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Maelwys last won the day on February 16
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https://homecoming.wiki/wiki/Mission:Tip_-_Wizard's_Weakness
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It's definitely important to work out your accuracy requirements. And for regular "pets/henchmen" what Tidge says here is always true. But pseudopets will need evaluated individually. Most (all?) pseudopets will inherit their caster's current boosts whenever they get summoned; including the benefits of accuracy set bonuses and stuff like +ToHit from Kismet. However the remaining duration of those copied boosts tends to expire pretty quickly; and they don't get refreshed. Some pseudopets will do something useful immediately (like inflicting a long-duration debuff; or substantial damage) which will likely not require extra accuracy because their summoner's boosts will still be in effect... however other pseudopets function by "applying a new short-duration effect every few seconds" - which will need extra accuracy if you want it to remain relevant after the first few seconds.
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Petless Tanky Blasty Support Crab
Maelwys replied to Uncle Shags's topic in Arachnos Soldier & Widow
A few things are catching my eye... Easiest quick boost would be to switch out the Karma KB protection IO (in Maneuvers) for a Steadfast one in Crab Spider Upgrade. After that you'll have a LotG 7.5% plus 4x Reactive Defences in Combat Training: Defensive and 3x LoTGs in Maneuvers - swap them around (Maneuvers wants +Def and +EndRed. Combat Training just wants +Def). Swap the Unbreakable Guard unique from Tough to Fortification (the former costs considerably more endurance). You're not getting much out of the 5th and 6th ATOs in Bayonet. The Dam/Rech and Acc/Dam/Rech could likely be swapped out for 2x Damage Procs. Frag Grenade's KB>KD could be an Overwhelming Force (which gives more +Dmg) instead of a Sudden Acceleration. Longfang's chance to hit currently isn't capped against +3 enemies. So that Shield Breaker proc might be better off being swapped out for an Acc/Dam Gladiator's Javelin unless you're getting additional +Accuracy or +ToHit from external buffs. Channelgun could squeeze the Decimation "Chance for Build Up" proc in without much negative impact to its own DPA. And it goes without saying to Boost all the appropriate IOs to +5 unless you really want to attune them for exemplaring; and to reduce local recharge enhancement as much as possible in any powers that you're slotting with procs. Arachnos Soldier (Crab Spider Soldier - Crab Spider Training)2a.mbd -
On the one hand... it's a toggle; so proc activation rate will be garbage. On the other hand... Willpower tends to need all the help it can get. I imagine it'll depends how scarce your slots are.
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Get the 'Troller to go DarknessControl/Kinetics so you can run with a DarkMiasma/DarkBlast Defender (or Marine/DarkBlast if you can canon it) With Fulcrum Shift + either multiple TarPatches or Whitecap+ShiftingTides it won't really matter what your other teammates are running. You'll be steamrolling.
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Tanker Base MaxHP is 1874; so your Maximum Absorb is 1874. Have you currently got 1874 Absorb? If yes, then you can't get any more. If no, then congrats, any more +Absorb you get will stack with it. Just don't start doing utterly silly things like expecting that whenever a long-duration Absorb buff such as 'Particle Shielding' or 'Ablative Carapace' overwrites itself it'll behave sensibly. Rather than deleting any existing +Absorb that it's granting you BEFORE it applies a nice new fresh dollop of +Absorb; these powers attempt to apply that fresh dollop FIRST (e.g. hitting and getting reduced drastically by the cap) and THEN the old buff expires; leaving you a good bit short of the maximum. (Typically in practice you'll be getting hit enough that the previous absorb buff has long been whittled away + so this won't really matter; but still...)
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It ramps up much faster in AoEs, that 65% chance for a Damage buff is per enemy hit. If you're just hitting one enemy a few times and then waiting until the stacks wear off to whack one enemy again... then yes, it won't get much opportunity to ramp up... but in that case why did you bother popping your Hybrid to begin with?
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Of those two options, I'd assume Dark... but it'll be impossible to say for certain unless you tell us what the other ATs and Powersets are. And what your secondary is going to be will play a part too (will you be inflicting notable AoE -ToHit etc)
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Questions regarding Incarnate Hybrid Assault Core vs. Radial
Maelwys replied to Story Archer's topic in General Discussion
Since you asked this on the Procs thread already; linking my previous answer: Scrappers essentially always want Core. Tankers probably won't see a huge difference; but I'd still lean towards Core unless you're a SS with double-stacked Rage or constantly team with a Kinetic. -
None of the above; annoyingly. It's based on the attack's Base Recharge and its Area Factor (Radius and/or Arc) and it doesn't take into account the damage scale of the archetype you're on - so it'll add an identical amount of damage on both Brutes and Scrappers. Generally speaking Assault Radial only works out better than Assault Core if you're a Brute/Controller/Defender (Corruptors are on the fence - it might become worth it if you have more AoEs and long-recharge attacks) or if you're planning to sit at the damage cap a lot of the time (see: Kinetics, Warshades, and Stalkers with a Gaussian proc in Build Up).
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@Auroxis's post above dated 1st Jan is decent; so if you want a Bots/Marine to base a build around then use that one. Bots/Marine will be considerably safer (since you can softcap all your henchmen without much trouble) but less damaging than Mercs/Marine or Demons/Marine.
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In the Corruptor subforum. (in this one even an an unoptimized /Marine will comfortably beat the pants off everything else, no contest)
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I can't see a FF rech; but I assume it's slotted in Ripper? Should be perfectly fine for most PVE content and Active Farming (if a bit on the slower side with Burn's small Target Cap and Spine Burst and Ripper's comparatively low DPA!). Fireball and Melt Armor will be pulling a lot of weight. For AFK farming; being ~7.5% short of the F/C defense softcap is probably what's hurting you the most there so I can see why you'd want to team it up with something else (even if it's just for an additional copy or two of Maneuvers etc.) but passive Health Regeneration is a bit low too unless you're behind the wheel to push the buttons for Consume and Healing Flames (with Consume up its MaxHP becomes 2530 which in turn raises its' passive regen to a smidge over 32 HP/Sec). - - - - - - - - - - Here's a setup that performs similarly but was constructed a bit different: Brute - Battle Axe - Fiery Aura (+Recovery).mbd This one's built for Softcapped Melee Defense + hardcapped S/L resists and spammable AoE. A FF proc in Axe Cyclone (which draws things into range of Burn + Pendulum + Blazing Aura) keeps things ticking along; with Cleave and Swoop there to tag runners and whittle down EBs a bit quicker. However unlike the above build their Epic pool choices aren't adding any extra AoE damage but instead survivability and sustain (whilst consuming no additional enhancement slots). With Consume up its MaxHP becomes 2209; which raises its Passive Regeneration to a bit over 27 HP/Sec and the three Power Transfer IOs bring it up to about ~38.5 before Panacea procs. Their high net recovery plus Consume also allows them to cycle Barrier or Rebirth instead of Ageless (even as a BattleAxe) which increases that sustain even more and helps counteract their lack of DDR when PVE-ing. The result can run and Tank regular PvE content and "Active" AE farm just fine - they're tough enough to survive unaided in the bulk of content and they're very quick (although not quite as quick as an optimized Tanker) at whittling down hordes of mooks whilst also performing decently versus AVs and Pylons. However their focus on MELEE POSITIONAL defense rather than Fire or S/L Typed Defense means that whilst they perform better against a variety of enemy types, they also take substantially more damage from ranged attacks and AoEs. So AFK farming with them becomes very tricky because any enemies beyond the regular aggro cap start ranged attacking them; which hurts more. They can technically just about AFK farm on S/L-damage AE maps; but not on Fire-damage ones. - - - - - - - - - - And because I'm on a roll and it's relevant to the discussion... here's my "PVE/AFK farming Hybrid" RadM/Stone Brute: Brute - Rad Melee - Stone Armor (Fold Space).mbd Note that "Atom Smasher" (which gets set to Auto on AFK maps) is not fully procbombed; and there are power choices that are "useless" for AFK farming (such as taking additional attacks and Fold Space instead of the Leadership Pool)... however the result has Softcapped S/L/E/N defense and a decent chunk of S/L resistance, rather than purely being focused on mitigating Fire damage. And the superfluous attacks combine to make a seamless attack chain (with substantial AoE) with Fold Space to bunch stuff up plus Taunt and a few ranged attacks to tag runners. I couldn't quite fit Hasten into the build; although this is one of the few toons where I can headcanon the character having an alternative power setup (in their case a "max mitigation" Granite Armor build) which takes Hasten and a substantially different set of attacks and can incidentally also AFK-farm - albeit at a substantially slower rate! Brute - Rad Melee - Stone Armor (Ejected).mbd (Admittedly these numbers are inflated due to Unleashed Potential and Earth's Embrace both running! Without Unleashed Potential their typed defenses sits at 45.2%; and their Regeneration will be ~59.4 HP/Sec with Earth's Embrace active and ~42 HP/Sec without; which is still plenty for AFK-farming. Also in this 'form' the toon purposely avoids taking Power Transfer or Panacea procs for thematic reasons - otherwise Health and Stamina would have a few slots shuffled around...) So yeah, there are lots of methods + it all really depends on what you want from your toon and if you're comfortable having multiple hyper-specialized builds. That said; whenever someone asks for "the best farmer" I'll generally assume they're talking about "the fastest/most efficient inf-earner"; beit Passive or Active. (And it goes without saying that the quickest way to earn influence is to just play the market; and maybe farm a bit between sales...) 😛
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Yeah the changes to how enemies beyond your aggro limit behave (e.g. start shooting at you rather than just standing there oblivious) really ramped up the amount of incoming damage that a solo AE farmer has to mitigate. The resulting minimum ~35 HP/Sec regeneration requirement on top of 90% Resists and softcapped Defense cripples most non-tanker AFK-farming builds (and it's really a bare minimum - my Stone Armor Brute still faceplants occasionally with 40 HP/Sec regeneration + 5x Power Transfer/Panacea Procs!) I'm actually also not a big fan of using builds that are "fully optimized" for AFK farming. Assuming that a character is always going to be sitting in a +4x8 Fire Farm (for example) does let you build some very niche and powerful setups; but the result tends to be largely useless at running regular content. And whilst keeping a dedicated alternative build to swap to just for AE farming is also possible... to me that feels a bit too much like cheating and it's also quite jarringly immersion breaking. So personally I'd much rather have a "Hybrid" build (in this case meaning a build that can solo AFK AE farm and also run regular content) that is a smidge slower than a fully optimized setup; but can still whomp its way through a 10-minute Asteroid Farm at a decent rate of knots. "Active" Farmers have it a bit easier; as all they really care about is maximum AoE damage + they can go a lot lighter on the passive-mitigation side. Many Active Farming builds do pretty decently in regular "kill most" PVE teams. Aside from the obvious glut of Tankers; I currently have two Brutes that I still enjoy farming on (the aforementioned AFK-farming RadM/Stone; plus an Active-Farming BA/Fire) and occasionally I'll break out silly setups like Masterminds or Crabberminds or Dominators or even an EM/RadArmor Scrapper (which is capable of Active Farming at a decent pace as well as being one of my favourite all-rounder melee toons!).