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Posts
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Heh, thanks. I've actually since respecced my Cold and changed my opinion on Infrigidate. Gotta update my guide now, it's all out of date and stale 'n stinky.
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At first my Crab was called Webmaster Silas and my Fort was called Fortunata Salia.
With the free transfers I freenamed them both to something (imo) much better.
The Soldier is now called Interdiction and the Fort is called Discretion. Interdiction I'm not too proud of, but I really like Discretion -
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The Seekers KB proc going off when they're summoned would be pretty great. Thinking about it though, isn't the Seekers debuff a pseudopet summoned when they die?
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Quote:Yeah, I really, really love Fire for Corrs. Main reason I'll still be using Corrs for soloing even if Defenders get Fire Blast.Yep if blaze is ready to go and I'm doing something else, then I'm not doing it right. The exception is RoF when they are getting low, but at that point those two attacks need to be used every single time they are ready imo.
Quote:Triage is good. I'm at 30.xx hp/sec with it and jump up to 47 hp/sec when it stacks. If you get a bad string of like 3 hits landed in a row then it doesn't get the job done, but for how often they typically land an attack it is more than enough. 71 AV's and counting w/o aidself or insp and triage is a large part of the equation.
Aidself with the equivalent of 3 SO's healing and 3 SO's rech make it 27.76 hp/sec healing. Of course it provides burst healing, which is pretty valuable sometimes. But it is less powerful than triage and you only need to drop TB every 90 sec to get that performance compared to using aidself every 14.75 seconds. They both cast slowly, but aidself is a major parasitic loss on your dps.
Quote:Exactly. While an amazing toon, fire/traps isn't quite the ideal combo for every situation. Fortunately the times it isn't the answer are pretty rare. I more just letting you know as an FYI which ones will put up a big hurdle. It kind of bothered me at first that they are better at playing with fire than I am. Actually, it still bothers me lol.I would settle for Fireball doing Blaze damage and the endurance/recharge costs on RoF being halved, kthx.
Quote:I haven't extensively played around with trops on live, but I have looked closely at the numbers. It is worthwhile against a single target like an AV, procs only help to make it more so.
Against a group, it is hard to say from a damage perspective. If the group is alive by the time RoF ends I'm not happy. If you throw it out right away though you'd still be getting 20-25 secs worth of it even in the scenario I just described. And more damage is more damage.
Whether it is better than FB or could fill the role? I like FB because it bursts them down into range for RoF to start scourging faster. I hate the animation and the fact that I need to jump out of the spawn to use it. All I can say is ymmv and you'll probably have to play around to see if it works for you.
The Fire/Fire Dom experiment is more sinister
Quote:Further tweaks to the build? You may find you want Triage more heavily slotted at some point, or you may not. If you end up dieing a lot then that would be what I look to. It isn't going to net you a lot though. I don't think you need the end red in Blaze. What I'm bidding on right now is a full set of Apoc's. More damage and 5% psi def to help fill one of the only holes in the build. My current slotting simulates what it will be though with only 35% end red (33% w/ apocs).
Quote:Lastly if you don't have the cloud senses already bought then stay the hell away from bidding on them! I still am waiting for my bids to fill lol. The acc/end/rech one only fills like 4 per month and it cost 200 meritsAn acceptable substitution that I'm using right now is stupefy.
Nah, seriously though, I might just go for Stupefys for the time being as you say. The KB proc would irritate me though. I do think merit prices on a lot of the non-super pricey recipes are pretty stupid.
200 merits for an obscure accurate tohit debuff triple or a LotG 7.5? lol wat -
Quote:Expecting someone to have one of the core powers from their powersets is not the same as expecting someone to "build a character to your desires".The only way it could be an acceptable expectation is if Speed Boost were a tier one ability and the hero in question was a controller. Otherwise, expecting someone else to have built their character to your desires isn't so much acceptable as it is unabashedly foolish.
When I invite a Forcefielder to my team, I don't expect them to build exactly to my desires, but I expect them to have the force fields.
When I invite a Blaster or Scrapper to my team I don't expect them to build to my desires, but I do expect them to kill stuff.
When I invite a Kin to my team, I don't expect them to build to my desires. I do expect them to have the core Kinetic powers, (assuming appropriate level), namely Speed Boost, Fulcrum Shift and Transference. -
Gavin, I forget the exact numbers but for Heat Loss, like Fulcrum, the value of the buff that radiates from you is larger than the one that radiates from the enemies. The important thing is of course that the enemy ones stack. Since I forget the numbers and can't be arsed to go check redtomax, let's say for the sake of argument the rec buff radiating from you is 40% and the enemy ones are 20%.
So if you're standing at range next to the Blasters, you and them will get a 40% buff. If you're all in melee and 3 enemies are within range of all of you, everyone will get a 100% rec buff (40% from you, 20%x3 from enemies). If there is one melee person in range of those 3 enemies but you fire Heat Loss from range, that person will just get the 60% rec buff.
Does that make sense?
This means you can either stay at range and give a small rec buff to backline people too cowardly to close for Heat Loss/Fulcrum Shift, or run into melee and get a massive buff for yourself and a larger buff for those in melee.
As long as Heat Loss hits, a buff will always radiate from you, so you'll always get a rec buff. The question is just how big of one, depending on where you are relative to the affected enemies.
The buff that radiates from you should be more than enough for both you and whoever else is in the backlines. You only really need to worry about being in range of as many foes as possible for nuking.
As for only getting 1-2 Heat Loss buffs in a whole spawn...I think the buff radius per foe is like 15ft, aka Footstomp radius. Just put yourself right in the middle of the spawn, in melee-ish range of stuff and you should get buffs from the whole spawn.
Edit: and don't be so hard on yourself, dude. That father thing is a joke
Cold/Ice is a very potent combo, but it's not exactly easy. Fulcrum Shift and Heat Loss aren't very intuitive, don't sweat it. Practice makes perfect.
The fact that you're here asking for help to improve reflects well on you. -
Quote:Yeah, I think I'll go with the second build. Will tweak it some more. Seekers are fantastic and all, but I'd rather not be dependant on them for softcapping.If both seekers hit you get (7.2*2*.15 = 2.16 effective def) so if you swapped 4 pieces of Basiliks into PT you'd be softcapped to s/l/eng/ranged on the first build. A bit risky, but it's there.
Quote:My end usually doesn't move until they hit 50% and I go into more aggressive mode spamming rain of fire, making sure I only put out a PT every ~37 sec and forgoing seekers for the most part. Basically when I see the first tick of scourge I shift gears. Even so, pounding through godmodes and stuff like that is fine, the only time I have end issues is against sappers like Scirocco, Magus Mu Dakhan, Synapse, Neuron and such. Even then it has been manageable, just worrisome. Neuron tanked my end bar a couple times near the end, but it wasn't a huge issue. I have 3.58 eps recovery and use 0.51 for shields.
Quote:I use blaze>blast>flares>blast once and then blaze>blast>flares>webnade next. You don't get a lot of uniteruptted dps streaming chances though outside of easier AV's. When it is time to lay the traps out again I often put out a rain of fire so that I'm still doing some damage and I usually toss a blaze between each one. Probably not a huge gain for it, but makes me feel useful cause PT, mortar, and triage all take a long time to put down.It's just such an absurdly good attack. Wanting to use it as often as possible is why I put the 6th slot with an end rdx in, if I'm using Blaze every 3ish seconds I'm saving 2 end every few seconds. It's how I've got the tier3 blasts slotted on almost all my Corrs that have Apocs, it adds up and is very noticeable.
Quote:Some form of healing is necessary. If you drop triage you are going to need aidself. Not only will you die much more often w/o Triage, your summons will too. While something like my fire/storm troller was able to kill a handful of AV's with no healing it did so because it sat at 80ft the whole time and only faced the weakest ranged attacks. You need to be prepared to eat a lot more damage on a trapper.
Quote:I like your second build better. It looks like it will get stuck at about the same spot I am. AV's with confuse (or at least long duration confuse, as Lilitu wasn't an issue) will tear you apart. Non-positional psi attacks for the most part aren't an issue because they are so weak, but a spawn of rikti can be trouble cause the mesmerist will suppress your def which the others will be more than happy to take advantage of.
Quote:And AV's with fireball+firebreath will rock you as fire/aoe def is low. Those AV's (like Arch A, Envoy, Baphoment, The dragon, Infernal) usually have decent fire res too so you can't really soften their attacks up much. So they can be a handful. In the case of The Dragon, when he hits FE he can pretty much one shot you with consume, let alone any of his actual attacks lol. I'd be impressed with a Dragon take down even with insp on a fire/trapper
If you add inspirations to the mix then most problems will disappear.
Have you ever played around with Caltrops? I'm wondering how it is damage-wise. Looking at the enhanced numbers, it does about as much as RoF, albeit over 3x the time and without Scourge, (I think? Pretty sure Caltrops don't Scourge, but even if they do I highly doubt they double Scourge like RoF), and over a smaller area.
I'm thinking for damage over time it'd be great in conjunction with RoF, especially since I can stack it. For normal spawns it'd help stuff stay in RoF too as well as stack with RoFs slow.
I ask mainly because Fire Breath does great damage, but doesn't really mesh well with how I tend to play my Trapper. Which is mostly in melee range for toebombing unless I'm fighting an AV or something. So hopping out to hit a spawn with Breaths slow animation would bug me. Hoping Ball+RoF+Caltrops will be enough to defeat a +2x8 spawn in decent time.
Any other tweaks/improvements you can think of for the build?
Cheers for the input -
Madam_Enigma, I agree with you that there are some characters/builds for whom SB will be of very limited benefit. But the question posed by the OP was whether or not to skip SB, not whether or not SB is always the best thing ever in every circumstance.
It's still a goddamned fantastic buff and shouldn't be skipped. Pointing out fringe cases where it won't do much or where people won't want it doesn't mean it's not.
People who say Kins without SB are useless are idiots. People who kick Kins for not having SB or maintaining 100% uptime with SB are idiots. Idiots are not a good reason to skip SB
I get that you're not anti-SB so much as anti-foaming-at-the-mouth pro-SB idiots, but it's misleading and inaccurate to keep bringing up the extremely fringe cases where SB will be of limited benefit or to argue that it will even be of zero benefit.
If you've got enough recharge that you're never waiting on a power to recharge, then as SpittingTrashcan says, you can then use only your highest DPA attacks. Even if being able to chain nothing but your highest DPA attacks doesn't make you harder than diamonds because you don't care about efficiency, it's not accurate to argue that that's not an improvement.
Not caring about a benefit doesn't mean it's not there. -
Hey Frosticus, I've been playing with your build and tweaking it for what I'd like to use my Fire/Traps for (AV/GM soloing and being able to decimate large spawns fast).
I wanted softcap s/l and ranged defense, sustainable endurance burn and 90+% recharge.
Here's what I've got so far. Pros: have Fire Breath and Caltrops for spawn melting, slightly higher recharge. Cons: not actually softcapped to ranged or s/l and can't see how to do so without sacrificing recharge.
Here's the chunk:Code:It looks like endurance could be a concern though, with almost no end rdx in RoF. Looking back at your posts you said you only really had end issues with Scirocco because of the sapping. What's your attack chain? Blaze-Blast-Flares with Web Nade in the mix?| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1406;703;1406;HEX;| |78DA9D94594F13511886CF74A1B4B4B4B52D5B5904A40B8529755F2E4C40508C4D8| |0821A35361318CA24643A4E8744EFFC0198F807708BEBB51A8D5EF90FBCD73BD7BF| |E03A7ECBA1C478E7A47D9F9973BEF3BEDF9C72285F3D1116E2FA71A144A7D6B546A| |33A55B7ED0DCBA9DBFEB2563396454008916E0E561734B3A6AFA83386AD57276181| |93DC999BDC585D55176DCD6AC467CD35DDD64D47DDBE09CDD5EBEB6AC5D2F59530D| |DCE188EA9371A11F9505B730CB316A7A7B2661AD6C6BAE61875333D6D19CBEA4E46| |595BD6411A8E6E5FEB82D6F2F0CD7A84BC5CBFB80B2809CF3DC62D826F8B719BD07| |287F04D69AEF289450FCD2C115AE719154268819001556488C221210E0973489843| |DA39A49D4372B0CA2B43BC07C828B69F7188B06B1FE320610876DB4F29AEC75F208| |7E45F688182001788800B97F8094F4199107C032E09D1F196CC3AB8BD2E6EA88B1B| |2AC0549B7C8DB64754D7F390F18430FC80B0E73EE3310F426C84572991F734547A4| |7F805F1516E4889A6141CCA270963301F9749F112BB4D10B22A639C902F124607A9| |BF002425A45FE22C198D9E0664452BCCA4E4DEA46EF09A9B84F14DC26F98EC943BD| |1394343FDB3DCFE29AE9B669C2428E0D7CDE5A29BB6D20583B4EC38FD018AFA44EF| |47C62742FF17C2E057C667823780CA1DF7EDF5526CA7826379981F900D0D3CA7D7D| |BFD8CF192F19430F882FF3CC16848BEFA106FE5708C77008C46A4D1081B65D828C3| |461936CAB291054DE4A4514EFE266CD403110536F216EAB40D63571816C3267C876| |A5506AA1C51E4C022C71739B0C4813FA07C426EC14499924A1542AFAF79C8E0839B| |7CE69F91395FF36409854666776ADC600C8E84BCFFCFEB15FC87E384E07C08EE2A2| |06209E51C3E9E47B9807211C72EA15C46A9A2B8AFC3DBCD440F635F47508EA21C43| |49417F62132B0378AEDA50C22811947694284A0C2581D283B285E2FE01C3460986| |-------------------------------------------------------------------|
Edit: one thing I could do to get a little more (still not softcapped though) ranged defense would be to drop Caltrops for Web Cocoon (put Basilisks in) and drop Triage for Blazing Bolt (put Thunderstrikes in. Downside is of course that I lose the Triage regen. On the one hand, 10-20hp/sec doesn't seem like much at all, especially given how hard AVs hit when they do.
Edit 2: I'm an idiot, not actually softcapped to s/l either in that build. Bah. Can be if I did the Caltrops/Cocoon and Triage/Blazing trade and put the extra slot in Scorpion Shield. Hrmm. I really don't want to drop Triage and Caltrops. Caltrops does as much damage as RoF, albeit without the double Scourge and over 3x the time.
Edit the Third: Here's a chunk where I've got softcapped s/l and ranged, only had to lose Caltrops.
Edit the **** I lost count: Disregard the above. Swapped the Stamina slotting for 2 generic end mods. Only lose a small bit of hp, gain better recovery. Another change: Swapped Fire Breath for Caltrops, took Provoke at 47, 2 slotted it with Mockings. Took Blazing at 44, 5 slotted it with Manticores. That gives the power itself decent slotting, I get more recharge and ranged def.
Here is the most recent draft:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1407;704;1408;HEX;| |78DA9D94594F13511886CF74A1B4B4B4B594ADEC48579852F7E5C20404C5580314D| |4A8B199C050269269331D12BDF307F817708BEBB51A8D5EF90F70B9D33BD7BFE03A| |7ECBA1C478E7A47D9F99EF9CF3BE5FCFCCB478F9685088AB4784129E5CD3EAF5F26| |4D5B2D66B76D5F216B58AB1247C428844A3589ED7CC8ABEAC4E1B965E9E800576DB| |F6D8C4FACA8ABA6069B57A74C65CD52DDDB4D5AD93C06CB5BAA6966ABABE1CA4D36| |9C336F57A3D242F2AABB66156A27455D44CA3B6BEA6D946D54C4CD58C25753BA3A8| |2DE920755BB7AE74426B19F8A65C421E8E57DC021484EB36E33AC1B3C1B84168BA4| |9F8A6345679C4828B461609CD738C1221304F48822A3244E1900087043924C821AD| |1CD2CA216958E59621EEBD6414D9C3D84FD8B19BB18F3004BBEDA514C7E5CD9143D| |B5F6882093E9E207C0E1CE2275CF96582FF25B8C444FB2699B5737B9DDC50273794| |83A116F9335AEED3BCEE7B8C8784E1BB849D77180FB808B1215EA584DE53A9F08EF| |00BE2C3B2E3705CC152A68D3016218CC2B4A80C8C16D8749C90521963844C9E901D| |A4367D1018635B25769A8CB2270029D10C237139121FA0C959C66FA876C89DE8982| |6B7BE196EFF38616C8A718CA08051174F175DA7A8E4804342F69AF800A55ED1F391| |F189D0F78530F895F199E0F6A17247BDBBDC94DBA1602D03E3FDB2A3FE27D4E4C06| |3C633C623C2E0537E3EC16848EEE510EFE5306F629EB7F43BE888F41B61BF24FB25| |D92FC97E29F6AB412F69E99796F786FD0AF216417F39E9977B436B46DF325E315E1| |3F29B846EE84F953F543568C7F297083FC06E5CDE94F1124714093D9EC65B061F7C| |604FFE5399F5345E2DA15065667B8EE38FC03B21CFFFF3780E7F719CE09F0BC0590| |9442CA29CC1CBB328E750CE63ED02CA4594328AF322B8D54CF800F67510E510CA61| |9438F427AEE14C1FBE582D284194104A2B4A1825821243E946D94071FE00E3FF047| |8| |-------------------------------------------------------------------|
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This is probably a really daft question, but will Provoke stop mobs from scattering from Rain of Fire? I ask because I know Taunt/Provoke aren't enough to keep mobs in Burn, but RoF doesn't have nearly as high a mag avoid component as Burn does. I know Brutes/Tankers can keep stuff under rains, but they've also got a higher thread mod.
I can keep stuff in place on my current build using Web Envelope, but it's a pain because of the smallish radius and redraw. -
Build Up -> L.Rod -> critical with Thunderstrike -> Placate -> AS the boss
Win. -
This is making me want to retool my Fire/Traps build to include taunts and generally be better for AV/GM soloing.
While I am able to solo AVs with my current build, no Taunt so I can't do GMs.
I'll have to have a play around in Mids and see what I can come up with. If I could get a build that could both solo AVs/GMs and decimate +2x8 spawns, I'd be very pleased indeed. Would be a pretty good use of the Glad Def unique I've been holding onto. -
Emps/Rads/Widows/whatever who expect the team to grind to a halt to huddle on them for a buff are lol.
Bonus points if it's a boobslider maxed character who has a macro about hugging or something. -
Quote:This is true, hitting only 1 or 2 enemies you should be sitting comfortably at 5 end/sec which is more than enough.You really don't need to cap recovery with Heat Loss. If you hit even one enemy it will have so much effect that running out of endurance is close to impossible. The only people who should still be able to do it are nukers and maybe people with EMP Pulse.
Capping your recovery is awesome for nuking though. Drop Heatloss, Sleet, Ice Storm and Blizzard on a huge spawn. As they're all being shredded, comfortably retoggle and keep blasting away while still recovering end. -
Quote:Very easily, for Tankers.Excuse my ignorance, but is there a way to softcap (or be darn close) without spending billions? I've managed to muster up nearly 60 million. But after looking at other build posts for SD/SS and doing some price checking, those builds seem to be so far out of reach I'd need a space shuttle to get to them.
Your SD toggles, Phalanx Fighting, Combat Jumping and Weave get you very close. Put a Steadfast +3% def in Tough or True Grit and you're only a few points off each position.
Multistrikes for cheap melee and AoE defense. Put them in Shield Charge and Footstomp. For ranged defense, Lockdowns or Thunderstrikes in an APP hold or Thunderstrikes in an APP ranged blast.
Getting softcap defense isn't expensive. Getting softcapped defense with really high levels of recharge/recovery is. -
Quote:To elaborate, this is because Fissure can take Force Feedback +recharge proc which is almost guaranteed to fire in a farm-sized spawn. More importantly though, is Stone Armor granting smashing/lethal defense. With the Stone Epic and IOs you can easily softcap your smashing/lethal defense, vastly reducing the incoming damage.Earth epic has been the de facto standard for farming builds for quite some time. You're out of touch. Fire used to be the most popular because it's the best choice when you have just SOs, and because it gives you an AoE with your first epic pool power choice. IOs changed everything.
If you're softcapped to s/l on a Fire/Kin you don't even need to bother using Flashfires, you can just zoom in and do your thing. Earth's Embrace caps your hp and you can use Transfusion for the rare hits that get in. -
Hey 'sup, this is the thread for 12 year olds, right? -
Quote:Claws is a fantastic Brute set, but for farming SS is still better. Spin has better numbers than FS except the radius is tiny in comparison. It's far easier to hit an entire spawn with FS.What does spin do with follow up, 102.2 and it recharges 6 seconds faster than FS? And its got shockwave, and you'll have far less end issues, and it does FAR better single target damage. Claws is an incredible brute set.
Shockwave isn't really very workable while farming because of the KB, knocking them out of Spin/melee range. -
Got a guide for Cold Domination in my sig, hopefully you'll find it helpful
It's written from the perspective of a Corr but it's still got pretty solid info.
re: the whole Fulcrum Shift/Heat Loss thing, you've just gotta get a feel for it really. But basically, a buff radiates from you and from every enemy hit.
So to cap peoples damage with Fulcrum Shift, you and them need to be right in the middle of the spawn. That way, both you and the people will get the buff radiating off you and from as many of the critters as possible.
Same deal for Heat Loss. IIRC, the duration of Heat Loss is 90 seconds. My build has it recharging in about 120ish I believe, so 1.5 minutes out very 2 minutes no one has endurance problems.
One difference between Fulcrum Shift and Heat Loss is the recharge. Because FS recharges so much faster and is in a set that offers you +recharge, you can afford to drop it on half-dead spawns or undersized spawns. It'll be up for the next spawn anyway.
For Heat Loss, you want to try and strike a balance between keeping it up as much as possible for peoples endurance and using it on a big/tough enough spawn to warrant the massive -res debuff. -
Quote:Er was eens een vrouwtje uit Londen,There once was a man from Nantucket....and...I'm tapped. Someone else can finish that and pay me for it.
Die had een stuk rubber gevonden,
Ze zei tegen een knul,
"Doen om je lul,
Want weggooien dat is toch zonde"
Probably rife with spelling errors since I've not had Dutch lessons in like 5 years but :3 nonetheless