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Everything posted by Maelwys
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Yep. Slotted into a Toggle/Auto it's a 50% chance to grant 7.5% Endurance (and a decent amount of health) every 10 seconds... which is massive endurance return, almost as good as base Stamina.
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Vanden's guide should still be a decent rule of thumb:
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Are you sure you're actually toggling the ability on? Reactive is an Interface Incarnate Slot Ability; which means it's an Auto - it's passive and always active. Assault is a Hybrid Incarnate Slot Ability; which means it's a Toggle - you need to actually Click and Activate it before it starts working. It's coded as a Toggle with a maximum duration of 120 seconds and a 120 second recharge, so you can get ~50% uptime on it. (there is a piddly always-on global damage increase from just equipping the Assault ability... but the main point is the buff you get from running the Toggle!)
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That's one of my /Psi permadom builds with "near-perma" Drain Psyche; and so it assumes at least 1 foe in Drain Psyche range - without DP it clocks in at a far more modest 3.3 End/Sec! 😛 That said, my WP Tanker does sit at over 4.6 natively, and my Bio Tanker is almost always at the Recovery Hardcap (~9.8 End/Sec for them).
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Pretty much. I prefer consistent to spikey; and a 25% chance to kick in every 10 seconds (Performance Shifter) is much more spikey than a 50% chance to kick in every 10 seconds (Panacea) - the former has a 17.798% chance NOT to kick in at least once over the course of a minute... whilst the latter has just a 1.563% chance. And as you point out, the difference in average endurance return between a single +5 EndMod in Stamina's base slot and a Performance Shifter is negligible. In the below example it's 0.280625 End/Sec (Proc) versus 0.25 End/Sec (50+5 EndMod IO) Also, whilst I'm levelling up endurance typically isn't that much of an issue because of the START vendor selling Recovery Serums for 50k inf per 5 charges.
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Panacea is always the first IO I slot; in Health. Stamina usually gets an +EndMod IO in the default slot. As I level up, the first extra slot goes into Health (Miracle) and the second into Stamina (a Performance Shifter Proc) ...and that's usually "Good Enough" for me. If I need more self-healing then I may stick a Power Transfer "Chance to Heal Self" Proc in Stamina. If I need more recovery then I may stick a second EndMod IO in Stamina and/or a Numina Proc in Health (roughly the same at 50; but the Numina exemplars better) The Preventive Medicine unique is important too... but since it's a set bonus rather than a proc, that typically goes in something other than Health. If I ever have a surprisingly large number of enhancement slots left at the end of a build (which almost never happens) then I might slot a Regenerative Tissue proc and ED-cap the Healing% slotting in Health... but the last time I properly overslotted Health was for an INV Tanker in circa Issue 9. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [Visual Guide] This was me "back in the day" (pre-Panacea and Power Transfer): This is my usual goto standard these days (exact setup depends on how many slots I have going spare and how much self-healing a toon has) This is "I'm a finely balanced permadom with no fecking slots left"
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Kheldian Build Recipes: Let's HEAT up the Dinner!
Maelwys replied to GM Crumpet's topic in Peacebringer & Warshade
Nice, that's an interesting one! I noticed you weren't +5-ing the PVP or Purple IOs (which don't need attuned to keep their set bonuses when exemplaring) so there's a little bit of wiggle room. Should be able to get 85% Psi resist and raise the damage in some of those Human Form AoEs whilst keeping LF perma without sacrificing much other than a few % of global recharge (example below!). Perma LF - NoHasten PB 2.mbd -
Kheldian Build Recipes: Let's HEAT up the Dinner!
Maelwys replied to GM Crumpet's topic in Peacebringer & Warshade
[Current Tri-form Warshade build] Bit of an all-rounder; but more emphasis on survivable damage dealing via Eclipse + Mire + Nova Form shenanigans. + Perma Hasten. + Perma Eclipse with resistance capping out after 4-5 foes. + Whilst in Nova Form, all of its attacks can hit the damage cap with just a single mire; so little if any need to enter Dwarf Form when DPS-ing large mobs of foes (100% base +112.5% from 10 foes in Mire range + 24% from Set Bonuses and Assault Radial + 45% from Nova Form itself +13.5% from the SKG ATO = 295%; so 105% damage slotting required in the power itself needed to hit the cap. Ebon Eye has the lowest damage slotting of all the Nova form powers at 112.67% - the rest can hit the cap with just 9 foes in Mire range!) + Five "Healing" Procs (3x Power Transfer + Panacea + the Essence Transfer ATO) + Gravitic Emanation slotted with Stun Duration and Damage Procs just for funsies. + Clarion for Mez protection + Banished Pantheon Lore pets since Carnies aren't needed to hit the damage cap. It can technically hit the Defense softcap if you leverage Vengeance and Incarnate Clickies, but I wouldn't bother. Warshade.mbd - - - - - - - - - - [Current Peacebringer Bi-form builds] Human/Dwarf obviously, with Two flavours. One is a "utility option" with Pulsar, TP Target, Tactics and Vengeance... and the other is a "damage option" with Boxing, Kick, Cross Punch and Weave (Weave is just a mule for a LOTG). Personally, I prefer the former. + A smidge shy of Perma Hasten, but has Perma Light Form, Perma Inner Light and Perma Essence Boost. + KB>KD IO in Human Form Flare. FF Proc in Dwarf Form Flare. + Human Form attacks - Solar Flare and Radiant Strike are Proc-bombed for high damage. The rest are are slotted to achieve most of the +Recharge set bonuses, with any remaining slots used for damage procs. Incandescent Strike is both due to the high activation chance of the two 4.5 PPM procs. The Obliteration set in the Cross-Punch build's Dawn Strike can technically be swapped for an Armageddon set if you're OK with lowering Solar Flare's damage a smidge; but the recharge benefit is negligible and Obliteration's other set bonuses are better. + Dwarf Form attacks are all Proc bombed. + Dwarf Form Flare currently has the two -res Debuff IOs plus a FF Proc (due to the reasoning that one Flare should be for damage and the other for debuffing; and "if you're tanking something then it's likely tough enough that you want it debuffed") but these could be moved to Human Form Flare if you want a better chance for them to activate. Again, the "utility option" build can hit the Defence softcap if you leverage Vengeance and Incarnate Clickies... and this can be a bit more feasible on a PB because there's less need for Clarion which frees you up to take Barrier (for the +Def and/or allied Rez). Peacebringer (Bi-Form Pulsar).mbd zPeacebringer (Bi-Form CrossPunch).mbd -
Essence Transfer: Global Heal questions
Maelwys replied to LKN-351's topic in Peacebringer & Warshade
(i) Nope (ii) It doesn't matter much, because... (iii) It works as a Set Bonus. So as long as you have that enhancement slotted somewhere on your build, all of your powers will get a chance to heal you; not just the power it's slotted in. The activation rate within the set bonus itself is listed as a flat value - 12% for the regular ATO and 18% for the superior... meaning that it doesn't function as a "Proc" under the hood and won't care about recharge slotting in your attack powers. Compare that with the VEAT ATO's set bonus (which does function as a proc and does care about recharge slotting in your attack powers!). However bear in mind that each time you 'zone' you'll need to activate the power you have this ATO slotted in before the Set Bonus actually starts working. Personally my 'Shade has it in Ebon Eye so that I don't need to explode any corpses before it first starts to trigger and it's usable regardless of whether I'm in Human or Nova form. If you're trying to gain extra self-healing on a Warshade, I'd also consider slotting Power Transfer Procs in your Form Powers and Stamina; plus a Panacea Proc in Health. [EDIT] - Found the patch note that fixed the bugs people were having with it expiring etc - see here . I know it can still be a little buggy sometimes if you slot it in a power that has a native activate period, so regular "Clicky" attacks are fine but maybe steer clear of sticking it in toggles such as Orbiting Death. -
( ...hang on, does everything a Vampire hits 'Submit Reply' on not count as a "Necro" by default anyway...? 🤔 )
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Your build is a bit... all over the place. Fireball, Rain of Fire, Fire Breath and Blaze have ED-capped damage but Fire Sword Circle and Blazing Bolt don't. None of them are procced out. Aim and Build Up are way overslotted and you've put the Gaussian Proc in Combat Teleport?? Hot Feet isn't noticeably slotted for Damage, Endurance Reduction or Slow. Bonfire is slotted for +Knockback and has the Force feedback Proc (which won't affect you since it's a pseudopet) You've taken Rune of Protection, which is fine, but it's not slotted for Damage Resistance and you're not alternating it with a similar buff like Melee Core. Fire Shield has no resistance slotting beyond the Steadfast +Def Unique. Maneuvers seems to be used as a mule for Defence Uniques, but it includes the Kismet Unique which functions as a proc not a set bonus. No Combat Jumping on a mobile powerset with multiple PBAoEs. The Fury of the Gladiator -Res Proc is in Rise of the Pheonix? NO BURN??!? 🤯 🔥 😛 If you're going for maximum damage, slot for damage% but for recharge% pay close attention to Proc rates ("PPM" aka "Procs per Minute") - Mids does a reasonable job of calculating the average damage of "damage procs" in various powers, however other stuff like -Res procs and the Gaussian you'll need to calculate the rate manually based on the properties of the power and how much +recharge you've got slotted in it. In general for procs you'll want to go for low amounts of recharge slotting in the power itself, and high amounts of Global Recharge from things like Hasten, Set Bonuses and Ageless Incarnate. This plus this will get you exact values - Maximum Proc rate is 90% so if you're over that then you can add more recharge slotting. Unfortunately I don't have a recent Fire/Fire/Fire build immediately to hand - the closest is a Fire/Ice/Fire, but it's a very similar idea - kill all the things as fast as possible. Should be a reasonable starting point at least - Blaster - Fire Blast - Ice Manipulation.mbd
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Protector bots - slot for defence or damage?
Maelwys replied to RitualisedDisco's topic in Mastermind
> Protector bots - slot for defence or damage? Both. In each of the Pet Powers you can easily ED-cap damage and get substantial Accuracy and Endurance Reduction using just three slots, which leaves three slots free for other things like Aura IOs, Damage Procs and (in the case of the Protector Bots) +Defence IOs. The only other "unusual" slot you need to consider in Robotics is sticking a KB>KD IO in the Assbot - since by default its regular Swarm Missiles still inflict KB rather than KD. How much Accuracy is "good enough" depends on what you're fighting and your secondary and pool powers etc, but generally Masterminds will want enough Accuracy in their pets to have 95% chance of hitting regular enemies that are "+3 to you" (so +5 to your T1s and +4 to your T2s). Assuming you're taking Tactics and leveraging Supremacy; that means ED-capping Accuracy in your T1s, ~60% on your T2s and ~40% on your T3. How much Endurance is "good enough" varies wildly; but in Robotics at present the Protector Bots guzzle TRUCKLOADS of endurance, the Assbot technically consumes almost as much but has the benefit of 50% uptime on Conserve Power so in practice it can make do with a bit less outside assistance; and the Drones can almost keep going all day long even unslotted. The amount of allied +Damage and +Defence buffs you have from your secondary powerset will affect what Aura IOs or Damage Procs you want... but as a rule of thumb it's usually a good idea to aim for 5-6 aura IOs (never bother with the 'Commanding Presence' one; some people like the SCoM one but personally I tend to build to hit the softcap without it) which means that after "regular" slotting you'll likely have 1-2 slots free for damage procs and/or the Soulbound Allegiance "Chance for Build Up" IO. Below is a functional example from my Bot/Kin (which skips the SCoM and CP Aura IOs; Fulcrum Shift means that Soulbound is superfluous; so it just uses regular Damage Procs in the Drones and Assbot). I've subtly different setups for my other Robotics MMs (currently /Thermal, /Elec, /Time, /Empathy, /Dark and /Traps) but the concept remains the same. -
I dunno about "Proper", but I've found this one to be playable. The Crab themselves is softcapped to Melee and Ranged; with >2200HP and a reasonable spread of resists (with Melee Core Embodiment running plus the 5% minimum from Barrier it'll hit the S/L Resistance hardcap). Self-healing is a downside... but between Lore pets, the Panacea Proc and a ~95s Serum recharge it makes do. Mag 7 KB Protection is usually enough; and there's always Base Empowerment stations if you know you're going to be fighting lots of Longbow or Nemesis. Pets are getting +31% Defence to everything, so the PPP Widow is softcapped as-is (Foresight)... but the rest need Barrier or Support Incarnates running and/or for you to spam Dark Obliteration and Gloom. Damagewise the Crab isn't going to break any records, especially without Aim (although they've a Gaussian Proc in Crab Tactics) but the pets are all getting the benefit of Double Assaults, Crab Tactics, the Soulbound Proc; Venom Grenade's -Res; plus all three -res procs (FoTG + Achilles' Heel in Frenzy @61% chance each, Annihilation in Venom Grenade @25% chance). Admittedly it's still overshadowed by my Fortuna, but it's not bad for a Crabbermind. Arachnos Crab Spider (Soul).mbd Arachnos Crab Spider (Mace).mbd [EDIT: Reworked the build slightly to reflect its most recent respec. The "Soul" version has better master damage via Gloom and Dark Obliteration + Aim with the Gaussian Proc. The "Mace" version has better pet damage via the additional -Resistance debuff from Shatter Armor and is a bit lighter on endurance usage, however it also trades Aim for Vengeance (in order to retain a similar recharge rate and softcapped Melee/Ranged defense despite the lack of -ToHit debuffs!). The "Soul" build is currently my main one!]
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100%. I used to buy gaming mice, but the poor build quality and bloatware has long since put me off. And realistically I don't actually ask for much from a mouse: (i) A wire, so that it doesn't require endless charging/battery swaps (ii) A scroll wheel, because I like to read forums and this isn't 1992 any more (iii) A shoulder button or two, because games have binds and occasionally my right thumb gets bored (iv) Adjustable DPI so that I can choose to move my cursor in a large circle on the screen without the need for a desk the length of a football pitch. I'm perfectly content with a sub-£20 Logitech job. My current model is a Logitech G203 LIGHTSYNC, and the very first thing I did was turn the stupid rainbow disco lights OFF. Thankfully that setting is in firmware, so the control utility software only needed to infect my PC for 20mins or so before it got the boot. The performance of the actual mouse itself is just as good as any of my old Razors; and I don't miss the extra buttons because I have a Keyboard *and* a Joypad for that sort of thing. Incidentally, 99.9% of the time I'm holding a joypad in CoH (occasionally my right hand moves to the mouse or keyboard numpad). The controls bind remarkably well to joypads (including my trusty old collection of Dual Shock IIs) and I find Analogue sticks are much easier for fine movement control and jumping around than WSAD or a Mouse. Left stick = move, Right stick = look, DPad = targetting, Other Buttons = Activate Powers on Tray #1. Extra Powers and Teammate-targeting controls are bound to the keyboard numpad. So the Mouse is mostly relegated to necessary GUI interaction and clicking on glowies. I can play with regular keyboard + mouse, but it feels a bit like trying to drive a car with my feet.
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Very specific build, but my Bot/Kin/Flame MM makes quite good use out of Agility Core: 45% End Mod, 33% Recharge, 20% Defense The +Defence buffs their Protector Bot Bubbles (and Maneuvers and the Barrier Destiny and Support Hybrids) and was the main consideration for choosing an alpha - softcapped pets are much happier pets; and hitting that bar on a /Kin takes effort. The +Recharge brings their Fulcrum Shift, Siphon Power, etc. up sooner and lets me keep Bonfire up permanently. More +Recharge Enhancement slotting typically means less damage (via lower proc activation chances) but MMs don't rely on personal attacks, so the usual downside doesn't apply here. The +EndMod helps with their Speed Boost, Stamina and Transference. And it's fun to be able to one-shot a Boss's Blue bar from 60ft away.
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AT/Build recommendation for NRG or Elec + Ice or Cold combo
Maelwys replied to Oubliette_Red's topic in Archetypes
I've an Ice Blast / Elec Armor Sentinel that's rather fun? Ice Blast lends itself to shedloads of procs; and Elec Armor's survivability gets a real boost with Charged Shield. IMO Ice Blast and Ice Melee are both great powersets; but the Elec side of things is often a letdown (Electrical Affinity is middle of the pack at best; and Electrical Manipulation on a Blaster is often overshadowed by Energy Manipulation. Electricity Assault on a Dominator can be pretty decent though?) I suspect if you're going the other way around then Elec/Ice may well prove most effective on a Stalker (since that shores up the Single Target weaknesses in Elec Melee) or the obvious standout alternative is an Elec/Cold Corruptor (Elec's -recovery and end drain secondary effects are near useless these days so Corruptor > Defender; and Cold Dom is excellent). -
I find myself wholeheartedly agreeing with the undead one here. One of my mostest funnest toons from live was a Fire Blaster that used Rise of the Phoenix as part of their attack chain. Blasters excel at spike AoE damage; and building for maximum wide-area carnage and simply not knowing how to stay dead is an UTTERLY HILARIOUS and surprisingly effective way to play. Yes, things like "No Deaths" accomplishment badges and TF runs exist... but a single decently built and non-inebriated Defender can usually stack enough buffs to keep even the most dedicated Leeroy Jenkins fans alive, and in regular gameplay nobody really gives a flying fig about EXP Debt anyway.
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If it's an Alpha slot then it'd be from either the Agility (Recharge + Defence/EndMod/etc) or Spiritual (Recharge + Healing/Stun/etc) trees. There's also the Destiny Slot clicky which really sticks your recharge into overdrive and is rather appropriately named...
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I don't usually go in for pun/satire character names (although I'm a big fan of puns/dad jokes in general) but "Dangermoose" was simply too good to pass up. Now if only we had actual antlers.... 😭
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I'm pretty sure High level Council "Freem" is a 5% chance for Mag 20 KB. There is a (slightly out of date) list of enemy knockback power Mags on the wiki which is fairly useful for determining how much KB protection you need depending on what you're fighting. Mag 7 protection does give some benefit over Mag 4, but Mag 12 is very much the "sweet spot".
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Agree /Time is probably the strongest secondary that can do what you're asking here. FWIW at Lv50 it's possible to give you and your pets/teammates Softcapped Defence on an Illusion/Time as well. The Trick is using [Powerboost + Clarion Radial] every 120s to buff both [Farsight and Group Invisibility]. That can get you North of 40%, then Maneuvers can make up the difference (or just rely on Time's Juncture versus anything other than level 54 AVs - realistically that will bring you to the Incarnate Defence Softcap as long as you're fighting something without Archvillain Resistance). Controller - Illusion - Time (PwrBoost).mbd
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SR is OP. TOs FTW. (Slightly less sarcastic response: it might help if you gave us more information here on what is presumably a build request...? Otherwise - as a very rough guideline typically in each of the various +Def abilities I'd stick an attuned LOTG +7.5% Global Recharge IO [5 max] plus either 2x Red Fortunes, 3x Shield Walls or 3x Active Defenses [in the latter two cases, that's 2 regular 50+5s plus an attuned unique]. As the barest of minimums aim for 45% Defence to all three positions, and ideally 59% for incarnate content. SR has plenty of Defence Debuff Resistance so you won't require much overcap and/or running Ageless Incarnate. It also grants scaling damage resistance as your health drops, so the higher your current HP is whenever you can hit the 75% Resistance cap the better...)
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Rad Armor Bugs - Radiation Therapy and Particle Shielding
Maelwys replied to Maelwys's topic in Bug Reports
Power descriptions are often inaccurate so I'd not put too much faith in them. Interesting that it's not present in the other AT versions of the power though. It doesn't look to have been mistakenly copied from Particle Shielding etc. as the durations differ. TBH in practice a few HP per second of Regen here or there probably isn't going to make a huge amount of difference; but having that regeneration buff in RT at least gives Scrappers an excuse to not just automatically 6-slot it with damage procs... so I'd veer towards adding it to those other ATs rather than getting rid of it on Scrappers. If they do decide to get rid of it then I'd definitely suggest they also extend the duration of the 30s Regeneration buff in Particle Shielding; to bring it into line with the 60s duration of the Recovery and Absorb buffs (whether as a compromise or a bugfix - the fact that Rad Armor was added post-shutdown means that its powers have always been a little wonky like that). To be fair the target's level also affects the Regeneration Resistance component of Radiation Therapy; as well as Bio Armor's DNA Siphon (regardless of your AT) so they're going to need to add the "Does not scale with enemy level" flag in several places regardless of what the intent is for the Regeneration Buff. -
Rad Armor Bugs - Radiation Therapy and Particle Shielding
Maelwys replied to Maelwys's topic in Bug Reports
That's a very good point. I was fighting +2/8 at the time so it's quite possible the enemies were +1 to me. Retesting in Atlas Park (vs Lv1s) and Talos (vs Lv25s) I got the original 15.89 HP/Sec rate... so it looks like it's ignoring the enemy's level if it's lower than my own character. However versus Level 54s (+3 to me) I'm getting this: 10.33 HP / Sec is 65% of 15.89 HP/Sec So you're quite right, it's the Purple Patch kicking in. Therefore the fix here will be to add the "Does not scale with enemy level" flag to both the Regeneration Rate buff and Resistance (Regen) buff components of the power. -
Bio Armor Ablative Carapace Removes Its Own Absorb
Maelwys replied to Monos King's topic in [Open Beta] Bug Reports
Same thing's happening on Live with Rad Armor Particle Shielding and it definitely seems to be the "100% Absorb" cap kicking in prior to the buff renewal. Realistically whenever a melee toon is in the thick of things, enemies will likely whittle through most/all of your absorb shield by the time you can refresh it; but the fact that these "replace existing effect" powers don't necessarily refresh their full Absorb value is still annoying for anyone who isn't getting actively pummeled. Have submitted a bug report here.