SinergyX_EU

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  1. At lvl22 the crafted IO's are not that powerfull yet, only advantage you have is that u dont have keep replacing them as you lvl up. The droptable on enhancement has been fixed, you now wont get TO's, but only DO/SO at your lvl.

    Serum i had for a while, but it became less and less usefull. As mercs are best at range, chance that mobs will pick your serum'ed pet are minor. The DM side seems nicely slotted, i'm not very known in the DM side.

    Tacops i never slotted for dis-dur, mostly your mezz attacks from DM keep them busy most of the time. Commando need a end-red, his 2nd upgrade powers drain him pretty from endurance faster then he uses. You can move the 2 dis-dur, 1 to commando, 1 to equip (end-red).
  2. I can bring my granite/SS/earth tanker
  3. Yesterday i did a respec on my tanker, swapped a few slots and powers. Having LotG+recharge, i was focusing on the +recharge from set bonus.. But they are so freaking expensive.. Thus far only got the ranged 4set, 2set teleport and LotG. Rest is now either 53 SO, hamiO or 50IO's. Some sets even drop my buffs, like the healing in rooted or earth embrace i dont really need the recharge, but i need that IO for setbonus.

    So i said set's goodbye for now, getting mostly the lvl50 IO's (42% buff - vs 38% 53SO) and a few HamiO's i had left.
  4. Same goes with me, having /trap as set. Acid mortar, Poison trap, seeker drones (though u can get the stun set - but have no -acc debuff).

    I've seen with life drain the same problem, it accept ranged damage and heal, but heal has no accuracy and ranged has no heal. So to get sets, i need to go 3/3.

    Worse, the upgrades dont accept sets at all, neither does the summon ghost power (tier 7 necro).

    If it only state Target AoE, check in the CH under recipes and open up the target AoE list, there you see all sets applyable to target AoE.
  5. Erm.. there is already a topic about:
    clicky
  6. LoTG recipe isnt the problem, the 2 rare salvage you need for it goes 3-10m also. I'm not sure yet wich sets to go with, probably the +recharge bonus is most likely.
  7. The difference of EM vs Axe/Mace, EM has pants damage all the way up to 35 where finaly ET en TF come into the scene. Although i only remember Axe, having beheader, chop, gasp and that heavy knockup, it can ditch out good damage allround. Biggest downside, against high SL resisted mobs (council robots, ghosts etc) this is plain annoying.

    Yet if you take fire, ice stone SS into the scene, they are imho the weakest. The AoE of the whirling axe/mace is nothing compared to Footstomp, fault (tremor) and fire aoe's, it gets nasty. AoE of EM is small, but it has higher %-wise stun control. Ice has Icepatch, says enough.

    If the sound would have been different (not that high screek sound), i would have been inv/mace. The sound of Axe just suits me abit better, thus i took Axe. Just like AR and Archery of blasters, Axe and Mace are mostly chosen due the 'fun' factor, not because they are uberish strong.

    If they only would fix the 38 power (pendule and mace one), instead of a cone knockback, just give a knockdown or something.
  8. I used to have a inv/mace, made it up to lvl24. The sound is squeeqing annoying, but as i teamed alot with a sonic, you still feel somewhat happy.

    But the little ball on a stick dont give the feeling u are wacking with a (dunno?) 50KG spiked ball, bashing someone's brain.... ahum defeating someone with your 'strength'. Its kinda like the 'supersoaker' story of AR in blaster set.

    So i moved to Axe, with alot knockdown/up, though no stun. The sound, the animations, the power.. i really love it. With every blow you actualy feel the axe slamming into your mob. Most powers are same as Mace, damage differ abit and different mez (stun vs knockup/down).
  9. I thought LotG +rech still applies with ED? That only setbonus ignore ED and just add up.
  10. SinergyX_EU

    Coming back!

    Soul hold has a bity long animation, Mu has aoe damage, aoe imm and ST hold, also quite nice Sharks.. ya well u gotta like the animation

    And 1 thing that didnt changed, poison trap is still uber pants compared to the /trap poison trap
  11. My build basicly suits every set possible, from range, aoe, mezz, melee, defence and resist Downside, they are SO FREAKING expensive. Was looking at the melee set (forgot name) with the 4th or 5th IO giving +recharge. They're going at 1m upto 5m, just for 1.

    Currently got 1 set, ranged AoE. Giving 10% regen, 0,65% SL resist and duration reduction confuse i think. Was kinda cheap, suited my Stalgmites power. Building on my 2nd set, the teleport set, are 3 in total(range end/range end), setbonus isnt much but its nice to have Most my powers i gonna slot with normal 50 inventions, it puts the EDlimited buff just a few % higher then 3 53 SO's.

    My best IO is the LotG +recharge, the 7,5% recharge to all powers. Yesterday spent 10m to get the salvage.

    So basicly, Granites will benefit massive from the +recharge of setbonus and LotG, most also give 7-9% extra accuracy as bonus. So i am very excited, but to get all those sets i'd like to have, i definiatly need millions and millions of influence. But with whole the invention system, you dont need to get everything in 1 week.

    Firetankers can go for the knockback resist, so they can drop acrobatics. Also for them +recharge will be very usefull, together with setbonus +resist.
  12. SinergyX_EU

    Epics

    Earth is my favorite for my stone/SS. All the earth powers do -defence, helps alot to hit things for the rest of the team. Hold/imm is usefull every time (sapper, AV imm ranged taunting works even better due -defence and taunt tohit vs AV), equal to fire and ice (although ice hold is melee iirc).

    Salt crystals is a fun power to have, mobs out of your mudpots can still be hit by the sleep. Doing it as alpha, gives you -defence from the start. I even managed to sleep GW in STF with it
  13. Icepatch does slow, mobs that can resist alot KD will just move very slowly.

    CE is just a nice softcontrol, low on health with a mob following, get it in the aura for a second and he's slowed for a few seconds.

    Main reason for munitions is 2nd hold. If you face group of 3 mobs (solo), first epic hold, 2nd beanbag, 3rd melee hold. Icepatch, ignite, or just jump back BU and Full Auto. But this can be done with Elec or Fire set too (depends on your attack chain and the redraw).
    (Chillbain -> ranged hold -> melee hold -> melee powers -> finish with gun).

    I rely alot on slug/burst, main reason why i didnt took shivers. The final power of /ice, the mini-aoe sleep i tried once, but i couldnt find any good situatie to use it properly (outside when u need to heal yourself),it remains sad enough the worst power i've seen on blasters (due its redicules tiny range). Sleep grenade is ranged aoe, wich makes it abit more usefull. LRM followed by Snipe is awsome, since LRM does a knockback you have enough time to start snipe.

    In teams, often you dont need more then snipe, flametrower and full auto, specialy with a /kin this set is up every group. Great use is when tanker miss a mob, with the /ice set you can quite control mobs easily.
  14. Due redrawn, i would skip as many melee powers as possible.

    I got a 41 AR/Ice atm, yet my main computer bitty dead atm so i try from what i know.

    Burst, Slug, beanbag, snipe, flametrower, ignite, fullauto
    chillbain, chilling embrace, ice sword, BU, ice patch, ST hold

    CJ/SJ/Acro
    SS
    Aid other/self

    Ignite has a very fast recharge with hasten, i added 1 recharge, 3 dmg, 1 range (helps). Shivers imho only wasts time where you can do damage.

    Basicly, corner ice patch, CE, snipe and draw a few.
    Once on patch, BU, ignite, Flametrower, ignite, Full auto. Ignite can kill yellow (some orange) minions with just 1 spray and BU. Some mobs see a change to get of the ice patch, i use CE to keep em slowed and it gives nice -damage.
    Single targets, even bosses i mostly use chillbain (2acc,1rech,2imm) and spam ignite/beanbag. Beanbag can stack enough to stun a boss, add a snipe and its done
    (beanbag/chilbain/ignite on LT, add a snipe and he wont even hit you).

    I went for the Munition epic, 2nd hold yet ranged, ok resist to SL but my favo, LRM missile, basicly a AoE snipe.
  15. You can add the heroes yourself i just have to manualy validate them.
  16. SinergyX_EU

    MM vs AV/Hero

    I let them attack from range, most of em start the ranged attacks giving a great starter-damage (5 mod damage). Then move the 2 knights and 1 zombi close to the mob (alot -acc helps) and knights swap to their sword.

    Zombie/knight both 3slotted dmg, they take red bosses down rather fast. I'm /traps, having only acid mortar as -resist debuff. With upcomming mine's from /trap, i can sacrifise a pet to get some great aoe damage and replace him by a ghost.

    Its always funny on the US forums if they talk about damage, they asume you have 10 mobs nicely packed and aoe pets stand at a perfect spot doing max damage. Most of the time i solo, groups bigger then 3 i havent seen. Thats why they keep yelling (for ex.) mercs do awsome damage. Go solo and they do far lowest damage.

    Compared to my Mercs, they do far more damage. They seem quite par with Ninja, specialy if you use smoke bomb alot. Thugs i havent got high enough to see their full power.
  17. SinergyX_EU

    MM vs AV/Hero

    From all my pets, i've seen doing my necro's doing most damage.
  18. [ QUOTE ]
    Yeah I think I'm the only Stone Tank left, everyone else being Granites, its a shame, because the other armours are great, and with buffs granite is not really necessary, I tanked a whole STF without using Granite once, had all the agro, tanked Recluse, it was fine.

    [/ QUOTE ]
    Why would a perma Granite be a shame? Yes, i have -recharge, cant jump etc, but i take away the worry of the supporters to see if i'm doing ok. Little fort, SB or RA and i'm pretty much good to go. I dont have to worry what damage, i dont have to worry about alpha, i can fully focus on keeping mobs busy and protect my team in the best way i can. Add the fact you can get +recharge and +run from IO sets now, making it a bity more easier.

    Solo i just run around Rooted and stoneskin, hit rage and i'm a running scranker.
  19. Oh nvm, now i see. Thought u have to cast it where you stand (like burn/icepatch), but its a point&clicky thing (like blizzard).
  20. Sorry, was confused with another game.
    We call PBaoe there PointBlank AoE
    (called Player Based here right?)
  21. My Necro/Traps/Soul Nina Williams mastermind: clicky.
    PvE, but can be used as Teleminer/Alpha Nova. Added comments for info/usefullness.

    Still do to:
    Merc/TA/Mu
    Robot/psn/?
    Thug/dark/?
    Ninja/poison/?

    havent added slotting, most seem very obvious to slot
  22. I've added all new heroes in the list, but having serious issue with names having a ' in it. (Diablo' for example). Since my stupid code wasnt based on that, i have to rewrite a big part of it to get it working properly.
  23. As far i know, only the -acc from weaken stacks. The -damage i did a few runs, never saw it drop more after a 2nd shot. The -mezzResist seems to stack, unconfirmed though.
  24. Since lvl35 my Granite became a 100% perma-Granite. Having stone skin, mudpots, rooted and Earth Embrace. Using WeddingRing/EE for possible Psi damage (outside babbage and that AV i never fought much).

    Quicklist what Granite breaks:
    Fly, hover, groupfly
    CJ, SJ
    Sprint, Superspeed
    Temp powers: fly, SJ

    Back in the old days, casting other armors (brimstone, rock etc) would also drop it, believe that is no more.

    Teleport keep Granite on.
  25. [ QUOTE ]
    I wanted the munition epic for the Cryo Freeze Ray so I have a power to hold an enermy like an Achvillian in safeguard missions in place.

    [/ QUOTE ]
    Good luck holding an AV solo :P Even ice/nrg/elec with 3hold have a hard time holding an AV

    The recent fix on rooting helps abit, even non-weapon (or archers) can cast this power rather fast. Specialy the LRM Missile is awsome with Aim/BU (with boostrange its insane).

    But as said, elec and fire have both a hold power, Fire one is Char (from trollers) and Elec is the 2nd tier power from elec primairy (double hand shoot). It just depends what you want more, Fire gives SL/F/iceMinor, Elec give SL/E resist. EMP is a so-so power, situational very effective. Fire has ROTP, great rez power, although bonfire (knockback pbaoe) is not very usefull in parties.
    Force can be fun, FoN is the unstoppable power from Inv, giving you easy cap resist on a blaster (70% or 75%.. dunno). PFF is a nice 'panic' button, the knockback bubble is fun, usefull but eats way way way way too much endurance. Temp.Inv is nice SL toggle shield.