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ZemX

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Everything posted by ZemX

  1. Not wanting to put in the work at work is lazy. This is a video game. A leisure activity. How much effort anyone is willing to put into this is up to them and is, really, none of your business. If no one was willing to help then they'd either quit or do the work themselves. But as people ARE willing to help them, even if that's not YOU, then why not? Have you thought about choosing not to be upset by it?
  2. If people are willing to hand out builds, then why not ask? It seems to work. Your being annoyed by it is, quite frankly, YOUR problem. Not everyone enjoys starting from scratch. The "game" of finding the right IOs to slot in a power isn't all that much fun for some. I've done builds from scratch but I've also taken endgame builds and worked backwards from them and had great success there too. I occasionally find some odd slotting I hadn't or wouldn't likely have thought of. Interesting franken-slotting combos. That sort of thing. Hell, until a few months ago, I had completely missed that Performance Shifter:+end WASN'T unique until I'd seen a few builds go by that had multiple of them. Was happy to learn that one.
  3. "Situationally nice" is a great way to describe it. Tankers have Gauntlet (a.k.a. "punch-voke") that taunts everybody in a 10 foot radius around anything you hit. And you've got the taunt aura that is constantly taunting everything in a 12ft radius around YOU. So that's a lot of aggro control. But mostly it isn't ranged aggro control. Sure, you can throw yourself around and taunt things by hitting them or touching them with the taunt aura, but if you're controlling a big pack of enemies and notice some stragglers are about to pounce on someone else in the team, it's really nice to just be able to kick out a "Get over here!" taunt at them without leaving the pocket. The only things you might consider trading for it in your build are Lightning Clap and One with the Shield. I'd drop Lightning Clap myself, but maybe I just don't appreciate it's uses. Yeah, it knocks stuff down. It's a big AoE so it's also another good way to taunt. But you have no shortage of AoEs. And you don't really need it's KD and stun effects. Taunt needs no additional slotting either, so you have a slot to place somewhere else in this trade. One with the Shield is probably more useful, but again maybe only rarely. Once you're fully built, it's something you'll only break out if the shit really hits the fan. And it really shouldn't in a good build.
  4. Okay, I took a look. The tentacles are 3D. I am pretty sure of that. They are a ways out past the blue mission barriers but flying from one end to the other it's possible to look at them from slightly different angles and tell they are not 2D sprites against the background. But that's about it. You can rise above the treetops but the haze prevents you from seeing any body, if there is one. All you can see against the sky is the outline of the tentacles. Not even any texture or shading on them. I doubt there is a head or a body. If there is, the devs decided it didn't look good enough to show because they were careful not to allow it to be visible from within the mission bounds. Most likely it is five separate animated 3D tentacles only.
  5. Maybe I just never took a good look around, but all I remember seeing in that mission was the Avatars and Seeds in the distance and then individual tentacles rising up over the tree-tops way out beyond the sonic fences. Not sure there's a Hamidon "body" to see there even if you could noclip around.
  6. Psst.. @Erratic1 you have Boxing and Kick in that build. 🤪 You probably meant to take Tough and slot another Impervium:+res(psi) right? Aaaanyway. Here's my take based on a Rad/Staff I have. I switched into Elec Melee and ended up with this: You might think it's overkill to have Build Up, Tactics, and Focused Accuracy but they each provide some different things that address holes in Rad Armor. Build Up, of course, does +tohit and +dmg, but... it only lasts ten seconds. Still the best place for the Gauss proc tho. It will go off 90% of the time and give your Build Up extra oompf. Tactics also does +tohit, a little, and it provides that to your team too, which will make you popular on CoT missions. BUT, bigger news for the debuff-magnet that Rad Armor is... perception, fear, and confuse resistance, as well as some confuse mag protection. Resist the temptations of Succubi (if you want)! And stop taunting your friends just because they told you to. Focused Accuracy. +5% toHit... sucks right? WRONG! It provides 69.2% resistance to toHit debuffs. So while you are evading the charms of the succubi, you can punch their mage friends in the teeth without missing. Also yet more preception resist to avoid being blinded by carnies, widows, etc. Maneuvers, I keep here to slot another LotG and pick up some more Tox/Psi res from Gift of the Ancients, but overall you'll notice my build kind of lacks in defense. Here's why: You've got no Defense Debuff Resistance and can't get any outside of Incarnate powers. Having some defense is only of use when you receive team defense buffs that put you over the soft-cap by a wide margin such that you can avoid being defense debuff stacked. It's not worthless... but it's not great. If you want more defense, dump Meltdown and take Weave. But I left Meltdown in here to host another Psi res proc and because it's got next to no crash. Use it when you're in trouble. Use it when you're not in trouble and just want to punch a little harder for 30 seconds. Makes no difference. Edit: Oh, forgot to mention Recharge. Recharge is important on a Rad Armor. Really important. Why? Particle Shielding. The absorb doesn't stack on itself but it refreshes every time this power goes off. There's also a big 100% boost to regeneration in there that only lasts for 30 seconds out of the power's 60s up time. Basically, this puppy is giving you a 1100+ point absorb shield every ~40s in my build. Can be faster if those FF:rech procs fire often enough. And you're going to want every bit of that when your defense is stripped and a mob of angry Cimerorans has you surrounded. Do note that I have two FF:rech in the build and Mid's will show you an unrealistic recharge time for powers unless you toggle off the proc (yellow dot) on the powers that have it. Tho when you do, you also lose 6% res from Might of the Tanker in my build. You can usually count on 6-12% resistance in a fight because of it.
  7. *cough* primary *cough*
  8. Never read your old posts.... 🤪 For this I was looking at the actual combat log and comparing the damage done by the proc to the damage done by my damage enhanced shield charge. It's more proper to compare the damage a proc does to the base damage of a power. In the case of Shield Charge on a Stalker, the base damage to most enemies if 100 at level 50, with an extra 41 in a 5ft inner radius around the point of impact. But just looking at the damage done to most enemies in the 20ft radius of the power, the Obliteration proc I was talking about would do 71 damage, which is 71% of the base damage... not 33%. So 71% multiplied by the 18% is 12.8% damage. Still not great. The reason to look at this way is it more directly compares the damage added by a proc to the damage added by, say, a damage enhancement IO. Because you are giving up slots, potentially, in a power to put in procs, you might be trading off damage from enhancements. In the above example where I am six-slotting Obliteration, however, I am at the ED cap for damage. I wouldn't have been able to add even 12.8% more damage with that last slot, so the proc does result in more damage. It's just not a lot more. So the comparison to do in my case is to weigh that six-slot bonus vs the damage vs wherever else in my build I might use that one slot to get something better. Sometimes people will put an FF:+rech IO in Shield Charge because it's a proc buff that doesn't stack. If it fires even once out of all the targets you hit, you get the same benefit as if it hit all of them. So you take 100% minus the proc chance and raise it to the power of the number of targets you hit. That's the odds you hit nobody. 100% minus that is the odds you hit one or more. Now, it's a 2PPM proc, so doing the math works out to 10% proc chance per target. 0.9 raised to the power 16 (target cap) is 0.185... or an 81.5% chance you get that FF recharge bonus whenever you use Shield Charge. Of course, it only lasts 5 seconds. But the strategy with FF:Rech is often to put it wherever you can in the hopes it procs as often as possible. So you may think it's worth it. Depends on where else you can slot it. Also in #Corrections.... Now I think of it... I don't know if this is true. What I'm saying here about procs only applies to procs that have a %chance to fire when the power is used. IOs that represent set bonuses or other global benefits still give those benefits even when the power they are slotted in becomes inactive due to exemplaring provided one does not exemplar more than 3 levels below the level of the IO in question (or the minimum level of the set if it is attuned). Assassin's Mark might be such a global benefit. I've never slotted it in a high level power and tested it with exemplaring. Maybe someone else here has and can say. Otherwise if I think of it some time I am in-game I may try a quick test (at the cost of a few unslotters... for science!)
  9. This. Assuming you don't have issues with it, CoD is really the go-to site for understanding what a power does. It uses the same data the game client uses to display power info in-game, except it does so with much more detail. For instance, if you look at the origin attacks in CoD you can actually see what that "special" damage line is. It's a sliding scale of damage that starts out high at level 1 and drops to almost nothing by level 15 where it stays. In other words, it's mostly only meant to be used very early on until you replace it with real attack powers. Although I've heard Taser Dart or Apprentice Charm can be used to ignite an Oil Slick. 🤪
  10. This isn't as big a difference as you might think. Proc rates in LR and SC are abysmal because they are pseudopets. i.e. They use 10 seconds as the activate time, just like a toggle or autopower instead of using the very long base recharge time of the power itself. Then too, they are largish 20ft radius AoEs. All that reduces the proc rate. Your purple proc has a 25% chance and the others are 18%. In total, you are adding 63.3 average damage (of varying types) per target hit if we multiply the proc damages by the %chance and add them up. This is about 50% more than the LR base damage (not counting the inner radius bonus damage which is typically only going to hit one or a couple targets) to which you're adding another 60% with your two Armageddon set IOs. So 110% added damage. Croax slotted a full set of Obliteration meaning he's at or above the ED cap for damage and has one 3.5 PPM proc. So around 100% +dmg on the power himself and he does have one proc giving him about 10% added damage. I'd call that pretty even (unless I screwed up the math somewhere) and on top of that Croax's build is getting set bonuses in LR. The proc differences you listed in the other powers might be more significant differences because their proc chances are likely higher. Just wanted to point out that Lightning Rod and Shield Charge are both poor candidates for proccing. If I ever put a proc in either it's to get a sixth-slot bonus, just like Croax did.
  11. General takes: Stamina is over-slotted. That's not buying you a whole lot in terms of set bonuses or recovery. Put one perf shifter +end and (optionally) one perf shifter:endmod. Then consider spending those slots in other powers. At least have a look at the set bonuses you could have weighed against the small increase in recovery those slots provided in Stamina. Also keep in mind that Mid's can't show you the recovery or healing benefits of procs like Panacea, Perf Shifter, or Power Transfer because these are like mini-heals for health and endurance. They don't actually buff regeneration or recovery. Look for "Endurance Cheat Sheet" on the forums for a run-down of the recovery equivalents for the procs. You can see how they stack up to adding endmods to Stamina. Short version: The procs add a whole lot more than endmods per slot. Move Preventive Medicine:+Absorb to Health and Power Transfer:Heal from Physical Perfection to Health. Unless you never exemplar, it's better to have them in a lower level power. Procs need to be in a power that's available when you exemplar. This is different from set bonuses, which you still get, even on powers that gray out with exemplaring, as long as you don't go more than 3 levels below the IO level (or more than 3 below the minimum for attuned IOs). Drop the second slot of Phalanx Fighting. The base 5% defense it provides is unenhanceable. Only the 3% per teammate is enhanced and it tops out at three teammates. But they all have to be within 8 feet of you (maybe 12ft on a tanker with AoE radius buff from inherent). Consider how often that happens, but even if it did, losing the slot loses you about 2% defense. Not a good use of a slot, especially when you're this far over soft-cap already. Tanker ATOs. You have both sets in your longest recharge powers: Lightning Rod and Shield Charge. Nice to have them in AoEs to help stack up procs, but their effects are short lived. You want them in lower recharge powers. Consider putting them in Thunder Strike and Chain Induction. e.g. Five-slot MoT in TS and keep the FF:rech in the sixth slot. Consider spending one of those slots from Stamina on a second +5 recharge IO. You want Active Defense to double-stack as much as you can. It adds more defense debuff resistance. Get it as close to 60s recharge as you can. Course this depends how much you think you can count on FF:rech IOs boosting your long recharge powers. Monitor Defense Debuff Resistance for awhile and if you're happy with it being stacked most of the time, you don't need the extra recharge. Lightning Clap... you're gonna want a knockback to knockdown IO in there probably. Drop the Def/End in Combat Jumping. It doesn't add much defense for a single slot and CJ uses almost no endurance. Yeah, you were getting a tiny regen boost from the two-slot LotG bonus in a couple places, but it's not the kind of regen that really makes a noticeable difference. Overall, the defense you had was great... the resists? Not so great. If I was looking to improve, I'd angle for more E/N/T/P resists than you have here at the expense of a few percentage points defense. Negative in particular is important on the ITF when it comes to all the nictus enemies, especially the autohit one at the end with Romulus.
  12. Oh you'll be letting others know something about you alright. I just doubt it's what you think.
  13. Noob trap? I'm fairly sure the only controllers/doms I've met who don't spam their AoE immobs are the ones who don't HAVE AoE immobs.
  14. You're taking Whirlwind tho... right? And Mu Mastery so you can Whirlwind and then Zapp? You're not a real Flash knockoff speedster unless you do!
  15. So I ran the numbers and it doesn't look great. FF:Rech would have a 10% proc chance in Shield Charge. Not bad if you hit the target cap of 16, but it's still about an 18% chance you proc on nobody even in that case. That goes up to around 34% chance of no proc if you hit only 10 targets with the charge. Still.. a set of five Armageddon and a FF:rech? That's 10% guaranteed recharge plus the roll of a die on FF:rech. Not bad really. Follow it with a PBAoE and it might knock a few seconds off that one too.
  16. ZemX

    ???/Psi

    Shield Defense would work too. Energy shield option in the tailor customized to match your psi blades in appearance.
  17. It honestly wasn't a big deal when I was playing defense-based Stalkers, had a well-slotted Build Up that was refreshed often by an ATO proc, and wasn't the person responsible for getting everything in the room to shoot at me. It's definitely made a huge difference already since that last respec. Nice thing about Rad is the plentiful recovery because boy is that thing an endurance hog when you need to use it.
  18. I always have to work out the proc chances. FF:+rech is a safe bet because it only has to proc on at least one of the targets you hit as it does not stack. As for everything else, what is working against you is that Shield Charge is a pseudopet. Thus it uses 10 seconds as the Activate Period rather than the lengthy base recharge time of the power. Also, it has a relatively large area, so that cuts down the proc chance as well. I haven't worked it out but I wouldn't be surprised if even a purple proc only hits a third or fewer of the targets. If I put a proc in Shield Charge it is either FF:+rech or it belongs to a set and I'm putting it there for the sixth-slot bonus more than the effect of the proc. Otherwise I can usually find a better place for that enhancement slot and I leave it at 5 slots in SC. Thing to keep in mind with FF:+rech, assuming I am remembering this correctly... the recharge is very impressive at 100% but it's only for five seconds. Averaged out over time, it's worth about what a LotG:+rech is worth in terms of global recharge. In other words, the more global recharge you already have in a build, the less noticeable adding something like another 7.5% will be.
  19. I'm also trying to deal with those debuffs. Here's my latest attempt: Notes: Most procs are turned off here except for Tanker ATOs which in Mid's seems to just add one stack of +6% res. This includes all stat-enhancing accolades but no Incarnates Melee defense includes one stack of Guarded Spin (+17.39% defense melee/lethal) Might of the Tanker is also in Guarded Spin and it's easy to get at least two stacks of the 6% res. Staff's Form of Body also gives me 15s of +13% res whenever I hit with Sky Splitter and 3 stacks of FoB. Sky Splitter has 5s-7s recharge depending on Hasten. Hasten is not perma but has a 26s down time. Regen/Recovery numbers shown above are not accurate due to a Mid's bug with Gamma Boost. This is showing regen when it's highest (0% health). Endurance recovery is higher at full health than shown here. With Particle Shielding + Gamma Boost, I have 5 end/sec recovery at full health. I probably have too much recovery, tbh, and should move some slots. My experience so far is decent. Much better against CoT and ghosts thanks to Tactics, Focused Acc, and added defense since my last build attempt. Need to try putting it up against a Cimeroran Phalanx solo to see how it does there. With no DDR to speak of, the defense is still susceptible to being fully stripped away into the negatives, but outside of enemies-buffed +4x8 ITFs, I have not had an issue with this as I'm still left with considerable resist and regen, not to mention that beautiful 1110hp absorb shield that is refreshed every 35-40s if I need it. I've put it on manual control and treat it like a second heal now. Sometimes I forget to even use it. Finally, except for a pair of Winter IOs to get a bit of that slow resistance, I haven't slotted any other purples/winters. So there is room for more improvement here. Welcome any suggestions.
  20. Vigilante works. The pools unlock right away. Only the mission holder needs to be Rogue/Villain. That said, things can go a bit more smoothly on a team if there's no cross-faction membership. For running mission arcs redside, vigilantes need to be aware of the common pitfalls. Going to Ouro or an SG base can sometimes auto-kick you from the team. And if the team decides to do a "Board Transit" mission using Ouro, that can be a problem too. Sometimes the team lead can't select the mission if anybody is in Ouro on a mixed-team. These problems don't occur on a TF/SF that I've ever seen, but you might not want to chance it.
  21. Similar. The only time I have used a second build to date is for a particular challenge: In this case it was SOs-only. I've recently been occasionally running ITFs with challenge settings and that has me thinking of a second build as well because I might do stuff for that which is geared specifically to that TF and challenge vs. the general case of teaming with normal settings, which is a lot less demanding. But I haven't yet seen the point of going from attuned IOs to all boosted level 50s for "endgame" content. It just seems a bit past the point of diminishing returns to me. Also, I am not yet so rich that "cost is no object". I'd rather make more characters than invest in multiple builds and that is still an either-or for me.
  22. And that very little is activating Mighty Radial Final Judgement in a crowd of very low level Scrapyarders. I think I put them in orbit.
  23. Pretty sure @Bill Z Bubba is soloing this on a Brute or Scrapper at max. notoriety and TF challenge settings. And while "kill most" ITF teams are usually at max. notoriety, almost nobody runs with enemies buffed + players debuffed, no insps, and no temps settings. You are typically running the ITF with a team of mostly level 50 incarnates. It doesn't surprise me that even this change isn't enough to put a dent in that. There's just that much overkill involved.
  24. Since that earlier post I have paid more attention to my staff fighters and I'm convinced now the redraw is not a performance issue. It does not add time to your attack chain. It instead causes the attack you activated that caused the redraw to have its animation interrupted by the attack following it. i.e. If you, without the staff drawn, do something like Guarded Spin -> Precise Strike -> Eye of the Storm, you will find that Precise Strike begins at the same moment as if you'd started that same chain with the staff already drawn. It's because Guarded Spin, in the redraw case, has its animation interrupted such that the time from redraw to where it is interrupted is equal to the normal animation time of Guarded Spin. Sorry if that earlier post caused confusion. Redraw certainly makes things FEEL slower but it is a perception only provided you always queue your next attack while the redraw animation is playing.
  25. This is the next respec I am looking at. Not purpled/wintered completely yet. But it looks decent to me. Incarnates not included. This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Annie Proton: Level 50 Technology Tanker Primary Power Set: Radiation Armor Secondary Power Set: Staff Fighting Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Ancillary Pool: Energy Mastery Hero Profile: Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Max HP%(7) Level 1: Mercurial Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Dam%(11) Level 2: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-EndRdx/Rchg(17), Ags-Psi/Status(17) Level 4: Guarded Spin -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(19), SprMghoft-Acc/Dmg/Rchg(19), SprMghoft-Acc/Dmg/EndRdx/Rchg(21), SprMghoft-Rchg/Res%(21), LucoftheG-Def/Rchg+(23) Level 6: Fallout Shelter -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(23), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(27), ImpArm-ResPsi(27) Level 8: Gamma Boost -- Heal-I(A) Level 10: Combat Jumping -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(29), LucoftheG-Def/Rchg+(29), Rct-ResDam%(31) Level 12: Beta Decay -- AchHee-ResDeb%(A) Level 14: Radiation Therapy -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33) Level 16: Eye of the Storm -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(34), SprGntFis-Acc/Dmg/Rchg(34), SprGntFis-Dmg/EndRdx/Rchg(34), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Rchg/+Absorb(36) Level 18: Particle Shielding -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(37), RechRdx-I(39) Level 20: Staff Mastery Level 22: Taunt -- PrfZng-Taunt/Rchg(A) Level 24: Super Jump -- WntGif-ResSlow(A) Level 26: Kick -- TchofDth-Acc/Dmg(A) Level 28: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), GldArm-3defTpProc(50) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 35: Focused Accuracy -- EndRdx-I(A) Level 38: Sky Splitter -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(42), CrsImp-Dmg/Rchg(42), CrsImp-Acc/Dmg/Rchg(43), CrsImp-Acc/Dmg/EndRdx(43) Level 41: Innocuous Strikes -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46) Level 44: Laser Beam Eyes -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(46), Dcm-Dmg/Rchg(46), Dcm-Acc/EndRdx/Rchg(48), Dcm-Acc/Dmg/Rchg(48) Level 47: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Infiltration -- LucoftheG-Def/Rchg+(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(50) Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(50) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 24: Double Jump Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul ------------
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