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Ratch_

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Posts posted by Ratch_

  1. 12 minutes ago, Glacier Peak said:

    I wish I could get in to the MM AT, but I always find myself deleting the build when I realize it's not fun telling henchmen to attack something and have to wait a while for enough damage to be dealt to each enemy. It's like Sentinels, fun AT but such a slog because damage output is balanced lower due to damage mitigation. 

     

    I've honestly not tried Controllers, what would you recommend pairing with Storm? Fire Control?

    Fire control/Storm Summoning is a favorite of mine, but it has a lot of issues to overcome - endurance consumption being a glaring one. This was my main back on live and I was forced to carry blue inspirations around for the majority of my time using that character, ageless core alleviates this problem by a good amount but endurance consumption can still be an issue depending on your tornado/lightning storm/freezing rain frequency.

    My favorite part about the combo, and why I enjoy it so much - is because it almost feels like a Dom but with a much different approach to combat in how it deals it's damage. I enjoy location based powers and fire/storm has 3 of them!

    • Like 1
  2. On 2/22/2022 at 2:02 PM, Troo said:

    Is there a list of individual Proc outliers?


    None that I know of but I think generally the problems powers are ones that either circumvent the standard frequency (Irradiated Ground/Burn), powers with innately high accuracy and provide some form of self sustain (radiation therapy), and any sort of Aim/Build Up power utilizing Gaussian.

    Irradiated Ground and Burn proc interactions are issues within the powers themselves and the pseudo pets they create.

    Radiation Therapy with proc slotting doesn't suffer from the usual constraints of needing enough accuracy, and in a lot of cases does a strong enough job of providing sustain without any enhancement. The 60s recharge is also in a nice sweet spot of high enough recharge to keep the PPM high while also still retaining a decent cycle rate.

    Aim/Build Up with Gaussian is in my mind one of the most glaring cases however, when it comes to utilizing a proc in a power vs when you don't purely due to the PPM formula itself. Because these powers are standardized to have 90s recharge, you hit a sweet spot of being able to slot a +5 recharge enhancement to get the recharge low enough alongside global recharge, while also retaining the 90% ceiling. With one additional slot, you can either slot in Gaussian which will essentially provide you with another cast of your power for free, or slot in another +5 recharge to shave off 3-5 seconds...

    I don't really have issues proc slotting in things like Infrigidate or holds or really any attack found but I could understand how some can take issues with having the ability to change a non-damage power into a damage one. I actually like the consistency of Gaussian's in build up like powers and seeing stupid damage from Burn/Irradiated Ground. I enjoy these interactions, but if you were to ask me which the Individual Proc outliers could be - these 4 come straight to mind and I wouldn't be entirely surprised to see them changed.

    • Thanks 1
  3. On 5/25/2021 at 2:22 PM, Ratch_ said:

    Don't know if I've seen anyone post a TW/BIO scrapper pylon time video post nerf, so here's what I got on a good run. Wouldn't say it's as fast as EM despite this time being close to the video I posted of EM, however new TW still has very excellent ST dps. Shout out to Kanil for helping me out with the string, slow RAs were key to getting faster times.
     


    Edit: I think i can get a faster time with CB proc'd out rotation. Gonna gather a build up and run it tonight.

    I have this post nerf 1:16 and you can see the chain i am using. I would say I would average 1:25-1:30 usually, anything below a 1:20 is just a pretty good run,

    I never did go back and run a CB proc'd out rotation but having some time away has given me the impression that the optimal chain would involve using CB out of momentum if you don't get crit strikes proc, but use slow RA if you DO get the proc. Nothing else I would change about my attack chain though.

    • Like 1
  4. Been awhile since I've posted here, figured I may go around and see what kind of time I could pull off with my low damage AT (puts out respectable trap door times - around the 5:30 mark). I also feel this video highlights the number one enemy when it comes to this controller combo, something that goes all the way back on live for me as this was my main back then...and that is endurance. Boy does this combo eat endurance like no other, not even Ageless Core can satiate the hunger that my Fire/Storm demands. I did have my support hybrid toggled on, but it's only a measly 2% dmg increase LOL, i probably shouldn't bother turning it on since it doesn't do much. I'm sure after getting that hybrid and interface to t4 I could get under 2 minutes but I'm still working on getting this char it's full incarnates. And it desperately needs those +end accolades...they're just so boring to get.

    Fire/Storm controller: 2 minutes 16 seconds (Time starts at 18 seconds in with the first attack)


    (Side note: Lightning Storm is the best proc'er in the game for Decimation: Chance for Buildup. It's giving me a 90% chance for +64%dam every 20s or so)

  5. Procs in the power will not ignite the OSA itself, as procs will only affect the caster or the enemies - not the psuedopet itself. You will still need to ignite it with an outside source.

    In regards to damage procs in this power, Slow and -Def procs will occur with the oil. If you light it, then your TAoE dmg procs like bombardment will start to work.

  6. 3 minutes ago, SomeGuy said:

    Whoah, assault was adding a lot.

    yea, it was really weird. like i said before it never really makes any difference for me on scrappers. Totally different story on stalkers though...i had the same behavior with stj/bio stalker that I also tested that same day. Considerably lower times with assault hybid

  7. 1 hour ago, SomeGuy said:

    What we're you getting without Assault running? I've always been curious how claws stalker and scrapper compare to each other due to the lack of FU for stalkers.

    Around 2 minutes flat consistently

     

    • Like 1
  8. Running Spiritual Core alpha and a bunch of force feedback procs in the build hehe. Sitting at recharge cap for many of my powers just on my own lol. This controller is an absolute monster that starts with low damage but ramps up exponentially once you start stacking freezing rain debuffs (which comes back every 15s or less) and have out 3 lighting storms + tornados. I threw in Sorcery for arcane bolt and enflame for even more damage. Soul drain is up over half the time...sooo yeah. For an AT with only a .550 damage scale it slaps.

    • Like 4
    • Thanks 1
  9. Took Claws stalker for another run, this time with bio for a more relative time to others in this thread since the secondary does make a considerable damage difference. Still getting pretty good times in the 1:30s to low 2mins depending on build up variance.
     

     

    • Like 3
  10. Bopper mentioned it in discord and then it seemed to come up again with a discussion from others that enflame seemed to be using the old 0.8 dmg scale as well. There could very well be other pets that have the same behavior.

    Figured I should go ahead and make an official bug report about it

    Edit: Enflame might be correct and using the ranged modifier instead?

    • Like 1
  11. 4 hours ago, SomeGuy said:

    Was this a best time or an average? Cause I said "eff it" and made a TW/BIO/MA scrapper and get ranges from 73s to 100s. I've been averaging 85s but I got some really low times that had me go "hmm". The elm/bio time above is my average. And it doesn't have any wide ranges, really.

    That build in particular (for ME) averaged around 1m25-1m28s pretty consistently. Kinda why I wrote in that post that despite it having a 1m16 that I felt EM did faster despite the time I posted was pretty quick. EM still averages in that 73s to 100s range for me just like TW, BUT EM i had 5 out of 36 pylon kills that went below 73s which i never had in the same amount of pylons kills for TW. And in addition, TW gets these times through the use of -res procs...which EM doesn't. 

    Something to note, these times are achieved without the use of the assault hybrid. Whenever I toggle that hybrid I get worse times (yes, my luck is THAT bad)...sigh. It urks me since I was really looking forward to hitting a sub 1m time with EM

  12. 14 hours ago, Zeraphia said:

    Fire/Fire/Mu - pure glass cannon

    1:02

     

    It has literally no defenses or resistances. Not RECOMMENDING anyone make this, it is made to speedrun content.

     

    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!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(46), SprDfnBrr-Acc/Dmg/EndRdx(46), SprDfnBrr-Acc/Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(48)
    Level 1: Ring of Fire -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(43), Dcm-Acc/EndRdx/Rchg(45), Dcm-Acc/Dmg/Rchg(45), Dcm-Build%(3)
    Level 2: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rng(40), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), Bmbdmt-+FireDmg(43)
    Level 4: Fire Sword -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(39), Hct-Dam%(39), TchofDth-Dam%(40)
    Level 6: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 10: Fire Sword Circle -- Arm-Dmg(A), Arm-Dmg/Rchg(11), Arm-Acc/Dmg/Rchg(11), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15)
    Level 12: Super Jump -- BlsoftheZ-Travel/EndRdx(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(13)
    Level 14: Super Speed -- Clr-RunSpd(A), Clr-Stlth(15)
    Level 16: Build Up -- GssSynFr--Build%(A)
    Level 18: Blaze -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(31), Apc-Dam%(31), GldJvl-Dam%(34)
    Level 20: Cauterizing Aura -- Pnc-Heal(A), Pnc-Heal/EndRedux(21), Pnc-Heal/+End(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), EndMod-I(25)
    Level 22: Teleport -- Range-I(A), Range-I(25), BlsoftheZ-Travel/EndRdx(45)
    Level 24: Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(29), SprBlsWrt-Rchg/Dmg%(31)
    Level 28: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 30: Burnout -- RechRdx-I(A)
    Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), Erd-%Dam(34)
    Level 35: Burn -- Erd-%Dam(A), ScrDrv-Dam%(36), Obl-%Dam(36), Arm-Dam%(36), FuroftheG-ResDeb%(37), HO:Nucle(37)
    Level 38: Hot Feet -- EndRdx-I(A), EndRdx-I(39), Erd-%Dam(42), Obl-%Dam(42), Dmg-I(46), Dmg-I(48)
    Level 41: Charged Armor -- UnbGrd-Max HP%(A)
    Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 47: Aim -- RechRdx-I(A)
    Level 49: Summon Adept -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance 
    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 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Prv-Absorb%(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), SynSck-EndMod(5), SynSck-EndMod/Rech(7), SynSck-Dam/Acc/End(7), SynSck-Dam/Rech(9), SynSck-EndMod/+RunSpeed(9)
    Level 50: Musculature Radial Paragon 
    ------------

     

    Hybrid toggled on for that time or no?

  13. 1 hour ago, Sir Myshkin said:

    ...That ...doesn't sound right.

     

    checks in game

     

    Huh, there is a noPhase auto lock out activated. I'll be honest I don't remember that ever existing, but I can't exactly say I've put excessive hours in my Ice Tanker to have noticed if/when on that one, and my build never focused on a high-recharge Hibernate in the first place so I wouldn't have personally ever paid attention to it.

     

    However! The noPhase lockout is not 120/s, but appears to only be ~85/s, why an odd number I don't know but I activated, the auto hits, I turned Hibernate off after 5/s, and I can reactivate Hibernate within 80/s, so it's definitely not a full two minute lock out either way. Someone call Orkin! @Captain Powerhouse Hey Zed, we got a Bug.

    You're right, it's 1m30s exactly (the timer starts on toggle activation)

  14. 10 hours ago, Sir Myshkin said:

     

    Devil's Advocate on this.

     

    Even in the case of a light build with no Hasten, Hibernate can be up within 40-45/s, and doesn't require a player to be encapsulated the entire 30/s, that's purely amusement at that point. Most builds will be fully healed within 10-15/s, it's running at a base line of 1,000% Regen boost. That is a heal at that point. Once a minute the Tank gets a full debuff cleanse and a full HP bar. Icy Bastion cannot compete with that from a safety-net stand point. Yes the player may be able to continue active engagement with enemies during the recovery period, but the separation is coming down to A) 100% Immunity and Full Heal versus B) Improved Survival and Health, both cover the same duration of time, but one guarantees safety and health where the other only extends the expression of hope. One requires the temporary sacrifice of mobility with a duration based on player discretion, the other does not.

     

    You're argument is that Hibernate is not a reliable Heal, but it is in-fact a better, stronger option than Icy Bastion which is also just Regen based, and that it adds Resistance factor. Yes additional Resistance is a nice addition, but as Sovera pointed out Hibernate uniquely fills a hole that is otherwise rather difficult to get rid of in most other conditions within this game, and that is the ability to buy time to clear debuffs. On average most significant debuffs will be gone within 5-10/s, but if a cascade has been allowed this can be massively negative and hard to survive, but Hibernate is nearly instant immortality (30/s of it no less) once it activates making it possible for the Tanker to clear those debuffs and regenerate in time to come back into the fight strong and fresh. Icy Bastion just flat-out can't compete with that, and it is a specific aspect in how Ice Armor was designed despite it not being a very flashy or impressive T9, it is acutely the most frequently usable one.

    The issue with this is that it does not matter how often Hibernate can be up. It gives you the no phase debuff which means you can only activate Hibernate once every 2 minutes....

    To elaborate, right now you can activate Icy Bastion twice or you can activate Hibernate once in the time span of 2 minutes. I feel that speaks for itself.  

    Edit: If there ever was a change where I don't need to worry about a noPhase cooldown timer in PvE then sure, I would be completely fine with the power as is. But as it currently stands, I don't remember having to wait a whole two minutes back in the day when I used hibernate. (When did this happen? Has it always been there and my memory is fuzzy?) I really don't think this always used to be there, as having a 2 min base cooldown seems nonsensical with a 2 minute no phase timer.

  15. 5 hours ago, Carnifax said:

    But anyone* with access to Icy Bastion can also get Hibernate in the Epics. My Ice/Ice/FishBoy scrapper has both. Bastion before I jump into something tough. Hibernate if it turns out that they were tougher than expected. That combo has allowed me to do things like survive +4 Bile after he wiped the team, including the Incarnate Brute who specifically joined to tank him. 

     

    (Random thought. Maybe Tanks and Brutes should be given a new Epic pool with Icy Bastion in it somewhere?)

     

    * Maybe not sentinals, I dunno

    There are plenty of cases where powers in the ancillary have not gotten the new adjustments and I don't see this being any different. This change would only be for brutes and tankers.

  16. 59 minutes ago, MTeague said:

     

    +200% recovery for 30s is kind of a lot.  I don't remember Hibernate's current cooldown / if that could be perma-able (flash of Hiberate the immediate detoggle to keep the +Recharge going) but the devs would want to factor in whether or not they'd want that to be possible. 

     

    So much like @arcane. I like the idea. Not willing to commit to precise numbers.  Very good brainstormy idea though.

    200% is exactly what icy bastion has which is where I'm pulling in those exact numbers from. I'm open to adjustments as well though.

    What Zork said is true, like i mentioned in the post
     

    Quote

     If Hibernate was added 30s of Regen/Recov then it (the added portion) would have a 30s uptime with a 90s downtime (or less if the no phase timer gets reduced).

     

    • Like 3
  17. Yea, this is purely for Brutes and Tankers.

    Stalkers & Scrappers get the exact same amount of Regen/Recovery as what I am proposing..hell even at a better frequency. If this change would occur, we'd essentially be trading the high resist offered in Icy Bastion with an Intangible 30s self toggle hold that basically is just a rest you can use in combat.

    This change to the t9 in particular i feel is far from being OP, as it has a 90 second downtime. I'm just looking for some power level equaling between the newer t9 with the existing older one.

    • Like 1
  18. 25 minutes ago, Sovera said:

    I find interesting to see Icy Bastion drooled on so much when it doesn't seem particularly interesting to me. Resistances are fine and all but what tends to kill people are a massive case of the debuffs to which Icy Bastion doesn't really do much about.

     

    Now a full heal (ok, it takes a few seconds to get to full) I can pop every one minute (not every three minutes), and not just that, but it cleanses debuffs (in the sense we can huddle in and let the debuff wear off) and a great panic button (complete and utter invulnerability)? With no crash? And it refills endurance?

     

    Damn, I'm kinda jealous. Even Barrier takes two minutes to cycle for a panic button usage.

     

    The downside is losing agro but this is not the bad problem it used to be back on live (and I say this as someone who played up to I14) since most people nowadays are durable enough to survive 10-15 seconds (we don't need to use the full 30 seconds of Hibernate) before the Tanker comes out and starts rounding up mobs.

     

     

    As much poo pooing as Hibernate gets as far as I'm concerned both it and the freezing/slowing aura are the reasons to take the set.

    Understandable, and nothing about the things that you like Hibernate for would change at all. I am just simply wanting to bridge the gap between these two powers.

    Icy Bastion is drooled over (at least for me) because it provides resistance and regeneration in a set that has very little to none. It's a perfect example of the t9 being desirable because it fills holes in a set on a semi regular rotation with no crash (up more often even than Hibernate!). 

    The downside to me isn't the fact that I lose aggro but the fact that I can't continue to play the game actively. It's a great panic button, and I don't want to change the core of the power. It's unique. I am just wanting to bridge the gap between these two powers so they are a more similar power level, by providing closer stats while still being different.

    The +res is debuff resistance as well so it helps. Ice armor is a set that can rock out >50% defense debuff resistance, and can cap S/L/E/N defense reliably, and cap maxHP. The only thing it's missing is a reliable heal and more resist, which icy bastion both directly provides. It's very solid. 

    • Like 1
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