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Can't look at the build indepth atm, but just scanning it I've got a few tips:
Replace the slow set in Lingering Rad with 2 accs and 2 recharges. That slow set gives crap recharge enhancement and you want LR to be as close to perma as possible for AVs and stuff.
I'd also either change up the set in EMP or put some more slots in it. The Basilisk set has great bonuses but crap values for acc/hold/rech, which you want to get the most of for EMP since its your panic button. -
The only one of my characters I've even considered it for is my Fort (alt NW build).
My personal take is that if I'm willing to invest purples in a build, I'm willing to invest the time into tweaking the build so it can team and solo effectively. Also that if I'm putting IOs as powerful as purples into a build, it damn well better be able to do both -
Edit: nevermind, my bad. It's from a pvp set so it'll work at any level. So it'll work regardless of whether the power is active, if you even have the power at all at a given level or the level of the IO relative to your exemplared level.
Yay. -
Seconding Earth or Plant/Fire. Immense controls, stupidly high damage.
Earth and Plant are incredibly versatile and adept at locking down spawns and /Fire burns them down really well. Combustion is a little on the slow-animating side, but it and Fire Breath do pretty nasty damage.
One thing to note, I'd imagine Earth/Fire would be pretty end-heavy. I've not played Plant control before so someone please correct me if I'm wrong, but it seems Earth is better for locking stuff down but Plant is more damaging, playstyle would be more fast and loose. Still great at lockdown though. -
Quote:First of all:How much more recharge does one need with 80% global, hasten, siphon speed and 2 +rech procs?
Just like the fire/kin thread I commented in recently, there's a lot of different ways to build a plant/kin. Everyone has their own opinion, none of which are wrong (i guess lol). But I've farmed A LOT on both my plant/kin and fire/kin.
My builds work.
If you have problems playing them, its your attack chain or skill. I have 0 problems staying alive and kill mobs quickly. I would advise to slot it to your own playing style so long as your get your 45% s/l defense. That's all that really matters here.
The global recharge procs don't stack. And you've got one of them in a pet (Carrion Creepers) so when that one goes off, it'll buff the Creepers, not you. The FFB proc also has a suppression period, so unless you're using in conjunction with a stopwatch, you're going to be getting the buff suppressed a lot.
I have it in Footstomp on my SS/FA Brute, I don't watch for the buff to make sure I optimize it. I spam it because the damage is more important, the recharge is just a nice bonus. But you're misleading yourself if you think your two recharge procs are providing you with significant benefit.
If you go back up and read my post, you'll notice I didn't say anything about it not being workable. I didn't say anything about it not being able to kill mobs fast or stay alive.
I only made suggestions as to how it could be optimized more. Seeing as you've got the build fully purpled, I would have imagined you'd be interested in optimizing your build.
Needing more global recharge is a personal thing so I won't comment on how much is enough or whatever, if it's enough for you it's enough. But do you mind elaborating on why I'm wrong for saying you don't need the Numi or Miracle procs in a Kin?
The only person here commenting on player skill here is you. If I were you, I wouldn't be so eager to do so.
My way of building any kind of farm character is so that the character is effective. Not just in farming, but normal gameplay too. I'd rather not sacrifice key powers or effectiveness in key powers for farming. Given how flexible /kin is as a secondary, it's especially unnecessary.
If all you ever do with a character is farm and you only ever want to use it for farming, these kind of builds are perfect. For myself, I'd rather not be limited by my build. -
I see this as a good thing.
I dunno, my first 50 was a Dark/Dark Defender, way before the buffs. It was brutal and took me ages. More hours than I care to admit
I see the fact that I had to do things a long and unfun way as reason to be in favour of these kind of changes, not against them. Especially since stuff like these changes benefit me just as much. Any new character I make levels faster, can buy jetpacks, has new content to run, has better balanced powers to play with, gets way less debt, gets exp exemplared down and all the rest of it.
But I don't play this game for achievements. I play it for fun, and the achievements are a nice bonus. I also believe that if someone is willing to buy 2 years worth of sub time, they should get 2 years worth of vet rewards. I'm led to believe that's not a popular opinion though -
I would recommend /Nin over SR.
While SR does have higher defense and DDR values, /Nin has a heal and all the awesome toys it gets are fantastic. Blinding Powder is both a great power and set mule, Caltrops is great for messing with the AI and Smoke Bomb is pretty decent if you've got a spare power pick for it.
SR has Quickness, which is nice, but 20% recharge is easily made up with set bonuses. You can't make up a self heal every 30seconds with set bonuses
The nitty gritty stuff aside, I also just like /Nin a lot more than /SR. I had a DM/SR Scrapper and while the build was highly effective, I vastly prefer my DM/Nin Stalker. /Nin has style and character in bucketloads and all kinds of neat toys for you to play with. I find SR to be kindof a boring set, you just toggle up and you're good to go. Some people like that and more power to 'em, but it's not for me. -
I guess we can just agree to disagree then
To respond to your points though:
I'm not a big DPS cruncher, but I do feel that one of the main strengths of a Fort/NW is how quick their animations are. I think being able to move fast and react fast is one of the best things about a Fort. It's why I skipped Psy Tornado, the stun whose name currently escapes me and Psy Scream, because none of them had benefits that outweighed me being rooted in place for their (imo sluggish) animations.
While you can avoid stuff that goes Unstoppable and it really is a fringe benefit, I should note that even with a very -res debuffing team, it's not strictly accurate to say it won't matter. Resistance resists resistance debuffs. So if a given AV has capped all their resistances, they're resisting all the debuffs significantly. Heh, actually, in that case the Fort benefits even more because the debuffs will be undiluted on the AV so they're hitting even harder
I should probably qualify my "NWs for solo, Forts for teams statement". I don't think that say, (making up numbers for illustrations sake) NWs are 50% as good as Forts on teams and Forts are 50% as good as NWs solo. It's more like NWs and Forts are both friggin' fantastic solo or teamed, but I think that NWs are have a slight edge solo and that Forts have a slight edge teaming.
The difference is so small as to be basically negligible for the majority of the time. But for those fringe cases, (huge spawn double aggro, Unstoppable AVs), are fairly common on big teams.
As you said though, to each their own. This has been a fun discussion and it's given me some good stuff to think about for my Fort guide, thank you -
Torrynt, you might like a Rad/kin Corr.
With Scorpion Shield you can quite easily softcap your s/l defense, making you incredibly sturdy. Since with FS you can cap your damage, Scourge will hit even harder. Scourge also works very well with Rads best AoE being DoT.
Once you blow somethings head off with a damage-capped Scourging Cosmic Burst, you'll fall in love -
The recovery/regen procs are of incredibly limited benefit in a Kin and Fulcrum/Siphon Speed need some accuracy and more recharge.
Global acc and recharge isn't going to cut it if you really want to go fast or fight anything other than even cons. -
Quote:True if you factor in Mind Link they are easier to cap, but I have my Night Widow and Fortunata's capped to melee and ranged without the use of Mind Link. Mind Link is overlapping on my Night Widow and only down for 5 seconds on my Fortunata, but that is only in cases when I want to actually use Mind Link, e.g. teaming.
Being able to nuke spawns is a good thing, but not something I would put the Fortunata's ahead based on. A Night Widow can dish out just as much area of effect damage using Dart Burst, Psychic Scream, and opening with Spin while hidden for numerous criticals.
Psy damage is less resisted, but utterly useless against some enemy groups. While it is handy against enemies like Statesman, Honoree, Back Alley Brawler, etc, there are just as many cases when psionic damage is less effect, e.g. Rikti Drones, Freakshow, all robots, etc.
*shrug* for nuking spawns, I'd much rather use one fast animating PBAoE that also has a mez component than Spin which has a much smaller radius, Dart Burst and Psy Scream which both require you to back out of melee to maximise their AoE, (where a NW does their best damage), and Psy Scream is slow as molasses.
The speed, radius and mez component allows you to quickly and effectively take out a spawn. While a NW does have decent AoE damage, they can't nuke a spawn. Nuking spawns, (especially without an end crash or any kind of fiddling at all, really), is fantastic for teams. The faster moving the team, the better.
Yes, it is true that psy damage sucks against the stuff that resists it, especially since stuff that resists psy often resists it in bucketloads. Or has psy defense as well, (bloody Carnies).
But that's why I give Forts the edge on teams. NWs do primarily lethal damage, Forts do primarily psy damage. It is far easier to find someone else to pump out lethal damage than it is to pump out psy damage. If you're fighting a mission full of robots, sure, your damage will suck but it's a team.
Look at it this way. If your team is fighting bots, the Fort does almost no damage, everyone else is fine. If your team is fighting something that goes Unstoppable, everyone elses damage goes to pot, the Fort is fine. The whole point of a team is that the total is more than the sum of its parts.
People who can bring smashing/lethal damage to a team:
DP Blasters/Corrs/Defenders
Achery Blaster/Corrs/Defenders
AR Blasters/Corrs/Defenders
Axe Tankers/Brutes
Mace Tankers/Brutes
Claws Scrappers/Brutes
SS Tankers/Brutes
SM Tankers/Brutes
Broadsword Scrappers/Stalkers
Katana Stalkers/Scrappers
Night Widows
and more I've probably forgotten
People who can bring psy damage to a team:
Fortunatas
Psy Blasters/Defenders
/Psy Dominators
Mind Dominators/Controllers sortof
My point is, a team can easily make up for a Fort doing crap damage against stuff that resists them. A Fort makes up for the team doing crap damage against stuff that resists them.
Therefore, I feel a Fort brings more to a team.
Plus, Gloom is for robots :3
Edit: figured out what was breaking the quotes. How irritating. -
Build looks really good
There's just a few things I'd tweak though:
See if you can get a -Knockback protection IO and put it in Steamy Mist. Since it takes resistance and defense sets, you can use a Karma or Steadfast -KB IO. They're really cheap and very worth it since just one will nullify almost all the KB and KD you'll face.
You might want to drop Hibernate for Frozen Armor. Hibernate is very handy, but it only benefits you when the **** hits the fan whereas Frozen Armor benefits you all the time and running it, the **** should hit the fan less oftenIf you want both, you could drop Frost Breath as it's not a great AoE, that's more of a personal preference deal though.
I'd see if you can slot Spectral Terror a little more. It's fantastic soft control. You could probably take the recharge slot out of O2 boost, it recharges fast as is. You can also take the end rdx out of Flash, the end cost on it isn't that bad and it's hardly a spam power.
Swap the res enhancements in Steamy Mist for defense ones. The resistance in Steamy Mist is nice, but it's only to exotic damage types which you encounter relatively seldomly. The defense works against all types and positions and will stack with Frozen Armor.
Those are all very small tweaks though, the build looks really good. If you've not played Storm before I've got a guide in my sig which you might find helpful -
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I'd go Illusion/Storm.
It's actually an incredibly powerful combo. Just gotta control the KB. -
Yup, that's how I see it. As another +end proc, slightly weaker than the P.Shifter one.
I'll pay 50m (or whatever the going rate is) for a P.Shifter proc. I wouldn't pay more than that for a Panacea proc :3
It certainly provides some benefit and if the price wasn't absurd and I could spare a slot, I'd almost certainly slot a bunch across my end-heavier characters.
Just trying to dispell the myth that it's uber, a myth sadly reinforced by its price. -
Quote:Steamy Mist and Shadowfall grant defense to all positions and types in addition to their resistances.? Arctic Fog issue?
The only trap power that feels like forever to me is Trip Mine and Time Bomb.
Arctic Fog only grants defense to all positions and its resistances. It's missing the typed defense.
Arctic Fog defense is confirmed to be not WAI.
Hell, if memory serves I think there used to be a problem with its ranged defense portion too. Either it wasn't granting the ranged def, or it was granting only that portion. I forget. -
We also kidded ourselves PSW was fine because the rest of /Psi (except for Drain Psyche) sucked.
The rest of /SD doesn't suck :3
Edit: I'm on the fence about SD. As someone who plays almost exclusively end-game with IOs, SD is far and away the best secondary. But I know that's not how the game is balanced.
I'm more in the camp of "SD is new, got nerfed in beta, is more or less where the devs want it, buff FA".
I'm not interested in SD getting nerfed, even though Schadenfreude ist die beste Freude, denn sie kommt von Herzen.
I just think FA needs a buff because currently it's weak defensively to pay for an offensive strength that it doesn't have. -
In all seriousness, GL on the sale though.
While my distaste for the Panacea proc as something for people with a lot of money and very little sense is well documented, if they're willing to fork over multiple billions it's their own damn fault -
Quote:I wouldn't say it is easier to soft cap a Night Widow than it is a Fortunata. They are both equally easy to soft cap. If you are referring to using Mind Link only as the way of soft capping then you would be correct due to the +rech they get. Otherwise they are on equal ground when it comes to soft capping their defense.Quote:
I also don't think one is better than the other in solo or team play. I can't speak much on solo play because I refuse to solo, but as far as teaming is concerned, both my NW and F bring the same benefits to the table with I team so there is no difference.
While it is a very close call and for the most part they both bring the same stuff to the table, I give Forts the nod for teaming for several reasons:
Psy damage is rarely resisted. This makes Forts better for teams on all kinds of content, but most notably against any hard target with Unstoppable, (Cimeroran EBs, Statesman, BaBs, the Honoree).
Being able to nuke spawns.
The control that a Fortunata brings, even when just doing ST DPS.
The advantage of ranged damage.
NWs are better for solo because that stuff matters less, it's easier to softcap and you basically play more like a Scrapper because you just go wild and cut face. Solo you can play on your terms.
Edit: goddamnit, it's breaking the quote and refuses to fix for some reason. Ugh, whatever. -
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Awesome, grats on the solo kill, Posi is a nasty bugger.
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Quote:I thought inspirations were just to turn my tray into the prettiest rainbow :CFirst: most carnie psi attacks are the 'pink' ones (mental blast and the like) so they have ranged/aoe components you'll defend against. The one without positional tags are rarer (mesmerize, dominate, blind, I dunno how many of those carnies have).
Second: turn your diff down. And use insps. I soloed a Carnie mish at 28 (before footstomp) at +1/x4/bosses on a SS/Fire with SOs (Fire has no psi resistance or def) because insps rain when you solo x3, x4... You can do -1/x4 just fine. Or -1/x1 for a cakewalk. I bet my 30 fm/sd scrapper can solo any carnie mish at 0/x4 because of the insps dropping like mad.
I know you want a /sd brute, but the demon farm on a SS/Fire would be laughably easy with 90% fire resist. -
Quote:Yeah, I loved it on my Fire/Psi. With his level of recharge it was only a few seconds off perma. Problem was, at that time with old Domination and stacking, he got barely any damage buff from it. If it had that kind of recharge now it would be stupid-good.Ya I think so too. Unfortunately it is pretty nice on a 2 min timer and pretty lame on a 4 min timer. so if/when it gets changed it is not going to be very fun.
I personally don't have an issue with a power that inherits such high risk to use being used well on squishy AT's, but I do understand that generally epic powers have upwards of double the rech of the normal version...
As it stands now, its a zomgawesome buff that is only up just under half the time if you've got more recharge than God. On characters without absurd levels of recharge it's almost not even worth it.
I've long since deleted my D4, do Soul Drain and Dark Consumption still crit? Lazy ports are the funniest ports :3 -
To be fair, given what happened to Dominator Soul Drain, the recharge on the Defender version is almost certainly an oversight.