Pyro_Master_NA

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    Maybe, but that's not the point. The point is Illusion/Traps would be outrageously overpowered, and being able to soft cap to nearly everything is just a part of why.

    But bring on the other prolifs.
    I just want my plant/traps. It would practially create a whole new battlefield with the traps and creepers and such. Like a Vietnam War theme, with artillery in the jungle.
  2. Quote:
    Originally Posted by Lazarillo View Post
    About the same as Choking Cloud?



    Different from Ice Arrow how?



    Stacking with Thunder Clap is kinda handy too, yeah.
    That takes care of what I was going to say.
  3. Does anyone know when the next powerset proliferation will be? I have enough altitis as it is, but I have wanted a /traps controller for a long time now, and was curious if anyone heard when we could *potentially* get that, or any other combos people want, such as dark blasters/controllers, or MA brutes and such.
  4. Quote:
    Originally Posted by TheTwoFourThree View Post
    Yeah. The confuse aura stacks pretty well. Accidentally killed a Controller with my Blaster.
    Accidentally killed a blaster with my controller
  5. Quote:
    Originally Posted by Chaos Creator View Post
    From experience I can tell you the defense battle orb is dumb as a brick. (5%) on multiple occasions I have watched it detoggle the defense buff.
    That's gotta be a bug. It would be like FFG shutting off the ff.
  6. Ok, so with the alpha, many people decided that after they got the level shift from the teir 3, they were content at that, because the 4th teir is just too much extra work for such little gain from 3rd teir. Now with the 4 new slots, is anyone thinking the same? I am, and it's a bit different for each slot.

    Judgement-I am honestly thinking of getting teir one and calling it a day. Extra targets would be nice, and the debuffs/damage buff would be nice, but at that point, I would rather spend my threads and such on other slots than those bonuses.

    Lore-Similar to Alpha, once I get the incarnate shift, I think I'm calling it quits. There isn't (for the one I'm looking at) any extra pets or significant change in pet damage to go from teir 3 to four, and Once I get there, I'd rather use threads elsewhere.

    Interface-This one I might go all the way to teir 4, simply because I like the (sorry I don't have all the names memorized yet, too many at once compared to Alpha) combo with 25% chance res debuff, and 75% fire dot. Just a lot more added damage, and should make things die a lot quicker, and the other debuffs are mainly used on AVs/GMs, but are in tiny amounts and won't get through their resistance.

    Destiny-I'm thinking teir 3 again here, and if I get all the other slots to where I want before any new ones come out, I'll get it up to four for the extra time on it. But as far as I can tell, Teir 3 is the best spot for effort vs power.

    Anyone else feel like a lot of these slots don't really require the full 4th teir to be used? I am shoked to see as many teir 4 alphas as I do, I just feel like it's a grind to get everything especially with new alts still being wanted, and having multiple (ok, only 2 I continuously play) 50s to get incarnated.
  7. Quote:
    Originally Posted by Jibikao View Post
    Oh..4 stacks from different sources. That's awesome then.
    I interpreted it as a max of 4x throughout all sources, so not awesome. I'm going for the -res +fire with higher chance of fire specifically so I do more damage because of other people's debuffs.
  8. Quote:
    Originally Posted by Fulmens View Post
    The only thing I can see Emp/Sonic defenders having a slight problem with is the lack of -Regen for AV's and such. I know, envenomed daggers are cheap, but some people might not want to go to a temp power for that. Other than that? Well, I've seen stacked Sonic Blasts before and it is a very, very pretty thing. Add to that capped regen, capped Defense, enormous recharge, infinite end recovery... nothing's going to kill you* so it's just a matter of WHEN you win.

    * OK, there might be some AV's that can get lucky and 1-shot one of you.
    We manage to take down AVs pretty fast really. Only need ~95 dps, and with all the +dam and -res, we are well over that. The first AV my duo took down was at 23 I beleive, had only 33ish defense but heal other was still a good fallback at that level to save us. Now most of them melt just as fast if not faster, and nothing is going to kill you (as long as the buffs keep up). Tough and epic shielding make one (two via anti one shot rule) shots less likely, and the regen means if they don't all come at once, it's as if they never came at all.
  9. Pyro_Master_NA

    AV killer NW

    Quote:
    Originally Posted by Eislor View Post
    The build is not capped outside of ML, you're running Melee 36.8%, Ranged 30.9%, AoE 33.1%
    Said they were capped out of Mask Presence, not out of ML. Which would be why they mentioned having ML perma.
  10. Quote:
    Originally Posted by Wonka View Post
    4 Was thinking for my single target damage of slotting char 3 dam/mez ho's and the two purple procs and the toxic proc (to get around resistances) ... only prob was tight on power slots and that's the only damage power I'd have... with a 2.31 recharge time and 1.07 animation time is that too slow for taking on EB/AV's ?
    I agree with what localman said, but in response to this specifically, char by itself will take forever to solo EB/AVs. On my AV/GM soloing build, I have ring of fire and mental blast added in there. So it's RoF>Char>RoF>MB. Char and RoF have higher dpa than MB, and RoF recharges fast enough to go in between each casting of the other two. I'm trying to work in a BU proc in RoF without losing range def cap. However, with your recharge being what you say it is (haven't checked in mids) you might be fine with just either an epic blast or RoF. I say go RoF unless you get fire blast in epics, but you said either psi or soul, so that isn't the case.
  11. Quote:
    Originally Posted by Jibikao View Post
    I actually never find killing a GM that much fun if it takes too long and I don't like spending that much time trying to Duoing a TF/SF.
    If the duo has the ability to take down the GMs, it should only take ~5-10 minutes, and 10 is pushing it. And I have duo'd ITF in about an hour, and done LRSF in I think 2 hours. Again, if planing on being able to do it, it shouldn't take much longer than a normal PuG.
  12. The fire brutes you are hearing about are ss/fire brutes. Usually with mu as a patron set for 2 more targeted aoes (and pre i18, the cages helped burn do its full damage). They usually farm in AE and use ticket drops for the real inf cash in. However, some (myself included) prefer getting a non AE mish with all fire damage to farm. I use the Infernal mish from Maria Jenkins and simply don't defeat him. On just a mix of SOs and common IOs, he was able to do +2x8 on there, and now, cheaply IO'd out and level shift, he can run +4x8 no problem (though level shifted it's like +3).

    The key to the ss/fire brutes is footstomp, blazing aura, and burn, boosted by rage and fiery embrace. Enemies will melt away with just that, but added in ball lightning and electrifying fences will make them go down even faster. Most say not to put rage on more than twice, as the crashes start to get annoying and lower your kill speed. I suggest after getting rage to monitor damage buffs on combat attributes so the red numbers say when rage is crashed.

    I don't have my build on mids, since I see it pointless to dump money into a character that is supposed to make me more money, but I'm sure someone will have a build soon enough, or you could make your own and ask for some changes.
  13. My personal favorite is a pair of Empathy/Sonic defenders. The can literally destroy anything. One heal only, with just it's base lvl 1 slot, so you are NOT a healer by any means. Grab 3 leadership toggles, tough/weave, combat jump, and hasten from pools, ss or sj travel, then slot fort for ED cap def and tohit, skip RAs after getting AB, and get ~10% recharge bonus. You then need darkness mastery to complete your awesomeness. Soul drain and two oppressive glooms makes you animals. Your defense capped, +4 tohit capped beasts are now perma 80%+soul drain damage with over 180% global recharge for some serious beat down. Not to mention sonic debuffs resistance for more carnage. A tad light on AoE, but with howl coming up in 3 seconds, it's all you'll need. Oh, and if you didn't know, perma AB/hasten/Soul drain makes for some sickening stuff. Every new power is like a revamp in your abilities, from level 1 on, all the way up to 50, getting soul drain and OG.

    Next up is a pair of my main, a fire/rad troller. Two hot feet, chocking cloud, debuffs, and AM? Yes please. 6 imps? Hell yea. They can take down GMs and AVs, or plow through hordes of enemies. Keep some recharge in the build for perma hasten/AM so AM keeps you at +60% recovery and your end should be fine. Musculature helps a lot on rad I say, and with two of you, my cardiac would be overshadowed by 2 AMs. And musculatured imps would be a blasty blast. But fire/rads in numbers can do some sick stuff, look it up on youtube, 7 of them took down Recluse's inner circle in under 3(?) minutes. Might be off on time, but it was under 5 for certain. I want to level up another one in a duo, but none of my RL friends want to "copy" my main, so no luck

    Thugs/traps and Thugs/dark, as the very wise Dechs said, will be a great combo as well. Not the same sets as I like my duos, but they will work wonders. The leadership from them, along with you two getting leadership, and the FFG and shadow fall, their defense will be capped, and their tohit will likely also be capped to +4s with 2-4 tactics running. The combo of dark and traps is nice, as the heal compliments traps, and the -regen compliments dark. Single hard target or large mob, you will steam roll.

    I won't as in depth here, but some other good ones (not *quite as good* IMO) are
    a pair of VEATS, not quite as good for AVs with just two, but will be duoable none the less.

    Previously stated res armor melee toon and a cold buffer. Work wonders, or cheap soft cap for SD even

    Two endurance drainers. Two elec/psi doms is my main choice here for drain psyche and 2 auras.

    sonc/traps or traps/sonic (defender is my choice, but both work) major debuffs, and very easily capped, leaving room for other bonuses. Fire instead for a corruptor works well too.

    Any of those will work, though some better than others. Pick something that sounds fun too. I just want to restate that emp/son just gives that feeling of growing power as you go on, and was one of my most fun rides.
  14. Quote:
    Originally Posted by rad View Post
    Also what is the acc percentage we need to aim for in mids on attacks to be reliable on +3 an 4s?
    The easiest way to check your final hit chance against +4s is to go into the configuration on mids and change your base tohit value from 75% to 39%. Then when you see the power's "accuracy" in the bottom table, make sure it is over 95%. Without any team buffs, you'll most likely need some form of tohit bonus along with acc slotting and set bonuses.
  15. Quote:
    Originally Posted by Neogumbercules View Post
    If you wanna think of it another way, having it on multiple powers increases the chances that it will fire off. Taking the example of the Rad/ corr, if it didn't trigger on Neutrino, you'd still have another chance with X-Ray.
    My friend's rad/rad has it in all 3 rad AoEs so it has a higher chance of firing specifically for that reason.
  16. Quote:
    Originally Posted by Wonderslug View Post
    The monsters in PI are 48-50, near as I can recall from back when you could see their levels by viewing their info. They also don't use level scaling, so combat modifiers are in full effect fighting them.
    I believe th PI ones are "monsters," and not "giant monsters." I think that changes things quite a bit.
  17. Quote:
    Originally Posted by Rush_Bolt View Post
    Yep.

    It only gets confusing once you start tossing around -RES debuffs and stuff.
    It really gets confusing when you first hear the statement: Resistible resistance debuffs are resisted by resistance.
  18. Quote:
    Originally Posted by RaikenX View Post
    Yes, the -Dam only applies when PS is running.



    Standard Crit Rules apply. For Scrappers, 5% chance for minion and under, 10% for LT and above. Stalkers get their normal crit rate of 10% +3% for every ally in range. And no...no auto-crit from hide. That said, I've seen CS critical 2-3 times in a row and kept PS going solid for 40-60 seconds in my Kinelec scrapper.
    I may be wrong, as I still haven't made a KM character, but AFAIK, all of that was wrong. Again, this is just from what I remember, but I thought the -Dam was always active, like DM's -to-hit is always active. And I thought that CS had a constant crit rate above the norm, like a flat 15 or 20 percent no matter what.
  19. Pyro_Master_NA

    Thunderstrike?

    Quote:
    Originally Posted by Supermax View Post
    There are two versions of the power. The tanker/scrapper/brute/stalker one does fairly similar damage to the surrounding foes as the main target. It's just a bit less. It also does knockDOWN. The blaster version does practically no damage to the surrounding foes (it's barely noticeable), and also does knockBACK.
    The defender/crruptor/dominator versions in APP also do KB instead of KD. MM APP does KD like melee characters.
  20. Quote:
    Originally Posted by Laevateinn View Post
    To solo GMs, what you need is softcapped defense, -Regen and good single-target damage. Imps are not effective because a lot of GMs have footstomp and that prevents imps from doing good damage.

    Slot Char for damage (you can fit 2 purple procs in it, and it is the second best ST hold behind Dominate), pick an APP blast and work out a good attack chain, then try again.
    That about sums it up. My attack chain is just RoF>Char>RoF>APP Blast>repeat. Unless you go with fire mastery, char and RoF actually have better dpa than the app blast, so you'll want to use LR, AM, and hasten when you would normally use the blast. Mine is currently psi, because 6 slotted coersive persuassion in world of confusion gives me 5% range defense.

    Getting AM and Hasten perma will help too, so your endurance always gets AM boosted, and so LR will be perma as well, because -regen is vital on GMs. And keep in mind that against GMs, ~41-42% defense will be enough after radiation infection is applied. I think I only have about 43.2% ranged defense myself, and my combat log has them at the minimum hit chance.

    And Bullet Priest, I tried a quick look over your build and the main things that stuck out were that you had more than 4 slots of B Gaze in your holds. Use it for the 7.5 rech and the frankenslot any other slots you have in there. And on a GM soloing build, take ring of fire for another ST attack. It's recharge is really quick, especially with bonuses and hasten/AM, and it is better damage than it looks like, being all DoT, but GMs have time to take it in full. Same thing with an epic blast, take one if you want enough damage to take down GMs, the imps will get foot stomped too often to rely on their damage, not to mention the GM running around and causing them to chase instead of attack. And hot feet is not even on my big game hunter build, designed for AVs/GMs. It just doesn't make sense to be in melee range on them, because it will make imps get hit by any AoE, and cause them to spam their PBAoEs more often and kill the imps.

    If you post a build with a data chunk, I can rearrange some things for you, and by the looks of things, cut down on the cost a bit as well.
  21. Pyro_Master_NA

    Best power ever!

    For a visual feel of power, I'd say Dawn Strike. It just has that look of POW!
  22. Quote:
    Originally Posted by Local_Man View Post
    Unlike most AoE Immobs, Chain Fences is NOT Damage Over Time, so it will not disrupt Static Field once it has been applied. It also does not prevent knockdown, so you can use Jolting Chain.
    I didn't get my elec dom very high, but I love that the devs designed those parts of chain fences to fit the rest of the set. It does, however, conflict with storm as a controller secondary, since hurricane is a huge survivability boost with it's -tohit, but it knocks things out of conductive aura and static field. But I guess turning it off most of the time isn't that big a deal. Though I'd rather take cold dom and wait for sleet rather than freezing rain in storm for that specific move combo control.
  23. Quote:
    Originally Posted by je_saist View Post
    http://paragonwiki.com/wiki/Build_Up
    http://paragonwiki.com/wiki/Electric...ation#Build_Up
    http://paragonwiki.com/wiki/Energy_M...ation#Build_Up
    http://paragonwiki.com/wiki/Fire_Manipulation#Build_Up
    http://paragonwiki.com/wiki/Ice_Manipulation#Build_Up
    http://paragonwiki.com/wiki/Mental_M...#Concentration

    Hmm... what do all of these have in common... oh yeah!



    That's a pretty clear definition of what Build Up does.

    To answer your question: http://paragonwiki.com/wiki/Gaussian...e_for_Build_Up

    The proc gives a chance for Self +Damage, +To-Hit to occur on the player.

    If my memory serves, the effect is equivalent to an unslotted Blaster Build up effect.
    Other than being sarcastic, that really didn't do anything. If the OP is asking this question, they obviously know the basic functions of BU that are on those links, and posting several blaster secondaries' BU effects doesn't help at all. The proc will have different buff percentages per AT, based on their own modifiers. Besides, the OP said they checked the wiki, and all you did was give wiki pages that were probably already looked through.

    To the OP, on your scrapper, it would give 40% tohit and 100% damage as bonuses.
  24. Quote:
    Originally Posted by Grey Pilgrim View Post
    I know you're already going with Archery, but for sake of completeness, Dual Pistols isn't horrible for a sniping idea, either.
    Except it has no snipe. And a PBAoE nuke. It can be made into a good set, but not for someone who wants huge range, and an actual snipe power to specialize in.
  25. I would go archery/energy/munitions with cardiac. 2 snipes, 3 ST at 80 ft base, and a 90 ft base nuke. Oh, and one of the snipes is a mini nuke.