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Posts
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Joined
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Learn to playy the market. Buy low, sell high and all that. Find enhancements that go cheap as recipes and considerably higher once crafted. Buy, craft, sell, rinse and repeat. More money you have, the more expensive sets you can get.
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dual blades/stone armor.
The slow recharge rate will make your combos harder to hit, and as a brute, DB's +damage is less noticed. Also, a giant spinning rock with excellent precision is not something that looks like it should not exist. -
I would build for s/l softcap, then as much recharge as you can get. Ignore e/n defense on an /elec, you get enough energy protection from your shields, and chacnces are you'll get a bit of it from reactives anyway going for s/l defense. +HP/regen isn't really a priority on /elec, since you will be getting a large regen buff constantly from energize.
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Quote:Someone in another thread used this analogy to explain why (s)he thought that momentum didn't build from misses.Spoken like some one who has never used a heavy weapon. It's easier to KEEP a large object in motion then it is to move it in the first place. The trick to momentum is to keep the weight moving at all times. Impact might slow it down, but you've still got it in motion, particularly if it penetrates the target. Though I do have to agree that you should gain momentum even if you miss.
Think of a baseball player up at bat. If he hits the ball, then his form stays consistant and in control. If he wiffs at it, he spins around uncontrollably and loses control. A missed attack with TW would leave you "spinning around" aimlessly, and needing to readjust your footing and start the next swing from a new wind up. Following through slows you down just enough that the added speed from your previous strike speeds you up, but not to an uncontrollable level. -
Quote:Boss beat me to it, drat.That 27% resist bonus is enhancing resilience and tough by 27%-ED. So if tough grants 11.3% resist, the alpha will increase it to ~14%. It's even less if you have slots in it, which obviously you should. Go with spiritual, or maybe musculature if you want more damage.
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Quote:That 27% resist bonus is enhancing resilience and tough by 27%-ED. So if tough grants 11.3% resist, the alpha will increase it to ~14%. It's even less if you have slots in it, which obviously you should. Go with spiritual, or maybe musculature if you want more damage.No I see how they work but I was unsure about the types after some digging I can see cardiac, resilient, spiritual and vigor all have merits I can see where this is going to take some thought. The 27% Res bonus and bonus to bypass ED looks good though in resilient.
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Quote:I guess I did answer myself. I just wasn't sure because it's still an "outside" buff from normal enhancements.I think you answered your own question. Alpha works like enhancements, Cold Shields are affected by enhancements.
In addition to the 2 single target shields, it's also going to boost your Arctic Fog, Weave, Combat Jumping, Maneuvers, and Scorpion Shield (if you use mace mastery) which may or may not save you some slots and/or help with your softcap. I personally use Dark Mastery with 35% defense to M/R/A, so the buff from alpha to my +Def powers will be very welcome since it should get me probably around 3% more defense to all, which is SO GOOD. That and with the slots I'll be saving by stripping some slots out of Heat Loss (since agility gives endmod) I should be able to squeeze in another defense set bonus in somewhere. Ugh, I wish mids would update to include the new alphas. -
On SOs only I have a feeling Illusion will feel slow for someone coming off of scrappers. I'd suggest either mind, plant, or fire. All three will give you good damage early on (take the ST immob for damage and respec out later if you want). Mind and plant are safer with the confuse that they throw around, and solo their sleeps will help. But fire will deal more damage through cages and contained hot feet. As for secondary, rad works well with any of them, as does kin and time. If you plan on teaming a lot, cold is great, and will later on be great at debuffing. But as a first controller, I say make sure you have some kind of self heal. Rad and time are very easy to use, and time has a lot of supplementary control if you want it, along with some great buffs and debuffs.
I think my 3 pairings for the primaries I listed would be:
Fire/rad
Plant/time
Mind/kin
and they all would do great with time. -
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Quote:Will it affect the cold shields? I know that Alpha acts as an enhancement addition, but I'm not 100% on how it mixes with cold's shields being unbuffable by anything other than enhancements.Indeed on going with a +recharge alpha, it makes a massive difference, especially if you know how to build around it. Though I would nod towards Agility over Spiritual now that it is out for the +def and +endmod values now that it is out, whereas the healing/stun from Spiritual don't really do anything for you.
My fire/cold still runs on Spiritual though I really want to switch to agility, as the +def will affect a ton of powers and the +endmod will be nice to have since I only run with base slot in stamina (meaning I would be less reliant on heat loss if I ever needed to save it to debuff a specific mob) and I could probably strip some slots from Heat Loss if I had agility. -
Quote:On a /cold, I would go with spiritual. More recharge means sleet and heat loss are up more, which increases your endurance and damage as well, so you get a little bit of the other two as well. And I wouldn't really tell anyone who isn't a blaster, stalker or scrapper to go with musculature; it just doesn't do enough IMO compared to spiritual.Is it worth to slot for +30% damage on a corrupter? I have a beam/Cold and I can't decided between muscle, Cardio or Spirit. IT seems like I could use all 3. Help me forums.
Well, elec/rad controllers can go radial musculature, because they benefit from every secondary and tertiary enhancement as well, but that's about it. -
And the OP is talking about the "soft cap" as though it were a "hard cap" which it isn't. Each AT actualy has it's own defense hard cap and they are all over 150% I believe, and I think the highest is something around 280%. "Soft cap" defense, however, is the amount of defense at which any more is useless. Because of how defense works, having 100% defense won't do you any better than having 45% defense, unless you get debuffed.
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Quote:Illusion/rad solos them so easily because of the perma unkillable agro holding pets. Debuffs just make it go smoothly. The secondaries are there because as you said, PA can't be buffed, so why pair it with a buffing set rather than a debuffing one? Doms don't get those debuffs but they get crazy high PDS attack chains, and that will combine with pets to be a lot more than what the debuffs would add.Except Ill/Rad is so powerful because of the debuffs. Dominators don't get those debuffs. Other sets like Mind and Plant trounce Illusion in terms of mez-ability. Sure, Assault means you can do more damage but if you count it solely based on that then they outclass Controllers.
What are the common Illusion secondaries?
Cold Domination
Radiation Emission
Time Manipulation
Sonic Resonance
Trick Arrow
Storm Summoning
Why?
Because they either give -Resistance debuffs which enables PA to do more damage or they fill in the weakness of Illusion - a lack of control. Dominators don't get any of these options until Ancillaries where everything is just overpowered anyway.
I personally want Illusion because of how the set doesn't get neutered by Purple Triangles. -
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As Werner said, it will depend on your primary if it's Kat or BS. I like to go for e/n def cap and let parry cap lethal. 99% of smashing in the game is melee range, so parry takes care of that too. And the little bit that is range smashing will be like boulder tosses and are usually used then the enemie closes into melee, so you rarely have issues with smashing not capped. Then I add in recharge for MoG.
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Someone once told me, "the only thing more dangerous than a zombie, is a zombie engulfed in fire," and I'd say that's what you'll think after rolling this character, especially after getting forge.
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Quote:Well if you didn't take gambler's cut, then that means you had to take sting of the wasp. My advice is to drop sting of the wasp and get gambler's cut because it's DPA is a bit higher. And since they all recharge rather quickly and you already have access to all your attacks, it shouldn't mess up an attack chan for you.just one question which power to take:
flashing steel...a cone attack with 6sec recharge / base dmg 41.71
or
gamblers cut...a quick single target attack with 3 sec recharge / base dmg 35.03
Ive just went with gc from 1-32lvl...just respecced into flashing steel...and now iam missing a bit this single target filler attack....but big mobs go down much faster with the other one...
and iam still undetermined which way to go on...maybe anyone got some advice?
i cant take both -
Quote:You can't taunt with PFF though.I know it's not widely supported, but I like the protector bots photon grenade, Mastermind photon grenade, and repulsion bomb cocktail. That's a LOT of stun, and it helps for the mastermind getting attention AoE style of the foes.
Repair is basically your panic button, and it is useful if the Assault bot gets hit by something smashing and hard.
I like PFF over aid self, I can slot a LotG 7.5 in PFF -
Quote:....
I find the game asinine in some ways, due to the degree to which buff/debuff overshadows EVERYTHING else in the game, due to the fact that unlike every other mechanism, buff/debuff stacks without limit. There's a reason why the influence farmers use teams of eight controllers.
This is simply a (small) step to rebalance things. Although in all honesty, scrappers, stalkers and blasters getting their caps raised 100 percent just gives the buffers more to do. Which is why I figure the Dev's, who are desperately in love with buffbots for some reason, will actually implement this.
The main outlier in my suggestions are the tanker resist cap increase, which, again, merely gives the buffers more to do.Play to their likes, ya see.
Buffs and debuffs do have limits. I'm not sure what you would compare them to in the game that has more limits. There are "does not stack from same caster" limits, "does not stack at all" limits, and of course floors and caps for everything. I think increasing the stalker and blaster damage caps would be a nice idea though. Tanker resist I don't see changing though. -
Quote:All three will help with draining mobs, either through power boost, or drain psych. I like DP better since elec can get them to 0 pretty fast on its own. Jolting chain is a one time KD, and will jump from one enemie to the next, and I think if the first one hits, the rest are auto hit. It's a really fun power too, since it can jump past the normal target cap.Thematically, I was thinking in Psy, Ice or Earth for the secondaries. My biggest concern is the lack of AoE in Ice/Psy, or the lack of debuffs for big targets (AV/GM) in Ice/Earth.
Question about Jolting Chain: is a permanent knockdown (like the Ice Patch) or just a one time KD?
Edit: obviously /Elec would also fit, but I dont usually roll dual themes, Im that weird -
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Quote:Since they would be from different casters, they will stack just fine.I realize I am necroing this thread, but I have a question in regards to sonic stacking. If I have 2 alts following me around (Defenders...too cheap to buy controller sets for other accounts
) both having Sonic primary is it possible to have them both stack disruption field on me? Is this simply referring to the same caster since a toggle is only activated/deactivated or does this mean it doesn't stack from two different casters? If it doesn't stack I'll probably go with dark for the second alt.
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Quote:DDR is not going to happen since the set has no +def of it's own. Same issue with elec and fire. And MoG is one of the most liked t9 powers right now do to it not having a crash and no longer shutting off all other powers.Thought I would chime in with my suggestion on adapting the set for Tankers. Briefly:
- Add a small S/L resistance boost to reconstruction, designed to stack with Resilience
- Remove MoG entirely; it runs somewhat counter to Tanker playstyle
- Push Instant Healing to Tier 9; it's more appropriate to Tankers as a GodMode power
- Put a Rise to the Challenge clone, with a nice thematic name, in the empty slot.
The RttC clone should partly address scalability issues, while the Reconstruction buff should take the edge off the lower levels; for extra credit, adding some defence debuff resistance to Resilience might be nice too: it would make IO set boosts more useful.