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Mythical Creature

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Everything posted by Mythical Creature

  1. oh nice, if the celerity stealth proc grants another 30 feet of stealth I think that brings VEATs to a possibility of 135 feet radius (15 shy of hide) with the combo of mask presence, stealth, and stealth proc.
  2. It seems that mask presence now stacks with stealth. What are the implications of this for VEATs? Before only stalkers could stack hide with stealth but saw minimal benefit because it was overkill. As far as I can tell (mids doesn't allow stacking yet) this should get us roughly 105 feet of stealth. In comparison, Hide on a stalker offers 150 feet of stealth, so not quite the same but much closer than anyone else (apart from illusions). I will admit the stealth is a bit of a confusing stat to me, will this be enough stealth to allow us to walk up to an enemy and critical strike them without being seen? It seems we are now in a middle zone between stealth and hide. Trying to determine if it is worth it to respec into stealth from something else like CJ. Thoughts?
  3. Awesome, I will have to give the office mission an attempt this evening. It looks like it is setup for +0/8x, well see how +4 works for it. Thank you.
  4. I am glad that someone brought this up because the trapdoor test no longer serves my purposes, and I would like to brainstorm a good alternative. What I really liked about trapdoor test is that it helped me balance my builds between survivability and damage. Heather Townsend might work as a test of sorts, though it seems much harder to repeat it like trapdoor where you can defeat him and then reset the mission without talking to him. Maybe a Trapdoor test could be recreated in AE with road tunnel map?
  5. Experimentation, Adrenal Booster. It boosts recharge, damage, accuracy, and secondary effects for 60 seconds. More importantly, it is something that you inject with a needle and causes you to rage. If you look up superadine, it is something injected that makes the trolls rage. I use this on my troll themed character to roleplay with.
  6. I like Electric Blast because of the shock mechanic, it feels like I have a way of critting, which makes me feel even more like a ranged scrapper. I think Super Reflex is my favorite secondary because it is fully defensive based and is mostly fire and forget apart from the absorb, which is the crowning jewel of the set and also sentinel only. In terms of epic pool, I find link minds kind of annoying to keep up with how long it takes to cast, but from a numbers point of view, I can see why it is ranked so highly. For me (perhaps because of my first two choices) I like electric epic pool because it comes with a T1 aoe that immobilizes (nice without the blaster secondary to fill this gap) and has a damage aura which helps me since I tend to be up close with my frist two choices.
  7. This is what my Electric/SR sentinel build looks like. I can do Trapdoor on max difficulty in about 7 minutes.
  8. I enjoy shield and could totally see it being a feasible combo with ice melee. I like to think about Ice Patch like a bonus, it either works or doesn't but usually it's minions it works on which is perfect because it keeps them close by so that aoes can knock em out.
  9. I opted against it mostly due to it potentially interfering with the hidden mechanic. I likely could remove combat jumping for it as it isn't needed to achieve soft caps. Survivability hardly seems like an issue though, whenever a team lacks a brute/tank I am able to handle alpha strikes without problems by cycling icy bastion and shadow meld. I am considering making an ice tanker after experiencing being on teams like that and I would definitely grab chilling embrace on a tanker.
  10. I think Defenders should be able to use their shields on themselves and a large part of why I don't play many of these buff sets is because I want to be tough myself. My Time Manipulation Defender caps their defenses without even trying.
  11. Dark Purple seems minimally intrusive on my rad tanker.
  12. I rarely ever see ice/ice stalker mentioned in this forum, but this is a great combo that has quickly become one of my favorite ones. I attached my current build that I am pretty happy with. I can solo trapdoor on most difficult settings with ease. I think a big reason this combo is so effective isn't very obvious, it's Ice Patch (from Ice Melee) causes the enemies to keep getting knocked down. This solves a huge problem for stalkers in high level content, keeping the enemies from running away. Other reasons this is a winning combo are Icy Bastion and Shadow Meld. Ice armor always made me hesitate because it only easily caps S/L/E/NE defense and Cold Resistance. This is an illusion because the t9 Icy Bastion will give you 75% resistance to all but psi with no crash and some juicy regeneration and a faster recharge than most t9. If you also get Shadow Meld, you can cycle between them for when things start hurting. I am up to vet level 25 and don't recall ever dying on the character. The existence of Icy Bastion/Shadow Meld makes it so capping survivability is a cake walk. This is probably one of the more proc'd up stalkers in my arsenal because of all the extra slots. I highly recommend this combo, especially if you are playing it with a good build.
  13. This is not a problem on my ice/ice stalker with Speed of Sound.
  14. I have a strange lag/mapserver warning issue whenever the afk flag pops up and it seems when I ask in game nobody else has this problem. I don't generally experience much lag at all in game otherwise, but any time the afk flag pops up, the entire world will freeze and it will take 10-20 seconds to snap back to real time when I try to move my character. Since it only seems to pop up when my afk flag shows up above my head I wonder if there isn't some setting I have that is triggering this lag? It is almost as if the game goes into low energy mode or something when the afk flag pops up. I wonder if it is possibly something I need to change on my computer settings, or if there is a way to disable this in the settings for the game? Does anyone else experience this issue, what can I do to make this stop happening? Thanks in advance.
  15. Energy Aura is a great defensive set with some resistances layered in and some neat abilities that are very helpful. The heal is also an endurance discount. The aoe end drain boosts your defense by every enemy hit (and is auto hit). There is also a good amount of defense debuff resistance 70%+ if I am remembering correctly. I am sure I will probably rebuild this eventually, but I wanted to make a tough energy aura brute (image build shown) and I was able to get close to 50% defense for S/L/E/NE/F/C on top of decent resistances, without doing anything really extreme with the build. Energy Aura is more than overkill for a defensive based brute and it isn't even an option for tankers. Apart from Energy Aura I think any set that has higher than average values would be a good choice for a brute, things such as Shield Defense, Super Reflexes, or Electric Armor. Regeneration has it's bulkiest option in brutes but I would hardly consider it worth playing unless you are wanting a challenge. Bio Armor and Rad Armor are also great choices for brutes because they increase damage and recharge, both which help with the general direction of brutes.
  16. I know it isn't quite top tier speed for trapdoor but my electric/super reflex sentinel can do it in about 7:45 and doesn't worry at all about survival. I probably could improve my clear time if I put more procs into my build or switched to a secondary like bio. This combo does seem to pull off the feel of being very tough while still putting out good damage.
  17. I like to keep close tabs on 30 characters (3 pages) of alts with a minimum of 1 for each archetype, that have complete builds. I do have a lot more alts but it is hard for me to focus on too many more than 30. Each of course has a focus or a specific toolkit, but I do have multiple to fill some roles. Here is the list: (Tanker) All built to be tanks and more Rad/Dark: Great at debuffing to-hit which helps the whole team survive and also gets the cool aoe team heal. It is a tanker with mild support (like a paladin). Dark/Sav: Feels like I achieved a holy trifecta nearly capped resists, positional defense capped (no ddr though), and that fast recharge aoe heal that pretty much always fills your health bar up to full. Stone/Rad: No protection holes in stone armor as you can either get the defense or resistance to the damage type capped. The double taunt aura gives you a lot of passive damage and taunting possibilities. After page 4 changes no need for granite form. Shield/Electric: Probably the best defensive set for high end content on a team with maxxed defense, high ddr, high resistance and a t9 that will cap them out. Really great for aggro grabbing and generally being tough. Not so great for when I really want single target damage, but epic powers can fix this single target gap. Bio/Spines: Another great aggro grabber with double damage auras. Bio can achieve really great +HP and Absorb which makes up for the lack of defense debuff resistance. This feels like early page Regeneration on steroids. Electric/Fire: My proc tank. Electric armor is the easiest path to capped resistance. Fire Melee has plenty of proc opportunities and two pbae attacks. Energize gives you end reduction which is very helpful so you can focus on slotting procs in your powers. (Brute) I have trouble feeling motivated to play these, more or less I just make them like knock off tanks. Psi/Energy: Energy Aura is a really great defensive set that would be OP if tankers had it, but they don't so I play the brute version. Energy Aura is a lot like electric armor but with defenses, ddr, and minor resists instead. Also like electric armor this is a great proc build candidate due to the ease of capping defenses. Dark/Invul: Invulnerability is one of the best armor sets out there. Dark melee is a classic compliment to it with the -to hit stacking with the supreme defenses. It felt overkill on a tanker and just right on a brute. (Sentinel) My solo/oroborus arc characters Seismic/Energy: Basically you never have to worry about your attacks being down. Between the +recharge in energy aura and the seismic pressure recharge I can spam my attacks as often as I want. Energize also helps you keep your endurance up because seismic is thirsty. Electric/SR: This combo feels amazing. Electric blast loves to be up close and personal and super reflex allows that. Super Reflex is tough gets more powerful as your health gets lower, but that requires the enemies to use their endurance which you also sap. It sort of all collides into perfection when your enemies are out of end and your sitting at capped defense, resist and absorb shocking them to death. Water/Bio: This is an aoe sentinel as it seems that some of the powers in these sets ignore the target cap, maybe rains just seem like they do? Water is a utility set that loves the boost in damage provided by bio and both love to be up close. (Defender) Time/Seismic: I can pretty much cap my teams defense with time manipulation. It took pretty much no investment to cap my own defense. Seismic has lots of secondary effects and there is lots of room to fill them with procs. Poison/Rad: The best boss debuffer around. Rad Blast is great for making it easier to land buffs and loading up with procs. Kinetics/Sonic: This is my force multiplier. I can do all the kinetic and sonic things but with defender values. Being a defender I could also cap my ranged and aoe defenses fairly easily. This character is able to help on fire farms and will hang out right next to the brute without dying. Dark/Dark: This is the classic to hit debuffer it is almost like the inverse of time, I can make it so the enemies can't hit my team at all apart from default 5% chance. The tar patch and other control like abilities make it so I can control the battlefield well. (Corrupter) Fire/Dark: For all the same reasons as dark/dark defender the easy path to not being hit but with an emphasis on doing my own damage and having less control over movement. Fire/Time: For all the same reasons as my time defender. This is an easy path to max defense allowing me to focus on fire blasting. Water/FF: This is basically a sentinel that can also buff. Force Fields has CC protection and a large value shield. Water is very busy and force fields allows me to focus on water blasting. (Scrapper) TW/Bio: This is a heavy damage dealer build. TW seems like a great set for scrappers because the momentum is less of a hinderance because critical works on it no matter what. Dark/Shield: This is a tough scrapper leaving plenty of opportunities for procs. Dark by itself isn't the most damage as it is more utility but with procs you can bridge this gap at least a little bit. (Stalker) Are all focused on damage Staff/Bio: A damage dealer. Stalker staff is probably the best version of staff because you get a great single target attack and don't need to change forms because you are always the damage form. Bio armor gives you a second damage form on top of the one from staff. I find it actually nice not to have to deal with 6 of then as any other combo like this would have too. Energy/Bio: This is my boss canceller. I can 3 shot many +4 bosses with this character. The weakness is a near complete lack of aoe in energy melee. Bio armor helps bridge this gap with its own aoe attacks. (Blaster) this probably sounds weird but this is my favorite of my least favorite archetypes, which are all listed after here and have 1 representative for completion. Fire/TacArrow: A damage dealer. I am obsessed with feeling like I have capped some means of survivability (wrong or right). With this combo I have hover and 45%+ aoe/ranged defense, which satisfies my requirement. Tactical Arrow is the only blaster secondary that gives you a defensive ability that is not stealth, which I want to pick up as a pool power to stack with it. This still manages to do great damage, especially with bonfire and oil slick. (Controller) Illusion/Time: Pets/Control/Buff Basically I like time manipulation and illusions basically plays itself. This is my I am not actually playing this controller, controller. Control isn't much my thing. (Dominator) the hardest archetype to cap defense with Dark/Dark: Control/Debuffer I couldn't find a way to get the defenses I want (I know thats the wrong way to think about a dom). This is as close as I could get, gather shadows increases my defenses over 45% to all for 15secs, which gives me time to control and do -to hit, which then makes me soft cap defenses with the debuffs after gather shadows fades. (Mastermind) Beasts/Time: A buffer and healer, once again, played because I like time and wanted to have at least one mastermind. It seems like an effective combo for a mastermind. My beasts all have over 45% defense and I can do my time manipulation stuff. Time is fun. (Epics) listed after my least favorites because they are their own category but I like the epic archetypes play style just not their locked in theme. Peacebringer/Warshade: The utility knife, if your willing to tri-shade than you can do almost anything. If you wanted to be able to fill any role on a team but not have 11+ alts, this would be the way to do it. The Peacebringer is easier and the warshade is stronger. Widow/Fortunata: A damage dealer, a pleasant mix of psi blast, claws, and super reflex with a bit of stealth. This is like a mixture of a sentinel and a stalker. Your theme is less locked in after your first costume slot. Soldier: Also a damage dealer. Plays like a mix of mace, assault rifle, and ninjutsu. Also feels like a mix of a sentinel and a scrapper. Your defenses are a little harder to cap than the widow but you get higher resistance out of the box. I probably went wayyy too in depth with this response, but this is my toolbox of characters.
  18. Hover/Fly and CJ/SJ are slightly different because Combat Jumping basically has no endurance cost and hover has like .2 endurance cost (similar to most shields in your armor set). If you got combat jumping you would be able to toggle it on without any concern about endurance consumption. However, Combat Jumping will not provide adequate control for hover tanking (it seems like you weren't going to do that so maybe not an issue?). Meltdown v Fusion: I think Meltdown but it is a bit hard to tell and I can understand being undecided. Meltdown also fills your resistance holes (neg/psi/cold) which is incredibly helpful on a tank. Per City of Data, it seems like the difference in plus damage is less extreme than you thought, +50% for Fusion, +33% for Meltdown. Fusion is up for 10 seconds and has 90secs recharge by default (uptime of 11%) and Meltdown is up for 60 seconds and has a 480 sec recharge by default (uptime of 12.5%). I think in terms of pure damage boost, fusion pulls in the lead ever so slightly, but how often are you right on the ball with reusing a power like this? I would think most folks take a few seconds to actually click the button again which makes these pretty equal in terms of +damage. It might be worth noting that you have a hidden layer of defense in Beta Decay, which does -5.25% To-Hit, if you factor that in you may be closer to defense soft cap than you realize, maybe hover/combat jumping isn't necessary after all? While the extra LOTG slot is never a bad thing, I don't think giving up Meltdown for it is a fair trade. Power 'Fusion' (Tanker_Melee.Radiation_Melee.Fusion) (uberguy.net) Power 'Meltdown' (Tanker_Defense.Radiation_Armor.Meltdown) (uberguy.net)
  19. I design most of my builds under the assumption I may need to be the one that initiates battle and move us along (I mainly join low level PUGs so I may be the only one with a build). It is always a relief when a tanker steps up to lead the charge, this is partly why nearly 25% of my characters are tanks.
  20. I think I completely misunderstood the changes and over corrected. I thought that all my damage was coming from the procs. I swapped out my 2end/1acc for the 3 scirocco mentioned tested it out in game and it works a lot better. Apart from set bonuses is there any reason to go beyond that 3 slotting? I think 3 slot scirocco or multi strike may be my new go to for slotting these toggles unless I am missing something. Oddly enough that is how I used to build them apart from the other 3 slots being procs.
  21. I don't mean to imply not to use them, just that investing too much in them doesn't get you very far. I think 3 slots is ideal for them, and Scirocco's is probably a better choice for those 3 slots than my suggestion. Interestingly enough when I look at my actual builds (and not just relying on my hazy memory) it seems that I slot similar to your suggestion.
  22. I never use the patron power pools because of the ever important focused accuracy toggle in energy mastery. However, perhaps I could sacrifice my shield tanker since it has the best defense of all my tankers and probably does not need focused accuracy so much. Dark Obliteration huh? My electric/shield tanker does love aoe. Thanks for the idea.
  23. It may just be my communication style but it seems the point of my response got missed. I am specifically referring to the damage taunt toggles such as the one in electric armor, fiery armor, dark armor, and to a lesser extent rad melee and spines. For all of these toggles you will find that no set bonuses will get you adequate end reduction without being a massive investment. Instead I suggest 1 or 2 end reduction IO's and if you want add an accuracy or maybe even a def debuff or slow IO if you want to push the toggles secondary effects. Of course this all depends on how you make your builds, I like to 6-slot every attack and to me, investing too much in a toggle that has such a mild impact seems like a waste of slots when I can boost other things. YMMV
  24. What is the purpose of the taunt auras on a tanker? I used to think it was a source of damage, but the numbers don't support that. I used to think they are proc mules, but not so much anymore. What I do know is that they are almost always a terrible source of endurance drain. Currently, I just consider taunt auras to be just that, a taunt aura. The purpose is to help grab attention of bad guys without actively doing anything and that means keeping it running. To me that means the only things worth slotting in the aura (in order of importance) is end reduction and accuracy (none of these are common in sets). If I don't have spare slots, just use one end reduction and call it a day. If you have a few slots, I think two end reduction and one accuracy is a great goal.
  25. Electric/Fire Tanker. Apart from toxic damage I am pretty survivable even at level 1 given how high the values the shields give to resistance. I stumbled upon this combination because I wanted to make a proc tank, but I am also obsessed with being as survivable as possible, electric armor caps my resistances with ease, freeing almost all the slots and powers up for attacks and utility. The recharge, end reduction, and mild regeneration all support this goal very well. I basically am the wall I come to expect from tankers but with a vicious bite. Fire Melee on a tanker is surprisingly effective at both AOE and single target and my attack chain covers all of my proccing needs. This is a character and build that just works for general content and I enjoy playing it.
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