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Maelwys

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Everything posted by Maelwys

  1. Clarion Radial Destiny is the one that buffs secondary effects (like Farsight's Defence) and the Mez Protection comes in handy too. A more powerful Farsight is not always needed (and certainly not on Bots/ ) but it can make the difference between Farsight buffing you and your pets defense by ~28.3% (Clarion + Power Boost + Farsight) compared to ~20.8% (Power Boost + Farsight) or the regular ~14.7% (just Farsight). So Maneuvers plus Pet Aura IOs and Clarion + PB + Farsight is essentially "Softcapped Pets" regardless of your primary; which is exceptionally useful on sets like Demons and Necro. (I use the combo on my Illusion/Time Controller as well - which doesn't even need Maneuvers to softcap everything due to Group Invisibility also stacking with PB/Clarion...)
  2. Base Tanker Footstomp is 20s recharge; and deals 75.02 damage. Now slot it up with a few basic IOs: one Accuracy and three Damage plus one damage proc (Explosive Strike will do) and a Force Feedback Proc, then activate Hasten and hit Rage: 241.2 damage and ~8s recharge. With double-stacked Rage: 301.2 damage. Yes, Epic Pool AoEs help and many of them become available at level 35-38. But just with Footstomp you should still be splattering most of a mob in well under 10 seconds whilst you're levelling up and severely underkitted. At 50 and properly IOed? <6s recharge and >400 damage easily even without Assault Hybrid active, and that's if you're not completely proc-bombing it. Other Tanker secondary powersets are not much behind Rage+Footstomp performance either. Especially RadMelee and Battleaxe. Even Staff (which often gets a bad rep in terms of DPA; but benefits *drastically* from Gauntlet +Arc/+Range buffs) can really put the hurt on hordes of fodder with minimal proc investment. The Teleport pool is not your only means of getting into the middle of a big group of foes. That's what stuff like Taunt Auras, Jumping and the WASD keys are for.
  3. There's a lot to unpack here, and I'd a long step-by-step response mostly-typed whenever the Ctrl-Z forum monster ate it on me ( 😠 ) so apologies - I'll try to do a general response instead here and then follow up with any lingering questions afterwards. General rules of thumb are: + "Try and get ED-capped damage in all of your attacks, plus reasonable levels of accuracy (aim for 95% hit rate versus +3s at a minimum) and then slot damage procs" + "Craft an attack chain(s) using the powers with the highest damage compared to their activation time ("Damage Per Activation"). + Use global recharge rather than slotting recharge in your attacks themselves (exception = where activating a power spawns a "psuedopet" which applies the effect instead of your character applying the effect directly) because the more recharge slotting you have in an attack, the worse its proc activation rate will be. + Do NOT concentrate on damage set bonuses because these give a very small increase and stack additively with most other sources of additional damage (e.g Base damage, %damage slotting, Inspirations, external buffs like Fulcrum Shift, Incarnate abilities like Muscular Alpha [and Assault Core but not Assault Radial], and notably in the case of Blasters - Defiance stacks!) up to the damage limit of your AT (500% for Blasters) so they provide a very small proportional increase in overall damage output. They're fine to pick up in passing, but they should never be the main focus of your build and especially not something that affects the slotting of your attack powers. Many attack powers can only take one or two damage procs, but others can take 6 or more. Choosing whether to slot another damage proc over slotting more damage% is a balancing act and depends on a few factors - the base damage of your AT (e.g. the same attack power would gain more from slotting a regular Damage IO in a Scrapper than in a Brute) and whether you need more accuracy (The standard min-maxed attack slotting setup of "2x Acc/Dam HOs + 4x Damage Procs" is just as much about being able to hit the enemy as it is about pushing the limits of raw attack damage). Mids does a reasonable job of calculating the average additional damage contribution from damage procs in regular "clicky" attack powers. But it's rubbish when it comes to pseudopets and doesn't help when it comes to figuring our optimal slotting for non-damage procs (like "chance for build up"). Exact proc activation chances are best calculated with a PPM calculator, using values for power activation time and recharge time taken from City of Data (both of which I linked in my previous post) - the main things to remember are that offensive Proc chances get capped at a 90% (maximum) and 5%-and-a-bit (minimum) and it is affected drastically by how long a power recharges and how many targets it hits. Procs that debuff resistance (like the Achilles Heel and Fury of the Gladiator) tend to be seen as very important for damage output since -resistance debuffs stack multiplicatively with your damage output. So people will usually try to get the effects of these to be "active" as much as possible. Putting them in a power that is not part of your Single Target or AoE attack chain is a waste; especially for the FoTG since it's unique. A lot of "special IOs" (like Kismet, Miracle, etc) are coded as "guaranteed activation" Procs with a duration of 120 seconds; which means that you need to activate the power that they're slotted into at least once every 120s for it to work. Others (like LoTG, Preventive Medicine, etc) are coded as Global "Set Bonuses" and you can stick them in a power that you hardly ever activate and they're still always active. And a few annoying exceptions exist... like the Stalker's Assassin's Mark ATO and Kheldian Essence Transfer ATO which are set bonuses that need you to activate the power they're slotted into ONCE each time you zone before they start working. https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects
  4. I've already responded to Spock via PM - but thought it was worth repeating my take on this here too, just in case anyone else is similarly curious and happens upon this thread: Really depends what context -DPS builds aimed at (for example) killing a Pylon in the fastest time are different from "Trapdoor Mission" DPS builds (which is another well-accepted benchmark of DPS) ...and both those are different from builds that want to AE farm as quickly as possible.Are you intending to mostly Solo or Team? Are you wanting to focus on Farming AE missions or Killing AVs/GMs? Do you want to be effective at level 50 or also when exemplared doing lower-level TFs (and if so at what level)?And most importantly for a Mastermind - what difficulty level do you intend to play at outside of Incarnate Content?There's no one-size fits all approach unfortunately.If you're soloing then you'll need to survive whatever aggro you pull - surviving the attacks of an AV is different than surviving farming AE missions at 4x8 difficulty, and if you're intending to handle Incarnate content and/or Hard-mode TFs then there's a whole different set of Defence and Accuracy requirements. Tier 1 henchmen also need a LOT more help when they fight anything over +4 to them (+2 to you) which means difficulty setting is a big factor.- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -However I appreciate that's not hugely helpful... so as a few general rules of thumb?- Primaries - Bots is best for AoE damage. Necro is best for ST damage. Demons and Mercs are good all-rounders; with Thugs pretty close behind. Ninjas can be built for pretty good damage but you need to really exploit their "Critical hit" mechanic. Beasts are the worst by a large margin.- Secondaries - Kinetics is king of damage; but needs a lot of investment and effort to survive.Traps is the best solo AV/GM killer; mez protection, loads of -regen, a bit of AoE damage (Trip Mine) and healing (stick the Panacea proc in Triage Beacon) and the FFG helps you softcap. It's SLOW though - you can only move as quickly as the FFG; and that's turtle pace compared with most toons.Forcefield and Cold make Softcapping your pet defences much easier. FF gives more defence and mez protection (and its bubbles stack with Power Boost), Cold gives more debuffs (including -regen which is important for fighting AVs)Thermal and Pain and Nature and Elec are all Resistance-based sets with decent AoE healing; they play very similarly but Thermal performs the best and Elec the worst. Just be aware that they won't help you softcap your pet defences at all.Dark and Radiation are strong debuff sets; and debuffs are very good until you fight things that are higher-level than you and/or AVs (when they get neutered by the purple patch and AV resistances).Sonic is rubbish on MMs. It's basically Thermal with no debuffs or healing.Poison is rubbish full-stop. Radiation beats it in every single category.Empathy is usually a good powerset, but not on MMs. It relies on Fortitude which is very difficult to get enough recharge on to buff more than 4-5 of your pets simultaneously and you can't Power Boost all of those activations. Adrenaline Boost is mostly wasted on pets too, unfortunately.Storm is decent, but it's difficult to play well. It's a mix of utility, debuffs (with Hurricane taking up a lot of slack), CC and direct damage (Lightning Storm). A bit like a mix of Traps and Radiation.Time - as long as you take Farsight and Power Boost and Radial Clarion Incarnate - is by far the best all-rounder. It lets you softcap you and your pets, has debuffs (including -regen), grants a fair bit of +damage, has AoE Healing, slows, holds, etc... and if you can get Chrono Shift perma for team content it's fantastic."Best all rounder" is probably Demons/Time... it won't be highest DPS in any particular category; but it'll perform decently at almost anything and very survivable. Again, the main thing to remember is to combine Power Boost + Radial Clarion + Farsight every 120 seconds - in the example below that'll buff you and your pets by +28.38% def instead of the regular +14.73% def. zMastermind - Demons - Time.mbdPersonally the MM I've invested the most into is probably my Bots/Kin/Flame; which is specced for AoE DPS and does pretty well at AE Farming - I've posted its build most recently in this post Spock then confirmed that they're thinking about a Demons/Storm. I don't have firsthand recent experience with that particular combo but perhaps someone else reading this might? 🙂 Storm isn't exactly team friendly, as most of it's CC comes from high mag knockback and repel, it moves pretty slowly (Lightning Storm and Freezing Rain are the big DPS boosts and they're both immobile) and it requires you to get into melee range to leverage Hurricane's ToHit debuff. I'm sure you could make it playable (slotting all it's powers with Knockback>Knockdown IOs is a good start) but it'll be a case of shoring up the set's shortcomings rather than playing to it's strengths. Last decent chat I can see about that powersets combo is here - and it's mostly about solo performance.
  5. Assbot is the only one that actually needs KB>KD these days. The regular swarm missiles still inflict KB, and that's annoying since it'll knock foes out of the burn patches that the incendiary swarm missiles spawn... I typically stick the OF piece in there because as it adds a bit of damage% it's a smidge better than the Sudden Acceleration piece. Explosive Strike damage procs are 100% worth getting in the pets though - Drones get a hefty ST damage boost; and the Assbot's AoE spike damage gets noticeably better. Protector Bots only gain a little benefit so can be skipped if needed. I agree with Tidge here that Distortion Field isn't worth Proccing unless you have slots going spare (and even then, the two "Slow" ones should activate substantially more than the "Hold" set ones... IIRC the one that can sometimes make a difference is the Lockdown 'Chance for Hold' but even there it's skippable) so I'd probably try and bump the movement debuff slow effect up a bit instead and reduce the endurance cost. Slowed Response is definitely worth sticking a few damage procs into though; and proc accuracy isn't a huge concern due to the amount of +ToHit buffs and Defence debuffs that Time flings out. FWIW I don't think the bulk of the OP's build is that bad - but if it was me I'd tweak the pet slotting a bit. Personally the last time I rejigged my Bots/Time this is what I came up with: zMastermind - Robots - Time.mbd In this one the MM is at ~55.9% Def to all and the Pets are at ~57.3%. So a smidge under the Incarnate Softcap; which is typically made up for by Time's Juncture or teammate buffs... (if you really want you could swap the LOTG globals in Protector Bots and Combat Jumping for regular 50+5 Defence IOs and swap the +Rech/EndRed/Def in Maneuvers to a pure +Def, which should just about be enough to tip you over. But I'd much rather have the extra Global Recharge!)
  6. Power Boost (and Radial Clarion) buffs all defence powers whilst it's active. That means toggles and auto powers only get the buff for the duration of the Power Boost; but if you activate a long-duration click power which boosts defence (and that power does not have the "Ignores External Strength Boosts" flag) then it will also be affected and gain the buff until the clicky itself expires. "Farsight" is one such power, meaning you can have Power-Boosted Farsighted for the entire duration of Farsight as long as you activate Farsight during Power Boost's buff window. And you can stack that with Radial Clarion as well for superbuffed Farsight; although doing so would be complete overkill on a character with Bots/ shields. As-is, with regular Powerboosted Farsight the character will be sitting on 45.85% Defence to all according to MIDs, which is wrong, because Mids always get s PB shield value wrong. It's actually at 51.38%! The pets will only be on 37.18%... but the two +5% Def aura IOs aren't taken which would push that to softcap. With Radial Clarion and Powerboosted Farsight; add another 7.5% Defence to all that; so the MM would be on 58.88% and the pets on 44.68%.
  7. I remember a series of tests being done a very long time ago on taunt/aggro mechanics on the original live UK forums. The short version is that back then taunt was considered a binary on/off switch - either something was taunted or it wasn't - but these tests flipped that to show that in fact Taunt worked as an extremely high Mag "mez"; and the duration of a taunt effect dictated who actually ended up at the top of the foe's threat list. If multiple tanks were taunting the same enemy then the longest duration taunt effect won. The aggro cap was part of these tests, and from what I recall "Taunt Duration" won out once again - mobs possessing the longest duration taunt you've inflicted would always sit at the top of the (capped) list of things aggroed on you. This meant that someone at the aggro cap could still continue to inflict taunt effects on as many enemies as they like; but foes beyond the cap will ignore the existence of these taunt effects until the inflicter dropped below the aggro cap again. Therefore there was/is some benefit to slotting for taunt duration and continuing to pummel away at enemies as fast as possible - since any foes that die and drop off your aggro cap will "free up space" - allowing any extra mobs that possess taunt effects that you've previously inflicted to be drawn back to you again (potentially suddenly ignoring the presence of squishies in the process). In practice these days that might make a bit of a difference if a team attacks several groups at the same time and whittles down the minions/lts quickly - if the bosses/EBs are still affected by a lingering-but-previously-ignored taunt effect then they'll snap back to the tanker without the tanker actually having to manually provoke them again.
  8. If you're unable to defeat the mobs fast enough, then lots of CC abilities is the best way to go IMO. Because whilst the aggro cap lets you keep a certain number of things stuck to you like a magnet... AoE mez and/or knockdown abilities can neuter enemies that are outside of that aggro limit - they don't need to have you on their hate list for you to keep them permanently debuffed/mezzed. Permadoms are king here; with Controllers a close second. Lots of buffs and debuffs is an alternative - debuffing foe Damage and Accuracy; and/or buffing your teammates survivability. Defenders, Corrupters, Controllers, Masterminds and even VEATs will all be decent here... but personally I've had the best experiences on HC playing Teammate Support with an Illusion/Time Controller - multiple solid AoE CC abilities and debuffs, Perma Phantom Army, softcapped defense to your entire team with Power Boost and Clarioned Farsight + Group Invis, plus Chrono Shift and Temporal Mending for Healing. It's pretty damn powerful. As far as Tankers go here... Rad Armor is a standout due to Ground Zero's target cap; Bio Armor due to the -damage debuff from Parasitic Aura and Genetic Contamination; and Dark Armor due to Oppressive Gloom and Cloak of Fear, etc. A number of primaries have AoE mez; but Stone Melee (Fault and Tremor) and Ice Melee (Ice Patch) might be a good idea. The Epic pools also have a fair number of pets and pseudopets.
  9. Yeah - because neither of them buff your "Recovery" but instead directly restore some endurance. Think of it like taking a blue inspiration. Likewise the Power Transfer Proc doesn't count towards your "Regeneration" because it directly restores some health.
  10. I'm definitely not a fan of the Freem, but as for tool suggestions... In the olden days before IOs; a Dark Tanker used to either use Acrobatics or Hover; because the "I've been knocked back" animation whenever you're flying is much less problematic than when you're on the ground. Aside from stacking KB via IOs... Clarion works too; as does a friendly Kinetic with Increase Density, etc. or just plain old Inspirations.
  11. IIRC because of the "10000% Knockup/Knockback Resistance" most of the Defensive sets get; the Mag and duration of incoming KB effects end up being cut drastically. So it really takes a single big hit to affect you (which has its remaining Mag over the threshold reduced to a tiny fraction - enough to knock you down but not back) because if/when multiple KB powers hit you then they need to do so simultaneously for it to spike over your protection. Unfortunately the stats display screen is a little laggy and it doesn't update regularly enough to catch the difference between "simultaneous" hits and "almost simultaneous" hits... so sometimes you'll see lingering values from short-duration effects (like KB) which aren't actually stacking. I'd guess that the Inv/ is getting KB less regularly due to its Defence; and if you softcapped the Rad/ then it'd behave identically? Oddly enough Kheldian Dwarf forms have Mag 100 KB Protection and are functionally immune to FREEM...
  12. Last I checked it was ~10m already anyway and I was under the impression that the Endurance/Healing buff it grants in Health was pretty much common knowledge. (Panacea does, however, have some rather interesting interactions with certain powers like Triage Beacon, Spirit Tree and Spirit Ward... and I've found the latter particularly useful on my Earth Dominator for keeping Stoney alive!) 🙊
  13. Multiple abilities which decrease the radius at which you're noticed ("Stealth Powers") no longer stack with each other. However they *do* stack with a Stealth IO. So you could have SuperSpeed and a Stealth IO; and they'd stack. Or Infiltration and a Stealth IO, and they'd stack. But SuperSpeed and Infiltration would NOT stack. Each AT has a different Stealth Cap which increases as they level up - but this always caps out at 200ft+ in PVE. (Once upon a time this used to actually matter in PVP zones for detecting Stalkers) Most enemies in the game have a perception radius of around 50-55 feet. "Snipers" have a greater radius - 149 feet. + Stealth IOs grant you +30ft StealthRadius (which by itself would mean "most foes" start to see you ~20ft away instead of ~50ft away) + Infiltration grants +36ft StealthRadius Combined that's ~66ft; meaning normal foes won't ever spot you... but you still need to be careful of "snipers" (within missions these are mainly Nemesis LTs), GMs, Rularuu, etc. Alternatively you could just take Power Pool Stealth which by itself grants +55ft StealthRadius. Hide (Stalkers) and Superior Invisibility (Illusion Control) are the only stealth abilities that will let you walk right up to a Sniper unnoticed. However you can also debuff enemy perception via things like Smoke Grenade.
  14. I don't think I've ever seen a single push notification request on these forums?? But admittedly the very first thing I tend to do on every web browser is install a proper popup/ad blocker such as uBlock Origin. ...after a quick hunt I can see an option to enable push notifications at the bottom of my forum account settings page. I assume that there's an option in there to turn it off again if you've previously enabled it...? I regularly browse the forum from at least four different devices (Laptop, Phone, Tablet, Home PC) and multiple browsers and I've never had it whinge at me about these.
  15. I've taken Aid Other on several support toons over the years (e.g. FF, Cold, Sonic and Traps) as an extra layer of damage migitation; and usually in those cases I'll also pick up Aid Self. And occasionally on Melee Defence sets that lack a Heal (Shield Defence, Super Reflexes, etc) I'll try to fit a copy of Aid Self in. I'm perfectly fine with the current Heal% values and recharge time... but I really hate the interrupt. It makes it far more difficult for a resistance-focused character to activate these healing abilities than a defence-focused character; and even at the defence cap if I happen to be affected by a DoT or even a debuffing Pseudopet like Earthquake then that effectively locks me out (by way of chain-interrupt) of activating these heals until the effect expires. Field Medic removing the interrupt from Aid Other can partially deal with this issue - but that means taking a minimum of two additional Medicine Pool power picks over and above the one I'm actually using (not always possible!) and it does nothing for the interrupt on Aid Self. So personally I'd much prefer it if the interrupt was removed altogether, or failing that if taking Aid Self removed the Interrupt on Aid Other and vice-versa... and if that came about then Field Medic could potentially be altered to grant things like additional raw Healing %, +Absorb, +Recovery and/or a Heal over Time without running afoul of the Cottage Rule. If this means that a balance pass is needed; then by all means lengthen the Recharge and/or raise the Endurance cost (3-4x that of the main powerset equivalents seems to be generally touted as a good rule of thumb) as long as I end up with heals that can reliably trigger whenever I need them to trigger. Is it really so much to ask that the "Medicine" pool provide better and more reliable healing than Sorcery Pool Spirit Ward with a Panacea proc in it? 🤔
  16. 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.
  17. Vanden's guide should still be a decent rule of thumb:
  18. 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!)
  19. 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).
  20. 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.
  21. 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"
  22. 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
  23. [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
  24. (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.
  25. ( ...hang on, does everything a Vampire hits 'Submit Reply' on not count as a "Necro" by default anyway...? 🤔 )
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