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Zect

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Everything posted by Zect

  1. You're trying to cap SL def with the blistering colds. If you're trying to cap SL def it's almost always worth it to split your scrapper ATIO into 2 sets of 3x, getting the 5% SL def bonus twice. You can try putting one set of 3x in SD (AD + any two of ADR, DER, quad - choose depending on what enhancement value is needed by the power that takes the remaining 3 pieces) and the other 3 slots are 3 damage procs. This should give damage enhancement in the red ED or nearly there with a musculature core.
  2. 50% regen is about 5 hps on an endgame rad. (Every 100% regen is 2.5k hp, the approx amount of maxhp an accoladed rad tank, has, over 240s) You have 45 psi res with 1 stack of +res proc, so your 12% psi res brings that to 57. Most psi enemies do not have good dps, even ones that are fluffed as psychics. Look at this IDF Seer boss for example which has 2 mezzes, a T2 blast and an aoe. (Meanwhile the IDF commander is busy using total focus on hapless blasters.) Just based on that, I would suggest the regen. However, I have something you can try. I see this week's wst is LRSF. Go do it because penny yin actually is one of the few enemies that do good psi damage, especially when posi is debuffing you with his autohit toggles, and see how you feel about the incoming damage. Then you could decide whether you want your 12% psi res or if you would rather have a specialized 2nd build (edit: or maybe just some orange insps) for such situations.
  3. If I open the 2nd door on yin, it's because there is a fatty standing in the 1st door getting between me and my glorious sea of freakshow. Let me in out!
  4. Elec is definitely a worse rad armor. Worse mez prot, much worse sustain, more serious resist hole (the only armor set that still has 0% resist against anything) and the extra resists don't matter as much with the amount of res present in the IO system currently. Note: I don't think it is underpowered in any way; rather, rad armor is overpowered. However, despite not being a meta set, it can nevertheless be built to a high level of performance as an offensively-oriented armor. This is probably not what the set was designed as, but fortuitous circumstances keep it viable in the current meta.
  5. This question is not straightforward to answer, because it depends on The amount of rech enhancement in the power, which affects procrate; The amount of damage enhancement in the power - if it's already in red ED for damage, a proc is your only option for further significant damage enhancement. This is why all the highest-dps scrapper builds feature some level of procced attacks. What else you would replace the proc with, and whether that does more damage (or otherwise contributes something you want). That said, mids' is generally quite good at calculating procrates and thus average damage contributed by procs. You can change around your slotting and observe how the damage fluctuates yourself, and you don't really have to bother with any of the math unless you want to. Most builds can afford 1 attack filled mostly with procs even without really trying to procbomb. On my kats it tends to be SD (because the usual kat attack chain is GC SD GC GD, so typically don't need rech in SD). But the scrapper damage scalar is high enough that you will still do good damage without procs beyond what you get incidentally from slotting sets you desire anyway.
  6. It's actually a self +tohit +dmg +rech +recov buff. But the real answer is that there are indeed a variety of very slot-efficient ways to get +ranged def, depending on what you are comfortable muling, where you want that enhancement value, and what other set bonuses you need. 3 sets of 2x botz is one. Slotting manticore's in moonbeam and moving the ATIO1 to a different attack is another. 6x t-strikes in gloom and making up the aoe def with 4x shield breakers in angushing cry (remember to +5, it's a lv30 set) is a third. I encourage you to experiment further with the invention system and outdo my build if you can.
  7. This is, actually, nowhere as bad as I imagined it would be. Your build goals are reasonable, and key powers are all taken, although anguishing cry should really be earlier, and you want better rech on it, so you can use it every spawn and keep it perma on an AV. You should think about boosting the pieces with rech enhancement and/or changing the slotting to one with more rech in it. If you want aoe def, the most slot-efficient aoe def in the game is 6x frozen blast in a taoe for 7.5% aoe def. All fenders can hit 31-35% aoe def with this slotted (depending on how many +def pool powers they take), and from there you're just a small purple to the softcap. You should also look at your slotting in your healing powers. Slotting half of each set in soothing aura like this not only misses the best set bonuses from each set, you also get less set bonuses overall - you added 5 slots but get only 4 bonuses. This kind of frankenslotting has its applications, but should be used with care. When designing set IO builds, in general you should pay attention to the Big Five (in no particular order: rech, def, res, enhancement values, and procs) because these are typically the most impactful areas where you can improve your builds. Once you meet your build goals in these areas then you can start looking at other bonuses. A meta consideration is that the strong set bonuses in healing IO sets tend to be costly in terms of slots, such as of 6x preventive med, 6x numina, 5x panacea and 5x doctored wounds. On my pains, I usually only 2-slot some healing powers (e.g. share pain) and use spiritual alpha to make up the missing heal enhancement. Here's an example of how you can achieve better defenses with a minimum of set bonuses by choosing the most slot-efficient options. You can easily achieve permahasten if you take spiritual, or nearly permahasten if you take ageless, with the remainder of your slots. Instead of 6x preemptive optimization, you can take several sets of 2x botz instead since you have a lot of teleport powers. You'll activate and refresh the numina's proc naturally as you heal in combat, so it does not need to go in health. (Note that part of Stealth's defense bonus suppresses in combat. I have mids configured to count only the part that doesn't suppress.) Finally, I don't know how important soul storm is to your concept; but if you are willing to drop it, there are some more impractful choices you can take. Power boost is the star of /soul and increases the strength of your heals and -def, and it has a remarkably high uptime. Fold space is also very good and speeds up cleartimes significantly by grouping enemies that won't herd nicely.
  8. Excellent. When I run Yin I always tell people not to click the computers to ensure that someone will click them and I can enjoy my glorious sea of freakshow.
  9. In no particular order: Insps +defense IO set bonuses (usually +range, every set can softcap ranged now that they added Artillery) dps harder (you should be wiping +0's trivially with nukes, at least) controls/debuffs: most sets have some controls although I think blaster 2ndary mezzes are usually trash, fire epic has bonfire which you can abuse with a KB2KD although I think it is also overrated Turn down the difficulty level reroll as sentinel if you can't do any of the above. Sentinel damage scalar is now 1.100. Take your pick. I really think taking a blaster through the non-AE game and soloing a variety of enemy groups on the way to 50 is the best coh education one can have: it teaches you to use every resource and think about every situation you encounter.
  10. From bio you need to take everything. Paragon in its dying days tried very hard to make sure that no power was skippable, and in the case of Bio, they succeeded. From BA: the rule of thumb for a melee set is you take 3 ST attacks (typically the 3 highest DPA ones), as many aoes are you need/want, and your dps buff power (follow up etc.) There are sets that deviate significantly from this rule, but following it will always serve you well. Taunt has always been a polarizing subject. You will meet some people who have very absolutist views on taunt, and their rationale is always along the lines that if you don't take taunt you should reroll scrapper. However, modern tanks are extremely efficient dps toons when built correctly, and there is nothing wrong with playing them as a dps. You do not need a tank (the MMO role, not the AT) for 99% of this easy ass game.
  11. This being coh, the default answer is probably "well, why not all of them?" But stalkers and tanks have their own appeal on different ends of the scale. Stalkers are nice, because shield charge makes up for the loss of whirling sword. It is a big, hard hitting aoe attack on an AT that historically does not get access to a lot of big, hard hitting aoe attacks. Enjoy. Tanker shields are the ultimate stonewall, broadly comparable to stones and to SRs playing around their scaling res mechanic. Tanks are good enough at building for res that they can perma-90% resistances by running a 5 min cycle of otws > rune > melee core (even just owts > melee core > (gap) is pretty good, since rune has no minfx option so many people dislike it). Melee core is the weakest click in this triad, at 17% res all with 1 foe in range, so you're capped if you can get to 72-73% res in mids. And unlike brutes and scraps, tanker SD has around 88% -def resistance with 2x active defense, so they can opt not to take ageless radial and take barrier core instead, which further lowers the res requirement to just 68% - extremely achievable even without going out of your way to build for it.
  12. You can debate what build goals to shoot for, but assignable slots are a finite resources, and thus everything comes at the cost of something else. Wasted stats damages you by detracting from building for useful stats elsewhere. Ideally, everything in a build should be chosen with purpose - whether that be to satisfy a concept, to improve playfeel, to optimize build resources, etc. The better one can do this, the more one benefits in every way. Now, I don't expect to convince you because your mind is closed - you've decided what is what, and facts will not sway you. I leave this for the intrepid builder who stumbles across this decision.
  13. I’m on mobile, so I can’t look at the build currently. However, the best way to look at granite is to see it as way of trading off defenses for dps. You can get the majority of your mits from granite, then that frees up the rest of your builds to be devoted to damage (procbombing). If you aren’t doing something like this you’re likely better off with a non-granite build.
  14. If using the @Hyperstrike builds, you should note that they have a flaw in that they use a lot of reactive armor. Reactive armor is often a bad choice for invuln because the 2-piece set bonus is wasted - invulns don’t need SL res. It is very hard to beat unbreakable guard for invuln unless you need something specific. When you are not softcapped you may build in a way so that you can easily cap using temporary resources when necessary. This concept is known as “slack”. A common example is how some unarmored toons build for 32.5 ranged def. A small purple insp (+12.5 def) then puts you at the softcap. However, my personal build goal for invuln is approximately 40% with a single foe in melee. This is not an obvious breakpoint, but is based off my extensive real-world testing vs +4x8 Cimerorans (my benchmark for -def mobs). This is approximately the defense needed to prevent them from easily un-softcapping you when combined with ageless radial and causing a defense cascade failure.
  15. My take is there's always a very simple answer to this question, which is: the way you treat others is the way you'll be treated, and the measure you deal to others is the measure you'll be dealt. If you dual box on people's TF's without notice, then you should be fine with people dualboxing on yours without notice. And if you quit TF's, then then you should also be okay when other people quit yours. And as long as that's the case, you can do whatever you like, subject of course to the rules. As for tripleboxing specifically, I have nothing in principle against the concept, but it feels like a hassle to me. Why do I have to log in 3 toons just to get max loot? It irritates me because I do use character items a lot (where items from Super Packs go to, not the normal email folder) and the 3 accounts don't share the same email inventory. Just ban tripleboxing and give 300% reward rates, and this limited form of legalized botting will become unnecessary.
  16. elec/ss/mu resilient core tank. The fightingless, procbombing, end draining, double-rage stacking, hardcapped resistances dps machine. Just make sure they all get in footstomp range before dropping the mu immob (almost as much damage as dark oblit and much better rech).
  17. I think your build goals need more elaboration. Under what conditions do you want to solo AVs - are insps allowed, are temps allowed, how about lore pets, etc. There's a big difference in AV soloing to enlarge your e-penis and AV soloing because I'm triple boxing this week's WST.
  18. There are ways to further optimize your build for rech/def, but most nature builds do not have true perma-overgrowth. True perma-overgrowth requires no less than 325% rech in overgrowth. With a basic double +5 rech common slotting this is approximately +229% global rech, decreasing to +204% if you get 3 FF procs. This amount of global rech comes at the sacrifice of other build goals and generally isn't worth it. Most builds will settle for 5-10s of downtime.
  19. The answer to your question is IO's and incarnates. Once you properly leverage all the power creep that has happened between 2012 and now, you'll be enjoying builds that easily dominate anything on live. But in general, support is wasted in piss easy content like ITFs, PI radios, AE farms, MSR, whatever this week's strike target is, and so on. If you play content where support isn't needed, then obviously you're going to feel useless.
  20. Zect

    my kat/inv brute

    Invuln should try to hit 90% SL res and perma-dull pain. Kat should try to have dual -res procs. You miss out on a lot of powerful bonuses because you're not slotting a lot of unique IOs that give attractive boosts for few slots. However, it may be that you're constrained by budget. Try something more like this: Note the brute's fury ATIO split up into 2 sets of 3x, getting the 5% SL def bonus twice. Since we don't need the SL res, this is a better way of using it. The empty slot in invincible is for you to put a gaussian's BU proc. I don't put it in invincibility on my own builds since I know it will be fixed some day (same with putting it in Tactics), but this isn't about my preferences. Ageless radial is for the -def resist and endurance, since this build is not yet eps stable. You can add more defense, damage (procs/musculature) and the epic of your choice. Personally, I wouldn't go past 40% def or 50% non-SL res on a brute, but that's up to you.. Brute (Katana - Invulnerability).mbd
  21. No, because interface debuffs are flagged ignores enhancements and other boosts.
  22. That's because drain was specifically nerfed against AV's and EB's in i27p3 (source). Compelling, but unlikely. Homecoming, for all its numerous virtues, increasingly becomes about dps to the exclusion of all else. The things that people want and which are added are either dps, or dps with additional steps (e.g. -res, which was added to FF; there are now only 3 buffdebuff sets with no -res in them, and they all have +dmg instead). This is not an issue exclusive to HC, and in fact most MMO's have it far worse, but I tend to notice it more here because this game has never had strict dps checks and has always featured a diversity of playstyles. If you don't believe me on this, here's a thought experiment: what would it take to make the next blast/melee set added both 1) the lowest dps one and 2) popular. Q.E.D.
  23. You want enough mitigation to survive the threat environment you fight in, plus a bit more for margin of error - any extra is a waste. If you are unsure, then for a general-purpose build, my recommendation is at least 1 primary mit layer capped (either 45% def to all or 90% res to all on a brute) and your armor set's survivability tools adequately slotted: they all provide something extra, like heals or maxHP or debuffs (even SR has scaling resists) so following this advice never leaves you completely dependent on a single mechanism. Adjust up and down from there as you see fit, based on your play experience, skill level, the sophistication of the threat environment, and of course your powerset. I don't cap res or def on my bio armors for example because the set natively has so much healing and absorb. In general, work with what your armor set provides you: if it has def, add def. If you have res, add res. If it gives positional def, like SR, add positional def; if typed def, like EA, then typed. The reason is that both def and res in coh, contrary to common sense, good balance and sensible game design, show accelerating instead of diminishing returns. If you are at 50% res, and add +10% res, it now takes a fifth more damage to kill you. If you are at 80% res, and add +10% res, it now takes twice as much damage to kill you. So it's more effective to chase the cap of whatever you are closer to - but if you're there and still determine you want additional survivability you want to branch out. If you're positional defense, you can ignore psi defense, because most psi attacks have a positional vector. If you're typed defense, you still want to ignore psi defense because there is very little slot-efficient psi def in the game. Most of it comes not from IO sets but from +def to all powers like weave. If you're resistance, you can ignore cold, toxic, and psi to various degrees. The first two are rare, and tend not to appear in threatening amounts when they do (but the one set with a toxic res hole, elec, has literally 0% tox res outside of the ult, so you need to be a bit more knowledgable in identifying toxic threats). Psi is reasonably common at endgame, but most psi enemies have lackluster dps because there aren't many strong psi attacks in game. Psi tends to hurt when most of the mobs in a spawn deal psi damage, as you sometimes see with certain wisp-heavy (or even all-wisp) Rularuu spawns, the psychic clockwork mission, and the mission that's all IDF Seers; or with certain specific mobs like tarantula queens (TK blast and psi wail) or penny yin (who actually gets full-fledged psi melee). Decide how much res you need depending on how capable you are in identifying, adapting to, and neutralizing these threats,
  24. Scrapper+ Much better ATIO Scales better with +dmg (kins, musc alpha etc) due to higher damage scalar Better epics (in particular, access to epic snipes - brutes can't get zapp, psi lance etc.) Scrapper- Less base & max HP Low resist cap AT name doesn't sound as cool as brute
  25. Zect

    Titan/Bio Build

    I would: Slot DNA siphon, abalative carapace and parasitic aura heavily: these extremely powerful abilities are the bulk of the set's sustain. In particular abalative should be maxed on absorb - it effectively increases the amount of damage needed to 1-shot you and grants more time to respond to bursts of damage. Another advantage is that unlike heals and regen, it can be used preemptively, before you start taking damage. Remove some slots from passive +recovery/+health powers: they contribute little survivability Judiciously use enhancement boosters to save slots (eg can 2-slot hasten instead of 3-slot) Pursue a focused mitigation strategy: you go after a random mix of various resistances and defenses, but don't really hit any breakpoints. A breakpoint is a local maxima of performance beyond which further investment yields little benefit, such as the defense softcap (45) or resistance hardcap (90). So you either shoot for some such breakpoint, or cut the investment if possible. Slot all low-hanging fruit (both +3 def uniques, both +res uniques, panacea proc in a passive, touch of essence proc in DNA siphon) Slot double -res procs and take whirling smash to increase both ST and aoe damage. TW/bio can fit two -res procs in its ST rotation and on top of that add more -res (rend armor, evo armor) Slot environmental adaptation more fully - it's the main source of ENFC def, and bio is designed to counter SL with res and ENFC with def Drop defensive swing and take crushing blow, the usual starter for the 5s momentum window. However you may prefer the safety of a parry and take the dps hit, so file this one under playstyle differences. Try to find a better home for armageddon than genetic contamination (low dpa aura, toggle = low procrate + wasted rech enh) Consider musculature radial instead of core (you lose a very small bit of +dmg for the equivalent of an SO in all your endurance powers, which could be a lot of slots saved) And finally: Consider a different epic. So, epics are very often a matter of concept or playfeel, but bio doesn't get a lot from energy epic. Different epics may add high-dpa attacks or offer access to powerful, slot-efficient set bonuses. My personal favorite is mako's and arctic air. The key is to think of it as something like shatter armor: a -res power you can load with procs and wreck AV's with. Stripping out the 15 commons you slotted in all your passive regen/recov powers loses you 9.46hps and 0.9eps. A single panacea proc, fitting in the default slot of health, is 3.23hps and 0.375eps, or a little over a third as much. So that's 1 slot, versus the 15 you invest now. You can take a look at these for ideas on minimizing your slotting of your passives. https://forums.homecomingservers.com/topic/19022-hpregen-proc-cheat-sheet/ https://forums.homecomingservers.com/topic/8892-slotting-for-endurance-recovery-a-cheat-sheet/ The touch of essence: chance for +end proc in DNA siphon is completely overpowered, and I will not stop preaching this until I get it nerfed into the ground. It rolls and checks to proc separately for each enemy hit. When used in crowds of enemies, you can get upwards of 50 end per power use. In fact, since corpses are valid targets for DNA siphon, you can use it on a pile of corpses, and get a full blue bar back (normally DNA siphon only gives recovery, not +end, from corpses). Here is an example of slotting for def and res in a more focused way. Your barrier has a 2m cooldown and always gives at least 5% res and 5% def to all for 2 min. So it can be thought of as a perma-5% def and res click. That brings this build to ~90% SL res and 45% ENFC def. You don't need psi res because most psi enemies do shit dps, unless they are called penny yin. Edit: I just noticed your offensive adaptation (and hence the self -res malus) is not toggled on. So you're still actually 7.5% SL res from the hardcap. This could be a useful exercise for you - think about how to close the gap yourself, if you like. The usual suspects are aegis, mako's lotgs, and celerities (in sprint/prestige sprint).
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