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Posts
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For a primary your best bet is illusion, it's the most passive - just drop the pets and concentrate on your secondary.
In regards to secondaries:
Storm, Rad and Trick Arrow are mainly debuff sets.
Of the remaining sets if you want to heal and buff you're looking at Empathy, Thermal or Kinetics. The kin's heal is an attack centered around the target - if this is an issue then discount kin if not then kin is a very good buffing set.
Thermal and Emp are quite similar in what they do and how they play - personally I prefer Thermal for the shields although the last big two powers in this set are debuffs.
Another option would be ill/ff.
You could pick up the main bubbles and then pick up the Leadership pool for all the togs (stacked defense) and Vengance and also the medicine pool for healing.
Dimension Shift - personally I love it, allowed me to street sweep large spawns by splitting them in half.
Or you can isolate the bosses by phasing the rest (with the right slotting)- use it properly and it's great; I much prefer it to sleeps where an idiot blaster can undo all your hard work. -
Regrets.........I've got quite a few!!
Most of which revolve around deleting an alt so that I can try out what appears to be better combo. I then find out that it's not the nirvana that I thought it was and that the alt I deleted simply needed more time to develop - and was actually good fun.
I then need to recreate and re-level the deleted alt... I've done this so many times it's not funny.
My suggestion is that for a price you can buy back previously deleted alts as long as you have an available slot. -
Thanks for the feedback, I'll try to fit Siphon Power into my build, as you said aside from the +damage for myself and Phant the -damage to the AV is also helpful.
In regards to the BU proc I've already got it; works really well, one of the PA fires it and they all get the boost; very nice -
Hi,
Makes sense.
I've not done a TF for years so I dont know if this is already in the TF but how about downgrading them to EB's but have groups of EB's (3 or so) - I've never seen more than 1 EB at a time.
That would pose a different challenge to the usual single target AV. -
From a looks perspective Force Field would work also, the other two however would be more fun IMO and better for end game play.
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Combat jumping is a good choice as it give you immob resistance outside of burn as well as a small amount of defense.
I'd recommend the fighting pool if you team, for soloing its less important - I'd take if though.
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Why not take Rise of the Phoenix? I thought it would be useful to self rez and get on with the fight?
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Most people prefer to choose powers that help them survive in the first place. If you go with Acro and Tough it's a tight build so this usually gets dropped. -
Hi Shannon,
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You should be fine imo but as the powersets weren't essentially a meant to go together for Tankers (easier as Brutes imo). You may want to have 3 builds to level up with, respecing power order/choices as you go. Other than that, probably fine.
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I was slightly puzzled by this, why have you got reservations on Fire/Dark?
To me the combo should work very well; Fire giving AoE damage that DM lacks and DM providing good ST damage and extra survivability.
I'm tempted to make one myself, would be good in teams or solo - should excel as a scranker.
I can see no reason for multiple builds either.
Thanks in advance for your reply -
Hi,
You'll need to take all of your primary except,Temp Prot and Rise of the Pheonix. Some would say don't take burn as well, I'd take it though as it offers some additional damage and damage mitigation (as they run in and out of the patch they're not attacking).
6 Slot Healing Flames 3 heal, 3 recharge ASAP
In the secondary you could leave Taunt and use BA for that if you want.
Touch of Fear will improve your survivability.
In the pools, fighting is useful for Tough.
Jumping pool for acro (until you get some IO's)
Haste is a must for the recharge on Healing Flames.
Edit
As you have a damage buff and end drain in both primary and secondary you could choose just one of each.
DM gives the better buffs, so give those priority
Hope this helps -
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If you think farmers aren't going to abuse player-generated content you're kidding yourself - is that a reason the Devs shouldn't add that? Or should you stop caring about how others play and focus on what would make the game more fun for you or for non-farmers? Also with customisable difficulty at least the farmers could farm on their lonesome without hassling players who aren't interested to fill for them.
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I agree with you!
The trouble is the devs see farming as an issue and as such are trying to stop/curb it.
The only way I see to stop farming is change the missions used for farming or change the powers that allow farmers to farm. I wouldn't want something like this to come into effect if it meant nerfs to Fulcrum Shift, the Fire Primary or any other power deemed too uber.
My personal choice for a difficulty change would be for more Elite Bosses. At the late levels Bosses are generally too easy, EB's would pose more of a challenge. -
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Personally I wish they'd just change it so instead of reputation you could actually pick the levels of the mobs you want, whether bosses will spawn, whether AVs will spawn, and how big spawns will be - then everyone could tweak it exactly to suit their character (e.g. stalker or single-target blaster might want more bosses, brute or AE blaster might want tons of minions/lieuts, etc.).
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Sounds like farmers heaven. -
OK
I've not used Forcebubble wont they just flow around the sides?
Sounds like hard work!
I'll be interested in watching if you do it. -
While playing a Grav/Rad Controller a while back I tried something similar.
I went into Perez, (the controller was about L20 at the time so no chance of dieing) and dropped toggles onto various groups then ran around Perez to see how many I could amass.
The problem was that they didn't remain aggroed so after a while as many drifted away as joined.
So I would say no you cant do it!
If you could maintain the aggro, even with all of that defence I think that you'll die long before you get a reasonable sized mob herded. -
I've taken down an AV (Nemesis) with a Tank and Scrapper in a short time with no issue; even with one of them I'm sure I could have done it.
The other two (especialy the scrapper) would be doing the damage though.
So the question is will I be able to over power an AV's regen and take him down as an ill/kin, I'm leaning towards not? -
Hi,
I've got an Ill/kin that I'm IO'ing up to take on AV's, it's very expensive (approx 1000 million). This build will give me Perm PA so I know that I'll survive, however I'm starting to think that I'll be engaged in a war of attrition that I simply can't win.
I've seen vids of Ill/storm and Ill/Rad taking down AV's but these have:
Rad:
-regen 500%
-resist 22.5%
-Def 25% enhancable
+Damage 20%
Storm:
-Res 30%
-Def 30% enhancable
+damage (2 additional pets)
my kin has:
-regen 50% (stackable 3 or 4 times)
+damage 25% (FS; not got Siphon Power in my build)
Based on current stats for Defenders
dark(when available)
-regen (Howling Twilight)-500% for 60sec - base 180sec rech
-regen Twilight Grasp 50% stackable (mids doesn't show -regen but I believe it is)
-resist 30%
I was reading on the US forums and came across the following extract - roughly a year ago but I think that it's still current:
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Well it might not be as much of a difference as you think. The base regeneration of an AV is 20% of their hitpoints per minute, and the most it can be reduced to is 10% of that (or 2% per minute). An unresistable -500% easily took it to that limit (the majority of the debuff effectively being wasted). Now that it is resistable and ends up being -75%, it's still almost all the way to the regen floor anyway.
For example, consider a typical level 50 AV, with 28271 hitpoints. Their base regeneration rate is 5654 HP/min. Previously, LR would reduce that to 2% regen per minute, or 565 HP/min. That works out as an effective DPS (i.e. the hitpoints per second that the AV isn't regenerating due to the debuff) of 84.8 [(5654-565.4)/60]. With the changes, LR now reduces it to 5% regen per minute, or 1414 HP/min, which works out as an effective DPS of 70.7.
So really all this does is change the effective DPS of LR from 84.8 to 70.7 - not that big a change for Rad.
Conversely, powers like Benumb which were always resisted (and previously it was at 94% rather than 85%), have gone from an effective DPS of just 28.3 up to 70.7 (the same as LR).
Interestingly, powers like Transfusion and Twilight Grasp (with a base regen debuff of just 50% rather than 500%), go from an effective DPS of just 2.8 to 7.1 - still not very much at all (though theirs is stackable - up to two or three times).
Poison is the only one that really gets the shaft. Their previously unresisted base 50% debuff used to have an effective DPS of 47.1 (and stackable too so they could also match the capped rate of 84.8); now it is the same 7.1 as transfusion and twilight grasp.
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Based on this I dont think that an Ill/kin will be able to output enough damage exceed the regen of an AV I would also need to spam transfusion like crazy and have little time for anything else.
Any thoughts or maths on the subject?
Also how well would Dark do on the assumption that the above figures don't change when moved to a Controller Secondary? -
OOOPS!!!
I think you're right, my bad
Pretty annoyed with myself on this, I new this was the case ages ago but reading too many bad guides has obviously thrown me.
Oh well, I would still leave FS slotted for fear, might slot a -tohit in TT though. -
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Actually, do you want to know the real reason PvP in CoX can never be well balanced: Travel Powers. What good is a melee AT when the ranged AT can be 300m away in 5 seconds?
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I agree with PRAF68 on this!
As long as people can -
Engage and run when things turn bad
Kite to use failures in the game code to negate certain alts powers (for example - jump in and out of QS before the code can react)
- PvP wont work.
The only way around this I think is to have travel powers suppress for minutes after engaging or remove them totally from PvP zones. -
I agree with Chisel.
The -tohit is a by product of Fear, if you slot for Fear you extend the duration of the power including the -tohit, by slotting for -tohit you increase the magnitude of the tohit but reduce the duration.
Pre-sets I would slot 2Acc, then in the other 4 slots a combination of recharge and Fear that fits your style of play. This will allow you to double stack FS and thus the -tohit as well or have it readily available for another mob.
I would also do the same for Tenebrous Tentacles, slot 2 Acc and then imob and recharge in the other 4 slots to stack all of the effects not just -tohit.
Just my opinion of course. -
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Damage is meh
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The damage is second only to the Fire Monkeys when you take into account the decoys damage.
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knockback is iritating
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As a kin it can be particularly bad but for the most part I find it useful crowd control.
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and it's cowardly, if you try to fight at range as often as not the Phant sits it out all together
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Fighting at range, who's being cowardly?
As a kin I do all my fighting in melee, so not really noticed this; you have an invis power though, move in till phant engages and then drop back to range - more tactics than an issue with Phant. -
It is good, as I said my post was tongue in cheek and as a /kin the change would be a major advantage.
As it is though it's still a great pet, it does good damage and also summons an indestructible decoy of itself which also does good damage.
Your survivability increases as well, if you get stunned etc, he'll carry on pulling the aggro off of you.
As I said great pet -
This is totally tongue in cheek; playing an ill/kin Controller it's more of a wish than a viable option.
When you select Phantasm you have a choice to Summon him as either an Energy Blaster (as at present) or............an Energy Melee Tank with Whirling Hands and Energy Transfer for his attacks
As I said won't happen but would be nice; FS'd ET on a pet
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Hi,
I wouldn't mind taking part; I've got a mid 20's FRad on Union.
I play mainly late evenings (10-11 pm) though, what times are you looking to play? -
What no Parry?
I rebuilt a L20 BS/SR alt to BS/WP just because the /WP would make better use of the +def from Parry.
The /SR will cap without it.
Also a good place to slot LOTG +recharge - not cheap though 60 million last I looked. -
Thanks guys, pretty much as I thought.
Best to clarify though before outlaying the cash. -
Hi,
I've done this on my L50 Ill/Kin Controller and found that it works fine; I slotted this to get the recharge bonus as it's useful to get the Phantom Army up as much as possible.
So my answer is if you need the bonuses then go for it, if not then dont.