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The Godchild

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About The Godchild

  • Birthday 01/01/1004
  1. Can Confirm: Shield Charge does not share this range bug, so its definitely something about being targeted vs location.
  2. Yay! I'm helping...even if I'm not on beta or even had a clue it was related! 😄
  3. ...I was quite literally about to type that exact same quote when the reply notice came up, good show :3
  4. Constructive, and I do agree. Part of me was venting but it had to be said either way and I knew I was opening more then a few worm cans. Oh well, I said what I wanted to...people are free to interpret it as they please.
  5. Name checks out, thanks for your input.
  6. ...I'm referring to people who seem to think any name relating to the present pandemic the world is facing is funny or even appropriate. I have noticed over the last few days that there have been several names on Everlasting relating to said pandemic and I'm kinda disgusted that people think its not inappropriate in the slightest 'until' someone says something or more often quits the team because the name in question triggers them due to a family member suffering at this time. These aren't old characters created months ago either I might add...these are brand new alts, made within the last couple of weeks or even more recently in the case of a rando I came across last night (not even a week old) who blatantly had "COVID" (full caps on it too) as the first part of his name. Giving the situation with everything in the world right now, I really do feel like people using names relating to said situation should be reprimanded...its not a laughing or joking matter to some people and its in terrible taste to bring it into a game where people are just trying to have fun and NOT think about the world falling apart right now :/ Yes, we have plenty of memes floating around about it and we're all having a giggle over some of them...but there's still lines people should not cross with their jokes. ...that's my 2 cents on the matter anyway, since its been bugging me all night and I had to say something at least :/
  7. This was a weird one I didn't notice at first but when I tested it out a few times it finally dawned on me what was going on. Partially because...well, who actually slots +range as a melee type and it was my choice in Alpha's that ended up bringing this all about (Gogo cardiac core's +20%). tl;dr version: While the bonus range allows for longer leaps as intended...the actual 'aoe' part that is the attack does NOT trigger if you attempt a Leap beyond the base 70' range. Its....interesting to watch it in effect since at 84', I can pretty much jump straight into another mob from the middle of the first mob...but that's all I get out of it. I instantly appear next to the primary target of the leap but do 0 damage to it and everything nearby, the only damage I see is my death shroud tic'ing within the first second and that's it. I tested it repeatedly and pretty much the moment I hit 71'....no damage trigger on the leap or any form of aoe damage. This is probably tied to Savage Leap acting like a pseudopet, similar to shield charge or lightning rod (which don't break a stalker's hide for the same reason) and the 'pet' part doesn't follow along properly if you leap further then it's normal range. This also makes me question if SC and LR have the same weird interaction with +range now: Will you teleport to the desired location...but do no damage? Leap is a targeted effect, not a location effect so it might be a unique factor for it. tl;dr pt.2: For whatever reason, the aoe part of savage leap seems to be locked at 70' regardless of what the buffed range is and doesn't trigger beyond it. Either someone needs to go in and tweak the range interaction slightly so the aoe portion is properly buffed/affected by +range enhancement, or...just have Savage Leap not be affected by +range completely if that's the easier option. Honestly, the bonus range is fun....but its a big waste of an opener aoe if its not doing damage and 14' is really, REALLY hard to gauge on the fly in the middle of a fight...70' is plenty of distance to leap when you need it. Side note: I was sad to note that leaping the full 84' still doesn't give more then 3 stacks (ie: The max stacks for leaping at 'max' 70' range). If it gave 4 or 5 stacks, it would at least be a trade off since I could follow it up with a max-stack Rending Flurry...but that sounds like it'd be complicated as hell to do giving spaghetti code n'all.
  8. I know right? I needs no actual slotting itself to be perfectly viable as the 'survival' power of the set...if anything its kinda OP since its a bit more of a buff then the norm since its technically an attack. As for Attacks...hm, water has alotta damn good aoe's so I can see why the single stuff is what's on the chopping block. Unless you're attached to the +hot from dehydrates full tidal effect, skippable...water spout's double hit is nicer.
  9. Shinobi-iri + Clobber + crit = potentially 1-shotting a +1 boss at your leisure as an opener. I'm on the scrapper side of this choice....war mace is amazing on a scrapper, Shatter/Crowd Control with the potential to deal double damage should not be taken lightly...you can (and will) lay out large groups in moments if you know how to aim either.
  10. Huh...then I guess its a unique quirk of AR then. Good to know, with no interrupt the long cast really isn't much of an issue and I'll continue to enjoy popping heads off for huge numbers.
  11. AR (and I do believe Archery) don't use the fast/slow animations....its slow all the time, but it gets a higher damage scale (the original 2.76 probably) in return. AR's snipe is probably the highest damage snipe in the game presently, be it out-of or in-combat version...even more if you're running Targeting drone and have perma+22%+ Tohit/bonus damage. Not uncommon for me to be landing 700-900+ damage in-combat snipe shots, or 1500+ out-of combat super shots. tl;dr version: Weapon-using sets run by different rules when it comes to snipes, shame that beam and DP don't have snipes to really compare with.
  12. Honestly, you don't need to soft cap defenses...a nice luxury? Sure, but I'm getting by happily with basically minimal defenses and just mowing things down before they get close enough to return the favor. Its almost like playing regen where its an all or nothing deal...either you're perfectly fine or a puddle on the floor because someone got a lucky/heavy hit on ya and things went downhill fast. Kinda like defense. Incarnate soft cap is like 55-58% range so you're right on the mark for normal content but have some work to do if you want the the i-cap, wouldn't recommend unless you're like...SR/Nin/EA/Inv/etc. Had M30 on live but wanted to try something different this time around and I don't regret making the swap to buckshot. Its costs less endurance to use (10 vs 15), has a much shorter recharge (8 vs 16) and I can get the slotting I wanted out of it plus the KB>KD proc for 4 slots. Range is less, obviously and a bit more fickle to aim as a cone but its a wide cone, has reliable KD, and pairs well with Flamethrower. I have plenty of long range attacks so buckshot gives me a good solid mid/close-range in more contained areas. As for the +rech proc....eh~. I personally don't use/like it since I get more then enough recharge already and dropped hasten from all but a couple of specific builds long ago...there comes a point where you have 'enough' for a solid rotation and random spikes of it aren't going to really do much overall beyond waste slots I could be using for something else. ...and on that note: ...100% passive is 'too low'? Like...how much are you after? Unless you're aiming for perma-hasten/domination/chrono shift (125-135%-ish range) there's generally little reason to go past 75-85% if you've got any sort of recharge slotting in your powers. I went for 100% because I was basically trying to avoid sets with +def bonuses (since my ocd likes the pleasing sight of the same numbers across all 3 positions) and sets with +rech bonuses tend to be a good way to go in that respect so I opted to focus on recharge, damage and regen/+hp instead. 20 second FA's, 16 seconds on Surveillance and 4 second snipes...can't argue, my rotation is pretty much snipe > burst > slug > repeat w/ Surveillance every third rotation...not much can stand up to that kinda singled-out punishment other then AVs. FA rips through every other mob, occasionally every mob depending on what level the mission is, with buckshot/flamethrower waiting for cleanup if needed so I'm not really hurting for rotations in either situation. Hit really hard, often...and be able to survive a surprising number of "How am I still alive?" moments that make blaster fun (for me anyway)...occasionally getting smeared all over the pavement because karma comes knocking eventually though, it usually makes me laugh when it does happen. This is more a build option if you wanna try out the 'glass cannon' type of blaster I guess: Squishy as hell, but rains insane damage in from far enough away to avoid the worst attention, with enough self-repair options to survive what's left...if anything.
  13. Yup! Defiance is great if you can just keeping hammering out attacks. Dropping a trip mine here and there isn't a bad way to get a damage boost as well as making a little safe space for yourself if baddies get too close. I usually have 129% damage buff...but dropping a mine right before opening up with a snipe boosts it to almost 150% so that opening hit make a pretty big mark...and gives you a mine to hide behind if the target wants to voice their objections to you ventilating their head. Also...since a friend did up DP/devices as well, Time bomb > Trip mine > Hail of bullets makes for a pretty ridiculous opener since time bomb has a 5 second delay before kaboom, trip mine doesn't trigger in-combat even if it goes off...and the resulting HoB will perforate everything with the jacked up damage bonus before time bomb goes off and finishes what's left. Almost wanna roll up dp/devices myself since that sounds fun as hell to do.
  14. Woo, another blaster....third 50 and a rebuild of one of my oldest characters from live (my second live 50 from like i5 or something). Compared to Fading this is a much more traditional blaster, heavily long-range focused though still comfortable in mid or even close range...but honestly part of the survival comes from abusing the range AR has to offer. The other part of the survival is just flat out killing before things get to return the favor and AR also has lots to offer in that regard too, or just noping the hell outta bad situations to regen and heal up before ducking back in. The Devices change that recently went live have been an utter godsend (other then the gun drone thing, but I've flogged that horse enough already), the targeting drone and trip mine/time bomb changes were something the set needed to be more viable...and holy hell did it ever become viable along with the snipe changes and AR's somewhat unique snipe mechanic: there's no slow/fast animations....same slow animation for either but the in-combat snipe has increased damage to compensate and gets basically the max possible buff based on your tohit (caps at +22% which TD can easily hit) which makes Sniper Rifle one of the highest (if not the highest) damage single target attacks in the game presently. Its not uncommon for me to be landing 700-900 damage mid-fight snipes...and I've hit over 1500+ damage on proper Sniper shots as well. Again, everything that isn't a generic IO or a single piece is attuned so set bonuses will function at whatever levels you still have access to the powers they're slotted in. Key features: Overall Defense: 16% Melee/Range/AoE Resistances: 37.5% S/L, 21.5% F/C, 13.3% E/N, 8% T/P ToHit Bonus: +29.14% (With TD, max snipe bonus damage) Damage Bonus: 69% or 129% (With TD....giggidy~) Global Recharge: 100% (just because) Hit Points: 1784 (With accolades) Regeneration Rate: 2.30% - 41 hp/sec (with Field Op) Endurance: 116 Recovery Rate: 3.46% - 4.0 end/sec (with Field Op) ------------ Project Lithium: Level 50 Technology Blaster Primary Power Set: Assault Rifle Secondary Power Set: Devices Power Pool: Leaping Power Pool: Fighting Power Pool: Medicine Power Pool: Leadership Ancillary Pool: Munitions Mastery ------------ Level 1: Burst Decimation - Accuracy/Damage Decimation - Damage/Recharge Decimation - Damage/Endurance Decimation - Accuracy/Damage/Recharge Decimation - Chance of Build Up Level 1: Toxic Web Grenade Accuracy IO Level 2: Slug Apocalypse - Damage Apocalypse - Damage/Endurance Apocalypse - Accuracy/Recharge Apocalypse - Accuracy/Damage/Recharge Apocalypse - Chance of Damage(Negative) Level 4: Buckshot Overwhelming Force - Accuracy/Damage Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Overwhelming Force - Accuracy/Damage/Endurance Overwhelming Force - Damage/Endurance/Recharge Level 6: Taser Devastation - Accuracy/Damage Devastation - Damage/Recharge Devastation - Accuracy/Damage/Recharge Devastation - Accuracy/Damage/Endurance/Recharge Level 8: Combat Jumping Luck of the Gambler - Recharge Speed Level 10: Targeting Drone Gaussian's Synchronized Fire-Control - To Hit Buff Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance Gaussian's Synchronized Fire-Control - Recharge/Endurance Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Gaussian's Synchronized Fire-Control - Chance for Build Up Level 12: Sniper Rifle Superior Defiant Barrage - Accuracy/Damage Superior Defiant Barrage - Accuracy/Damage/Endurance Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime Superior Defiant Barrage - Damage/RechargeTime Superior Defiant Barrage - RechargeTime/+Status Level 14: Super Jump Blessing of the Zephyr - Knockback Reduction (4 points) Level 16: Smoke Grenade Dark Watcher's Despair - To Hit Debuff Dark Watcher's Despair - Recharge/Endurance Dark Watcher's Despair - To Hit Debuff/Recharge Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance Dark Watcher's Despair - To Hit Debuff/Endurance Level 18: Flamethrower Ragnarok - Damage Ragnarok - Damage/Recharge Ragnarok - Accuracy/Damage/Recharge Ragnarok - Accuracy/Recharge Ragnarok - Damage/Endurance Level 20: Field Operative Luck of the Gambler - Recharge Speed Shield Wall - +Res (Teleportation), +5% Res (All) Reactive Defenses - Scaling Resist Damage Preventive Medicine - Heal Preventive Medicine - Heal/RechargeTime Preventive Medicine - Chance for +Absorb Level 22: Kick Empty Level 24: Injection Accuracy IO Level 26: Aid Self Doctored Wounds - Recharge Doctored Wounds - Heal Doctored Wounds - Heal/Recharge Doctored Wounds - Heal/Endurance Doctored Wounds - Heal/Endurance/Recharge Level 28: Trip Mine Armageddon - Accuracy/Damage/Recharge Armageddon - Damage/Endurance Armageddon - Damage Armageddon - Accuracy/Recharge Armageddon - Chance for Fire Damage Level 30: Tough Impervious Skin - Status Resistance Impervious Skin - Resistance/Endurance/Recharge Impervious Skin - Endurance/Recharge Impervious Skin - Resistance/Recharge Impervious Skin - Resistance/Endurance Level 32: Full Auto Superior Blaster's Wrath - Accuracy/Damage/Endurance Superior Blaster's Wrath - Damage/Recharge Superior Blaster's Wrath - Accuracy/Damage/Recharge Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge Superior Blaster's Wrath - Recharge/Chance for Fire Damage Ragnarok - Chance for Knockdown Level 35: Body Armor Unbreakable Guard - +Max HP Gladiator's Armor - TP Protection +3% Def (All) Steadfast Protection - Resistance/+Def 3% Level 38: Gun Drone Expedient Reinforcement - Accuracy/Damage Expedient Reinforcement - Damage/Endurance Expedient Reinforcement - Accuracy/Damage/Recharge Expedient Reinforcement - Endurance/Damage/Recharge Level 41: Surveillance Analyze Weakness - Accuracy/Defense Debuff Analyze Weakness - Accuracy/Recharge Analyze Weakness - Accuracy/Endurance/Recharge Analyze Weakness - Defense Debuff/Endurance/Recharge Level 44: Assault Endurance Reduction IO Level 47: Maneuvers Luck of the Gambler - Recharge Speed Luck of the Gambler - Defense/Endurance Luck of the Gambler - Defense/Endurance/Recharge Luck of the Gambler - Defense Level 49: Resuscitate Recharge Reduction IO ------------ Level 2: Swift Run Speed IO +5 Level 2: Health Panacea - +Hit Points/Endurance Regenerative Tissue - +Regeneration Level 2: Hurdle Jumping IO +5 Level 2: Stamina Performance Shifter - EndMod Performance Shifter - EndMod/Recharge Performance Shifter - Chance for +End ------------ Level 50: Assault Radial Embodiment Level 50: Musculature Core Paragon Level 50: Vorpal Core Final Judgement Level 50: Preemptive Radial Flawless Interface Level 50: Robotic Drones Core Superior Ally Level 50: Barrier Radial Epiphany ------------ Click this DataLink to open the build! ------------
  15. That would be a freakin' sweet idea actually, I'm 110% behind it. Misdirection from concealment is what you're after. And sadly...like all non-stalker/VEAT placate powers, its generally more like an aggro dump then a re-hide option. I use to use smoke bomb on my nin stalker like....a decade ago and it was utterly trash, yeah it was an aoe....but it didn't actually put you back into hide and while solo...the enemies just ignored it since you were the only target around. Granted, with how the new snipe works and targeting drone...there's a chance they might have rigged Misdirection to actually do something significant but I honestly have no interest in finding out.
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