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Doomrider

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Posts posted by Doomrider

  1. The slots tax is more evident pre-IO's.
    Once 50 and slotted out, it's far less of an issue than it's made out to be. When building, everything has an opportunity cost, and Khelds are no exception.
    When you consider that both forms have single target attacks which require virtually ZERO enhancement to their endurance reduction or recharge (as their end cost and base recharge are already quite low), you can get away with very few slots per power while still enhancing maximally for damage and enough accuracy.

    Kheldians are more challenging to build than standard AT's as anyone who has spent time with the class knows. 
    The challenge comes from knowing how many slots to devote to specific powers (sometimes only the base slot) and which ones require more investment to function.
    Taking the same build philosophy you'd use on say, a Tank for instance, and devoting 5 or 6 slots to each attack power and then applying that same philosophy to a Kheld build often doesn't work. This often can contribute to this "slot tax" idea.
     

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  2. 14 minutes ago, Voltak said:


    You talking from experience?  You seen this first hand?
    You seen best runs? 

    Let me tell you what experience has demonstrated 

    The best teams have 5 colds, one Kinetics, two dmg dealers (scrapper and blaster) 
    Or 

    4 Colds, one kin, two dmg, one poison 

    Rad has no place in the best ITF 4 star teams 

    What I mean by best teams for 4 star ITF --  The fastest times with the fewer number of deaths. 

    ITF 4 star is part of the "ALL TFs" 

    ITF has a classical and a new (advanced) formation

    AEON R is also a hard mode TF

     

     

    Remember the other day, when you were complaining at Frosticus for his alleged condescension?
    You need to take a long look in the mirror bud.

    • Thanks 5
  3. 2 minutes ago, Frosticus said:

    You were on a controller right?

    If so, perfect. Otherwise this isn't making sense.

     

    A defender should have boosted the -rech to 

    2.66%

    Yeah I was an Ill/TA controller. Numbers were taken directly from the Combat Monitor.

    • Like 1
  4. 59 minutes ago, Voltak said:

     I was doing Acid Arrow reducing the resistance of a foe by 40% to debuffs. 
    Since AVs have no resistances to resistance debuffs, I am applying minus 40% to any resists to debuff they may have. 

    That's it. 

    Except, AV's do resist Acid Arrow's resistance debuff. They resist it a fair bit. Helps to use Power Analyzer to check the numbers.
    See below vs even level AV.

    1840861308_Screenshot(640).thumb.png.211be39c1502512b093812abc59bf2b1.png

  5. Acid Arrow, by the description alone, sounds really great.
    Maybe if you had an entire team of TAs it would be more noticeable but even then, I'm not so sure.
    I finally got some time to do some testing since TA was revamped, and I'm finding Acid Arrow lacking...

    I've tested it versus sub-EB level groups of enemies and found no particular use for it, outside of slotting -res procs into it.

    VS AVs; I wanted to see how it would fair against the purple patch, so I tried it out on +4 Chimera. (though I had a level shift, so it was really a 3 level diff)
    What I found was this:

    Flash Arrow applied took him from 50 base to-hit to 42.07.
    w/ Acid Arrow applied it took him to 41.89. 

    EMP Arrow almost flatlined his regen by itself.
    w/ Acid Arrow it took it the rest of the way for a short duration.

    Ice Arrow applied took his recharge to -2.11.
    w/ Acid Arrow applied it took him to -2.52.

    That was the only impact it had. For clarity; It did not improve -dmg from PGA or -res from Disruption or Entangling Arrow. It would be nice if the description of the power accurately reflected what kind of debuffs the power will improve.

    Granted this is from a single player's debuffs (mine), but it's not moving the needle much.
    Acid Arrows's effects seem to be quite resisted and possibly affected by the purple patch as well. Took his debuff resistances down -19.5%.

    TL;DR: The unresisted portions of TA's debuffs good.
               Acid Arrow's impact on making them even less resisted, not as impactful.
               


     

  6. 1 hour ago, Xiddo said:


    And for a PB? I’ve got 2 builds atm - one an expensive version of your soft cap PB one and the other one is above.


    Already have barrier!

    Ah, my bad I assumed WS. 
    For PB, full offensive as well and much of the advice above still applies. If we're talking hard mode ITF, I'm a little skeptical of the value of building for defense given how easily it can be stripped. 
    If you're going to build defense at the cost of offense (procs), go for 25% (ish) melee/ranged at the very most. Then even Barrier's 5% min. will get you into the low 30's and then small purple insps will get you the rest of the way to standard softcap. 

    Nice thing with PB vs Super Cims, is all the -def you can stack up will help shore up the accuracy deficiency of your team if that issue is present.
    -Res procs your attacks can help as well. While they may not stack from multiple, we are seeing some pug groups running more buff centric sets like Elec rather than just defaulting to cold dom, making -res less available so improving the uptime of Achilles and Fotg can be helpful.

    Having Melee Hybrid Core for when you have Barrier is still a good option to plug mez if needed but will depend on your team make-up.
    We're still weak to mez even with the 3.11 mag protection afforded to us by Light Form. Otherwise Assault radial for the extra energy procs.

    Only other thing to maybe try... I have not yet, but is removing any sudden accelerations from your KB powers in favor of KB enhancements to see if you can break through the KB protection on 3/4 star runs. This change wouldn't really require a respec, just cost you unslotters. 
     

  7. 11 hours ago, Xiddo said:

    So, any thoughts on Hard Mode builds? I did a +2 ITF and enjoyed the protection from the new spawn things very helpful. I definitely died, but so did everyone so it makes me feel better.

    Freeing up your destiny slot to get Barrier is probably a good idea.
    I dropped a few mules to get Sorcery so I could alternate RoP and Hybrid Melee for personal Mez protection, dropping Clarion so I could pick up Barrier.
    Use Void for judgement for the -dmg debuff.
    Getting some ranged/melee defense is okay but I would let supports worry about that tbh. I would instead concentrate on damage output. 50% slow/-rch resistance and +recharge.
    Don't bother with Fluffies, they get vaporized in hard mode.
    Proc out your single target chain. 


     

  8. 9 hours ago, Sir Myshkin said:

     

    You... you do know... I was joking, right? Implied by the attached Monty Python skit? About identifying a witch based on the weight of a duck? No?

     

     

     

     

    Yeah... I do, it didn't click when I initially read the post tbh 😅 It dawned on me this morning when I woke up. 
    This is why I (should) know better than to post in haste. I was wrapped up in something else IRL when I got a notification and saw "nerf" in your post. 
    /stow pitchfork

    • Haha 1
  9. 18 minutes ago, Sir Myshkin said:

    Maybe it won't be today, maybe it won't be tomorrow, but one day you will be the reason for the first Kheldian Nerf.

     

     

    Yes, nerf one of the most underplayed, underperforming meme-classes based on an edge case. That's a great idea. Yikes.

    • Haha 3
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  10. 2 hours ago, Bill Z Bubba said:

     

    Am I wrong thinking that the form bouncing is allowing you to skip some attack animations?

    The shifts are probably trimming some of them off a bit yeah but whether that's totally controllable is debatable.
    The game is trying to decide whether to play the form animation itself or the attack animation which is why you see me pop into nova or dwarf briefly now and then.
    Combine that with having fast animation attacks like Radiant Strike in the mix and it starts to look real janky, visually speaking. 
    It's a TON of button pressing and shifting off form manually in between attacks in some instances, which requires precise timing to pull off correctly and not get stuck in a form.
    If my timing is too quick it will actually skip attacks entirely and result in a dps loss. 

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  11. Okay I think I broke something with this one...

    Peacebringer - Triform - Shifting chain
    No pets, no temps, no insps, T4 Degen core, T4 Musc Radial, T4 Assault Radial on

     1:43 (500 dps) 😮 (video is not sped up. I swear)

    Had to use filler attacks in my chain cause I don't math anything.
     

     

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  12. Warshade - Triform - Shifting Chain.

    No pets, no temps, no hybrid, no insps, no mire fodder.
    T4 Degen Core. T4 Vigor Core. T4 Ageless Radial (not really built for pylons, clearly)

    2:54

    4000% more effort than you should have to put in 😅
    Pleasantly surprised with the result... for a Warshade.
     



     

    • Like 5
  13. On 2/8/2020 at 7:38 PM, Microcosm said:

     

    WS Pylon Challenge

    First WS to defeat a Pylon with 300 dps or above under normal Pylon rules (no insps, temps, outside buffs, lore pets) and hybrid off can claim 200 mil. That's not a high dps number [dps has been increased since op], but this is the worst case scenario for a WS given how their powers work, so it might be more challenging than it seems. You will probably have to round up a bunch of high level rikti to feed your buffs, or try to leverage your pets if you can.

    Completion List:

     

     


    Well I did it just to see if I could, and then I remembered this thread so I thought I'd selfishly necro it XD.
    3:01 (339 dps). No temps, no lore, no pets, no hybrid, no mire fodder. All Warshade.

    I don't need the inf, I'll just be happy if you see this Micro as I know you're in Rebirth country now. 

    Update: Just got 2:54 (348 dps) on another run. I've posted it to YT.

    • Like 1
  14. 15 minutes ago, madatlis16 said:

    was curious on why to choose burnout?

    As khelds we get a few one slot wonder mule powers. I like burnout because we get a fair number of longer cooldown powers which we can leverage with burnout to use again immediately after they are on cooldown.

     

    It's also nice when you face debuff heavy enemies like if your sunless mire or eclipse miss as a result, you can fire burnout resetting those cooldowns, and try again. 

     

    Another fun use is to do your normal opener w/ quasar at the end. Raise a fluffy off a corpse, hit burnout grab a second fluffy and then nuke the next mob again with your refeshed quasar.

     

     

    • Like 1
  15. Doom's Biforcation Warshade build 08.24.2022 (BIFORM HUMAN /  DWARF)

    Warshade - Umbral Blast - Umbral Aura Biforcation.mxd

    1388934095_Screenshot(603).thumb.png.1ecb122596ed00f2291eeda9e832498d.png

    DISCLAIMER: THIS IS NOT INTENDED AS A LEVELING BUILD OR FOR EXEMP PURPOSES. THIS IS INTENDED FOR POST 50 PLAY AND IS MIN MAXED W/ TEMPS.

    Features:
    Bi-form (Human/Dwarf, end game variant)
    30%+ def to ALL positionals while in Human Form. (Near softcapped w/ 1 small purple inspiration)
    We use Defense Amps for minor mez protection so we can afford to run Ageless core. Running defense amps also gives us our last 5% def to all in lieu of Weave.
    Macros recommended but not required.
    Min. Macro usage includes the following:
    - Dwarf Mire macro - /macro DMIRE "powexec_toggleon black dwarf$$powexec_name black dwarf mire"
    - Dwarf Drain macro - /macro DRAIN "powexec_toggleon black dwarf$$powexec_name black dwarf drain"
    - Dwarf Taunt macro - /macro TAUNT "powexec_toggleon black dwarf$$powexec_name black dwarf antagonize"
    - Dwarf Smite macro - /macro SMITE "powexec_toggleon black dwarf$$powexec_name black dwarf smite"

    For ideal play; I also recommend macroing your other human form attack powers using the following basic macro command:
    '- /macro <human form power name> "powexec_toggleoff black dwarf$$powexec_name <human form power name>"
    Use of this macro type for human form powers (and this works with binds too for those that prefer those) will ensure you don't get stuck in Dwarf between shifts.

    Other notations:
    - Resist values shown are 1 TARGET ECLIPSE numbers. Which makes this build great for solo play and is quite sustainable outside of Stygian when facing single targets.
    - While the build does not have a dedicated Single Target Chain, the core of the chain is Shadow Blast - Gravity Well - Dwarf Drain. You can use Dwarf Smite or Mire as filler, if needed.
    - Macro'ing Dwarf taunt will help aggro control and keep runners off your pets with minimal downtime and loss to damage.
    - Through macro use, we can capitalize on leveraging Orbiting Death for added aoe dot, and Inky to help keep mobs stunned as use of Dwarf Macros still allows auras to tick.
       This also allows our defensive toggles to stay active, preventing our defense values for dipping when shifting.

    Typical suggested opener(s):
    If Gravitic Emanation off cooldown; open with that.
    Leap to melee while firing Dark Detonation so you don't get rooted. Enter melee range and fire Dwarf Mire macro (double tap) -> Eclipse bind -> Sunless Mire bind -> Quasar.

    If Gravitic is on cooldown;
    Target centre of mob, use Dark Det off cooldown for soft control. Weave in Dwarf Mire off cooldown. Weave in taunts periodically to edge mobs to keep enemy focus off pets.

    Don't forget: If you have issues lining up cones, you can leap up and aim down to stun the mob w/ Gravitic. 

    If you opt out of using Sudden Accelerations to neutralize your knockback and instead slot damage procs; use the typical suggest opener and fit Shadow Slip in after Gravitic, to bunch the stunned mobs back on you letting inky stun stack on them.

    Suggested Incarnates:
    Intuition Radial ALPHA to enhance everything we do, plus boost Gravitic's range further
    Reactive Radial Flawless INTERFACE (75% fire dot)
    Ageless Core DESTINY for Recharge, Sustain and countering end drain mobs
    Assault Radial HYBRID for energy dmg procs

     

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  16. 3 hours ago, madatlis16 said:

    I was wondering how the toggle suppression would do for Kheldians. I was thinking of dusting off my 50 WS and was wondering if there were updated builds for a human/dwarf or was a full human still viable or if I should level up a PB

    Edited: Modified statement above

    TS is going to benefit Shades a bit more than Peacebringers, at least late game due to shades having offensive toggles.

    The biggest boost will be to biform builds as dwarf and human form can have comparable resist levels solo pre-eclipse/light form due to the shields not toggling off.

    Human shade should also see a boost now that they can fully take advantage of dwarf mire (and double mire).

    I have some builds in the works for both, will likely release closer to p4 going live.

    • Thanks 1
  17. On 8/13/2022 at 9:57 AM, Generator said:

    Is this having a significant impact on any Kheldians' builds?  Like, I know @Doomriderhas one build in his thread that was predicated on this sort of change happening.  Has anyone used the opportunity to try something really different?

     

    It's impact on builds will largely be playstyle dependent so it will vary a lot depending on who you ask. A couple notable improvements I've experienced:

    - Availability for Human only builds to now take advantage of double mire (via dwarf mire) and by proxy get a second aoe you can fire on a regular interval.
    - Combat Jumping no longer de-toggling is a small QoL but ensures we're never immob'd when we shift to human.
    - Having Inky Aspect tick when you drop to trigger Sunless is nice added mitigation, particularly if you open with Gravitic first as all mobs will be stunned (even bosses) while you mire.
    - Not having to re-toggle OD + Inky on being mez'd is the biggest improvement I'd say. Pop that break free and keep blasting.

    Fitting toggles in, in the first place is still just as difficult, but not as impossible as some would make it seem.

    I don't think stacking defense toggles from power pools is the way to go as much as that might now seem appealing, at least for solo play.
    Might feel impactful against factions like Council, but we never needed much help against them anyway. It's the harder factions that take that investment in Defense and shred it to ribbons w/ defense debuffs,  so at best, at least for harder content, it still acts as training wheels.
    Still better off going full offense and bursting mobs down then relying on passive defenses, IMO.

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  18. 53 minutes ago, alphamax said:

    1- do they count as pets? They're not showing up in my pet window (which is enabled)

    2- back on live they did massive knockback... I can't tell if that's still happening, but if they do can I slot -kb in the power to remove it?

     

    Thanks!

    They do count as pets. As long as you have the pet window enabled and they are living, they should appear in that window.

    They don't do massive knockback, you might be thinking of PB's seeker drones.
    DE's attacks can do a little knockback, but it's KB chances are similar to your own Dark Nova Blast and will only occasionally do some light single target KB which really isn't a big deal.
    Slotting for -kb would be a waste.

  19. Fwiw; the feel of the the set as a whole has been vastly improved. Chaining the cones feels good and fluid and the animation speed increases take a lot of the clunk out of the set.
    I would really suggest people reserve judgement before they try the set because I agree, they don't look great on paper. 
    After testing it, Sonic's niche foremost as a debuff blast set is a little softened but in exchange for a huge amount of QoL changes and improvements to the set as a whole. Personal damage output is up as well.
    You might not be able to stack -res from multiple Sonic Attackers like you could before, but I think the changes are more good than bad, and that's coming from someone who was really skeptical in the beginning.

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  20. I don't love it, but I'm sort of on board with it.
    I will agree, It doesn't really make sense to be able to protect yourself from the majority of enemy attacks by only stacking one (s/l) defense type bonus. But I can also sympathize with people who feel like this change may shake things up too much for a game this old.

    That being said, it does seem to hurt certain builds more than others and maybe that's where most of my issue with it stems. 
    In a team environment however, where def values are usually high due to team buffage, not much changes tbh. 
    The impact will likely be felt more so by people who've adopted +4x8 solo as their primary focus.
    For those I say you may need to lean on insps a little bit more depending on your build and playstyle and what factions you're facing.

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  21. Thanks to everyone for coming to my totally unplanned, All Kheld ITF while I vacationed on Everlasting.

    I didn't get a chance to nab everyone's globals before we departed. Sorry if I missed anyone. Was a cool 4/4 split for WS to PB ratio.
    If you see this post, feel free to DM me and I'll update it.

    WS - Starflash @ScarySai
    WS - Doomrider (me)
    WS - Sergon the Exiled @protocol 9 (not sure if correct)
    WS - Sunset Amethyst
    PB - Light Impact @Gravinetix
    PB - -Valchiria
    PB - Letharar
    PB - Captain BOOM @Mister Action


    1865128773_Screenshot(580).thumb.png.bce440c42a9ff386d437e533a113c4d4.png
     

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