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Terenos

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  1. Mids has the wrong values compared to in-game. Psychic Wall actually looks like this for resistance values in game (Psychic/Smashing then Lethal)
  2. Which feels a little weird at first, since, if you're not expecting the rez (especially with the delay), it's just very suddenly you in the midst of whatever just killed you. However the untouchable period is actually pretty generous - it was enough that I was able to activate my toggles and effectively flee to safety from the mobs during my test, so you're very unlikely to just chain together deaths instantly if you need an escape from whatever killed you. 🙂
  3. I was curious, too, so I went and checked thinking there may be a secondary portion to the power not recorded in mids that represents the rez that is shorter than the power duration, so I put it on, waited thirty seconds, then rushed myself into a group and let myself die. It took about another 30 seconds for the group to kill me after rushing in. I got the death screen, the "go to hospital/base" buttons and then after about 4-5 seconds I suddenly just rezzed. I did it again with the same time-frame, same results. Then I did it again, this time waiting about 1.5 minutes before jumping to my death (what can I say, I'm working on a debt badge so perfect timing 🙂). Same result, same delay. So overall about a minute between activation and death passed with the rez protection still intact, it just takes a couple seconds delay for that part of the power to kick in once you're downed apparently.
  4. I have one 3 piece set of Panacea slotted in now, although it was 4 before, so one 5-slot isn't out of the question. Honestly, taunt is largely there as a set mule for that recharge bonus anyway (and because taunt is actually super useful even solo, to the point I miss it if I don't have it). Selling off the IOs in that would probably fund most of the fifth PvP IO and dropping two of the saved slots into Integration wouldn't be much of a change to the build as a whole.
  5. Good call on both, I always forget about Basilisk Gaze and how bonkers the low-hanging set bonuses are on it. One of the reasons Spirit Shark is in there right now is that I actually tend to take the Soul Mastery pool on my Brutes and wanted to check out Spirit Shark after the changes to it quite a few issues ago (since it has the stacking buff that ups its damage that I can't find a way to actually reflect in Mids). In testing it out in-game, it's a pretty hefty chunk of damage at 3-5 stacks (plus it's another spot to throw a Force Feedback into), but that 2s cast time is really awful to deal with. I've found that in practice having a range attack from one of the pools is a huge help, so I'm likely going to jump back to Soul Mastery for at least Gloom and use a Cloud Senses set to pick up another recharge bonus. Another option I'm looking at is to dip into Mu Mastery and grab Mu Lightning as a ranged attack and use it to pull in another 3-set of Synapse's Shock (plus a one-off accuracy/damage IO at +5) to shore up -recharge debuff resistance. I noticed this, too, and what's weird is that there's something going on with my Mids that's causing recharge times in powers (but not the global recharge value, which remains static. because I started obsessively checking to make sure I wasn't accidentally activating the force feedback procs) to change seemingly randomly (Second Wind, for example, somehow loses about 20 seconds) after making a minor tweak to completely unrelated things. I'm not sure which number to trust, so overkill on the number is probably the correct option. My normal inclination is to preserve set bonuses through exemping by attuning most of my set enhancements, even if it means that my final numbers might not be as high as they could be. But for Second Wind specifically I think I'm going to +5 two of the */recharge IOs in it to try to eke out a bit more recharge to bring it back into perma-range.
  6. Yep, it's another one of the reasons why I personally don't tend to go proc heavy with my Brute builds - I love my endurance issues recharge too much 🙂 Before I get into my main points, I want to emphasize that I do not disagree with anything you're presenting here. I trust that your experience is correct that in some of the toughest content available, I will run into problems with my build as presented for survival. I also agree that -recharge debuffs kill; I've experienced that pain on every Brute I've had that runs a click heavy survival build. I also agree that Hasten is, objectively, a top tier power pick when you're chasing recharge bonuses. I think there is definitely a far more optimized build that can be created with the information you've presented. Now I'm going to get into the caveats (and again, I don't disagree with you on how best to optimize a top tier Regen Brute) for some of my choices and for this specific build I'm making -Recharge Debuff Resistance is expensive since it's found for PVE exclusively on Winter Sets (and also for some reason in Synapse's Shock (End Mod - 3 set), Ice Mistral's Torment (Slow Movement - 4 set) and Thrust (Run (no sprint) - 4 set)). You need 8 total Superior Winter enhancements (spread across 4 powers for just the 2-set bonus in each) to max out the -recharge debuff resistance for Regen, which is beyond the resource budget I'm personally allotting this build. I should probably have included Winter Sets in the Very Rare set disclaimer, but in my mind they tend to overlap as "these are super expensive." If the resources for them are available in a build, they're totally worth it for kitting out your character and pretty easy to make space for since they're not just cluttering up slots in mule powers. Alright, with that major one out of the way, let's talk Hasten. As I said above, it is objectively the correct choice in this build. Were I going for the most optimized version, I would probably cut out the Teleportation pool and replace it with Super Speed as my main travel pool with Hasten taking over from Combat Teleport. There's also some (less optimized) arguments in my head that I could eat the loss of one LotG and cut either Combat Jumping or Maneuvers to fit in Hasten if I desperately wanted to keep teleportation in. The "But" that's been building here is a completely stupid, non-profound one. I don't really like Hasten in my builds - I don't particularly enjoy its play pattern of chasing perma and then keeping it as an auto power. Also the sound makes my teeth hurt. That's it, that's the only reason it's not in the build. Nothing exciting, just personal preference. Again, objectively the correct choice for it to be there, and I know how I would change the build to make it fit. So, with all the feedback it's clarified a few things in the build for me and I've refined it to this version: My goals have largely remained the same in the build, but I now know the reason I'm chasing the numbers I am on both positional defense and s/l resistance. That is, inspirations. In most content that I'm going to be routinely soloing, I'm going to be dealing with the normal defense softcap of 45%. At 20% for the three positional defenses, it means I'm only two small purples (or one medium) away from hitting that number. It's not perfect insurance because I don't have the DDR to sustain against certain mob types, but it's a good pro-active step I can take to minimizing the damage the alpha strike of a mob does to me and helps stagger early damage by giving me time to start juggling mobs with Mass Levitate and Telekinetic Blow so that the high regen numbers can keep up. Smashing and Lethal damage are the two most common damage types in the game, and also the easiest to find resist for outside of sets (mostly due to Tough). I would love to push it to a flat 80% so that one orange could max out my resistance numbers there, but 79% is... fine. There are places I could look to eke out that final 1% but I think that's too nitpicky for this iteration. Chasing other resists would require a complete overhaul of the build, and frankly I don't think it's worth it (but I'm always glad to be proven wrong). The last thing that's been on my mind has been recharge bonuses in sets, and I think this relates to the Very Rare problem. Significant sources of recharge in sets are either consigned purely to Very Rare sets (the 10%) or buried as 5% to 8% in the 5/6 set bonus slot. I'm actually debating swapping the 5 slot Mako set in Telekinetic Blow to Crushing Impact to pick up the extra 5% recharge speed. The basic trade-off is 3% s/l resist for the additional recharge, and it's very tempting. For normal content, I think these choices and the tools I have available both in the build and on my inspiration bar are enough that I can confidently approach most situations. For harder content, I'm going to have to rely on Incarnate Powers and (shudder) team mates to help. Destiny and Hybrid slots are something I haven't given a huge amount of thought to yet in terms of the build, and with what thought I have given it, regen is new enough to me that I'm not sure that my previous experience on other Brutes is necessarily a good guide for what works best as solo picks, team picks, and league picks on those. So, all this to say, thank you (everyone) for the feedback so far, and if the mood strikes keep it coming! It helps me clarify and improve this build, and, even if I don't embrace some of it right now, I hope that it'll help someone in the future with these sorts of questions. Universal Truth - Brute (Psionic Melee - Regeneration).mbd
  7. To give the survability comparison, changing to Musculature Core and switching out the Mako slotting you lose out about 17.3 hp/s (143.1 > 125.8) and 3.8% S/L resist (79 > 75.2). For Brutes specifically, though, I don't think procs are necessarily as impactful due to the way Fury boosts our base damage but not our proc damage. Recharge can actually be a stronger buff by making our high damage powers available more often (so you end up using high damage/activation powers more often than filling in with weaker hits). On the damage side, because we've removed recharge both from the power slotting and incarnates, the recharge time goes from 4.35s > 10s, losing potentially half the activations of Greater Psi Blade. While not 1 to 1, because while it is on cooldown, you're filling in with other attacks from your attack chain, none of the other attacks even approach the damage of Greater Psi Blade. If we assume that you would be doing a Telekinetic Blow (the next highest damaging attack) to fill in on occasion, you're still losing at least a little under 100-200 damage per activation of a not GPB power. This sort of math is a little more complicated with Psionic Melee, though, since it ignores the effects of Insight and Insight Lockout periods (damage starts to become much more comparable between Telekinetic Blow w/Insight vs. GPB without Insight). But assuming that you're always going to be clicking the most damaging power in a given situation, having GBP up more often means the damage difference is much lower between proc/musculature and set/Spritual on a Brute. All that being said, I do think there's a strong case for removing one of the Mako's Bite enhancements from GPB (probably the Acc/Dam/End/Recharge one) and replacing it with another proc to bring the damage up just a little bit on a couple of the hits from it, or slotting in a pure damage IO for a more consistent damage increase to the power (since with my current slotting and Incarnate choices it's only barely dipping into ED for damage enhancements).
  8. Totally, I appreciate the feedback. It's good to step back and think through my choices on the build, which is why having other perspectives like yours only makes it better!
  9. There's definitely a huge difference between a level 50 build and a 1-20 leveling build with SOs. Here's one that may offer slightly more survivability as you level up. I've picked powers through 24, but only slotted powers through level 20 so that it more represents what you'll be looking at now. This build relies a lot on juggling your targets - while it may seem an odd pick, Air Superiority is an all star power in these early levels as its knockup is both fast and reliable, giving you time for your regen to actually tick up when facing harder targets. Combined with Punch/Haymaker/Knockout Blow, you should be able to pretty consistently keep at least one enemy locked down while you kill it. You'll eventually respec out of it (probably around level 26 when you can finally pick up Foot Stomp) but until that point it's great. If you have the START vendor IOs, I would recommend replacing the recharge SOs in Punch, Haymaker, Air Superiority and Knockout Blow (along with its damage one) for those. Edit: Oh, and the travel power is up to your preference. I used Super Jump just because it's often a good thematic Super Strength one to leap tall buildings.
  10. TIL that was a slider. Thank you!
  11. I've tried the playstyle of heavy procs on brutes before, and it's never really my cup of tea for them - I've found that pushing fury through recharge and sustain provides a faster route to damage. I also prefer to over-emphasize survivability and sustain over extra damage (when it's a trade-off I have to consider). I've found that, when teaming, the team is either blasting through enemies so quickly the little bit of extra damage I could bring with procs doesn't really make a heavy impact or I'm acting as the key tank, where soaking alphas and living is the most important aspect I bring. My playstyle tends to favor preparing for the latter than optimizing for the former. I like the idea of bringing in Kismet, and dropping the slot in concentration and moving it over to mule that enhancement in combat jumping is probably where I'll end up. There's also a part of me that likes the idea of just dropping concentration entirely and switching it over to Tactics out of Leadership to provide that extra high level accuracy and provide a layer of confuse/fear protection when solo. While the damage bonus of Concentration is really nice for bursting with Insight/Greater Psi Blade, the utility of Tactics might just be a better QOL addition.
  12. Thanks for the feedback, especially on the max HP thing. I definitely get a bit of set blindness when I'm placing things and just think, "Well, may as well just put another one in." This is especially true for +hp bonuses, as I'm not used to the amount that Regen has just baked into the base powers. This new build is both more survivable and easier to put together (dropping a PVP IO is pretty big budget-wise). HP is still overcapped, but by a significantly reduced amount, Universal Truth - Brute (Psionic Melee - Regeneration).mbd
  13. Totally agree with your points, but one thing I will say is that the new regen makes it very, very hard for your regen to get floored - they added a lot of -regen debuff resistance at all levels of the set (making it less volatile as a mitigation option, even at early levels in places like Praetoria where it can feel like it rains regen debuffs on lowbies). So while IH being floored is less likely, this still makes RR a better choice because it provides a stacking -regen debuff resistance buff as part of its main function, where IH doesn't add any to it.
  14. Necro bumping this rather than making a new report thread for it. I was on mission 7/9 for his arc when I hit level 41 and he immediately went inactive on me and would no longer offer missions to complete his arc, despite still having the "mini-story arc in progress" badge on him in my inactive contacts.
  15. Howdy! I'm looking for feedback from any build masters out there for what I'm thinking of as the "final" form for my Psionic/Regen Brute. My main goals for this guild are to prioritize solo content against a wide variety of enemy types, hopefully pushing up the difficulties to at least +2/8 in the end. Based on other regen builds, my own experience solo to 37 (and playing many other Brutes), and random bits of chatter, I'm focusing on capping HP, getting additional regen bonuses, and trying layer in resistance as far as I can via set bonuses. Defense is a tertiary concern for me, as without any sort of significant DDR it will tend to fail quickly in melee. For budget limits, I'm avoiding Very Rare set recipes, and limiting myself to one partial pvp set in Panacea. Any feedback is appreciated! Thanks! Universal Truth - Brute (Psionic Melee - Regeneration).mbd
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