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I concur with the two guys, the wide area knockdown and slow makes it worthwhile anyway. And you can light it with Epics in the future. Make friends with a Fire Tank or Fire blaster and you're sorted too
Is there any Temp powers you can get from missions which would help in the meantime I wonder? -
I've no idea to be honest. I've Hibernate & Steamy Mist but its impossible to tell really. I've never tried to "fade into the background" in this way.
Copy to test and see what happens I suppose.
Even if it does happen once the PAs vanish I bet you'd regain the aggro, stealthed or not as theres a specific aggro transfer to you when they drop. -
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Spectral Terror does take fear set IOs!
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Really? I tried slotting Carni with one last week and it wouldn't go, must recheck it and bug if they're supposed to -
Yep, Spectral Terror is a superb power, quick to recharge, fire-and-forget and low aggro. Plus anyone feared has at least a 15% accuracy debuff on em
Pity the git won't take Fear Set IOs or Accuracy Debuff Enhancements though.
With Carni I felt the same sort revelation when I specced in Deceive at 32. Kicked myself when I realised how easy it would have made soloing the lowbie levels. -
I've 4 bits of GWs Embrace in my Grav/TAs single target hold for the 2.5% End. One of them is the Damage Proc because it looked interesting.
The other slots are non-set IOs designed to "compensate", to make sure Hold Duration is 95% etc.
I'm thinking of putting 2 Thunderstrike in for the 2% recovery (I'm going for a Staminaless build) but I'll have to see how to slot it first. Probably an Accuracy/Damage and an Accuracy/Damage/Recharge coupled with the End/Hold, Reharge/Hold, Acc/Hold/Recharge & Chance to Psi PROC. That still means my hold duration will only be about 60% boosted. But with nice set bonuses & a decent accuracy & recharge. -
Yep, you'll have your work cut out.
Knockback is a bit of a pain generally and especially for Kins who like tight groups for Healing & fulcrum shift.
Synergy-wise Kin/Rad for the fulcrumed AOEs & -defense or Kin/Elec for sapping works well.
Kin/Dark may suit a magical type too and gives extra protection via the -accuracy debuffs in the blasts. -
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The trial was a very smooth sail. Everybody knew perfectly what was doing.
It was very professional...
We ended the trial in a quite funny and unexpected way.
After waiting for the SlowRaiders for a quite a long time, a couple of us (the controllers) decided to go and see if some bugger has fleed to the corridor. We found the nasty <bleep!> hidden behind some pipes and controlled him to death, ending the mish and the trial.
Again, thanks to everyone that showed up and also to the ones that couldn't make it for a good reason.
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Yep, we tore through it!
Raiders my [bleep] though. Most of it was spent running round and round in a circle. They even gave Wormhole & GDF time to recharge between waves, which was nice of them
That was funny though at the end with the idiot escapee, talk about an anti-climax! -
Hey folks, I'd like to join in with one of my controllers if possible?
Quantum Arrow : Level 38 Grav/TA
I could bring an alt alternatively but QA is gonna need all the respecs he can get -
Grav/TA is a super combo with lots of synergy. (@False_fiction : Wow, another Grav/TA! Cool!)
If I wasn't allowed be TA I'd go Storm too, I've played storm to 50 and Wormhole, Crushing field, Freezing Rain and Hurricane is just an evil sounding combo.
Storm is earlier to develop than TA as well, Grav / TA is a bit of a slog to 26/28 and a blast from then on (just got EMP Arrow myself, probably the finest AOE hold in the game), Grav/Storm would start peaking from 18 onwards really (but tend to lull at 35-40ish). -
Dark/Kin gets really annoying in the mid 20s. No decent powers really until level 35. Darks last few powers suck (Torrent and Life Drain are rubbish, Dark Pit is Ok I suppose, once you've 6 slotted it and even then a Dom will laugh at it) and Kins mid-level powers are sorta boring (Speed Boost, the unmez power and the AOE super jump thingy).
So its not really until you hit 32/35/38 that you get the cool powers. Plus you've to wait so long for the Super Jump power (28) and the Transference that you've to get a Travel power & Stamina in the meantime.
I terminated my level 26 Dark/Kin for being too boring and painful in the mid-20s. Fire or Rad would be a bit more exciting IMO. sonics would give you great single target damage. You have the heal to deal with incoming damage anyway. -
With Inventions you can easily slot a Staminaless build with sets like the Miracle healing set (+2.5% recovery per pair and theres a Unique 15% IO in the set too, although they're like golddust).
Currently on my Grav/TA I've used a Stupify set pair on my Stun power (Wormhole for me, Staligmites for you) for 2.5%. My immob & propel are pair-slotted with a Ranged Damage Set giving 2% each. Singy is slotted with a Pet damage set (can't remember the name) for 1.5% (I think). I've another 1.5% pending with a Slow Set pairin Glue Arrow (you can slot Quicksand) and another 5% waiting with the Medicine pool as I'm bidding on 2 pairs of Miracle. I'm also hoping for the Unique 15% recovery Miracle IO but I'll be lucky I reckon, its much in demand...
I've also 4 slotted Ghost Widows Embrace into my single target hold for an extra 2.5% End to further boost my End pool. Techically I could slot that up to 4 times (you could slot it twice I think?) for an extra 10% End too, although I doubt I'll be able to do that for a while.
Its a costly excerise though, I've spent about 10 million over the weekend (hurrah for Rocket Boots drops) getting it set up. I'm at 11% at the moment with another 1.5 waiting from the Slow and 5% from Medicine if and when I get the receipes. At that point i'd be fairly happy to drop Stamina from my build comfortably I reckon. -
I'll try to make it too with Carni, I have PAs and TP, i'll install Teamspeak for the occasion.
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I'm planning on slotting HT with 2Rech and 2Disorients. It's a great debuff/disorient power, it shouldn't be used just as a rez. Give it a try, it will make things so much easier.
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Yep, i use it as a control debuff too. The animation is too cool to waste just when someone keels over.
Sods Law of course dictates that as soon as you trigger it some poor fecker on the team will faceplant of course -
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Was thinking of restarting my fire/TA. He has a respec or two so I should be ok. He generally was OK (got him to 26ish), but relied on support for a heal and end management. I know TA is end light, but I still found no stamina slightly stilting.
I'd probably take aid self on him if I start playing again.
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I took fitness, even with the End lightness of TA you still need it or you're being careful too much. I found you don't need to slot it ASAP though which was handy, it let me slot Acid Arrow and my level 26 power (wormhole for me which was really handy). I reckon theres an inventions build which could skip Fitness altogether with the right inventions slotted.
I've just respecced in the Medicine pool too which is quite handy, especially when soloing. Even more useful to a Fire than a Grav for pet healing. -
I'd certainly take Hotfeet on a Fire/TA. You should be fine End-wise, I took Hotfeet on my Fire/Rad at level 8 and managed it fairly handly. And thats with RI and other toggles running too. TA is very light on End so you should be fine as long as you don't spam Fire cages.
The only drawback is that TA doesn't give you the safety that Rad gave me, so surviving the Hotfeet aggro might be tough. May be worth splurging on the Medicine pool for imp and self-heals.
Smoke is ok, I only use it for Imp Wrangling. don't think you need Smoke & Flash, smoke alone lets me ghost fairly easily, although I don't do it too much, too boring. But I used it to get through tough areas (like the end of the Numina trial).
I'd skip Bonfire and one of the immobs in Fire, either single or the aoe. The one thing you certainly need and should slot asap is Flashfire at 12.
Personally in TA I've skipped Flash & Poison arrow. The rest are basically must haves. Haste is great for stacking Glue & Disruption arrow as well as quick Oil slick & EMP recharge. -
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So to sum up we only got
Forsaken Empire
Murders Unlimited AKA a blue midget fetish (it a joke)
Night Stalkers
The Gathering
Sisterhood of Hades (seen in my coalition chat)
The Legion of Darkness
Dagger Boys (in the VOID of unknown true stats)
The House of Counted Shadows
The Seventh Cabal
The Fallen Femmes
The Evil Echelon
D.O.A (seen a few player)
No Mercy (Seen a few players)
Anti-spandex corp (seen in my coalition chat)
Forgotten Warriors (seen in my coalition chat)
So we got 15 Active VG, i guess we are the only the big fish as villain VG on the Defiant as we can be all be found on the top 100 SG/VG list
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Wouldn't say the forgotten Warriors (or the Warriors Forgotten which is the VG) is very active. Never really more than 2 or 3 of us on together recently. Stupid LOTRO -
With the epics you may be able to do it. Hibernate slotted with recharges gives you Invunrable resting fairly often.
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afaik all controller powers drain high endurance too.
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Not really. The AOEs like Fire Cages tend to but you won't be AOEing other than having Hotfeet on.
I'd favour Illusion/Rad for AVs though as the PAs are a much better tank than the fragile munkies. -
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CoH Defender stats for Flash Arrow
(as compiled from various sources - Hero Builder, Tomax & ParagonWiki)
Range: 80'
Radius: 35'
Accuracy: 1
End Cost: 7.8
Recharge: 15 secs
Effects: -20% Accuracy Debuff, -Perception
All the above are unslotted.
Can anyone else confirm the stats?
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I'm drawing the results from the newer Red Tomax site:
http://coh.nofuture.org.uk/powersets/powersets.php -
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Where are these stats for Flash Arrow everyone keeps talking about? I'm just curious, because the Tomax guide makes it not look so bad. You know, since the Accuracy Debuff hits the entire mob automatically, without exception.
But to be fair, you're probably right. I think I just threw the extra slot in there as Flash Arrow's reward for keeping me alive and impressing the team.
-jared
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Flash Arrows unslotted accuracy debuff for a MM is 3.75%. slotted makes it about 7%. Which is terrible really.
By comparison Darkest Nights is 11.75% unslotted for a MM. -
I've a question on the -perception and aggro in general with flash Arrow
If I Flash Arrow a bunch and then wormhole a few out (or use any AOE really) will those outslde the Area of effect but in the same group remain blissfully unaware of their comrades plight? Or even if I Flash and then use a single-target attack on one of them and run away to pull just him? -
If I'm the fire/rad the illusionist would certainly win though
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With Spec Terror & Deceive my money would be on the Illusionists. The PAs would soak up the imps aggro pretty well too.
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Twilight grasp has a 20 second duration and a 8 second recharge for a -50% regen. With a 2 second activation that means if you have a single recharge in it you can get -100% regen.
[/ QUOTE ] Not sure about that.
General note, the debuff on all powers; the same effect, from the same power, from the same person, dose not stack.
EG if you shoot a mob with dark blast, he gets a -9.375%acc debuff, if you shoot him a 2nd time before it's worn off they do not stack so it's still at -9.375%acc debuff.
However if a 2nd /dark also shoots the same mob they will stack.
As well as the debuff from gloom will stack with the one from darkblast.
So I'm not sure that twlight grasp -regen will stack, although it would stack with fluffies one to give you -100%regen
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Actually that example is not true either, multiple Dark Blasts will stack the Accuracy Debuff. But they only last 6 seconds so you can never stack many in any case. Ditto with most defender blasts according to city of Data, the easiest to prove this with is Sonics. My Dark/Sonics just has Accuracy in the first blast as its nice and quick and can used to make the other blasts hit harder.
Its generally longer lasting direct attack debuffs that don't stack, Acid Arrow for example, the -Resist and -Defence won't stack.
As MaX says the debuffs from Twilight will stack with itself too. -
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Lunatics go Grav/Sonic
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There, fixed that for you Carni.
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Fixed the fix
As for Grav/Kin do you really want to spend your being the Speed Boost munkie?
Although with ID & Speed Boost your Singy would be a great tank, plus you've got SS & Haste to bring him back if he does die.
But you miss out on the beauty of Wormhole > Oil slick arrow > Taser > Disruption Arrow if you don't go Grav/TA (I throw an Acid and a glue arrow in here too just to make sure no-one gets out).