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Krazie Ivan

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Everything posted by Krazie Ivan

  1. i can confirm how much this situation sucks & breaks an otherwise potentially great proc... slotted a final build with 3 of them to test shortly after we got em, and was really impressed/happy with the initial result (watching the +HP pop in combat log & over head). wasn't game-changing or OP by any stretch, but worked-out to be a decent +HP/min boost that would help on extreme +Def & +Res builds. then i zoned or relogged, & it was comparatively abysmal. 3 of these wasn't even proc'g as often as Pana's +HP. they should function identically to multitudes of Perf.Shifter, imo, as everything else about them indicates. unless i'm missing somethin?
  2. yeah thought i did, but must have been remembering Mids' numbers... which are quite a bit higher than in-game. you're right (796), seems capped on Scraps. honestly could have been me, cause this sounds familiar from maybe a Manti WST run (char named Jinsoku Subeta), & i turn off my toggles if not on missions/TF so i can enjoy my costume - lol
  3. 1- even teamed on a /Rad Scrap you'll hold & steal aggro. 2- layered with Def (Melee pref, but S/L is good too) softcap goes a long way. a +Rech proc in Kick is popular, but i don't even use it on Posi TFs with all the attacks i still have. 3- not really. decent with just the LotG ...more useful to make it worthwhile DPS with up to the remaining 5 slots in the few cases you'll lean on it to survive, imo. 4- aside from D.Sweep, careful to have enough EndReduc in the PBAoEs/Cones if you can. boost the lone one in Purple sets. 50% Crit proc in Rend for Scrap builds. i'm not usually a big fan of the FF +Rech proc in most builds, as i normally need the slot/bonus for durability... in TW/Rad, you can already get well over 200% Rech w/o them. 5&6- i didn't have enough slots to do more with G.Boost... it's a Unique mule, imo, & lots of good things can go there. dem HOs love the B.Decay. R.Therapy is a nice proc-bomb, but if you don't have the slots (this will be a recurring theme with TW/Rad) even just a -Res is nice before hittin G.Zero... which is a nasty phat proc-bomb. P.Shielding is worth slots. i only took Meltdown as a mule, & it's nice. ...don't. 😉
  4. i try to join mostly PuGs doin TFs, and if i get the impression someone is new and/or can't afford stuff, i'll send inf & say to check their in-game email. felt like this gets inf into the right hands, but def not as often as i'd like. should i maybe phrase a question that somehow makes new/broke players comfortable in speaking-up, so i get more opportunities to help? anyway, this is really great & i'm glad to see there are other peeps seeding the population 🙂
  5. @oldskool is right... not gonna disprove an un-provable. /endthread.
  6. ok, which one of you forum-regulars keeps makin these accounts to troll us with nonsensical weirdness? lol
  7. i didn't chime-in before because it sounded like you were dead-set on making use of Overload, which i have no interest in. but this comment makes me think your build has serious issues, & you're leaning on the t9 as result. EnA shouldn't need the t9 for anything - it's a monster of durability. post your build & maybe we can help.
  8. yeah, Tough & Sets/Uniques. wasn't easy ...tho i also didn't want to sell any attacks short, skimp on +Rech, or have garbage EndRatio. the scaling Res mechanic won't always save you from times like that (huge 1st spike, followed by big DoTs), but consider how much less dmg you'll take with a good +Res base ...and then remember that with no care given to +Res, you'd have suffered the same demise anyway ( ;D ). might even give you that extra moment to pop a green? makes sense the strategy would work best vs lower dmg spikes, but anticipating nasty AV spikes with Rune has worked out pretty well once i got slotted-up. i 1st tried this concept on a Spine Scrap, but the lower HP & Res cap didn't let it shine... and living within the last 5-15% of HP was just too slim with dmg spikes. really runnin with it this time on a Claw Brute, and the non-debuffable Heal procs are now noticeable. slowed?...don't matter. hit by -Regen?...don't matter.
  9. open Combat Attributes & add S/E/F Res to monitor. i think it's worth it, but haven't quite managed to hit 50% base value yet... 44% +7% from R.Def unique = 51% ...plus Rune/M.Core. all SLENFC are about the same 44/45% base on mine. tho i disagree with Haijinx on this point, everything else he mentioned is spot-on, imo. essentially, the more the scaling Res mechanic has to build-on, the less healing you need to survive. you'll have more HP left before you cap Res, which means you'll live longer. vs a +Res build? imo, not often... mine sits just under 54% Melee Def after Agility & i only join teams, which are nearly guaranteed to include 1 with Maneuvers to put me at icap. pre-L50 content, i'm still 3-5% over softcap, so not much wasted. if you solo Incarn content a lot or exclusively, building up the last 5% might work better....but i'm not entirely sure as i don't have much experience with 54% vs 59% solo Incarn content w/o other changes/factors/etc. instead of pure +Regen slotting/bonuses, i took what came with my other sets, plus HP bonuses, and then add Pana + 3xP.Transfer ...once your Res mechanic kicks into overdrive (and/or Rune/M.Core), they work fantastic. still need Accos on mine, and T3 Agility, but i can /F on a 'Roid farm with Spin on auto - which honestly surprised me.
  10. i'd stop short of sayin Tough/Weave are required, but they sure will make a big difference in surviving melee. tho i've found squishies do far better when they have another form of mitigation on top of melee softcap & high Res, like -ToHit/Repel KD. dmg auras don't proc often, like they did when we got IOs initially. it's not useless for all types of procs, but it's not much dmg either, and usually the slot can be better utilized elsewhere. some exeptions, like running multiple auras with multiple procs in them & going AFK. longtime mate of mine created a nice spreadsheet on procs that might help ya: https://docs.google.com/spreadsheets/d/1vd4ZZd1jfhOzdZZkGxC9O0NN5G0T1EdWPu_XRrV6s0U/edit#gid=905771942 if solo, you'll pull that aggro anyway. in a team, it's less likely to pull away from punch-voke with such low dmg tics, and won't pull aggro off Taunted foes. i'd kinda rate that as a toss-up, with teamed/taunted being the best chance for P.Transfer heal procs providing slight help... the dmg you take just has to be low & slow enough, but that proc can be pretty cool when you have several.
  11. true, it doesn't fit all, for sure. Absorb proc in Ward, Slow Res in Flight (add a 2nd slot to Gift for very nice F/C Res), & rotate with M.Core?...still not a 1-hit-wonder like t9 could/should be, but that's a lot of utility & durability for 3 powers, 3-5 used slots (3-4 in Rune, 0-1 in Flight), & an Incarn pick. granted...i don't take travel powers, since Ninja/Beast runs, so Flight may be more useful to me than others who still burn power-picks on travel. and who doesn't like free TP?!?! 😜 /s
  12. interesting concept to explore, but i still think there's far more to be gained on SR from Rune and/or Melee Core. maybe LotG mule, if you're in a more-power-options-than-free-slots situation.
  13. mule'd, or some may use it w/o knowing how sub-optimal it is to do so on the really high-end builds they copy off the forums w/o good understanding of the game mechanics ...would be my guesses. some of the farmers i see in-game have it, but no Fences/Ball... which is the real shame, imo.
  14. WB to the game! suggest ya pick up Dull Pain asap. start with 2 Rech enh, then add 2 Heal. after that, Tough & Weave (they both consume a lot of End, so slot Reduc). +Regen is a weaker form of mitigation than Defense or Resist, so it's not worth slotting Heal enh into F.Healing or Health... better off with 2 of those slots as Res enh in Resilience, 2 in Tough, 2 Def enh in Weave... maybe even take Maneuvers (slot like Weave). Integration can be left as 1-slot until the other mitigation powers are set up. grab Hasten soon, 2 Rech enh. Instant Healing will be slotted like Dull Pain. 2 Rech enh in MoG. consider Meld in Patron Pools (2 Rech).(edit: had Scrapper on the brain) consider Darkest Night in Patron Pools. once ya start lookin at set IO enh, drop back in here for help with em, but till then - try to lowball bid & pick up both Steadfast (Attuned version) & L10 Gladiator's +3% Def uniques, with L10 Shield Wall's +5% Res unique, and score 5 Luck of the Gambler 7.5% +Rech (Attuned version). /Regen isn't easy to build, but it can teach ya a lot.
  15. With zero DDR and what's the actual % uptime on Shadow Meld these days? i'm only at 15/45sec base with just a LotG 7.5% slotted... add Hasten, Agility, and saturated B.Decay to improve to 15/28sec... certainly not great, or a complete answer, but it helps /Rad quite a bit when waiting for P.Shield & R.Therapy on cooldown. went Ageless Radial for DDR assist (and MOR GLORIOUS MOMENTUM!), ATOs in TW's Def.Sweep to get some DPS out of it when i absolutely need to use it... (+4x8 ITF Alter ambush when team dies? lol). my Def/Res isn't much different than Invader's i spose?...went Melee softcap with just 40% to S/L, and capped SLEFT Res with Scaling unique, Neg just shy by 3%, 37/28 Cold/Psi (i'm a big proponent of E/N Res for late game). GZ 5-proc nuke. 800+HP Absorb. Pana+P.Transfer. can confirm Invader's "awesome" & feels OP description. hell, it even Ex's down amazingly well! not to say TW/Rad is the most OP combo in all ways... (/EnA & /Inv are more durable in more content. SR can be great, but greater on a Brute. /Bio makes me want to log-in a Blaster. Kat is less hassle while still offering the best type of mitigation. Claws is near-perfect in it's combination of slotting allowances/mitigation/animation speed/etc.) ...but sweet baby science it's devastating while safe, and incredibly fun.
  16. my only qualm is when peeps say WP is stronger ...easier, sure. but WP drowns in the deep-end of the pool no-matter how durable you build it, while /Regen can stay afloat with the right build. due to consensus being more a reflection of the avg build by the avg player with avg knowledge of game mechanics, i have to agree that it's considered the weakest. some sets just have wider skill gaps, & /Regen is possibly the widest. @Sorrison ; read some of the other /Regen threads in both the Brute & Scrap sections.
  17. absolutely. .../Inv can be built stronger (easy/high Def & some DDR), but /Rad has better DPS synergy potential with TW (+Rech & +End). in the hardest content, /Rad will need clicks more often even if it's an insanely durable build, which begins to diminish it's DPS advantage slightly.
  18. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^... ...hot-damn, someone else gets it! ;D
  19. not that i have ever seen at all. even way back on Live, always seemed like a decent high-road person to me. oh, man, i hope you didn't take that as sarcasm aimed at you. didn't even think your misstep was worth mentioning. i'm being completely sincere. was just noting the typical M.O. we see around here. i know the internet can be full of innuendo, so i try to be direct, but esp if i'm confronting something. most of the snotty/snarky stuff around here isn't worth even calling out - i just play dumb & move on. if they really want to insult me looking for reaction, they'll have to be unmistakable with it.
  20. i've never bothered to try. there just isn't much daylight between them, and the gap isn't worth the investment to me. it was far more interesting to see how cheaply i could get under 5min 'roid runs w/o Insp macros or build-staple Uniques: ...anyway...if the "best" isn't in this thread below, then "nearly-best" likely is: 🙂
  21. nah they prefer slight disdain, underhanded, & leading provocation ...feel superior, leave room for mis-understanding, & attempt to trigger the other so they appear to be the bad guy. received my fair share. confrontation must be scary to go to those lengths to avoid it, lol. (for clarity: not being sarcastic here. just noting the typical M.O.)
  22. or even a 2nd acct just for a farmer, which allows you to AFK-farm while playing content on your main.
  23. great work! really appreciate the amount of time you put into these, and how clearly you present the data points you've tracked.
  24. this latest version is really quite good. i built mine for Fire Farming quite a long time ago, & recently decided to have a 2nd build for all content. wanted to use Mu's Charged S/L/E Res for late-game durability, but struggling to cap Melee or S/L Def so far (Ranged wasn't hard). i honestly don't think it's possible for M/R/A or SLENFC (close! but not as good as my Water/Atom/Mu Blaster) ...will revisit the attempt until i'm sure. for a break, i worked on a 3rd build with Scorp.Shield, which easily fixed the Def issue (SLE & Ranged softcap)... but can no-longer Res cap itself. i got everything i wanted for low-lvl teaming (Ranged softcap, Rune, Siphons, -KB, SB/ID, Hasten, Tough/Weave, Kismet, Absorb, Scaling Res, fantastic End Ratio), and for late-game it's solid (SLENT Res near 30%, Tactics, Veng, SS for stealth). pretty happy with it as an early pass, so i decided to see what this thread had been up to, figuring your build was still the benchmark... i traded 13% F/C Res for 20% E/N, sip nearly half the End, & got that last 1.1% to Ranged, but...welp... ya got me by 30% +Rech, which is huge. there are a few small things that mean i won't be using it myself, but hard-numbers-wise, your build very impressive. it's rare that i see a build that meets or exceeds, so i wanted to be sure to say you deserve a ton of credit for this one. great job. :)
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