Silas

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  1. Rad and Dark are all around very strong secondaries that meet your criteria, with Dark having more control and Rad having more varied debuffs.

    Sonic is great for high-end teaming, but can be awkward for soloing. Soloing my Fire/Sonic most of the heavy lifting is done by Fire and Sonic Siphon. Sonic really shines on a team, whereas Dark and Rad are less specialised but equally viable solo.
  2. Silas

    Cold/Ice

    Quote:
    Originally Posted by Watchfire View Post
    Correct, +4/+0, I don't plan on herding up huge mobs. ST Dmg. With the incorporation of holds.

    Sole source of damage? Try again.

    Yes they do have excellent damage capacity, however they do not flow well with the style of play that I run when solo on a defender.

    Perhaps not skip-able to you, but skip-able to me for the intention of the play-style.
    Yes, as a solo Defender your secondary is your sole source of damage. Unless of course you want to talk about Hecatomb-slotted Brawl, Dominate (which only does as much base dmg as most tier1s) and the miniscule DoT from Sleet.

    If your intention is to solo +4x0 then I'll second what Kahlan said, you'd be better off with /sonic.
  3. Silas

    Cold/Ice

    Quote:
    Originally Posted by Watchfire View Post
    Actually, this would be what I call an "I play from 3am - 7am and do alot of solo play" build.

    That being said, this is a regular content solo build. Not farming, not high-end Task Forces, not Mako.


    I already have a team build in-place, this would take place on the 2nd build for Solo Play.

    And yes, if I choose to implement it I would have no problem affording it.
    So it's a solo build but you've skipped the two most damaging powers in your secondary? The two most damaging powers available in the secondary that is the sole source of damage because it is, as you have made clear, a solo build?

    To each their own.
  4. Quote:
    Originally Posted by horusaurus View Post
    i play red side quite often myself

    Quote:
    Originally Posted by horusaurus View Post
    i only have a few characters but i really love 'em.

    Quote:
    Originally Posted by horusaurus View Post
    also once i can get scrappers red side i'll play a bit more. <_<
  5. Quote:
    Originally Posted by Redd Rumm View Post
    So what you are saying is your blaster is so incredible you need to be nerfed? an not just you every toon like yours?
    I think what he's saying is that if a squishy character can get 90% damage mitigation, something is out of whack. I recently respecced my Rad/Kin corr to have softcap S/L defense and I've got my Son/Rad corr softcapped to ranged.

    I won't be surprised if defense bonuses get looked at.

    Edit: it also speaks to the nature and prevalence of defense bonuses when the best way to shore up a resistance-based character (like Fire Armour) is to get defense.

    Now, I realise if resistance bonuses were about equal in power/prevalence as defense ones it would be laughably easy to make stupidly overpowered characters...but a semblance of balance would be nice.
  6. Silas

    Traps and procs?

    The Acid Mortar shots are also AoE, so put the Devastation chance for hold proc in there too if you can. That and a Lockdown +2 MAG proc in PGT = delightful.

    I wouldn't bother with a Rag proc in Caltrops, put it in something from your primary like Fireball.
  7. Quote:
    Originally Posted by Dinah Might View Post
    Let me start off by saying I love the ideas of Account Wide Storage, and Dynamic Respecs, however I would be terribly disappointed and upset if the implementation of either of these features was tied to the free costume tokens.
    Haha, yeah. No, I wouldn't want either of these tied to costume tokens. I just plain old wants 'em.
  8. Edit: Apoc Dam/Rech get, plz to disregardink of post.
  9. Back Alley Brawlers AoE Energy Transfer, Statesmans Lightning AoE, Mask of Vitiation, Chill of the Night.

    Will think of more as the day progresses
  10. Going down the roster:

    Silas Banefire: SS/Fire brute
    Darkstar Silas: Fire/Dark Corr
    Penitente: Ice/Cold Corr
    Lie: Fire/Sonic Corr
    Radiokinesis: Rad/Kin Corr
    Voices: Son/Rad Corr
    Kingdom Red: Fire/Traps Corr
    Nie Wieder Krieg: Elec/Therm Corr
    Nie Wieder Las Vegas: Fire/Pain Corr
    Skyshatter: Ice/Storm Corr
    Discretion: Fortunata

    All 50, IOd and accoladed, with the exception of the Fire/Pain who was recently rerolled from a Son/Pain to a Fire/Pain.

    On the second page are characters I rarely play. Omnishred, my stripped Fire/Psi, Silas Midnight my DM/Nin stalker, Interdiction my Soldier, Heliostrike which is a EM/FA brute, Surrounded my DM/SD brute who will probably get the axe soon and Hard Six my Mind/elec Dom. Then my three surviving heroes:

    Neuroblaze: Fire/MM Blaster
    Hearthrall: Earth/Kin controller
    Bonescythe: Spines/Regen scrapper.

    I play almost exclusively redside and I uh, mostly play corruptors. The brute is mostly for farming/PLing and the Fort is basically a corruptor anyway Most of the characters on the second page don't get played more than once every month or two.

    All of my characters are built both for theme and for performance. If a character is arguably the "best" for something but I can't get a theme/costume/idea that gels with me I'll go with something else. With a little creativity, (and Power Customisation certainly helps ), I've yet to have much trouble because of this.

    I like getting the highest performance out of a character, but if I don't like the theme of a character it'll never get high enough for max performance to come into the equation
  11. Quote:
    Originally Posted by Amy_Amp View Post
    It's broken once and then they go back to being feared. A D3 doesn't lack in -tohit so adding in more really isn't that big of an issue. For me personally and I know for others, we hardly use DN just because it doesn't come across as needed for the most part later on as the build fills in. Yes, DN is still useful at times, but you can easily go from mob to mob without using it and being "ok." FS has a base of duration 15 seconds for fear and a recharge of 40 seconds. You can get those numbers close enough to where I really don't see the benefit of adding tohit debuff versus fear duration.
    Because its much easier and faster to debuff a whole spawn with FS as your opener than relying on them to be in DN range. I open with FS, put DN on a boss or whatever if I need to.
  12. Fire for damage/AoE, Energy for helping with Endurance, Earth for control, Ice for control/AoE.
  13. Quote:
    Originally Posted by Leo_G View Post
    Wow, really? Hmm, I hadn't even considered moving any characters although the though has crossed my mind. Could I leverage this to change a characters name for free? Or are those free too?
    You can indeed use it to get sneaky free renames. If you want to rename character A, make a throwaway character with the same name as A on a different server then transfer A to that server. You'll then get a free rename for A and you can transfer them back.

    OR

    Transfer A off to another server, make a throwaway character on A's original server with A's name, move A back and you'll be able to rename A.

    Either way works. I've freenamed several of my characters :3

    Edit: Bear in mind that all of this is dependant on what names are available where.
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Nah, Corruptor Trip Mine does Blaster level damage but the Defender version doesn't. Bascially the Corruptor and Blaster versions use the same pseudo-pet but Defenders get their own version with 65% of the damage.

    It's still ok damage for a Defender but it's not the same as the Blaster/Corruptor version.
    So nah...but you agree with me?

    Okay, cool.
  15. Target boss -> Heat Exhaustion -> Short Circuit -> normal attacks -> /e cackle
  16. Quote:
    Originally Posted by Dazz Marvelous View Post
    If time prohibits I can do requests...
    :3
  17. Don't mind Westley, he just thinks he's much cuter than he actually is.

    Build looks alright but a few small suggestions:

    The Dark Servant needs some acc slotting, while I'd say you're spot on about enhancing his -tohit since almost everything he does debuffs tohit, but he needs to hit to do so. He's very useful, don't be too quick to dismiss him as aggro bait

    Slot Fearsome Stare for -tohit rather than fear. While the fear is nice, it lasts decently long enough at base and the -tohit value is huge. The fear will get broken almost instantly in teams so what counts is the -tohit.

    Assault also uses a fair amount of end, you might want to put a second end rdx in there.

    You might also want to swap the Centriole in Nightfall for a straight range IO. The Posi set gives good damage enh values by itself so you want to enhance the range more to get the most out of the narrow cone.

    Last thing, your powers seem pretty well slotted for accuracy and you've got fairly good acc bonuses from sets. I'd say unless you plan on fighting +3s and +4s you don't need the Kismet +acc IO if you wanted to take a slot from somewhere.
  18. t Energizing, I call it stupid because I feel it is stupid to have to completely redo your build if you want to swap out a single power or a few slots. I think it is stupid to only be able to take 10 enhancements out of a build per respec, given at 50 you can have well over 70 slotted. I think it is stupid that if you make a mistake somewhere you have to go back and redo all your slotting and power selections all the way back to right when you made the mistake.

    It's an awkward, clumsy and stupid system.
  19. You're correct, SD is better for scrappers than brutes. AAO buffs base damage and Scrapper base damage is high whereas brute base damage is low. This means with Fury in the mix the Brute is doing comparable damage but gaining significantly less benefit from AAO.

    The thing about the pet caps is that pet damage caps at 400% (or thereabouts, I forget). So with 90-100% from enh, 170-180% from Fury BU alone will cap the damage on Lightning Rod/Shield Charge. Which is a shame for brutes, because its their 850% damage cap that allows them to do such obscene damage.

    When it comes to Epics, ehhh I would probably give the nod to scrappers. Fireball is a better AoE than Dark Obliteration or Ball Lightning. Gloom is better than Fire Blast imo, but for all the other reasons I'd recommend you go with a scrapper.

    Granted, none of this means that elm/sd brutes are gimp and elm/sd scrappers are godly, just that the scrapper is numerically the stronger choice. Elm/SD brutes are still very powerful.

    Another factor to consider is Fury vs crits. Would you rather have potential higher damage on your non-SC/LR attacks but need to build/maintain Fury, or have more consistent damage with a lower maximum?
  20. Silas

    PBU + Benumb

    Precisely. If you're fighting Mynx and she hits Elude without Benumb on her, she gets fully buffed Elude numbers. If while Elude is up you hit her with Benumb, she still gets the full numbers for Elude because it was a click power and she hit it before she got Benumb'd.

    So generally you want to hit AVs/Heroes with defense-based godmodes with Benumb as they're at about 1/3-1/2 health so it nerfs their godmode before they use it. Unfortunately doesn't effect resistance buffs so for AVs/Heroes with Unstoppable just hit Benumb as soon as it recharges for the -dam and -regen.
  21. What Flechette said. Shield Defense, and especially the Elm/SD combo is much better for scrappers than for brutes. AAO buffs base damage, brute base damage is low, scrapper base damage is high. Brutes have the capability to outdamage Scrappers because of their high damage cap, but Shield Charge and Lightning Rod use the pet damage caps so its a wash.
  22. Quote:
    Originally Posted by DaveMebs View Post
    I like Silas' idea of account wide storage. Also to have vaults in which I can place enhancements so that im not too dependent on my sg. But that has nothing to do with free tailor sessions
    Right? Its always struck me as odd that a game whose longevity is so founded upon rolling new alts that its so alt-unfriendly.

    If I had my way:

    The Vault buildings would be account-wide (but side-separated), with tabs for Enhancements, Influence/Infamy and Salvage. That is to say, you have account-wide storage for your hero stuff and account-wide storage for your villain stuff. So if you're on one of your villains you can only see the stuff your villains put in and deposit/withdraw infamy, and ditto for heroes but with influence.

    The devs have said they don't want recipe storage because apparently it would screw with the market. How it would screw with the market more than AE tickets, pvp IO droprates and keeping them unmerged is beyond me, but that's another soapbox.

    For someone who has a lot of characters, I've never bothered with the storage Vaults as they currently are. Say I've got a few Platinums, a couple Magical Conspiracies, one or two Hami Goos lying around, I've either got to have one designated Salvage character who can only store like 30 pieces anyway or I can make a goddamned spreadsheet of who has what salvage.

    Or I can think its a stupid, needlessly punitive and restrictive system and just dump the salvage on the market and buy it back when I need it.

    Take a note of Guild Wars storage, devs.
  23. FSC also has a slightly larger radius than most PBAoEs, (10 vs 8), but don't underestimate how much radius matters in dealing AoE damage.

    I do agree that Kin Defenders aren't the only defenders with decent damage. While I generally think Defender damage as a whole is pretty anemic, relative to other Defender Primaries or pre-APP controllers there are several sets that offer Defenders decent damage.

    Sonic Blast is one, with the -res stacking with the obscene Defender debuff mod, AR and Archery are pretty decent with Fistful/RoA/Flamethrower/Full Auto. TA also offers pretty high damage with OSA, even if its not an every-spawn power. I'm not sure how much worse the damage is on Defender Trip Mine, but if you can leverage it its pretty high damage for Corrs so I'm it does at least reasonable damage for Defs.
  24. Silas

    Fire Kins

    Quote:
    Originally Posted by UnicyclePeon View Post
    I know I'm the bad guy here, but I'll team with a /Kin and not personally care if I get a speed boost or not. I like them, but no biggie. Who cares? So the team will perform better? Big deal. I don't care. You can take your kin with me and speed boost me, or not. Your call.

    Lewis
    I don't think that makes you the bad guy. SB, like almost all buffs, is just nice to have. I'm not gonna be mad if someone doesn't SB. I am generally not very impressed with people who either SB once at the beginning of a mission then never again, or only their pets. But that's because I think in the grand scheme of things the benefits of SBing a whole team far outweigh whatever hassle it is to do so.

    It just struck me as pretty odd that someone said they go to the trouble of keeping all of their Imps SBed, (since they're unaffected by recharge buffs), but will only SB the brute/tank on a team and no one else unless they ask.

    Although I do think SB should be buffed to a 4 minute duration. I see no reason for it to only have a 2 minute duration versus all other ally buffs (Therm shields, FF bubbles, cold shields, sonic shields) last 4 minutes.
  25. You'd be best off just putting an Achilles -res proc in Irradiate. Its not really worth the slot in any of the ST attacks since it doesn't stack from the same caster. If you want to proc out your ST attacks the Lady Grey proc is a good option.

    As for Irradiate/PSW, I'd take both. They're both fantasic PBAoE powers and you'll be in melee range anyway for Drain Psyche. BU -> Aim -> Drain Psyche -> Irradiate -> PSW -> cackle insanely.