tellania
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Thank you Championess, I thought I read it somewhere, but unable to find the reference (right to left). I believe powers trigger first, then IO procs, so if I want to keep the sleep in frozen aura, I should only slot damage/accuracy/endurance/recharge IO's and sleep set (eg the heal), if I wanted to keep them asleep (along with HO's for mezz, of course).
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Psyonico, Ice melee (frozen aura) has damage and sleep in it. It does the damage first, then the mezz (sleep) effect. Also, when I mention proc, I mean IO procs. So, if I use a power which has -def, and I slot -res (achilles heel) and damage (touch of lady grey, neg dam proc) IO's, which will trigger first. slots: <achilles heel> < lady grey damage proc> , which will happen first. EDIT: Re-read Psyonio's reply, misunderstood. Delay sleep postt proc. Thank you Psyonico, I appreciate the information.
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Sorry, not the sequel to 'Pride and Prejudice', but an actual question: If you slot procs in a power, which ones go off first? The ones on the left, or right? Also, the power itself vs procs (eg power damage/mezz first, then procs, or procs then power damage/mez effects?) Do proc vs global make a difference? Eg. LOTG +7.5% recharge and Kismit +6% to hit? Main reason, I have a power, I wish to put in a -res proc. I also put in a damage proc. Ideally, I would want the -res proc to go off first, and the damage proc after it. I'm also curious on power that use 'sleep', so if Proc it, does the power go off (sleep), then the damage proc (which breaks sleep), or do the proc (damage) goes off first, then the power 'sleep'? I figure power alone, is damage then mezz effects (eg. frozen aura, otherwise the damage would break sleep). Hoping to optimize some IO precedence slotting, and removing those that may break some desired mezz functionality.
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Question on pet power slotting (procs vs IO bonus)
tellania replied to tellania's topic in Mastermind
Asked a simple guidance build question, and have been enlightened to procs on certain powers, which greatly helps. Thank you all for the 'proc' with upgrade powers guidance, I greatly appreciate it. -
Question on pet power slotting (procs vs IO bonus)
tellania replied to tellania's topic in Mastermind
That sounds interesting .... so 'train ninja's can take the kismet, and its not dependnt on the click + 120s to be on? Always for self and ninjas? -
Question on pet power slotting (procs vs IO bonus)
tellania replied to tellania's topic in Mastermind
I thought about that one, but my highest MM is a lvl 43 bots/time, so decent amount of KD there, but I have a lvl 36 demon/kin, and probably slot one in those T1 Prepping from IO's to a serious build, and a bit surprised how unsure I am in this, since I mostly league/team with the MM. -
Question on pet power slotting (procs vs IO bonus)
tellania replied to tellania's topic in Mastermind
so, do the pets just cycle through their powers, eg, lich will start with torrent, then end with fearsome stare, then repeat? I remember reading about the arsonist (early levels) throwing fire, then running up with brawl. Overall thanks. I mostly play tanks, so I'm very maximize defense/resist/regen/ survival mode, but I notice it plays less with pets, they survive, I survive, Franken slotting, with the exception of a few of the ATO bonus (2 slot for 10% is very tempting). Does everyone try to get in the ATO +def or +res IO's, or stick only with their strong point (eg defense for bots, resists for demons, or slot both to help maximize) -
Three questions actually: 1. Any information on the best proc for each MM pet? Example Lich takes hold, immob, fear, accurate to-hit buff, and knockback. If I slot a proc, which would be best. Not a question specific to only Lich, but all pet summon powers, I'm not sure how often each power is used. I can see immob/hold/fear being used in one power, and tohit debuf used in 4 powers . Sadly, no listings for damage or proc chance (ergo, if I need to give up some damage, better damage IO, endurance IO, proc, or Mezz IO). Another example https://homecoming.wiki/wiki/Robotics , shows 5 powers (2 upgrades) but 2 have knockback, but how often does it cycle for each power? If you upgrade, does it ONLY use the upgraded powers, or rotate through basic, first upgrade, second upgrade powers? 2. Is it better to use IO's (eg franken IO's) and procs, or go for set bonus? If I let my pets do most of the fighting, do I need that sweet superior mark of supremancy 6 slot bonus ( 6% SL/Fire-cold/EN-neg resistance,), 3. Pet proc build up proc, bet in T1 (you have 3 of them) or T3 (hits harder)?
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Yes, OP, and name your tank 'Dirk Fyr' (pronounced Dirk Fear), a famous private eye with notorious bad spelling ....
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you can earn up to 3 respects at terra volta trial, buy respec recipes, or get respec by gaining levels. Best advice I can give, take all the powers in your primary and secondary, and get a feel what works best for you. I learned, with super strength, dont like handclap (high recharge, and knock back, bad for invincibility power). You'll also have a better understanding of what power is worth it (do I use it) for making the change. As an example, I like the leap power in the jumping pool with savage melee, but I dont like it in other melee sets (high recharge, so doesnt help much). Do you feel tough enough and want more damage (I would recommend cross punch), or more resist/defense (for team/incarnate tanking) What cost range, PvP IO's, winter sets, purple sets all cost $$$, are those ok
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Tough on an invul/ tanker isnt as handy (weave is great), but you can use it as a mule for either an extra slot (eg one of the 3% def IO's) or slot an impervium psi resist (+6%) to help with psi at the upper levels. I like both, but I really only keep spring attack on melee toons using savage melee (so I have 2 leaps). Cross punch will add more overall damage due to spring attacks timer
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Thanks ZemX, what I suspected and appreciate the response
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I assume placate only works until attacked or timed out. So, if I have an fire/ice tank, frozen aura (with placate proc), does it automatically break placate and useless on damage auras (what about other auras like ice tank chilling embrace) or taunt auras? Mostly taunt aura with placate, what do they do? I dont want to placate from myself and go after team, but if you placate and taunt, what happens? Similar question, placate with confuse proc, do they only hit each other, in that case placate proc seems useless. Suggestions or experience?
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I did this on an ss/dark brute. Get presence pool, and made a huge difference in damage mitigation. I plan on taking it on my dark/ma tank (but not enough levels yet).
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Just curious on the strategy here. While a brute can be a monster farmer, they depend upon fury to be competitive (or exceed) tankers and scrappers. If the brute is on autofollow, it may not take any alpha, nor build lots of fury (curious what the other toon would be). Just a thought, if the other toon followed the brute, sure. If the brute is following, I'd personally go tanker or scrapper.
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It helps with specifics of what you are looking for, and why we appreciate an initial build. Are you looking for soft capped defense, incarnate level defense, maximumize damage, resistance, recharge, endurance, patch psi hole, budget (purple builds, non purple builds, etc). Help us identify what bonuses you are looking to acquire.
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Wasnt meant to be in order 😄 adding +absorb, there is only a single IO i'm aware of, and I was brainstorming for a fire/fire specifically. I agree, defense avoidance means no mezz, while resist, you can still be held.
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Thanks Nemu, I agree with your statement, but I enjoy trying alternative builds and means, as opposed to IO'ing only for defense bonuses. It might be a decent starter build, using the proc, esp on teams, but in the long run, I agree, it wont save me.
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For some reason, I cant get mid's to work with the datalinks (it crashes). Can you post the data chunk as well as the datalink? I make a few rough suggestions just from a casual glance: 1. MOve kismet %tohit from combat jumping (level 49) to Deflection (level 1). Help you more at lower levels, and if you exempt/flashback to lower level arcs. 2. Change Deflection LucoftheG-Def/Rchg to LucoftheG-Def/EndRed (save some extra endurance). 3. True Grit, move Prv-Absorb%(31) to Prv-Heal/Rchg(29), for better +hp bonus. Put the Prv-Absorb% into health (yes, need to free a slot, cant see where offhand; maybe Deflection, remove the Luck of the Gambler Def/Rech? Hard to tell without being able to see the full build). If you are, at least, 45% to melee/Ranged/Aoe defense, then working on resistance (I can see some +regen bonuses, which are good, but not at expense of resistance). I assume you are, with martial arts adding some nice +def
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Reading on electric blasters and endurance drain thread, and wondered .... Has anyone slotted power transfer with %heal? I'm wondering if its worth slotting the proc to keep your health up. anyone with experience trying this?
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There are some GREAT tactical suggestions here, on how to wait for a tank to grab aggro. I mostly play tanks (I did have a 50 fire/fire blaster before shutdown that was fun to play), and I'll offer some other suggestions: In order to survive: 1. Resistance / defense / heals / mezz protection - these are the traditional methods people think to survive. 2. Mezz control - holds, sleep , traditional controller features, there are a few available to you. 3. Other - knockdown/knockback can be extremely effective in reducing damage. Mediocre tanks will whine about knockback. Great tanks will suggest KB proc (KB to KD), but understand the limitations of your powers, and welcome it as a challenge. 4. Other2 - Placate / phase shift I recommend you look into some knockdown/back and fear powers. Try them on test server and see which works with your play styel What kills you more? a. Alpha strike? tactical here (let the tank/brute/scrapper take the alpha), then show your power. b. Just raw damage over a short time? c. Mezzed by enemy? partial Solutions to (b) and (c) are inspirations, pool powers, and/or IO's: i. break frees / defense inspirations ii. combat jumping/hover (immob protection), iii. acrobatics or IO's (knockback protection), iv. misdirection (concealment, but long recharge does a placate) or phase shift (cant be affected or affect, gives time to hit inspirations, run away etc), vi. presence (intimidate and invoke panic) can fear an enemy (GREAT POWER, under rated!) v. force of will ( wall of force) for knockdown,ted; invoke panic can fear most of a group, intimidate+invoke panic can fear a boss), vii. sorcery has arcane bolt (knockdown, single target), and rune of protection (+res,+status; longish recharge) viii. speed has wirlwind (knockdown) (heavy endurance usage) ix. IO overwhelming force proc (% to knockdown) - unique, can only be slotted once, can go into any damage power, I recommend fireball (or any damage power). Burn works well, but the dot tends to double up the KD (and becomes KB), which may not be a problem for you (its more for tankers and control). x. WInter IO avalanche has a kd proc, unique, can goe into PBOE's (fire sword circle, combustion, burn) xi. Epic power pool soul master: gloom can disorientate minions (and slot a stun stupifey chance for knockback) xii. Epic pool mace mastery mace beam (cone) knockdown apologies for the slighly incoherent post, having limited time and wanted to share some options.
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I have a lvl 50 WP/Stone tanker, minimum size, dressed like an anime character, so I can bring the giant mallet wallop! Its fun, and a bit endurance heavy, so it pairs well. There are 2 aoe's which do knockdown, so some extra mitigation.
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For a generic AFK tank, whichis fun invul/anything will do. I'm partial to Invul/ss, but invul/xxx might suite his playstyle best. Though, something to think about is a fire/ice tank. With tough (or IO set bonuses) and acrobatics (or KB IO sets), you can cap SL/Fire resistance. With some IO investments, you can cap energy/dark resistance, or get a decent level of defense (e.g. 45% melee). Not as tough as an invul/ tank, but a more fun if you want to do things (make baddies flop, or arrest them with fire). Plus burn at 18 and ice patch at 20, it can be an easy mode : ice patch, burn, repeat (not a lot of complicated combos or other buttons to smash). Not sure what you and your wife play with your 13+ son, but there are buff's.
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Kudos to Acadian Avenger. Most fun I ever had, sole tank on a team with 7 blasters ...
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For those who attempt this, I highly recommend looking at (in his sig) The only time I face planted on my invul/ss, I either had recovery set to zero (electric control -recovery), or cascade defense failure (radiation -def, and heavy gunners) (rage really helped with the -20% base defense drop for cascade failure, and rage/hasten helped murder me with -endurance (esp with low recovery). Helps to keep the power attribute window up to monitor. Once I targetted the rads and electrics, life got MUCH easier.