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Everything posted by Doomrider
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I'm hoping this math is correct... =((30677.15+(102.26*189))/189)/(1-0.2) That's 189 seconds or 3:15 for 330.716 DPS. Since we're not allowed to post videos I figured I would post screens with the time stamp shown for evidence. 0:06 pylon run begins... and it pops at 3:21. I hope this counts. As per the rules laid out, no temps, insps, no outside buffs, no lore pets, hybrid was not toggled on.
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Running 176 global recharge, 95% slow/recharge debuff resistance... even without FFB you should have perma hasten or damn near perma. I opened your build, dropped the third slot and boosted the 2 level 50 recharge io's to 50+5 . It brought the recharge on Hasten to 120.9. That's .9 seconds off from perma on paper. I run much less global recharge than your build does but can still manage instances of perma hasten through FFB usage. When you say you're 7 seconds off perma, at what level exemped? Are your LOTG 7.5% io's attuned? The only reason i'm going on about this... is that extra recharge is only buying you effectively 1 second of recharge versus 2 level 50 recharge io's boosted to +5. It's a waste of a slow IMO, but you do you. SInce you're only frankenslotting and using the IOs for their enhancement value, not any bonuses, it shouldn't be an issue using a higher level enhancement versus a lower one. The only consideration for using the lower sets are when set bonuses are factored in IIRC.
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Boosters could really help squeeze a little more out of this build... for example. You can boost the rch IO's in hasten to push the recharge in the ability to RED ED levels, but the 3rd slot is largely wasted, plus with FFB going off as often as it will in a build like this, hasten is effectively permanent. White Dwarf flare does knockdown (.67 KB per the tooltip) not knockback, so Sudden Acceleration is doing nothing there, you can move that slot elsewhere or replace it with something else. If you're looking to franken slot your heals, you can use 2 pcs preventative maintenance (heal/rch, heal/end/rch) and 1 pcs doctored wounds boosted to +5 to give you the same enhancement levels you have plus a little s/l resistance for when you exemp below LF range. Other than that, I would suggest looking at Unleash potential from the FOW power pool. It's a great defensive cooldown as well as a good recovery/regen tool and can be slotted for either depending what you desire. If you want another tool to help combat end drain when fighting Malta or Arachnos, you can franken slot it for end/rch and it takes a LOTG as well. Might be a worthy replacement for your last 3 power picks. Other than that you can also put in the preventative medicine absorb proc in your self rez. It's a great proc and benefits greatly from PB's large HP pool.
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As the title suggests... the base damage and activation shown is the base damage exclusively while in Nova Form, before the native 45% damage boost from Nova Form affects the ability. The tool tip shows no reference to this condition, though I believe it should as it's very misleading to anyone looking to roll a human form pb. Screens below... See damage shown for Glinting Eye (human form) is 44.48... Nova Glinting Eye is 112.23 or if you remove the 45% damage boost from Nova Form... it's 77.41 as the tool tip suggests... Edit: and before anyone says it... yes I know it literally says "Nova Glinting Eye" but this was only brought to my attention because it was infact misleading someone looking to build a Human Form PB, and this is precisely why I used the word misleading and not incorrect.
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
Okay I quickly scabbed together some screens for the PB builds. I have been planning to do some more in-depth updates but due to lack of free time it just hasn't come together yet... hopefully the screenshots help. If you have any questions, feel free to send me a message.- 145 replies
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- peacebringer
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Doom's Kheldian Builds [ARCHIVED] No further updates.
Doomrider replied to Doomrider's topic in Peacebringer & Warshade
Thanks Camel 😅. If you need any help with your PB build feel free to send me a message.- 145 replies
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I made a couple changes since you had you were capped on 10% recharge bonuses. Remember they cap at 5 per type of bonus (ex. in this case 10% recharge bonuses). I didn't want to change too much in the build powerwise since it is your build after all, I just changed the order of the powers a bit. You're going to want Gleaming blast much sooner so you can have it in your ST chain. The endurance recovery is not ideal, not but terrible. I would probably take a slot from elsewhere put 1 end mod into stamina. Light form will give you some added recovery and you'll be using this while playing any content L34-ish and higher. While using this, leave the other shields off to help conserved endurance. Having some defense, in this case around 20% to everything is not a bad way to go. Resistance (aside from psi) is plentiful already in the powerset, might as well build some defense. Some people sacrifice a lot in their build to achieve higher defense than this but I don't really think it's worth it. Another approach you could take is trying to build specifically for s/l and melee defense. I like hitting 32.5 s/l/melee if possible so you can soft cap defenses with 1 small purple insp. This is less of a concern though if you team a lot since defense granting powers are quite common while teaming. http://www.cohplanner.com/mids/download.php?uc=1499&c=698&a=1396&f=HEX&dc=78DA6594CB4F135114C6EF74A6D41690428B3C5B5E85BEA0B4820B5F212AF111404948DC36030CD0A402698BD1A50BFF06579898F8DCB8F1B5F3B9F67FD0B8948746024443C6D3F9BE604D27697E9DEF7EF79C33E7DC99A95BE375CF2FDD19535AD385BC592C66A72D73CE9A2DE49617AD82E7AA595A2B987955BE3CF2EBAF5CCD5E5B58B0968BB99B566A72ED466E7965AD983D2F314A91FF5CE35695EB9C0455BEE995957C6A66D5B2E6EB9DBF17738B4B25D91374EE262D73DE2A149772ABD959AB64D6C2922F7B54AB941295DF6FB7E265BBD41543A98CA1EAA6C87170B3ECD11C8FA68EEB8E56734273B8E5E692B2756D149A912647C09AB8306AA86DF1EA88A3EBDF11E7C8063905EF517A0FC48BD26CC31D75396B911838102713603409F64A7F3DACD3935488476AB2E6453CE50D41B325412D3477ED43C67A443E06134FC8A7E43350D52855CFBDF52F106FF025F90A1C7A43BE0687BFA19F7F246F039FAD611D6BFE07657A95FF3EEE339F9127735B1890FA255F23F335BE45CF9ADE91EFC1E007B0EF2318F904FE947C01CE38C0D90439AB0867B4239E66D6D4DC897DC74264186CED22BB415D7ADA823D5A4B8BC40949BDADA02EF5B631671B67DCCE99B773D686783AF84C1D97D19BCE0972120C7FC59EF05DF4233C867B4372877896427EC4EB09827DCD6400744B9E2EE6E93A8938DDA7C8D3E419B0E72CC959ED495F7A796E7A37917B5FB47EE476F7EF401BD8070777C1A13D7098E779B81BF335134AC558778CF5C6597F9C75C70F94D3C339F126E155C9759C8379D152AC2745FF17195C9A5A9A5AA771F85E4B2C9CA9B0A39503DA76AC72BD03B5262A355B2E95AE523255CA4895325AA59487C92F88BC86E8F0B471F8E5501ADF52AF5FBE10D0EC1959F7628FCBCBA7F24DA052DF2F70D3273118571B428CED7F9AA65DC73E570FFC5B95FE18FC3F2AFDF7509B6B17D3FF0B547EDAF8
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I would advise you to reconsider luminous det, its an large aoe that can hit 16 targets in a 15' radius but you'll have to free up some slots first. Solar flare and Dawnstrike alone is a little light on the aoe, that's where luminous comes in. Also Dawnstrike's slotted recharge could be a lot higher. I would suggest the following slotting for those powers: Solar flare: 3 piece Superior Essence Transfer (acc/dmg, dmg/end/rch, acc/dmg/end/rch, overwhelming force KB->KD, force feedback and fury of the gladiator chance for -res. Dawn Strike: 5 piece armageddon, sudden acceleration KB->KD. Lightform could have a little more recharge, it's about 15 seconds off perma. FF going off relying will close that gap a bit but it's probably easier just to enhance it better. Franken slot if you have to. Drop 1 end redux from assault if you plan on running it. The other option would be drop assault entirely for vengeance and slot a 5th 7.5% global recharge LOTG there. Quantum acceleration doesn't need more than the base slot, with a 7.5% global recharge LOTG in its place. This power isn't used in combat as it will put you under 'affecting self only' so slotting it for more defense is kind of pointless. That will give 5 slots right there for luminous det. Also, when you're viewing your power tooltips, I would very much suggest clicking inner light off. Currently Gaussian's BU proc is inflating your damage a fair bit. Glinting eye and gleaming blast could both use more enhancement slots. Also if you're trying to use Ruin for psi resistance, there are better io's for that. Use impervium armor 6% psi resist. You can slot 1 into any resistance power up to a max of 5. Also restore essence doesn't require any more slotting past the base slot. Put preventative medicine absorb proc there. Also drop the 2 extra lotg pieces from combat flight, the base defense and end are so low, they're not really worth slotting, even for the paltry set bonuses.
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Peacebringers are much more self contained than Warshades. Especially in the way they replenish their health. Since a PB doesn't require bodies to use their heals, and a Tri-form PB has access to 3 heals, it can make them very tanky regardless of the # of enemies in range. All of their buffs are completely self contained, so whether you're fighting a hard Single Target like an AV or an EB or your fighting a large mob, your buffs and heals will grant you the full value unlike Eclipse or Sunless mire than which grant you a buff that scales with # of targets hit and has an accuracy check.
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The problem with this arguement, is we're not really playing the same game we were back then. The HC team has already drastically changed things including making incarnate powers and IO's so much easier to acquire than they were on live, increasing the the prevalence of top end IO builds which has drastically had an impact on the difficulty of the content AS it was designed.
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Warshade forms and slotting etc. ADvice sought!
Doomrider replied to Razor Cure's topic in Peacebringer & Warshade
Fitness pool powers still work while in forms. Miracle, Numina, Panacea procs all still work across all forms even if slotted into health (which is really where they should be slotted) Nova and Dwarf form are generally not worth slotting for end mod. You have Stygian Circle which is incredibly powerful for end return. Resist uniques in toggles (steadfast, glads armor, unbreakable guard, etc) will still work even if the toggle is not used. I believe the only exception is likely Kismet +accuracy, which requires the toggle to be on in order to gain the bonus. -
Builds don't cost 2B inf anymore... ppl really need to stop echoing this. While this held true back on live, It simply does not apply on HC and to suggest that top end builds still require that level of monetary investment is just being hyperbolic. Sure, people can spend 2B inf if they really wish to... but it's far from necessary.
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How to combat cascading defense failure?
Doomrider replied to selfunconsciousness's topic in Scrapper
I know some people may take this as a l2p issue or git gud statement, but I gotta agree with Nemu here. Fight, tactfully. Indoor maps, you can pull to corners and break line of sight if your getting overwhelmed. I see plenty of people run into the middle of mobs, especially with defense secondaries, and do nothing but go through their rotation and then faceplant. - Use inspirations. The faster you down enemies the more you have, but you get zero new inspirations if you hoard them and never use them or only use them sparingly. - Build for layered mitigation. Any combination of defense, resists, regen/absorb/heals, soft controls, hard controls rather than putting all your eggs into any one of those baskets. - Familiarize yourself with troublesome targets; those who will debuff or mez you into oblivion, and get used to defeating those first. - Monitor your bars and know when you've bitten off more than you can chew. - Use situational awareness, especially when it comes to engaging the alpha. Make sure when you position yourself, you aren't at risk of aggroing adjacent groups. Obviously this doesn't always work when your on pugs, but solo or in small team settings it can make a big difference. -
@MicrocosmWhat do you think about adding a taunt component to Black Dwarf Mire under your want list? I don't think its too much to ask given Bright Dwarf Flare has one and it would probably be easy to add to the power. This could directly help pet management on top of whatever changes are made to the pets directly to improve their squishy-ness.
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*Doom casts Thermal Shield over this thread* 100% this stuff. I'd take it one step further for Gravity Well though. Change the activation time from 2.07 to 1.87 (same as Block of Ice) to give it a slight DPA buff since most of our measly ST DPS is attached to this one ability. That and even with Essence Drain getting a dmg buff, it will still end up being having 1.93 activation time which is IMO, a little on the long side but it is what it is. Ditto. I really don't care how they manage it, but if fluffies are going to contribute so much to a Warshades ST dps, they need to be more robust. Whether that's through your suggestion to let them inherit Eclipse buffs, or other means. As is they draw too much aggro considering their frailty, and they should under no circumstances enter melee range. On top of something like this, I'd like to see the human shields consolidated into 2 toggles rather than 3 but I agree the shields are largely useless outside of being mules and don't do enough individually to try and build around them. This is an interesting one, and onei've heard suggested before. I wouldn't be opposed to it especially given the slot tax that's imposed on Warshades who want to neutralize KB in their powers. OR... what about if Stygian Circle gave 50% end drain protection for 120 seconds just like consume? It might change how the ability is flagged (since it only currently uses dead bodies as targets IIRC, but that might be a viable option and one that would benefit both Human only builds and Triforms since it's a staple power. Would a small base dmg increase across the board be out of the question? We have a few powers with identical DPA right now (shadow bolt, ebon eye and gravimetric snare) which seem a) kind of redundant but b) also a little under powered tbh. Base recharge would likely have to change for these as well but I think it would be worth it. How many attacks do tri-formers need that recharge in 4 seconds or less? 😂
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Word to wise... Try making a build first then post it for review. What your asking for right now is for someone else to do all the work for you. Usually people are more willing to help if they have a foundation to work with.
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But aside from cleaning up the code, it doesn't directly answer how this change will benefit the player? I can certainly understand the need or desire to clean things up behind the scenes for future development but this still doesn't address how getting rid of pseudopets and replacing them with native mechanics is going to benefit the player? If i'm to believe that this change is being done make the game better itself for the players as has been alluded to in the posts above, what is this benefit?
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Thanks for speaking on my behalf! Not ignoring the effort to eliminate pseudopets... last I checked I was still allowed to dislike a change to a power, regardless of the motive and express my distaste for said change. Now all finger wagging aside, I would geniunely like to know exactly how this change to pseudopets is supposed to improve the game for me? So far, rather than address all pseudopets at once in the patch notes which would have made more sense given their presumptive goal, it appears to only Tar Patch has been changed. Maybe it would appear on the surface, that the power is being singled out, regardless if that's true or not. I think if the goal was to make sweeping changes to pseudopets then it would have been better to hold off and roll those out all at once in a later update?
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First of all, what you saw was as reaction to the changes themselves and not directed at anyone, devs or otherwise. I'm upset by these changes, they don't feel called for in the slightest regardless of it being a bug fix or otherwise, but thanks for the moral grandstanding.
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I think you missed the ship pal. It's fine... just carry on.
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Oh you didn't hear? The change to tar patch wasn't for rebalancing... no no... it's a "bug-fix". Also I don't know what you've got to doubt, it's already been proven that TW is a clear outlier by a large margin, just because you don't know it, doesn't make it not true. No one's trying to go to bat here for TW btw... we're just pointing out what's been tested and proven by the Scrapper community. You want to know more, well we've pointed you in the best direction where you can find that information.
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Go visit the Scrapper sub-forum... plenty of evidence there, I don't think you'll need a tutor.
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