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Posts posted by Linea
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On 4/28/2024 at 12:17 AM, One IV All said:
I still haven’t ran an SR Tanker yet, but I know @Linea talked about how amazing it is if piloted correctly.
tldr: I also said it's incredibly hard to drive at that level. Other sets can be trivially easy to drive and almost as good.
Context: standard content rates about 1, incarnate content 3, and official hard-mode stops at about 7. Which either translates as all (tank) the armors sets or half the armor sets. It's not an accident that it's balanced on that break-point.
I think I rated SR as a 13, but was only able to achieve that level of success 1 out of 13 tests, and failed miserably the other 12 times. I know it's doable. I've done it. I've seen others do it better. But it's the very rare pilot that can manage it. As I recall SD was 12, but most pilots barely build SD's durability above a 2 or 3, instead preferring offense. Inv, Stone, and similar topped out around 10 or 11. The various resist sets topped out in the 6-7 range. But don't knock the resist sets in a team environment. If a resist set gets defense buffs from the team, they can effectively walk around all day as perma double T9 equivalent. Acquiring a similar level of resists buffs is less common.
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1. Detention Field. After that they all have uses, it's just a matter of preference. At a minimum you want Deflection, Insulation, and Dispersion. I'd add Damping to that list as well. You could be selfish and only go with Dispersion and Damping and effectively be a Sentinel, but you may have issues with other players (expectations and attitudes) in teams.
2. Any. Water is one I'd recommend. FF/Water makes a powerful solo-able combo.
3. yes definitely, and you should.
The main questions you need to answers are:
4. MRA or SLEFC type defense. MRA will block all but the non-vectors Psi attacks, but only at standard soft-cap. SLEFC leaves more holes, but can reach Incarnate soft-cap Levels.
5. Dark (Full Offense), Soul (Offense/Buffs), or Power (All Buffs). Many Hard Mode teams will want one of the latter two, where the first is best for soloing and standard teams.
Attached are some older builds, NOT UPDATED for Damping Bubble Changes, NOR the other -RES changes, NOR the Dark Soul Transfer Changes.
But they can still give you some ideas to start with, then adjust for the more recent updates and changes.
FF Water - Budget Build 2 - [i26].mxd
FF Water Dark - Soul Drain - Overwatch 1 - [i25].mxd
FF Water Soul - Heavy Support 57-74 - Overwatch 1 - [i25].mxd
FF Water Soul Def - Heavy Support - ITF MRA 2c - [i27].mxd
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This is a conversion of Hornet to Stalker. The 801 builds are intended as extremely heavy armor for soloing Hard Mode and Equivalent Content. Most players will prefer offensive oriented builds instead.
I recommend EnM/Ena on Scrapper instead of Stalker, and Recommend StJ/Ena on stalker instead
StJ Ena ShadowMeld Stalker - 801 - Recharge-T9 ver 1c - [i25].mxd
StJ Ena WaterSpout Stalker - Alpha T3 - [i25].mxd
EnM Ena ShadowMeld Stalker - 801 - Recharge-T9 ver 1c - [i25].mxd
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Here is a less expensive variant of the above build.
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1 hour ago, PhotriusPyrelus said:
my debuffs don't seem to matter at all
Appearance is the issue here. Trust me, those debuffs matter. Even if you join me running Hornet and manage to pull a duo in an 801, where I might look like a god and you a squishy grape. Even then, your debuffs 110% matter. I can't count the number of times a crucial buffer or debuffer "felt" like they weren't contributing, quit, and then the whole team falls apart, or at the very least slows down to half-speed. Defenders absolutely matter. There are some defenders (and corruptors) that I personally know, that when they join the team, I automatically add another Star to the (Hard Mode) difficulty level. I rarely do that for other ATs. A top of the line tank maybe, and even then I would normally want TWO top of the line tanks before I added that Star that the defender automatically adds by themselves.
Because of the crazy multipliers and rules, a Rad Emm just showing up to Hard Mode can add something between 180 and 800 raw dps equivalent to the team when taking out the big AVs and GMs. A pair of them do this even better and more reliably. Is it "needed"? Sometimes yeah. Is it helpful, ALWAYS! But it's not big and flashy, no.
In standard teams, build your own armor up some, then build more toward offense and AoE. The average PI Council Farm is a Paper Tiger carrying a Glass Blunderbuss.
Attached below is an ancient fully armored SLEFC build. It's not cheap, but you can also apply roughly the same IOs to many builds.
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On 4/13/2024 at 5:21 AM, nihilii said:
That being said, I find it tough to break even just 300 DPS on a Fortunata ...
I'd love to see @nihilii's Psy/Nin/Psy Sentinel.
That tracks with my experience, and is why my main Fort was a Melee Fort. The Sentinel could be cheaper to build too. I find Fortunata's almost always want the most expensive builds possible.
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TLDR: Mid-Range Cost build for standard content without undue weaknesses to Psionics.
This is a concept build, intended for hunting Psionics.
This is what happens when you mix concept, role playing, and power gaming all in one.
No-FX: I really like the No-FX options, and I love the look of the AR on the shoulder.
Cost: It was also intended to be lower cost, and it is compared to my average build cost, but it's also higher cost than what I consider low-cost. The low cost was in direct competition to meeting my minimum benchmarks. I (almost) always lean toward Armor benchmarks.
Damage: It's a sentinel. The defender version gets damage multipliers and a snipe, most likely making it's ST damage roughly equal. AoE, the defender gets less damage per target, but more targets, and slightly better recharge, again making them mostly equal but different mechanisms. This is NOT an Armored Blaster.
Alternatives:
- Defender: The above mentioned defender, but it costs the same or more and relies on APP powers and above. If it were not for the desire to have lower level performance, and reasonable costs, I would have probably picked the Defender. You can even scale the defender performance to cost much more easily, both directions. But I wanted straight up simple damage with a simple build and lower costs. Sure I ended up mid-range costs, but still, close enough to the intent, and I don't do many Sentinels.
- Ranged Fortunata: Fort is another alternative, and perhaps the best alternative, but it requires a full Tier 4 IO build at considerably higher costs, and it's not an AR.
- Other: I looked at another dozen or so builds, including Armored Blasters, but none really fit what I was looking for, either Conceptually, or in Armor, or Psionic Armor aspects. I blame the Concept Build aspect. 😜
I'll eventually respec into the AoE build, as this is intended for normal standard play on normal standard teams where everything is dead in 3 seconds and your best bet is AoE and more AoE. But the other build might be a bit more solo friendly, so who knows which one I'll keep or if I'll end up with another build entirely. It may or may not be possible to put more resources into the build to push up recharge and try to create an 801 capable variant, but I'm not currently sure if that would be possible or not.
AR Nin Sent- Mind Hunter IO 2d - [i28].mbd AR Nin Sent- Mind Hunter IO 2e+ - [i28].mbd
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I have Tier-4 FF/DP/Souldrain listed as 234 dps. Water should be at least that good, and should be better. Looking over the data I do have, I would expect it to fall into the 250 dps category. 250 is effectively the minimum required dps to take on most +4 AVs.
If for some reason you fall short of that you should still pass the +3 AV test, although to spawn a +3 AV frequently requires setting the difficulty to +2.
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The Corruptor offensive advantage is strongest from level 20 to 41, or when teamed with significant +damage buffs. Once you get to 50+3 with full Tier 4 Incarnates, assuming mirrored builds, the offensive difference falls into the +/- 5% range while solo. That small damage gap does increase while teamed due to the -damage debuff* defenders suffer while on a team. Meanwhile the Defender builds are much easier to build and much more flexible overall. On the negative side, most people do not build the Defender the way they would build the Corruptor, which in turn creates a self-fulfilling prophecy of Defender inferiority. Lastly, don't forget FF now has , at least some, debuffs.
* Losing a buff is the same as being debuffed.
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This is the closest I'd have.
- You'll have to adjust the build for recent changes.
- I expect this version could manage a solo +4x8 ITF. However, it may need to use Daggers and/or inspirations and/or Lore Pets to kill the AVs.
- On the other hand it should be nearly as durable as many tanks you'll come across in the wilds.
FF Water Dark - Soul Drain - Overwatch 1 - [i25].mxd
Context: All of my builds solo a +4x8 ITF as proof of concept, but most of those only do so once and only once, and I'm not at all averse to using Inspirations and Lore Pets, nor any other resources as needed. Even the "almost"-petless MM soloed a +4x8 ITF, but used Lore (Hence the "almost") and Inspirations as needed.
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This subject comes up from time to time. "I'm a tank and I have better stats than you, how do you not die?"
The short answer is that Angel plays 4 dimensional chess. So long as she doesn't blink AND doesn't make even one tiny mistake, she lives.
I thought maybe graphing stats over time would help, but, ... The analysis didn't turn out well. It's such a complex question. You'd really need a couple dozen of these, and I don't have that many dozen free hours, so you get one.
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I tickled his toes, but I don't think I hurt a hair on his head. Then that Meanus almost killed me once too! Then the I got kicked out back to the entrance. Does that mean I was doing so little damage to him the level decided I was "idle" and kicked me out? *chuckles*
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I've soloed +10 regular mobs, but I think a +10 Giant Monster is out of my league. 😜
This should be a blast!
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I would recommend Bopper Builds, and a few others. You will most likely NOT want one of my builds, as they are primarily built for Soloing the equivalent of Hard-Mode.
Here's what sitting in my archive ...
Time DP - Kiski - STF SLE Malfactor 2 - [i25].mxdTime DP - Quarterback 2d - [i25].mxdTime DP - Kiski - Sorcery 4i-b - [i25].mxdTime DP - Bopper Proccer 1 - [i26].mxdTime Dp Power - Bopper 1 - [i26].mxdTime Dp Soul - Bopper 2 - [i26].mxdTime DP Defender - Dahkness 4-Star ITF v4 - [i27].mxdTime DP - Kiski - HMITF Dark 4i-e - [i27.5].mxdTime DP Defender - Dahkness HMITF v7 - [i27].mxd
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On 3/8/2024 at 12:14 AM, Ultimo said:
The idea is that each mission should become harder and harder, and I wanted to figure out what power sets are the most difficult to fight against. It might depend on the class of the character, but in general terms, what are the four most difficult to fight power sets?
tldr: Primarily, just be careful and conservative in what you add until you find the balance you want.
- +4x8 MOSTLY, but not always, as each map has it's own definitions. But MOSTLY, the maps will spawn ... 2-4 Bosses, 4-6 Lts, 8-12 Minions.
- MOSTLY, but not always, they spawn as: Random Starting Index, then Linear. so make sure to use random placement, and account for that.
- Use a large enough pool of mobs that you don't get too much overlap, if any, in the debuffs. If you make 4 mobs, and 1 is a debuffer, you'll end up with at least 4 debuffers in that +4x8 spawn, and frequently twice that, and if two or three spawns are close together, 6 or 10 times that ... it'll get out of control very very quickly.
- Typically limit debuffs to only 1 mob, but preferably not a minion. Even Lts trend toward dying to easily. A mix of one Lt, one Boss often works well. But that means you need at least 10 Lts and 10 Bosses in the pool to pick from, and only ONE in each pool that has debuffs. You also want to make sure that in the end spawn list, that any debuffers are separated by several normal mobs on both sides of the list of them. I used groups of up to 150 mobs, and a balance ratio of 1 in 4, but I was also aiming for maximum achievable challenge. I'd recommend you run some 801s, up to about 801.5 or 801.6 difficulty before you decide to put more than 1 in 10 debuffs into a mission.
- Particularly avoid things like Sonic and FF ... it's very very easy to get wall to wall FF or Sonic bubbles in a +4x8 situation, and end up with something completely unplayable. But if you keep it 1 in 10, it should work out more reasonable.
- That means if you wanted a /Rad Debuffer and a /FF Buffer, you'd want 20 mobs in the LT group, with 10 on each side of both, in the final spawnlist. you can manipulate the spawn list by editing the mobs, external tools, or reloading them files alphabetically.
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most likely. just play around with it. I'm too busy IRL to do any play-testing. It's all just a matter of what fits for you.
I really wish they'd fix the domination issues, this is a long standing issue with other powers and sets, as well.
And maybe wiggle the endurance knob a bit from what I'm hearing.
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I overlooked that. The original build that was built on the idea: Someone is always dead in hard-mode, so I was aiming for 65 ranged defense with vengeance, but also aiming for 168 global recharge. ... and this fell short of both marks.
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Updated for This Afternoon's version of Mids ... and again no promises that any of this will work.
MRB 3.6.6.3, then Updated, Db Version 24.2.717
Arsenal Arsenal Dom - Foxhound 6.4c ITF - Ranged Dampener - [i27.7](1).mbd Arsenal Arsenal Dom - Malinois 1c - [i27.7].mbd
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1 hour ago, captainstar said:
Why there is no IOs in the ITF version?
I just downloaded the copies from the forums and they loaded fine for me.
- Maybe, Update mids again? ... This one is MRB 3.6.6.3, then Updated, Db Version 24.2.704 ... and there's another update ...
- Maybe, don't load both in parallel, load them sequentially. Load one, wait till it's completely loaded, then you can load the second beside it. Double-Clicking and loading them in parallel tends to freak out one copy or the other of MRB.
- After that I'm out of ideas?
And there's another update ... so I'll have to redo them again.
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Updated to swap in Ice Mistrals ... no guarantees any of this will work.
Updated below...
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Might as well share these here as well.
QuoteYou will probably need to update your mids before downloading.
Standard Alpha First Pass Conversions, ... use with a grain of salt.
Malinois is a standard all around build
Foxhound is a more focused Ranged Defense conversion of a Hard Mode build. Tranq is a place holder for ignite in this build since I don't know what I can or can't do with ignite yet.Updated below ...
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If you're into Nature/ ... you should look up my old Fourcade builds.
Let me see if this has them in it ... Nope that was binds.
Probably one of these ... That build is at least 4? years old.
Near-Perma self damage cap while solo, and with Linea approved durability.
I likely ran it with Amps, Dampeners, and Base Buffs?
Nature Fire - Fourcade 2td - [i25].mxd
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Please Help Me with My Rad/Rad Build
in Defender
Posted · Edited by Linea
tldr: We all do crazy things sometimes, particularly when it comes to concept builds. If it's FUN for you, do it.