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Ratch_

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  1. AT: Corr Powers: Water/Marine Pylon Time: 142s 0x8 Time: 234s 4x8 Time: 397s Character Name: The Shore. The Shore.mbd
  2. Run Type: Pylon Division: Division 4 Archetype: Scrapper Primary Powerset: Titan Weapons Secondary Powerset: Bio Armor Time in seconds: 52 Burst: No Hybrid: Assault (toggled off) Build is usable for General Purpose: Yes. Version: Test server, i27pg1 build attached. This run was done in September of 2022. cs ft twbio.mxd
  3. Mind/Storm/Leviathan Troller 0/8 Clear Speed: N/A (didn't do lol) 4/8 Clear Speed: ~660s Pylon: ~300s Build does great against mobs, chugs on bosses. Main thing that slows me down is low ST damage.
  4. It isn't giving momentum, I use it often between momentum or right before casting Build Momentum power quite often so maybe it looks like it does sometimes
  5. Not really any issues hitting as there are enough +acc and toHit from offensive adaptation, you definitely don't have a huge padding of extra accuracy but vs +3 (+4 becomes +3 after you get incarnates ranked up) you have 95% chance to hit most enemies that don't have higher defense than normal. Having extra accuracy and toHit isn't a bad idea for padding against -toHit or +defense on enemies - more just a build choice you'll have to make. That build in particular is also quite a bit cutting corners on the survivability side and relying on clickies - another build choice you don't have to follow if you want to chase more sturdiness. The ageless destiny is more just a pylon thing imo but some really like it all the time. I like barrier far more (and using recovery serum as backup if needed). I think the extra panic button from barrier is super powerful and if you want to go for radial you can revive team members which is fairly nice too. Core gives you full duration on the buffs though. The build is far from set in stone, there's a lot of leeway and I wouldn't say I've fully come to my own conclusion on what powers in the set should be taken and which to be slotted in some ways. I mainly lean heavy into damage on TW just for feel, I see big weapon and I want massive damage 😅 Lately, I'm thinking titan sweep is good to take and not using crushing blow isn't much of a hit so opting for defensive sweep at an LoTG mule is good. It'll be awhile before I come to a conclusion one way or another which starter powers are better and whether titan sweep is worth the pickup, but I've been enjoying the extra AoE attack. And fold space + combat teleport is super nice. I'd recommend going on beta and experimenting for a bit before you spend influence on a build for the live servers TwSc.mbd
  6. It's still really strong. The damage numbers for the attacks got lowered across the board more or less and the nerf removed the DoT on Follow Through and Whirling Arc. Whirling Arc used to be 15ft radius but now it's 10ft. One addition the changes brought is allowing you to not have redraw animations which is really neat. You can use a snipe now in Momentum uptime attacks because of it. Or fireball for example. The combo (and titan weapons more specifically) is still really good. It's strong at ST and okayish at AoE. Still at the upper end of performance in relation to all the melee damage sets.
  7. Already have a bunch of those runs in here
  8. I like the test, critical knockback is the most annoying part of the test as a whole (really as a feature that was added into the game period) and as you mentioned the personal forcefield bubble guys really not being all that great either. I like seeing the boss that gives it's allies a bunch of defense by spawning a big ff bubble, makes it more engaging as you need to target him down to lower defenses of that mob. Overall I am finding the map a fantastic start. I'll need to look more closely at mobs a second time around but just general blind feel it's close to trapdoor.
  9. I don't think envenomed daggers belongs in division 2, it's a repeatable attack power not belonging to any pickable set and obfuscates in-set performance (namely the DPS metric). Edit: Judgement might meet this criteria to with the exception of frequency
  10. What's the point of banning lores when allowing signature summons?
  11. I'm hit with darkest night for the duration tanking my tohit. Sure, no hit rolls, but just like how bopper solved the interface issue in the past with collecting data in the manner of seeing ticks you could derive an assumed position of inheriting caster (de)buffs
  12. Not all of them, I haven't looked at ALL the builds posted here so it's better to use some personal judgement on whether the build is viable for the regular game or not. I know for certain that Frosticus Ill/Cold controller could be ran in regular content plenty fine, though not including the ice shields could usher it a bit more toward solo play. I would say the majority of the builds pushing under 1 minute pylons are generally going to skew towards not being built towards the regular game under more "normal" play patterns (having a build with reasonable accuracy, endurance management, survivability, damage, utility for teams if available). Not made with temp powers or geas burst windows if you never plan on using these in regular game play, etc. There's still some value to be had in translating pylon busting builds over to regular content, as they can reveal core powers and slotting desired to push dps that can sometimes not be always so obvious. YMMV
  13. I used the power analyzer from p2w vendor to find out: https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.power_analyzer I'd like to see level 54 pylon runs as well as metrics. However I'm also not the best advocate for them as after 5 minutes of hitting them gets pretty boring for me 🙃 It would be cool to see a formula to adjust dps values onto the different pylon metrics though
  14. I don't have the mathematical savviness to answer the original question posed. But the pylons also have adjusted health values depending on levels as well which would have a more variant affect that a simple scaling calculation could not provide were the dps solved for calculating the dps difference for pylon levels. Many sets have DPS uptimes and downtimes and if lower hp values led to breakpoints that could have a rotation of powers used end all in the DPS uptime then we end up with inflated values that don't show the full picture of dps during downtimes. Pylon runs sort of already suffer from this, but it's an expected and welcomed factor as it seems (sustained) burst is the metric desired and chased after. Still though, I would never feel personally comfortable having a dps calculated on a 28k hp pylon be in direct competition of a 38k hp pylon if in one circumstance the 28k pylon was dropped all in a build up power window while a 38k hp pylon would never be.
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