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Caulderone

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Everything posted by Caulderone

  1. Ah, yeah. I guess that is an odd way to refer to them. I'd guess they were just trying to add flavor text for the description. It's just defense, though.
  2. Generally accepted practice is to put the Stalker's Guile Chance to Hide proc in your Assassin's Strike. The 3 Rectified Reticle in BU are a waste. You are after Melee Defense and that gives 0.94%. With CJ, you are over incarnate cap (58.75) at 65% and don't need the RR. Move one of those 3 slots to SS and slot 2 Blessing of the Zephyr for Ranged defense. Move one slot to Health, slot PM: Chance for Absorb. One more slot left over to do with as you like. You are over the 5 limit on Luck of the Gambler +7.5. Convert the 4 LotG in CJ to 4 Shield Wall, including the +5% all Resists one.
  3. https://paragonwiki.com/wiki/Damage You are missing that there are multiple damage types in the game. It does not mean acid pools or lava flows. An attack can be smashing/lethal/fire/cold/energy/neg.energy/psionic and/or melee/ranged/AoE for attack type. Those attacks can do 1 or more damage types among those + toxic.. So, for example, you can have Energy Punch, which rolls for hit against highest of Smashing defense or Energy Defense or Melee Defense, and then if it hits it does some Smashing damage and some Energy damage.
  4. FYI, I couldn't access the new google sheet without logging in. I copied the link location and removed the /copy at the end, and then it loaded. I was then able to save a copy locally.
  5. Here is the Beta patch notes on it from back in December:
  6. Willpower's taunt was fixed in the recent Tanker update.
  7. Check out this post/guide for great info on SR/MA: Redlynne's build uses Aid Self, and my build posted at the end goes for high Resists.
  8. Level shift has no effect on whether or not a mob is an Incarnate mob. Non-incarnate mobs cap is 45%, Incarnate mob cap is 58.75%. Now, a level 54 incarnate mob is +4 by default. It would be effectively +3 with +1 level shift. This would affect the accuracy bonus.
  9. Depending a lot on the overall accuracy/to-hit of the build (making sure to hit 95% chance to hit), it would likely be very nice to do 2 50+5 A/D/E (Detonation/Posi) for the endurance reduction.
  10. Per the gif above, this has been rehashed over and over. The aggro cap is not per AT. It cannot be modified like that.
  11. I think they meant something like flagging an IO as attuned, which the planner doesn't do atm.
  12. They meant in the planner, I would assume. The answer is no. Just set the IOs to max level of the set is the closest the planner gets. Not aware of a tips and tricks guide, either.
  13. The Night Widow gets Mental Training (equivalent to SR Quickness) which gives 40% slow resist. Fortunata doesn't get that. Obviously, I'm relying on the planner at the moment (which could easily be wrong), but nothing else shows any slow resist on Fortunata. I have the Winter's Gift IO planned, but that is only 20%. Is there something the planner is missing? That would be awesome.
  14. The formula is: 3 + (7 * ((100-hp%)/100)) So, starts at 3% base and adds up to 7% more as your HP bottom out. It also follows the advice of Chiun from Remo Williams: "You must run VERY fast!" https://www.youtube.com/watch?v=JmSmZRCl6A4
  15. Willpower needs to be in melee range for RttC to work. I believe the Hami tanking tactic involves being at range.
  16. Now I am torn. I have two versions of the build. One is a tweak of the last post. Two is with Sorcery as per your idea. I don't like the idea of flying through the Shard w/o Afterburner, but the slightly better resists and the up 1.5 minutes down ~2 minutes Rune is nice looking. V1 V2 edit: I basically wanted Teleport for getting out of caltrop fields, so the Sorcery version works fine for that. Either works for the minor utility purposes I envisioned.
  17. I'm not sure if this is accurate, as this post from Captain Powerhouse indicates it is Mag 4 for 13.6 seconds. Mag 4 is the same as other sets (once the Beta fix for Willpower's aura comes live). The duration may be slightly different (planner lists some of them as 17 seconds), but the tick rate on any of them should make that irrelevant? Most tick at 1 second intervals. SR is 0.5 in the planner (unsure of accuracy on this), but even at 1s, over 13 seconds of duration should make them all similar, right? edit: Doh! Missed Uun had already covered this earlier.
  18. You should update that to her V2 entry.
  19. Look at the description of the power in the game. The description in the planner is off. Shinobi is a stealth power, not a combat jumping equivalent.
  20. Hadn't realized that. It is attached to Combat Training: Defensive according to the in game text. I know the values for that on Super Reflexes. Do you know the values and where it starts?
  21. For some reason, I never thought of Proc slotting in BP. Interesting.
  22. Great spot for the Preventative Medicine +Absorb (works for you, not the target).
  23. I was talking about Static's build which is running Stealth w/ 4 Red Fortune. For just muling LotG, not a problem.
  24. Shinobi-Iri, contrary to the description in the planner, does not allow you to run other stealth powers. See the description in game. So, you'd need to change Stealth out in that build.
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