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Jacke

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Everything posted by Jacke

  1. I've not played it, but I suggest taking with Psychic Blast the Blaster Secondary Martial Combat. It's T3 Power Reach for the Limit puts a 0.67PPM Proc on all attacks that provides a 15s buff for +15% ToHit and 37.5% Damage, with the Damage buff being doubled for Toxic and Psionic Damage. There's no current Blaster Primary with Toxic Damage, but Psychic Blast would benefit from that very much. https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.reach_for_the_limit&at=blaster
  2. Current Placate is also a 15ft radius AoE with 5 max targets with a Mag4 20.5s Placate. https://cod.uberguy.net/html/power.html?power=stalker_melee.dark_melee.placate&at=stalker
  3. Further to what @macskull said, I'd also heard in line with that NCSoft License Agreement, HC would have to code a new CIT-like tool from scratch. It it would have to scale to thousands of Players and Toons. And the default settings would have to respect privacy, same as does these forums.
  4. Look in CoD2 for the details: https://cod.uberguy.net/html/power.html?power=tanker_melee.super_strength.rage&at=tanker After the 120s of the Rage buff: -25% Endurance -20% Defense for 10s -9990% Damage for 10s Hurts for the -End, perhaps the -Def on a Defense Protection Powerset, but the -Damage is brutal. And 10s is longer than Sands of Mu's cast. It is a manageable crash, but I don't want to manage it. Yet on Tankers, going Super Strength without Rage limits the Toon. As for the Aprocalypse, don't want to keep derailing this topic, but: The Aprocalypse is coming. I've heard it from the Devs, @Sanguinesun, as @Sovera commented above. Search for it and you'll find other posts about it. No idea when it will come forward. It's obvious a complicated rebalance that needs to be done right, perhaps needing other changes in the plumbing and game before it can move forward. It's a needed change. Other fixes cannot be done before the Aprocalypse. @tidge, you have a good view of the consequences. I personally really want you to be in the Closed Beta Testing to make sure all the details are properly adjusted. Personally, I don't like heavily Proc'ed builds and don't want to bother with them, not even now. I've got enough work to do on builds, I'd rather not make that worse.
  5. As others have pointed out, the fact (but not the details) of the Aprocalypse coming came from the Devs. I have no idea how well it's been detailed by the Devs, but it is coming. Fixes to at least one AT were pulled from testing because they needed the Aprocalypse to be done first. All the other factors you mention should be adjusted at that time. Perhaps you should joint the Closed Beta Testers so you can voice your well-thought out points when the Aprocalypse does come.
  6. Thank you for your assistance. But I'd rather not invest in a heavily Proc'ed build which will require changing when the Aprocalypse comes, the expected major Proc rebalancing. I keep my Procs to 1, rarely 2, in Powers, which should be okay.
  7. Welp, a /Devices Blaster gets a 60s autohit Smoke Grenade (10 targets max), perma out-of-the-can and can be applied multiple times to get more targets, with Field Operative gets 15ft of Stealth that is only suppressed by being Held, Stunned, or Slept, not Objective clicks. https://cod.uberguy.net/html/powerset.html?pset=blaster_support.gadgets&at=blaster While Control/Dominator Arsenal Control get a base-recharge 90s Smoke Cannister that only affects for 30s. And all of Cloaking Device's Stealth goes away in a lot of cases. https://cod.uberguy.net/html/powerset.html?pset=controller_control.arsenal_control&at=controller https://cod.uberguy.net/html/powerset.html?pset=dominator_control.arsenal_control&at=dominator
  8. Many more recently created Powersets have much easier crashes to handle. The extreme crashes of older Powerses I do not like and I tend to avoid all those Powers with crashes. Like Rage. I also solo a fair amount. While I can adjust the difficulty, it still leaves my Toon with substandard Damage due to me not wanting to manage the Rage crash. And that's still so in Teamed content. I don't do heavily Proc'ed builds. I don't want to deal with Rage at all. It's not the -Def or the -End of the crash, it's the -Damage (-9990%). It means the only attacks that will damage during the 10s of the crash are ones flagged to ignore Enhancement (some Prestige attacks). Having to flip to them for 10s out of 120s is going to be awkward. Or it's just not attack at all. Rage is such a problem that I'm planning on only have 1 Super Strength Toon. Currently that's an Inv/SS Tanker. I am considering changing that. I'll have to think some more on this. I'd like to go with an Inv/SS Tanker. But I trust @Psyonico's judgement here. That Toon needs Rage. Whether I'll put up with it....
  9. @Psyonico's words have set me to thinking. I've got a Inv/SS Tanker, but only at low Level (under L10). The current build is without Rage. Now I wonder whether this Toon is worth pursuing. Because I don't want to work around Rage-crash. That just seems to me to just be wrong. Now I'm wondering, do I drop this Toon and make 2 replacement Tankers? One to be the Invulnerability Tanker with another Secondary. The other to be the /Super Strength Tanker. That Super Strength Tanker without Rage would need to have more damage from the Primary. That means either Bio, Fiery Aura, or Shield. Or would Assault be enough? (Not currently in my Inv/SS Tanker build, how to fit it in...?) Damn, it's just wrong Rage is like this.
  10. Not sure. I think if it was, it would be either more entertaining or more scary or both.
  11. I want a Holiday mission with Krampus.
  12. Interesting build. I'll have to compare my SR/MA Tanker build and think about adjusting mine. I would suggest dropping Eagle's Claw for Crane Kick. Better DPA, shorter Arcanatime, and on a Tanker I slot a KB>KD IO. I think the +Damage effect isn't enough to make up for its shortcomings.
  13. Hey Sovera, perhaps you should edit the original post to say "S.T.A.R.T. vendors" instead of "P2W".
  14. I keep toggles in the same or adjacent trays as well. I also still use a Toggle-Turn-On Macro because it makes it almost instinctual to get those toggles back up.
  15. I eventually want to have every Dark/Dark Toon. I've not attempted a build for a Dark/Dark Stalker yet. Let's have a look.... Wow, @Snarky, that's a damn good build. Of the 3 main Protections, weak in Defense but damn strong in Resists and Heals. (And there are many Toons that will apply Defense buffs on Teammates....) I will have to adapt it for my own eventual purposes. A few suggestions: The /EndRed Purple IOs should be +5 Boosted, as Purple sets are weak in EndRed. Build Up could have a couple of changes: Slot with L50+5 Common RechEnd IOs. Doesn't gain a lot of recharge reduction but gives it some effective resistance to -Rech debuffs. If you can scrounge another Extra Slot, put it on Build Up and add a L21 Gaussian Chance for Build Up, which will have a high chance to proc. Change the slotting of Stamina to these IOs. It will cause a drop of about 0.1 End/s for a large increase in unsurpressable RunSpeed. L21 Performance Shifter Chance for +End, Attuned Synapse's Shock EndMod and EndMod/RunSpeed Use Focus Accuracy as a Reusable Yellow Inspiration, turning it on only when hit with -ToHit. Against the common limit of +3L targets, the lowest final ToHit will be on Cloak of Fear but still get to 95% You may want to move the Power to later in the build, say swapping it with Physical Perfection. And the most controversial change, adapted from my Kinetics Melee Scrapper and used in my Dark/Dark Scrapper build: At L1 and L2, take Shadow Punch and Smite, pushing off Shadow Maul to L14. This allows a quick charge up of Assassin's Focus to 3 Stacks and a 100% crit chance on Assassin's Eclipse out-of-Hide. (See below.) Attack misses, no problem. They both recharge quickly. My Kinetics Melee Scrapper uses the T1 and T2 attacks to quickly pump up the Damage Bonus from Power Siphon. And has successfully Single-Target Scrapped his way through Praetoria before getting AoE attacks. BTW, Placate (which you skipped) is now in PvE a 15ft radius AoE, max 5 targets, Mag4, autohit. Fitting it into this build, that is what power to drop, is a problem. https://cod.uberguy.net/html/power.html?power=stalker_melee.dark_melee.placate&at=stalker As for playing Stalkers, I'm weak on this but I think I know enough. There's been relatively recent changes that help them scrap things out on teams. And you should learn and adjust as you Level the Toon. The traditional stuff. https://homecoming.wiki/wiki/Stalker_Strategy The Inherents that guide the Stalker. https://homecoming.wiki/wiki/Stalker#Stalker_Inherents The key to using Assassin's Eclipse out-of-Hide: Assassin's Focus. Hit 3 times with other attacks, get the Red Ring on Assassin's Eclipse and use it (after Build Up before if possible). https://homecoming.wiki/wiki/Inherent_Powers#Assassin's_Focus With Mystic Flight and Focused Accuracy off, there's 2.1 End/s net recovery (along with the extra Proc +End from the Panacea and Performance Shifter's specials, which aren't shown in MRB). Should be more than enough to scrap.
  16. Taunt is available to all Tankers at Level 10. It can be challenging to take Taunt at Level 10 or even Level 20 and under, what with all the other Powers wanted and needed. And whether the Tanker can take the attention that Taunt gathers is another question.
  17. @Mystoc, if this was done (difficult as others have pointed out), why not include Pool revives like Unrelenting? The solution is a Toggle-Turn-On-Macro. I've standardized on Tray 3 Slot 9 containing a Turn-On-Macro for Stealth Powers, Tray 3 Slot 10 containing one for Fighting Powers (Protection, etc.). I also changed my keybinds extensively allowing me to press S to trigger the Stealth Macro, F the Fighting Powers (WERD are the movement keys). Here's the Macros for any Ninjitsu (Scrapper or Sentinel) Toon. As with other $$ chained powexectoggleon macros, the Powers are turned on from right to left in the macro. I've got a config file with all sorts of these commands that I can paste into the Game Client. /macroslot 29 +F "powexectoggleon Tactics$$powexectoggleon Assault$$powexectoggleon Maneuvers$$powexectoggleon Tough$$powexectoggleon Weave$$powexectoggleon Shinobi-Iri$$powexectoggleon Danger Sense$$powexectoggleon Ninja Reflexes" /macroslot 28 +S "powexectoggleon Shinobi-Iri$$powexectoggleon Prestige Power Surge"
  18. Devices' Field Operative has 15ft of stealth that doesn't suppress unless the Toon is Stunned, Held, or Slept.
  19. When I decided to redo my Praetorian Toons, I decided I would make a Praetorian version of my main, AR/Devices Blaster. Just created this morning. Surprised I didn't think of this before.
  20. @Diantane, @Ghost is very much right. Need to take the effort to summarize. Also applies on a higher level. Make too many posts and people will not pay that much attention.
  21. I think it's the same as other Mobs: Based upon Level difference, adjust for Purple Patch. Resistance Debuffs are Resisted by the Target's Resistance. Effectively makes a Resistance Debuff (after Purple Patch) a % Damage increase outside of the Enhancement System.
  22. My main is an AR/Devices Blaster that started as a Hero and is now Vigilante (to get easy access to all Zones). I've thought of rolling the same Toon again as a Goldside Completist.
  23. Now I'm wondering what a @Snarky SF would be like.... 😺
  24. Because Mr Nuke incoming isn't anyone's friend. 😺 Could use those flashing arrows on the ground like Colonel Duray puts down in the Sutter TF. Except put them down solid in a 60ft+ radius AoE. No just stepping to the side to get out of this damage template. 😺
  25. At least LRM Rocket like other Snipes has a Fast Mode now. (But in my Arsenal Mastery builds, I don't take it now, but have in the past.) Let's make it spicy with Damage to all in the impact zone! 😺
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