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Posts
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So, I've been pouring over a variety of Fire/Shield/Blaze builds that have been posted recently, in preparation for building my own. Builds that are stratospherically expensive, like this one:
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This build has 3.48 end/sec (not counting the Perf. Shifter +end proc), and 77.5 global recharge + hasten (147.5%). The intention would be to do crazy things like take out large spawns single-handedly, and take a stab at soloing AVs and pylons, neither of which i've done much of.
I wonder specifically if this build could actually sustain the single-target chain of Cremate/Incinerate/GFS, as that looks really end-intensive. And Obliteration in FSC? 16 end cost on a 6 second recharge? hurts to just look at it.
How does a build like this perform in practice? Does stuff die too fast for it to really matter? Pop a blue and call it a day? Is it just not an issue? It would be a shame to sink so much money into a build that has unsustainable attack chains, when (for me) one of the joys of seeing a toon 'grow up' is not having to worry about the blue bar quite so much. -
The -res proc is interesting because it trades off damage NOW (standard damage proc) for more damage for 20 seconds (or is it 10?) on the affected target. In addition, it multiplies the entire team's damage on said target, making it perfect for quick AOE's and on harder targets, such as tough bosses, EBs, or AVs.
the -res proc is awesome for neutrino bolt or irradiate. Neutrino, like you said, because you use it all the time, and that increases it's chances of proccing.
Irradiate, because it's a 16-target, 20-foot radius, fast-activating pbaoe. It has a chance to activate on each affected target, and though the first tick of the dot won't get the benefit of the proc, the rest of the ticks will. Again, to the benefit for yourself and the team.
The other thing about the -res proc is that it will not stack from separate powers; once neutrino's -res procs, you can't double-stack it from irradiate, just refresh it. I believe it *can* stack from different casters, such as other players who have it slotted, or from, say, a couple of trap's acid mortars that have the proc slotted. Not 100% sure on that, if anyone can confirm, please do. -
Take a look at Fire/shield/blaze as well. similar to elec/shield/blaze, but with much better single-target damage. looking at a build that has FSC up every 6 seconds for 310 dmg? with more from saturated AAO? yes please.
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My ice/fire tank has a sirrocco's dmg proc in icicles, and a impeded swiftness dmg proc and whatever the slow proc is in chilling embrace. There's always a sea of DOT surrounding him, but i track the slow proc in my combat log, and it goes off at least once per fight on multiple enemies, so i figure the dmg procs are doing the same. The procs in my attacks, particularly the aoe's, are better dps for sure.
If i were to put more than one dmg proc in icicles, i would probably spend 3 or 4 slots frankenslotting acc/dmg/end to get those values as high as i could, before adding in procs. I just opened Mid's and i could get 51/74/74 acc/dmg/end in 4 slots, using lvl 35 IOs, which isnt bad at all. That leaves 2 slots for procs. Try it if you have the money/respecs and see if you like it. -
wow. Street Sharks. I forgot that was taking up some space in my brain.
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I've had the fortune to team with a lot of defenders, as well as various secondary combos of controllers, and Traps/ synergizes with *all* of them well. Particularly other bubblers, whether it be defense or resistance. I love extra defense, as i can toebomb with more impunity, and i am really looking forward to my softcapped-def build to be a little less reliant on team makeup.
I have also been the solo buffer/debuffer on some teams, and Traps/ seems to provide enough mitigation, defensive debuff, and offensive debuff to hold its own.
A side note: I have never played Rad blast before this, and though i find its damage to be a mild but constant stream of AOE, i'm having a ton of fun with the debuff IO options (procs ahoy!), and the fact that i don't really have to move out of the action to apply all my AOE. Traps/ is a fire-and-forget set, which allows a lot of time for blasting, and i love that. With my AR/traps corr, my bubble was always bouncing in and out with me as i ran in to toebomb, and out to use my cones. I've wanted to remake my corr as fire/traps, perhaps, though i'm still holding out for dual pistols. Anyone else having trouble or synergy between positioning for buffs/debuffs and their blast set? -
Pulling experience from my 2 trappers, and my 45 ice/dark corr...
Ice has great single-target damage, with good AOE. Seekers, jump in and toebomb poison trap/acid mortar/maybe caltrops, Aim, Ice Storm, jump out and Frost Breath. The slows of caltrops/storm/breath will slow down the scatter, and from there you can clean up with single-target and more FB's as necessary.
Webnade, and blasts will effortlessly floor a boss's recharge. huge mitigation there. Bitter Ice Blast has some -to-hit that will stack with your defense.
I reccomend some form of stealth to aid in toebombing, since you will be doing that A LOT. I'm shooting for SS + celerity proc, which are hard to come by, it seems.
The hold will take out dangerous targets faster in conjunction with poison trap. I highly reccommend that Lockdown +2 hold proc in poison trap.
Blizzard is worth taking, as it's a Blaster-level damage pseudopet nuke, and once you lay down your traps, they will continue to function even though you bottomed out your endo bar. -
a -recharge proc in CE helps longer-term mitigation, too.
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i would love just about anything replacing Time Bomb.
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probably not. /dev has no appreciable buff/debuff in it, and so has little use being made available to a buff/debuff AT.
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not a bad one; not at all. it wont go off all the time, but it will go off, on average, more often than if you slotted it in build up, due to the multiple chances of it triggering.
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The proc has a chance to activate per enemy. Rather, it has a chance to acivate per every to-hit check. Slotting it in fissure or tremor is a good idea.
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also, looks like everything in rad/ is pure energy damage, except the nuke, which is indeed smashing/energy.
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Though i haven't played /regen to any appreciable level, i can tell you that MoG and IH fill completely different roles than the Leadership pool.
For Scrappers, Leadership offers pretty minor buffs. If you were going to be part of a regular group in which you all had Leadership (it stacks), it might be worth it.
If Maneuvers and Assault/Tactics were part of an IO'ed build that got you 30-45% defense, your need for MoG and perhaps IH would be greatly, greatly reduced.
Otherwise...both MoG and IH fill pretty crucial roles a /regen's life. MoG is an alpha-soaker, and the only way outside of primary, pools, or IOs to actually avoid dmg. IH is there for the times when your normal regen isn't enough to buy you the time you need between Recon and DP.
If you don't play your scrapper in such a way that you are 'over your head' at least once a mission, well, i'd say try it out. -
the latest vet badge ability is to open up a travel power at 6 without a prereq. mids is updated to reflect that, and if you can do it, build for it. usually you need the prereq to open a travel power by 14, though.
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I went from 8 to 22 in one long run with my trapper last night
i forgot how much i enjoy the set.
Defender defense cap is the same as everyone else's; 200%, i think? You'll never hit that solo without chewing a bunch of lucks, and due to game mechanics, 200% is just as good as 45% defense.
Most mobs have a 50% chance to hit (that is further modified by it's accuracy multiplier; minions have the least, AVs have the most). No matter what, a mob always has a 5% chance to hit. 45% def brings you to that 5% to-hit floor.
That being said, some extra padding over 45% is useful, because defense debuffs are common, defenders have no defense debuff resistance, and multiple debuffs could lead to your defense being overwhelmed. Build to taste; I am planning on bringing my traps/rad to around 45% to melee/ranged/aoe, and adding in some recharge and end recovery for flavor. -
it's not that low when you factor in fury.
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Mr Squid: what you described was exactly the way i played my corruptor trapper. In my case, it was superspeed + stealth proc, but the results were the same. I ran in with or slightly behind the guys on point, and all that defense really helps then.
Alternatively, if i was on point, and i didn't have full stealth yet, it was deploy seekers in spawn, zoom in the moment the mobs looked at the seekers, deploy. worked like a charm. -
The range at which you can summon your FFG is within 20 ft. the bubble itself is 25 ft., according to red tomax.
don't have clicky-making knowhow, but here's the webpage to see for yourself:
http://coh.redtomax.com/data/powers/...s_FF_Generator
i have an ar/traps corr at 50, im considering starting a defender trap...for secondary, leaning to rad or sonic, but hmmmm i don't know yet.
edit: oh neat, it self-clickies. -
It wasn't a concept decision to pull claws/stone; it was based on the claws animations not working well with the Granite Armor, as the costume it gives you is actually a NPC model. Claw/stone was tested for most of the beta period, and this was what they ultimately decided to do.
BaB and the art team are looking at changing Granite (artwise), and if/when that changes, we're likely to see claws/stone return as an option. -
AR/traps was fun, mine's at 50. it has very good smash/lethal/energy defense, and it's pretty fun to patron aoe immob a group, ignite, flamethrower, or lay out caltrops and acid mortar, and aoe away. trip mines offer fun solo options, as well.
the best things about traps, IMO, is (relatively) easily softcappable ranged/aoe def, status resistance, great team def, and with some minimal extra recharge, multiple acid mortars. Put an achille's heel -res in burst, and you have -60% res on AVs, no problem. Seekers can also be leveraged to take alphas; i've set the pace for teams with my trapper lots of times.
a potential playstyle downside is the pbaoe nature of poison trap, and the cone nature of AR. makes for a lot of repositioning to get the most out of the cones. -
my ice/dark just hit 42; enough AOE to keep me happy, and watching my targets become crippled with slows and holds before the inevitable coup de grace...gives me that villainous feeling
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i've also been rolling this question around in my head. i have a 18 spines/wp, but i've done wp a bunch redside, and i imagine jumping around tossing metal spikes whenever i feel like it may not necessarily vibe with rttc.
this question has come up on the boards more than a few times, but im interested in people's takes on it again.