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Posts
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Joined
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If you go with dark/fire, make a brute, if you go with kin/fire, make a scrapper.
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Quote:Forge's spread out and perma dmg buff is about even with a well slotted hell on earth in my opnion, due to the imps' damage.This is a good topic, probably one that should be stickied. It does come up often. I think both sets are tremendously successful. I prefer demons/thermal myself for soloing especially. The resists and heals are quite nice. The upper level debuffs from thermal also bathe in the extra recharge you like for your /dark build. Overall, I would say /dark is safer earlier, but a lot of folks on the boards discount the forged pets prematurely. It's a delicious dilemma.
Oddly enough I have a DS/poison level-pacted with a DS/dark. That is a powerhouse combo. -
That's right. Just flipped through wiki and information was flooding back to me. The reason I thought it was unresisted was because it isn't a part of the natural 85% debuff resistance AVs get from their rank.
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Now that we have half of the incarnate slots available to us, let's get a general opinion of which ones are most/least useful. Maybe help some newly empowered incarnates decide what to go for first and such.
Just list the 5 in order of your favorite to least favorite and give reasons for the ones you consider the "best" and "worst" slots.
1. Alpha
2. Destiny
3. Lore
4. Judgement
5. Interface
I find the out of trial level shift to be the best thing at making a character feel more powerful, and to be honest, a free 33-45% bonus enhancement to all attacks is pretty amazing before factoring in the secondary buffs.
Interface I find lacking because of the minimal stackability and low debuff values. I mean, 4 stacks max on a -2.5% res power? A single sonic blast can double that debuff, and this is at 1:4 on powers with a chance to happen and on max level content? It'd be one thing if the debuffs were unresisted, but they aren't. Only decent sized debuffs are the -tohit and -dam because it can't be resisted. The fire dot is nice too, but seems low for end game unlockable power. And the -regen stacks 4 times to get 60%. On anything worth debuffing its regen, that will be lowered to about 9% and will hardly make an indent. -
You know, at least this proves the new system is WAI, and you both got random rewards after getting to the minimum participation level. Otherwise, I think you both would have gotten R/VR.
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Quote:That may just be becuase they aren't always spawned at a consistant level. When I run my missions at +0, the enemies spawn at 50 and are blue to me. And I went -1 just to see a red AV and see how much quicker it could go down at a -2 disadvantage, so they are spawning based off of a level 50 character regardless of shifts.When you do a mission with an alpha slot that gives a level shift...the mission starts at level 51...i noticed this.
So if the Tfs are super easy...sounds to me like you have people who are only level 50 running them(no incarnate stuff)....i suggest you have the incarnate slotted people run them so they start out higher level(you run into 51+ enemies then at the start)....then go ahead and up them somemore if you feel its too easy. -
When it is activated, each attack in that 20second duration adds or "stacks" onto its buff. So if you activate it and get 5 attacks off in a short enough span of time, each attack applies a buff, and it will have stacked 5 times. Reusing Power Siphon itself doesn't cause any extra stacking AFAIK.
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Are you sure on that one? I'm fairly certain that you can craft any T4 out of any pair of T3s for the same salvage as any other pair of T3s being used. Not 100% sure, but I know that's how Alpha was, and not paying attention to the "needed" pairs at all, I got my T4 Clwk lore. Did you try scrolling down on the incarnate screen?
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I ran an ITF the other day and accidentally completed it as though it were a master run, but didn't have any of the limitations set. Also did it in like 24 mins.
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This one made me laugh. I love using that on Flux with my new toons.
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Never thought of trying that. And since -dam is not resisted by anything (yet), that would be a great way to make things hurt less. Especially against AVs.
Stacking 3 KM attacks (about what the average will be I think) is 21%
4 max apps of paralytic is 20%
Chilling Embrace is 14%
Darkest Night is 21%
That adds up to 76% damage debuff. That is rather substantial, and since AVs can't resist that, it turns them into cotton balls as far as offense goes. Not only will you be able to survive big targets better, but your team will as well, since they get all that benefit as well. I'm half tempted to try this now. -
I would suggest a claws/willpower brute. Willpower will keep you alive, and with fury, and the quick aoe you get, your damage won't need SOs or higher to be good.
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Quote:Aren't fire/elecs pretty high up there? And blasters will be on there if it was lloking for best AoE damage I'm sure. But deffinitely not best AoE damage with good survivability.Does anyone else find it sad that almost nowhere in this thread is a blaster brought forth as being the best DPS (except for I think Combat's post). I mean since that's pretty much all they have to offer.
Admittedly the thread's not terribly big yet, but it's kind of sad that when someone asks for best DPS the first thought isn't, "Ohhh a blaster." -
Cold's debuffs on top of lore pets, endless godmode buffs, interface debuffs and judgement? I think they held up rather nicely.
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I have a very similar set up planned for my fire/regen. Only problem is that he's been sitting at 43 for a few weeks as I have been playign my fire/rad non stop since i20 came out haha.
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I heard someone say that MMs get lower value drop pools on itrials, and then on the controller forum, I see that someone using deceive a lot is worried about participation for pools. Now I have heard other little tid bits about you being able to influence your drops after trials, but I have no idea how. Can anyone fill me in on what they know or think affects the drop choices? Because on my fire/rad troller, I have gotten several uncommons, a handful of commons, 3 rares, and a single very rare (which is the only way I'll use a t4 btw) but all of the runs I do the same ampount of work, and don't know what could cause one run to be common, and that one lucky shot to be VR. Someone please explain to me, as Pwiki has nothing on it.
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Quote:Perhaps (and this is just me guessing, as I have no idea at all if it would work) he summoned his Lore pets, then switched what slot he had equiped, and summoned new ones? That's the only way I can see "double summons" working since recharge doesn't affect them.It does, and might even go beyond that. On the SoA board he has mentioned:
Since there's no video of his 33 second run it's really hard to know what really happened, but for him to brag of "double lore summons" has me wondering if there's a loophole/exploit involved of some sort. -
I don't like the idea of making sb/ss one power. Then I might miss buffing with sb and with the "SB NAO!" that a lot of players have, a missed sb that takes 20 seconds to recast would make a lot of players angry. I think SB should be like inertia, and be an aoe buff, only not affecting self, and keep 2 separate powers.
And I like sp/fs because against AVs, you can floor their damage. -
Not sure if the answer is well known or not, but will they also split damage in BG mode?
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Quote:Shield as a secondary isn't very strong pre SOs or IOs, and since the toon is being retired after it leaves Praetoria, I'd say this won't work as well as it would if the toon went all the way to 50.I might suggest DM/Shield. Good ST chain since you're going to be solo and the two sets go together like peanut butter and chocolate. Extra health in True Grit and extra damage/taunt from AAO. Once you get the aiming down on Shadow Maul you can routinely hit 3-5 enemies per use. I know you said it didn't matter to you, but it's also an end-game beast. And a mid-game beast for that matter...
I'd suggest taking Maneuvers early on to help get more defense. -
I never understood this concept. I can understand the thought of "the game is balance on SOs, so I should be able to function with them," but refusal to use sets at all is like shooting yourself in the foot. At least frankenslot, you can get 12 SOs worth of buffage on melee attacks and about 11 on ranged if you use optimal frankenslotting.
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Quote:If that's what you are going for, I suggest fire/ instead of ice/. Fire will kill MUCH faster, and IMO has better control as well (especially with 2 of them) because it can stun, and Ice cannot, and that gives a psuedo hold every group.You really want to annihilate stuff? Double Ice/Radiation controller. Double Arctic Fog and Choking Cloud will neutralize virtually all minions and lieutenants in range. Anything that gets to act unhindered can climb through double Radiation Infection and Enervating field. Ice slick gives you good ambush protection, as do your AOE sleeps. With double AM, your damage and recovery are boosted insanely, and holds/stuns/sleep durations are almost nothing, assuming they get lucky enough to hit you. And damage procs in your AOE toggles will continually sandblast your enemies in a way that will make even /Fire brutes jealous.
And as you said, with 2 RI and EF going, nothing is going to kill you outside of AVs due to their debuff resistance.