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Doomrider

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Everything posted by Doomrider

  1. Just gonna leave this here... @MicrocosmI'm sure remembers Kheldian Fridays on Protector. I was not a Protector native but I transferred my Shade over and met several people I consider good friends and still play/talk to daily. But I agree with Micro, generally speaking the Kheldian population was/is lower thus I feel they got less attention from the devs, which only meant Kheld issues got passed over time and time again.
  2. No they definitely do not have a damage aura. I remember a time when they stayed at range, those were good times. Fluffies have 3 attacks, Shadow Bolt, Shadow Blast and Gravitic Emanation (cone). No melee attacks, no damage auras. No reason to be in melee.
  3. Thanks. I think it's fair to say most people glaze over the shields when you know you'll eventually build perma-Light Form anyway so I was trying to figure out a way to utilize the shields without feeling like I was sinking too many slots into them. In doing so still allowing their slots to be purposeful when playing end game content, even if you just use LF at that point. I wish i could have gotten more defense into the build to be honest, but I wanted to make endurance manageable without bogging the build down with too many toggles. The idea for this build came from when I was looking at just how much fire/cold resistance one can build from purples/winter sets, it dawned on me that Thermal Shield could be entirely skipped. Having basically 50% resistances to all for a measly .48 end is a steal.
  4. Can you confirm if this will extend to non-Controller/Dominator pets as well? Dark Extraction (fluffies) have been going into melee for awhile now, they don't even have melee attacks. This would really help Warshades out if their fragile pets didn't kamikaze.
  5. Regardless of whether the OP's suggested change becomes a reality or not, the larger issue of power creep will still continue be prevalent until something is done to raise the difficulty ceiling either through new content and/or higher difficulty settings, assuming that's even possible. When I think about playing certain content in the context of what character to bring, role seldom is a factor, if ever. Usually it's whether we're doing a full 8 man team or not. If there are even 2 or 3 of us min/max'd, we leave the team composition at that in order to still feel like there is some challenge left. This is a somewhat half-baked attempt trying to handicap ourselves in order to feel some semblence of difficulty and if anyone is feeling like the game has been too easy for a long time (assuming you aren't already doing this) I would suggest giving it a whirl. Kind of on that note and the subject of Fade and powerboost, recently we did a 3 man Lambda Trial with a Corruptor, Sentinel and myself on my Fire/Dark Controller. While it was still somewhat of a challenge, we completed in our second try (much to our surprise). I think the notion of something like that being doable with such a small team definitely emphasizes much of what other posters are saying about the state of difficulty in the game. If anyone is interested in seeing this, i'll post a video below. The video is shot from the Corruptor's @Septipheranperspective but take a look at his combat window to see exactly what Fade and Powerboost is able to achieve on top of someone already building 32.5% + ranged defense. Sometimes I find myself yearning for the pre-io days... Simpler times.
  6. While I agree with the OP generally speaking when it comes to Fade (currently using Fade w/ PB to great effect) I really think there are other support sets more in need of review, far more than Time. Even if Farsight and Fade are changed to no longer interact with PB as they currently do, those 2 sets are far more well rounded and powerful than other support offerings. Sonic Resonance for instance; yes -res debuffs are incredibly powerful but the set has not aged well. Many of the powers don't even accept invention sets at all and the set in general is rather end hungry. Much of what the set provides is outclassed by others, and work more intuitively. I know this thread is about Time and powerboost but rather than focus on one of the most popular and powerful support powersets, shouldn't we be addressing sets that are being largely passed over and in need of updates?
  7. It's been awhile since I last posted; I have a few more builds theorycrafted ready ,some I have already begun to have test. This next build is kind of a response to what I've been hearing from people in regards to Human PB performance and their reliance on Lightform to have meaningful resists, especially when exemping down. So in response to that... I present my Human PB Brawler build. Doom's Peacebringer - Luminous Blast - Luminous Aura Human Brawler Build.mxd DISCLAIMER: Though the build attached was made with exemping in mind, it is NOT A LEVELING BUILD. This for those who enjoy playing Human form PB and have reached level 50 but want a more robust build that's still serviceable while exemping down. This build utilizes 2 of the 3 resistance shields that normally aren't taken, in order to give us a decent amount of smashing, lethal, energy and negative resistance while playing below Light Form range. We only take these shields because we can fire/cold resistances easily through IO set bonuses at no cost to our build goals. This should grant us a significant resistance base for our inherent to work off of when teamed with other damage dealers. We don't devote many slots to these 2 shields, rather due to their naturally lower end usage, we use them for their base resistance values and also to mule crucial unique IO's, giving us some decent psi resistance levels due to the Aegis unique and Impervium Armor 6% psi resistance pieces. Features: 32.5+ def to smashing/lethal dmg (softcapped w/ 1 small purple inspiration) 48-49% s/l/f/c/e/n/psi resistances without Light Form. (Again, this is your resistance base. While teaming your inherent will really shine and push your resistance to scrapper levels when on teams with other damage dealers. Perma Lightform** 146.25% global recharge (hasten's bonus included) Hasten is perma as long as you trigger FFB (Force Feedback) via Solar Flare OR Luminous Det once or twice during combat. (though they should be firing much more often) All AoE KB is converted to KD with the exception of Luminous Det. (you can replace one of the dmg procs with a sudden acceleration if you wish to neutralize the KB) When playing in Light Form range, you can turn Shining Shield and Quantum Shield off to save endurance since Light Form will be already capping your resistances. The IO's slotted will still grant you their bonuses, even if you are not using them. Ideal exemp range is as low as 23, though you could easily play this build lower with proper inspiration usage. ST Attack chain ideal for DPS (Radiant/Gleaming/Cross Punch); leveraging procs in Gleaming and Cross punch to push DPS beyond typical PB DPS levels. A couple notes about Cross Punch.: - You may think, why did you skip Incandescent Strike? Well, comparing the two powers and given the same slotting the DPS will be fairly similar. What does this mean though? They will do roughly the same damage when the damage is divided by the time it takes the power to animate. Since Cross punch is faster, it allows you to deal more damage within a shorter time frame (by way of fitting more attacks in a shorter period of time), thus increasing your overall dps. - The other advantage of Cross Punch is it grants you +recharge and +tohit per enemy hit up to a max of 5 targets. +5% for each if you've taken boxing or kick and the two stack, so you can substitute tough for kick if you want the better buff from Cross Punch at the loss of tough. We only use tough as a mule, so the only trade off is 6% psi resistance. NOTES: **FFB in both Solar Flare and Luminous Det ensure high uptime of 100%+ Recharge buff that FFB provides. **FFB also ensures while you're knocking everyone on their asses, it's speeding up the recharge of your heal. FFB has the added bonus of allowing you to soften/counter any recharge debuffs that may land on you. **FFB is also utilized to keep things like Hasten, Essence Boost and LF permanent. Though the downtime, if at all, is minimal. While on missions and during aggressive play there should be no gaps at all and these powers should recharge before they expire. Mule Powers: (Powers you don't use so you can keep them off your tray, they're just their for their slotted bonus) - grant invis (7.5% lotg io) - brawl (3.75% s/l def) - boxing (3.75% s/l def) - tough (6% psi resistance)
  8. Just give Traps Trip Mine the 2.77 sec animation and make it uninterruptible just like Devices. 🙏 Traps on MM's doesn't have Time Bomb... but the other AT's do. :P. Maybe the other AT's should get Detonator as well and it should work on your placed traps upon targeting them AT.... then we can just do away with the redundant Time Bomb. You could blow up your old Poison Trap right before you place a new one XD
  9. As the title suggests; we had this idea to start doing trials with a small group, ideally 3-4 from our SG. The video footage below was taken from our second practice run but through dumb luck we somehow pulled it off anyway. Enjoy! The footage is unedited, you'll see extra team members leave the task force before we actually start. Footage by @Septipheran. @Doomrider - Fire/Dark Controller @Septipheran - Fire/Rad Corruptor @Honest Abe - Rad/Rad Sentinel
  10. Bump. I'll +1 the OP's suggestion. Anything to make Traps less clunky I'm in favor of. A 5 second arm time for both Trip Mine and Time Bomb is already too long on top of the cast being interrupt-able. The other trap powers likewise could use they're arm times (animation times) lowered as well. The stationary nature of traps is already at war with the pace of most teams, relegating traps to favor solo play.
  11. Yeah... but that wouldn't explain why I get the same results when I remove one of the hami's and replaced it with a dmg/range Posi blast. Also getting the same result when I pull the other hami and replace with a range/slow Pacing of the Turtle. The slow appears under buff/debuff but the range does not.
  12. This is interesting... when the dmg/range Hami's are slotted It does not show range as being enhanced (look under 'BuffDebuff'). Maybe this could be pointing to the range not being enhance-able?
  13. It's a nice little trick you can do when going from mob to mob and Dark Nova is a good one slot wonder for that. If you ever consider a human form Shade, then Redlynne is correct that the proc would be better served in Tactics (assuming you take tactics) and will see better uptime while teaming when that toggle is on.
  14. Cool math. Doesn't change the fact that the build posted doesn't use a human form attack chain and thus wouldn't properly utilize tactics. Nice flex tho... Not really applicable here.
  15. It may be just be an issue with me opening the datachunk in Mids Reborn.
  16. No problem :). I'm glad you could take some inspiration from these builds. Just to note; in your attached build it it shows you've taken project will and wall of force instead of mighty leap and unleash potential. I assume that was a mistake give your the description above? Unleash can be quite good on Khelds due to our most builds being relatively high recharge in nature and our easy of slotting FFB procs to further boost our global recharge. My recommended slotting for unleash would be: Luck of the Gambler: Defense/7.5% global recharge, Defense/Rch +5. Any other defense set: Defense/Rch +5 Generic rch io+5. That should get def/rch into yellow ED cap territory (Red for recharge since you're running spiritual) If you want more regen/recovery you can use the last 2 slots for that. I find sustain is fine on a Warshade so I don't see as much value in boosting it as the base regen and recovery in the power is already plenty. Gaussian's chance for build up would make more sense for a Tri-form slotted into dark nova as you have to have tactics toggled to see benefit from it and on a tri-form you're seldom going to use it. I would swap your tactics and dark nova slotting. The Build-up proc will have a chance to fire everytime you swap to Dark Nova just fyi. Annihilation -res proc in Nova Det has quite a lot chance to proc at that level of recharge. Basically it'll trigger against 1 in every 5 enemies. You could save a slot by taking the 2 pcs Annihilation out for overwhelming force dmg/KD and put Sudden Acceleration KB->KD in Quasar instead.
  17. Preventive Medicine works independently of any power it's slotted in, so you will not gain any added benefit by putting it in an absorb power. I believe it does not necessary need to be slotted into auto powers like health in order to work (you can literally put it any power that takes healing sets, even a self rez) but the absorb will be trigger at certain hp threshold. The absorb from preventative however, will stack on top of the absorb value granted by Wild Fortress.
  18. Did we just post at the exact same time? I think you may have beat me to the punch haha.
  19. Tri-form is going be easier to level and will pick up earlier than human form only. Getting Nova form at Level 6 is fantastic as you get 2 additional ST blasts and 2 aoes, also Glinting Eye works in Nova form as well giving you a full ST attack chain at level 6, which is crazy. While key binds will definitely make life easier, they're easier to implement than they may seem. Some of the guides you may come across may come with a lot of bloat and walls of texts but the essential binds can be broken down very easily. Keybinds are personal for sure, so everyone will have a different take on theirs, I could share mine with you if you'd like to give it a whirl. If you need build insight I've got a thread in this sub-forum with a variety of different kheld builds including a budget tri-form peacebringer build if you need something to reference. That thread can be found here: As for endgame, I still play Tri-form over human personally. Both Nova and Dwarf come with a lot of utility that i'd rather have than not and once you get the hang of shifting on the fly, it's a lot of fun and nice a change of pace from conventional AT builds.
  20. You can also sub in steam spray or whirl pool for any attack and still build a stack of tidal power in the process. Just remember that even though water jet and dehydrate spend when at max stacks, they also grant you 1 stack of tidal power when you have less than 3 stacks.
  21. I've been playing around the chain a fair bit on my Corruptor but it should apply to Sentinels and Blasters as well. The best practical chain I've found for Water Blast alone with no supplementary attacks is as follows: Water Jet -> Aqua Bolt -> Dehydrate -> Water Jet -> Fast Water Jet -> Aqua Bolt -> Dehydrate -> Water Jet -> Aqua Bolt -> Dehydrate -> Aqua Bolt ->Water Jet -> Repeat. Water blast is a bit weird due to how tidal power works with Fast Water Jet and how Dehydrate will also use up stacks as well so power order is a bit finicky to ensure you're always using Tidal Power on Water Jet when Fast Water Jet is off cooldown. To do this chain, I needed Water Jet to recharge in 2.93 seconds. If you take any additional high DPA attacks like say Mind Probe from the Psi epic, you can weave that in anywhere on the chain upon cooldown without too much issue.
  22. It's 12.5% against even level enemies. That number diminishes as you push the difficulty up. Using a power analyzer will show this if you're curious, test it against a +0 and +4 to see.
  23. Just found this thread, currently playing a Water/Storm Corr and enjoying it quite a bit. I know this thread is about Defenders, however something I haven't seen discussed here or anywhere else is slotting Scourging Blast chance for PBAOE +end in Tornado. I've put a 3 piece scourging blast (including proc), FFB, Overwhelming force and Soulbound into mine and it's turned Tornado into quite the little mini-buff/soft CC power on top of having a strong dot as FFB, and Soulbound have been firing on CD granting me the Build-up long enough to fire off my aoes and/or Geyser (which i sometimes stack with Aim+Gaussians after casting Tornado) but most importantly... the Scourging blast proc has also been firing on CD which has been great for sustain. This one little proc is drastically reducing the my end usage allowing me to fire Tornado off on cooldown. Now this coupled with Theft of Essence proc in dehydrate has effectively allowed me to sustain without pause at level 37 with my current build on storm summoning character. You could also do this on Dark/Storm corr as well but that one Scourging blast proc just makes life so much easier as a Stormie Corruptor, but something sadly you can't leverage on the other ATs. edit 01.12.22: Soulbound no longer works in Tornado. It grants no build-up to the caster anymore, rest of the slotting listed above is sound. I would consider replacing Soulbound with Achilles -res.
  24. Ah, Micro beat me to it. I third this, Essences have no melee attacks so there is no reason for them to hug enemies like they do. Please tell me this can be fixed.
  25. Bonfire with a knockdown proc is the way to go. For use with ignite or otherwise it has a much bigger radius at 25' versus 10' in electrifying fences or 15' in web grenade and will provide far more mitigation with fewer slots, fairly certain it also doesn't have a target cap. Put a sudden acceleration or overwhelming force proc in it at a minimum and maybe 1 rch IO depending on the build.
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