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If I wanted an AoE Tanker, I'd go SD/Fire/Pyre. Burn is great but Shield Charge is better. As Auroxis said, while Burn recharges 3x as fast, SC hits 3x the targets and has a bigger AoE.
Plus softcapping a SD Tanker is trivially easy so you'll be much, much tougher than a Fire/ Tanker. I'd take AAO over Blazing Aura any day. -
2.02 end drain/sec running your toggles, two of which are of debateable value to a Fire/Dark. You have 3.31 end/sec recovery. That leaves you 1.29 end/sec for other stuff. Since you've got 0 end redux in Darkest Night, running that will bring you down to .77 end/sec.
Dark Consumption is not going to make up for that. I don't even know if the Cardiac alpha will.
I really don't think the level of defense you've got is worth that kind of sacrifice. Most of your key powers are underslotted because you're spread way too thin. -
150% isn't even that extreme for a Kin. My Kin runs at 153-193% recharge with Siphon Speeds going.
Hasten is 70%, 1-2 Siphon Speeds is another 20-40%, a moderate amount of global recharge (say 50%) and you're at 140-160% while Hasten is up. -
With high global recharge and Siphon Speed, 2acc/2rech level 50 IOs, giving about 80%. I wouldn't go with just 1 acc though. SO slotting I'd say 2 acc 3 rech.
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I'd swap the sets in Burn and Footstomp. Footstomp will make better use of the proc and higher enhancement numbers the 'Geddon set provides.
How do you find your endurance useage? Are you running the Cardiac Alpha?
Also agree about dropping the second LotG from Veng. That regen bonus is giving you .7hp/sec regen. You can definitely use that slot better elsewhere. Like as a 6th slot for Healing Flames. Putting an end rdx in there will drop it down to 5.5 end, which I've found to be well worth it.
Alternatively, if you really want to use the Panacea proc you could put that in Healing Flames, since the hp/end you get from it over time in Health is pitiful but in Healing Flames it will give you a 20% chance to actually gain endurance using it. -
Quote:Don't slot Darkest Night with Range. It has a base range of 70, only 10 less than most blasts. Priorities are -tohit and end rdx.Fire/Dark and you can run at 0 x 8 at level 10-12.
Yes, they ARE that good.
Powers you need first:
Fireblast
Fireball
Rain of Fire
Tarpit - so they are slow and your powers do 30% MORE damage
Darkest Night - so they don't hit you and they will follow you around corners onto the Tarpit. Slot with at least one range.
Howling Twilight - because it is a clever power it is an amzing stun + a powerful debuff/slow that can even rez people! Slot it with RECHARGE!
Those 6 powers alone will do wonders.
Now later you add the Fear, single target damage and healing and that heal is also a debuff!
There are many builds for fire/dark out there and some are even strange (like mine I have taunt - because I tank and the taunt helps me pull them off my squishies). Most of them are VERY affective and a fire/dark is a game changer on every team you join. -
You made the right call. Wouldn't want something to happen to that nice laptop of yours, after all. It's an awfully nice laptop...
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On the contrary, Archery has very solid damage. While lethal damage is one of the more resisted types, your hardest hitting ST attack (Blazing Arrow) is second in damage only to Blaze of all the tier3 blasts. Plus you can get it at level 6.
Rain of Arrows is a stupidly good AoE and Fistful of Arrows is a quick and very solid cone.
Archery hits plenty hard goes well with TA, you've made a good call. -
Oh hey that's now isn't it?
I logged in yesterday, laughed at a MotD and changed it.
Today, I logged in and briefly spoke with a friend.
I'm pretty much on schedule. -
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Quote:Well, on small teams as you say the mobs should be debuffed to hell and they'll have defense (and +hp depending) from your buffs. Don't get me wrong, being able to break someone out of a mezz or heal them is nice, just the cost of tiny range, long animation, being interruptible makes it not worth it. Pass them a Break Free or Respite, if you have to.Fair enough. The reason I was looking at stimulant was mostly that, on small teams, I've had a lot of trouble with the other player getting mezzed, leaving me to handle everything alone. Although I suppose with /cold I can probably survive a few seconds of watching everything run very slowly in order to use brawl, which is the only thing recharged. I was looking at acrobatics, but since I'm planning on flying, that's three power picks to get there, eww.
I really liked Aid Other on my bots/traps, but that's a very different circumstance; I know in that case that I'm going to be surrounded with things that occasionally need a bit of topping up.
I read your guide, and I was a bit surprised about your negative opinion of snow storm. I guess it does make sense that, once you have sleet, snow storm is sort of disappointing. On the other hand, I think that's, what, level 35 or something for me? Seems a ways out. (On the other hand, at least you didn't pan benumb as not worth it except for PvP.)
Yeah, it would be different on a MM because there you're surrounded by your pets who are going to be taking the brunt of the aggro, leaving you to buff/debuff/heal/whatever. As a Corr, you've gotta be blasting and staying mobile yourself. Being rooted for 3 seconds to do something a 50 influence Inspiration does more effectively = no ty
Well, I suppose Snowstorm has a certain value when you're leveling up. Its true that since Inherent Fitness came along, there's more room in the lower levels to pick something like Snow Storm up. I'll have to revise that bit in my guide. Definitely still not worth it at later levels though.
Also...what? Benumb is fantastic, who on earth would say its only good for PvP >.> -
Seconding the Fire/ or Ice/ vote.
I've got a guide for /Storm in my sig if you want to take a look. Its definitely a very unique set, but also very tricky to play well. That said, if you can play it well its monstrously powerful. -
Quote:This. When the sets first came out, I thought "hot damn I want one for my SS/Fire Brute" but then I took a closer look at the numbers and price. It's a nice bonus, but nowhere near worth what they sell for. I'm not a guy who rants about the ebil prices on the markets, here's how I see it: It's worse than a P.Shifter proc, so I'd pay less for a Panacea proc than I would for a P.Shifter proc.I have it slotted in my scrapper's healing flames which is up every ~12 seconds, just because I didn't have access to the other Panacea that I needed at the time.
In my experience it is nice when it goes off, in the sense of... "oh cool it went off" but as far as actually being useful or worth the price of the IO... i would say Definitely not worth it
When I see the tiny heal float above someones head that tells me they've got it slotted in Health, I think chances are that person has more money than sense. -
Only Sonic and /Traps have mez protection in their sets, Cold is hardly an exception. You can grab Acrobatics for some hold protection, which is quite nice. Cold isn't about healing anyway, its about +def buffing and mad debuffing.
If you look at the numbers fully enhanced, Aid Other heals as much as Cauterize. That's awesome, right? Except Cauterize isn't interruptible, fires over a second and a half faster and has over triple the range. I won't deny that being able to heal someone is a great boon, but as a Cold you have much better ways to help the team. Stimulant is well, even worse.
I went with Speed/Leaping/Fighting on my Ice/Cold. The only reason I'd go with the Medicine pool is for Aid Self but honestly, popping Respites is faster, easier and more effective. -
Quote:Yes, I would know because I've played and farmed extensively with both a SS/Fire and an Elec/SD Scrapper. The Elec/SD Scrapper, for the record being a much stronger farmer than a Elec/Fire would be because of the dual telenukes, AAO contributing more to damage than Blazing Aura does and being tougher to boot.I guess you "would" know right? Since you use it in TS?
You know it would not be so hard for you all if you would just admit that you embellish the truth about ss/fire. Sure its great but you all make it sound so much better than it is. I guess I would think that to if that's all I knew.. mm no maybe not.. I like to try different things.. unklike the ss/fire ONLY community.
You're wrong in assuming that everyone here saying SS/Fire is better at farming than Elec/Fire hasn't played Elec.
Although I suppose if you disregard any kind of numerical proof or demonstration and the voiced experience of the community as irrelevant, dumb assumptions are all you're left to argue with. -
Yes, Heat Loss will help a lot for your endurance. But I wouldn't recommend relying on it for endurance sustainability. If you're always soloing it doesn't matter, but on a team you'll want to use it where it will provide the greatest benefit, not ASAP because you require it to function.
While Sleet is perma, the more you can throw it out the better. Double Sleets ftw. Just to illustrate, if you swap 2 of the Posi Blasts for generic recharges so that you've got maxed recharge in it, Sleet goes from recharging in just under 20 seconds to just over 16. That's a solid few seconds and well worth rejigging your slotting there if you can. -
And you forget or don't correctly understand how the FFB proc works. It has a suppression period, it's not going to give you +100% recharge all the time.
Besides, the FFB proc would go off far more reliably in Footstomp. Has a bigger AoE so you can hit more targets, faster animating and is generally a better AoE power. -
Quick thoughts:
Massive endurance useage. Maneuvers is a big culprit here. I'd go with one or two Kinetic Combat mules rather than relying almost entirely on defense toggles to get to the softcap.
At the level of recharge you've got, you can throw out Blaze and Fireball every few seconds. They're going to need more end redux. I usually go with 5 Rags/1 End Rdx and 5 Apocs/1 End Rdx and it makes a huge difference. Fire Breath and Rain of Fire also need end redux too. I'm not sure if the Cardiac Alpha can make up for this, but I'd try to build for endurance sustainability so whatever Alpha you go for is pure bonus.
Benumb needs more accuracy.
Sleet needs way more recharge. Like, ED territory recharge. Endurance reduction helps too. I go with 2 rech/end from the def debuff sets, maybe a def debuff/rech/end and a recharge.
You can drop 2 slots from Tough. I almost never run Tough anyway, your main mitigation comes from your defense. It's wasted endurance and slots for the small benefit it provides.
To get more s/l defense you can put 2 Rectified Reticles in Aim. With your level of recharge, the recharge hit won't be significant. Especially since with Sleet, the main benefit of Aim is the +damage.
Hope that helps -
Quote:I love inspirations, you're missing outI HATE using Inspirations lol. It makes me sound like a snob but honestly it almost pains me at times to use them lol.
While I definitely don't build so that I need them to function, I eat them all the time. I generally keep 1-3 lines of insp that the given character needs (Greens, lucks, whatever) and 2 lines where I just eat/combine whatever I get as I want to. Inspirations are stupid-powerful and drop like candy.
I used to hoard them so I ended up with a full neat tray of whatever large insps I felt the char could use most. I saved them "for emergencies". Except I never used them, because I thought "well, I might need it more later". So every time I'd get in a tough fight I'd either not use them or use them very sparingly. The result being that I basically never got the benefit of inspirations (which is significant).
I've semi-weaned myself off the habit so I'm only saving some and still using a lot. Seriously, inspirations are great. Use 'em. -
I've never personally tried using the Numpad for stuff, but I agree with general keybinding stuff. I'd imagine clicking all enemies and powers would result in very slow and awkward play.
I personally bind a lot of powers to keys close to WASD. F for travel power, X for Sprint, Q for power used all the time etc. I also rebound Target Closest to C (habit from old game) Ally buffs bound to G and H. The first 4-5 powers in my tray I just hit the number keys/alt+number key to use. So the only powers I'm using my mouse to click would be stuff on the far right side of the trays, location powers and stuff on the top tray.
I'm definitely a big proponent of keybinding but as I said, never used the numpad much so its interesting to see from another perspective. Glad you found a system that works for you -
Quote:Well, the +def and ease of softcapping a /Traps does mean Aid Self is a more viable choice. In protracted fights Triage Beacon does help noticeably, but it doesn't do much for getting spiked.I just took a fire/rad to 20 and he was a lot of fun, but now that I am in Paragon City he is getting mezzed a lot. I just started a fire/traps and it looks like he might be better solo character. The fact he gets mez protection and +15% def means he should be a lot easier to softcap, and he'll have enough -regen to handle AVs. I sure miss the easy heal from rad, though!
That or pack Respites. You've got the room since you don't need Break Frees -
Quote:This, pretty much. While even at stupidly high levels of recharge you can't seamlessly chain Blaze and Fire Blast, I either throw in Fireball or other /DM stuff I need to do anyway.Haven't found it necessary so far .. by the time I've done Blast / Blaze / Fireball, Blast is pretty much up and ready to use again .. there really isn't much I'd be using ST attacks on that will survive more than 3-4 hits and if they do then I have them standing under RoF anyway .. and most of the time I find ST attacks are only used on stragglers that are lingering after ripping through a mob.
It was a bit of a struggle until lv18 though, but once I got Blaze I found Blast/Blaze/Ball more than enough for a decent attack chain.
I found I couldn't fit both flares and firebreath in my build and I get much more mileage out of firebreath atm, due to fire's aoe goodness. Maybe as I level more I will replace firebreath with flares, but by that time I should have some +rchg slotted so it will be even less necessary I'm sure.
If someone wanted to use their Fire as an AV/GM soloer, I'd say Flares is more important so you've got a more endurance sustainable and better ST chain. Otherwise, skippable later on. -
Fire Breath on Corrs has similar drawbacks to the Scrapper version (narrow cone, longish animation) but on the whole is a much better power. While it has a narrow cone like the Scrapper version, it has much more range so you can catch much more of a spawn with it.
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Yup, Fire/Darks are great fun. For general /Dark info (but written from the perspective of a Fire/DM) I've got a guide in my sig. My build I'm currently using is also in there.
As to your question:
Definitely Skip: Black Hole
Optional: Blazing Bolt, Aim, Petrifying Gaze, Flares
Blazing Bolt for your standard snipe reasons, while it does good damage and is a pretty solid set mule, its too slow for what is otherwise a fast paced set, interuptible, etc. Aim is really nice for the +tohit boost because /Dark has no -defense, but it can be skipped if your build doesn't have room. Petrifying Gaze is your only ST mez but you don't really need it since /Dark is such a powerhouse. It's got crap mez values, I only took it as a purple mule and don't get much use out of it. Flares is good at lower levels until you can round out your attack chain.