OV_ohms

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  1. Not if you plan to PvP in BB or Sirens. Transference is available at 35 for corruptors leaving you just Warburg for PvP.
  2. OV_ohms

    Dark/dark build

    Hmmmm now you mention it, I think you're right.
  3. OV_ohms

    FF trollers

    [ QUOTE ]
    FF gets very useful repel and knockback powers that can in some situation be better than controlling ones.

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    One thing to remember, most of those repel and KB powers (especially Force Bubble) will make the least defender member of the team the biggest target. That would be you by the way
  4. A /dark brute would possibly be the worst brute type for you to take on as a dark/kin corruptor. They are highly resistant to both your damage type and to end drain.
  5. OV_ohms

    Dark/dark build

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    I agree with every point Tufty makes there.

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    Yup, its all pretty good advice.

    I would add one further point that if you get Nightfall, a range enhancer will give it a similar cone and range as TT which is handy (but not essential).
  6. OV_ohms

    Dark/dark build

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    - The Dark Servant is slotted pretty much randomly. I have no idea what this fella does and what's worth beefing up on 'im. Help?

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    I would go with an acc and 3 Tohit Debuff and whatever takes your fancy in the last 2 slots
  7. [ QUOTE ]
    I'm so close to hitting 40 I can almost taste it, and I got to thinking: I'm planning on getting the Mind Epic Power Pool, and I know it's a sleep power. So, do powers like transfusion, transference and fulcrum shift wake up a sleeping enemy? (I'm liking 3 slot it with accuracy, then put a group to sleep, heal/replensih end as necessary from last group, position blasters, fulcrum shift, then blaster/s go nova ) Would it work?

    TIA!

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    FS and siphon power don't wake a sleeping enemy so you can buff off them then nuke but you will need to be well coordinated to use it in a team. I cant remember if Transufion+transference do or not.
  8. I would be tempted to wait until issue 7 comes out (hopefully next month) as there are some major changes to claws coming, unless she has another respec to spare.
  9. OV_ohms

    Vigilance

    If you're short on endurance just stop healing/buffing/debuffing for a bit. Remember, your team is expendable, you aren't. Don't tell the other ATs!

    Runs off and hides
  10. OV_ohms

    Broadsword -def

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    What enemies have got high defence that I can test this on? Rikti drones spring to mind.

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    Vengeanced Nemesis?
  11. Does it also increase their base health regen?
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    I had Seaman Stains, a huge pirate brute in the Captain Pugwash style

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    Urban Myth. The crew were Master Mate, Tom the Cabin Boy and Pirates Barnabas and Willy.
  13. Nope not sure. It looks interesting. I would copy to test and try it out but I've got a character working on the mez badges atm

    Can anyone confirm this?

    Edit to clarify:
    Sure on the first part, not on the second part. From that thread it looks like i'm wrong which is good news
  14. [ QUOTE ]
    Does this result in using less endurance when summoning

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    Yes
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    does it result in the summoned henchmen using less endurance on their powers?

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    No
  15. OV_ohms

    Claws changes

    These changes look quite nice. I'm looking forward to trying them out
  16. [ QUOTE ]
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    Debuffing them to the point where they can barely move is all well and good, but i find the damage output insufficient to take down one of those AT's while their toggles are on.

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    I'm pretty sure I've seen an En/Kin do a number on a Regen. AFAIK, En and Rad have similar damage output, hence my comment - it's just a question of keeping them below half-health, because as soon as Scourge comes into play all bets are pretty much off.

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    The defender version of Transfusion does -regen. If the corruptor version also does this then I could see how they can beat a Regen.
  17. OV_ohms

    Kin/Psi - Powers

    I wouldnt bother slotting defbuffs in hover or stealth. The extra 0.5% def isn't worth the slots. I find 3 flight speeds in hover + siphon speed makes a decent combat travel power.
  18. OV_ohms

    Kin/Psi - Powers

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    Also, i regretted taking reduce inertia 10 minutes after having picked it, when i was tired of having to recast it during traveling (more frustrating than using siphon speed to travel with before you get a 14 travel power,

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    One of the best uses I found for it is to use it just before using Psychic Wail. No endurance isnt a problem and no suppression either
  19. [ QUOTE ]
    You'd go mad trying to keep it on everyone. Normally I'll slap it on the alpha-strike absorber and the really squishy aggro magnets just before a fight. But I don't bother trying to keep it on people. Just tell teamies to shout if mezzed.

    [/ QUOTE ]

    Good advice
  20. OV_ohms

    Kin/Psi - Powers

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    For kinetics I never bothered with repel, you need to be close to them to benifit from your heal & endurance refills and repel knocks them away so...

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    I very much agree with that.

    With my Kin/psy I took no pool powers, instead relying on IR to get around. If you want a different travel power then you can skip it.

    As you are in melee range a lot, some form of knockback protection (Hover or Acrobatics) will come in useful.

    For Psy, TK Blast and Will Domination will be your bread and butter. Subdue is also a reasonable attack with a decent chance to immobilise too. The snipe has a huge range and is useful for pulling.

    Don't stick any slots in mental blast and remove it from your tray. It's a horrible, horrible attack. Scramble Thoughts is the other one which is considered a bit weak.
  21. OV_ohms

    Spines/regen

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    Oh yeah and when going for Tough, get Kick, Kick is cool.

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    Does kick prevent the spines redraw?
  22. Ill/rad would be my choice for making a new controller.

    While /kin is a strong set, it is tougher to play well than rad.
  23. I find Rad/Sonic to be pretty potent. All that stacking -res works a treat
  24. Yes it has to hit. The more you hit, the better acc and damage buffs you get.