
Ratch_
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Posts posted by Ratch_
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On 5/24/2025 at 10:54 AM, SomeGuy said:
I use ATO2 in Follow Through. That's why I run this rotation:
ST
BM - FT - Rend - AOD - FT - Rend - (if FF proc) AoD (if no proc I use Whirlwind) - FT
Snipe - CB - FT - Rend - AoD- FT
AOE
BM - WW - AoD - FT - WW - AoD - FT - WW
Snipe - CB - WW - AoD- FT- WW
@Ratch_ Does similar but I think they put ATO2 in red? And run a similar chain but with Rend where FT is for my chain? I just know they have really good results with that chain.
Yeah, I think it can be an *ever* so slight increase in ST dps, but you take on more bulk and also when you do that you lose access to 5pc heca for set bonuses. I tested it a lot and I do like it just for a change of pace, I would keep crit strikes in FT and 5pc heca in Rend for most situations. 15% acc + 10% rech is just too good
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Illusion Control > Phantasm: Reversed this pet's lobotomy and restored to previous levels of stupidity
😂
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Addendum to my post, it looks like the +regen from Parasitic is subject to enemy level difference. I presume this is not intentional.
Vs -1 (Hit on Blue Lt.)
Vs +4 (Hit on Purple Lt)
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It's going to take me a few days of playing to really come to terms on my honest thoughts with the new set/changes here.
Instead I will offer things that are not aligned with the patch notes. Either these are bugs or communication issues:
QuoteDNA Siphon:
- [New] Defensive Adaptation now adds bonus regeneration from unconscious foes, in addition to healing from conscious ones
This is not hitting unconscious foes. I really think the set doesn't work that well unless this power can target unconscious foes period, it shouldn't be tied to a stance. Stances should change affects, not behaviors of powers.
QuoteAblative Carapace
- [Adjusted] Defensive Absorb is now based of HP instead of Max HP (scale unchanged)
Despite the patch notes saying scale is unchanged I am getting less absorb here than on live.
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Live - 2109 hp
- 1249.86 absorb
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CB - 2144 hp (defensive is on)
- 822 absorb
Both are slotted the same, 6p preventive medicine.
QuoteParasitic Aura
- [New] Offensive Adaptation now applies a lengthy DoT (this DoT is currently bugged and inflicting 30x the intended damage)
I struggle to see the value of a 30s DoT as a reward incentive for players when using this 350s long base recharge power. Right now it does do be doing insane dmg though.
Rather than the aura doing damage or providing +dmg, can it add lifesteal to your character for the duration if used while in offensive. Make this aura actually parasitic.
Parasitic Aura in defensive stance gives barely noticeable regen boost. In it's current implementation it's a slightly better Ablative Carapace in terms of absorb but on 3x the cooldown. It's a very pathetic power right now outside of the 30x dmg. Even then that's not an effect I would even be looking for in having on a T9 for an armor set. -
On 6/28/2024 at 2:01 PM, Ratch_ said:
I like the direction of all the plant changes. The set is overall more interactive to use and have more utility to boot. The set is losing a considerable amount of mob pub stomping power with the seeds nerf and creeper adjustments - (found the creepers to not be giving accuracy to entangle pet so will retest on new patch) - but get a lot more interactivity with Spore Burst being actually really handy and spirit tree having potential. The taunt is really nice for tackling AVs.
Vines Changes is decent, don't feel too strongly of it over the previous version. Though added damage is nice and reapplication field is handy.
Reiterating my feedback from last August - I like the changes. The target cap reduction on Seeds is sad to see, though probably due to the contagious confusion proc I haven't noticed it *too* much...
- Spore Cloud + Deep Sleep is the biggest change I notice and it's very welcome to see.
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Carrion Creepers + Containment
- I definitely miss the old Carrion Creepers containment dmg as only getting 33% containment on the entangle attack is much less of positive impact for the power than if it were to the vines.
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Spirit Tree
- Seems like it's in a good direction, the regen effect is very strong and the tree is VERY tanky.
- The cast time reduction is a godsend
- The cooldown leaves a bit to desire. That power is at ~255% recharge and still comes back at just shy of a minute, quite a long time. The power seems too niche to me to pick up at the moment, unless it becomes more frequent or has some other identity such as it no longer being immobile.
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Dynamic Recharge + Vines
- It's up more often, so therefore more reliable. Feels better, but lose a proc bomb.
- The aoe holds are alright, never my favorite power and Spore Burst is up often enough I wouldn't take this. 3.1s cast time is ridiculous.
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Commandable pets
- It's a nice addition, I imagine this is more impactful on other sets. Your non-commandable (secondary or epic) pets can ruin some of the strategy this offers as you can only command the T9. Not necessarily asking for you to be able to, more just pointing out the experience.
Plant is less of a two power show and more of a wholesale set now which is always better for players. I'd like to see containment procs on Vine attacks from the creeper patch the most, as well as a recharge slash on spirit tree.
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Could Spirit Tree get a slight recharge reduction from 200s to maybe 160s base?
I like it but it doesn't come up nearly as often as I want in a "mob cleared move to next one" manner.-
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Can't wait to IO out this firework set 🎆
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1 hour ago, SomeGuy said:
BTW @Ratch_, you motivated me. I did a pure Pylon build with my tw/bio and got some crazy #s. You can definitely get sub 30s times with melee. Consistently.
TW definitely has excellent sustained ST. What times are you getting with axe?
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Super Strength/Energy Aura Brute
[Capable of Overload cycling but didn't use that here for this test]
0x8 w/ Bosses - 204s
4x8 w/ Bosses - 329sPylon - 226s - 255s range
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On 12/15/2024 at 6:27 AM, Ratch_ said:
Spine/Stone Brute
Pylon - 193s0x8 w/ Bosses - 216s
4x8 w/ Bosses - 344s
Revamped the build a bit and enjoying leviathan
0x8 w/ Bosses - 206s
4x8 w/ Bosses - 327s
Pylon - 148s at best, 186 at average-
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Spine/Stone Brute
Pylon - 193s0x8 w/ Bosses - 216s
4x8 w/ Bosses - 344s
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AT: Corr
Powers: Water/Marine
Pylon Time: 142s
0x8 Time: 234s
4x8 Time: 397s
Character Name: The Shore.-
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Run Type: Pylon
Division: Division 4
Archetype: Scrapper
Primary Powerset: Titan Weapons
Secondary Powerset: Bio Armor
Time in seconds: 52Burst: 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.-
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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.-
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39 minutes ago, R jobbus said:
Ahh that makes sense.
Yea I think if I end up wanting to solo scrap and do difficult +4 stuff where it's pushing to me to be defensive adapt at times, I may just reslot a couple acc and a few less procs. I did mess around with a similar TW/bio server in beta, loved it, and finally have just finished making yours on the live server, which seems to be wayy more optimized. I'm a big fan, just asking about possible tweaks since I like to solo, maybe a couple accuracy enhancements for when I'm having to go defensive wouldn't be a bad idea, if i want to tweak some of the survivability I can do that too.
But having barrier makes perfect sense, really, I was testing the original build with just a tier 3 alpha in some s/l farms and Im surprised at how endurance isn't really an issue. The build feels good to play.
I did want to ask how you're getting moonbeam to give you momentum? Or am I trippin. did I see that? Is it just a random chance from the build up proc or am I mistaken
Thanks for the replies/builds
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
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20 hours ago, R jobbus said:
Thanks for the response. Yea I've been having fun with it.
Small question, in the videos you posted it looks like you're using ageless in your destiny slot, but in the actual build I believe it has barrier radial selected. Which do you recommend?
Edit: I was also wondering if there are any accuracy problems w/ that build, I know offensive adapt gives a to-hit bonus off of one of the toggles, but in defensive do you think any of the proc slotted abilities would have a difficult time with higher end enemies? I'm probably asking this since I'm a newer player, since I noticed no tactics/focused accuracy/incarnates that deal with accuracy. I dont think. This is from my memory from having looked at the build yesterday.
It's probably a non issue, but i'm just wondering, I'm actually new to builds where they are slotted like this. Thanks for the responses everybody
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
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5 hours ago, R jobbus said:
This is great, very helpful advice. I'm a bit new to the game and I'm just getting used to titan/bio on the beta server, I love it and i can see the great potential for it, but I just wanted to ask, what was the 2020 nerf about? like the class still works fine compared to other melee classes? better or worse or about the same?
Im just curious since I wasn't playing the game in 2020.
Great posts about this combo
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.
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I like the direction of all the plant changes. The set is overall more interactive to use and have more utility to boot. The set is losing a considerable amount of mob pub stomping power with the seeds nerf and creeper adjustments - (found the creepers to not be giving accuracy to entangle pet so will retest on new patch) - but get a lot more interactivity with Spore Burst being actually really handy and spirit tree having potential. The taunt is really nice for tackling AVs.
Vines Changes is decent, don't feel too strongly of it over the previous version. Though added damage is nice and reapplication field is handy.
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Following up on this, been using it on a controller and it's been amazing. Love this addition.
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Hinging on bio armor updates of course, could there be an experimental patch or consideration for deep sleep on the stalker bio power?
https://cod.uberguy.net/html/power.html?power=stalker_defense.bio_organic_armor.genetic_corruption&at=stalker
With how frequent dmg can be done from teams it gets sparse value (but is incentivised to take as it's forms have effects hooked into the power pick). -
I'd argue the complaint of always staying in offensive has some fault on the current bio balance. Lowering absorb values with ablative and parasitic while in offensive would already deeply impact that being a viability.
Offensive Stance giving an unresistable -res on self and also -regen + -recov to self would drastically cut down on the aimless offensive stance sitting. The issue is more that the penalties in offensive are negligible which means it doesn't incentivise the upsides that efficient and defensive already bring.
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Yeah, I can't help but scratch my head after playing with these changes. I'll wait till the next patch as I hear more iterations are coming (hopefully that ups the laughable 4% DDR that ablative currently gives). There are aspects of the changes I can appreciate, I like the goals stated out, ie. Stance dancing having larger effects (though they do already to quite an extent).
However a set already enjoyed by many in its current state looking to be revamped seems like much larger territory for a new powerset entirely. Bio currently is extremely rewarding to play. It's versatile, has the most clicks in the game of any armor set, and has the ability to interact with dead corpses (something I really can't believe is gone with this current build). Bio at most could use some slight reductions in absorb numbers, maybe the +DMG from offensive should be reduced to the number currently in this round of changes. There are plenty of options to bring the set down a bit without revamping its current implementation. Namely the t9 being revamped and cutting the maxHP from inexhaustible really fucking hurts.
Bio being strong defensively requires active engagement with the game as due to use of temporary click durations. It can't just sit without attention, and even then it can still be absolutely gutted in an instant. -def, -recov, -toHit and the en/neg res hole is incredibly relevant. I don't get the sense these current changes acknowledge it's already existent shortcomings.
I really don't agree with the sentiment that no toggled adaptation is neutral stance, and toggled adaptation are non neutral stance. Adaptation requires a power pick, current implementation of efficient having no downsides was the right call. The ideology that all stances come with penalties makes no sense.
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34 minutes ago, Bionic_Flea said:
I challenge any and all not just to run a no temps, no inspiration pylon, but to either add to the bounty or set your own bounty with your rules!
I especially challenge:
@ScarySai @Shin Magmus @Americas Angel @Laucianna @AmrasNotHere @Beldath @Linea @Videra @Frosticus @Glacier Peak @arcane @Ratch_ @Ston
TAKE MY MONEY!
Already have a bunch of those runs in here
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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.-
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Focused Feedback: Powerset - Plant Control
in [Open Beta] Focused Feedback
Posted · Edited by Ratch_
Yeah, the creeper vines spawn rate is sadness to my brain. Having a bunch of entities on field is the best part about plant control