Saltyhero13

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  1. Saltyhero13

    It's ridiculous

    Quote:
    Originally Posted by GangstaBlade View Post
    Bah! Don't undestand this game
    Eye no!
  2. Quote:
    Originally Posted by TeChameleon View Post
    Can't say I entirely agree, Sunpulse; Roots are a solid, consistent source of damage for me on my Plant/Stormie for one simple reason: recharge. It's up four or five times more often than any of the other powers. The other ones are much better for burst, I'll grant, but roots is what I find I spam the most in a larger fight.
    Playing around with Mid's comparing DPA and DPS values of the various AoE powers available, I'm just not seeing it. In practically every scenario with all things equal, Roots is typically 50% to 75% the damage of other AoEs damage sources. Throw in global recharge, which favors longer recharging powers, and the gap grows bigger.

    If Roots had the proc selection of Freezing Rain I would wholeheartedly agree with you, since procs favor quick charging powers. From my experience endurance and slots are best spent elsewhere if you are looking for damage out of Roots.

    Here is some "anecdotal evidence" that may give you some insight on why I see it this way.

    With Stone Mastery I found that I was spamming Fissure and Roots constantly for AoE damage. As a result my endurance was practically non existent for the majority of the fights. I couldn't recover endurance fast enough for the next fight.

    Since I started playing around with Ice Mastery as my APP again, I am have discovered what I believe one of the strongest synergies Plant, Storm, and Ice Mastery have with one another: the three sets have the ability to lay down persistent damage. I use Creeper's, Tornado, Lightning Storm, and Ice Storm (Seeds of Confusion as well) as example of what I mean by persistent. All of these powers are great sources of damage that basically have a high upfront endurance cost and last for a fairly long duration.

    What I am finding is that these longer effects allow you to recover endurance as they persist. I don't need to spam powers like Roots as soon as its up. With enough layered persistent AoE effects I can focus on controlling the situation and keeping the critters grouped so that Tornado and Lightning Storm are even more effective. With this shift of play style most fights now end with more endurance, usually half or better, and most fights are ending faster. I can even stay hovering, for defense and positioning, for the full duration and I am still netting more endurance in the end. Damage slotting remained exactly the same with the exception of the use of Ice Storm in lieu of Fissure.

    In a nutshell I think other powers provide better output than what Roots has to offer. Now if you have the endurance to spare, spamming roots for damage wont hurt anything. So don't let me talk you out of your play style, especially if it works for you!

    Quote:
    Originally Posted by TeChameleon View Post
    Oh- one other thing- I didn't include the Posi's Blast Energy Proc in Carrion Creepers, because as far as I understand it, the Creepers themselves cannot set that proc off, sharply limiting its usefulness in that power.
    I believe you are correct with your assessment. I suspect that Posi's proc would only fire on the initial casting of Creeper's
  3. Quote:
    Originally Posted by Arbegla View Post
    Hmmm.. that makes it have limited usage then, unless the storm pets (freezing rain, tornador, T-storm) can get the benefit of power boost as well?
    My understanding of Power Boost and pets is that any "power boost"-able effects cast by the pet before Power Boost expires (15 Sec.??) is boosted. Any effects cast by the pet after Power Boost expires have their normal values.

    So essentially the pet "inherits" Power Boost until the 15 seconds expires. Any effects cast by the pet prior to the expiration are boosted. Any effects cast by the pet after 15 seconds are not. Is this correct?

    If this is true LS would only have two boosted strikes at best (I am taking into account cast time and LS attack rates.)

    Quote:
    Originally Posted by talzyon View Post
    Which powers can you use to make sure Tornado doesn't toss mobs around all willy-nilly?
    Any hold or immobilize (single target or area) that has a "anti" knock-back component (-KB) will prevent Tornado "willy-nilly"ness
  4. Quote:
    Originally Posted by ketch View Post
    From the Razer Q&A session, we've learned the names and effects of two new powers as well as the pets in the Electric Control set.

    Jolting Chains - a knockdown power that arcs from foe to foe
    Static Field - a placeable Sleep patch
    Gremlins - "little electric guys who throw bolts of lightning"

    For some the presence of the sleep may be a bit disappointing, but it sounds like it may be similar to Volcanic Gasses. I think that alone could greatly increase it's value to many. Jolting Chains sounds like it may offer up some interesting proc'ing opportunities.

    If the set follows the standard order for Control sets...

    lvl 1: Single target hold
    lvl 1: Single target immobilize
    lvl 2: AoE immobilize
    lvl 6:
    lvl 8:
    lvl 12:
    lvl 18: AoE Hold
    lvl 26:
    lvl 32: Pets

    That leaves room for two more new and unique powers. I'm quite stoked to see what they have in store.
    Can you provide a link to the announcement please? Thanks!
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    SM also provides resistance so I think you can argue this one both ways. Taking one of the resistance shields means you have resistance to a wider range of attacks.
    I see your point Adeon and I agree that stacking resistance is another approach worthy of mention.

    From my own experience soft-cap defense (in most cases) has a much greater effect on survivability vs. pursuing mediocre resist values. This is especially true when considering controllers low pool of HP and a /Storm controller's inability to heal itself (without Aid Self).

    I have never looked at the numbers in a layered or "hybrid" approach; if one were to pursue both +Def and +Res. The few builds that do take this approach usually end up sacrificing utility, specifically poor power choices and poor slotting, in pursuit of survivability from what I have seen.

    By no means am I saying that it is not viable to pursue +Res or a layered approach (+Def & +Res). I can't comment on these strategies.
  6. I don't expect that you will get a straight forward answer considering the fact that nothing has been publicly released (except a few teaser screen shots) regarding the Electric Control set. Its impossible, beyond speculation or violating NDA's, to discuss any possible synergies Elec/ could have with /Storm.

    With that said, Storm is primarily a damage, debuff, soft control, positioning set. With regards to /Storm as a standalone secondary I regard Steamy Mist, Freezing Rain, Hurricane, Tornado, and Lighting Storm as must have powers.
    • SM provides +Def and +Res in addition to its Stealth aspect.
    • FR is a -Def and -Res Debuff that also contains a Slow/-Recharge and KB aspect.
    • Hurricane is a KB/-To Hit Debuff
    • Tornado is excellent with a -kb effect as it provides a variety of effects such as a Stun and -Def effect in addition to bringing damage to the table.
    • LS is the only power in /Storm that has any type of sapping effect. Slotting for sapping is a waste of time IMO. LS is a damage power with some -end and KB mixed in. It personally think this power should be slotted with damage in mind.
    IMO Ice and Stone Mastery have the best synergies with /Storm than the other three APPs. Both sets I mentioned have +Def Armors that stack nicely with SM's +Def S/L bonuses.

    I think when we know more you'll get a better answer, but at this time its just too early to tell.
  7. It should show up as a buff in the pet combat attributes and yes they do stack with each other (unless there was a stealth nerf).

    If you get all 4 you can gain +10%Def and +20%Res Total on all pets
  8. Saltyhero13

    It's ridiculous

    Quote:
    Originally Posted by Nova Knight View Post
    I can't bare to reed this. It causes me physical pane.
    Whew! I thought this was another thread about "Going Rouge"
  9. I have had more time to look at you build.

    Here are my observations and suggestions:
    • End will be a problem. I detoggled Tough, Snow Storm, and Hurricane. Even with those powers off it puts you at 2.19 end/sec (~46 seconds to fill up). It not spectacular but not awful. To reiterate my original suggestion I recommend investing in the Performance Shifter proc and a Miracle +recovery proc for Stamina and Health respectively. Move the extra slot out of health (leaving only Numina's and Miracle) and move that slot to stamina to do this. I 4 slotted stamina with the Performance Shifter set instead of the Efficacy Adapter, but I can see why you went with your choice. I also recommend getting the +endurance accolades. This will boost you from 2.19 end/sec to 2.48 end/sec.
    • Nothing wrong with softcapping to both S/L and Range, I personally chose one or the other. Regardless you didn't sacrifice too much in doing so, but you did in some key areas. (I'll address what you did sacrifice below). I get by well on just S/L but dont let me talk you out of softcapped Ranged defense!
    • I took Roots for its -kb to use in conjunction with Tornado. I didn't slot it for damage as others have suggested (IMO its damage is too low and would never slot for damage, other powers are offer more return on investment). However I don't see Tornado and I don't think Fissure gets containment bonuses (need to verify). So is Roots a set mule (only for bonuses)?
    • Combat Jumping is not worth the slotting you have invested. It has low defense and a very low endurance cost that is not getting much out of the full Red Fortune set (besides the bonuses).
    • I personally would want Freezing Rain slotted with more recharge. In my build I procced FR out (five procs total) and a put one lvl 50 recharge IO where its up every ~17 seconds.
    • Carrion Creepers is a damage power and can be slotted accordingly. An alternate route is to place procs in it. ketch posted some good slotting in another post. I don't remember the specifics of ketch's recommended slotting, but basically use all the damage procs minus the Positron proc and get a good mix of recharge and damage. Normally I would not recommend procs but in this case I have gotten some great mileage out of these. What sold me on this strategy is when ketch or Messosoprano posted the distribution of these procs going off. This was enough evidence for me to make the investment. I have not regretted it.
    • IMO Vines isn't worth it. I wouldn't recommended it as I typically opt out the AoE holds unless its Volcanic Gases or EM Pulse or a set mule. On the other hand if you really need redundant control...
    • Since you went with Stone Mastery you may want to look at Thunder Clap. The stun stacks well with Fissure and both are melee range use.
    • Tornado is one of the most underrated damage powers in the game. It gets a lot of hate because it typically is employed without any -KB which tends to scatter mobs. With some -kb, ala Roots, this power really shines. It is a great damage power against AVs, who have native -kb, as well. Two reasons this power is so great is that it is a persistent damage power that is fire and forget and is a also a great power for the Achilles' Heel Proc. I recommend picking this one up.
    • IMO Hurricane is under-slotted if you use it a lot. With the right investment it can provide a -45 To Hit debuff before resists. That is nothing to sneeze at.
    • Lightning Storm with more KB would drive me nuts. Its a damage power slot it accordingly.
    • Seismic Smash is under-slotted IMO. I would want more Acc/Dmg/Rech in my slotting.
    • No Earth's Embrace? This is a massive heal that puts you at the Controller HP hard-cap (~1700) and is one of the main reasons to take Stone Mastery. This will help in the survivability department.
    • I took Hover in my build to allow me to position Lightning Storm. This made look at Ice Mastery a little more since Fissure can only be activate while on the ground.
    Hope this helps some and GL with your Plant/Stormie!
  10. Quote:
    Originally Posted by lunaseed View Post
    Working my DB/INV to 50 now, currently 44. I really love the set and the playability. I FEEL SO STRONG
    Holy necro post Batman! Burn it with Fiyyaahh!
  11. Quote:
    Originally Posted by Cyber_naut View Post
    I remember when sd first came out and saw you couldn't pair it with claws and was left saddened...
    I too was crushed when I found out that claws/sd wasn't happening.

    I think it would look so wicked paired up! <runs off to start a Claws/SD suggestion thread>
  12. Quote:
    Originally Posted by Erin Go Braugh View Post
    So, it's a matter of the visual not neccessarily matching the powerset (like auras and "weapon redraw" misunderstanding), or giving a different impression?
    I doubt its an error. This was brought up when IOs were introduced. There was a very lengthy discussion on this (which I am still searching for in the archive).

    There is nothing wrong with the duration of the power or the animation. Each member of the Phantom Army exists for only 60 seconds. So the duration is correct. However they are materialized into existence (or imagination ) at roughly one second staggered intervals. It takes them roughly one second to dematerialize as well.

    What I observed while running Herostats is that the 60 second duration timer starts upon power activation. During the first 3.3 seconds the Phantom Army materializes one at a time (roughly one every second). At this point 56.6 seconds remain on the duration. At exactly 60 seconds the first summons begins to disappears with an additional member vanishing roughly every second after that.

    Now when PA is overlapped with enough recharge (sub 60 seconds) all members of the first army despawn at once. It takes about a second for the first phantom of the new summons to appear.

    Regardless, the bottom line is that you only need PA at 63 seconds recharge to effectively make it perma. Even with overlapping recharge you will still have the same gap as if you were at 63 seconds (if the power is toggled and placed before its charged). Arcana time (server ticks) will increase the gap if the power is not activated before its charged.

    Local_man (I think it was you) dropped a great tip on how to deal with the gap. Re-summon Phantasm. With the right timing he will respawn his decoy. This is one of the best way besides phasing to deal with the gap. Just be careful, the decoys taunt/threat isn't as strong as PA's from my observations.
  13. Quote:
    Originally Posted by Postagulous View Post
    If you were planning on going Gloom, there is no need to take CoF anyway.
    Sure if you are looking at CoF for crowd control. The -To Hit is a pretty good bonus for defensive based builds. It also comes in handy for stun resistant mobs.

    For a standard build, I agree with you, OG>CoF mainly due to CoF's low accuracy IMO.
  14. Quote:
    Originally Posted by ketch View Post
    As for Creepers, damage procs will help a bit more than damage enhancement. However, you must use procs that carry down to the Vines. You'll want to use the damage procs from the slow and knockback sets rather than a Posi proc which only affects the AoE portion of the power.
    Great tip! I was wondering about how to proc out Creepers. Thanks
  15. Quote:
    Originally Posted by JamMasterJMS View Post
    CoD is an end drain at that lvl and id highly suggest you NOT fight with it on.

    CoF is an end drain at that lvl and id highly suggest you NOT fight with it on.
    IOs and/or Physical Perfection can mitigate any high endurance consumption. They are both good powers to have especially if you are trying to layer good defense ontop of DA's good resists.
  16. Quote:
    Originally Posted by Desmodos View Post
    I should point out this is a personal pet peeve of mine. Not every Spine/DA would agree. Many do not find the wander affect annoying. I simply have a strong preference for CoF.
    The Razzle Dazzle proc helps a little with that. Ive notice it more since I took it out.

    Desmodos covered it in great detail. I took both CoD and CoF as soon as they were available. I even took OG and dont regret it.
  17. Quote:
    Originally Posted by Frosticus View Post
    You might want to confirm this on live. My build has them recharging in 59.955 seconds. The third one despawns 0.26 seconds before the power begins activating.
    Sorry but you are mistaken Frosticus. Local is right. The Phantom Army do not begin despawning until the 60 seconds timer expires.

    I just ran a few test on live using Herostats to make sure there haven't been any stealth changes. So essentially PA lasts ~63 seconds even though the 60 duration timer starts as soon as the power is activated. Even with sub 60 recharge a recast of PA causes the old spawn to disappear leaving a perceived gap as the new army zones in an grabs aggro.

    There was a very long thread about this some time back that proved you can have perma PA by breaking 63 second recharge.
  18. It looks like you posted the same build twice.

    Right off the bat I can tell you are going to have some serious endurance issues. Unless you are farming solo or getting outside buffs that is going to be an issue. I managed to get a net of 2.87 End/Rec in my Plant/Stormie but I am only softcapped to S/L, and I still go through blues about one a spawn when I am farming with her.

    Some quick suggestions from me are to find room for a Performance Shifter proc in stamina and also make room for the Miracle Unique in health. It will be worth it.

    I'll study your build in more detail when I have more time.
  19. Quote:
    Originally Posted by Santorican View Post
    I'd much rather have a claws/shield than an SS/Shield Scrapper
    That would rock!
  20. Quote:
    Originally Posted by Colossal View Post
    This is not true, when I play my fire/fire tank and run hero stats I find that Blazing Aura is always in the top 3 of my damage dealing powers. If you ran hero stats while you played you'd find this to be true of most/all damage auras.
    To add to this it is also very endurance efficient as well.

    To answer the OP, based on your criteria I would recommend /Ela, /Wp, /Fire, and /Regen in that order. IMO however Spines/DA works great if you are willing to invest in IOs for it.
  21. Saltyhero13

    Spine/dark armor

    Quote:
    Originally Posted by kakawait View Post
    About endu (without insp), I don't have Physical Perfection yet and I have an ugly slot build with SO's.
    Physical Perfection will definitely help a lot as will IOs. That build shouldn't have any problems IMO. I used to run 10 toggles at one point and never really had any issues once I picked up a few key IOs (the two +recovery procs in health, Theft of Essence in Dark Regen, and the two procs in Stamina and Physical Perfection).

    The only advice I could give you is to consider taking Oppressive Gloom. It doesn't cost any end to run and takes most of the minions out of the fight.
    I don't remember what percentage of critters in a mob are minions, but its usually over half. Cloak of Fear needs more accuracy to be effective, but it is also a viable choice.

    I ended up respecing into both Cloak of Fear and Oppressive Gloom and have never looked back since. I use Cloak of Fear more as a -To Hit Debuff than a fear power. Be warned that if you use it that way the effectiveness of the debuff goes down the higher the level of the critters is.
  22. Saltyhero13

    Spine/dark armor

    Quote:
    Originally Posted by Kinrad View Post
    ... can't stop staring at saltyhero13's avatar....
    I'm a Supergirl fan, what can I say!
  23. Saltyhero13

    Spine/dark armor

    This build looks good to me. Very similar to my own build except I took the two crowd control auras. I opted out of Tough and Combat Jumping in their place.

    You can probably squeeze in 1.25% S/L defense by switching Impervium to Reactive in Tough

    So you say you have endurance problems? What is your attack chain? Are you using you inspirations when you farm?
  24. Quote:
    Originally Posted by Exxar View Post
    So, how's your blue bar with both damage auras on while ripping stuff up madly?
    I never have any issues if you are directing your question towards me. I run all 9 toggles all the time without ever having an issue. If I start getting low I either pop a blue or hit Conserve Power. Most of the time I recover my end going from spawn to spawn. Once I hit that peak momentum I don't stop.

    I have two Performance Shifter procs. One in Stamina, the other in Physical Perfection. These are constantly firing off giving me 10 end every few seconds. I also have the two +recovery procs in health.

    I think the money maker is the Theft of Essence in Dark Regen. This can turn Dark Regen into an endurance making power vice an endurance draining power. At the minimum the proc in DR ends up paying the endurance cost off, essentially allowing me to use it at no cost. Slotting for some endurance reduction in DR helps too. With no reduction it costs 33 endurance if I am not mistaken.

    For toggles I run the three basic shields, weave, the stealth shield, the two damage auras, and the two crowd control auras. To be fair we'll say 8 toggles cause the stun aura doesn't cost anything to run.

    I typically run +2 or +3 with no hitches. +1 or below melt like butter...Mmmmm...mmmm...mmm....I can taste the influence now.
  25. Its worth noting that there is no animation indicating that the immobilization is in effect. As Twilight said, it only check every 10 seconds. I think the proc only immobilizes for 8 seconds