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Dr Causality

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  1. An important detail still missing is what are their resistances? It's one thing to put them to sleep, but another to keep them slept long enough to do much to their friends...
  2. I think it would make a good Sadist villain RP build, like a well fed cat toying with mice. But it will be low dmg for a dom since Elect is low dmg for a primary and psi is low damage for 2ndary.
  3. It's missing -Regen and has survivability issues due to single target heal, not have capped def or res for pets, etc.. But once you get it proced out it has very respectable -Res and the highest 2ndary Dmg of all MM sets. Fully IO-ed as long as it doesn't die it should be the clear DPS king. The challenges are keeping yourself and pets alive long enough to deliver that damage... And that even AVs will run from your /Storm powers, so you need a way to hold them in place for /Storm power to deliver its damage.
  4. I've been meaning to test and verify so it's interesting to hear that Enforcer's Leadership bonuses still stack across different player's Thugs. I always imagined that would eventually get patched out of the game, since it's beautiful but seems pretty unbalanced... As far as resistance 2ndaries: /Nature also worth looking at since not only does it get an okay Resistance Shield, it's the only set that would has an aoe team Absorb buff from Wild Bastion, that effectively increases the pets HP pool. Sonic gets you some mezz protection on top of the resistance buffs and debuffs. Thermal has awesome debuffs. With Def capped pets but the MM's themselves not necessarily capped, you probably won't want to play in Bodyguard mode. In that case /Kin would be better than it usually is on a MM because you could use the goto command to put pets all next to an enemy for you cast Transfusion heal onto. Whereas in Defensive bodyguard mode the Thugs are often spread out away from enemies so /Kin can really struggle to heal ranged pets. /Kin damage buff combined with another a strong debuff set should reallly push damage into an impressive tier. But I'd prefer survivability so would lean towards the Resistance sets. You also could put out some insane dmg from 2 or 3x /Storm. But still great damage while being more balanced and survivable might something like /Nature, /Sonic, and /Kin. That would give a decent amount of everything. Another cheesy thing you can do is all take Soul Mastery for 'Oppressive Gloom' at Mag2 each stacked by three MM's that would be a constant aura of Mag6 Stuns, or even just 2x would still Mag4 so would stun pretty much everything except EBs, AVs, and GMs....
  5. I have a slight difference of opinion here. If you play Tankermind Style where you stay in Bodyguard mode, then you most certainly have a large enough hit point pool from your pets to massively benefit from Resistance. Your resistance reduces the damage you take, which reduces the portion of damage that is then distributed onto your pets in Bodyguard mode. So if your playing Tankermind style where you're taking attacks onto your MM itself, resistance can make the difference between your pets surviving or being wiped out Pb/aoe attacks that get past defenses. If you can only choose one of the two, then like Hyperstrike says Defense is probably better. But it's worth trying to get both, because even with strong defensive you will get hit at least 5% of the time. My bias here is to get to around or slightly above 32.5% Def and then after that build to maximize resistance. My reasoning is that the game strongly favors Defensive over Resistance in inspiration buffs. You only need to get to 45% Def and small purple inspiration is 12.5% more than a quarter of the way there. Where as small orange resistance insps are only 10% and the cap for a MM is 75%. Applying that to MM builds, it's very easy using just one small purple inspiration to get you the missing 12.5% Defense, whereas it takes 4x small orange Resistance insp's to replace just the 40% you can get from an Epic Shield or even two to replace the 20% you get from Tough. As long as your willing to use inspirations and can get to 32.5% from a combo of powers and set bonuses, then Epic Resistance shields strongly out perform Epic Defensive shields like Hyperstrike's build looks good to me. It gets decent resistance and overall defense while hitting ranged soft cap. That means if you hate futzing with inspirations, then as long as you stay at range, you should not need them. Personally, I would consider trying to squeeze in 'Howling Twilight'. It's a -500% Regen debuff that greatly helps against AVs or GMs. It has a long cooldown and only lasts for 30s, so greatly benefits from high recharge and can be tempting to skip. But HP Regen per second depends on total HP, so even that 30s can be enough to help you get an AV's HP down far enough that then even once the debuff wears off you can still do enough damage to continue outpacing the AVs regen.... Even a mere 30s can make the difference. But if you're fine using temp powers you can easily get -Regen by purchasing Envenomed_Dagger from the p2wv freeing up the power slot like Hyperstrike has done... The challenge Demon/Dark will have is you cannot softcap your pets without Barrier. With max slotting you get them approaching 32% when the doubled Hybrid T4 Support Core Embodiment is up: ~6% Shadowfall ~4% Maneuvers 10% Pet IOs bonuses 12% Hybrid T4 Support Core Embodiment That means you probably also want Barrier for difficult fights, in which case you might decide to take a different Hybrid. But pb/aoe damage is a MM's worst enemy and notably even without Barrier the +15% AOE Def ATO combined with Hybrid can get your pets to 47% AOE Def, so above softcap. On top of that Hybrid T4 Support Core Embodiment still gives you a small bit of +Dmg and decent Endurance reduction, so even with Barrier Support still might be the best overall Hybrid option for MM's....
  6. What level was the ITF set to? Was it +4 levels or something? This seems rough and quite odd that a whole team couldn't do enough damage, because for instance several of my MM builds have been able to solo it a +2/+8 and a Blaster posted about doing to it +4/+8.... So a whole team definitely shoulda been able to do it. But admittedly that last AV fight is the difficult one due to the Healing Nictus. Lately, alot of teams have so much aoe that they've been able to kill one of the Nictus before Romulus. Also, if there's every an chance of having trouble with the final AV fight, definitely take your time to safeguard and bring Imperious along with you. He's a spazzy pain in the ass that will run off aggroing anything in sight getting himself killed, but he also can do a lot of damage to the AV... You already rolled a /Storm and it should be great. But I wanted to add that /Radiation would probably be better at low levels because they get their core set defining powers early by say level 20, whereas /Storm has most of their best powers after level 20.
  7. Ha! I have several of these builds too and it's what led me to look at the Leviathan MM Gimmicks I posted about: Here's a very extreme version, where I give up capped Smash/Lethal Resistance down to a still respectable 59% and Defense down to 32%. So roughly one small purple insp away from soft cap, which let's the build fit in lots of procs and the following melee character powers: Boxing Kick Cross Punch Knockout Blow Spring Attack Provoke So very much like Shield Defense melee character but on a MM, with some team support. Then if that's still not enough melee attacks you still have Sands of Mu - Free Patron Power And basic Brawl (which oddly w/Kinetic Combat chance for knockdown seems glitched and at least on MM appears to have near 100% chance to proc ) This was a concept build, so I was surprised when it performed really well and was extremely fun to play. I like to test my builds on Solo ITFs and this one finished +2/+8 without needing temp powers. But I will say not having a proced out ranged hold to shut down and take out Surgeons/Sappers was annoying, so I would probably give up something up to fit 'Time Stop' into the build. Here's the Build: PS If anyone is interested I have some other versions that are more optimized but give up some melee attacks or Spring Attack...
  8. Cool that we go this mechanic, but I wish the game more transparently displayed Absorb numbers. Since it feel like Absorb was somewhat quickly "grafted on" to the game. Maybe what's going on is the numerical value is correct, but that game is using existing HP bar, and has no new way to display Absorb. So it can only visually display Absorb of equal to your HP....regardless of how much you have. Seems like it would be tricky to test since I so far have not found Absorb listed in combat logs...
  9. It's also a tough problem to solve, because there will always be a path of least resistance and it's rarely where the designer(s) imagined it would be.
  10. In general build looks viable as is. Looks sturdy but I'd try to find a way to fit in more of the /Time powers. As for Clarion: Fighting Malta without Clarion is admittedly rough. But I don't usually want to use up Destiny on Clarion. Unless something can chain mezz you, I find I'm usually okay getting periodically mezzed on a well built MM. Sure you drop toggles, but as a Tankermind you don't drop your biggest damage mitation: Bodyguard mode's damage dispersion. When you're mezzed your pets are still attacking helping pull aggro from you, so with good Def and Resistance I find I rarely get chain stunned that I can solve by combining insps into a break free. Even soloing the ITF on a MM, an unexpected early Nictus kill that stuns me and my whole troop of minions hasn't killed me lately. But it's all about playstyle, so I get you wanting Clarion. Because we've all had the experience of sitting there unable move as a few critters slow carve you into pieces... And Clarion is a nice power to offer your teams. But back to your build: 1st Priority - Distortion Field - Find a way to fit it in your build. It doesn't look impressive in Mid's but its' surprisingly good in action in terms of mitigation. But slot it for Slow that way you can open with Distortion Field and things move so slowly they'll have trouble closing into melee range. The slow movement combined with Provoke's Taunt and strategic movement shuts down a lot of attacks. Once you've taunted, you can kite around jumping to opposite sides of the field punching things and mobs will slooooooly try to reach you. Keep applying Taunt and moving so they chase you back and forth across the Distortion Field. That way they end up not doing much besides moving slowly, and because of the -Rech they don't even get to use their ranged attacks often... If you're feeling starved for slots you only need a single +5 boosted Slow to take advantage of this playstyle mechanic. But Distortion Field is an usual power. With PPM changes most of these type powers like toggles are no longer worth slotting with Procs. But Distortion Field has a long duraction and relatively low cooldown. Combined with /Times 50% Rech buff, you can get high recharge builds capable of triple stacking Distortion Field! These kind of powers should get a chance to proc ever 10s. Distortion lasts long enough to get 4 proc chances. Even double stacked that starts to be a lot of proc chances for an aoe power you only have to cast once. It's an exception that's worth slotting for dmg procs if you can find the room. Using the SNBR Damage tracking meter, a single dmg proc in Distortion Field generated me around 5 DPS. For comparision Enforcers together usually get around 50 - 74 DPS and my tier1 Bots usually only get in the mid 30's. So 5 DPS is that's a great return on single IO slot... Stretch Goal - Time's Juncture - This is a skippable power on ranged builds. But since you're taking a lot of melee attacks you'd get good mileage out of this and it's definitely worth giving something up. If starved for slots you can slot it just for Endurance Reduction. Out of the box it's a slow that stacks with Distortion Field and a -15% Dmg, this will make it even easier to kite enemies around and you take less damage. The -Tohit is just a bonus. The other utility on a Tankermind is, especially when soloing auras like this helps your MM retain aggro. Last thought: Evaluate your playstyle strategy and the value of Procs in Low cooldown attacks - You've got a lot procs in Boxing and Kick. With a standard 3.5 PPM dmg proc Boxing has roughly a ~21% chance to proc and Kick with it's longer castime has a ~28% chance. That means for a standard 3.5 PPM dmg proc you get an estimated value (average) of around 15 Dmg per actiation in Boxing. Boxing is up almost instantly, and you can easily put 3 - 5 procs, so that's very respectable DPS for a MM. But a MM has lots to do besides repeatedly jabbing things in the face. It's a playstyle difference but I'd rather put those procs into long cooldown powers that gives higher proc chance, so I can use it less frequently for roughly the some overall damage. But either way since Boxing casts and recharges so fast you probably don't need to proc out both Boxing and Kick.... Boxing looks like it's slightly better Damage Per Animation, so better overall DPS than Kick. Kick knocks enemies away, which is handy for mitigation but annoying for when you want to keep hitting them with melee attacks. Crosspunch is a surprisingly good power for MM's. I would take everytime if I didn't also have to take Boxing and Kick to get the most from it. At zero recharge in Crosspunch, standard 3.5 PPM dmg procs have a 41% proc chance and 4.5 PPM purples have ~61% proc chance. My favorite slotting is 3 x Eradications for the massive 3.13% E/N Def set bonus: 1 x Dmg - boosted to +5 for for 43.5% dmg 1 x Acc/Dmg/End/Rech(+5) boosted to 19.03% 1 x Chance for Energy Dmg. The 19% recharge on a single boosted Acc/Dmg/End/Rech only drops your proc chances by roughly 6% (depending on the PPM value...), so usually seems worth it for the +Def bonus. That still leaves 3 slots for other procs like Armegeddon, FF, Fury of the Gladiator, etc. I build /Time very differently. /Time has so many good powers and it's +50% Recharge buff means you get a lot more mileage from proc builds. My strategy for standard game content is to just build for 33% Def...so one small purple insp away from softcap. You can easily fill in that missing 12.5% Def with a bind or macro button that combines inspirations. But there's not an Insp that will fill in all the powers you gave up and all the slots you used chasing that last 12.5% Def. Another bonus to using the Insp and set bonuses instead of toggles is you don't drop your defense numbers when mezzed.... With Farsight /Time can get to 33% Def so easily that you don't even need the Tough or Weave from the Fighting Pool. This means you can make weird novelty theme builds like fit in Spring Attack, slotted with FF and other procs, while taking almost all the /Time powers. Spring Attack makes for a very nice opener or follow up to dropping Distortion Field since it immediately gets you into range for Time's Juncture and has good chances to KD enemies... To further free up slots for Procs I take Musculature Radial Paragon. It's about 20% more dmg on your Thugs, and makes more creative slotting for procs possible. Additionally, it boosts the Endurance in ChonoShift and Stamina helping with Endurance issues you can end up with from having so many attack powers. But if you aren't comfortble fitzing with inspiration combing during combat, then this playstyile won't be very good or fun. That's one thing I love about this game, so many ways to play....
  11. Your hunch was right, it's a bug in Mid's stats that hasn't yet been fixed. The Superior version of the Entomb proc actually only has a 23.875% Rech enhancement. But either way with KO Blow being a 40s cooldown single target power you have nothing to worry about in terms of recharge diminishing your proc chances. In fact it's a rare case where you have enough room to spare that it's better with Recharge, so you can use the power and proc more often.... The proc you're worried about is Force Feedback because it's a lowly 2 PPM. But given KO's 40s cooldown that means you go up to 61% Rech while still staying at your 90% proc chance cap. Here's a chart to help out: KO Blow PPM Calculations for Force Feedback Proc % Enh Rech Proc Chance in % 2 PPM (FF) 0.0% 141% capped to 90% 2 PPM (FF) 23.875% Rech 115% capped to 90% 2 PPM (FF) 53.00% Rech 95% capped to 90% 2 PPM (FF) 61.50% Rech 89.99% 2 PPM (FF) 99.13% Rech 74.39% So optimally even for proc builds you'd actually slot KO Blow for recharge as close to 61% recharge as you can get without passing it....
  12. This is solid slotting. I couldn't spare the two additional slots slots for 4 x Basilisks otherwise I would have loved that sweet 7.5% Rech. Definitely one of the most value 4 slots bonuses in game. Entomb is good here if you don't have any other Hold power to drop it in.... But in my testing it doesn't reliably proc in Entangling Aura unless your in large spawns, and even then wasn't up anywhere near reliably or all the time. The uptime gets really bad when you need the Absorb most against single target AV fights. Because it's trying to proc an aoe toggle power on just a single target. My two cents is if you have any non toggle holds, especially single target long cooldown, then Entomb is much better there. For example I'm able to have the Absorb buff up almost every cast with the single target Holds from Leviathan (roughly every 10 - 15s...)
  13. This is a different approach than I believe you've tested thus far. Extra Absorb comes from Entomb proc rather than your Powerboost (only impact the MM itself so not as good as Powerboost, but up every 10 -15s...). Recharge comes from Alpha Spiritual and Leviathan FF proc gimmick, rather than Ageless. That frees up Destiny for Barrier, which is great since Nature has no way to get Lore pets anywhere near softcap. I came to this combo because I was trying make a hand to hand combat theme MM build for a friend that would play more like a Tanker but with a small army.... I'd love for you to try it out. Build was slot starved. Much more mileage from procs in Leviathan powers since toggle powers like Entangle Aura don't seem to proc reliably enough. I tested the Entomb in Entangling Aura. It sometimes worked decently when surrounded by a massive mob, but against a solo target like an AV fight it was rarely ever up. Whereas, in Leviathan's KO Blow or Epic Hold it can very reliably proc every 10 - 15s. In my testing there's definitely no 90s cooldown on the Entomb Absorb proc. I never tested how stacking works or even if it will fully stack with Wild Bastion's Absorb. This is very interesting as it would be a big team buff. I would love to see some testing about this. But definitely not the way I expect it work based on other powers. In other powers procs from Performance Shifter, Panacea, Miracle, Numina's Theft of Essence etc, only target the caster. That said assuming it works, it actually not that great for the MM itself: (1) You'd have to leave Life Giving Spores running at your old location while traveling to keep benefiting from the Panacea and Performance Shifter procs. (2) I'm not sure how the mechanics would work. Health and Stamina are fairly unique, and the activation period for Life Giving seems to be worse than Health and Stamina, so this might mean a reduced number of procs for the MM. The PPM change seems to have mostly ruined procs in toggle powers. I think the only exceptions are procs like Lockdown Chance for Hold that have an immediate and extended mitigation impact by taking a target out of the fight. Otherwise, slots going to be better used elsewhere. Definitely interested in a Defender that's that sturdy. I saved your build and added to my list of things to play around with on Beta...
  14. My first thought too. I only tested on Beta server, but it's working there.
  15. Update on this example build: Validated to +2/+8 solo ITF. I've now tested this build on two solo ITF runs, set to Bosses and AVs, w/ no temp powers (other than Ninja Run and Steam Jump). It's cruised at +1/+8 and handled +2/+8 pretty well. On the 2nd run I triggered the Dark Ones ambush to see how it would go. I had to pull them back to a confined space to deal with the ranged attacks and it was a long fight, but got through them without much danger. I don't think it can handle more than +2/+8 though and would at minimum need more accuracy and/or +tohit to even try. I was nonetheless able to slog through a couple +4/+8 Timed Cimerora missions, but it was very slow rough going....not recommended. At +4/+8 with bosses I could not handle more a single Cimerora spawn at a time, so could easily die from accidental aggro or an ambush. The build destroyed both +4/+8 Council and Circle of Thorns Newspaper missions. But when I tried Malta I predictably couldn't get through the 1st spawn that had a Zeus Class Titan. Those might be the toughest thing I fight for MM's. Being able to perma hold you, while pounding you and the pets with aoe's is very tough to deal with. From the hardest fights I realized you often won't have time to spam both KO Blow and Spirit Shark, so for really hard content like +4/+8 you're best off moving the Entomb: +Absorb into KO Blow so you only have to spam that one power for both the Absorb and FF Recharge buffs. Also, comparing to a similar build using /Time instead of /Nature. /Time was easier to solo due to Distortion Field's slow letting you kite enemies... It also seems to have an easier time with the AVs. (Probably due to more -Res debuffs....) So for solo play /Time is probably the way I'd go for a Leviathan proc builds. Although when Cimerorian debuffs dropped defense /Time time struggled more than /Nature and had to run and regroup. And on a team I could see /Nature having more utility due to the uniqueness of aoe team +Absorb buff. Here's a Thugs/Nature build I've worked up as an example of how to take advantage of Leviathan Mastery PPM Gimmicks. I think /Time actually does Leviathan proc builds a bit better due to Farsight's Def and the 50% Recharge buff. But /Nature does very well too, so I wanted to use /Nature to add to @SmalltalkJava's testing, as I hadn't seen a Thugs version yet. I think Thugs were also the best option for this /Nature build. Even with Defense from Hybrid Support Thugs and Bots are the only pets that I could get to soft cap Def. Protector Bot's Bubbles have a 7% base Def versus Enforcer's 8% Maneuvers, which is made worse by Protector Bots not being able to buff themselves. So w/ Nature the Protector Bots themselves would not be softcapped. The thing Bots have going for them would be the 11% bubble one Protector bots puts on the MM, making it much easier to get good defense numbers for your character itself. But Thug's Gang War meant that I could use more procs meaning overall Thugs seem much better for this build. Build Goals and Theory Crafting: Overall: Play-style / Strategy The core powers and slotting compromises: The Example Build: Urban Ecology Club" Thugs/Nature MM build using Mid's Reborn v2.6.0.5 To Be added later: (Cleaned up) Shared Google Sheet with the PPM calculations I used
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