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Doomguide2005

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Everything posted by Doomguide2005

  1. @Bananiac Love to hear about your experience with your Earth/RadEm Controller. How did Fold Space work out for you? Wondered how much the whole theme team i was running with helped with expectations on it getting used vs a PuG teams tendency to immediately zerg towards the next mob. I found myself using it earlier when on a PuG to preempt movement away by my teamments towards the next target.
  2. Just FYI down the page a ways is a thread "Next project - Earth Rad Build Review" I'd recommend reading.
  3. This. The basic positional toggles are almost certainly not the issue. Using a single attack once will cost you more endurance than running all 3 toggles over the same period ... with endurance enough to run another toggle in all likelihood. For example, Rending Fury - a single attack every 14 secs will burn 13.52 end. Over the same period the 3 toggles are (3× 0.260 × 14 = 10.92 end). Hasten plus recharge enhancement to Rending Fury (global or the power itself) will only make this disparity greater if used as soon as cooldown is up. At 100% recharge (Hasten plus a single recharge SO and you're over 100%) you've effectively doubled that cost from 13.52 end to 27.04 end in 14 seconds. The toggles meanwhile are the same cost regardless of recharge. Does this mean no endred is necessary in toggles, of course not. But it does mean ensure you've got solid endred in the attacks and elsewhere first. Grab +end accolades asap. Various temp buffs from base empowerment, day job, p2w etc. are available. Be wary of how much endred any sets you are using provide. Obliteration is sweet set. It's endred value sucks. Pace yourself, nothing wrong with using Rest. Make sure you've got enough accuracy to land those attacks ... whiffing with Rending Fury is expensive right. Dropping a Kismet somewhere in the build maybe very helpful if you observe to hit rolls of 90+ missing rather than 95+ No access to opening Mids to check the build so maybe you already have one or enough accuracy and to hit to reach 95+ Hope this helps. PS: Hasten also has a crash. No cost up front when clicked it the proceeds to help burn through your endurance via faster attacking then as you've burned that candle hard for 120 seconds it crashes dropping your end 15 further points ...
  4. That's how I recall it (Jet Stream).
  5. As @Captain Fabulousstated no you don't need any in either power. I'll preface the next statement by saying it's been a bit so it's not as fresh in my mind but some of your powers will in fact be turned from kb to kd when use on a target in Storm Cell. Hopefully someone will correct me and or add to that statement as needed.
  6. Accuracy is multiplicative and occurs after all defense and to hit, buffs and debuffs occur and that result of that portion of the equation is "clamped" to always be between 5% and 95%. All your accuracy enhancements (SO's and IO's, etc.) and accuracy buffs count towards your final hit chance. Most powers have a base accuracy of 1.00 but it does vary typically between 0.80 and 1.20. All your accuracy is multiplied together then that value is multiplied by the result of the To Hit/Defense portion of the equation then clamped between 5 and 95 for your final hit chance. Exceptions and other complications are well covered in the wiki article linked above by @Steel
  7. Never met my brother have you.
  8. I think there's a lot of truth in this statement. For most I think WP is a much smoother leveling curve whereas SR is more a late bloomer. Another thing to consider is running as a Tanker. The term late bloomer starts to lose some meaning when you can get all your positions covered by level 20 or so (all toggles and passives chosen and slotted). Add in a dose of the Tanker buffs to AoEs and you'll be pretty respectable for offensive output as well. Not Scrapper or Brute levels of damage but more than enough to handle 99.99% of this game. The only drawback really might come with teaming as right or wrong many will kind of assume you'll 'tank'. Then again tanking these days mostly seems to consist of absorbing the alpha. Divine Avalanche - in a mature build I'd be mostly using this towards slowing cascade defense failure (or other ugly debuffing situations). Give myself time to withdraw long enough for the debuffs to fall off. SR in general - I see a lot of comments like Blackjoys with respect to endurance usage. I've personally never found SR any more difficult the most armors in terms of usage and the end cost of running the toggles is overall not significantly more than other sets. But maybe it's just a good fit to my playstyle but ... *shrug*. I do know my endgame build (Claws/SR/Body) runs the 3 toggles, Tough, Weave, Maneuvers, Tactics and Sprint (plus the essentially free Combat Jumping) non-stop and rarely bothers with Conserve Power or inspires beyond topping off the blue bar to free up inspire space.
  9. On my Claws/SR with numerous places available for the LotG 7.5 rchg I actually ended up placing it in Vengeance and it definitely fires off there.
  10. Just going to point out you can build now to double stack PB (or be exceedingly close), no buff necessary. Recharge base 200, duration 120 or about perma Hasten levels of recharge to overlap fulltime. I think the only time I ever think about wanting it is vs Rommie and his rez and a lot of the time I either have a breakfree (deliberately created or retained) or there's folks using any of numerous buffs that eliminate mez/stun. It's not done (far as I know) for lack of need and not wishing to devote multiple slots to PB by most. I'm much like @Rigged in that these days about the only time I'm careful about keeping PB up is vs heavy mez users as most of any knock is covered by incidental IO protection plus they have to hit first. When it gets through I click. I can go through entire +4/×8 ITFs and rarely end up using it. And again I wouldn't object to buffs here like an absorb or resistance to psi/tox I'm just of the opinion SR doesn't really need help.
  11. If you are prone to Altitis and you don't care speeding to 50 then I'd say try them both. If nothing else you'll find yourself drawn to one or the other or liking both. And welcome home!!
  12. Hmmm, frankly outside of Elude being fairly superfluous, especially for a t9, I'm pretty happy with where SR is. Definitely don't see a need to buff it any. It's a very strong armor set. But discussion is never a bad idea. While SR doesn't offer quite the range of WP for mez protection the set itself is missing only Repel and Terrorize comparatively (with Placate and Taunt missing on both sets). And none of those are particularly common mezzes. Thousands of hours on SR I've been terrorized probably not even a dozen times. And I think the other day courtesy of upgrades? to family bosses several Singularities? were, for the first time ever, giving me a wild ride. It was actually quite amusing though ill grant only because it was a first. The 20th time probably not so much. Taunt also seems kind of silly to worry over. While more common by far than it used to be thanks to Crey upgrades half the time I'm focused on putting the hurt on my Taunter already. If not hello AoEs, ditto for Placate. Not sure if it's just a mistake but PB does nothing to or for DDR. It does stack the mez protection. Endurance usage. This seems to keep coming up as an "issue" for SR (particularly while leveling or non-IO builds). SR 3 toggles for 0.780 end/sec. WP 4 toggles for 0.832 end/sec. Invulnerability 3 toggles for 0.728. Energy Aura 4 toggles for 1.04 end/sec. Shield Defense 4 toggles for 0.780 end/sec. Etc., etc., if there's an endurance usage issue it's not from running the toggles. And I'm willing to bet endurance issues in a build lie in the attack/offensive side of the equation, not the defensive/armor set side of things regardless of which set you're talking about. While I wouldn't have issue with PB being perma out of the box I don't see it as needed particularly since it can be clicked while mezzed. I can run my toggles for a long time on the end otherwise used for PB against a foe that never hits me much less mezzes me😜 And like Akisan if it comes at the expense of stacking or other current capability no thanks. I'll take 60% resistance over capped at some smaller amount any day of the week. 60 is a whole lot closer to the 75% cap. I can reach the cap of 75% via set bonuses against at least one type of damage. Adding 35% is going to be a whole lot harder. At least that's my first instinct. Elude - can of worms. Haven't come up with anything I like while puzzling over the question myself. Did take it on my last respec on HC and have used it exactly once during an incarnate mission while solo. Mostly it sits there muling a LotG while I ponder its potential for use in Hardcore content.
  13. Do it. Unless you find it totally unappealing the more raw data as well as anecdotal feedback is undoubtedly useful for the devs in deciding whether to tweak and if so how much might be needed going forward.
  14. Quite true. But Chain will not only ignite Oil Slick (it's energy damage) but can also cause Storm Cell or Cat 5 to proc Lightning and of course Cat 5 is also throwing up DoT. And the discussion in any case is about what one is doing with Storm Blast, not which set pairing actually gets the biggest sea of numbers. I've no doubt Ice/TA would indeed put up a lot of orange as well.
  15. I'm running a Storm/Trick Arrow and loving it. When I use Chain Lightning a top of Oil Slick Arrow I will say it leaves a veritable sea of orange numbers coming up when it scourges. Satisfying as heck to see on my computer screen no matter the actual values.
  16. Lots of solid information. I'd add a few thoughts: The majority of foes have no +defense, especially older mob types. Some later and or upgraded mobs do or did get some defenses. Cimerorans being a fine example. Rikti Drones, PP and Vengeance using Nemesis being examples of early game mobs that do. It is vastly easier to gain +Accuracy (in large amounts) via set bonuses than To Hit. There are extremely few ways to gain To Hit via set bonuses. Kismet is the only way coming to mind via sets. To Hit is much more powerful than Accuracy in helping builds reach 95% final hit chance specially when fighting up level foes (i.e. +4 mobs). This is because of how readily the build costs associated with gaining To Hit vs Accuracy work combined with the math Rudra was detailing above.
  17. Katana has Divine Avalanche as a power. It is a defensive power but I'd prioritize damage enhancement vs defense. Experience against a mob will give you knowledge of when to use and when not to but my personal default is initially when engaging a mob not to use. It is very sweet to use for the defensive boost (vs Melee , Lethal) but will cut into your damage output. Reserve for use when that boss starts cracking your skull a bit much. It self stacks and is not hard to boost defense by 30% with it.
  18. Also be careful what you bind to p. Once long ago I rebound autorun from r to p. Rather embarrassing when asking in in chat to ask if we wanted to 'p'ull that Magma Lord and have my scrapper suddenly race off all Leroy Jenkins towards the Lord and his friends
  19. Yeah seems to me that the only drawback to not self igniting it especially at endgame is the spawn being dead before you do in the seconds before a teammate does
  20. I know pretty much nothing about the characters. I'm too old. But it sounds fun, maybe even as a themed sg. Very colorful with lots of customized powers.
  21. I'm in the 'no thanks' camp as well. First is you've got combat logs and apps to pull and let you know much of what is being asked for. See @Carnifax's combat parser as an example. Then there's your Combat Attributes and ability to monitor them or your foes (via both in-game powers and temp powers). No idea if there's a useful app similar to Carni's avaliable to do so already. Lastly all the above and just paying attention I've usually got a pretty fair idea of how well I'm performing. Died three times the other night during a Tinpex run. Most of my characters that's a shrug, stuff happens. But this wasn't just any of my characters this was my main, my number One. She rarely dies, much less three times vs a single AV (Bobcat) in a single encounter. That got my attention and had me looking at things. Usually in those rare instances where she dies it is obvious operator error. This was less so and the errors combined with circumstances probably precipitated the event. Situations like that are about the only time I truly care how I performed. Then you have characters and team concepts built around powers such as Rise of the Phoenix, Soul Transfer and Fallout ... plus Vengeance and other things I'm probably forgetting as well. How does it account for those. Devlopers, imo, have many other things to worry about before this potentially toxic addition.
  22. It's the primary way my Earth/Storm characters have and do neutralize foes. Stalagmites followed by Thunderclap sometimes a Fissure mixed in. All my other CC tools are used as needed to help control some of the problematic foes, such as War Wolves, particularly QS, EQ and Stone Cages (And/or adds etc.).
  23. Combine a lack of damage immunities plus any true healing present to use on Phantasm then add in a dash of pet AI resulting in target focus issues as well as no taunt himself I can understand skipping especially if slotting gets tight. That's not to say he's terrible not by a long shot. The duplicate he creates is does have immunities and draws aggro/taunts therefore adds to damage output and helps keep stuff off you and cover any gaps left by PA.
  24. As an added thought the new Storm Blast set can also ignite OS both directly with a couple powers and the lightning that procs as a result of Storm Cell. And I'm enjoying the heck out of a Storm Blast/Trick Arrow character. Chain Lightning on OS plus Scourge gives you an absolute sea of orange numbers to gratify your need for such.
  25. Recharge for at least two Spirit Trees i imagine which at 400+ is in Regen Aura territory.
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