solo with. The strategy I use on lowbie levels, still works for higher levels with really hard targets.

    The first option is and always will be seeds of confusion. It eats the alpha strike and involves most targets. The hard targets will still come after without domination, so kite him back around a corner. Pop back around the corner to hit roots and/or vines to keep the pack off you while you deal with mr. big. Chain your single target attacks/holds on that one. Seeds > roots > vines should deal nicely with the chaff. If you can manage to psychic scream mr. big and the pack it's good. The corner will keep immobilized but not held/not confused targets from hitting you.

    If you are confident in your boss killing skills, you can take the spawn in place, but the single target hold, single target damage attacks are best used against the hardest targets.
  21. Quote:
    Originally Posted by Garent View Post
    Corruptor all the way. I prefer defenders in most situations, but fire and ice blast are just amazing with scourge.
    The ticking scourges in the rain do kick buttox.
  22. Psylenz

    Poison

    Plant/poison will be a great thematic combo.
  23. Psylenz

    Why no /sonic?

    Sonic masterminds with sonic dispersion get good mezz protection. Disruption field applies the same debuff whether minion or boss-class pet. Bruiser, Demon Prince (or the 2nd tiers), grave knights, one of the bots always seems to run in, when he dashes in-hit him with the debuff. Ninjas would do well with the debuff aura and the resistance shields. Mercs would be the hard one to anchor the debuff, but I hear the medic likes to run in.

    Sonic is ahead of Trick Arrow in my book. It's on about the same par as Forcefields. Storm and poison don't have the best heals. Aid other for sonic forcefield and trick arrow would be indicated.

    Overall the sonic dispersion, shields and disruption field are great tools. Sonic siphon for big game hunting isn't shabby either.
  24. Traps' poison gas trap seems to have had a different triggering mechanism than poison's vintage poison trap. I could never get the old poison trap to reliably go off.
  25. Quote:
    Originally Posted by JusticeValkyre View Post
    I have been wanting Thermal to be ported to defenders for a long time now. Will be making a new defender the second this goes live, cant wait!

    Someone stated something about thermal shields being AoE, when and where was that mentioned? I have a Demon/Thermal/Heat MM, there shields arent AoE, least not atm.
    Indeed, mastermind thermal shields became single cast AoE with the arrival of Issue 20.5 as well as the forcefield buffs My Zombie/Thermal mastermind loves the upgrade.