[Rough Draft] The Splattroller Field Guide


Dot_Communist

 

Posted

A more finalized version is now posted here.

Thanks everyone for the feedback!


 

Posted

A more finalized version is now posted here.

Thanks everyone for the feedback!


 

Posted

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Lingering Radiation:
Slotting: One recharge SO/IO should be sufficient for this power. Extra slots aren't really necessary.

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Unlike the rad toggles, Lingering Radiation isn't auto-hit, so you'll want to slot for Acc in most cases, and the recharge (90 seconds) is sufficiently long compared to the effect duration (30 seconds) that you'll probably want to slot more heavily for recharge to get max effectiveness out of it.

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EM Pulse:
Description: This is an AOE hold, with some extra benefits and some extra problems. It debuffs the mobs on top of the hold, but also drains your endurance and leaves you unable to recover endurance for a while.

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Unlike Blaster/Defender nukes, EM Pulse doesn't drain your endurance - it just has a fairly high base end cost (20.8) and a -recovery debuff after you fire it. In exchange, you cover a huge area (double the radius of the PBAoE holds in Ice, Illusion and Fire, triple that of the ranged holds in Plant, Grav, and Mind) with a Mag 3 hold for (slotted for hold duration) up to a minute, plus hits enemies with a 40% end drain and a -recovery debuff. I'd skip the AoE hold in my primary before I'd skip this, honestly.


 

Posted

Smoke and Flash Arrow are extremely useful for parsing dense enemy spawns. They are essential for avoiding over-aggro, especially when using Imps. They can make the dreaded "Rooms of Death" much easier to manage.

True, the -ToHit is negligible, but the -perception has saved my butt more times that I'll ever know. Both require the user to really manage the room, and look ahead to the next mob, which can be hard when you're neck deep in this mob.

Another handy feature- I can get closer and have a precious second or two more to cast Radiation Infection on a mob.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

[ QUOTE ]
[ QUOTE ]
Lingering Radiation:
Slotting: One recharge SO/IO should be sufficient for this power. Extra slots aren't really necessary.

[/ QUOTE ]

Unlike the rad toggles, Lingering Radiation isn't auto-hit, so you'll want to slot for Acc in most cases, and the recharge (90 seconds) is sufficiently long compared to the effect duration (30 seconds) that you'll probably want to slot more heavily for recharge to get max effectiveness out of it.

[/ QUOTE ]

I even slotted an Accuracy in there. I must've had a brainfart when I was typing the guide up. I've updated this info.

[ QUOTE ]
[ QUOTE ]
EM Pulse:
Description: This is an AOE hold, with some extra benefits and some extra problems. It debuffs the mobs on top of the hold, but also drains your endurance and leaves you unable to recover endurance for a while.

[/ QUOTE ]

Unlike Blaster/Defender nukes, EM Pulse doesn't drain your endurance - it just has a fairly high base end cost (20.8) and a -recovery debuff after you fire it. In exchange, you cover a huge area (double the radius of the PBAoE holds in Ice, Illusion and Fire, triple that of the ranged holds in Plant, Grav, and Mind) with a Mag 3 hold for (slotted for hold duration) up to a minute, plus hits enemies with a 40% end drain and a -recovery debuff. I'd skip the AoE hold in my primary before I'd skip this, honestly.

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[/ QUOTE ]

These are good points and I've updated the guide accordingly.

This is exactly the kind of feedback I wanted. Thanks!


 

Posted

[ QUOTE ]
Smoke and Flash Arrow are extremely useful for parsing dense enemy spawns. They are essential for avoiding over-aggro, especially when using Imps. They can make the dreaded "Rooms of Death" much easier to manage.

True, the -ToHit is negligible, but the -perception has saved my butt more times that I'll ever know. Both require the user to really manage the room, and look ahead to the next mob, which can be hard when you're neck deep in this mob.

Another handy feature- I can get closer and have a precious second or two more to cast Radiation Infection on a mob.

[/ QUOTE ]

I've taken both powers at various points and found them handy but not essential. I've updated the guide to be a little more upbeat about them, but I still consider them situational.


 

Posted

Very cool guide, I was planning on making a Plant/Storm troller as a "Druid" theme so it's good to know where to specialize, and that it will have good synergy.


 

Posted

QR

Nice guide. Since it is a guide, maybe mention a couple of things with Trick Arrow:
(1) Choose an appropriate origin for temp power to light oil slick.
(2) Pet bugs with the slick might drive fire controllers crazy, despite getting partially fixed.

All the experienced people reading are familiar with this, but a new player picking up the guide might need the info.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

A more finalized version is now posted here.

Thanks everyone for the feedback!