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EnjoyTheJourney

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EnjoyTheJourney last won the day on June 11 2022

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  1. Moving the mouse around to both find targets and to click powers leads to a fair amount of misclicks for me and slows down the process of getting things done. This seems like an excellent suggestion that should save some wear and tear on my mouse-hand wrist, as well. Plus, after a bit of reflection it seems likely that I can work out single target attack chains that rely on consistent key press combinations. I'll try this idea out. Hopefully my left hand can learn the muscle memory needed to make this smoothly work.
  2. This may be a dumb question, but if so then it wouldn't be my first dumb question. With the exception of auto-renewing hasten as per the video, is there an alternative to clicking powers that aren't toggles that I've not heard about? Also, for the OP, it was a bit surprising that corners weren't used to gather mobs together because breaking line of sight would have brought mobs shooting from range that were aggro'd on your stalker closer together with the melee mobs, allowing for better target saturation for your AOEs. To be fair, your stalker clearly wasn't struggling and so use the corners wasn't necessary. Perhaps you didn't mind being a bit slower to finish up, which would make sense.
  3. Based on my experience so far it seems like the build up proc may activate more often when using AOE powers. Also, I tend to use it as soon as it becomes available in most situations, unless it is saved for the next spawn (like Due Regard above). For example, to open a fight with a new spawn with my savage stalker I often do the following ... build up savage leap into a spawn assassin's frenzy something placate rending flurry ... and fairly often build up recharges somewhere in that sequence, usually right after using savage leap or rending flurry. If build up recharges in the middle of this then I tend to use it immediately before moving on to the next power in that sequence. It may not be optimal in all cases to use build up right after it's available. But, a general pattern of doing that leverages muscle memory to keep up the speed at which powers are used, which in its own way tends to increase damage and to make playing a stalker a little simpler. Edit: It is perhaps worth mentioning that I tend to integrate savage leap into the single target attack chain, when it's available. Anecdotally, it has seemed that with multiple enemies around savage leap will proc build up quite a bit more often than any of the single target attacks used in the same attack sequence. This was the origin of my hypothesis that AOE powers are probably more likely to proc build up than single target attacks.
  4. People can reasonably differ in how far they're willing to go to maximize damage or in how they figure out which primary / secondary combos interest them and which ones don't. The game is easy enough that following one's preferences is still likely to lead to a mechanically functional build. Taking a step back and thinking in terms of math, with all of the other increases to damage and multipliers of various kinds, procs, etc, a 35% increase in damage for the amount of uptime provided by a build up power won't have a large impact on overall damage. It is at best a low to middling single digit percentage point increase in damage overall, after all the math is done. On a connected point, if anybody wants to argue that psy blast with reach for the limit at 70% extra damage is going to outdamage fire blast with reach for the limit at 35% extra damage, then it would be interesting to see some math showing that. The point here is that there are a lot of factors that (especially collectively) impact damage in a much more significant way than extra damage from reach for the limit; if one only looks at damage math, then the idea that martial is only really suitable as a match for psy blast because of reach for the limit is a bit of a head scratcher. Circling back to earlier in this post, though, preferences don't need to have solid reasons behind them. "I prefer the following ..." is more than justification enough, even when a preference isn't well supported by math.
  5. Sometimes it helps me to put a build into a forum post. This turned out to be one of those cases. The revised build below incorporates eagle's claw and there's a simple single target attack chain for it that leads to more damage than the earlier build. The sequence is blaze - eagle's claw - blaze - storm kick - blazing bolt, repeat. There's a small loss to defense totals and a few defensive powers arrive a little later in the build. It's probably still worthwhile for better damage and more blapping, though. Flamefoot - Blaster - (Fire Blast - Martial Combat - Mace Mastery).mbd
  6. /energy has very easy endurance management, a good heal, good blaps, and a complex pathway to good mez protection. The pathway to good mez protection goes as follows: Take the leaping pool, including combat jumping and acrobatics. This provide immobilize protection, good knock protection, and enhanceable hold protection (more on that later). Take the heal in /energy and use it proactively for stun protection. Take power boost, get recharge to where it's close to perma, and proactively use it before engaging with spawns and mid-fight with spawns that are taking a while. Power boost increases the hold protection in acrobatics from -2 to -3.77, which is enough to ward off one incoming mag 3 hold. There's a sleep hole in mez protection, for which you need break frees and your blaster set mez resistance IO. There's also protection from just 1 incoming mag 3 hold. But, in practice it still functions quite well overall.
  7. Storm kick has no recharge in the power itself. So, it procs well. Numbers below ... Mids lists the average damage from procs in storm kick as follows (numbers rounded to nearest whole number): Hecatomb damage proc - 57 damage Mako's bite damage proc - 30 damage Touch of death damage proc - 30 damage Gladiator's strike damage proc - 30 damage The average damage per storm kick as per Mids is 358, and procs are contributing 147 of that damage on average. It seems reasonable to say that storm kick does much more damage with procs than without; eyeballing the numbers, damage seems to go up by roughly 60-70% by putting in damage procs, compared to not having damage procs*. With storm kick available for use so often the damage procs in storm kick noticeably improve single target damage done by this build. * This is a guesstimate based on the idea that without procs the percentage of increased damage added to storm kick from enhancements would probably be higher, leading to more than just 358 - 147 = 211 damage without procs.
  8. I really enjoy the following build. It's efficient at mowing down enemies, especially in melee range where single target and AOE damage both get noticeably better. Two key draws for opting for a /martial blapper are that there are good blaps available and you can have good availability for mez protection from a relatively early level; for example, it's nice to be able to say "nope" to the ruin mage during a Posi TF when he stuns, holds, or immobilizes your blapper. You may receive quite a bit of advice for how to reduce or avoid mez, with the obvious implication that having mez protection isn't strictly necessary. It is technically correct to say that. But, if you'd like to just wade into the frontlines and fight then the simplest and easiest way to deal with mez is to have mez protection. Full stop. Rune of protection and inner will can help your blapper easily deal with a high percentage of incoming mezzes from a relatively early level; the resistance buff from rune of protection can be very helpful at times, as well. The main blap is storm kick. It is available for use very often. Burst of speed is a melee range AOE, with a suitable animation for a blapper. Eagle's claw is also a good blap. But, because of its slow recharge it doesn't replace any other single target attack particularly well. Dragon's tail has a small 8 ft radius and it usually doesn't hit many enemies; burst of speed is a teleport-into-melee-range-and-attack power that has better range for hitting targets than dragon's tail and that is also available at a lower level than dragon's tail. Flamefoot - Blaster - (Fire Blast - Martial Combat - Mace Mastery).mbd
  9. In case it helps for providing some ideas, I had an ice / earth / fire build already done. To make the single target attack chain fairly smooth, use stone mallet after every two other single target attacks that you use (heavy mallet, hurl boulder, and seismic smash). One adjustment was to drop mud pots for this build to make endurance management easier. Stacked slows make life very difficult for most mobs, though, so it might be worth trying out mud pots to see if endurance management is still manageable with both mud pots and arctic air running. Dominator (Ice Control - Earth Assault - Fire Mastery),v3.mbd
  10. Gravity doms tend to feel a bit light on AOE controls. Wormhole activates slowly and it's only available a little over every 20 seconds, while the AOE hold is available even less often. So, a secondary that offers some soft or hard control tends to pair well with gravity control. Fiery assault is good for damage. But, it doesn't help with control at all. I tend to prefer fiery assault with control sets that offer strong control on their own, without any help from the secondary. Below is a sample build for a gravity / earth / fire dom. Replacing hurl boulder with lift makes for an easy-to-manage and smooth single target attack chain. With three AOEs and an AOE damage aura, and the extra soft control from knockdowns and from mud pots, this build can put to good use the ability of wormhole to pack mobs tightly into a specific location. Also, stacking hold magnitude from seismic smash and singularity works very well on hard targets, even AVs. Finally, unleash potential helps to hold the build together; it substantially increases defense totals when power up is cast shortly beforehand and the added recovery from power up + unleash potential helps for managing the high end drain of earth assault. Gravity control and earth assault are basically peanut butter and jelly, in terms of mechanics, as well as being thematically a really good match. Regarding ice control, savage assault pairs very well with it. Feral charge allows for teleporting into the middle of packs, which works well with arctic air. The Nightcrawler vibe from having a rapidly recharging teleport-to-target attack can be a lot of fun, as well. Best of luck with your dom, however you decide to move forward. Dominator (Gravity Control - Earth Assault - Fire Mastery),v2.mbd
  11. Thank you for noticing that the +ToHit Kismet piece wasn't needed. I'll replace it with the Winter's set +20% slow resist unique to better resist incoming -recharge and -movement debuffs. Three pieces of the gladiator's set were put into tough both to enhance resistances and for 3 points of knockback protection, which when added to the 4 points from the steadfast protection knockback protection IO makes for a total of -7 to knockback. It's not a commonly seen way to enhance tough. But, I'm satisfied with what it does for this particular build.
  12. I've had a lot of fun with the build below. It's a toe-bombing build, meant to take names, alphas, and the lives of AVs and GMs. Played aggressively it can keep up with teams and even lead them into battle with each new spawn. This playstyle flips the script on the usual narrative of traps being a slow secondary. Pylon times hover at 60 seconds and below, which speaks to having solid single target DPS (not top tier, but still respectable). There's a kind of rhythm you can get into, in which you enter a new spawn with all minions on bodyguard, drop something into the new spawn, extract souls if they're ready for that, convert all but the lich into aggressive mode and give them something to target, use the single target attacks to summon critters and/or heal, and then keep the pressure on the new spawn, mixing in single target attacks and traps when available and appropriate. When the team has that spawn in clean-up mode, put the minions on bodyguard and go drop something in the middle of the next spawn. Necro provides a self-heal, which with decent defense and resistance totals helps for toe-bombing. Controls from the primary are also reasonably good, as are debuffs, which further helps toe-bombing with trip mine. The sheer number of minions, plus the taunt inherent in those summoned via the single target attacks, also help to keep your character quite safe in most situations. As one tip, when using this build stagger when to activate barrier and support core so the average "floor" for minion defense totals is kept as high as possible. If you remember to activate one about every minute, then that's a good pattern to keep. That also helps to keep a higher average "floor" for your necro's defense totals. Finally, FFG can arrive late at new spawns and sometimes it gets blown up or it expires (and blows up). It's still very helpful to have a source of mez protection for pets and your necro without taking clarion as the destiny incarnate. Trapped in Twilight - Mastermind (Necromancy - Traps - Soul Mastery),v2.mbd
  13. My comparisons between assault sets presume a particular build focus on building up semi-decent defenses, with good peak survivability defenses, instead of ignoring defense and resist totals and instead relying fully on kill speed, aggro management, and controls the way some do. So, my damage baseline calculations tend to yield higher damage totals than those who highly value consistently high defenses and lower totals than those who completely ignore defenses. Also, I have little experience with thorny* and martial, and so I can't say much about them based on my own experiences. Likewise, my experience with arsenal and electric assault are limited. I may not have maximized damage for all sets, as well*. So, some caveats are in order. For single target damage fiery assault is top tier. Still, sonic assault is reasonably close to fiery when procc'd up. And, sonic assault noticeably debuffs enemy resistances through its aura and through single target attacks, which leads to sonic assault probably contributing the most to single target damage when on larger teams. Energy assault also has very strong single target damage. The initial math that I did looks good for arsenal assault single target damage, although I've not tested it yet. Dark can be made noticeably better by putting the +%dmg proc from the dominator set into midnight grasp. My own results with dark assault suggested that it belongs in tier 2 for single target damage. But, Voltak had very good results in pylon testing with dark assault and I'd rate his work as being closer to the true ceiling of dark assault than mine was. If a primary with a potentially strong single target damage power is taken, then the gap between top tier single target damage assault sets and others noticeably narrows. So, if lift from gravity control or the single target holds from fire control or mind control are in a build, then earth, psychic, radioactive, and even ice* can do noticeably better damage. These sets have their damage improved by being able to drop a lower DPA power and replace it with a strong single target damage power from the primary. Savage sits not too far behind the rest, with a quickly recharging, heavily procc'd up feral charge making it perform even better in game than pylon tests would suggest; the ability to teleport between targets shortens up the time spent moving between targets, which increases damage done. ---------------------------------- * I've been told that thorny assault can deal top tier single target damage when procs are maximized without regard for the effect on defense totals and I believe those who've said that. Also, in pylon tests martial emerged as the strongest set because its +damage power adds damage to pets; builds made especially for pylon testing using lots of pets did extremely well with martial assault. Finally, my initial assessment of ice assault was overly pessimistic. After posting that, I later found some opportunities to proc ice assault out better and the gap narrowed to about 10-15% for ice, which isn't a large enough gap to be overly concerned about.
  14. Here's another take on a build. It's defensively quite a bit stronger because of unleash potential and life drain, in exchange for doing somewhat less AOE damage. Smite makes a decent replacement for havoc punch, in case you'd like to stay thematic for your mastery pick. Sentinel (Dark Blast - Super Reflexes - Electric Mastery) (2).mbd
  15. One of the key advantages of savage assault over other assault sets is feral charge. When proc'd up feral charge has similar DPA to a proc'd up maiming slash. Essentially, feral charge fits comfortably into the savage assault single target attack chain. But, feral charge hits up to 5 targets, instead of just 1 for maiming slash; it's usually mechanically better to use feral charge whenever both maiming slash and feral charge are available. Beyond hitting more targets, though, feral charge also teleports to the intended target. This cuts down on travel time to switch between targets, which increases total damage done. Also, recharge time for feral charge can be closer to 3.5 than to 4 seconds with a decent amount of global recharge. So, it's frequently available, which offers users of savage assault noticeably better AOE damage than many would probably expect. And if all those benefits weren't enough, feral charge accepts the force feedback +recharge proc IO. When using feral charge as a regular part of the attack chain, and without any local recharge in it, on average you'll get several +recharge procs per minute. Beyond the mechanical benefits, though, it's a lot of fun to be Nightcrawler, teleporting all over battlefields nearly at will. Savage assault pairs particularly well with ice control. Instead of taking ranged fire while moving into a new spawn and then taking even more attacks after your ice / savage dom arrives, just teleport into new spawns for more rapid application of arctic air to enemies. Also, teleporting around within a spawn with arctic air slowing enemies down means they are less likely to catch up to your ice / savage dom and hit them with their melee attacks.
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