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Hew

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Everything posted by Hew

  1. bind powexecloc to middle mouse button click, done.
  2. Well, to be honest? I would like to be able to take a pool other than mu for zapp+ ball lightning and procing bl for crazy damage. Yeah, its a great pair and all. But, I Kan Has Plz not patron pool requirement to feel awesome?
  3. Hmmm, more cooldown, faster activation, more damage? Yeah, I can get down with that.
  4. I don't know if people are reading through these entire threads, or even testing, but this is pretty telling. 72 seconds to tear down a single-target pylon? And what, exactly is that DPS? And considering the options available as AOE as well? If 72 seconds to tear down a pylon with an un-updated build is unacceptable to some people, I wonder if anything will ever be acceptable to them? Tsuko, some great testing there, I really like the notes you tossed in there regarding end consumption. Probably would make it more feasible to have a dark armor build, and not gasp for breath every level from 1 to 50!
  5. The spammy potential of ToF I can totally see. But then, there are builds that run on ~3 power attack chains. That has to be equally boring. Are there other options you can mix in for more damage but maybe less aoe potential but more st? I use ToF as trash clearing, and bring in other attacks as a mix for other purposes.
  6. Variety of content type nets you inf to manage SO upgrades. It only takes a tf here and there (convert merits to cash by your way of choice), or a quick use of a Big Bad farm for maybe 800 tickets, or, well, millions (pun) of ways. I have taken a zero inf/level 1 char, and ended up with ~20 mil inf after an hour of marketing, 10 minutes of AE for tickets, by level 10. I picked up a few merits (giant monster? something else?), and used those creatively to maximize the output of my tickets. So yeah. You can absolutely maintain SO upgrades by mixing the content type you run and judiciously using what you get. Is that the best choice? I am not sure. However! It beats the hell out of crafting a bunch of generics, or blowing money on generics, or whatever. You just push a button and keep going.
  7. I kind of noticed, but didnt really notice. Or at least, not entirely. 1.33 end drain standing still, with a 3.23 eps recov. However? _92%_ end redux on power costs. I would have to take a good look at how it performs, but... I don't think MRB takes that into account. If not, well. I am curious. Blaze is 4.3 end. If you chop some chunk more off of that, maybe as low as 2 end per cast??? Bolt is 5.36. I think with the endredux, that is probably as low as 3 end per cast. Inferno should be well below 10 epc. I don't think you would ever run out of endurance? Spores has numina in it, which last I checked, procs on everyone in the patch periodically (I know panacea does, not 100% on numina). So, hm. The massive end redux comes from perma overgrowth.
  8. So, DM is great at general trash clearing (for a given value of trash based on level and/or incarnates); As for EnM is stupid great for a wide variety of bits, and big target caps all around, and the fact that you get TF at your 6th secondary pick make it REALLY solid for tanks. You do, however, wait foreeeever for power crash, but hey, other bits come into play quickly with the accelerated TF + bonesmasher option.
  9. That is, interesting... I have always thought that doing "alternate" slotting was viable, using agility over musc. Here, you have not just agility, but body mastery?! That is very interesting! Why BM? EM nuking your end with fast casts?
  10. Recharge on overgrowth is 255 seconds with a 60 second uptime. Even with spiritual core, a total recharge of 153.8% (slotting + hasten, hasten at 128 sec recharge with 120 uptime), you have neither perma overgrowth, nor perma hasten. I don't disagree that it would be more durable with m/r capped (or at least with more def), it would come at a cost at actual perma sd/hasten/og. It doesn't look that difficult to do, since a 6 slot numina gets you 3.75% ranged, (41% with just that single 6 slot change), red fortune 6 slot getting you another 2.5 (43.5, keeping some recharge). After putzing, I ended up with this: (It still has ~ perma SD(1 sec off), perma OG, perma Hasten). No it isnt 45%, but that didn't compromise on damage. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Nature Affinity Secondary Power Set: Fire Blast Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Corrosive Enzymes -- RechRdx-I(A) Level 1: Flares -- Empty(A) Level 2: Regrowth -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/EndRdx/Rchg(11), NmnCnv-Heal/Rchg(21), NmnCnv-Heal(21) Level 4: Wild Growth -- GldArm-3defTpProc(A), StdPrt-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(11) Level 6: Spore Cloud -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitDeb(48), DarWtcDsp-ToHitDeb/EndRdx(48), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50) Level 8: Fire Ball -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx(9), SprVglAss-Acc/Dmg(9), Bmbdmt-+FireDmg(46), PstBls-Dam%(46) Level 10: Lifegiving Spores -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(13), NmnCnv-Heal/Rchg(13), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(40), NmnCnv-Regen/Rcvry+(40) Level 12: Wild Bastion -- RechRdx-I(A) Level 14: Rain of Fire -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg/EndRdx(15), SprFrzBls-Dmg/EndRdx(15), SprFrzBls-Acc/Dmg(17), SprFrzBls-Dmg/EndRdx/Acc/Rchg(19) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Rebirth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(19) Level 20: Boxing -- Empty(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Max HP%(23), UnbGrd-Rchg/ResDam(34) Level 24: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(25), RedFrt-Def/EndRdx/Rchg(27), RedFrt-Def(27), RedFrt-EndRdx(31) Level 26: Entangling Aura -- Lck-Acc/Hold(A), Lck-%Hold(34), Lck-Acc/Rchg(42), Lck-Rchg/Hold(43), Lck-EndRdx/Rchg/Hold(43), Lck-Acc/EndRdx/Rchg/Hold(43) Level 28: Blaze -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(29), SprVglAss-Acc/Dmg/EndRdx/Rchg(29), Apc-Dam%(42), GldJvl-Dam%(46) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Overgrowth -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(33), AdjTrg-ToHit/EndRdx(33), AdjTrg-ToHit/Rchg(33), AdjTrg-ToHit/EndRdx/Rchg(34) Level 35: Blazing Bolt -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(36), SprDfnBst-Dmg/EndRdx/Rchg(36), SprDfnBst-Acc/Dmg/EndRdx(36), SprDfnBst-Acc/Dmg/EndRdx/Rchg(37), SprDfnBst-Rchg/Heal%(37) Level 38: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), Arm-Dam%(50) Level 41: Dark Consumption -- SynSck-EndMod(A), SynSck-Dam/Acc/End(42) Level 44: Dark Embrace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(45) Level 47: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(48), Erd-%Dam(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(3) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(3) Level 50: Spiritual Core Paragon Level 50: Support Core Embodiment Level 50: Ageless Core Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1481;694;1388;HEX;| |78DA65944B4F135114C7EF4CA7625B4A5B286F2AB680BCDAD2015C1A2322260A848| |7B86D1A989689A490B624B213BF841B15D4BD0B858ABAF413F8D62F6014A5B81001| |37F5F4FE8FD038934C7E33E775FFE7DCB9337673B8F2F1E5D5F342A9BAB890C866E| |3C346D248CF1919FB582265CE8AD2554177E09F3D3EB49C4C46C713B9E58C11BF90| |4C9A6933B7D274E49D4AA453C65C74C424EF1015CC09E7C4E2E242747AC930E6DCF| |271C44CCDE7CC74CA23DF468D04E565E7CD2517BC0B25B7EFD292391B1D4E646EC4| 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  11. You would never really see it against +4s (incarnate, +1 level shift at least), since at 50, but you get the same decrease in damage against them (48% damage) below 50. From the other link where I broke it out, 1071 damage in 3 seconds against a +4 mob, with 100 free damage (fireball used as an ultrafast cast single target attack :p), and 502 damage against +4 mobs with the nuke. Cursory attack chain of fireball - blaze - bolt dumps ~2233 damage to a single target, and some miscellaneous damage to everything in fireball range in 3 seconds of cast. To-hit? Yeah, no, not an issue. You get MASSIVE permanent tohit from perma overgrowth (19%, no targets needed), souldrain at 10% against 5 targets, With a base of +29.1% tohit (not accuracy), if you are missing ANYTHING? it probably REALLY doesn't want to be hit. 😄 For reference, against a +4, you have a 39% base tohit. With this getup, you have a _base_ 68% tohit (essentially the same as a +0 75% tohit chance), before you tack in accuracy bonuses from slotting. Yeah, you aren't missing. 😄
  12. 1 second animation on ET using a stack of focus is a "long animation"? Please actually test the set. There are a lot of different things going on with EM, and as people here who are testing have already noticed, it plays significantly different. Why not copy an EM char you have to test, and give it a shot?
  13. ...which takes several additional powers (that you have to find space for) to pick up before you can use it? Wormhole only has a prerequisite of being the right level. Not a bunch of intermediary power picks. What if you don't like the travel portions of TP in general? In that case, you are (in theory) stuck with picking a bunch of powers you DON'T want, for 1 power you DO. That is a very significant cost from multiple points of view. 1. you don't get powers you can really mule. 2. each power you take means you either stick with tp for travel purposes, or you pick even MORE powers for travel/mule. Consider picking SJ, or SS for travel. That puts you at _4_ power picks, only 1 of which you can potentially mule. That is not an insignificant cost in power-slotting/power-picks.
  14. Might want to check the not-your-mamas build thread! With a base of +225% damage to ALL of your attacks, insane gobs of recovery, +39% tohit to pretty much everyone, perma overgrowth, perma souldrain, perma hasten, perma wildgrowth, +18% global heal, it is the kind of "heal" build that actually pumps out huge gobs of damage as a primary source of "defense". Look no further than the builds unassisted 1046.1 damage inferno.... or 460.9 damage blaze on a 2.24 second recharge and a _1 second animation_. Instant cast blazing bolt pumps out 727.5 damage, with a recharge of 2.66 seconds. Cursory attack chain of fireball - blaze - bolt dumps ~2233 damage to a single target, and some miscellaneous damage to everything in fireball range in 3 seconds of cast. Rinse and repeat. I dont really know the best rotation for a seamless chain, given the 1 second cast times and near instant recharge. Rain of fire is, well, I dunno. Inferno is up every 32 seconds. Mix a judgement in with inferno, and you are doing mass damage nonstop. Something to consider.
  15. CJ base is 2.5%. So 100% (70.89 post ED) defensive slotting is getting you 4.27. Or instead, 3.5% def to all with 7.5% rech to all with a single LotG. Or even, 2.5% def to all and +5% res to all, with a single slot. Again. People are not burning 2 50+5 generic defense IOs for an additional 1.77% def to all. There is far better utility from muling.
  16. You mean, LotG +7.5% rech (plus the, you know, defense), or any of the other procs? To, you know, mule? Because CJ is certainly not giving you your moneys worth for +defense as a value slotting. Be honest. It isn't for defense, its for the ability to slot VERY high value defense set muling. 100% defense bonus in CJ gets you what, .75% def to all?
  17. Earlier in this thread, it was specifically called out that A. the recharge didnt change. B. the animation didnt change. C. the damage didn't decrease. Free damage is bad?
  18. Yes, as a matter of fact. Entirely on mission content, the vast bulk of which has been my own mish content. edit: To clarify, you did indeed roll multiple comments into one statements (tanks better than scrappers? without testing? without examining the historical provenance that drives increased target caps for tanks?) then took immediate offense to the suggestion to, you know, test? Which is what the beta test is for? Life is full of change. Nobody attacked your opinions. The comment was to, you know, test. Validation becomes possible with experience. Again, which points to casting aspersions without basis.
  19. Have you slotted and tried to use the new ToF? Maybe actually toss a character onto the beta server and try it out before you cast aspersions? Also, you do realize that _target caps_ for tankers have been higher than any other melee for god knows how long right? It is how they manage agro!
  20. It is no different from the martial tele-attack, which itself has its own cooldown. Considering this is a pool power, a cooldown is very reasonable I feel.
  21. Erm, maybe you and I don't play the same game, but... IOd scrappers are already pretty broken! Check out what an ma/shield/mu scrapper can do for an alphastrike... And that was before eagle claw aoe boost.
  22. Yep, 600 damage up front, 400 more over 8.1 seconds. Who needs a kin fender?! Overgrowth+ assault drop +100% damage to the group, + 24% res to ALL, plus more healz than you can shake a stick at... Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Nature Affinity Secondary Power Set: Fire Blast Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Corrosive Enzymes -- RechRdx-I(A) Level 1: Flares -- Empty(A) Level 2: Regrowth -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/EndRdx/Rchg(11), NmnCnv-Heal(48), NmnCnv-Heal/Rchg(50) Level 4: Wild Growth -- GldArm-3defTpProc(A), StdPrt-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(11) Level 6: Spore Cloud -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitDeb(48), DarWtcDsp-ToHitDeb/EndRdx(48), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50) Level 8: Fire Ball -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx(9), SprVglAss-Acc/Dmg(9), Bmbdmt-+FireDmg(46), PstBls-Dam%(46) Level 10: Lifegiving Spores -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(13), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(40), Pnc-Heal/+End(40) Level 12: Wild Bastion -- RechRdx-I(A) Level 14: Rain of Fire -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg/EndRdx(15), SprFrzBls-Dmg/EndRdx(15), SprFrzBls-Acc/Dmg(17), SprFrzBls-Dmg/EndRdx/Acc/Rchg(19) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Rebirth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21) Level 20: Boxing -- Empty(A) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(23), Ags-Psi/Status(23) Level 24: Weave -- Rct-ResDam%(A), Rct-Def(25), Rct-Def/EndRdx(25), Rct-EndRdx/Rchg(27), Rct-Def/Rchg(27), Rct-Def/EndRdx/Rchg(31) Level 26: Entangling Aura -- UnbCns-Dam%(A), UnbCns-Hold/Rchg(42), UnbCns-Acc/Hold/Rchg(43), UnbCns-Acc/Rchg(43), UnbCns-EndRdx/Hold(43), Lck-%Hold(45) Level 28: Blaze -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(29), SprVglAss-Acc/Dmg/EndRdx/Rchg(29), Apc-Dam%(42), GldJvl-Dam%(46) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31), LucoftheG-Def/Rchg(34), LucoftheG-Def/EndRdx/Rchg(34) Level 32: Overgrowth -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(33), AdjTrg-ToHit/EndRdx(33), AdjTrg-ToHit/Rchg(33), AdjTrg-ToHit/EndRdx/Rchg(34) Level 35: Blazing Bolt -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(36), SprDfnBst-Dmg/EndRdx/Rchg(36), SprDfnBst-Acc/Dmg/EndRdx(36), SprDfnBst-Acc/Dmg/EndRdx/Rchg(37), SprDfnBst-Rchg/Heal%(37) Level 38: Inferno -- Arm-Dam%(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40) Level 41: Dark Consumption -- SynSck-EndMod(A), SynSck-Dam/Acc/End(42) Level 44: Dark Embrace -- Ags-ResDam/EndRdx(A), Ags-ResDam(45), Ags-ResDam/Rchg(45) Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(3) Level 50: Spiritual Core Paragon Level 50: Support Core Embodiment Level 50: Ageless Core Epiphany ------------
  23. On the cone thing, you used to be able to open up your cone with SO enhancements. THAT was epic. It was pushed into "range" SOs, and somehow hacked at so it no longer grew the aoe of a cone. Sad panda!
  24. My take on Amp Up is that it is actually really great at what it does. It is equally effective on a small team as a large team, as the benefits it pumps out are huge. It can also be used as a crutch power for teammates maybe not slotted up to heaven with set ios, and that for me is an amazing benefit.
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