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Same with any other pseudo pets, its super annoying always having to wait around for the earthquake to despawn in posi tf to rescue the dudes in AP, or waiting for the decoy phantasm to disappear after you rescue someone from a carnie MI, or caltrops to despawn after you rescue someone from the KoA, etc.
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Quote:Depends. Needed healing is relative to how much damage is being taken. In most situations if you are playing with people who know how to play with a kin then they will be in melee anyways (for fulcrum shift mainly) and Kin will be the most team slot effective heal there is since there are also bringing so much more than just healing, really it's main limitation is people who can't adapt their playstyle to what their team mate's powers do (ie running away when they are damaged instead of staying in melee when a reliable kin is on the team). Kin healing can do anything emp/pain/thermal healing can do with half the activation time and twice as powerful aoe healing. Kins can heal scrappers tanking recluse in the STF by having them bring recluse to a tower and healing off the tower (using extreme example to show how kin healing is more than enough for content that is less dependant on healing than such a situation) and in pretty much any other tf a single kin is plenty of healing for the entire tf (big exception being keyes due to how much the AM tank has to move around) and at the same time they are providing speed boost, unlimited endurance, damage cap, and damage debuffs.It is really strong. But will never match a pure healing set for heals.. A single target heal from an emp is going to outstripe a transfusion. An absorb pain will put it to shame. I love Kin and Dark for how powerful their AoE heals are, but don't let anyone tell you they are more effective at healing then the single target options of an Emp or Pain.
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Kinetics. Transfusion is a disgustingly good heal.
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Quote:Main reason to go bane over NW should really be all the -res that soldiers have access to, its a million times more useful than the slightly higher defense that NWs/Forts bring.With a Bane being primarily for ST damage though, most would argue "Why not go Night Widow and have Mind Link, perma-softcapped melee defense and higher DPS?" to which I can pretty much only say that Banes can have a lot of pets which add their own damage, CC and can tank an alpha since summoning them doesn't break hidden.
And of course the usual team buffs a VEAT brings to the table too. A Soldier's in-built Maneuvers has higher defense than a Widow's! -
Definitely go with ice mastery, Sleet if ftw and having softcapped S/L def along side all the +regen from drain psyche is a deal breaker, but its mostly for Sleet.
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Secondary should be factored into the attack chain.
For the most part sonic's dps comes mainly from its 2 T1 attacks and its stacking -res, Fire's ST dps comes mainly from blaze. When incorporating secondary fire is going to push ahead because blaze will become a much more central part of the damage.
For example when using /EM or /Elec your attack chain would be:
Blaze>EP>BS>Blaze>EP>FireBall. Where as in sonics case (could be wrong about sonic, im doing this off the top of my head and I don't play sonic) the attack chain would be Scream>EP>BS>Scream>EP>Shriek. Between these 2 attack chains fire will pull even further ahead because of how much better the DPA is on blaze is compared to the DPA on scream, sonic doesnt really have anything better to go in its place because of how long the cast time on Shout is. Should be pretty much the same deal with mental manipulation and electric substituting EP with mind probe or charged brawl and BS with flares or havoc punch respectively (may have a gap in the MM chain though, I havent put alot of maths into MM in the past so I don't have the attack chain memorized off hand) -
Quote:-recharge debuff procs aren't very effective in practice. Stuff either doesn't live long enough for it to be useful or resists it. That and Distortion Field is such a deceivingly great debuff that you don't really need any more -rchg on top of it.Just two unrelated questions.
First, for a corruptor, how many of you think it's worth taking Inferno? I decided to take Power Mastery pool and I will use Power Build up (better than aim) making Inferno do some respectable damage. Still the toggle drop is annoying... What do you think?
Secondly Time's Juncture. I've decided to add it back into my build for the time being. I am considering six slotting it like so:
4 x Dark Watcher's Despair (mostly to get the horrendous end cost down) including a chance for -recharge
2 x Pacing of the Turtle (again for endurance discount). Including another chance for -recharge.
My question for you on this slotting is.... is it worth it? Do these proc's work in this power?
Personally I just stuck 4 dark watchers in it and called it a day, with just the 4 IOs you get good bonuses and get everything you need out of the power, which is alot, ie: fast pulsing debuff for herding mobs easily, putting you effectively at the incarnate softcap to any mob within the debuff assuming you have 45% def, and giving you a cushion if you are hit by -def doing normal content before your go into cascading defense failure. On top of that it's a great slow (keeping mobs in your RoF longer) and damage debuff.
Wouldn't reccomend Inferno, Fire/Time isnt exactly very endurance friendly and inferno wouldnt help that (and whatever is left alive wont be debuffed by time's juncture since that will drop when you inferno), if you need more aoe damage on top of fireball and rain of fire you could consider picking up fire breath. rain of fire>fire ball>fire breath>fire ball will make pretty much any spawn much less alive. The only thing I ever use inferno with is my kin corr because transference makes quick work of the end crash. -
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Quote:Except you arent factoring end redution and the amount of endurance that you would recover over those 9.372 seconds, your situation isn't practical or accurate. Over 10 seconds you will probably recover 10-20 endurance depending on how you slot, your dark regeneration will be slotted with decent end reduction as well as a +end proc, and all your attacks will have at least 40% endurance reduction or more. On top of that eventually you will have cardiac or ageless (not both mind you, thats a bit overkill) to boost your endurance management further. There are many sets already in the game that can drop your end bar to 0 within a matter of seconds with no enhancements, cause ya know, thats what having no enhancements does.To give you an idea of how bad the set is for endurance, I'll use a hypothetical example for a TW/Dark with no endurance reduction..
Say I use the power shatter armor to activate momentum, then use the AoE powers Sweeping Strikes, Arc of Destruction, and Whirling Smash to wipe out the small targets. I then use Follow Through to finish the hard target, but notice my health has dropped dangerously low, so I use Dark Regeneration to heal myself off of the remaining targets. Hopefully I have over 100 endurance, because in just 9.372 seconds you have used 103.8 endurance. Just using the three AoEs (not counting Defensive Sweep), you have already used 48.64 endurance, and you can do that in 4.09 seconds. Needless to say, the set can burn endurance. -
I'll most likely be going /dark unless it's endurance is too difficult to maintain, but really it's not hard to build for +recov/+end, and then probably take Ageless Destiny.
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Title ^ If you have an armageddon proc you would be willing to trade for a hecatomb proc (or potentially for something else, I am willing to negotiate) send me a tell @Dread Shinobi
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If you want blaster level damage, while still playing a corr, I would look at your secondary before anything else, Fire/Kin and Fire/Cold completely eclipse the damage of a Fire/Time. Sure fire/time still does very good damage, anything with fire does, but time's strengths are its defensive capabilities (def buffs, slows, heals, and ability to softcap M/R/A, as well as large amounts of +rchg) for self and team, not its offense, If you wanted blaster level damage as a corr I would look at fire/kin or fire/cold which can do competitve dps with any fire blaster while also providing fabulous support for the team.
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Quote:Ah, interesting how those line up, I was using broad sword to try and get an idea about what to do with titan melee, but dual blades matches it much more closely.
-Power Slice = Crushing Blow (starter ST attack) I did not use defensive sweep to keep a good ST chain
-Vengeful Strike = Follow Through (T3 ST attack, need momentum)
-Blinding Deint = Build Up
-Sweeping Strike = ... Sweeping Strike (Cone attack)
-Ablating strike = Shatter Armor (high damage ST attack with def and res debuff)
-Typhoon Edge = Whirling Smash (pbae attack, need momentum)
-One Thousand Cuts = Arc Of Destruction (high damage cone attack)
I don't have any comments on the build itself (no time to look at it closely), however I wonder how good titan/fire will be considering all the redraw (3 bread and butter powers will cause redraw from fiery aura, and you're going to be causing redraw from your patron attacks also). Don't get me wrong though, I think it would be an insane offensive threat (anything with fire involved tends to be such), just all that redraw could be an issue. Also using patron/secondary abilities means less time with momentum up and/or less use out of the time that you have momentum active.
Personally I've been looking at /dark, /Elec, or /EA over fire because of the issue with redraw, and that's the first time I've considered anything that doesn't involve fire viable for high end content in over a year or two. Keep in mind that the traditional SS/Fire only has a single AoE coming from its primary, meaning it benefits alot from Burn and patron aoes to fill its aoe attack chain, however with titan melee you have a pbaoe and 2 strong cones, and the pbaoe (whirling smash) is on a 14 second base recharge versus footstomps' 20 second base recharge. This means you should be alot less reliant on additional aoes from secondary and/or patron.
Just some things to think about. I dont think titan/fire will be in any way bad, but I don't think its going to be the same kind of game changer like SS/Fire is compared to say SS/Elec, since Titan Melee has so much aoe as well as the issue of redraw. -
Quote:Travel speed and load times are indeed pretty much all it comes down to for the first one, second one has a bit more killing though.I assume this thread was supposed to be called "how fast can your PC load"
Updating my times for my mind/fire dom, both runs are villain side times, these were done a while ago (the day the second arc came out) I had just forgotten about this thread til now when it got bumped.
Part 1: 6:18
Part 2: 8:31
Can't wait for the next one to come out, since if it follows a trend it will be higher level and I'll be able to use blaze. :3 -
Quote:Fiery Aura is a lot more survivable than many people give it credit for when built properly (ie with high s/l defense, prefferable 32% (softcap with a purple), 40% (softcap with t4 barrier), or 45% (which OP has)). 45% s/l defense + good resistances + an amazing self heal = one bulky brute.Nice, that time is faster than my DM/SD scrappers time, though I did it a little differently (no insps, no deaths, 0/8). I'm trying to see how high I can crank the level. I know I can do a +1, probably a +2, but +3 and +4 look difficult. I did it 59:00. This is a great achievement though, since you have probably have a lot less survivability than my character. But then again, you probably can kill stuff faster in AoE at least.
Quote:Do you need someone in your TF ?
Is there a way where you could have them all join and then quit or just log out but not quit ?
And if all of that does not make sense. My simple question is what is the easiest way of getting this accomplished solo without hindering anyone or wasting their time hanging around for 40 minutes. -
Grats, well done.
Looking forward to finally getting my own ss/fire to 50, (almost there....), then i can finally be in the cool kids club -
Quote:And then once you have clarion, you dont need greens, purples, or break frees, meaning in most situations you can pretty much bring a full tray of reds to tfs/trials, which helps alot with lesser base damage that time provides compared to things like kin or cold.Aye, mez protection is the one hole in Time. But the thing is, with Farsight giving so much defense you don't really need to carry purples, Time provides you with 2 self heals so you don't really need greens either, so you've got lots of room for BFs. Or Clarion, once you're 50.
Being softcapped to all three positions also helps because a lot of the mezzing stuff just won't hit you in the first place. -
Quote:This, I can't imagine playing my fire/time corr without cardiac, infact without cardiac I'd almost say the combination (fire is pretty end heavy also) wouldnt be viable unless you really built for end recovery.I personally went with Cardiac. Fire/Time is pretty end heavy. The extra resists also benefits Tough/Dark Embrace (I went for softcapped m/r/AoE defense).
The power of a Corruptor has never been in raw damage. It's the combination of decent damage and team support. Force multiplication. Honestly, I'm not impressed by Musculature. I've always gone Spiritual or Cardiac on my characters.
The only toon I ever took Musculature on was my dom and thats cause he already has plenty of recharge, enough to use the best ST attack chain, and for the most part, no endurance issues, leaving Musculature as the only thing he could really benefit from.
Basically the way I go about choosing alphas is:
Endurance Sustainable?
No - go cardiac
Yes - can the build save a significant number of slots (for example only using 1 or 2 slots in hasten instead of 3) and/or be able to use a better attack chain with more recharge and/or make a significant ability perma?
Yes - go spiritual
No - go musculature -
Not justifying the best as such or anything, but something alot of people forget is that Claws gets the fastest recharging Build Up (not to mention one of the best ranged attacks stalkers have, focus). Claws still has a horrible attacking type and low base damage, but it does have a a great niche in its BU (as well as access to focus).
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Agree with Rebirth. It makes a huge difference. Also of note since you are /ice, hoarfrost boosting your hp will also boost the amount of hp/sec you regen from rebirth, a rather nice side effect.
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While Mind/Fire can perform very well at range, it performs best in melee due to Incinerate.
Per OP, Mind/Fire is absolutely king.
-Mind brings fast hard control, which is best for doms (alot of soft controls arent boosted by domination, and slow activation times hurt dominators more than other ATs.)
-Fire brings fabulous single target damage in Incinerate, Fire Blast, and Blaze, all of which have good activation times and base damage. It also gets a great self buff in fiery embrace.
-Unless you dip heavily into patron/ancillary pools for aoe, your aoe damage won't be as good as other doms (and that said I would recommend /ice mastery for Sleet and S/L defense anyways), your aoe control will also not be as good as say earth, fire, or plant due to the recharge times of total domination and mass confusion, but with good recharge they can be up whenever you would really need them for the most part.
-The single target control as well as the utility and properties of mind control and single target superiority of fiery assault make up for the lesser aoe potential of the combination, imo. -
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WTB more detailed information on the new incarnate abilities.
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Winner. At -1/+0 you're going to be taking minimal damage and therefore should max out your dps output. fire/elec or fire/em will deliver, as long as you have no issues playing in melee/close combat.