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Quote:Wow, really? On my server it seems that Energy is second only to Fire in popularity.I don't see many energy blast users on blueside either. Elec is uncommon as well, but I have one myself (for concept's sake).
Which makes me a sad panda. Because most Energy blasters fail at using their KB well or minimizing it. -
Quote:Um...even if you're fighting +0s you're still going to need a few good ST attacks to finish off bosses. If you're farming on a Brute, you should have bosses because Brutes have the ST damage to take them down fast enough to make it worth it.Yeah, when I posted, I had forgotten about Dark Oblit. As far as Gloom goes, I don't really think it matters as far as farming is concerned. Most of the time you'll either have no bosses, or bosses so weak that [Brawl] is a good enough ST atack to finish them off after the AoEs.
Gloom is especially good for the Liberate TV farm because of all the Fakes. When they're getting low on health, hit them with Gloom then KO Blow/Haymaker. It'll keep ticking away on them and often kills them even if they bubble. I find Fakes get to bubble dramatically less since I respecced into Gloom.
As for Dark Obliteration vs Ball Lightning, BL does more base damage but the problem is it does a lot of its damage (halfish iirc) over time. So given how hard Footstomp hits, half the damage of Ball Lightning is going to be wasted on minions because all the ticks won't land before they die. I prefer Dark Oblit because the damage is all up-front. -
I think it's because it's a fairly late blooming set. You see Dark, Rad and Kin the most. Dark and Rad get their key powers very early and while Kin gets its best power at 38, SB is at 20 and Kin is popular enough to swing it :P
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Quote:While it is a relatively little known fact, there is more than one hour in a day.
The implications of this radical nugget of knowledge are vast and mind-boggling, but allow me to share the most pertinent.
Say you are doing a thing and this thing will take an hour. Well bugger, you huff, there goes my day.
But it need not be so! Since there are multiple hours in a day, you can do multiple things! The things can even take multiple hours and you can still do multiple things!
Just remember, always use protection. -
Teaming with 2 brutes you should go fire/kin.
No endurance problems for the brutes and 2 brutes means you can crank the difficulty way up so you'll always be getting huge Fulcrums off.
2 Brutes also means you should be able to blast away wildly with very little chance of getting aggro. -
Quote:Quick note: IIRC, Soul Tentacles does not provide KD/KB protection, only Electric Fences does.The plan, as given in the OP, is a terrible way to farm purples. It will have a far lower return than farming even levels, or even +2 or higher.
Why? Because half to three quarters of the kills will give no drops at all.
Minion class enemies con white at +0, blue at -1, green at -2, light grey at -3, and dark grey at lower levels. Enemies that con dark grey give nothing at all. Light grey enemies give Inf, XP, Prestige and Inspirations only. This means that only the Lts and Bosses would have a chance to drop any recipes, purple or otherwise.
Taking the mission at 48 and farming at +0 or higher, or taking at 49 and farming at any difficulty are both viable ways to maximize potential purple drops.
If you plan on farming under-level enemies with Super Strength, it's worth considering Mu or Soul Mastery - both have an AoE Immob that will prevent the Knockback of Foot Stomp, which as others have said, will be converted to Knockback. I would personally pick Mu; the Targeted AoE is easier to use than the cone, and Ball Lightning adds some extra AoE if you haven't got the recharge on FS low enough to rely on it alone yet.
As for the plan, yeah, the KD-> KB problem is a dealbreaker imo. I personally like being able to farm +3s and +4s for when I run with a friend or two, but if you're only ever going to farm solo it wouldn't be a problem.
If you want to start farming already at 47/48, I'd just get a Council paper mission in a warehouse and run that till you hit 50. -
I would still fit in Fitness if you can. While you don't strictly need it with Transference, the more leeway you have endurance wise the better.
Speed, Fighting, Fitness, Leaping would be the pools you'd take. You shouldn't need Maneuvers to softcap. 3 sets of Kinetic Combat (Brawl, Boxing, Kick or Flurry), Weave, Tough with a Steadfast +3% def, Combat Jumping, Scorpion Shield gets you almost there.
The last few % points you can get in a variety of ways. Obliterations in your nuke, Rectified Recticle in Aim, etc.
Fair warning though, Kinetic Combats can be pretty pricey. Since it doesn't matter which 4 you get and what level they are, I'd keep an eye on the pricier ones at lower levels on the market for a week or two. You can often get them for a steal at low levels if you keep an eye out for them. -
I agree with the above posters, s/l > melee.
One other thing to consider though, melee defense bonuses are generally easier to get a hold of. A lot of the significant s/l bonuses are in low level sets (Kinetic Combat, etc) or in weird sets like slows. This isn't a big deal because all melee bonuses give you a little s/l defense, just something to consider when building. -
Quote:Well, damage-wise it's pretty decent, I think what turns people off about it is that KB can often seem like a lose-lose situation.I've seen maybe 1 Energy Blast Corruptor in the last year, so I'd guess that one. Not that it's bad, it's a good set damage wise. Nobody seems to appreciate KB, though. Personally, I find it hilarious.
For me personally, I've found with the KB from energy I either don't bother managing it and piss of myself and/or teammates as stuff is all over the place or I hover above stuff/maneuver around to minimize the KB.
The result of which is that I'm going to some lengths just to minimize the impact of my secondary effect, whereas all the other blast sets have a secondary effect that I want.
Blast indiscriminately with Fire, yay stuff dies harder. Blast indiscriminately with Rad, yay stuff is easier to hit. Blast indiscriminately with Sonic, yay stuff dies harder.
The way I see it, (aside from other single powers in other sets that have KB), Energy is the only blast set where the secondary effect is a detraction. The slows from Ice may not be too noticeable without other slows to stack them with, but at least they're not something you have to manage and they're reliable. Elec may have a secondary effect that's not very useful or powerful, but at least you don't have to take steps to counteract it :l
Another factor is that the KB is all a chance-for kind of deal. While I do think that if every energy blast had a 100% chance to KB it would be even more obnoxious, at least it'd be reliable and consistent. -
Goofy though FF may be, I want a Fire/FF Corruptor. FF is still a great buffing powerset but I can't stand it with low defender, controller or mastermind damage.
On a fire corr however, buff the team every 4 minutes, spend the rest of the time running around as a softcapped, mez-protected Fire-blasting Corruptor.
Do want. -
Well, you've not posted anything other than the build so not sure exactly what you're after but this build is kindof all over the place. Some general pointers:
You're going to run out of endurance. Badly. You're just under the s/l softcap but with all the -tohit from /DM that's fine, but even with Sprint and SS toggled off, you're burning 1.51 end/sec, just under half your end/sec.
You also don't have good endurance reduction in the active powers that'll be burning the most (Fireball, RoF, Blaze, TG).
You've skipped Fearsome Stare which is by far a key power in DM, not for the fear but for the -tohit. It's a huge cone, huge debuff, fast recharge, take it.
You don't need a Celerity proc with SS and Shadowfall. Also don't need the slow resistance proc in SS, a Kismet +acc would benefit you more.
All you need for softcapped s/l is 2 sets of Kinetic Combat, a Steadfast +3%, a set of Siphon Insights in the Servant and good defense in Weave, Scorpion Shield and Shadowfall. 4 slotting Weave and Scorpion Shield with LotGs for the 7.5 recharge and set bonuses, an extra slot of end rdx in Shadowfall and you're softcapped burning only .72 a second. Hell, you could even skip Weave entirely and put another set of Siphon Insights in Fearsome Stare and pick up CJ to recover the defense and LotG 7.5 slot.
You've then got 46 slots to get the recharge and recovery you want. -
Get Enervating Field. Yes, /Sonic has great resistance debuffs but you've got to attack constantly to keep them up and that's still only on a single target. EF will debuff the resistance of a target even while you're doing other stuff. It also debuffs damage and damage debuffs are made more effective by resistance debuffs, so EF+/Sonic blasts = neutered AV damage. The end cost is high but nothing else about the power is slottable so 2 end rdx is all you need. It animates fast and is fantastic. Don't skip it.
tl;dr: /Sonic or not, you need Enervating Field. It's a cornerstone power of Rad and will help greatly in soloing and teaming. -
I...okay, fine, I'll be there.
You scoundrel :3
1)@Prvt Slacker - Cptn Slacker Fender Storm/dark
2)@Silas - Skyshatter Ice/Storm Corruptor
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Quote:You lost me on the scrapper mentality being a disadvantage? Please Silas, wrap some attack chain calculations around a brick and throw it in a river for me again, I'll show you what scrapper mentality is!
Also, is there room for my Stormy on the TF? I'd love to join :3 -
I'd be okay with Noxious Gas just becoming ally targeted with the tier3 pet values. Toggle or click, I don't mind.
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It would hold a boss, but I don't think its worth it. With EF+RI on a boss you shouldn't have too much trouble from them and Choking Cloud burns a tonne of endurance.
Looking at the numbers in Mids you can easily get the duration and recharge good enough to make it perma by itself. I'd just slap the toggles on the boss and just cycle Suppressive Fire into your attack chain. -
Quote:Very good points about the +perc in O2, the confuse prot in Steamy and the -range in Hurricane. I've updated the guides, thanksHi Silas! *waves*
Here's my 2ct:
Well, I didn't die. It just took so long to get all the dayjob badges.
To emphasize what Silas already said: Skip it if you can. There's always another better power you could pick instead. Don't slot it unless you really want the setIO bonus.
O2 also removes and protects against sleep and gives protection against recovery debuffs (!) plus it gives a nice perception bonus very useful against Smoke Grenades.
Steamy Mist also gives protection against confusion.
I wouldn't priorize slotting the Achilles Heel -res proc here. FR gives a 35% res debuff which is good enough to remove all resistance from more than 50% of all possible enemies and takes a huge bite from all those who have better than 35% resistance. In normal play you won't notice a difference (I tried it with and without the proc). Except, perhaps, if you fight single strong enemies and calculate the DPS afterwards.
Also debuffs range.
And yes, some recharge doesn't hurt. Hurricane is at a recharge of 5s in my build (down from 10s) which seems to be enough. Most of the recharge comes from global recharge bonuses, though.
Hurricane can generate a lof of aggro and I'm not talking about NPCs.So get back to the top of this thread and reread the HTNBA section in Silas guide. Now!
Tornado does only minor damage and it's not really DoT plus it invokes fear. It does a maximum of 6.67*61 smashing damage (unslotted) over its lifetime (30s) IF the enemy stays in contact all the time. Unfortunately this is very unlikely. Anyone without KB protection gets thrown around and anyone with enough KB protection better has some protection against fear as well or is immobilized or you will see him running a lot and this includes many AVs.
It should be noted, that Tornado takes Pet IOs. Soulbound Allegiance is quite cheap for a purple set and gives an impressive bonus to regen and HP for example.
For the Achilles -res proc, I guess my phrasing was a little funny. I meant prioritize maxing the recharge and then putting in an Achilles proc.
For me it is definitely worth it, because I do a lot of TFs. Getting a chance for an extra -20% res for a single slot is very valuable if you fight a lot of AVs. The FR AoE is pretty damn big so its likely you'll catch a lot of a spawn with the proc and if you drop it on an AV it'll check a few times over its duration so you get a lot of mileage out of it. -
t MaxLongstreet, as I said in the Champion thread, a very good point and I'm glad you pointed it out.
I've since gone back and updated my Storm, Cold and Dark guides with a little more detail.
That said, for Steamy Mist/Arctic Fog, the resistance is much less important than on Shadowfall.
t Myriad, I appreciate the kudosIf you disagree with what I've written it'd be great if you could say specifically what in the thread, all feedback is appreciated.
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t MaxLongstreet, A very good point, thanks for pointing that out
my Shadowfall, Arctic Fog and Steamy Mist slotting is an awful throwback to my D3 days, where the psy resistance was king. I had never really thought about it until now.
Which is silly, because I respecced my Cold corr a while back to be softcapped s/l once Castle fixes it. So thanksGuides have been updated.
t GATTACA, read the sig, homeslice. Also, doooo eeeet. -
For me, I think the redside ATs are a lot more interesting and fun. I really enjoy active Inherents like Fury, Domination and Scourge. Blasters are about the only Blueside AT I can really enjoy anymore, but I still find them a bit two-dimensional compared to redside ATs.
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From my experience on a Rad/Kin corr, most of the time the -def is more or less meaningless. Meaningless because of accuracy from sets, slotting, tohit buffs, etc.
However, when it really counts is when I really need it to count. I don't really notice it against normal enemies, but whenever we're fighting something like Nemesis, Cimerorans or an AV with a +def godmode, its very noticeable.
Plus IO proccing oppertunities for great justice.