Jump to content

DreadShinobi

Members
  • Posts

    657
  • Joined

  • Last visited

Everything posted by DreadShinobi

  1. This is my exact same approach. 127% is definitely a better number to follow than 123%. And 107% also works if making liberal use of sg base buff. 2 of my doms built to 127% and my plant/thorny built to 107% because he needed more slots for procs. 107 can work without sg base buff but you need to keep hasten up and forcefeedback can also help of course. The higher your global recharge on a dominator the better effective resistance to recharge debuffs you have (more buffer around keeping domination up wheb recharge debuffs inevitably happen), and more recharge also effectively increases your endurance recovery average because of the refill. Doms just scale extremely well with stacking higher than required levels of global recharge, there is no ceiling here.
  2. This would be my -i barely put any time into it- shoddy attempt at a tier list. It is based on endgame team content with IOs. It is based on my personal experience and my personal playstyle. I don't think archetypes as a whole can be considered underpowered or overpowered, because there is too much performance variation between powersets. Archetypes that fill multiple roles on teams, or fill specific roles exceptionally well are generally placed higher. Roles that I consider are aggro control, mez control, offensive support, defensive support, and dps. Blasters are an example of filling a singular role exceptionally well (and dps being the only role that can function as a singular role), and dominators with sleet are an example of one that can fill 3 roles on teams. Scrappers are tiered in 3 spots based on whether they can fill the role of aggro control or not. If I really sat down and worked on a tier list I would likely make separate lists for each role. S tier Fire blasting 'blappers' Sonic Blast Defenders Poison/Storm/Time Defenders Kinetics/Cold Corruptors Plant Dominators w/ sleet A+ tier all others 'blappers' Bio/Shield Scrappers Fiery Aura Brutes Fiery/Shield Tankers A tier non-fiery/shield Tankers not-Kinetics/Cold Corruptors not-Poison/Storm/Time Offenders non-plant Dominators w/ sleet A- Offense oriented Controllers B tier Stalkers (can be higher tier depending on task and setting) non-fiery Brutes other scrappers w/ taunt aura non-plant Dominators w/out sleet Support oriented Controllers Arachnos Soldiers Arachnos Widows C tier Scrappers w/out taunt auras Sentinels Peacebringer Warshade Masterminds Hover Blasters F tier Empathy, Force Fields, Pain Dom, Traps
  3. Actually the OP's proposal is incredibly balanced. (Edit: outside of the duration insp which would be busted, and the mag increase insp could be changed to a minor power boost effect) First the insps they have proposed are hardly overbearing. Introducing more insps does not increase insp drop rate. Introducing more insps actually decreases the likelihood that the insp you want actually drops as well as makes it more difficult to combine insps. You can turn off the insps entering your inventory but they still drop. More insps that are turned off = less total insp drops. Their proposal would actually be a minor tone down to insp power while also adding more diversity.
  4. I would be interested in seeing concentration be redesigned as an endurance costing toggle - it is already implied by the name. I also think psi melee is a set that still has a lot of room to grow. I wonder, if concentration was a toggle, would there be a way for your concentration to be broken or interrupted (outside of being mezzed because melee ATs don't know what that is). Examples could be being out of combat, whiffing your target, or taking a certain threshold of damage. Maybe toggle concentration has a base level of functioning like a smaller sized damage buff, and then insight can be unlocked after reaching certain parameters, with a more signficant damage over time effect either for one attack or several. Another option would be to have concentration be to make concentration a dual offensive/defensive power that would grant smaller +dmg and the ability to dodge attacks occassionally or a +regen buff as you continue attacking. I find psi melee to be quite good already in self mitigation and it would be interesting to expand on that.
  5. Well in my previous post i did say "skipped/dont have" in my previous post, but good to know you got the nitpicks covered, ill just sit back and cautiously eyeball that cold corr that waited 35 levels for the set to bloom and then skips sleet lol. 10 target dark mastery soul drain = 102% dmg buff, perma 7 target soul mastery soul drain = 81.6% dmg buff, 50% uptime = avg 40.8% dmg buff Explain how a 40% dmg buff is better than sleet, hint: it has nothing to do with whether the primary has aim or not. Ancillaries need a massive overhaul and i would hope that this would not be the direction taken.
  6. The question I would have is why would you delay sleet for soul drain? Even for dark mastery soul drain with half the recharge isn't worth putting off sleet. For a leveling build I would just take aim over soul drain and put it in a slot where it is not competing with core power picks like sleet and heat loss. The importance of cold domination t8 and t9 unfortunately for corrs means ancillary picks happen at 41+
  7. If you can manage to provide slots for Soul Drain without needing them for set bonuses it can be a pretty awesome proc bomb. Base: 50+5 rchg IO Superior Avalanche knockdown/recharge proc -These two slots get you to 75.57% enhanced recharge (6 slot +5 Gaussians set is 89.93% rchg) -The knockdown from superior avalanche is very consistent and makes the power an excellent opener / puts the critters on the floor while you cast follow up aoes. If you skipped/don't have Aim add Gaussian proc If your nuke does not have the fury of the gladiator proc, add it here. Having it here also means the fury of the gladiator will increase your nuke dmg for a 1-2 punch. Last 2-3 slots are Obliteration, Eradication, Scirocco's Dervish, Armageddon dmg procs. edit: Also @tidge if you are looking at lvl 35 soul drain, that means you are looking at Soul mastery and not Dark mastery, and it is vastly inferior unless you are specifically going for power boost, which cold doesn't need.
  8. Achilles, fury of the gladiator, annihilation, and sleet tend to be more realistic options to buff the damage here rather than imagining your fiery orbs get fulcrum shifted.
  9. Feel free to take a look at my EM/EA stalker build. This takes a much different approach than yours, with a focus on maximum damage output, as I find the base values of energy aura to be plenty survivable without such investment. It does not take boxing/tough/weave, and there are some unique slotting differences taken that are reflective of that such as the absolute amazement set in EP because I didn't have boxing for muling the AA set. The build features 152.5% global recharge from set bonuses (+90% extra from EA and Hasten). As @Croax mentioned, looking at Experimentation/Adrenal Booster is a very worthwhile consideration for EM/EA, this build reaches nearly 50% uptime on Adrenal and not only does that boost your dmg, rchg, and tohit (the latter by a massive amount), it also boosts your stun duration. It puts TF at a 15.2s stun, ET at 12.2s, and EP at 14s, which lets you more consistently do things like stun EB warwalkers to prevent them from healing at low hp. Experimental Injection is a nifty tool to have access to as a stalker, which can provide a squishier ally perma mez protection, regen, and recov. Also you don't need celerity stealth IO on a stalker. Just put a 50+5 run IO in sprint, Energize reduces the endcost to 0.18. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Stalker Primary Power Set: Energy Melee Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Speed Power Pool: Experimentation Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Energy Punch -- AbsAmz-EndRdx/Stun(A), AbsAmz-Stun(15), AbsAmz-Stun/Rchg(15), AbsAmz-Acc/Stun/Rchg(34), AbsAmz-ToHitDeb%(50), Hct-Dmg(50) Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(3) Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3) Level 4: Power Shield -- Rct-Def(A), Rct-Def/EndRdx(5), Rct-EndRdx/Rchg(5), Rct-Def/Rchg(7), Rct-Def/EndRdx/Rchg(7), Rct-ResDam%(9) Level 6: Assassin's Strike -- SprStlGl-Dmg/Rchg(A), SprStlGl-Acc/Dmg(9), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(11), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(13) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Hasten -- RechRdx-I(A) Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43) Level 18: Stun -- Arm-Dmg(A), Arm-Dam%(19), Arm-Dmg/EndRdx(19), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21) Level 20: Speed of Sound -- Run-I(A) Level 22: Experimental Injection -- Pnc-Heal(A), Pnc-Heal/EndRedux(23), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25) Level 24: Adrenal Booster -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(45) Level 26: Energy Transfer -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/EndRdx/Rchg(29), SprAssMar-Acc/Dmg/EndRdx/Rchg(29), SprAssMar-Rchg/Rchg Build Up(31) Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 32: Total Focus -- Hct-Dmg/Rchg(A), Hct-Dmg/EndRdx(33), Hct-Acc/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Dam%(34), TchofDth-Dam%(34) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(39), StnoftheM-Dmg/ActRdx/Rchg(40), Apc-Dam%(43) Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), Bmbdmt-+FireDmg(46) Level 44: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-Acc/Dmg(46) Level 47: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 49: Assault -- EndRdx-I(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17), Pnc-Heal/EndRedux/Rchg(17), Pnc-Heal(37), Pnc-Heal/EndRedux(40), Pnc-Heal/Rchg(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) Level 50: Ageless Core Epiphany Level 0: Marshal Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Frenzy Level 50: Musculature Core Paragon ------------
  10. Mez protection for blasters: Rune of protection Clarion Acrobatics Blaster ATO status protection proc Ranged defense set bonuses Defense amplifier Break free insps Putting bids on market for larger break frees that have longer duration Emailing yourself break frees to refill your insp tray if you run out Killing the threat before they can do anything.
  11. I have never noticed that behavior. I have the overwhelming force kb>kd io slotted in tornado on my storm/sonic defender and that has never happened. And yes im quite familiar with multiple knockdowns stacking to be knockback. Way back on live in villains b4 ios i farmed tv don map with multiple super strength brutes and if 2 brutes foot stomp at the exact same time they can cause knockback. This behavior is not present in overwhelming force because it does not magically produce a 2nd source of knockback. Overwheling force is 100% a better io than sudden acceleration because it enhances the dmg value. If you have multiple needs for the kb-kd io you have to pick which power gets the dmg increase as it is unique and sudden acceleration is not.
  12. overwhelming force should typically be used in tornado over sudden acceleration as the IO in overwhelming force also increases the base damage.
  13. knives of artemis. Most likely to stay invisible and not die while the hero team sweeps through your hideout and kills everyone else.
  14. True story. If you start with Fire and succeed with your fire blaster every other primary will feel disappointing. Good thing blasters have 14 secondaries to make 14 unique fire blasters though.
  15. I like 'prepare to kiss the dirt mode'
  16. YAAAASSS. All is finally right in the world.
  17. Any brute with a damage aura is extremely overtuned at lower levels because of fury. You can ride on a 190% dmg bonus before buying any enhancements. After SOs come into play it evens out more and narrows further with IOs.
  18. OP did not mention once he was looking for a farm build. Just because it is a rad/fire brute does not make it a farmer.
  19. Widows have no self healing or endurance management tools, they rely very heavily on their natural regen and recovery to sustain. Their inherent is actually perfect for them, it is a boost to exactly what they lack in their powersets - the base values just need to be higher - something along the lines of actually being tangible enough to notice that you have an inherent at all. I also personally don't see making the health regen portion be rather significant - more than the base 40% in unenhanced health. Widows have 1071 base hp, which is really damn low. Stalkers and Blasters have 1205 base hp. My widow with full accolades/IO build hits 1397 hp and put a significant amount of slots into health regen (301%) which still only nets me 21.05 hp/sec. It's great, I heal 50% of my total hp every 33 seconds, but the low base hp really holds the actual total mitigation back quite a bit. Becuase of their low base hp the regen buff from their inherent is even moreso reduced in practical value. I would hope that someday either the value on their base regen is buffed or they are allowed at minimum the 1205 base hp shared with stalkers and blasters (or both). I don't see both as being game breaking, they're far from edging on overpowered. The low base hp and lack of resistances also makes widows feel even squishier than they are because when those hits do slip through they typically chunk large percentages out of your green bar and you just pray that you regen enough before getting chunked again. My widow is the only character I play that I would actually consider putting aid self from medicine pool in their build (which I don't but I sure as heck wish I had space for it). I play plenty of characters that have no self healing, poison and cold domination are some of my favorite powersets in the game, but I don't notice the lack of sustain on them like I notice it playing my widow.
  20. Burn is one of the best power picks /fire manip has access to. It has over double the DPA of combustion, and the damage is more frontloaded - it puts bodies on the floor at the start of the cast - combustion doesn't deal damage until after 3 seconds and then the damage is a full DoT. Neutron Bomb also has better DPA than combustion and is far safer to use. I see many people quote Neutron Bomb as having a long animation time, maybe it just has that *feel*, but it is sitting at a comfortable 1.67s (1.84s arcanatime) that is compared to the 3s combustion (3.168 arcana) and 2.67s FSC (2.904s arcana). Hot Feet does have a very high end cost. My Fire/Fire blaster always keeps it toggled on and doesn't have end issues, and he doesn't even have a performance shifter proc. I skipped consume on my /fire blaster, but it still a good power, not just for the endrefill but also the 50% end drain protection which is easily perma. It is also fully functional with just base slot, and you can put an Avalanche: knockdown proc in it to turn it into an aoe knockdown, which is pretty great. Hot Feet is worth it though, it deals better damage than cauterizing aura and has a much larger radius, they also stack. 1-2 seconds of an enemy turning their back on you from hot feet afraid status is often enough time for a blaster to put their face in the dirt. It is very effective mitigation for a blaster used properly. Mu Mastery Electrifying Fences became a cornerstone power pick for my /fire blaster and so if you are stuck on flame mastery Burn and Hot Feet are certainly not as attractive, but it is a huge loss in potential. With Electrifying Fences + Hot Feet/Burn you gain massive control over your ability to manipulate mob AI beyond the basic aspect of using the immobilize to pin them inside your Cauterizing Aura/Hot Feet/Burn death zone. The energy resist provided in charged armor is also an irreplaceable boon to your survivability that flame mastery cannot replicate - RotP is a crutch when death can be avoided all together 🙂
×
×
  • Create New...