Sick Burn!!!!The one where you lack the badges to make once always.
OT - I'm currently using Froststep, static cage, barrier and chain lightning. I do sometimes replace static cage for veil strike
Sick Burn!!!!The one where you lack the badges to make once always.
So, I admittedly don't keeper much, but now that the barrier ring actually does things, I've not really bothered taking either fade step or cloak yet, and was thinking of not doing so at all. Any thoughts from experienced keeper types on barrier as sole form of defense?
Don't skip the fade cloak, when you're playing perilous especially against demons it'll make it a cake walk. That knock down it does before popping up, w/o fc it'll pop up right when your barrier runs out and will have you cced before you can drop a new one for you and your friends.Fc is basically a toggle switch on the keeperSo, I admittedly don't keeper much, but now that the barrier ring actually does things, I've not really bothered taking either fade step or cloak yet, and was thinking of not doing so at all. Any thoughts from experienced keeper types on barrier as sole form of defense?
Dont tell me what to do you 1 badge scrub
STOP BEING TOXIC!!!!!!!!!!!!!
So, I admittedly don't keeper much, but now that the barrier ring actually does things, I've not really bothered taking either fade step or cloak yet, and was thinking of not doing so at all. Any thoughts from experienced keeper types on barrier as sole form of defense?
With a weapon damage 69-70 staff and Strength of Spirits passive, your barrier will have a maximum damage absorption of ~5,250. If you target enough teammates with barrier and/or make use of winter stillness enough, it is good enough as your sole form of defense in most situations. When things get ugly with enemy CC or horror/archer firing squad, you may wish you had another defensive ability, i.e. fade cloak, fade step, veilstrike, mind blast, or disruption field. My personal favorite playstyle is to use fade cloak or fade step as 4th ability, but the other ones can be used very effectively. Many people like to use mind blast which can generate a lot of XP for the team and will make you quite survivable, at the expense of usually being far away from ranged teammates and triggering Elegant Defense passive less frequently.
The barrier ring raises the maximum damage absorption by keeper barrier up to ~6,300. Someone made a thread about the new barrier ring (+30% to barrier strength. Old barrier ring used to say 30% more duration but did nothing until two patches ago) and said that the duration of the barrier was reduced ~2 seconds by it. I haven't timed it myself but it did feel like barrier was shortened by about that amount and IMO definitely not worth it since reduced duration also comes with a increased rate of reduction of barrier damage absorption. If the bug gets fixed or already got fixed, then the ring might be worth it. Meanwhile I prefer to use heal on kill or chain lightning rings along with the static cage ring.
I like the Keeper, love Disruption field, only started using it a few weeks ago when I saw another keeper cast it and noticed the effects, question though: Does anyone use the upgrade to the Disruption field, 99% slow down but duration reduced to 5 seconds ..? Might be useful against them annoying Shadows and Stalkers which pop up out of nowhere but otherwise I much prefer the standard version..
I don't really see an issue with CL on threatening. Its decent damage and the stakes aren't high enough that you need to go full CC to keep everyone from dying.
I have been running CL, FS, cage, barrier and pretty much immortal even the most foolhardy team most of the time. I feel like going into perilous i would probably swap out CL for veilstrike, mind blast or dispel or something. Maybe cloak. If you did take barrage, you'd have to be judicious about when you use it. Like CL its a lot of mana and like its been said, your other abilities like barrier and making sure your positioning is right should be priority.
My advice is to try out whatever build you are thinking and if you dont like it, promote! The good thing about keeper is of you dont remove barrier from your bar you are still doing it right.
Edit: Stupid android autocorrect.
STOP BEING TOXIC!!!!!!!!!!!!!
I like the Keeper, love Disruption field, only started using it a few weeks ago when I saw another keeper cast it and noticed the effects, question though: Does anyone use the upgrade to the Disruption field, 99% slow down but duration reduced to 5 seconds ..? Might be useful against them annoying Shadows and Stalkers which pop up out of nowhere but otherwise I much prefer the standard version..
The disruption field upgrade stasis field applies a 5 second freeze to enemies that stay within the bubble long enough for the effect. The upgrade doesn't affect the duration of the bubble itself. If you get disruption field, you should also get the upgrade. If people don't know, it stops projectiles TEMPORARILY, so don't run into the arrows or stay in the trajectory of the projectiles when the bubble ends. I personally don't like to use it but it can definitely be a lifesaver, esp with the recent removal of the 5/5 font room cubbyhole.
Disruption field stops treasure guardians too, it's quite handy.
I saw someone use this for the first time the other day. Very cool particle effects on it.I like the Keeper, love Disruption field, only started using it a few weeks ago when I saw another keeper cast it and noticed the effects, question though: Does anyone use the upgrade to the Disruption field, 99% slow down but duration reduced to 5 seconds ..? Might be useful against them annoying Shadows and Stalkers which pop up out of nowhere but otherwise I much prefer the standard version..
Too lazy to read the thread to see previous suggestions, but whatever.
Chain Lightning
Barrier with Mana Surge passive
Static Cage
Veilstrike
Static Cage is godly if your team works to exploit it. Combos galore, enemies can't escape, enemies take extra damage.
Veilstrike is how you exploit your own Static Cage (or Chain Lightning if you're fast enough) to combo enemies. Also Veilstrike knocks down incoming Red Templar Shadows or Venatori Stalkers.
Mana Surge is a key passive -- freeze enemies when Barrier expires and get a free cast of your next ability. Which should be Static Cage assuming it's off cooldown. The freeze from Mana Surge is huge for protecting yourself and your allies, and it's almost like having another ability (Winter's Grasp lite).
I will give it a run tonight, if I don't like it then will just promote again and rebuild.. Keeper promotes really fast anyway.. ![]()
I like the Keeper, love Disruption field, only started using it a few weeks ago when I saw another keeper cast it and noticed the effects, question though: Does anyone use the upgrade to the Disruption field, 99% slow down but duration reduced to 5 seconds ..? Might be useful against them annoying Shadows and Stalkers which pop up out of nowhere but otherwise I much prefer the standard version..
My last build had the upgrade and I liked it but I was also testing out a cooldown amulet which granted me access again sooner.
I like the Keeper, love Disruption field, only started using it a few weeks ago when I saw another keeper cast it and noticed the effects, question though: Does anyone use the upgrade to the Disruption field, 99% slow down but duration reduced to 5 seconds ..? Might be useful against them annoying Shadows and Stalkers which pop up out of nowhere but otherwise I much prefer the standard version..
I stopped using it when I partied with an Alchemist and it completely invalidated their jelly beans. They do this weird anti-gravity effect and don't hit anything. The ability also seemed too expensive, never off cooldown when i needed it and generally not as effective as other moves. YMMV
When you hit it at the right moment tho it seems to let out a lot of the steam in an intense fight.
Keepers and Elementalists are no more useful than ever if you ask me. Had a perilous game last night that I will say with full confidence would have 100% wiped on the last wave if my keeper had not been on her game as far as barrier casting goes.
If you get disruption field, you should also get the upgrade.
Not true if you have the DF ring. With the ring, you gain the above benefits without upgrading to Stasis Lock and reducing the duration, while increasing the duration to 13 seconds. Try it. Before someone cries no waaaaay, I can provide short video proof if really necessary, but it won't matter for you if you don't have the ring regardless. You either have it or don't, and you always have the option of not upgrading DF to SL yet, but can't reset until the next promote.
I stopped using it when I partied with an Alchemist and it completely invalidated their jelly beans. They do this weird anti-gravity effect and don't hit anything. The ability also seemed too expensive
Trolling your teammates is half the fun. The build requires mana surge, with no Knight Protector, and possibly mind blast to trigger free spells in between. Time your positioning with the end of barrier, and cast DF with the MS buff for free cast, then cast your barrier afterward. The DF will slow enemy attacks down long enough for you to cast your barrier safely. It isn't completely risk free, but it is a lot better then playing like a scrub with no mana and fewer spellcasts.
wow, reading this thread I see there are many builds.
my recent build is: chain lightning, barrier, frost step, fade step cloak. I found this to be a pretty effective build, allowing the Keeper to dish out big punishment, and play a bit closer to enemies (ie Fade Cloak). as with ME3MP, I tend to go with powers that cool down relatively quickly.
that said, I think I may try a static cage, and disruption field build here soon.
Edit: meant fade cloak, not fade step since I upgrade to frost step
I throw disruption field over a downed team-mate if there's heavy aggro about so I have time to pick up without dying myself. Also found it a good extender until the time I can refresh barrier if I need the extra help.
I throw disruption field over a downed team-mate if there's heavy aggro about so I have time to pick up without dying myself. Also found it a good extender until the time I can refresh barrier if I need the extra help.
Barrage is terrible.
All you need is chain lightning upgraded for damage with 1 chain light ring, 1 static cage ring, 15% cooldown amulet, rest is up to you. With all the cooldown passives you can pretty much spam barrier/chain lightning and use static cage when you need it.
Barrage is just worthless imho. Chain lightning with the ring hits harder anyway. The cooldown for chain light is also pretty short. If your spamming that and barrier with static cage, you don't have mana for ANYTHING else anyway.
I basically only use chain light, barrier, static cage, with all the passives, its kind of boring but its the most effective build for keeper. Disruption field is pretty useless in a decent group anyway. The skill is good but not as good as static cage.
Chain lightning - barrier - static cage / rest all passives. No 4th skill. (chain light/barrier/static all upgraded).
Chain light ring / static cage ring / 15% cd ammy / - and whatever else.
I've experimented with veilstrike and mana passive on weakened enemies but meh, its really not necessary, especially if somebody in your group is weakening enemies you can just take the mana regain passive when attacking weakened enemies.
Barrage is terrible.
Heh, more "DPS" keepers.
Barriage is Terrible. However so is CL unless you're on routine. Constantly there are noobs that believe CL kills. It doesn't on Perilous, and slows down killing by noob keepers that open with CL and busting aggro management. On the Keeper, CL is only good for secondary effects due to the shock-weaken sleep combo, and you absolutely need upgraded Veilstrike (no, fury of the veil doesn't count) to take advantage of it if your team doesn't have Stonefist & Pota.
CL is non-lethal chip damage spread out amongst a maximum of six targets, and a minimum of two (if played correctly) if not, then it only does the initial 250% shock damage on one target). Targets on Perilous typically have around 2.8k health for archers, 3.7k for footsoldiers, and more for others. CL is meaningless against these, even under ideal conditions of only two targets. Let's say you hit three times each on two targets, that'll be around 800-900 damage tops each. They still have 2k health left.
Meanwhile, your allies one shot or two shot the enemies from full health, rendering the CL cast pointless at best. At worst, wiping the party due to early aggro. If your party members cannot two-shot enemies on Perilous, something is wrong, whether timing, gear, build or the player themselves.
There are safe times to use CL, and effective, but I cannot recommend CL builds with the intention of doing 'damage', because it does not help in that fashion. It is a debuff, and a combo-setup, best used when the enemy is already at close range.