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Zect

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Everything posted by Zect

  1. I think everyone who replies to your post should also give their text the same blinding white background, just to screw with you. The ST hold of any controller should generally be 6x damage procced. Neuronic shutdown, GW embrace, gladiator's net, unbreakable constraint, gladiator's javelin, apoc. It does really good DPS. And that's all I got, because my eyes gave up.
  2. I personally think the variety of content run on Homecoming is narrower than on Live. The reasons I can only speculate on. Doing well: TFs: TF commander TF's, ITF, Tinpex, MLTF/LRSF iTrials: Lambaf Farming (both in and out of AE) Sitting/PL begging Forum wars. Btw, I really love how Watkins' arc begins with a literal forum fight - I interpreted that as a blatant dig at forumites. epeen extending (AV soloing, TF soloing, undermanned hardmode runs, etc.) Marketing Spending 6 hours in Mids to engineer a build with 0.38% more def Hami Cybering (Everlasting only) Costume contests PI radios Hardmode Aeon SF - shoutout to that Korean guy who at one point ran them daily; truly a hero of the people. Did well on Live, dead on HC: Speed ITF - the reward was finally nerfed into the ground. All other TF's when they are not the WST All other iTrials RWZ missions - Likely because they were run to unlock LGTF, and LGTF is now dead. Hollows, Croatoa, Faultline, a lot of low-mid level contact arcs - For varying reasons. I think Hollows/Faultline you now level past too quickly. Croatoa died because KHTF is dead and nobody needs to unlock it anymore. Respec trials (unless blue + WST) Morality/tip missions Redside Dead on live, still buried lolpvp Anything in AE that's not a farm Goldside
  3. People have been asking for buffs to what's already a very strong and balanced power pool since the days of live, and they have never gotten what they want, because of strong and valid reasons not to further buff one of the most effective power pools and pander to the softcap meta. However, there are two specific assertions in this post that need to be addressed. First is the claim that (boxing/kick) is a power you "aren't going to use". 1) They are valuable as slot mules. Numerous builds depend on 5x AA in boxing in particular, or 4x KC/5x blistering cold in either boxing or kick, to hit critical rech and def goals. 2) Their efficacy as attacks is increased by the synergy bonus from taking multiple fighting pool attacks. Take both and cross punch, and then you may find them more useful. If you chose to take a power, but fail to slot it properly, understand its full potential, or take supporting powers that make it useful, that's a build design error by you. It doesn't mean the power is useless. Second, defdebuff resist should not be something handed out willy-nilly, especially not in something as accessible as a power pool and certainly not one as universally strong as fighting. Defense is very strong in the current meta; it needs more counters, not fewer ones.
  4. AR does pretty well vs a tower. Towers don’t walk out of burn patches, and they are long fights so the lack of an aim clone is not an issue. A non-munitions (ie, no surveillance) AR blaster should do at least 250 dps vs a tower. No lores, of course. That’s not top of the line (>300), but it’s also not terrible (<200). To do this dps in a real combat situation, the AR user must be able to stop the target from walking out of the ignite patch. For blasters, they can use their T1 immob from the secondary, which itself is a damaging blast, and slot it so that using it in the attack chain is not a dps loss. For corrupters and fenders, who are support characters, they rely on armored and control AT’s to keep the enemy in place. So AR is not underpowered; even by the metrics of munchkins, the data amply debunks that notion. Rather, it requires the player to correctly understand how its powers may be used to best effect. It’s equally powerful, but different. I’m bringing this up because it is related to the real reason people want buffs to Full Auto. Due to a variety of changes, including crashless T9’s, the addition of incarnate powers, the PPM system and how it interacts with the Gaussian proc, general power creep etc. the current meta for blast sets is to load up on buffs, broadside, and delete most of a pack in an instant. AR, as a set without aim, does not fit well into this meta as it is not designed for a single apocalyptic salvo of damage. What AR does feature is a complete ranged aoe attack chain right out of the box, when most blast sets struggle with tension between aoe powers of different shapes and ranges (having ranged aoe’s but a pbaoe nuke, or vice versa) and need complementary powers from other sets to assemble such a chain, or just do without. AR is designed to stand at range and lay down a continual withering barrage of aoe firepower. To give it a nuke comparable to the (arguably, overpowered) ones other blast sets currently have would just homogenize the set and make it overpowered. It’s equally powerful, but different, and that should be seen as an asset, not a problem.
  5. You may need to build for both def and rech, and even press more than 1 click power. That's extremely daunting to the average player!
  6. Exactly. The odd thing is, the game has been constantly getting easier for years. Powersets are continually being improved and buffed, while restrictions on powers and systems are lifted. Legitimate concerns over power creep and lack of challenge have been repeatedly brought up. So it's going to take much more than a few deaths in a mission to claim that any kind of opposite trend is in effect.
  7. Looking at your build, you seem to be going for a typed defense mitigation strategy. I don't have mids open but just looking at your sets tells me you suffer a severe lack of S/L def; except for blasters, it is often difficult to build for S/L def on unarmored AT's without a def toggle such as Scorpion shield. Consider a switch to positional defense instead. It shouldn't be too hard to get permahasten, about 32.5-40 def to all 3 positions, and 55-60%ish S/L res. Here are common options for various types of def: Melee: 4x unbreakable guards in your res powers and 6x oblits or 5x avalanches in your pbaoe powers. Ranged: 6x corruptor's malice, 6x artillery, 3x or 6x thunderstrike, 2x botz, 6x optimized efficacy Aoe: 5-6x frozen blast, 6x scourging blast, 4x shield breaker, 6x Ice mistral (can fit in snow storm, though not recommended for freezing rain due to low rech enhancement) All: 6x gaussian's in Charge up. I am curious as to your reasons for not wanting to take hasten. Asking to improve recharge without taking hasten is a little like saying you want to have food without eating; there are contorted and painful ways of making it happen, but barring severe medical issues, you may as well just open the mouth God gave you. Looking at the build, i'm guessing you can't afford to spend a power slot on hasten because of all the thematic powers you want. I still suggest dropping either one of the two powers which, right now, are the least impactful to your theme and build, to take haste: Snow storm - the weaker of storm's 3 debuffs, expensive to maintain, and not really a "Thor, god of thunder" thing. Power sink - you seem to be using this as a last-ditch end management tool rather than the powerful sapping tool it is. It will not do much for you with its current slotting (no acc means it is not reliable and no endmod means you will need to hit multiple foes to get any real amount of blue back). Now let's take a look at some slotting issues. The slottings for these powers should be swapped. You can read up on proc mechanics elsewhere, but briefly, the game rolls to proc for every enemy caught in the blast of ball lightning. This means putting the scourging blast +end in ball lightning instead gives you a high chance to get end back when you use it on a group (though it can only proc at most once per power usage). This Slow IO is highly effective at slowing your endurance recovery and kill speed by being used in an endurance costly power in an endurance costly set. Slow enhancements do not enhance the -rech part of the debuff, i.e. they provide no additional mitigation. They only add to the -movespeed part. The combo of snow storm and freezing rain should make most enemies completely immobile, so endurance reduction would be better here. You do not have charged bolts leaving you with an incomplete ST attack chain. Dropping voltaic sentinel and taking charged bolts (and properly slotting it) will give you better overall ST dps. If transitioning to a positional defense build, Zapp is a great place to pick up sting of the manticore for 7.5% rech and 2.5% ranged def. The apocs can go in a different ST blast or lightning storm. The 6th piece bonus from apoc is useless; there is no way to get any significant amount of psi def from IO's. Instead of 5% psi def, you could have spent that slot on a Steadfast protection: defense unique giving you 3% def to all positions and types. The amount of toxic/psi res you get from these powers is too small to be significant. Generally, res only really matters if you are able to stack significant amounts of it. When Mother Mayhem wallops you for 880 damage rather than 1k, you still die in 2 hits and the res is wasted. You can drop 1 piece from each of these sets and replace with a proc or save slots. These powers do not need the lotg D/E. The def piece would be more significant as these powers do not cost any real amount of end. Arguably, they only really need 1 slot (just the lotg global rech). Adding a +5 Lotg defense would only give you another +0.5% def to all. That saved slot can be put in Steamy mist instead which gives much more def and benefits the team as well. If you can spare only the base slot, it should be the Gaussian chance for build up which has a very high, almost guaranteed chance to proc in this long recharge power. Try it out with the nuke; it's really nice. You spent 6 slots in Underwhelming Farce for the sake of -kb that you could have got from just 1 botz -kb in Fly. Fly does not need the microfilament because you already have afterburner for long distance travel and hover for combat situations. Tornado can be slotted with 4x expedient reinforcement + kb2kd proc for a recharge bonus instead. Note that lightning storm does KB, and will knock enemies out of your freezing rain patches. 5x apoc and 1x kb2kd proc will resolve that; the winter's bite can go in an ST blast instead, possibly Charged Bolt if you pick that up. If you cannot spare the slots to pick up the rech bonus from DWD, it may be better to go with 1-2 level 53 enzymes instead. They have higher enhancement than DWD especially endurance reduction. Hurricane is extremely expensive on endurance. The resistances from the 5th and 6th piece bonus are not worth it on unarmored AT's. Dropping 2 slots and replacing them with Gladiator's armor +3 def and Steadfast +3 def uniques will help your defenses far more. This is a good place to pick up recharge with 5x absolute amazements, if you can scrounge together 4 slots from elsewhere. This does high mag knockback, just so you are aware (as you have slotted kb2kd in your other kb powers). If transitioning to a positional defense build you could drop a slot of avalanche, still get the valuable melee def bonus, and add a kb2kd. The slotting in this power is so cute I quoted it twice. The defense bonus from this IO is for the pet, not you. The Voltaic sentinel itself is untargetable (unlike Galvanic sentinel), and does not benefit from it. Finally, carefully reconsider again your decision to skip hasten. No hasten means significantly weakened support and dps capability. Really, is any stormie thematic unless they have 3 lightning clouds out at once?
  8. Are you talking about the last 2 updates, or in general compared to live? Fiery Aura has been significantly boosted. They actually got me to take rotp, which is now a 2nd emergency heal, aoe mez and soft control. Burn was also buffed for players who were not exploiting the bugged proc rate, featuring an increased target cap and powerful synergy with FE. FF is now overpowered. It was balanced previously vs cold, featuring power boost compatibility, mez prot and soft control instead of cold’s -res, -regen and +recov. Now, out of nowhere it gains half the aoe -res of cold. The -res needs to be removed for balance; it has no place in such a formidably defensive set, and only strengthens the current oppressive, un-fun dps meta. Sonic blast is significantly improved. This is one of the changes I was most enthusiastic about. It now does less -res, but significantly more dps, the long-animation time powers have had their animations shortened which improved the set’s handling qualities, and screech no longer needs whatever ridiculous amount of recharge it used to need for a chain of shriek>scream>shriek>screech, decreasing build tension. To me, this is the epitome of a successful revamp: not relying entirely on -res to carry the set made it viable across all AT’s, while also not pandering to the current meta. The new axe is fantastic with a capital F. The reverse repel is much more effective than fold space because fold space has a tendency to place enemies in a line rather than a tight clump (I suppose both can be combined for very spread-out trash). Anyway, I could go on but I don’t think there are any weak sets in the game. Certainly none that need buffs. I think a lot of the time, misconceptions that sets are bad simply arise from build design issues, a misunderstanding of the set’s strengths, unrealistic expectations, or a desire to force everything to conform strictly to the meta. I am always amused when I discover that the power sets I have been using successfully for years are, according to forumites, actually unplayable. A while back, people were asking for buffs to (blaster) munitions mastery of all things, claiming that the set was so terrible a blaster could only be improved by taking a different epic. The stated reason was that it doesn’t give enough SL res. I had to point out all the advantages an autopower offers over a toggle which people overlooked, but it also struck me that the amount of res you get is not the main point of this epic anyway. My beam/TA/munitions does over 400 dps. How much does your blaster do?
  9. It has always been a highly effective set. The only power that was truly bad was combustion. Now it is straight up overpowered. Accepting -def means +2 procs and achilles' heel, the swords deal pure exotic damage and it gets soft control in Cremate.
  10. This build ticks every major build sin on the list: Missing key powers (hasten) Missing key procs (GA +3 def but no steadfast +3 def? Shieldwall +5 res but no reactive defenses +3 scaling res? Make up your mind.) Poor enhancement values (particle shielding, tough), illogical slottings (CJ is better slotted than Weave?) Incoherent defense strategy (mix of typed & positional defense) Low recharge (why is soul drain not permanent?) Fortunately, I see people have posted lots of builds for you to copy, so you should be set. Make sure to pick one that has perma-souldrain or close to it, and well-slotted particle shielding (max absorb and rech, because tough enemies deplete the shield quickly, and IIRC the regen lasts for less duration than the recovery). Also, I'm not a fan of relying on meltdown to cap res, because it is not permanent. But that's my personal preference; you may differ, especially if you think you are willing to manage yet another power in the middle of combat. I just want to point out one particular issue: You took this, and from this pool you only took: I respect picking powers for the sakes of a concept, especially since it increases the challenge of making the build perform well. But I question if your concept involves ineffectually throwing test tubes at enemies and carrying around syringes you never use. Experimental injection has an extremely short range, almost melee range. It is a lot harder to use than Aid Other from medicine. If you have a syringe fetish you may as well take the recovery booster P2W power which has a very dramatic animation, but on yourself. Without acc your corrosive vial will hit nothing. When you're taking powers for concept, think about what it is about the power that attracts you. Is it the animation? Is it a particular effect? Can that animation or effect be found elsewhere, for lower cost or for free? Can it be substituted with clever power customization, a temp power or prestige power, maybe a /cce or other emote? And if the decision is to take the power, make sure it's a power you'll actually want to use. Proc out corrosive vial! Make it something that inflicts more than mocking laughter from enemies. Because if you take it and you never use it, it ain't doing a whole lot for your concept is it? P.S. Love to see some love for arctic breath. Cones are clunky on a melee AT, but this one is actually worth it.
  11. There are at least two things that have consistently stood out as successes in this game throughout its lifespan. The first is the costume creator. It's the one thing everyone praises about this game. This game always had a leg up because a superhero setting is just inherently conceptually flexible and you can make anything from power armored aliens to lizard wizards, but CoX also had the right idea to put the process of creating your own hero front and center, because avatar creation and customization is really what an MMO is about. A lot of MMO's try to make their selling point about something else, like a particular IP (WoW, SWTOR), the story (FFXIV), the PvP (EVE), the PvE (too many to count), or milking players for cash (BDO, PSO2). Nobody gives a damn about any of that. Well, they might care a little, but mostly, people care more about dressing up their paper dolls. Also, cape physics are still legitimately great in 2022. The second is the IO system. It's really the salvation of the gameplay side of the game, adding endless replayability and customizability. One thing that I think makes the IO system more fun than other games that offer deep character building systems is that, possibly due to the original Cryptic team's d20 roots, the numbers are in general intuitive, with simple linear relationships - the kind of easily graspable math you might see in a TTRPG. For example, 5% more defense reduces the hitrate of enemies by 5%. In too many modern games, character stats are only related to the numerical effect by complex formulas and nonlinear relationships, often with hidden breakpoints. And if the game was really rude, it would even obfuscate those numbers. Sure, there are balance issues, and the bonuses are way too strong for the content in this game. But the number of times I've found myself thinking "man, just one more slot" and spent an hour moving brightly colored icons around to try and squeeze it out - that's a sign of a job well done.
  12. You're looking at this from the POV of "if there are enough checks and balances, the system won't be exploited too badly." Well, Paragon thought the same about AE, and we all know how that turned out. Any system made by a human can be outsmarted by another human. But that's too much of my complaining. Even if such a system will never (and should never) come to light, speculating about possible powers can be entertaining. Personally, I think you're being a little too conservative by adding yet minor buffs and penalties. You could get that experience by slotting and unslotting IO's. I would go with completely overpowered buffs, but make all the drawbacks severely meta-busting ones. Like... Stalkermode! all your aoe powers have their target cap reduced to 1 and range reduced to 7ft, but crit for 3x damage. Or... Pinball Wizard! Every power you have now does mag 20 kb and ignores kb2kd, but if they hit a wall, they are stunned and take extra damage based on how far they flew. Are these terrible ideas, certainly. Are they fun to fantasize about, absolutely.
  13. You're looking at this the wrong way round: rather than Full Auto being too weak, it's the other blaster T9's that are too strong. The patch that made all other blast nukes crashless, i24, never made it to live. It was on Beta for less than a month before news of the shutdown was released and development stopped. These changes may not have been subject to proper testing and review, and in any case, sorely need a balance pass. The appropriate change would be to reduce the damage of other blaster nukes to match Full Auto. This would go a long way towards addressing some of the power creep caused by such a change, while helping to diversify away from the current aoe-heavy meta.
  14. The set is on shaky ground. It has severe faults and a mountain of issues; truly, a rocky start.
  15. The primary debuff from snow storm is -rech. When fresh enemies are initially engaged, they begin with all powers available to use, just like you do. They cycle through them one by one until all available attacks are used and recharging. This means that at the minimum, you will not see any benefit from -rech until an enemy has used all its available attacks once, by the time which it is generally dead or about to be dead. This is weaker than other common debuffs, such as -tohit (only need to tank the alpha) or -res (kill things faster, always useful). Since bosses often have lots of attacks, your "must have" power for boss fights is ironically less effective against them; even less so for AV's, which have debuff resistance atop that. As for minions and lieutenants, they die within the opening salvo or two. Other aspects of snow storm are situational. Few enemies in this game both fly and are vulnerable to -fly because Paragon Studios and Cryptic in particular were terrified of inconveniencing pampered melee AT's. As for -movespeed, freezing rain itself is not only a -movespeed power but a KD patch. It keeps things in place just fine. Snow storm is skippable. Note that skippable does not mean useless, bad, unfun, or even worse, needs to be buffed - a misconception that prompts ill-informed players to launch into emotive defenses of their favorite power, and munchkins to beg for unnecessary and balance-breaking buffs. Not every power needs to be useful in every situation. It does mean, however, that developers should try to introduce more situations where a skippable power is valuable; enemies that fly, for example, or enemies with particular weakness to -rech; and the power should not be used at the cost of core strengths of the powerset. The core strength of /storm is massive damage that does not eat animation time. If you are strapped for end, as competent stormies are highly liable to be, spending that end on more impactful powers such as the 4 I mentioned will provide a greater benefit. Of course, if you want to spend it in less useful ways instead, you're welcome to; it's your loss.
  16. Attacks are attacks; slot them to deal damage. You generally do not spend slots on endmod enhancers in attacks for the purpose of end drain. Look at the stats of your powers. You'll see that most sap less than 10% (further reduced by purple patch and AV resistances). This is not enough to drain end faster than you can kill stuff, no matter how many endmods you put in them. What you need are the good draining powers that wipe out chunks of the blue bar, like short circuit (IIRC. -38.5% on corrs). Now we're talking. Electrical affinity is, counterintuitively, not a sapping set for this reason. If you look at its powers, you'll see that they only drain small amounts of end, including the pet. They apply -recovery instead, which is helpful for keeping enemies at 0 end longer (it delays endurance ticks), but you have to get there first. If you want to drain effectively, you do the following: Take powers that drain large amounts of end: Short circuit, thunderous blast, power sink (elec/mu mastery), transference (kin), EMP arrow (TA) etc. I need to emphasize again that this is the most important one. Without this as a basis the next two steps do not work. Use +special: power boost (soul/energy mastery), clarion radial destiny. Charge up from elec blast also gives +endmod. The alpha slot: Agility core is equivalent to a level 50 endmod common in every power, and is a generally good choice for corrs.
  17. Buy a full set of defense, offense and survival amps from the P2W vendor for 24k inf at level 1. Boom, problem solved.
  18. You do not allow players to pick and choose strengths and weaknesses at will without oversight. It is a bad idea, just as allowing players to design their own powers, select their own nemesis or create their own missions is a mistake. Paragon Studios disagreed with that last one in a fit of naive idealism, although they were amply warned. The consequence of their poor judgment was irreversible damage wrought on the playerbase's culture and reward balance.
  19. Full Auto (and assault rifle) are fine, for reasons that you yourself admit: you're comparing apples to oranges. When built and played competently, AR is a highly effective, aoe-heavy powerset, to the point that its T3 blast itself is a location aoe; a standard nuke on top of all that would clearly be overpowering. More generally, power creep is one of the biggest issues facing the game right now, and the current meta is already heavily biased in favor of aoe damage. Such a change would only worsen both problems, and that's reason enough not to implement it.
  20. I think Bio is more skill dependent than fire, if that's a concern. Challenging to build, challenging to drive. You are otherwise right that it is a decent contender with the flexibility to turtle up that fire doesn't have. Fire has the weakest damage mitigation in the sense that the athlete who came in last at the Olympics race is the slowest one. They are still faster than 99.99% of humanity and mere seconds behind #1. A fire tanker still has tanker resist caps, tanker HP, tanker scalar powers and tanker ATIOs. Nothing with all that is squishy by any stretch of the imagination. The real challenge in fire is designing the build. You want 90% res to all except cold/psi (cap toxic by pre-emptively spamming the heal), mild amounts of def, permahasten or close to it, and a well-picked secondary and epic that not only exploit Fire's offensive power well but complement its powerful mitigation and sustain with their own added defenses. It's one of those builds that is challenging to sort out but oh so satisfying when you can make everything come together.
  21. Excellent explanation. Powers need to work and interact with each other in clear, intuitive and consistent ways. If stealth powers stack - all of them should stack. If stealth powers do not stack - none of them should stack. Any intended exceptions should be clearly highlighted in the description as a special feature of the power in question. This change was necessary to ensure uniformity in power interactions. If SS is still disadvantaged vs other travel powers after this (it's not), it can be buffed. I don't know why calling it a nerf is supposed to be some kind of argument against this change. Nerfs are both necessary and beneficial for the game, and a normal, expected part of game balance. Bravo to the devs for a great change.
  22. A LFF channel sounds like a fantastic idea! "Segregation" of players seems like a non-issue to me. There are channels for Architect Entertainment (the use of this just needs to be enforced) as well as Arena PvP. There are channels for players in specific zones (broadcast). The playerbase is already segregated, because it is objectively a good thing: it makes it easier for different groups of players to communicate without drowning each other out. When I'm trying to get a sitting spot going before I tab out for work, I really don't want GenericMcAlt's stream of "Forming DFB 1/8" "Forming DFB 2/8" "Forming DFB 3/8" getting in my way. Opposition to a farm channel seems like a small, vocal minority of players taking undue offense at the idea, as if they were being "banished" to a nether realm. You are welcome to be offended, but such players should realize that such a channel is not only a convenience for everyone, farmers and non-farmers alike, but also signals official developer recognition of farming as a playstyle, which never happened on Live btw. Whining against it is as silly as the crybaby a while back who whined that farming is "persistently and constantly oppressed" or something... despite all the buffs AE and farming have received, and despite it still being the most profitable activity in the game bar a marketeer.
  23. People are suggesting SS. If you want to do hard mode, SS is mildly disadvantaged. If your rage crashes when a hostless spawns you cannot kill it. SS is extremely strong in every other situation, though. For aoe heavy damage, look no further than fire. Fire is one of the strongest tanker primaries, featuring a game-breaking combo of powerful attacks and damage buffs on an AT that has great defense without even trying. In other words, it negates Tanker's chief weakness while exploiting its strengths to the fullest. I don't believe in providing mids builds, since that would rob you of the opportunity to learn and enjoy build design yourself. There are plenty of builds out there to steal, though. Just make sure not to blindly copy, because there is no guarantee that a build someone provides is worth anything.
  24. Elec blast is fine, though for defenders its dps is on the lower end since it has poor options for damage procs. This build is a much bigger detriment to your effectiveness than the choice of powersets. It features all the common mistakes in build design: Incoherent mitigation strategy (mixture of typed and positional defenses, small random amounts of resistances that make little effective contribution to survivability). Low recharge and low enhancement in critical powers No use of boosted IO's and frankenslotting to save slots and increase enhancement values Let's take a look at the most serious issues. Right now, the only good sapping power in your build is Thunderous blast. If you want to be serious about using -end to mitigate damage, you should back it up with more powers such as short circuit or power sink (from elec mastery that you are already taking). Sapping is all or nothing, and you need to go somewhat overkill on the -end and -recovery to ensure that enemies are not left with a sliver of blue they can still use to attack, nor quickly regain end after you've drained it. Mu Mastery also offers electricity themed powers and has Power sink as the 1st choice, giving you the option of not spending a power choice on an aoe immob. If you decide not to seriously pursue sapping as a build strategy, you can consider other APP's. Dark offers perma-soul drain. Soul offers soul drain at 50% uptime and as the 1st choice in the set. Mace offers an S/L/E def toggle. I can't fault wanting to take a particular APP solely based on theme, though. If you are going for positional defense, this slotting is OK, but if not, you should split up the Vigilant assault set 3 and 3 in two different powers to get two 10% rech bonuses instead. This is a strong advantage because normally 10% rech is a 5-slot bonus. You need to decide what level of def and res to shoot for, and also choose whether you will go for typed or positional defense. Right now, you have a weird mix of typed and positional defenses that is not slot-effective. Generally, fenders taking fighting can easily hit 32.5% def to all types or all positions, and with effort can hit 40-45% to all types or all positions (40% is chosen so that you softcap with the weakest level of barrier core or a defense amp). Fenders with a resist shield from an APP will hardcap (75%) S/L res, and any other res they can get incidentally is a bonus. That should give you an idea of good breakpoints to shoot for. You also waste slots trying to get tiny amounts of res or def, like this: This costs a slot that could have gone to a damage proc instead (Gladiator's javelin). There is no way to get any useful amount of psi def from IO's. 5x apocs is good enough. Or this. You could drop the A/I/R and put a damage proc instead. The 6th piece bonus from this set is only 4.5% psi/toxic res. I count a total of 6.75% toxic/psi res from your set bonuses altogether, excluding the resist uniques. You could slot an unbreakable guard 7% max HP unique instead, and it would not only provide more mitigation but also mitigation that works against all damage types. See what I mean about a waste of slots? There are a lot of such examples in the build. Unless you know what you are doing, it is usually not effective to chase minor resist bonuses on a fender except for S/L res because you have your hands full getting def, rech and procs instead. (Armored AT's who are stacking resists close to the hardcap with ample help from their native mitigation toggles are a different matter.) Treat any exotic res you incidentally get from your toggles, or in the course of building for def/rech, as a bonus. The recharge on this needs to be as close to 15s as possible so that you can doublestack it on single hard targets such as AV's. Some possible slottings are: 3x Vigilant assaults, 5x ragnaroks, 5x posiblasts, 5x bombardments, etc. for a recharge bonus. 4x shield breaker, 2 slots frankenslotting for 2.5 aoe def (if going for a positional defense strategy) 2-3 slots frankenslotting with HO's and +5 common IO's to save slots Whichever option you chose, choose pieces that max out recharge while giving some endreduction if possible (it's a costly power). If you want to use Hurricane, the KB2KD should be in Hurricane instead. This is more controllable, allows you to gently push mobs around with the repel while keeping them debuffed, and the KD adds to soft control. Your hurricane is also severely underslotted. It needs 4x DWD at the minimum, maybe lvl 53 enzymes if you are strapped for slots and can pass up the rech bonus. Hurricane needs lots of -tohit and endredux slotting to be worth it. Right now your hurricane is more like hurry to 0 end. If you are going for a typed defense strat, 6x entombs is actually good; you get 5 e/n def and 5 f/c def for 5 added slots. 4x basilisk's gaze is also good for any kind of fender, for 7,5% rech and some e/n def. The lockdown proc is useless. It's only 8s, and that 8s is further reduced by the purple patch. You already have 2 hold powers, so using them together is enough to hold a boss (the normal benefit of wanting to add a lockdown proc). Passing up the 5-slot 10% rech bonus - big mistake. You spent 5 added slots on Underwhelming Farce only to get 4 points of -KB and 2.5 e/n def. Putting botz -KB in Fly and switching this to 4x Expedient reinforcement + OF proc not only saves a slot but gives a rech bonus as well. (You don't need flyspeed enhancement in Fly; afterburner works well enough when you need to transverse long distances) There is no reason not to use boosted +5 IO's. To enter boosted IO's in mids, right-click on the slot, hover over the selected IO, press + on the numpad to boost it (up to +5), then place as usual. Hasten as the last power is very inadvisable. It should be taken around the time you get Freezing rain so as to help increase its availability. When building a stormie, bear in mind that 90% of the power of a storm def comes from just 4 powers: freezing rain, lightning storm, tornado and steamy mist (the first 3 of which are extremely costly in end). You can play with the other powers if you like - Hurricane is by far the most useful out of the remaining bunch - but they are not a focus. Everything needs to be geared towards spitting out as many freezing rains, lightning storms and tornadoes as possible and ensuring you have the end to do so.
  25. Define "worst". There are few truly bad sets in the game, and often, things that people perceive as "bad" are merely specialized or skill-dependent. A lot of the sets people are mentioning here are actually very good. Fire armor is an offensive juggernaut, and a fire tanks outputs dps comparable to that of dps AT's. Elec has strong resistance to the two deadliest debuffs (-end, -rech) and ample build flexibility with unlimited end and a recharge buff. They can both hardcap all resists except psi/toxic. Ice offers powerful soft control to backup softcapped defenses. WP provides strong sustain on top of a meta-friendly def/res hybrid suite. etc. People often call a set "bad" simply because they are pairing it with the wrong secondary, fail to understand the full potential of its powers, and/or lack the skill to design a good build for it. Just because some people only know how to play Invuln does not mean that other sets are "bad".
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