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Ratch_
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Cauterizing Aura is not proc'ing Perf Shift +end or Power Transfer +heal
Ratch_ replied to Ratch_'s topic in Bug Reports
Is this how it will work for the forseeable future or could we bug this to be changed to how it used to work...in terms of interaction with those procs specifically. -
Cauterizing Aura is not proc'ing Perf Shift +end or Power Transfer +heal
Ratch_ replied to Ratch_'s topic in Bug Reports
Okay, updating this ticket with some new findings. I learned that the procs in this power will use the AoE formula, so Perf Shifter and PT will have a considerably lower chance due to this. Something to keep in mind, and I went ahead and stood next to a group of enemies several times and then bam: Power Transfer and Performance Shifter procs started to spill into the combat log. Perf shifter only has like a 13% chance to proc every 10s, but it seems to ONLY proc when you're hitting enemies. I did the idle test again for 30 minutes and never saw either proc in the combat log. Went back into a group of enemies and just stood there letting the aura tick. Sure enough I would see the procs go off. At this point I'm honestly not sure if this is a bug or if it is WAI. Sadly, I can only go off of memory but I remember that perf shifter and power transfer would just proc on their own without the need of enemies. If others can chime in maybe we can collectively determine if there is any merit to that memory of mine - and whether something has actually changed in this power. Thanks all. -
Blaster > Fire Manipulation > Cauterizing Aura. I know for a fact this used to work. Noticed I was running out of endurance on my blaster which never used to happen...so I made sure the only Perf Shifter and Power Transfer proc in my build was in cauterizing aura. I've sat here watching the combat log for a good 10 minutes. Not a single proc. Tested on live.
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Could you add sting of the manticore Chance for Toxic Damage to the list of options for snipes?
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I've only very briefly played with old TW, so I don't have the best insight but the AoE feels rather gutted in comparison to my experience with old TW. Namely Arc of Destruction really got the nerf bat imo. Still a very fun set that really does reward attack string knowledge and quick decisions to adjusting the string depending on recharge buffs/debuffs. End is much much more sustainable however.
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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.
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Now that videos are enabled I decided to go back and hit a couple pylons.
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This 100%. Maybe a few other members here could pitch in for the community effort and just divide the pages up to make it less of a burden for a single individual. It would be nice to have a video for each run as well
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Claws/Inv Scrapper - for something that did really quite well in trapdoor runs and general mission clearing the pylon times i found were really surprisingly poor. I even compared to many other stalker sets in terms of dps and claws is below some of the notable kings (em, stj, ice, dbs) but other than that claws is above plenty or super comparable to other options in terms of ST dps. Over quite a few runs I was only getting sub 3m times, yeesh. And with how button mashy it is to pylon test with this stalker it is by all means waaayyyy tooo muucchh work for not enough payoff. My fingers hurt. The slowest attack in the chain is 1.33s.... Something that's been on my mind: I tried looking for some scrapper claws/bio cousin times in this thread but I didn't see any. What kinda numbers are claws/bio scrappers putting up on pylons?
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I was looking around to see if I could make a melee AT that also had plenty of range and the cards aligned for me to try something quite different. Honestly, it feels very fast, frantic, and impactful. Claws/Inv/Mu Stalker (about 5m30s) And yes, I got some tunnel vision there and mistook for that second mu from above being my mu pet lmfAO. It happens
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Just did a few trapdoor runs with one of (might actually be) my favorite character(s) in the game, Fire/Fire/Fire dominator - aka Fire Control with Fire Blast 🙂 Trapdoor Run: Roughly 5:30-5:40 range pretty consistently. I wasted some time in that vid chasing a dead werewolf 🙄
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I did not, mainly due to being unsure of how to proc slot TF in regards to utilizing the Crit Strikes proc, but even moreso to just not certain what a sustained attack string would look like for that. I could probably figure out the slotting easy enough. For the string I'm assuming something like: TF -> BS -> Snipe -> ET -> BS -> TF (double energy store) TF -> ET -> Snipe -> BS -> EP -> ET -> TF I only worry about slotting it in TF since EM gets a massive amount of damage out of double fast ET and with this slot location TF wouldn't be able to benefit from the extra crit chance.
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Got really curious about Crit strikes locations in EM and there was some curiosity from others in the discord for me to run some tests and check the pylon time differences between crit strikes in ET or BS. Unsure of how to build a string for TF crit strikes but I think we can just reference nihilli's post for that. All these runs used t4 musc core, t4 degen radial, t4 ageless core, t4 assault radial hybrid (off). 15 runs with each build. (EM/BIO/SOUL) > Recorded Time || Time in seconds Crit Strikes in ET Crit Strikes in BS The overall conclusion I'm drawing is that EM is badass and does some pretty absurd amounts of damage.... Note: if I ended up converting the mm:ss format incorrectly anywhere, please let me know and i can update the averages accordingly. Also, thanks @Monos King for hanging out with me! haha 🙂
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I don't know if SR would be the right secondary for this since your lack of a heal will start to hurt a lot when you finally get to the fight against Rom. Those autohit nictus will be a real challenge for SR, not impossible without good preparation - but potentially a different secondary would be more comfortable overall. I've actually done this before on a claws/fire brute. There is definitely something to be said in high damage being extremely useful against cims due to their insane cascading defense. There will also be some parts during this TF (namely the kheldian ambushes) where just having a barrier incarnate ready to go and a lot of damage to back it up proved to be extremely effective. I can see claws/sr cruising through quite a bit of the mobs, but just having difficulty in the final fight.
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Oh, I forgot to mention that I did some runs on a TW/BIO scrapper with the only intent being seeing if the new Enflame would be a time saver or not. I did about 15 pylons in total, 8-9 of them with enflame and 6-7 without enflame. WIth enflame I was averaging around 1m25 -> with the outliers being 1m42 and one outstanding run at 1m16s. Without enflame I was averaging around 1m32 -> with less variability most likely due to me having had practice from the previous pylons. I never hit 1m25s without enflame. Fastest I got was 1m28s. Overall, enflame was cutting my time down by ~5s...10s at most. I would only cast it once since I was never going longer than 2mins so retoggling enflame would be a time loss since I wouldn't get the full DPS out of it.
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That's understandable and I can see dmg differences. I was just hoping to be able to see a measurable difference in overall clear time to know if the damage buff (however slight) would end up saving me an attack or so. I figured I'd at least see a somewhat noticeable time differential i guess
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That's my bad, I meant leadership assault. I was curious on how big of a difference a 10.5% dam difference would really be and I don't notice a clear time difference. I'll run more tests since what you said would probably still apply!
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So has anyone tried this with leadership* assault toggled on and toggled off? I've done several runs on this tw/ea/mu scrapper and literally had no difference in overall pylon clear time with assault on or off. I'm still in the same 1m52-1m58 clear range very consistently. I was expecting my time to drop above 2mins but I'm not experiencing this at all. Hearing others experience on this would be helpful because I am thoroughly confused 😕
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TW/ENA/MU Scrapper. Crit Strikes and FFB proc in FT. Goal is to sit at recharge cap as much as possible so that you can do the dream chain of: Build Momentum: FT -> Rend -> (Snipe/Arc/Whirling) -> FT -> Rend -> (Snipe/Arc/Whirling) on repeat. FT will benefit off of it's own Crit Strikes proc which is honestly kinda insane. On average, build momentum was active half/half since it last for 10s and kept recharge around every 20s. Hybrid Assault Radial (off), Degen Radial, Ageless Core, Musc. Core -> Avg. 1m 55s. Hybrid Assault Radial (on) -> 1m 30s.
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TW/EA/Blaze scrapper (avg. 5.21 seconds) larger time variations were due to me somehow getting runners...seemed very odd since EA has a taunt aura like bio but who knows. Overall I'm happy with this scrapper. EDIT: Switched to TW/EA/MU (avg.5mins) I made a discovery during testing with the TW/EA/Blaze by hitting ageless right before fighting Trapdoor. If you sit at recharge cap you can FT -> Rend -> (Snipe/Arc/Whirling) over and over again. I've never seen trapdoor get bullied so hard. It's really kinda funny since you put the crit strikes proc in FT - but with this high of recharge and cycle rate your FT can benefit off of it's own Crit Strikes proc lmfao. So I went back, respec'd and now I got a build that can fairly regularly sit at recharge cap utilizing FFB in FT. I'm clocking in pylon times at 1:55 avg and 1:30 avg with hybrid assault radial toggled on. For trapdoor, I had to do a few rounds of practice but now I can regularly get 5mins solid. Pretty damn good for a non-bio scrapper
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Something a bit different for me: Fire/Poison/Psi corruptor. The idea behind this toon originally is to be a force multiplier for a team - and in retrospect I wonder if a poison/sonic defender would be even more effective at this. But fire blast feels good and sonic doesn't so here we are 🙂 Anyway, i just did some solo runs through the trapdoor for some good measure and I could not survive 4/8 without inspirations. So i had to break the rule a slight bit and popped some impenetrables occasionally when things were rough. Fire/Poison/Psi Corruptor (avg. 6:53) I have no idea if these are good times for a corruptor or not. Frankly, soloing with this combo is rough - and I'll be glad to make it purely a teaming character if I ever decide to go through with building it on live.
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Do you know if anyone has done this solo at +4 but got the Master Of? I'm wondering if I could do that last part or not without temps..maybe with a fire blast char or something claws could be quick enough?
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I finally managed to pull this off, and it was insanely difficult. I completed this tf on 4/1 - for the first three missions it's overall pretty easy relatively. No issues, needed to pop an orange here and there for the Thorn Tree AV cuz of all the -def but got through it. First roadblock: Aeon. This fight will bring you to your knees if you don't eat some candy. That rad debuffer is an absolute nightmare. I died ~6-7 times before I finally got a hang of this fight. Second roadblock: Recluse towers. I gave up at this point in my first run. I just could not do it. Those repairmen killed my spirits. Watching the towers insane amount of health get huge heals was really really really soul crushing. So I abandoned the run and then went to sleep. Wasn't sure if I was gonna come back the next day but i respecc'd into a new build and decided I would just give it a try. With previous knowledge from the first run I made sure to go buy the signature summon (ranged damage) specifically just for those recluse towers. I hit up ouro to provide myself some super dual inspirations just for the recluse towers and off i went into the fray once more. Hoping that I would not fail. The result: I am very happy and relieved all at the same time. Those recluse towers had to have been the toughest thing in the entire game that I have ever done. I had to watch my inspiration timing, make sure my lore pets/sig summon lived, keep an eye on my health bar cuz recluse could reasonably 2 shot me until i took down the red tower and do the best I could at killing repairmen whenever they spawned. The issue i had on my first run was that I would be animation locked and just couldn't kill the repairmen before they healed the tower. SUPER FRUSTRATING. So i would bring the towers down to about half health, summon the pets and pop some dual team inspirations so they can live. Use my quick attacks occasionally but mainly let the pets dps the tower while I played guard haha.
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A note on Rune of Protection changes
Ratch_ replied to Captain Powerhouse's topic in Open Beta Testing
I feel very torn on this because at one side I completely and utterly agree on the power strength of Rune. Giving resistance to everything is quite good on it's own, mez protection is useful to some ATs, and all the while being happily available to all ATs that can find it useful makes it a pretty insane option. It is hampered by the other power picks which for the sake of argument I'll try to not harp on. Looking at the power on it's own is where I do agree with the sentiment of not having any ground to stand on. However the perceived use (anecdotal) and the perceived strength does leave me with quite the disconnect. I personally use it on a spines/ice scrapper since the idea of cycling Icy Bastion with another clicky could make me insanely tanky. And even after moving my character to test on beta with the reduced duration I honestly didn't feel *that* much of a difference. It was definitely a nerf, but it was kinda whatever ig. After having spent some time reflecting, I have some thoughts on RoP and it's effectiveness. RoP provides X duration of +Res and +Mez, which I stated earlier I agree is pretty insane. Yet, no AT that I can tell can actually take good advantage of the power - where Mez is relatively redundant on armor ATs and resistance while strong on Squishies goes far less of a distance due to small health pools. And then you start to consider how taking sorcery means you lose precious opportunities for LoTG mules which RoP absolutely is begging you to have just puts the whole power in a weird place imo. It's strength comes at steep power pool pick costs, mule costs, and for something that'll only let you temporarily solve whatever hole is attempted at being filled. The payoff of RoP just doesn't outweigh the power slot(s) and pool costs (which hopefully in the future can be addressed/justified) but even then I don't see the team adding a defense power to the pool. That design constraint on it's own really dampens the overall opportunity costs for ATs that wish to take RoP. I realize I am taking an odd stance here, but hopefully I was able to articulate that while I think the power is pretty OP on it's own, it just doesn't translate that well in actual gameplay in my experience. -
Okay, this is a pretty far off the road kinda run but I was curious. I've been looking at seeing what it's like solo'ing the game with absolutely no incarnates at 4/8 difficulty. And to put it short, it's hard as hell. After four scrapper iterations i finally landed on something that I think has a real fighting chance at doing it. To satiate my curiosity, I decided to take it on a few trapdoor runs just to see how much of a time differential incarnates really make...and here are my results. Claws/Dark/Soul Scrapper (4/8, no incarnates, only yellows for blind) - avg. ~10:40 It took a bit to get used to, but after the first few initial runs I was getting pretty consistently almost sub 10:42. Runs slotted with alpha, destiny, and hybrid (not toggled) - avg. ~6:05 Runners greatly attributed to the large variance of times here. Incarnates shaved my clear times by about 4 and half minutes.... Edit: Also slightly unrelated, in case your curious this character has consistently gotten around 7 minute pylon times.