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Sir Myshkin

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Everything posted by Sir Myshkin

  1. You should try a run without DNA in there. It seems to be a bit hit-and-miss one how much value it really provides at that level. Considering you're talking such an absurd time to begin with, an extra swing of your Mace might prove to be more beneficial than the Regen differential at that point, especially considering how the "when" is for Pylon's specifically on recovery (server ticks). When I did the most recent Bio/KM Tanker test on Beta I had tried some runs using DNA Siphon, and also back when I did the SS testing, and in those >3:00 categories, it was either marginally one bit up or down, or potentially harmful depending on the structure. For Kinetic specifically it actually ended up having slightly better just skipping it because I could loose momentum in the Siphons if it fell in the wrong place; it was too fickle to time properly to matter. Mostly, just a curiosity. In a 1:00+ Run you'd have to have hit it twice, meaning there's 3.65 seconds you're not attacking. If we're talking about being able to generate 600+DPS, that's 1,800 damage missed, or about 4% of the Pylon's health. I don't remember off the top exactly what value DNA Siphon ends up restricting the "regen" of the Pylon by, but I... don't think it's greater than your effective output at that point.
  2. There are a handful of key factors besides just raw power that contribute to more effective "DPS" that gets caught up in this thread. Don't think that taking the Pylon down in 8:00 is a bad thing, you still managed to produce a level of performance (as nihilii said) to take out a standard level 50 AV. Some of the key factors you've got to look at to help improve your character (or next choice of character) are adapting to these expectations: Laser focused chain optimized to cycle your best DPA (damage per animation) attack(s). Capability to include some method of -Res to improve the value of your damage, whether that be internally provided from a set like Bio Armor, or through the -Res procs (Achilles Heel, Fury of the Gladiator). Inclusion of key Incarnate abilities, typically Degenerative or Reactive Interfaces for their -MaxHP or -Res respectively for your Interface choice, and Musculature for Alpha. The possibility of including a few damage procs into your attacks. Adding the Gaussian's +BU proc into your "Build Up" to more consistently provide a higher spike of +Dam per activation. Remember that there's a lot of investment in the high tier builds, and that the top three fastest times (>60/s) are owned by builds that use pets: Ill/Storm Controller, a Crabbermind, and a MM build or two. For a Melee class to tackle >2:00 is a demonstration of a lot of performance commitment. If you do decide to roll a new character for another attempt at a "Big Orange Numbers" character, keep in mind that there are some approaches that don't require as large an investment if you research the needs, and build accordingly to still hit >4:00, if you're really trying to chase a time concept. Even a Tanker (in current scaling on the production server, not Beta) takes 10:00-11:00 to solo a Pylon, and that's technically still good enough to whittle down several AV's in this game if you're patient enough. You'll need to decide whether you want to be Melee, Ranged, or Support to start building a path towards the next AT and Power Sets, a there's currently not really a combination in this game that can't Solo and AV, but a bit smaller list on the one's that'll successfully solo a GM, and it'd more likely to be one of the support classes that'll do that for you without relying on specific Pet usage (Patrons/Lore).
  3. I couldn't help but see this being the future of pet customization:
  4. Most of your attacks (in general) are animating around 1.848-2.244/s (Arcana), but the key is how that bonus applies to your abilities across the board. Just one application of that 100% is equivalent to having a 5% global bonus perma, and if you're just spamming Psi/Wall spawn after spawn, so long as there's at least 10 mobs hit, you should (90% probability) get that boost for both, meaning 10/s of 100% every spawn, and if you're on a fast moving team doing 15-20/s a spawn, then you're easily spending 30/s of every minute under that effect. That's the exchange of a 50% global bonus. That's not even accounting for you spamming Levitate/Project and getting added kicks there as well. My Storm/Nrg Defender currently has a relatively enhancement-less build that lives under those effects. It's kinda crazy to be running around with 150%+ Global Rech entirely off the graces of the FF+Rech proc. Yes, and it's because the Panacea also grants Endurance too, it just doesn't remind you so blatantly like the heal portion does. You definitely don't want to rely on it as a "save your bacon" effect, it's there to help passively course-correct the hits you take over time. If you really wanted to have the Absorb proc, I'd trade out Miracle for it over Panacea or Numina's. I can respect if it has to do with an RP/Character specific thing, but from a damage and control perspective, the power is both weak, and ineffectual to purpose. You have enough recharge in the build before the FF+Rech to just sit and cycle Project Will + Levitate all day long, but Dominate has more swinging power so you'll want to cycle that through too. There's just no DPS reason, nor control reason for Mesmerize to exist in the build. If you wanted to keep it for personal reasons then I would suggest scrapping Levitate if you absolutely can't let it go.
  5. I actually checked it, most of your build is fine against +4's, there's a few areas that'd be a bit weaker, and your Fulcrum suffers above all else with only global effecting it, and not bringing it up enough to deal with any more than +1's effectively (you'd be missing a lot of its effect in a mob). You've got the ability for a good portion of your fully set-slotted powers to go against +4, so not terrible at all. There are some other net benefits to Tactics besides just the Gaussian's trick or the Accuracy impact, it also gives you status protection against Confuse, Fear, and +Perception. There's quite a bit of stuff that causes Confusion in the 50+ content making it worth the investment when possible. I must say I generally left the build critique to Oedipus and Redlynne, but I was curious when you started considering concessions to your choices. My initial reaction after loading it: "This... is a lot going on." You've got a crazy amount of abilities packed into the build on top of Kinetics, an already hyper-active secondary (that you cored out to only a few of its abilities). I did see what you were going for, though, and I also saw the opportunity in the build that was missing which makes it work. I tweaked it a bit and... basically turned your Controller into a "Mad King Special." (link in my sig). Your concern with maintaining a high level of recharge is already easily corrected in the power choices you've made. Levitate, Project Will, Wall of Force, and Psionic Tornado can all take the FF+Rech proc, and effectively use it to patch that +100% pretty consistently. If you hit a 10+ mob spawn with your AoE's, you're nearly guaranteed to hit the proc, and the effect doesn't stack, but the duration does extend. Couple that with two primary-use ST attacks being used and you'll spend a huge amount of time under the influence of that effect. Promise. So given that, I stripped out some set bonuses and flipped your build over to a more true "Proc Monster" loading up the effects where necessary. I also pinched in some Acc/Dam/End into a few places to help balance the build. I also took out Mass Hypnosis and Mesmerize. You've got more than enough ST attacks that Sleep isn't agreeable with, and your AoE's have KD and Fear and very short cool downs, and a mass AoE Hold on panic-standby if needed. It felt more like you were set-muling at that point, and it's not needed. In the exchange I put Tactics and Vengeance in, between Veng and Unleash you have two protective kicker-effects to protect you in the event of a crisis. The high recharge in the build will also make them fairly reliable. Otherwise I think your power choices were fine, work to your style, they just needed a better coat of paint in the slot work. And trust me, the on-paper recharges may look higher than you were trying to achieve, but once you start putting those FF+Rech procs into action you'll be tripping over how fast your stuff is recycling. Edit: I forgot to mention - You have enough recharge to keep Indomitable Will perma. I know the initial number says something like 113/s or whatever, but the FF+Rech's will tear that down closer to 90/s and keep you capable of running it constantly. You just have to remember to... you know, use it. Also, there's a decent enough padding on your Ranged defense that you should be able to use Afterburner as a fast-fire "panic" defense button. It'll spike your Ranged up close to soft cap, and if you can get outside of that 10' range (if you're in it), it'll give you some breathing room. Of course it shuts you down in the process, but surviving is more important than face planting, and Afterburner can be flipped on and off in a hurry.
  6. So many different build potentials, so little time to explore them all. Having tested some of this on Pineapple, I resorted to making one of these on Everlasting and decided to go with Storm/Nrg Defender. I had rolled an Ice/Storm Corr a couple months back that I'd considered trying to retro-fit that into this role, but Ice just doesn't have the pizazz and wonderfully irritating KB to deal with. I've gotten up to 42-ish so far on an "enhancement-less" build. Endurance management has been a rightful terror, as any Storm user can attest to, but it's magnificently multiplied by the fact that the only thing I'd put into the build has been FF+Rech procs and KB>KD converters. Summon LS? Get +100% Fire Explosive Blast? Get +100% Attack with anything? 20% chance to get +100% I'm sitting under +100% so often that I can keep Tornado up perma, LS replaced about every 40-45/s, Unleash Potential down to ~4mins which has become my fall-back "endurance replenishment" tool in these dire times. It's a radically different leveling experience being able to tap into so much recharge without a ton of investment or effort involved.
  7. HEY YOU GUUUUUUUYYS! ahem Testing Update: Kinetic Melee! It's been a bit since I've set aside some focused time to revisit our Tanker changes on Beta/Pineapple. The last update finally hit in early December, and it has been a pretty hectic month and I've finally set aside the time needed to really visit one of the last necessary curiosities of the alterations to Tankers, one of which that reflects some interesting alterations that a lot of folks expressed questionable concern over from the second patch wave. Up to this point there's been some consistencies in how the Melee sets have performed, and with a few other diligent players pushing some unique testing boundaries in other areas in regards to baseline performance of Melee sets, I'm comfortable in scaling down some of the intended testing to the one, final run of Kinetic Melee. Kinetic Melee is a set I know had some intriguing prospects and was a key set to see the data return from for quite a few people, myself included. The set is focused on single target performance and has a few crowd fracturing abilities that IO's really gravitate towards. To me there is an interesting balance of how KM is designed to function in an SO world, but shine in an IO one, and to a small degree I almost feel like--at its core--there's some piece of Super Strength in the backbone of its design. The testing up to this point has shown how dramatically the IO system, and procs of course, change the dynamic performance of SS, and the queued up challenge became "how similar is Kinetic Melee to that given a similar design structure?" And now, I have that answer, but we have to talk about a few things first. Kinetic Melee has three initial attacks that are crazy fast, all sub 1.5/s arcana and can be ran together at 3.8/s in total Arcana animation time to do a baseline damage just shy of its T9 attack. That's 154 damage versus 158 unenhanced on Tanker values pulled from live. Concentrated Strike animates in 3.03/s Arcana. It's pretty crazy that the first three attacks can so closely match one single, hard hitting attack. There is a small discrepency of 0.8/s additional time at a 4 pt damage loss, but the practical application ends up doing some interesting things. It is possible for Kinetic Melee to be a strong ST contender without using its T9 attack, but why consider that? Because Concentrated Strike takes 3.03/s to animate, which can miss and eat up a huge chunk of dynamic DPS in the process. When talking about long-term experiential gains, missing for that long a window--as any Big Game Hunter will tell you--really hurts performance if it happens often enough. Given that I approached testing out KM on multiple fronts: T1/2/3 Attack Chain, a CS Inclusive Chain, and both chains with Gloom spliced in as it is one of the strongest attacks Tankers can get access to broad-spectrum. Early Attacks on Procs I was pretty impressed that I still got some relatively solid proc performance out of a set of attacks animation so quickly, with such short recharge times. I stuck to standard philosophy of no inherent recharge for these, devoted the first two slots to Acc/Dam/End, and then loaded them up with procs. Lets take a snapshot: Smashing Blow: Body Blow: Quick Strike: Now with Quick Strike I added a few more chunks to reflect on something important about that particular power. I have that one loaded up with FF+Rech proc (a key point to make to the function of KM), and that trigger doesn't show up in the combat data, only in the Hit Rolls, but what will be visible in the video is how often that +100% Rech hits, and adds in a significant value to keeping the time down on Power Siphon. QS has three procs in it (2 dam), SB and BB each have 4 (dam). Average sits somewhere between 1.6-2 procs per attack. If I account them as 1/2/2 respectively, it adds an interesting highlight to the previously mentioned idea of "no T9." I'm adding a potential 358.75 damage "average" to my original unenhanced baseline of 154. A CS Inclusive chain gets to benefit a little bit from this too, of course, but it's an interesting twist. Concentrated Strike will likely only fit a few procs, possibly 4, but likely just 3 under optimal slotting, and with its long recharge it'll carry a good proc potential, but that's still only 3 potential versus 3 minimum, and 5 probable procs using the T1/2/3 in its place. I broke some runs down into a little chart for comparison: T1/2/3+Gloom w/ Hybrid T1/2/3+CS+Gloom w/ Hybrid 3:23 2:45 3:24 2:32 T1/2/3 w/ Hybrid T1/2/3+CS w/ Hybrid 3:54 3:17 3:40 2:50 This is only one reflective run per each scenario, and I didn't dive heavily into capturing a lot of "new" data points for this because it demonstrates something I'm already aware of from back on Retail when I tested Kinetic Melee a boat load. The net variance between the use of CS versus not, on average, is minimal. If tested into the 10 data points marker, the divide of something as simple as 3:54 to 3:40 blurs closer together. There's also a good example of "decent run" compared to a "close to perfect" run with the CS+Gloom Inclusive w/o vs w/ Hybrid. I actually did two test runs with Hybrid and that chain and got a follow up of 2:58, a dramatic amount of missed CS's that reflect how wildly a CS chain can swing. Pre i24 Proc changes, when I tested this with Scrappers back on Retail Live right before the sunset, I'd average a difference of 10-15 DPS between not using, and using CS in my attack cycle as soon as it was up. The fickle "critical bonus" of CS and Power Siphon is so rarely optimally triggered that it's almost pointless to have as a mechanic, and unreliable in general performance, so no help their either. Procs end up doing Kinetic Melee a ton of favors in regards to just spiking up that difference in abilities and providing a consistent performance expectation when not using CS, and really give it the ability to forgo the power if wanted without loosing a significant variance in potential ability. Love/Hate Concentrated Strike Proof is in the pudding kind of statements, but CS doesn't do Kinetic Melee any significant favors. It's a fun attack, has a love-it-or-hate-it animation for trying to spike damage on a target, but that long animation time is troublesome. I personally always kept it around because I still enjoyed using it regardless, but when it comes to really doing ST performance, it was easy to skip it knowing I could avoid the wild variances if that attack missed. In general team-based game play CS is less of a liability as others are likely able to make up for that missed short-coming, but for soloists, it's definitely something to be mindful of it that attack missing may break your ability to actually take down harder targets (AV's+). Power Siphon v Rage With the addition of the Gaussian's +BU proc in PS, just as in testing with Rage, definitely got a lot better overall performance with that burst spike at the entry into PS. While it only lasts for a short five seconds, that's enough to hit every single attack Kinetic can throw (ST) or build into a spike for Burst. Hit PS, cycle QS>BB>SB into Burst, get that quick ramp build up of PS stacks and still have just enough time to que Burst for the added +Dam. While I wasn't able to ultimately crack the 2:00 barrier this go around, I'm still happy to see how close KM actually got to SS's performance levels. The constant up and down of Power Siphon's stacks are the shift that cause that difference for sure. Collective Final Thoughts Kinetic Melee can bend the IO/Proc system in the exact same manner that Super Strength can, and the only thing not putting it right in line with it is the shifting +Dam effect of Power Siphon. Kinetic Melee doesn't suffer the (current) drawbacks of Super Strength's Rage crash which makes it a pretty solid alternative choice (imo) for something that performs otherwise the same. The ability to get close to that same window of performance while not punching at a constant double-stacked Rage is pretty stellar. It also gets an extra Cone, and Burst really isn't too terribly different from Foot Stomp (.7/s diff). Video Tax The Build:
  8. Perfectly balanced, as all things should be.
  9. This would require more significant testing. I ran Rebirth Radial on Retail Live specifically because it allowed for shuffling IH level of Regen during the downtime. There's possibly a bug that's become apparent, or something else being missed here.
  10. I tried testing KM on Stalkers (lightly myself) with another person (who did a lot more test runs than I did) out of curiosity. In my opinion the idea of having a raw Build Up effect, and the ability to force-enter Hide through the AS proc does nicely set up CS to get that potential boosted Critical. The whole chain ends up taking nearly 10/s to work through so you never really get to double stack much if it goes off. If you miss with CS in the Stalker equation it's even more brutally aware of its failure because you can go from every-chain to a missed BU chain and that tells you "HEY, YOU MISSED, LULZ" where the CS misses on a Scrapper are easy to glaze over. Either way, I personally like how CS can be set up more usefully with Stalkers than the other Melee sets which gives it more purpose (in my book), but I still prefer the remainder of the set for Scrappers over the shifted power options to fit AS in.
  11. Double-Reply since my response is relevant (and the same) to both. Since Kinetic Melee was one of the primary characters I was playing before shutdown (flipped back and forth between it and a Night Widow a lot), I had already been pouring a lot of effort and build strategy into KM as a set. With i24 on the horizon at the time, there was already speculation of proc changes that were being contemplated. I'd already invested a ton of my own time in trialing both the T1/2/3 chain against including CS into the mix both in general play, and in ST focus tests like the Pylons. Because CS has such a long animation time, if that attack misses, that effective single-run of that "chain" is a considerable failure in DPS. If the singular damage of the T2 or T3 were just marginally higher for its animation time, they would flat-out be superior versus using CS at all, regardless of its "critical" simply on an average damage over time scale. When I ran Pylon runs including CS, the swing was wild based on the miss count for CS. If the misses were minimal (and I mean, less than 5 in a 8:00 window), then there was a consistent expectation that it would be good, but typically the average was greater than that, and if it went even higher, it was dramatically noticeable. My average testing ended up with the T1/2/3 chain demonstrating it was consistent, and that individual misses of a smaller-DPS attack were far more forgiven holistically. Basically that where I would still have the same amount of virtually missed attacks in the same time window, the fact that those attacks were much lower impact grand-scheme meant they didn't force me to suffer nearly as much as when I did with CS. As such, the CS chain was often ending up in equivalent times, or worse if the misses occurred were more attributed to CS and not another attack. To put that into more recent perspective, @Galaxy Brain did their SO "Baseline" set testing, and when it came to KM, their run (using CS) was considerably off from my own, and the biggest different there was the fact that I went in completely bypassing the use of CS altogether knowing that (especially in that more limited environment) if I missed a single CS, it was going to hurt me from a time scale by at least 7-9/s in total time (the need to go back and re-cycle T1/2/3+), whereas missing 1-1.5/s was just another pass on another fast cycling attack. That setup also meant KM was relying more on its ST attacks which was the important thing to note here. When we swapped to an IO'd build the discrepancy in performance wasn't as huge because the AoE's were up a lot faster, and the Cone could be slotted with a KB>KD making it functional. The test became less reliant on the ST attacks and more reliant on AoE/Cone, where our times were more similar in each run overall when looking at "general play" of Kinetic Melee as a whole. Now, given all that, I still enjoyed using Concentrated Strike as I find it a fun power with a quirky animation that's just fun to use from time to time--as well as Focused Burst--but when it comes to practical DPS, I typically shifted to the T1/2/3 chain as it was/is more reliable. There is an aspect of change with the i24 updates that could sway the outcome of performance one direction or the other though. With CS having a longer cooldown, in a high-recharge build that doesn't put any enhancement towards it, CS could compensate its own shortcomings on the events it does hit by having that higher proc probability. Counter to that is the same possibility that proc-laden T1/2/3 could swing in a way that (even with lower probability) come out ahead with a higher yield use. This particular aspect of the i24 changes is something I will (eventually, finally) get to test with the Tanker updates. tl;dr I already did a "LOT OF WORK" in testing the difference between the two chains and determined that the T1/2/3 was more reliably consistent in performance compared to the CS chain that had wide swings that you'd either do really well, or really terrible, but spent most of the time just okay in the middle and barely 10-20 DPS in difference from the T1/2/3 chain.
  12. Would you mind adding your runs to the Pylon Submission "Database" (for lack of a better term)? The link to it is in my signature. Edit: Just in case you have sigs turned off: Link
  13. The power itself is activating the drop of a pet item on the ground, which then is itself the AoE when it is set off. So while the ability itself will be set to take certain enhancements, since it doesn't target and is just dropping a patch effect, any proc that is placed in Trip Mine will only take effect on that initial drop (this is most likely why damage procs and the like don't work in the mine) that effect you (the player). It's not a 100% chance every single time you use the ability (cap is 90% no matter what), but so long as you don't put any recharge enhancement in it, and rely entirely on global recharge to effect its cooldown, it'll have a pretty high chance of firing the FF+Rech.
  14. Excluding the probability of set bonuses, Erradication at three pieces is not enough balanced enhancement. By the logic of "just go with the Acc ones" then the power ends up with a ton of Recharge reduction (wasted), under performing Accuracy against +3's (forget +4's at that point), poor damage enhancement, and an EPS cost that exceeds its value to be run. By even just frankenslotting Acc/Dam, Acc/Dam/End from one 50 set, and Acc/Dam/End, Dam/End from another 50 set, the end cost drops to .31/s, damage bumps to 24 a trigger, and the Acc to 91% against +4 (which just one casually earned 9% global buff with push to the limit). For every 2/s pulse at 24 damage, the power costs .62 end (and .93 end for avg equiv of 36 damage). If I compare that to something like Spin, from a set designed to be EPS streamlined with fast cycling attacks, it does 34 damage per end when slotted the same way. AoE toggles can become the most beneficial static ability you ever turn on, so long as it's optimized. If I slotted with just three Eradication, it'd be at 65% of that performance with about 30% higher cost, making it worth less than activating Spin.
  15. I am going to assume you're talking about the Overwhelming Force Unique? If so, that power isn't a proc, it is a Unique IO that gives the associated ability a KD component, and if the ability already has KB, it converts it to KD. It's a little different in application from a standard enhancement. Irradiated Ground is also different from your normal damage auras. This ability isn't a true toggle because what actually happens is your "toggle" power is calling for a pseudo-pet to get dropped at your location once every 4/s (could be 5/s, can't recall atm). That pet then stays behind if you move until you call for the next trigger to drop a new pet. Because of this effect, IG is triggering a proc-call at its "start" of the patch every time a new patch gets dropped, so it does break the traditional concept of a toggle aura's standard 10/s trigger event. Now, the interaction with KD, the patch pulses a couple times during its time frame, and the Overwhelming Unique would apply at damage-dealt, so it'd make sense for you to see it be a bit spastic. Even if it only triggered once at patch-placement, that's still a KD effect happening relatively quickly on itself, so it'd still feel like a lot of flopping around.
  16. First I will say that just putting the FF+Rech proc in Trip Mine is basically an on-tap +100% boost if you want to just super-charge yourself. It takes as long as the buff lasts to set the mine, which is hilarious (to me). Given that, I've managed to stack... what I think was 40+* Trip Mines in this fashion before the first one started to dissolve. It's a cool effect and a lot of BOOM in one shot, but isn't honestly that valuable an effect unless you're solo and want to waste two full minutes doing it. *I'd have to go back and look at the notes I posted for it in the Defender Proc thread on Traps. Given that, just the fact that, during your down time, you can just stack a few of them really quick to give yourself that +100% kicker is pretty nice, even if the mine isn't used for anything beyond that. Also, Time Bomb is unfortunately kinda garbage (at least my exposure on Traps it was, and I'm not aware of there being any significant improvements to it for Blasters). Past that there's only really five need-to-have powers in Devices, so that opens up a couple of choices elsewhere, like maybe dipping into Presence to get Unrelenting, or Sorcery to get the Mez protection. Edit: Actually, yeah, that about sums up a Mad King build in action 🤣
  17. I attempted to take down the Winter Lord when it spawned in PI one night before anyone noticed. TW/Regen, so purely on the merits of TW and T3 Incarnate abilities I could overcome his regen so long as Hybrid was up, but it doesn't buff much at T3, and the 2:00 up 2:00 down meant I had a poor window where the most I could really do was stabilize. Tried using Envenomed Daggers but it wasn't much (still a slog). Eventually I tossed T3 Lore at it (Knives) and we collectively chipped down. Really just needed a small nudge. Once I have T4 Hybrid and Musculature I'll likely hunt down another GM to try. Short end: A Lot. 400+ Raw DPS if you can't debuff it down.
  18. This is far more accurate than it lets on. War Mace is a pretty brutal set from the smash category, without the wheeze that can come from Titan Weapons. That being said, on topic: I'm in absolute love with TW/Regen. I'm fairly certain that most people I've played with lately probably think my secondary is "Divinity" at this point because all they see is a tiny glowing white critter running amok. Since Regen doesn't really have any substantial graphic effects, I've got ambient white glow, Super Speed tinted to bright white, and Prestige Slide as my "graphical effects." Realizing that I often forget to even keep Dull Pain up, it's amazing how much I survive with essentially passive stats. Edit to add an additional thought: Regen is the kind of set that, as you level, makes you incredibly conscious of your decisions when entering combat. Makes you question your mortality (as a character) since it's not so set-and-forget. Once a build starts leveling out, more abilities stack in, T9's get accounted for, things sort of can (for me: do) get to that "just run in and wreck stuff" functionality, but it is interesting how it can change that zerg mentality a bit.
  19. The Defender variant is on the main post at the bottom, last build just waiting for you to roll it 😁
  20. I kid, I kid.
  21. You didn't take Phalanx Fighting? It's a better choice for you over something like Combat Jumping or Maneuvers for an ability that gives a base value of 3% that grows with additional team mates that also doesn't cost you anything to have. You're definitely heavily relying on Rage for your accuracy correction which isn't a terrible thing, but as-is if you try and level with/into this build I'd bet you're going to struggle on the accuracy front from time to time, just keep that in mind pre-50 for some of your abilities.. You also have absolutely no endurance (and in several cases no Damage) enhancement in many of your attacks and that is definitely going to hurt you long-term. Foot Stomp alone sucks up 17 endurance per use, and if you've got a good cycle of FF+Rech going, you'll be able to use that nearly every 6/s. Your build barely has 3 EPS in recovery, that one attack alone already puts you in the negative for gain, and every/any other ability you use between cycles of that AoE is going to bury your endurance in a hurry. You need some balance on your Dam/End in the remainder of your attacks. It's still worth it to have some enhancement for both of those. Reserve a slot or two (minimum) to this purpose before loading up on the Procs. Yes you have access to Rage for all that it can do to improve DPS, but you don't want to start off 20 feet behind the starting line out of spite.
  22. Chilling Embrace: One or two End Redux, that's all it needs. Icicles: Accuracy is important as the attack needs to hit. Whether slotted with it, or a portion resourced from set bonuses, if the attack doesn't hit, it's not doing you any favors for its constant endurance cost. You want at least four slots invested into this power for Acc/Dam/End, you can usually tap out each of those with just four by frankenslotting whatever needs to be enhanced. Procs can go into this ability, but they'll be running at the toggle trigger of every 10/s, which isn't a great cycle frame to invest in them in all situations. If you're starved for slots, they wont be nearly as beneficial here for the slot investment.
  23. Oh yeah, I forgot to post a note about this Friday: The T1, 2, and 3 attacks (QS, BB, SB) will do nearly as much damage over the same time window as Concentrated Strike does on its own, not accounting for Criticals. CS is so dramatically detrimental to Kinetic Melee that it's actually better to NOT run the attack at all because if it misses, it ends up tanking the overall ST performance of the set long term due to its long animation time. In regards to the "critical" refresh of Siphon, in my experience with a high-recharge build if Siphon can get dropped to a 30/s cooldown, you have 10/s ramp up, 10/s high yield, 10/s ramp down, reapply. By using the Gaussian's proc in the power (even with some recharge enhancement in the ability) it still carries a high chance to proc, which is vastly transforming the ramp up period and easily over-compensates the odds of getting Siphon to refresh from Concentrated. To put some perspective on that: In the BAF Trial with my KM Scrapper, if I popped Hybrid Assault Core ontop of the Siphon, I was pretty much guaranteed to get sequestered by Siege/Nightstar within 20-30/s because of how much immediately damage I was doing as one player alone. Titan Weapons is about the only other thing I've experienced that with.
  24. If you're a Defender, Controller, or (maybe) Dominator: Radial. If you're anything else: Core. If you're a MM: Neither (there's better choices for them). In most cases the speed at which your attacks run is less relevant than to the damage bonus you ultimately receive (or totally deal). Sets like Scrappers/Stalkers/Blaster are going to be high-yield and have a stronger multiplier off +Dam effects that are multiplicative across the board comparative to a percentage chance of just doubling an initial hit once and a while. Sets that don't have strong modifiers for damage (Defenders) will see more advantageous use of a doubling mechanic since they get less benefit from a +Dam mechanic. This would mostly hold true for Corrs too, but they get Scourge which, in the realm of longer fights, will result in better Scourge values if they're +Dam versus duplicative (which wont involve or benefit Scourge). Generally speaking, Assault Radial is... kind of underwhelming in general, and probably not worth taking anyway. If you're playing a set that doesn't significantly benefit from +Dam in meaningful way, skip the Assault Hybrid altogether (basically if you're playing support that isn't Solo).
  25. I love how most people are just repeating the same response, but in different ways. The diversity of our players 🤣 I remember my first character origin being Mutant, running around and playing for a bit, then rolling another one and deciding to do Magic, and noticing (eventually in the 20's) that there were very specific looks for each of the SO's. My second character I ended up (apparently) experiencing a lot of Magic-oriented enemy groups as I ended up with a lot of Magic SO's. What's interesting about that fact, for me--and why it stuck--is those ones are (imo) the simplest to identify and clearly see their color (yellow=accuracy, etc). Going forward I decided to make all of my characters, no matter what, into Magic Origin because I wanted their SO's to be simply identifiable. Fast forward to Homecoming I made a Robotics/Kin MM as... /em drumroll Magic Origin! I got a /tell a week in to someone going "Interesting Bio, how does that whole tech thing turn into Magic? Like Magic granted or...?" I was like, "What? ...Ooooooh. About that..." So these days it's really about thematic choice, and the illusion that it gives towards the meaning and idea behind the characters more than anything. And easy SO colors.
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