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Couthless

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Posts posted by Couthless

  1. I had a similar idea recently as I was inspired by the Leviathan proccing thread. Which of course highlights the biggest omission in your build: Knockout Blow (From Leviathan Mastery. You aren't a worthy puncher until you have your finishing blow!

    If you are interested, this is the build I came up with:

     

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Time Manipulation
    Power Pool: Fighting
    Power Pool: Presence
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Call Thugs -- SlbAll-Build%(A), SprMarofS-Dmg/EndRdx(3), SprMarofS-Acc/Dmg/EndRdx(3), EdcoftheM-PetDef(9), ExpRnf-+Res(Pets)(11), ExpRnf-Acc/Dmg(11)
    Level 1: Time Crawl -- EndRdx-I(A)
    Level 2: Temporal Mending -- DctWnd-Rchg(A), DctWnd-Heal(40), DctWnd-EndRdx/Rchg(40), DctWnd-Heal/Rchg(40), DctWnd-Heal/EndRdx/Rchg(43)
    Level 4: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Dmg/EndRdx(5), TchofDth-Dam%(7), GldStr-%Dam(7), Mk'Bit-Dam%(9)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Kick -- Hct-Dam%(A), Hct-Dmg/EndRdx(23), Hct-Dmg(34), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dam%(50), SuddAcc--KB/+KD(50)
    Level 10: Provoke -- Taunt-I(A)
    Level 12: Call Enforcer -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), SprMarofS-Dmg(13), SprMarofS-Acc/Dmg(25), SvrRgh-PetResDam(25), GssSynFr--Build%(27)
    Level 14: Cross Punch -- Arm-Dam%(A), SprAvl-Acc/Dmg(15), SprAvl-Acc/Dmg/EndRdx(15), Arm-Dmg/EndRdx(17), FuroftheG-ResDeb%(17), Erd-%Dam(23)
    Level 16: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(31), ImpArm-ResPsi(33), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33)
    Level 18: Gang War -- OvrFrc-Dam/KB(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(21), ExpRnf-Acc/Rchg(21), CaltoArm-+Def(Pets)(37)
    Level 20: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def/EndRdx(37)
    Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36)
    Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), ShlWal-Def/EndRdx(39)
    Level 26: Call Bruiser -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/EndRdx(27), SprCmmoft-Rchg/PetAoEDef(29), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SprCmmoft-Acc/Dmg/Rchg(31), SprCmmoft-Acc/Dmg(31)
    Level 28: Farsight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx/Rchg(34), AdjTrg-ToHit/Rchg(39), AdjTrg-ToHit/EndRdx/Rchg(39)
    Level 30: Tactics -- GssSynFr--ToHit/EndRdx(A)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: School of Sharks -- Empty(A)
    Level 38: Slowed Response -- AchHee-ResDeb%(A), TchofLadG-Rchg/EndRdx(46), AnlWkn-Acc/Rchg(46)
    Level 41: Knockout Blow -- Ann-ResDeb%(A), FrcFdb-Rechg%(42), UnbCns-Dam%(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(42), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Acc/Dmg/EndRdx(43)
    Level 44: Shark Skin -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(45), ImpArm-ResPsi(45), Ags-ResDam(45), Ags-ResDam/EndRdx(46)
    Level 47: Chrono Shift -- DctWnd-Rchg(A), DctWnd-Heal/EndRdx/Rchg(48), DctWnd-Heal/Rchg(48), DctWnd-EndRdx/Rchg(48), DctWnd-Heal(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy 
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 0: Maneuvers 
    Level 0: Tactics 
    Level 0: Assault 
    Level 50: Ageless Core Epiphany 
    Level 50: Assault Radial Embodiment 
    Level 50: Reactive Core Flawless Interface 
    Level 50: Nerve Radial Paragon 
    ------------

     

    • Thanks 1
  2. 10 hours ago, ApollyonJones said:

    1) This is not 257.5% recharge. Ageless gradually decreases to 10% (maybe 12%) and does not really give you as much recharge, by the minute and a half mark, you have lost 2/3's of Ageless benefit. Further, unless you are running around spamming Kick all the time, you cannot rely on Forced Feedback (all the time meaning at least once every 5 seconds, which you'd probably need to kick 2-3 times to pull this off.) I'm not trying to be rude, but saying you have a ridiculous number such as "257.5% without Hasten" is not accurate. If you aren't going to allow kick to disrupt a good ST and AOE chain, you have 87.5% recharge (possibly 97.5% if you really want to count Ageless' end recharge number).

    2) Hide being turned on in Mids Reborn is not accurate of hide when broken (your actual defense numbers) your actual defense numbers really need improvement.

    3) This is true, but Bio very well can be made to survive quite nicely if it is properly slotted, in this case, it will not. You need to use your actual recharge numbers, not rely on Kick which will lower your DPS by considerable amounts, and you need to turn Ageless off. I would heavily consider revising this build and making your endurance issues subside enough so that you can run Barrier and cap things much easier and have an entire period of almost 20 seconds of pure invincibility. 

     

    I didn't realize that the Kick enhancement or the ageless would be factored into the number I got on my total.  Thanks for letting me know.  Thanks for taking the time to offer a critique.

    All of this advice sounds wonderful.  I am such an amateur at this.  But... I've asked, BEGGED, even, for someone who knows what they're doing (which is not me) to post a build.  A build.  A build.  Please.

    I even posted my own awful attempts at builds, because people sometimes say that if you want help, you should post one.  I posted two.  And still, nobody seems to want to actually post one that works.  Even with the critique... no build.

    Is there something else I need to do to get the help I need?

    The problem is that Bio is really inefficient on a Stalker. They lose their best power for the sake of Hide, so Bio is one of those sets in which you really should play a Scrapper instead. It makes people more reluctant to make a build for you.

    How married to Bio are you exactly? Considering the loss of that key aura, you can actually get similar damage numbers from Shield while being far more powerful defensively.

    If you are okay with Shield, this build will serve you well. It has top-tier damage while still remaining defensively strong:

     

    http://www.cohplanner.com/mids/download.php?uc=1524&c=712&a=1424&f=HEX&dc=78DA6594594F135114C7EF3053A0A5A5942E94ADB4206569291DE5DD445934D084A48FA87502436918A1693182CB83DF409F78316E71C117BF839F401E5C137D161E04DCA23E987AB8FF5368329334BF7BFFF79C73CF329DCCFAB8FBE5D4EDD342F19CB58C7239975D33AC65B3E4C818F9C2BC2AE869A05F88E55CC6B44C3375A6645CB30A2BF948551E3717CD95B299CA2E154C6BA1BA15AED9D5552B952D9AE682472E270BF9A53572F4CADD8C692C98A5F252A1E8AEEE8B74D83E512CCCA7AAA1B3AB57AD5CC628AF99A58D30A592A4DFBB90E0A7E210B73421744D34DF0447D6991BA07E9D79039C1B203745FAAA22480BDD29EA02CC7F24776B429B56A56D8E6C15D83A14B6D5D8D6F51336EE5F60F36FB0E52F78817C55F6557FF0D977B0750F1CD8671E30BF811FA83E07D7E7C8110634513F88B3FA6521D9B828641E8D79D03507BB8F218CECD0B7E1459DB41DDA623E613E05879F319F8397286727E7EC3CC9B9B629B227812145C60F84B10F8DE23C3406F6D2A54DF0559A12C8C9CD54E8CC839C84A7428FB848377959F1C650914A563E44D07C7C5B98BB1CE62E47B8CBC37FC0CB14C72F4754117E8EA3519C2057116C56E0E705632E30D9C47483231ED047BE6D5C455B105ABC0513FF449D6DE7B8ED6F717FC7B62ACF3A12E860579CC9538BBCA2BD5F137E8ADBC9B575DE87CD890760FC21F311987C0CB6924F377C4437D7F69972E8E1E9F69C875D94EF8A1A984CF40AD77A4793B9C5EE823B946A2FFBF6BE41BCBED79850DF36EF75CE2DCDBC87D821CAA59F73E98FC02740DA20CF70907B354FF348B09648C26E97EE4D41D352E71077749C39C19C04F529D0A03869BE2FCDB13BB5A37F7DA5EB787DB8A5376AD8A6A46D8A6E534ED994319B3263536635FE8490A248C5D942FF76CEEDABEBE8ABC1A7FBB54A0C6FCE9ECDEAA056D9441FBE1C7FE92A3B35EBDD9AF5B49F4CE157795FB3DEAC596FD1E075B6FF0FC566FD1D

  3. This is what I am thinking of using in order to go with the high power of Leviathan.

    I ended up siding against the Absorb proc in KO Blow as I wasn't so sure the extra survivability was necessary and I quite like damage. Also Mids was listnig the +Recharge of the proc at 53% and I am pretty sure that is wrong (and I didn't want the headache of having to figure out the ability's recharge with incorrect information).

    There are some serious issues with it however. Most notably, I don't see any way of getting away from Ageless not for the Recharge but for the End. That is a serious issue due to the Mez protection of Clarion being basically mandatory for any Tankermind, otherwise you get mezzed, your toggles drop, and you die.

    I also have no idea what I am doing. I'm sure the pet slotting is all kinds of wrong and I am probably skipping some key powers (I'd really love to get my hands on Time's Junction but don't know what to sacrifice). Any help would be appreciated.

     

    http://www.cohplanner.com/mids/download.php?uc=1547&c=754&a=1508&f=HEX&dc=78DA6554494C1351187EB31428146829652DCBB01428A574146F1A12518CB15512C1E560C8044A3BB10BA1AD91A3076F1ED40B17A31EE5E2C5B85C8D1BE8C51B5ED4E8C5786089C0C153FD3BDF2F4CD24926DF9BEFDFBEFF7FEF4DECE629D7D333B7C685E49E4819B9DC6CCCC8E5E34B693333EF881909734E11F454D2DB7C6899BD5848A7B399F074B290C86936FE646161213C6DA6E39426632E165246DECC6644ED54369B0A4F9A8964DECC243CD697DDA106F654C9A1DE5A47E3C67C7C29973417B5D38BE65CD856231ABF611AF9A49161A9CB2D242E44EF1B87E0A7E81013B210BA2AE41995D029E42BC0AADF641E5045F51EECD53BB2C56FF80E6285D08465FB429C044E95A6248B1BB8C018658C0183E781124D4A610DCA5DD5E2D4FB8CF7A0A162161A2A06158BAFBA8E7AEF48BF83353858835C89E197F2550E43735310A80580BDD74AF99C42E7BCFA32F15E55B451A093F33975E4FB40056A385F8D0F9A5D8D92A5CB350D7D2D9718F711D3B68A3A77FA85A895105B7B025CDD03F8D63D448FEEE3E0DDE3E8AD698BBE3B54A190967AC4AAF547148BEBFC0B9FEE21C9D2DDBDA758B9BAF7816BA4D5C35A3D3FE0DBB083FC0D7FB06F8DBBF86EDC06F6FD443D95EA79514FF6729FBDBBC8D1B78DFC4EF2F1C147F2FDF77163161EB235737C33DBFACE213E3089F875D2D7CAFA5AAFA2FFB6CB40FF3A7CFD6BF0ED7CCFF816F895CE563BCFA39DF36BBC0F9A171878841E038F815ED2D4C1FBD9F104DC47D2D0C55C179F996754A287B99E223DE21B55EB0723F7BFC6E918F9840C239F819B2E21067977077F41FDD06D4C75E82CE3AB52775522F812BB1E7C017C4EEEC3DCCD70696CB403A163E82AC4BB1B1A43572311E077D214E69830DFAE51BE45A37CAB46F996E97CEB1A680211C4880877EB576D37D7EA3658C644CA18BD8C395AC68C9531D1322676C814A7D483FF85902CABD37DF037286E569395B54BBDD0BE6DE734CC7CCBCE595976ECCC0A7662C6513AB5C86CD8D671DB7AC54BAEBC5EA503A1B3920D1B3F695BFF0365D807B3

  4. Not only does the Snipe bring good damage on its own, but the 40ish percent chance of a Build Up it brings (Via Decimation) increases your DPS by far more than 1/6 of a crit does.

    Besides, a high-end attack chain requires two extremely high damage attacks outside of Assassin's Strike. Without using a Snipe as one of those high damage attacks, that just isn't possible.

  5. 1 hour ago, Redlynne said:

    Because you can animate 6 attacks from the gun in the time it takes to animate 5 attacks from the backpack.  The Crab backpack animations take longer to animate than the counterpart gun animations.

     

    And the backpack attacks won't leave you standing ankle deep in brass when you're done ... 😎

    Crabs can use the gun just as well. My crab's backpack is purely decorative.

  6. Fitness is inherent so you don't need to make a choice between it and Leadership for your fourth power pool.

    Also, have you considered Thugs? The main thing Bots have over Thugs is more resists but that is much less of an issue if you are a Tankermind considering their resists don't even come in to play for the shared damage. The Thugs will bring a bit more defence and a lot more damage.

  7. On 9/12/2019 at 6:38 AM, Bopper said:

    The changes to AoE will help a proc build, as I suspect the base values will stay the same (boost range should not change ppm calculations). So having an 8 foot aura hitting in a 16 foot radius is definitely nice.

     

     

    The changes to Bruising will hurt a proc build a lot too, so it all comes out a wash really.

  8. 15 hours ago, Blackbird71 said:

    This just shows limited thinking in pizza toppings.  The obvious answer in the above scenario is to order one pepperoni, and one Hawaiian but only with pineapple on one half of the pizza.  You can add olives or something to the other half.  This way there is enough pineapple to satisfy the pineapple-lovers, and plenty of pizza to share with the pineapple-haters.

     

    Source:  true life experience.

    I understand that people who hate pineapple on pizza are obviously monsters and you seek to punish them, but forcing them to endure olives is just too much. No crime deserves a sentence that severe.

    • Haha 2
  9. 26 minutes ago, Auroxis said:

    It's not just the target caps being changed, the radius and arc buffs make a massive difference outside of a target cap scenario. And even if we use the "single target tanks and AoE tanks" analogy, Tankers still have the advantage of having superior defense/resistance numbers and not needing to build up Fury. Then there's the damage cap change and the endurance change on top of that.

    Tankers don't really have superior defence and resistance. My Brutes cap them both just the same as Tanks. Tanks do have more hitpoints though which does give them slightly more survivability. However the Brutes have more damage under most conditions, so it seems fair.

    As for the damage cap change, it doesn't change the equation - when both ATs are at the damage cap, the Brute damage wins (unless there is more than 10 targets in range). The endurance buff is nice, and obviously an asset, but it is hardly a game-altering change. Most people take Ageless anyway and with that you have basically unlimited endurance so the buff is kind of irrelevant. What it might to is give Tankers a chance to not be forced in to taking Ageless and more options is a good thing. All of the ATs should receive a similar Endurance buff just so the other Destiny powers have a chance of being taken once in a while.

  10. I think people are starting to get a bit dramatic here.

    These tank changes don't invalidate Brutes outside of farming.

    Brute damage is still greater than Tank damage unless the Tank is AOEing more than 10 targets.

    So Tanks are better at clearing out trash now? That is awesome. They are still inferior to Brutes when it comes to clearing out fights where your stats have a chance of actually mattering like in AV and GM fights. In fact, with these changes, Tanks are even inferior in those fights compared to how they were prior to the changes.

    The Tanker becomes the AOE tank and the Brute becomes the single target tank. I'd call that balance if it weren't for the fact that the Tanker only actually excels in AOE damage when there are more than 10 targets - until that point, the Brute is the single target tank and the AOE tank too. So if anything, the balance is still in favour of the Brute.

    • Like 2
  11. 4 hours ago, Dan Petro said:

    Apologies if this has been mentioned before, but Rage with the new tanker damage scale might be pretty insane with only 1 activation of the power.

    Not really, it doesn't actually change the damage at all (for single target at least). Lower damage scale + Bruised does the same damage as higher damage scale with no Bruised, regardless of the number of Rage stacks being applied.

  12. 1 minute ago, Captain Powerhouse said:

    I have considered a few things, but as a rule, any change can’t increase the dps of the power since that would just make the other t1/2 the useless one. 

     

    It’s likely the powers will never be too desirable in the end game, but hope is they at least get some form of utility to make them at least situationally useful.

    I don't actively use my T1s or T2s in any of my builds, except for my Crab. So as actual powers, they will never be useful but that doesn't mean that other classes don't have any use for them. They are a great place to slot global ATOs in, so I never resent having them be part of my build on other characters. The problem with Tanks is that they don't have a global ATO, so if they aren't getting Bruised then those T1s and T2s have no use whatsoever. If you change one of their ATOs to being a global proc, then they would be in the same position as the other classes.

  13. There is some good stuff here and I am a huge fan of the Gauntlet changes, however the removal of Bruised for the sake of a higher damage base doesn't seem even close to being a positive change.

    Effectively, what it does is lower the Tank's team DPS, and single target DPS (due to procs being multiplied by Bruised, but not the damage base); for the sake of increasing AOE DPS and the Tank's freedom of choice (by not being forced in to actively using their T1 power). To me, it seems like you are giving up far too much for the sake of those gains.

    Assuming that nerfing the Tank's team DPS and single target DPS isn't the goal but a side-effect of the two positive aspects of the change; then a better solution would be to leave the Tank's damage base as it is but have all of their attacks apply Bruised. That way the AOE DPS will increase by the same margin as your proposed changes, the Tank's freedom of choice is similarly improved, and neither the team DPS or Tank's single target DPS will change from what is on live right now.

  14. 3 hours ago, Captain Powerhouse said:

    Due to many reasons, deciding and technical ones (the whole mutual exclusive thing is quite a bit of a hack) there wont be any more mutually exclusive powers in the foreseeable future. Master/Practiced brawler was an experiment that we were meaning to remove years ago, but due to many RL things, it never got done.

    If you can't have two versions, can't you just get rid of the -damage part of the crash?

    It seems to me that the point of the power is to temporarily turn your Tank in to a pseudo-Scrapper. Increasing damage at the expense of your defences makes sense with that, but having a damage crash involved kind of ruins that aspect too. You could even change the power completely and get rid of the crash entirely but make the defensive penalties apply for the entire duration.

  15. Can you give it the Sentinel Treatment (for Super Reflexes) where there are two mutually exclusive powers?

    One like you described and one that has a 120 second recharge and duration with an unenhanceable recharge? That way people that have no intention of stacking them can take the version that I just mentioned and not have to worry about manually monitoring their buffs to make sure they don't accidentally double-stack.

    • Like 1
  16. 45 minutes ago, 3333053222 said:

    I don't believe it stacks, also, worth noting this "buff" only lasts 3.5 seconds. This is really only enough time to get off one possibly two if your set is extremely fast hits. 

    When does the buff kick in? Does it proc (and start counting down) at the start of an attack's animation, the end, or somewhere in the middle?

  17. The title pretty much covers the question.

    The way I see it, there are three possible outcomes here:

    A. The proc stacks, so for a brief moment you could potentially have a 100% crit rate.

    B. The proc doesn't stack, but a re-proc renews the duration, so you could potentially have +50% crit for 100% of the time if you spammed the attack enough.

    C. The proc doesn't stack, and cannot be retriggered until the previous proc has expired.

     

    Which of these happens to be the case? Really hoping it isn't C.

  18. The title pretty much covers my question.

    I know it is fairly standard practice to slot Stalker's Guile in Assassin's Strike, followed by a hard hitting power to auto-crit with. However, if Moonbeam benefits from the auto-crit, then I think I'd be better suited putting it elsewhere in the chain for the extra proc chance.

    My proposed chain (Street Justice) is: Shin Breaker -> Crushing Uppercut -> Shin Breaker -> Assassin's Strike -> Moonbeam;

    however if I move the Stalker's Guile to Crushing Uppercut and change my attack chain to: Shin Breaker -> Crushing Uppercut -> Shin Breaker -> Moonbeam -> Assassin's Strike;

    then I should get quite a bit more DPS by potentially having Crushing Uppercut, Moonbeam, and Assassin's Strike all crit. Even in the lower recharge attack, Stalker's Guile's high PPM rate still means a 65.2% chance to proc (a ‭42.5104‬% chance for it to proc twice in the attack chain, and a ‭87.8896‬% chance for it to proc once in the attack chain).

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