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Posts
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If you like Psy Scream and Tornado, great. They're decent AoEs. You can build a Fortunata to do pretty respectable AoE damage, but I don't think it's the most effective way to build and play one.
You can also build a Crab Spider for ST melee and do some decent damage. But you won't be playing anywhere near to the strengths of the character. -
Quote:Any speed TF that spends more than 20 minutes forming or looking for something specific (kin, tank, healer, whatever-you name it) is a speed TF I steer clear away fromYou forgot to add "Spend an hour spamming 'Speed ITF LF KIN and damage' in every thinkable channel."
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Quote:With good recharge slotting in WoP itself, you only need about 70%, assuming you don't take Hasten. If you take Hasten you can go with even less. It's really not a big deal, considering you'd want upwards of 50+ recharge anyway for your blasts and Painbringer.Like I said in the original post, the team only needs three Empaths to be potent, so there will be five open slots. An extra three Pain Doms would be quite interesting to have, though, because, as Silas said, they would give us about 50% more resistance to everything (I think, I'm not very informed on Pain Domination) and another ~50% damage buff. To be able to team, though, we'd have to wait until the co-op zones or until Going Rogue.
Edit: It would take five Pain Corruptors to cap us to everything with just World of Pain. Four would put us ~5% shy of the cap. I just checked Mids'. Also, I didn't realize that you'd have to go for outside +Recharge to get World of Pain perma. Looks like you need ~75% persistent +Recharge to keep World of Pain perma. A bit off-putting for me, personally. -
I can't speak for the OPs plan and whether or not Pain Corrs are fair game, but Pain doesn't entirely match up to the awesome buffs that make the green machine so powerful.
Painbringer does give great +regen and +rec, but no +recharge, especially not on the magnitude of Adrenaline Boost. That and the lack of auras. With 3 Pain Corrs with World of Pain you could probably res-cap to most damage types and you'd all be pretty sturdy with the regen buffs.
An interesting idea actually. Would just mature way later than Green Machine since they start rocking at 12 with Fortitude. -
Good post.
While I agree that Repel can be put to good use, imo its counterintuitive to the rest of the set. Kin is also a very busy set so you have to prioritize. Time spent KBing stuff around is better spent using the rest of the powers.
Stuff like Repel works better in sets like FF because you bubble up the team then you've got 4 minutes to make good use of it.
It's a decent set mule, I guess. I wouldn't put a FFB proc in it though, since it would hardly go off and Kin has much better ways of getting +rech. -
That is correct, if you reapply un-PBed bubbles over PBed bubbles they will overwrite the PBed ones.
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Quote:Even though FF is kindof a boring set, I still totally want it for Corrs.The only blue side AT I like are Scrappers. I generally find the red side ATs superior, especially Brutes, Corruptors, and Masterminds for me. I just wish Corruptors would get Force Field. :P However, I prefer the blue side zones (I admit, the drab of the red side zones wears on me), and it's easier to find teams blue side, so that's usually where I play. Once Going Rogue hits, I plan on rolling a lot more red side ATs and bringing them blue side.
I already drew up a Fire/FF Corr build. Buff team every 4 minutes, spend the rest of the time as a softcapped, mez protected high recharge Scourging death machine. -
I think a lot of people who are like "I can finally play a [Insert Villain AT]" say that for a few reasons.
The most common complaints I've heard are: hard to find teams, don't like drab zones, crap merit rewards.
For me, Villside has always been my favourite because I find hero ATs (with the exception of Trollers) to be boring and 2D, the content too grindy and the antiquated and moronic teaming ideas (hurf durf need tanker nuker healer) too prevalent. -
Well, I wouldn't go that far.
There are always gonna be people who just prefer the Tanker/Defender playstyle to Brutes/Corrs.
Old habits die hard -
Oh, well then in that case:
You're wrong. -
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As Emberly said, definitely Elec Armor. Capped energy res + psy res is good times for Rikti bashing.
For primary, I'd say SS. Great AoE, +tohit for the drones, good ST damage and mitigation to help out /Elec being on the squishy side.
Edit: make sure you take Tough, Chief Soldiers hurt. -
Honestly though, barring unforseen obnoxious restrictions, I'll be turning all my characters into Rogues/Vigilantes.
Being able to join teams and do content on both sides = win -
Scrappers are so boooooring though :C
Not as boring as Tankers, granted. The whole REAL ULTIMATE POWER knock-off people have with Scrappers makes it worse -
Quote:Definitely comparable. It depends on the powersets, the build and your personal preference really. I personally don't notice the higher buff/debuff values, but I do notice the higher damage of a Corr. Especially on TFs/trials with AVs/GMs, which is a lot of endgame content.So here is a question for ya Silas. Defenders. Lets specifically take the debuffing defenders. Like a rad/psi or drk/sonic etc. With their incredible debuff numbers compared to any other AT and their endurance bonus do you think if their build is heavy on the +damage that they could be comparable to a corrupter?
The thing about +damage is, it works off your base damage. So while you can get a reasonable amount of +damage from sets, Assault with the Defender mod, it's nowhere near as beneficial as it is for a high base damage AT like a Scrapper, Blaster or Dominator.
Defenders are a lot better with Sonic Blast though. Their huge buff/debuff mod means their Sonic Blast can reliably stack 40-60% -resistance, whereas for Corrs it's about 30-45%. Since Sonic Blasts damage is balanced around the fact that it does -res, it stands to reason that the better that -res is, the better performance you're gonna get from Sonic.
For more general debuffing (Dark, Rad, Cold, Storm, etc) I'd rather have the Corr. Solo Defenders, depending on the build, can be stronger than solo Corrs for everything but big game hunting, where Scourge adds phenomenal amounts of damage.
The other advantage Defenders have is getting their buff/debuff stuff earlier. Fortitude and SB at 12 is pretty great. -
In all seriousness, I've been toying with the idea of making a Controller or two and bringing them redside because Controllers are stupid good. Oh and bringing my Fire/MM Blaster redside.
Other than that, I have no desire for crappy blueside ATs -
It's a Choose Your Own Silas Response Adventure!
A: Generic sexual response
B: Unsolicited AT Commentary
C: Wildcard
Choose now. -
Cold and Kin guides have been reformatted to make them easier on the eyes. Will be updating the rest of them over the next couple days.
Cheers again for the input, Talen.
Pain, Therm and Rad guides have also now been reformatted. -
SS/Fire is much better than DM/SD for farming.
DM/SD is more geared towards ST killing. Shield Charge does great AoE damage but you can only use it every 25-45 seconds depending on your build. Footstomp can be used every 5-10 seconds.
You could also go SS/SD, but it's a pretty expensive build because of the end costs. -
Llew, I'll take a look at the build chunk when I get home, but to respond to your questions in general:
I'd not bother building for softcap without the FFG. It means that you'll be like 20% over the softcap with it in range, which means all you're gaining from it is debuff wiggle room and mez protection. It gives a huge chunk of defense, you should use it. You can easily resummon it if it's way behind or dies, it's not a big deal.
Building for softcapped def without it will severely limit your build freedom to pursue other goals like +rech/+hp/+rec/etc.
re: the Acid Mortar, I'd say going with Shield Breakers for the defense is a waste. You're not getting very much defense out of it and you're paying for it with bad enh values. You could drop the Dev proc but definitely keep in the Achilles proc.
Re: Seeker Drones, in my new build with softcapped s/l/e/r defense I went for 6 of the Accurate -Tohit set that gives ranged defense as its 6 slot bonus, I forget the name. I'll let you know once I get home. Could well be Siphon Insight though. Stupefys are also a good alternative.
Re: PGT, For an alternative to Unbreakables, you could go almost any way you wanted really. Unbreaks were just perfect for me because of the fantastic set bonuses (mostly the +rech), nice proc and good enh values. You could go with Basilisks for the recharge, but I'd shore up the enh values with Lockdowns or GWs. Just max the hold and recharge, really. -
^ What he said. Spin does more damage, recharges faster but has no KD and a significantly smaller radius.
Tremor has the same radius, does KD like Footstomp but does less damage and has a slower animation.
Fire is a pretty good middle ground. Larger radius than Spin but smaller than Footstomp/Tremor, really good damage but no mitigation.
Elec is butts. Lightning Rod is great but not very good on Brutes compared to Scrappers and the rest of the AoE stuff in Elec is pretty lame. -
I already tried a Crab I'm afraid. While I loved the AoE and really liked the idea of the pets, it didn't really work out in practice.
The pets are too slow for my tastes, which took away a lot of the reason to play a Crab. -
Like red, duh.
Oh and no way, that bacon looks nasty.