Deacon_NA

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  1. Whew! Win-win, good for my Doms, good (well status quo) for my Trollers.
  2. Hmm, I was excited when I saw this list on the Dom forum just now. Bummed out for my trollers though.

    Yeah, the lack of a single target blast blows and many of mine will miss Power Boost. I better respec my trollers now because I'm not going to want to touch these APPs afterward, at least for most of mine.

    Some of these do look interesting. Double Sleets for /Colds? Double Melt Armors for /Therms? Link Minds for an /Emp? Not too bad.

    Seems like, overall, this is better for team-oriented trollers rather than soloers.
  3. Anyone know the numbers for Sleet yet? Especially for -def/-res debuffs and recharge.

    A */Fire/Fire Dom looks like it could pretty much approximate a real Fire blaster, just with survivability. I now have added motivation to level up my Earth/Fire.
  4. If the Crey immobilizer changed to a 10 second recharge, it would still be on my tray of miscellaneous powers like the St. Louis Slammer or Rock, that never get used.
  5. What are you concerned about? If it's the psi resistant mobs then make sure you take Levitate and TK Thrust, those do smashing damage. Also, if you find the killling slow against psi resistant mobs, confuse them and make them attack each other. Although my own preference out of those 2 secondaries is psi assault, I'm not trying to sell you own it, rather my purpose is to say that psi resistant mobs aren't the reason to not choose /psi.
  6. Chum puke, or whatever it's called, is pretty watery.

    Bile Spray is the real name.
  7. Quote:
    EDIT: I see what you mean here. Had to read that a few times. I think tanking all four of them is a feat. I'd love to see an invuln, willpower, electric, or even a stone tank that could do the same. There's a lot of psi and even defense and recovery debuffs in these four
    Of course all those other tanks can do the same. Personally, I hate playing tanks and only have one I bother with, an invul that has held aggro of the Reichs AVs + Rechs, the 4 patrons and LR with zero support. To clarify wording, only LR was with 0 support. Focusing on the Reichs AVs, I've witnessed Stone do it, which should be no surprise. Elec Armor can be built up via IOs in the same manner DA can be; the basic framework is quite similar. Likewise, building up Def via IOs should make such a feat doable for Willpower as well.

    Anyway, this is the Brute board. One of the criticisms I hear of DA for Brutes is that it hinders Fury building. I don't know that first-hand, I've never made one and I don't have one my to-do list just spouting "conventional wisdom".
  8. Deacon_NA

    Ice Storm

    I delved into the Arctic APP for the first time for my newest troller, simply because I never have before. I noticed Ice Storm doesn't take accuracy enhancements. I was a bit surprised since the Ice Blast version of the power does. Does that mean it's auto-hit in Arctic Mastery or should I sneak in accuracy using multi-aspect IOs?
  9. Level 8 is certainly no time to judge a trapper. It's around level 18 where you get (as a Defender), Poison Gas Trap, Acid Mortar and FFG. The recharge will seem painfully long at that point, but you'll see the powers in action.

    No, Traps may not be all that in the sewers, but fortunately there's a game outside of sewers.

    What do I do when a teammates health goes red? I run over, hope I have something from Traps to use (Seekers, whatever) then start shooting to either draw aggro or defeat the foe(s).

    Traps and TA are not carebear sets. I think the player has to evaluate their own temperament. If a Blaster's red health bar makes you say "Oh noez, the poor blaster's about to die, I shall save him!" then Traps is not for you. If the same scenario makes you say "Venge (or Fallout) bait!" then yeah, debuffing may be up your alley.
  10. If you purchased an Inert Gas on the Black Market today with some extra zeros and have a screen shot of the purchase, let me know and I'll square things up with you.
  11. I remember when I was leveling up a TA/A, I thought I could go stamina free but one of the Arch blasts is brutal for endurance and once I selected it, I noticed blue bar draining a lot faster. I think it was the fire arrow (whatever it's called). I don't have access to City of Data at work any more to see the specifics. But I did want to mention that your perception may change soon.
  12. Quote:
    Waste of slots in my opinion. You can get more KB protection from 1 slot in a travel power and equivalent recharge for 1 slot in a defensive power. If you are only using Gale as an IO mule, unless it's a very particular build, then there are better choices.
    Ok, thank you for your opinion. It's not "either/or". You can still slot an LOTG in a def power and take Gale And you can save a significant amount of inf, if someone is looking for value, in slotting KC instead of BotZ -kb.
  13. I wouldn't be so quick to poo-poo Gale. Put a few slots of Kinetic Crash and you have yourself some kb protection. Just a couple more slots will get you a very nice global recharge buff.
  14. Quote:
    Originally Posted by Fulmens View Post
    Even if you do have two Sonics on a team, that takes people at 55% res to [whatever] and puts them at the cap. And it allows double hula-hoops, for 60% Res Debuff around the guy on point instead of 30%.

    So two isn't redundant at all.
    I regret that my wording allowed readers to infer that I was implying 2 Sonics were redundant. I was not.
  15. Quote:
    Originally Posted by Madam_Enigma View Post
    I'd say lowering the cost of the toggle -res debuff. Just that on it's own almost shuts down my sonic/sonic's endurance recovery. And I slotted multiple end redux into it.
    My poor fire/sonic controller begs for an attentive Kin to be on the team, otherwise I can enter a mission, toggle on Dispersion, Hot Feet and Disruption, and watch my blue bar evaporate while teammates enter the door.
  16. Deacon_NA

    Traps/DP halp

    My 2 inf:

    I'm doing a Traps/DP right now.

    If you're team oriented, I highly recommend Maneuvers and Assault.

    Maneuvers to add with FFG gives you and surrounding teammates 25% Def. Not too shabby for just standing there.

    Assault's +DMG buff multiplies with Acid Mortars -Res Debuff, very tasty indeed.

    For both solo and team, I encourage Hasten, it means more traps out and makes AV/GM fights that much faster.
  17. Quote:
    Originally Posted by Enots View Post
    I love my ice/cold corruptor. I like to drop the 3 rains on rooftops full of Romans on the ITF and watch them melt.
    Ditto, except for me it's for a Def. That combo with a Heat Loss chaser makes for fun times.
  18. I remember one dude, a scrapper I think, that was soloing AVs before it was the cool thing to do, that wouldn't even share his attack chain.

    I've occasionally shared builds, but for the most part I'm like others that will just provide feedback on builds others provide. Not because it's a closely guarded family secret, more that I don't think my own builds are so much cleverer.
  19. Quote:
    Originally Posted by Fulmens View Post
    Sonic's always struck me as a really good "+1" . It won't make a team on its own, but it will make just about any team clearly and visibly better, and it will do so with minimal fuss. It's very undramatic, but an extra doubling of survivability no matter what, and instant-on -Res in the hula hoops, make for a really good 6th or 7th person for any team.

    (compare, on the flip side, that second Kin or Force Fielder.)
    That's pretty much how I feel. I wouldn't count on it as sole support, unless it's a team of self-soft-capped scrappers. It is however, hard to make redundant (what are the odds of 2 Sonic Resonance users on a team?) and yes, makes a team softcapped via VEATs, Colds and/or FF downright impossible to defeat. My Sonic/ Def is 2nd choice to bring to high end events (MoX), after my Cold/ Def and I bring the Sonic if team defense buffs are accounted for.

    As for comparisons to Thermal, maybe when it gets ported to Defs, an apt comparison can be made.
  20. Power Boost may have made a difference when a Dom would need PB between Domination clicks, however, in the era of the perma-dom, putting the purple in MH is plenty.

    As for what the build is, put the purple in MH and get perma-Dom. That means lots of recharge.

    An aside - people on the forums seem to be willing to help when someone asks "please review my build" and provides one rather than just saying "make me a build". Whether it's true or not, the latter approach implies "Well I just PLd this toon and now I need to build him and I have no clue what the powers do".
  21. EMP arrow is cool and all, but ROA >>>>> EMP so you'll enjoy level 32-37 much more. Go Corr.
  22. Quote:
    Originally Posted by magicj View Post
    Unless you have that HO in Detention Field (a trick I didn't know about, so thank you Panzerwaffen) you haven't caged the Fab Four AVs on STO. It'll look like they're caged, but if you watch carefully you'll see they're not.
    If by "it'll look like they're caged, but... they're not" you mean they're not actually caged when I see the "untouchable" (or whatever it is) message while the AV stands taking no action, then my mistake, that sure fooled me. Otherwise, I stand by my assertion.
  23. I'm doing /Poison for the 2nd time now, this time with Thugs, to make better use of the T9. I've still got the same perception, for a single target specialist, it doesn't take down tough targets any better than /Traps. Oh yeah, and /Traps is great for big spawns as well.

    Before porting it to Corrs, I'd want to see the devs take a long hard look at the set.
  24. Deacon_NA

    Rank the Pets!

    I'll play, I could make this more nuanced but I'll keep it simple:

    Minions

    1. Thugs - Good AOE, 2/3 of them are well mannered. The other third is complete chaos, but he does scourge...
    2. Zombies - self heal gives them some degree of self-sustainability. not a whole lot though
    3. Demonlings - not much to say, I like em fine
    4. Genin - Sort of squishy, yeah, but I really like their ST damage
    5. Battle Drones - lotta pew pew pew. If not for bg mode, I'd be tempted to try the top 2 tier pets tactic with bots
    6. Soldiers - ratta-tatta-tatta instead of pew pew pew. Medic could be very useful, until he brawls himself to death.


    The Lieutenants:

    1. Enforcers - this was an easy call to me. They're well mannered and the leadership buffs are nice. I only wish they didn't crawl out of a sewer.
    2. Protector Bots - bubbles and heals make Bots the set of choice for the MM that wants to shut his brain off. They do more for pet sustainability than any other.
    3. Grave Knights - crits and heals. They do need some micromanagement to melee.
    3. Jounin - crits, hide, placate, trops, I really like these guys. They are squishier than the others tied for #3
    3. Demons - Status effects, heals, resistance aura. Good stuff
    6. Spec Ops - lagging behind due to ratta-tatta-tatta that's supposed to be balanced by effects, that are simply too inconsistent.


    The Bosses:

    1. Bruce Springsteen
    2. Diana Ross

    Actually - #1 depends on my secondary, whether I want a meleer or range.

    1. Bruiser - top for melee, easily (I want this for Poison)
    1. Assault Bot - top for range
    3. Commando - his endurance usage drives me crazy, but he looks soooo bad-ace, I have to over-rank him
    4. Demon Prince - I've only had him for a few levels now (lvl 40 DS MM) but I like what I see
    5. Oni
    5. Lich - Oni and Lich seem quite comparable. Both emphasize controls.