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Everything posted by InvaderStych
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Good combo. After leveling a Sav/WP Brute and a Kat/Rad scrapper I can see Sav/Rad on a scrappy being just brutal. Basically scrapper with a targeted teleport, 2 nukes, 2 heals (use Particle Shielding re-actively, not on auto - thank me later), and a half-way decent taunt aura. 2.5 nukes if you slot Rad Therapy for Dmg; though I'm torn on that. I like my RT as mostly a heal for the moment. Thrist (for gaussian's) -> Leap -> GZ -> Rending -> <filler if needed> -> BT -> finish the bosses. Global recharge is your friend with Savage (and Rad, imo); Leap keeps a 90% proc rate as long as you don't drop any recharge enhancement on it. Ground Zero (assuming 3.5ppm) can take over just 100% +rech from enhancements before the proc rate lowers. The only real downside is that Hemorrhage is not only generally terrible (except on stalkers, apparently), iirc it's bugged and does not crit. Definitely skip that one. Which leaves VS as your "big hitter," which isn't as bad as that sounds in reality. Also, drop a FF +rech into VS. You'll be hitting this often enough that you'll see a benefit from the burst +rech. Edit: Also, Meltdown is one of the rare tier 9 powers worth taking. Scrap's get +41.5% dmg for the duration. (iirc tanks/brutes get a lower buff?) Almost half a build-up for 60s. So, if you start that AoE chain above by firing Meltdown first ... Yeah, lots of damage. 🙂 Double Edit: Slot a "Theft of Essence: Chance for +End" into Radiation Therapy ASAP. The set is available long before the power. RT has a good proc rate, but can't take much recharge before it starts to lower. Run this, get used to how it works, and by the time your toon is hitting Malta missions you'll basically be laughing at the Sappers.
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Givin MA to Brutes&Tanks was a mistake
InvaderStych replied to TheGloriousStrategist's topic in Brute
In fairness, the line between "marital" and "martial" can be as confoundingly vague as it is infintesimally narrow. Which isn't always a bad thing. 😉 -
Givin MA to Brutes&Tanks was a mistake
InvaderStych replied to TheGloriousStrategist's topic in Brute
Signature Worthy. 😄 -
.... withdrawn ... I looked at something incorrectly.
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Hmm. Thanks all. I'll have to mess around with it some. I have a Rad/Rad tank on the back-burner where I'm definitely going to leverage GZ against Atom Smasher, but on the scrapper my gut feeling was "I can fire of x# of Lotus Drops within 1 Ground Zero cycle ..." initially, so I started thinking that the power choice/slots might be better spent elsewhere. Even if I am sort of focusing this build on hard targets vs. big groups, there's something to be said for having the extra tool. There's plenty of time to experiment with it though, heh. ATM Rad Therapy is slotted for heal with ToE's Chance for +End proc (which, imo, is a must have regardless of what else is slotted), but now that I have figured out that Particle Shielding is better used on-demand than set to auto I might revisit that idea. Regarding -Res; the Excellent and Frustrating thing about Kat/Rad is being utterly spoiled for choice as to where to slot -Res procs. Beta Decay will take 1, GZ, Lotus, Flashing, and GD could all slot 2, and all the remaining Kat attacks can take 1. Hell, if you wanted to get really silly you could take a targeted-AoE from an Epic set and slot the 3rd -Res proc if you wanted to, but I don't think that would be all that effective. On the one hand, having them in GZ means getting that sweet 90% fire rate on an opener, but on the other it means they're on long recharge and not available against AVs unless you duplicate them elsewhere or lose DPS firing the AoE on a single target. Duplicating them isn't the worst thing in the world but it does complicate slotting. I recently moved FotG's -Res into GD (was in Lotus Drops), and Achilles' into Beta Decay (was in Flashing Steel). I'm liking the former, though not really impressed with the latter and I'll probably move it again. All that said, I love having -Res in Savage Leap on my Brute; but that recharges and activates around twice as fast. So, if I had to hazard an extremely rough and non-scientific guess, GZ slotted with procs is going to, at best, be up every 20-40s without enhancing it for recharge (basing that on Leap's 40s base and currently between about 12-20s on my Brute depending on +rech status). That might actually be not as bad as I think.
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So, what is the consensus on Ground Zero for Scrappers? Just opened it on the Kat/Rad scappy I'm slowly leveling and it seems like an excellent power, for a different toon. Haven't slotted it up yet, so bear that in mind. On the surface it's got a *huge* target cap hampered by limited radius (on a scrapper), and seems to do OK damage. Long recharge time, so one could probably pack it with some enhanced recharge and still keep a 90% proc rate if one were so inclined and had the slots to spare. Also haven't seen the effects on teammates as I've mostly solo'd since grabbing the power, so I can't speak to that either. Seems like a "nice to have" side effect, if anything though. On the other hand, it has a really short animation against a long (3s) activation time, so there's a moment after the power fires where you're just standing there that I find disorienting. That 3s also eats quite a bit of a Build-Up cycle unless you fire it just before BU expires. Of course as a big AoE it would be best used on a fresh enemy group right after firing BU. BU->GZ->(Primary AoE like Lotus Drops, et al) seems like an excellent opener in theory, but it just isn't because of that 3s time. On a tank or a brute that gap would be less of an issue, but even going Particle Shield -> Ground Zero the "stand there for a second or so" moment on a scrapper seems pretty dangerous in a lot of situations. For those ATs it seems like a no-brainer choice. Especially on a Tank with AoE radius buffs. Seems more conditional for a Scrapper though; there might be builds that have room for or can leverage it, but I am not sure that Kat/Rad is one of them. Even as an occasional use proc-nuke, I'm not sure the 3s break in flow is worth power choice/slots. Thoughts?
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https://archive.paragonwiki.com/w/index.php?title=Enhancement_Set_Bonuses&redirect=no#The_Law_of_Fives Any given set bonus can apply up to 5 times. This means bonus values, not sets. For example, there are several sets that apply a 5% global recharge bonus. If you had 3 Crushing Impacts, 2 Perfect Zingers, and 1 Adjusted Targeting, then you would have 6 copies of that bonus and one of them would be ignored. Same rule applies to non-unique globals: 5x LotG +rech globals are commonplace on builds pushing recharge, for example. I am going from memory, so forgive me if I listed a set that doesn't actually have that bonus, but I hope the example is helpful.
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What The Hell Is "Doublehit"? - A Hybrid Assault Guide
InvaderStych replied to Hopeling's topic in Guides
Okay, (@Bopper) here goes. Hopefully I got this right. Or near as makes no difference to ... First go round I forgot about the Power Analyzer portion of the program, so I had to give myself a do-over, heh. Chat log grabs everything in bulk - which I assume most here already knew - but that gave me a chance to notice a few things I didn't know. Which I'm spoiler tagging since it is sort of tangential ... Anyway. Back to Double-Hit. I used a Council Tip mission. Ended up running against +1s (52s) - more details in the logfile. Only the Wolves and the Bots had any resistances: Logfile: chatlog 2020-06-19 - Edited.txt Hope that helps figure recharge time question. Let me know if you have any questions or want the unedited log. As far as Double-Hit in Savage Leap: after logging it I think you're basically exactly right. Every time the higher damage number is on the enemy targeted by the "auto-hit" teleport. Every other enemy in range takes what I am assuming is the "expected" damage for a power with a similar Area Factor. Interestingly, I think I saw a situation in one of the earlier runs where the AoE missed on the "Teleport Target" causing the Double-Hit proc to not fire. Which is strange if it is basing damage on the teleport, but failing to fire if the AoE misses. I should still have that log and might be able to find that moment if looking at it is useful. -
Wait ... What? Base Teleport works when Ghost Widow uses her Cheat Code? How did I not know this?
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What The Hell Is "Doublehit"? - A Hybrid Assault Guide
InvaderStych replied to Hopeling's topic in Guides
Noted. Couple Questions. Are Time Stamps easy to find in options, or is there a trick I should know for turning those on? Is there a way to pipe the combat log to a text file to simplify things? I have a tab that's just Damage Delivered, do you need other console output and/or if I can pipe a combat log to text, is it possible to do so with just this tab? Finally, should I eliminate anything else? IE: currently running T4 musculature core, I could pull that out (losing incarnate shift in the process) if it helps to either simplify the math or eliminate a potential behavior variable. Ditto for the -Res proc in leap. I could stow that for the time being as well. -
What The Hell Is "Doublehit"? - A Hybrid Assault Guide
InvaderStych replied to Hopeling's topic in Guides
Actually, I had not noticed the 4x difference, but now that you mention it the explanation does make sense. My only note would be that Mids lists the radius for Brute Svg-Leap to be 15', not 20'. Mids typo? I can't check in game until servers are back up. I did have a feeling that this was unique to Leap - yet another aspect of its pseudo-mysterious personality - rather than an outright bug. I'll try to watch more closely to see if the pattern - targeted mob gets the AF1 proc while all others in range get the AF4 proc - for the time being which would unscientifically support your very likely theory. Agreed on it not proc'ing twice, even on the main target - have never seen that happen and I've been watching it fairly closely the last week or so. Hypothetically, any thoughts on the expected base damage for Savage Leap at 0% enhanced recharge? If I did the spreadsheet right, then ~61.2 would be in line with the AF1 vs AF4 notion. -
What The Hell Is "Doublehit"? - A Hybrid Assault Guide
InvaderStych replied to Hopeling's topic in Guides
Thought I should check in here before I go starting a whole thread on the topic. I've been running the Radial side on a Savage Melee Brute, and I am seeing some strange variations in damage with Savage Leap. I first noticed it at the T4 tier, then I went ahead and rebuilt a T3 (Total) and seeing the same behavior. In short the "Double-hit" T4 proc in Savage Leap will either do around 190-225 or it will do around 49-55 when it fires. T3 Total seems to do in the 150ish range or in the 40ish range. These numbers are from even-level (ish, some were +1) Carnies. I first started noticing the variation running an arc full of them. Anyway, mob type, fury level, etc don't seem to have much effect on the behavior. Attaching a screen shot, taken from a single group of 3 carnies. This with Total Radial Graft - when I checked to see if it behaved the same as Embodiment, which it does. Basically two Attendants and a Fencer. (The -Res must not have fired on the first Attendant) As you can see the first Attendant and the Fencer take 37.29 from the Hybrid proc, while the second Attendant takes a whopping 149.19! Damage from the actual attack is at the bottom of the screenshot for all three targets. They do always log in that order, no idea why, lol. So, before I go down some rabbit-hole of collecting screen shots reporting a bug that might not be a bug, has anyone seen this? If I am using the spreadsheet right, it looks like dmg should be about 61.2 as a base from the T4 proc. Very possible I am not doing that right though, lol. I'll be honest, seeing the triple-digit proc dmg with Leap the first few times at T2 really sold me on using it, but the inconsistency might mean reconsidering. -
Yes, sorry, mis-wrote that above. Credit for 3 pcs = 2 bonuses. Mechanically though, it should be working for any of the unique sets (ATOs/Purples/Etc) to split them 3/3 or 4/2 to double up on the initial set bonuses.
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FWIW: First 3 bonuses from Superior Unrelenting are working as expected on my Brute. Don't have the other set collected, but the plan is to double up on that one as well. In theory? All of them. Split 3/3 across two power should double up on the first 3 set bonuses (whatever they are) as long as doing so doesn't violate the max limit of 5/any given bonus.
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The Reactive Defenses "Scaling Resist" piece will give you a base 3% resist (increasing to max 10% iirc as your green bar drops) and the Shield Wall piece will give another 5% - in case you are not already using them. Also there's always the Elusive Mind accolade ... https://archive.paragonwiki.com/wiki/Watchman_Badge IIRC running that as an "emergency" button on my /EA and /SD Brutes back in the Long, Long Ago helped a bit. Even if it is a weaker T9 style power on a long-ass timer that can't be enhanced. Still, better than nothing when taking on hard targets with heavy psi dmg.
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As a former Diablo 2 & 3 Hardcore mode player I fully endorse this excellent idea.
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On Live I used WM, but whichever you pick pair it with Shield. Thank me later. 😄
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Wait. You're not leaving Beast Run on during combat are you? It has a pretty huge endurance cost (~0.46/sec iirc) that you can't reduce with enhancements. Definitely don't do that. (EDIT: Just re-read your post, ignore the above, looks like you're doing it right, lol and srry) CJ for me is as much about mobility as it is anything else - being able to change direction mid-air is something to which I've grown quite accustomed. Of course it also gives protection from Immobs, but you might have that from /SR's anti-mez shield (not familiar with the set) so it might be redundant. Looks like Stalkers get Body Mastery as an Epic. Might be a place to look (Superior Conditioning/Physical Perfection) for a little extra endurance and recovery.
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I did initially while leveling Svg/Wp on a Brute. At around 37 or so I respec'd out of it because Leap is easier to use and recharges (with some global recharge and Hasten) fast enough that Spring Attack became extraneous. Besides, it felt clumsy by comparison. Leap is just "Tab to Target and fire" as opposed to Spring's "Trigger the power and click a spot on the map." YMMV there, but I found that selecting with the extra mouse click slowed me down considerably. It might be my perception, but it also seemed that Leap's "Animation/activation" was much, much faster than Spring. CJ's endurance cost is ultra-low compared to your armor toggles. I'd keep it just for the mobility in combat and cruising through maps.
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I could show you my current Svg/WP Brute setup, but it isn't a "Finished" build, isn't really well tuned, and doesn't use a lot of "High End" sets so I am not certain how helpful that would be for your tank. What are the other members of your team running, specifically? There's probably an opportunity for the 3 of you to build synergy into the 3 toons, like the Leadership suggestion above. A few things that might help depending on your budget: Slot Savage Leap with Damage Procs, Don't slot any recharge enhancements in it and the Procs have basically max chance to fire. Always get Procs at the lowest level they are available. On a Brute, Hemorrhage and Shred (? The lame cone) are both trash, YMMV may vary on a Tank though I don't seem in many tank builds. High Pain Tolerance and Quick Recovery (in addition to Health and Stamina) give you extra room to slot in things like Miracle +Recovery, Performance Shifter +End, Power Transfer "Chance for Self Heal," Numina's +Regen/Recovery, Preventive Medicine +Absorb, and/or Regenerative Tissue +Regen. Those are useful pieces that - in the grand scheme - are not terribly expensive. Definitely get yourself Power Transfer's +Heal, stat. Run arcs/TFs with your team for Merits and get the Tanker ATO pieces as well. Collect them as you level; the Tank Experts here can help with where to slot them. Perfect Zinger Chance for PSI dmg is ultra-cheap and you can slot them in many places, even cheaper if you are willing to buy the recipe on the market and craft it up. The set bonuses there aren't bad either for a budget build, but you'd be robbing yourself of damage if you used too many of them. At the very least, 1-slot-wonder the PZ Psi Dmg into Taunt. Indomitable Will is a good place to slot "One Hit Wonders" for defense like Karma +Acc; HPT is a good place to Unbreakable Guard +HP, Steadfast +Def. Hope some of that helps.
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Doh! I completely forgot about Fusion - haven't gotten there yet because I still take travel powers like a Rube, lol. If Siphon turns out to be more reliable that might free up Therapy to slot up for dmg rather than heals. But it still gets ToE +End. That proc in a PBAoE heal feels almost like cheating. 😄 Ditto on the Rad Armor kick. Did I get the power names mixed up? Meltdown is the T9 extra +res, +dmg, +recovery, I thought? Ground Zero is the nuke, no? Actually, Rad/Rad is my first time matching sets (wanted to use wordplay in the toon name), and I wanted to try it out on a tank to get both of the mini-nukes (GZ and Atom Smasher) with the radius buff added recently. But you are likely correct, mixing either Rad Melee or Rad Armor with something that doesn't have similar strengths would probably be objectively stronger when kitted out. Trying to get used to the slow animations, but it is a nice change of pace from button-mashing Savage or Katana as I've been doing lately. It's also the first Tank I've ever made as well, lol. If I were to drop Siphon (sounds like I won't) I would be using the room for something utilitarian (Hasten, Leadership pick, etc) or an Epic choice. No need to sub in something lack-luster. 🙂
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Fair points, I thought it might just be me. 😄 Mostly I'm struggling with fitting in power choices on Rad/Rad. I mean Tanks are forced into taking Strike, which I'd probably skip on a Scrapper or Brute. But isn't the T1 attack where 'Bruising' comes from, or is that -res not worth trying to keep around? I suppose Meltdown could be dropped as the +dmg is lower on the tank version than for other ATs. Also GZ and Atom Smasher aren't likely to be up often enough to rely upon for a mostly AoE focused setup. With the recent buffs to AoE radius for tanks I those are keepers - pretty much the main reason I rolled the combo. Does the heal come ever into it's own? At lvl 20 "Contaminated" is just flat out unreliable. As a heal Rad Therapy is just .... Better. To be fair I do like the idea of two heals, but after I realized that Siphon was dependent on the mechanic I was less enthusiastic about it. I'll be keeping it for a while though, maybe after I get Irradiated the "Contaminated" effect will be more reliable. I'm not really acclimated to slower attacking sets, although I am enjoying the slower pace on the Tank since it frees me up to focus on leading a team for a change (as opposed to my usual Scrap/Brute soloing).
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Is it weird that I kind of want to skip Radiation Siphon? I mean the golf-swing animation is hilarious and all, it reminds me of ST:TOS fight "choreography," but it's interminably long and the heal only triggers on Contaminated targets. Ok, so it hits harder than Smash, but Smash can slot a FF +rech ....
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Rad Armor/Martial Arts: 45% Melee, Ranged, AoE, 90% resists.
InvaderStych replied to Sovera's topic in Tanker
Thanks folks. That did the trick. I'll have to keep an eye on that thread from time to time I suppose. -
Rad Armor/Martial Arts: 45% Melee, Ranged, AoE, 90% resists.
InvaderStych replied to Sovera's topic in Tanker
Um, I think so? I have been able to open other posted builds. I did a fresh Mids install from the Forums links in mid-March when I discovered HC even existed. Maybe I should check for another update since then? I appear to be running v2.6.0.7 (DBi 26 Version: 19:1021) I'll take a look, "Check for Updates" within Mids doesn't net anything - first thing I tried, lol.