Psylenz

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  1. Places to squeeze:

    Fly is at max speed with single defaulted slot
    Try putting just range in teleport
    Hasten with 2 lvl 50 recharge IOs isn't that much slower than 3 lvl 35ish IOs (or SOs) esp if you are getting other recharge sources for set bonuses and LotG.
    Don't over-slot slow in snow storm, tar patch, etc.
    3 slotting acc or damage in powers can be trimmed using split feature set IOs.(2 Acc, 2 Dmg, 1 Acc/Dmg is better than 3 Acc with 3 Dmg for example)
    Put running and jumping stealth procs in sprint.

    I am not saying anyone is stupid, just some tricks to remember.

    If all you can do is add a power like grant invisibility, stimulant, vengeance or some other one slotter, you have added a lot to your build and your team. Blaster love grant invisibility.
  2. Quote:
    Originally Posted by plainguy View Post
    If your going to slot IOs then everything matters build wise. If your going to go with SOs then pick whatever you want because it really doesn't matter. As long as the SOs are reasonable, as an example not slotting 5 damage in a pet with 1 accuracy then it should be all fine.
    There are different schemes for cheaper IO implementation. For example you could use IOs for 2 Acc, 2 Dmg, 1 end and pick up a set IO that is Dmg/End for example. A cheaper IO setup but more effective than SOs to be sure
  3. Quote:
    Originally Posted by anonymoose View Post
    Don't forget acid mortar -resist and web 'nade -recharge on top of poison gas trap's -recharge.

    disclaimer - I like traps. I know what the powers do and how to use them. This does not imply that I don't like your favorite set.

    The most hilariously unbalanced steamroller teams have 2 or 3 or 4 or even more buff/debuffers with different powersets.
    It is my opinion that web 'nade is very underrated. Immobilizing the AV can be very useful.
  4. I was so happy to do a Lady Grey Task Force with 5 defenders, 2 blasters and a tank Saturday Night. Our missing defender representation was kinetic, but the radiation boosting, storm and dark debuffing, and trap carnage provided for an easy victory against the Rikti.
  5. I think you are on the right track with a Kin/Rad. Kinetics get to playing so fast they aren't limited by recharge so much as animation time, and you have to plan your sequences around animation times. Also, rad blast is fast blasting with a lot of variation in style and also in slotting schemes. Go for it!
  6. Psylenz

    Duo Advice

    Quote:
    Originally Posted by Shadow_Stone View Post
    Getting a 2nd account for my 9 year old son. He want to duo team and is thinking of a fire/fire scrapper.

    So my question what is the best partner for him? Ice corrupter? Storm/Ice defender? Ice Controller?

    Any suggestions welcome for good duos or fire/ice duos.
    Knee jerk reaction for beginner melee folks is usually Kinetic. Pair it with ice control, ice blast corruptor or defender, and I think you guys are golden.
  7. I enjoy playing Bots/Dark, Thugs/Poison, and Demons/Thermal alot. All three keep you busy doing important, helpful things for your squad of minions and your team. Bots/dark I took the stun grenade from the robot primary. I didn't take a mastermind primary from the Thugs for a personal attack, but poison is a very busy secondary. Demons/Thermal is probably my busiest mastermind, buffing, debuffing foes, and using 2 of 3 Demon mastermind primary attacks that add to the debuffing. It's also the most team-oriented build of the three.
  8. Psylenz

    Warshade build..

    I am not the most experienced tri-former, but it seemed really easy to slip 4 powers in a build without stamina, no extra slots, into a well-built tri-former. Four extra fitness powers that are inherent in 3 forms? Yes, please!
  9. I have both robots and thugs masterminds. I do not know how you are measuring the amount of energy damage your robots are doing, but between flame thrower and incendiary missiles, the assault bot does a _lot_ of fire damage. That said, it's very hard for me to decide whether Bots or Thugs do more damage. I cannot dismiss the benefit of gang war sucking the aggro away from everyone with their swarming attack, especially in AV fights.
  10. Quote:
    Originally Posted by Xinner View Post
    Widows sound appealing. What aoe's should a widow take?
    Dart burst has AoE and -regen. Spin is a good PbAoE attack with good damage. Psychic scream is a decent ranged cone power that features -recharge. Eviscerate is a longer animating attack but it is a cone (kinda narrow) that can hit numerous targets. Soul tentacles and dark obliteration are two other targetted AoE powers you can take from the patron powers.

    I was thinking when I first read this about the AoE buffs for the team, too. Tactical training: manuvers, tactical training: assault, tactical training leadership, mind link, smoke grenade, which are tremendous benefits to a team.
  11. On my dark/ice I am leaning to spiritual for first, recharge, and added stun in howling twilight. My ice blast does blaster damage, and more damage is appealing, but so is faster recharge on ice storm, blizzard, and power sink.
  12. Quote:
    Originally Posted by Siolfir View Post
    I'll echo Cold and Traps for the -res/-regen/defense, and include Kinetics as a "nice to have" for the -dam (which isn't any more resisted by AVs than anything else) and faster for everyone else on the team.
    I recall a thread discussed here in the defender forums that siphon speed is not resisted by AVs which is a nice piece of AV smacking pie. The endurance drain/endurance boost to team isn't shabby either.
  13. Quote:
    Originally Posted by LuxunS View Post
    Dark falls short on -regen. Since an even level AV has 85% regen debuff resistance, twilight grasp only reduces the AV's regen by 7.5%. While I am a fan of Dark, there is a noticeable difference between its effectiveness against AVs and the other sets mentioned.
    You left out dark servant's twilight grasp, and howling twilight has a nice burst of -regen, too. Crank up the recharge.

    That said Rad, Cold, and Traps are tops for -regen. TA has a nod to the -regen also.
  14. Widow with spiritual slot for recharge for easy perma Mind Link would be my candidate (of 50s I have).
  15. This may sound odd, but I DO enjoy teaming with inexperienced players. Players who say they don't know it all. Players that buck the holy trinity of MMOs. When the tank says, I need to work on holding aggro, it means he is paying attention to teammates, not saying... well keep up next time. When someone asks if this power or that power is annoying, it's better than saying, my way or the highway. When the tank says, 'pull?', instead of charging into a three layer lab room of doom, it shows concern of team judgement and such.

    It makes a big deal of a difference to me when teammates pay attention to other teammates concerns.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    Yes, mire gives you unslotted +4.5% tohit per enemy. Potentially, you could have +90% tohit.

    Nova gives you +9% tohit. That's pretty good. +13% is better, obviously, but I don't think it's worth slotting for. Base chance to hit even level mobs is 75%, even one accuracy SO puts you at the cap for final chance to hit.
    Ok, there is obviously a lot I do not and did not know about nova slotting

    "Base chance to hit even level mobs is 75%, even one accuracy SO puts you at the cap"

    How I read that is with nova form default slotted with say fly not even tohit, the individual powers are at the accuracy cap of 95% with just one single origin accuracy in the powers.

    ... or did you mean one single origin tohit in nova?

    Either way it boggles my mind!! I have my nova attacks seriously overslotted for accuracy. Putting a Gaussian's chance for buildup in the nova form sounds very appealing and a good fix for my slotting in nova.
  17. Storm has a lot of flashy powers: hurricane, thunderclap, tornado, lightning storm. Your bread and butter is Freezing Rain. The soothing showers do much debuff, and foes slipping and falling on their butts is great mitigation as well as entertainment.

    Hover is a pretty good combat power. It helps you place lightning storm later on.

    Snowstorm is more than slow/-recharge. There are numerous factions with spawns that potentially do annoying things like embalmed vahzilok, life mages, sky raider engineers, rikti communication officers. Snowstorm interrupts them. Snow is also great -fly.

    When you get to level 12 and take the obligatory hurricane, there is a great place to test out and practice your herdicane/debuff powers. Take a trip to Boomtown and get a feel for the knockback, using the terrain, and dealing with larger spawns.

    Enjoy!
  18. Psylenz

    Alpha slots

    Quote:
    Originally Posted by Garent View Post
    I think the only two options you should consider are nerve's defense buff boost and musculature's damage boost, since those two things are basically everything that combo does.
    I think nerve is overkill since softcap at 95% on the bubbler is still going to rule most situations. Musculature is the way to go with that I guess.

    There is something wrong with how my Rad/rad burns through end, even with a numina-recov/regen and conserve power.
  19. This is what leaves me shaking my head: isn't 13.5% tohit decent, not overwhelming? That's more than what I calculate getting from double mire. I know double mire has damage buff, too.
  20. First let me say: ignore that bull doo doo about kinetic buffs being not for the kinetic. Total rubbish.

    Second, your current trio sounds really stacked! Maybe you just need to work out tactics a bit. Give your plant and brute teammates a couple seconds to mitigate that first strike that mezzes you. If you Fulcrum shift before the spawn is mostly dead, with quick killing it can spill over to the subsequent groups.

    Third, the mass hypnosis in psychic mastery, takes a big big chunk out of any alpha. I highly recommend that for kinetics.

    Another idea, you and your plant teammate with your extra powers from I19 stamina respec could each take stimulant! That is a good power to have just one slot in.
  21. Psylenz

    Alpha slots

    At present, I have 4 defenders that I think I will alpha slot. Dark/ice will go Spiritual for the recharge and stun attributes. Storm/Rad blast is going Musculature-Radial. As my friend said, most of the time you don't need extra defense debuff until you really really do need it on AVs and such. The damage will be nice for the Lightning Storm, Tornado, and rad blasts.

    My Radiation/Rad blast defender is another matter. I can see three types of alpha slot helping: Spiritual for the perma AM, perma Hasten build. Cardiac since he does suck down a lot of end even with conserve power to offset EM Pulse. Nerve core boost looks good for choking cloud and EM Pulse, but the Accuracy portion would be superfluous.

    For my Forcefield/Psychic blast, I am completely undecided.

    Any thoughts from the forum gallery?
  22. I am a little torn. I can see how having extra stun and extra recharge would help Bots/Dark. Extra heal and extra recharge would help Demons/Thermal. Extra end would definitely help demons. Extra Damage would help everything, since extra stun duration, end cost, and recharge of controls would warrant less attention if everything is already DEAD.
  23. I wouldn't get stealth; it doesn't stack with shadow fall. I would sooner pick up hasten, superspeed, another dark blast attack, and/or maybe the dark nuke.
  24. I think my Fire/Dark is going to respec (with a nod to the inherent stamina) into Oppressive Gloom to go with Howling Twilight, then Recharge/Stun in Spiritual looks tempting. I haven't really decided yet, but it looks tempting. Recharge benefits a lot of dark powers.
  25. Spiritual is the one with +recharge AND +heal, or am I confused? Extra heal would be frosting for plant doms with spirit tree and EC doms with Static Field. Or, would those effects be unnoticeable?