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Ratch_

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Posts posted by Ratch_

  1. 1 hour ago, BrandX said:

     

    So, did a run, this time, without Assault (wanted to see the difference) and managed to hit a 2:22 (hitting Ablative Carapace once) for 398, using the CSCS > MB > SB > BB > QB > SB > Repeat

     

    Now, this isn't to say Assault wouldn't make for a better DPS, however, not so sure it's worth keeping if you have another option, for either more defense or utility.

    Yeah, I've gotten similar results with it. It's undeniable that it does increase your dps, but for whatever factors are at play, the perceived dps increase doesn't seem noticeable much, if at all. YMMV

  2. 28 minutes ago, SomeGuy said:

     

     

    It's pleasantly consistent. I was pretty surprised by that. The RNG normally led to runs stupid fast, to the point I had to throw them out. I had one that was 0:58 BEFORE I even got good at the chain. Yeah, that wasn't factored in my averages.

    The build I used in the video is tailored back some as well (hence the super speed) as I'm looking to try bringing it closer to comfort to run around with in CoH. I still need to spend time with CS slotted into RA and Arc, but at the very least I did get FT finished up today. The attack chain seems really stable and solid though, I don't have any recorded difference that suggest RA lead or FT lead for the momentum chain makes any meaningful difference (in the context of CS slotted into FT).

    Of the other sets you've tested have you felt the spikes to the same degree as this one? I personally can't say I have, at least to this degree.

    • Like 1
  3. 17 hours ago, brasilgringo said:

    Can you folks share the build & chain?  I've basically given up on my TW/Bio as it feels very clunky and doesn't seemt out-single-target DPS my EM/Rad or even DB/STN.

    I'm working on something related to this that just isn't quite finished yet...but I have no problem forwarding you the build and chain that was used. I messaged them directly rather than here in hopes of not wanting to derail the original thread too much into a sharing builds topic. If you don't need it sometime this week then I should have something ready in terms of a write up about TW finished relatively soon (looking to be ready sometime next week or the one thereafter) which would cover the build and chain used (as well as hopefully two others).

    • Like 1
    • Thumbs Up 1
  4. 1 hour ago, thunder_crane said:

     

    TW S+ tier confirmed. 

     

    Is this build solely a Pylon hero or would you say it's easy enough to transition into hard mode content without losing substantial dps? (If that's even possible for any build averaging under 1:30 on pylon)

    Additional, would you say the average without the snipe is still under 1:30? Or does Soul add a significant  cut to the time?


    These are some tough questions that I really don't know the answer to. 

    In regards to hard mode, I haven't actually joined any of that so I am not sure of what numbers or tactics are needed for that content. I hear barrier chaining is necessary though?

    For a more average balanced build 1:30-1:40 seems reasonable to me. It doesn't matter too much which epic snipe you take imo, but ball lightning hasn't improved my cleartimes much if at all on missions so I prefer Shadow Meld ( I also just dislike the electric sounds in this game haha and prefer the sfx of moonbeam ). TW functions well without a snipe, but the chain I'm doing requires it in my opinion.

    • Like 1
  5. 1 hour ago, thunder_crane said:

     

     

    Any chance it's significantly similar to the build you used for 1:16 post nerf pylon? I didn't see any MB there but sounds like you maybe worked in the snipe to add consistency? 

    It is that one, it has undergone a decent amount of minor changes, but for all sakes and purposes the philosophy I had for the build that was being run in that video has not changed. I just optimized the attack chain when you supplement a snipe. I sent SomeGuy my build and times, so hopefully if they get the inkling to try it themselves I can get more times recorded for it and see what the average(s) are like for them if they decide to run it.

    I don't think any of the caveats or issues that have been stated about the set are in any way evaporated. But if the builds that get the fast times listed are like what I think they are, then anecdotally at the very least I think TW should move up ever so slightly on it's damage output tier.

    • Like 1
  6. 2 hours ago, SomeGuy said:

     

    I actually got away from TW BEFORE the nerf cause of the same reasons you stated. There are more reasons, but those were a part of it.

     

    image.thumb.png.3157340b86f05741cc4929b126ca7522.png


    I went ahead and did 20 runs with the tw/bio/soul I've been perfecting and I did get a 1m13s avg... but I also don't want it to be representative of the set. It entirely depends on what the builds you have listed there are like. And the variance/rng on TW really does exist to such an extreme degree that you need to be extremely mindful of what is going on since at times you will need to adapt your string. It's the furthest thing from comfortable.

    Thanks for sharing those times though, it really is cool to see the averages and the interfaces + snipe/no snipe. The crab time looks pretty bonkers, is that just the nature of a bunch of pets being OP against a single target?

  7. 39 minutes ago, SomeGuy said:

     

    I guess I'll respond to that question.

     

    TW is absolutely not in the same category as stuff like DB anymore. It falls into the "is it worth it?" thought process like Kinetic Melee. You know how much of a fight and RNG being on your side for those kind of times to happen for TW? Keep in mind TW is NOT averaging less than 1:20 with no temps. Where it's placed on this tier list lines up with my own data collection.

     

    You can't face-roll TW/BIO and expect to get a 1:30 time. You have to have a really REALLY tight attack rotation. It may be as tightly needed as a world first raiding guild DPS' rotation (and I'm talking from experience). And even then, you better have some RNG on your side.


    Out of curiosity, what are the averages you have for: 

    1. Ice Melee
    2. Dual Blades
    3. Katana
    4. Titan Weapons

    And additionally, how many runs do you like to do before you decide on your average?

    I couldn't agree more with the tight attack rotation and the overall unwiedly feeling of the set. Especially if I am experience any notable sort of lag, the set is unplayable to me.

  8. Probably going to be the last fire/fire blaster update, but I am posting this really more as a proof of concept, rather than a trapdoor submission. However this test is a good conduit for really showing just how strong this kind of blaster can really be.

    So, going into this I wanted to test 3 things:
    1. I want the flexibility to switch the destiny as I please, as my actual fire/fire blaster runs Incan for league teleporting power.
    2. I don't run multiple builds, so having a 1 build fits all is generally something find extremely valuable. Ideally, the toon can solo and team play nicely. A personal need for this toon as well is I want both Super Speed & Super Jump for speedies.
    3. Is Oppressive Gloom actually good on this blaster?

    I tinkered with my build a bit and I got something created that is fitting the bill quite nicely for my needs. So how does a blaster do in this trapdoor environment, which has no destiny use, temps, no inspirations, and has two travel powers? 

    No Oppressive Gloom


    It does damn fine I must say. With both #1 and #2 checked off my list...what about number 3? Is Oppressive Gloom worth it? Well, anecdotally, as much as I like this power, I'd say no. It's not worth it at all 😞 The power is definitely felt in the clears, and does have advantages...HOWEVER it's value on clear time and overall comfiness has not been shown consistently in my runs when the power is on vs off. The good news is, we now have the option to run Charged Armor over Dark Embrace which is definitely a win imo. The other nicety is we now have a open power slot for really any one slot wonder you could want. Vengeance, Aim, Burnout, Rain of Fire, etc. There's also the other bit about OG probably not having the most impact in team play as well, more of a solo optimization.

    Cheers!

    • Like 3
  9. 17 minutes ago, Ston said:

     

    Gotta love watching fire/fire melt everything in its path. 

    If I'm not wrong, this is the fastest run we've seen 👏 Pretty impressed with Oppressive Aura and the end recovery on your build. Makes a huge difference when you can run clarion instead of ageless! 

    In regards to the end recovery, we can largely thank theft of the essence proc for that 😅The build does recover 5.4end/s on it's own though with intuition radial slotted as the alpha.

  10. On 3/22/2021 at 9:57 PM, Ratch_ said:

    Took a fire/bio/fire scrapper for a few runs and then proceeded to try out my fire/fire/soul blaster (alpha slotted only).

    fire/bio/fire scrapper

      Reveal hidden contents

    5:06
    4:26
    4:35
    4:29
    4:40


    fire/fire/soul blaster (alpha only, defense amplifier)

      Reveal hidden contents

    4:15
    3:59
    3:44
    *DEATH* (trap door got a lucky 3 hits back to back against my 35% melee defense lol...sucks to suck)
    3:58
    3:57

    I could probably get 3:30 on this blaster after getting the rest of my incarnates.

    As a side note, i'm not sure how many people slot slow in hot feet but I highly recommend you do. For example, my build uses intution radial for the damage, range, slow and my hot feet has a +5 slow enhancement in there. It is a godsend. Seriously. I also picked up oppressive gloom for my blaster, effectively turning all minions into slow walking dummies (-130% runspeed + stun = immobilized essentially) so this saves sooo much time since the runners you have are practically non existent. Not only that, the combo saves you lots of hp because of less attacks coming your way. My blaster did not use any inspirations outside of yellows and an occasional blue (since I was lacking my ageless radial).

    This was back before we could record and now that we can I figured I may as well go ahead and do that.
    I first attempted doing this with no def amp but unfortunately only made it through the whole gauntlet once in the 5 times I tried and the rest of the times I died lol. So even though I did clear it at around 4min20s - one clear out of 5 is in my mind negative minutes 😂

    So I caved and went and bought the OP defense amp and redid my run. I did die once in my runs but I went through consistently with no issues outside of that one time.
    In the spoiler are my total clear times and the average is 3minutes 48seconds.

    Spoiler

    4:02
    3:38
    4:11
    3:45
    3:50
    3:48
    3:23

    Here's the recording for my fastest run.. The slowest run is also recorded and on my yt channel.



    Edit: I was annoyed I had to use a def amp, but I got useful information from using it on what sort of defense numbers I needed to hit in order to clear consistently. Here are my times with Fire/Fire/Soul blaster that is using standard rules. Avg: 3minutes 51 seconds

    Spoiler

    3:40
    3:37
    4:18
    dead
    3:59
    4:00
    3:49
    3:35

    Even with me hitting those numbers though, it's still somewhat volatile compared to having a defense amp, if nothinig else for the constant mez and kb protection. Clarion has downtime and that will definitely show in the runs as lost time and as general annoyance. I did experiment with swapping between musc radial and int radial...and int radial seemed to suggest quite a noticeable clear time difference, although extremely minor. However musc radial ensured I could handle a lot more -recov buffs before detoggling - therefore allowing for more consistency. Anyway, here's the fastest run I had with it. Slowest is also on the yt channel.

     

    • Like 3
  11. 1 hour ago, Cheddacheese said:

    This is crazy impressive!! You completely changed my mind on controllers tbh! I guess I was just building them ‘wrong’ up until now lol

     

    would you mind sharing the build?

    Of course, I will give a slight disclaimer that I do use enhancement boosters quite a bit in this build so therefore it becomes quite expensive from that aspect on it's own, just as a heads up. The build I use in the video is slightly different than what I'm dropping, mainly because i decided to respect out of spirit tree. I gave the power a fair shot but it just doesn't seem worth it. Instead we exchanged it for the ST immob and add back in the ST hold which overall are really nice additions to have. Enjoy!

    You can easily switch out sorcery if you don't enjoy the constant upkeep of enflame, the build is quite flexible outside of the main primary/secondary power selections.
     

    Spoiler

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Leaping
    Power Pool: Sorcery
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Strangler -- UnbCns-Hold(A), UnbCns-Acc/Rchg(3), UnbCns-Acc/Hold/Rchg(3), UnbCns-EndRdx/Hold(5), UnbCns-Dam%(5)
    Level 1: Twilight Grasp -- TchoftheN-Acc/Heal(A)
    Level 2: Roots -- Rgn-Dmg(A), Rgn-Dmg/Rchg(9), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(11), Rgn-Dmg/EndRdx(11)
    Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(13)
    Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(15), CrcPrs-Conf/EndRdx(17), CrcPrs-Conf%(17)
    Level 10: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19)
    Level 14: Arcane Bolt -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(21), Apc-Dmg/EndRdx(21), Apc-Dam%(23)
    Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), Rct-Def/EndRdx(25), Rct-Def(25), TtnCtn-ResDam/EndRdx(27)
    Level 18: Vines -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprWiloft-EndRdx/Rchg(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31)
    Level 20: Fade -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def/Rchg(31), ShlWal-Def(33)
    Level 22: Enflame -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34)
    Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
    Level 26: Carrion Creepers -- PstBls-Dam%(A), ImpSwf-Dam%(36), Bmbdmt-+FireDmg(37), IceMisTrmt-+ColdDmg(37), Acc-I(37), SprWiloft-Rchg/Dmg%(39)
    Level 28: Soul Absorption -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
    Level 30: Tactics -- AdjTrg-ToHit/EndRdx(A)
    Level 32: Fly Trap -- CaltoArm-Acc/Dmg(A), CaltoArm-Dmg/EndRdx(42), CaltoArm-Acc/Dmg/Rchg(42), CaltoArm-+Def(Pets)(42), EdcoftheM-PetDef(43), TchofLadG-%Dam(43)
    Level 35: Charged Armor -- StdPrt-ResDam/Def+(A), GldArm-ResDam(43), GldArm-3defTpProc(45), UnbGrd-Max HP%(45)
    Level 38: Dark Servant -- CldSns-%Dam(A), CldSns-Acc/ToHitDeb(45), CldSns-Acc/EndRdx/Rchg(46), CldSns-Acc/Rchg(46)
    Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(46), PstBls-Dmg/Rng(47), PstBls-Acc/Dmg/EndRdx(47), PstBls-Dam%(47)
    Level 44: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48)
    Level 47: Entangle -- GrvAnc-Immob(A)
    Level 49: Howling Twilight -- RechRdx-I(A)
    Level 1: Containment 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7), PrfShf-EndMod/Acc(7)
    Level 14: Arcane Power 
    Level 50: Agility Radial Paragon 
    Level 50: The Atlas Medallion 
    Level 50: Task Force Commander 
    Level 50: Portal Jockey 
    Level 50: Freedom Phalanx Reserve 
    ------------

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |7C17A1BBC865CB7F03A4C9C6AF796C86613726ED46C26EFC03CA0FDBF4|
    |-------------------------------------------------------------------|

     

  12. Filing this under bug reports although, there is potential for this being a suggestion and/or feedback instead.
     


    Patron pets last for 240s, and at the end of that they desummon. In the instance your power recharges before the 240s mark, if you use it again to replace your patron pet, instead nothing will happen and your power goes on cooldown. Dark Servant does not have this behavior, and it would be a HUGE QoL change if patron pets were to adopt the same behavior as Dark Servant, ie. "Replaces Existing Effect" vs the current "No stacking and new effects ignored".

    Thanks

  13. 38 minutes ago, Ston said:

     

    Gonna be hard to beat this controller time! Awesome run! Cool to see /dark clearing this fast considering it doesn’t have any damage on its own like /storm. Procs in Dark Servant I guess?

     

    Also yes, can confirm I saw you have bosses on lol

    Dark servant does have cloud senses proc and the flytrap also has a touch of lady grey dmg proc as well. I'm surprised myself honestly that I was clearing this fast 😱

  14. I love this character now 😄
    Back again with a bit more optimized run, and build. I've taken this char through the ringer. iTrial trains, TFs, solo content at +4/8, it's a beast. I've never felt I was not a powerhouse on any team I was on or in a solo scenario...with maybe the exception to my pylon times lmfao. I did post my clear there however and I think 3:17 is still fairly respectable.

    Here's my run, I can see flat 5 minutes easily possible if my pets decided that ignoring turrets was a possibility...



    Edit: I wanted to see for myself sub 5 minutes on a controller...managed to shave 5 seconds off 🙂 4:58. Also this time was achieved with the posted build for those curious what I'm running.

     

  15. Plant/Dark controller - definitely not setting records but this really is a solid combo. If I did the formula correct should be clocking in at 344dps..not too shabby.


    Edit: Unlocked Support Hybrid Core for this character - adding pylon time with support core turned on. ~2minutes 35 seconds

     

    • Like 1
  16. 1 hour ago, Bill Z Bubba said:

     

    No rule against enflame that I know of. 55 sec on claws/bio is insane.

     

    Guess my old build has definitely gone the way of the dodo. Just got 1:45 with my claws/bio scrapper with hybrid running followup, focus, slash, repeat. But it's not clean. Needs more recharge.

     

    Adding in attacks like moonbeam and shockwave will allow for increased proc usage and thus better DPS but I still won't let myself do it. Too stuck in my ways.

    Yeah I can feel you there, sometimes it's worth to not always lean into some of those options and just keep it to the experience you prefer. And I wouldn't be too wary about your build vs the one I just used, this one can't even be used outside of this controlled environment without heavy abuse of inspirations and temp powers. I'm a bit curious to what a more tamed back approach build would look like, and unfortunately I'm not certain if enflame could ever make the cut vs boxing/tough/weave. Nice to see it shine here though.

  17. How does everyone feel about the use of enflame on pylon times? 

    Anyway, here are some pylon times with claws/bio - on some extremely unrealistic builds and with the intent of purely pushing the boundary out of curiosity.
     

     

    • Like 1
  18. Been on a hiatus but I did a few runs tonight on stj/stone. Overall quite a competitive time it puts out, one thing I observed is just how strong the double hit is for this combo.

    Generally 1:30s for hybrid off, 1:15s with hybrid on.

     

    • Like 1
    • Thanks 1
    • Thumbs Up 1
  19. Been a few months since I last posted a trapdoor. Unfortunately my audio got corrupted so this time around there's free music covering that up. In addition to that, it's INCREDIBLY hard to get a real fair run at killing Trapdoor himself since we have no taunt on this AT. Kinda hard to prevent him from running around in the lava just taking free damage ;/ I digress.

    Dark/Rad/Psi Sentinel (6m40 average)



    I've done quite a bit of runs, and for this combo in particular it has taken a lot of practice to get used to. My first run was something around 7:50 or so, but after becoming more and more familiar with the character i was able to get them down to an average of 6 minutes and 40 seconds.

    There's something about this character that's a lot of fun though, there's a lot more reward for movement with them than many others that I've played, which makes for some really good times. I took them through the first mission in ITF at 4/8  without inspirations and solo'd it. Had a few deaths, but most felt more like my fault since I could have maneuvered better. That was a good feeling to have in this game. The problems show up a bit here in trapdoor, the lower target caps make you work much harder to achieve similar results to other damage ATs, while also just not having any access to crits and a inherent that ultimately feels useless. I find the pylon time far more concerning though...

    Regardless of the desire for some AT rebalancing, it's a real pleasure to be able to use this mix of powers on a single character. A truly unique experience 🙂

    • Like 2
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