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iirc the most critical thing to remember at the time was that rad's lingering rad was unresistable...
Though it may have just been the controller version... i just remember my grav/rad which was a toon i didn't even like, being immensely effective during that window where entire teams couldn't make a dent until i arrived. I can't recall if my ice/rad corr was the same or just popular due to spillover fame due to the bugged controller version. -
Whatever primary you choose the only answer for secondary is /storm. Storm with solid recharge can put out approx 100dps on it's own...
my suggestion is bots/storm.
it tears through normal spawns cause bots have excellent aoe and storm is way better than traps, TA, and is as good or better than dark at rapidly applying -res over a large area.
For tough single targets most would look to a secondary that offers -regen to shut them down, but since the assault bot now seems to be applying his correctly your primary is easily capable of matching sets with standard -regen powers (-500) and can even completely shut them down at times like traps does.
So you have -regen covered, you have damage boosting covered and you have a high damage primary. Then you tack on the dps of the storm powers and you have a winner.
Case in point a bots/storm ripped off 325dps pylon kill back when assault bot was bugged and not applying -regen, with a build that was only 85% complete. Of course incarnate powers are silly and skew everything, but i think for simplicity it is easiest to ignore them (lore at least). Not that storm wouldn't boost them more or less as well as any other secondary.
that isn't to say bots/storm doesn't have issues, but rather if the question is highest damage across the most scenarios, i believe it is the answer. -
Quote:Agree that mind doms are a superior choice for solo'ing tfs. Mainly because you can pretty easily build one that can exemplar down to some of the lower lvl tfs and still have perma dom, for which confuse lets you cake walk (slowly) through the difficult spots/end encounters.mind/fire is good for soloing some of the tfs, fire/cold corr is also fairly good if built for ranged defense
ill/cold is also not too bad for some tfs
for soloing tfs it usually comes down to build, i dont think that one AT or build could solo every tf/sf (at least i havent seen it)
Fire/cold is a good toon, but ime ill/cold is much much stronger for tfs and 'difficult' encounters. Basically i find my fire/cold wipes up spawns faster than my ill/cold, but it isn't like the troller can't take out x8 spawns easily enough. And when it comes to the AV encounter the ill/cold is so much faster and safer.
Bots/traps is another nice one if you want to solo some of the lower-ish lvl tfs as it gets its powers early and doesn't really need IO's to crush content. -
I can't imagine he will remain satisfied with just fighting single AV's for very long. It was stupid-easy on an ill/cold before incarnate powers (as in like 2 min go kill most AV's). So when he decides to up the ante with Mo runs and facing multiple AV's at once spooky (among other things) starts to gain value.
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found this to be very enjoyable. As mentioned, if you haven't seen it and are deriding it or scoffing at the premise I suggest biting your tongue. It was very well done and quite plausible too.
For me this was head and shoulders above Cap, Thor, and Lantern. ymmv. -
It was far and above the best hero build you could make for the task before incarnates, so while lore has made it so pretty much anyone can watch while they kill an AV, that hasn't really taken anything away from ill/cold as it was such a powerful forcemultiplier to begin with.
So lore just means you can kill GM's in about a min or less if you put the time/effort into the build. Which on that note your build could use some work. Check local's guide for how to set up illusion and cold is fairly straightforward once you understand how to maximize the primary.
If you have the funds there is no reason not to already have softcapped def (either ranged or s/l) and perma PA/benumb/HL before incarnate powers (well hl proly won't quite be perma, but you'll never have end issues). If you min/max the build pre incarnates then the only one that really offers much is musculature of the alphas. Don't get me wrong it is nice to have everything up a bit faster still, but if you have all your key powers perma already and a seamless attack chain then it isn't doing a ton extra for you. However, if you enter incarnate phase with a weaker build then spiritual can offer heaps to an ill/cold. Heck even Nerve (which is generally the weakest) can really round out a ill/cold that is min/maxed before incarnates.
Def is completely unnecessary tho if you only plan to fight one av/gm at a time. But comes in pretty handy for solo'ing Mo TF's and fighting 3 or more AV's at once...if that is your bag.