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Qabal

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  1. Body Armor is pretty weak since blasters sustain better than any other AT. Cryo is a hold. It's not a great hold, but 4 Basilisk's Gaze for 7.5% recharge is nice. Sleep Grenade is pretty much useless. Surveillance is great as it is. LRM Rocket doesn't have particularly good numbers outside of range. That said, I planned on taking Munitions solely to get LRM Rocket until I found out that not only does it use an assault rifle to fire it as opposed to the rocket launcher used by the Council, but it doesn't even show a weapon at all if you're using Dual Pistols. Even if it had better numbers, that last part is unforgivable.
  2. Still playing around with my build. Had a question on recovery, then I saw you had Ageless running. Took me longer than it should have for me to figure that out... More questions: How effective is the damage proc in Gun Drone? Have you played around with Time Bomb? I know it's supposed to suck, but does placing it break stealth?
  3. This is my first ever Blaster build. I was shooting for high recharge and capped positional defenses. For a moment there, I thought I had it, but then I accidentally unclicked Hail of Bullets and spent a couple minutes trying to figure out where my defense went... Anyway, I'm going for a very bombs and guns type (Think Jinx from Arcane). I skipped Dual Wield, Empty Clips, Suppressive Fire, and Piercing Rounds. If that was a mistake, please let me know. I figure my current attack chain to be: Executioner's Shot, Pistols, Taser, Pistols, repeat. Any and all critiques are welcome though, as I said, this is my first ever Blaster build. Thank you. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Natural Blaster Primary Power Set: Dual Pistols Secondary Power Set: Devices Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Munitions Mastery Hero Profile: Level 1: Pistols -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Rchg/+Status Protect(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7) Level 1: Toxic Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(7), EnfOpr-Acc/EndRdx(9), EnfOpr-Immob/Rng(9), EnfOpr-Acc/Immob/Rchg(15), EnfOpr-Acc/Immob(17) Level 2: Caltrops -- IceMisTrmt-End/Slow(A), IceMisTrmt-Dam/Rech(17), IceMisTrmt-Dam/Slow(19), IceMisTrmt-Acc/Dam/End(19), IceMisTrmt-Acc/Dam/End/Rech(23), IceMisTrmt-+ColdDmg(25) Level 4: Taser -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(40) Level 6: Swap Ammo Level 8: Bullet Rain -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) Level 10: Targeting Drone -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(11), GssSynFr--ToHit/Rchg/EndRdx(11), GssSynFr--Rchg/EndRdx(13), GssSynFr--ToHit/EndRdx(13), GssSynFr--Build%(15) Level 12: Boxing -- Empty(A) Level 14: Tough -- GldArm-3defTpProc(A) Level 16: Smoke Grenade -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(42), DarWtcDsp-ToHitdeb/Rchg/EndRdx(42), DarWtcDsp-ToHitDeb/EndRdx(43) Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/EndRdx(43), Apc-Dam%(43), FrcFdb-Rechg%(45) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), PrfShf-End%(27), PrfShf-EndMod(27) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(36) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(36) Level 28: Trip Mine -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), FrcFdb-Rechg%(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 32: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(37) Level 35: Assault -- EndRdx-I(A) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39) Level 41: Body Armor -- StdPrt-ResDam/Def+(A) Level 44: Cryo Freeze Ray -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(47), BslGaz-EndRdx/Rchg/Hold(47), BslGaz-Acc/EndRdx/Rchg/Hold(48) Level 47: LRM Rocket -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(49), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1448;659;1318;HEX;| |78DA75935B4F135110C7CF76B79496B6B45C5A6E05CB4591CBD2FA098C22BE8069E| |403341BBB944D9AB6E96E137DF24A7C55D49870F5C1EBBB02FAAAF11318F54B2844| |DFBCADD3FDCF1108F124BBBF9C99F9CFD999B33377793ABCB030735A2891B325C3B| |6F367E8ED98B5C005C3A9D78C9268AC003DBDECC85F34CA45B3A04FD78D523E67D9| |4EA56427A56FBE5EAD566A8E7EDE28144DC716915CA552D267ACE2A263958B616F3| |76B1A55DAB4CA4DC1ACD98B5635E4EDE7ABA659489CAB5A97F4B97AD972AC4AD9CE| |CF79C9AF74D1578CD1D31D1372B97E213421B29AF0294C1FA8A94C3FD8A48157C54| |1F11D05CEBB60F332F31E18BD0FC61E80D748A548B112F4C31902DB5A9861301101| |BBA2E07552A90A8BD515D53376AC32D7C0C43A786283B909F651CD7E16BB29DA046| |4A6C04B14967E054E6C8193DBCC1DE66BF006A982521C7CECF38CA127CCA760F819| |F339187D012AF427B47003448B4B4BA8648A4853E4143EF726ED5AD9A8B66E417C7| |29BB9038EBD0107A89C38FAEAFAE31330A627C1219D8333CC2C38B104DE22553B97| |E36BEFC43DF53C84B36719D4E81B3B655027077575804331304141490E52921C34C| |C41717276CB0CDDECEC67E510072D35C644B6B6770DFDEE5B676E80FD9BCC47E030| |17324827A4E4F1A971815631D3D4A2019979E02714C77E317F33FF70EB5C7058E03| |2DA28F3A0BCA1C13432DE268CC81B1AD985E2F81EF31BF33BF896128DF2F162B4D1| |A49426DE91715C6618FFE0F38CFA47E62770EA33F89E82753939BA8A8998D2C08C1| |FCC363103CC66B0830AC8C80232DCFC3E6D7F901B4341BF625AFB379FAE3B7BC81F| |4421396D7F8085E289BE84F6459C67F790298D2E7E3D1AB777C8C4FFDC4A9C26958| |F70570F6ED6E20766F8BFEB4782D21C8DFA0BF971F1EA| |-------------------------------------------------------------------|
  4. Don't worry, I already knew Time Bomb was poop. Do you slot Poison Gas with procs? I'm level 38 now. I'm about to respec to try out Fold Space with Trip Mine. It's either going to be amazingly fun or amazingly tedious. I'll let you know. edit: AND it's the latter. It also gets me killed by whatever doesn't blow up. I mean, I've only tried it with a dozen mines or so, and I could stack more, but I don't want to. Time to rethink my build.
  5. I hit level 35 last night and grabbed Trip Mine. My concept for the build was to have my PA and pets taking all the agro while I toe bombed everyone with Trip Mine. Trip Mine, however, doesn't feel great. I was mostly prepared for the long cast time, but it's interruptible nature makes it more aggravating than fun. I haven't taken Fold Space yet, so that plus Trip Mine still sounds like a fun combo even if it's a bit gimmicky. I haven't given up on my build yet, but I may need to re-think my main concept behind it.
  6. Thank you. That's it! Thank you!
  7. I'm currently level 22 on my Illusion/Traps build, and I had some questions: 1. Poison Gas Trap. Nearly every build I look at recommends loading it with procs, but, at my current level, it's been inconsistent and underwhelming. I have 3 procs slotted (Will of the Controller, Neuronic Shutdown, and Ghost Widow), and I've never seen more than 2 procs hit a target, and even that is rare. Half the time, no targets take any proc damage. Am I doing something wrong? 2. How important is capping defense on this build? I'm trying to fit Fold Space and a patron pool into my build, and I can't do that without dropping the fighting pool. I can still get near 40% defense to everything (with the 'Attacked' box unchecked and manually adding the defense from the Force Field Generator), but I can't hit the cap without Weave. 3. I had three questions, but I can't remember the third... Thanks in advance.
  8. You both make good points on Indomitable Will. It's the main reason I considered Psi in the first place. That's the only skill it adds that I particularly care about though. If I hit a fair amount of content that I struggle with status effects, I can see myself respeccing to Psi. It seems like the least fun option though since Psi nado isn't actually a tornado though, so I'll likely start with either of my other choices.
  9. I thought about Ice, but Frozen Armor doesn't help my defense or resists in any meaningful way. Ice Storm and Frost Breath would be great though, especially stacking Ice Storm with Freezing Rain like you mentioned.
  10. Thanks. That at least rules out Psionic Mastery. If Psi Tornado is nothing special, then the only reason to go Psi is Indomitable Will, and I can achieve that by carrying a few Break Free inspirations on me at all times. On a side note, I almost made an Illusion/Storm controller instead of Plant/Storm. I may still make one. I enjoyed my Thugs/Storm Mastermind, but I had trouble keeping my thugs alive which is why I switched in the first place.
  11. I just hit level 41 on my Plant/Storm controller, and I can't decide which epic/patron pool to take. I've been weighing the pros and cons, but, seeing this is my first high level controller, I'd appreciate input. /Leviathan gives me Water Spout for an extra Tornado like ability (this is the main reason for taking Leviathan). Shark Skin caps Smashing and Lethal resist as well as Cold (whoopee...). I get the Coralax pet which I know little about, but the slotting allows me to 45% both my Ranged and AOE defense. And finally, Hibernate looks like a nice OH Crap! button. /Mu gives me Charged Armor which will cap Smashing, Lethal, and Energy resists (seems much better than Cold). I also get Guardian for a pet which SEEMS better than Coralax since it's ranged only and has a heal. I still keep 45% Ranged and AOE defense by slotting it as well. Power Sink looks like a nice Endurance skill, since Endurance is always an issue. Then it's either Surge of Power to mule a +3% Defense enhancement or Ball Lightning for another attack. How good is Ball Lightning for a controller? /Psionic gives me perma Indomitable Will, which gives me some much needed defense against Sleep, Hold, Disorient, and Fear. Honestly, after fighting Arachnos in the New Praetorians questline, that sounds amazing. Mind over Body keeps Smashing and Lethal capped while giving me some psionic resistance. That sounds better than Shark Skin, but not as good as Charged Armor. Unfortunately, Psi doesn't have a pet to pair with my Fly Trap. Not only will my Fly Trap get lonely, but I can no longer cap AOE defense. I can hit about 40% while keeping Ranged above 45%. That leaves Psionic Tornado. Is this skill any good? I assumed it'd be similar to Tornado, but the recharge and duration on Mids are so short... I appreciate any and all advice. Thank you.
  12. I highly recommend a Psi/Rad Stalker. Stalkers help fix the single target aspect of Psi, and Proc'd out Radiation Therapy and Ground Zero along with Mass Levitate slotted with Force Feedback make it great for groups. Theft of Essence proc in RT fixes all endurance problems as well. Psi is supposed to struggle with some highly resistant incarnate level groups. I've honestly never gotten to incarnate levels (currently 41 on my Psi/Rad), so I can't comment on how good or bad it actually works at those levels. Area should still be fine though as it relies on procs and smashing damage from ML. I'm currently running everything at +2/x8 without any issues.
  13. Agreed. I didn't mean to suggest your placement was inferior. I'll probably try it again in Savage Strike when I'm high enough level to use the superior version. A 50% greater proc rate would make a huge difference. I may never get that high though. I keep rolling alts whenever I hit the high 30s to low 40s... Yeah, I don't think it'd be very effective overall. Some extra control is nice, but I can't see it being worth taking over a damage proc.
  14. Ok, I got to level 32 and tried the crit proc in Savage Leap. It's so much better there. It's basically a proc on demand even with the lesser no-superior version. I think it will help there with both single target AND group damage. If you haven't tried it there yet yourself, I highly recommend it.
  15. From what I've read, the superior version ups the ppm from 2 to 3, so it's definitely better. I did some quick dirty math using Mids. With the full set is Savage Strike, you're proc chance is about 10%. If you slot it in Maiming Slash with the full set, it gets about an 18% chance to proc, so Savage is somewhat better since you use it twice as often. IF you were to break up the set and run the proc in either attack without any other recharge, you get a fraction over 16% (SS) and 26% (MS) respectively. As for Savage Leap, with no other recharge slotted, it has about a 62% chance to proc when hitting a single target. I'll mess around with it in Savage Leap when I get it. If it neuters the damage of the power too much, I think Savage Strike is the best place for it. This is all assuming the Mids numbers I'm basing my math on are correct of course.
  16. Are you high enough level to use the Superior version of the proc? at 2ppm, it rarely ever proccs in SS for me, but that's probably the ideal spot for it if it works. I use the same single target attack rotation that you do. If I were to slot it in Savage Leap, I'd probably slot the -Res proc from FotG in it as well. It'd be less of a aoe damage power and more of a set up all my other attacks power.
  17. Ok, while I still don't have Savage Leap yet, I've been playing around putting the proc in other attacks. Since it's not the Superior version, it's only 2 ppm. That said, all my single target attacks are too fast to proc it with any consistency, and I believe that will still be the case at 3ppm. I get a decent proc rate with it in Rending Flurry (at least in groups), but it obviously won't stay there. It looks like it needs to go in Savage Leap. That's one fewer damage proc I can fit into SL, and it lowers the proc rate of the other 3.5 ppm chances down to 73%, so it's not ideal for making SL a proc bomb aoe skill, but I think its the best option.
  18. I'm playing my first Scrapper build, and I'm still learning the the mechanics. I know Savage Melee isn't a popular set for Scrappers, but I'm trying to figure out the best place to slot the +50% crit proc. My original thought was to slot it in Savage Leap then start every fight with Blood Thirst (with Gaussian), Savage Leap, then Rending Flurry (with a possible Ball Lightning thrown in if I feel I need to spec another aoe). While, I'm sure this would work well for deleting minions, I worry about my single target damage once they're dead. Does Savage Leap's cooldown give Superior Critical Strikes enough of a chance to proc when I'm only hitting a single target? If not, am I better off slotting it in a single-target attack? I'm only running Vicious Slash, Maiming Slash, and Savage Strike (with a possible Zapp thrown if I want to take Ball Lightning). I'm only level 21 at the moment, but, whether it's the Savage Melee set or the ridiculous Scrapper damage, I'm having a lot of fun so far.
  19. I'm playing both Bio AND Claws for the first time., and I've been enjoying the combo immensely. I've been skimming around the forums trying to figure out how best to build him, and this is what I've come up with: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Tickle Fight: Level 50 Technology Tanker Primary Power Set: Bio Armor Secondary Power Set: Claws Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Hero Profile: Level 1: Hardened Carapace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(9), RctArm-ResDam/EndRdx/Rchg(11) Level 1: Swipe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21) Level 2: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), ShlWal-ResDam/Re TP(5) Level 4: Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(11), AchHee-ResDeb%(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(23) Level 6: Adaptation Level 8: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(48), Pnc-Heal/+End(50) Level 10: Inexhaustible -- PrfShf-End%(A) Level 12: Evolving Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(13) Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17) Level 16: Spin -- Arm-Dmg(A), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/EndRdx(45), Arm-Dam%(45), FuroftheG-ResDeb%(45) Level 18: DNA Siphon -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(25), MckBrt-Acc/Rchg(27), MckBrt-Taunt/Rng(27), MckBrt-Rchg(50) Level 20: Follow Up -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(34), SprMghoft-Rchg/Res%(34), SprMghoft-Dmg/EndRdx/Rchg(34), Hct-Dam%(36), GssSynFr--Build%(37) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-Psi/Status(31) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), Rct-Def(33), Rct-ResDam%(50) Level 26: Genetic Contamination -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(48) Level 28: Focus -- Apc-Dmg(A), Apc-Dmg/Rchg(37), Apc-Acc/Dmg/Rchg(37), Apc-Dmg/EndRdx(40), Apc-Dam%(42), FrcFdb-Rechg%(43) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 32: Parasitic Aura -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(46) Level 35: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36) Level 38: Shockwave -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40), OvrFrc-Dam/KB(40) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 44: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(46) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(7) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 6: Defensive Adaptation Level 6: Efficient Adaptation Level 6: Offensive Adaptation ------------ All Enhancements are set to +5, and everything is pre-incarnate. This gives me soft-capped typed defenses to everything but Psionic, and I'm less than 9% away from perma-hasten. Now I have a few questions: 1. Is there a more efficient way to build this (more resists or fully perma-hasten without losing soft capped defense)? 2. Is there a way to hit these numbers without slotting a full Mocking Beratement set in DNA Siphon? 3. If I need to keep Mocking Beratement, would it be better to slot it in Parasitic Aura and slot Preventative Medicine into DNA Siphon, since I can perma DNA Siphon? 4. Does the Build Up proc work in Follow Up? I've had it slotted since level 20 (currently 25), and I've never noticed it proc. It either doesn't work at all, or I'm just not seeing it. 5. Any other suggestions to improve my build? Anything I have slotted that just doesn't work? Thank you. I appreciate any help I can get. edit: Moved Overwhelming Force to Shockwave
  20. Well, that's unfortunate, but at least it makes the decision easier. Thank you. You saved me a respec.
  21. I want a snipe and another area attack for my Elec/Shield stalker. That leaves Mace Mastery and Mu Mastery as my Epic power pool choices. I had a couple questions: How bad is the redraw animation on Mace Mastery? (I'm assuming there's still isn't a no redraw option.) According to Mids, Mace Beam does considerably more damage than Zapp. With 5 Sting of the Manticore (with proc) and the Apocalypse proc, Zapp is firing at 404 damage while Mace Beam hits 563. Once you add a Gaussian proc'd Build Up and Assassination, those numbers become 1245 and 1959 respectively. Is this an error with Mids, or is Mace Beam really that much more damaging? On paper, I like Disruptor Blast better than Ball Lightning, since the former can take another FF +Recharge proc, but a long redraw animation interrupting my attack chain would negate that advantage. The Snipe damage difference, however, is considerable, and I could put up with the redraw if it isn't just a Mids glitch.
  22. Thank you for being so thorough. It's nice to know it wasn't just me screwing it up somehow. Unfortunately, as Bopper pointed out, this bug has apparently been around for awhile, so I'm not hopeful it'll be fixed anytime soon. I still have Spring Attack in my build, currently slotted with the FF proc and two recharge reductions. It's so underwhelming that I'll likely spec out of it once I get some more area in my build (Shield Charge and Disruptor Blast in my case).
  23. Spring Attack is broken. I'm level 32, and I kept hitting the same groups of clockwork (level 34s) with my fully slotted Spring Attack (FF +recharge and 5 Sirocco [no proc]) and hit for 37 damage every time. I then unslotted it completely, and I continued to hit the same clockwork for 37 damage every time. I also tried loading it up with 4 damage procs. I know the pseudo-pet nature makes damage proc inconsistent (Can that be changed?), but I never once got a single proc to fire. On the other hand, I put one damage proc into Lightning Rod, and while it didn't proc every time I used the skill, it did proc. I monitored all of this through the Pet tab. On a side note, using Build Up right before Spring Attack still increases it's damage.
  24. Ok, Spring Attack is just broken, and not in a good way. Not only has it never proc'd any damage (partially explained by it's pseudo-pet nature, though I still get occasional procs with Lightning Rod now that I have it), but damage enhancements have no effect on it. At level 32, I kept hitting the same groups of clockwork (level 34s), and my fully slotted Spring Attack (FF +recharge and 5 Sirocco (no proc), hit for 37 damage every time. I then unslotted it completely, and I continued to hit the same clockwork for 37 damage every time. On the other hand, using Build Up right before Spring Attack still increases it's damage. This can't be working as intended, can it?
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