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tidge

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Posts posted by tidge

  1. I reconfigured the Fire/Psi/Psi build above. While I still like the way it plays (for a Dominator) I can't quite get the performance of a fully tricked-out Fortunata in similar content. For comparison, I ran the Heather Townshend (first) Dark Astoria arc at 0x8, and it took this build 40 minutes to clear every map. My typical time for the same content with my Fortunata is 30 minutes.

     

    The basic changes are:

    1. Franken-slot Psychic Scream to hit many more targets with mostly procs. I still have the Rangnarok %Knockdown there, but I'm thinking with the heavy controls, perhaps it should be the Annihilation %-Res.
    2. Reconfigure sets for Cinders & Flashfire (because of a lost set of Ragnarok bonuses)
    3. Reconfigure sets for Psionic Lance and Mental Blast (an extra slot in Mental Blast came from Health)
    4. Dropped -Res from Hot Feet, moved the slot to Cinders for %Damage.
    5. Replaced World of Confusion with Tactics

    I don't put my Incarnates in my Mids builds, but there are a few differences (different everything) but I don't think that's contributing too much. I'll be running that arc some more with the character to build up a different Incarnates for comparison, but I don't expect a radical change.

     

    The Build:

    Spoiler

    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Fire Psi Dom: Level 50 Science Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Psionic Assault
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Char -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/EndRdx/Rchg/Hold:30(3), BslGaz-Rchg/Hold:30(3), BslGaz-EndRdx/Rchg/Hold:30(5)
    Level 1: Psionic Dart -- HO:Nucle(A)
    Level 2: Fire Cages -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(5), SprDmnGrs-EndRdx/Rchg:50(7), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(7), SprDmnGrs-Rchg/Fiery Orb:50(9)
    Level 4: Telekinetic Thrust -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(9), Hct-Acc/Dmg/Rchg:50(11), Hct-Dmg/EndRdx:50(11), Hct-Dam%:50(13)
    Level 6: Mystic Flight -- BlsoftheZ-ResKB:50(A)
    Level 8: Hot Feet -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(13), Arm-Acc/Dmg/Rchg:50(15), Arm-Acc/Rchg:50(15), Arm-Dmg/EndRdx:50(17)
    Level 10: Mental Blast -- Apc-Dmg:50(A), Apc-Acc/Dmg/Rchg:50(17), Apc-Acc/Rchg:50(19), Apc-Dmg/EndRdx:50(19), Apc-Dam%:50(21)
    Level 12: Flashfire -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(21), SprAscoft-EndRdx/Rchg:50(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(25), SprAscoft-Rchg/+Dmg%:50(25)
    Level 14: Kick -- FrcFdb-Rechg%:50(A)
    Level 16: Tough -- StdPrt-ResDam/Def+:30(A), UnbGrd-Max HP%:50(27)
    Level 18: Psychic Scream -- HO:Centri(A), HO:Centri(27), PstBls-Dam%:50(29), Empty(29), Rgn-Knock%:50(31), JvlVll-Dam%:50(31)
    Level 20: Drain Psyche -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(31), Prv-EndRdx/Rchg:50(33), Prv-Heal/Rchg:50(33), Prv-Heal/Rchg/EndRdx:50(33), Prv-Absorb%:50(34)
    Level 22: Cinders -- UnbCns-Hold:50(A), UnbCns-Acc/Hold/Rchg:50(34), UnbCns-Acc/Rchg:50(34), UnbCns-Hold/Rchg:50(36), UnbCns-Dam%:50(36), GldNet-Dam%:50(36)
    Level 24: Weave -- LucoftheG-Rchg+:50(A), Rct-ResDam%:50(37), ShlWal-ResDam/Re TP:50(37)
    Level 26: Bonfire -- FrcFdb-Rechg%:50(A), OvrFrc-Dam/KB:50(37), JvlVll-Dam%:50(39), PstBls-Dam%:50(39), ExpStr-Dam%:20(39)
    Level 28: Maneuvers -- LucoftheG-Rchg+:50(A)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 32: Fire Imps -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(40), ExpRnf-Dmg/EndRdx:50(40), ExpRnf-Acc/Dmg/Rchg:50(42), SlbAll-Build%:50(42)
    Level 35: Psionic Lance -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Acc/ActRdx/Rng:50(42), StnoftheM-Dmg/ActRdx/Rchg:50(43), StnoftheM-Dmg/EndRdx/Rchg:50(43), StnoftheM-Dam%:50(43), GldJvl-Dam%:50(45)
    Level 38: Psychic Shockwave -- Obl-Dmg:50(A), Obl-Acc/Dmg/Rchg:50(45), Obl-Dmg/Rchg:50(45), Obl-Acc/Dmg/EndRdx/Rchg:50(46), Obl-%Dam:50(46), Arm-Dam%:50(46)
    Level 41: Link Minds -- AdjTrg-Rchg:50(A), LucoftheG-Rchg+:50(48)
    Level 44: Tactics -- AdjTrg-ToHit:50(A), AdjTrg-ToHit/Rchg:50(48), AdjTrg-ToHit/EndRdx/Rchg:50(48), AdjTrg-EndRdx/Rchg:50(50), AdjTrg-ToHit/EndRdx:50(50), GssSynFr--Build%:50(50)
    Level 47: Mind Over Body -- GldArm-3defTpProc:50(A)
    Level 49: Indomitable Will -- LucoftheG-Rchg+:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- IntRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-End%:50(A)
    Level 0: Born In Battle
    Level 0: Marshal
    Level 0: High Pain Threshold
    Level 0: Invader
    ------------

     

    The Code:

     

    Future plans?

    Spoiler

    Mind over Body is essentially a Mule for my play: I have to remember to toggle it on when teaming high-level content (ehem, ITF).  I could replace it with Vengence (for a 5th Luck of the Gambler global Recharge IO) and then strip Tactics of slots to add a slot to Tough for the Gladiator's Armor Defense Mule (or just sacrifice the +Max HP piece). For example, Link Minds could use at least one more piece, and it would be nice to have more damage in the T1 attack.

     

    I want to experiment with getting some DPS from Drain Psyche, but I am reluctant to sacrifice the set bonuses from Preventive Medicine. The build is already very 'active' (balancing Domination, Hasten, and Force Feedback) and I'm pushing the limits of Endurance Consumption as is... I would have to also be very mindful of using Drain Psyche with Theft of Essence %+End to keep the blue bar from going empty between Domination refills. I think it is possible.

     

  2. 8 hours ago, carroto said:

    I don't know about the intention either, but I finally got around to testing this.  Slotted the full set into Blinding Powder then went to the RWZ to test.  What a disappointment.  The proc doesn't last long at all.  I did occasionally see it affect a lieutenant, which was nice.  Didn't get any bosses.  Also got some minions that the main confuse missed.  But it seemed like it just lasted long enough for them to get off a couple of attacks.

    [...]

    As for the proc in other powers, I guess if it works for others that's great.  I haven't tried it elsewhere but it's hard to imagine it being much better.  The one exception I can see is maybe toggle powers like Arctic Air or World of Confusion.  It had such a short duration even when I tested it against even-con and below level foes.  It must be even shorter against above-level foes.

    Don't bother with it in World of Confusion, unless you are seeking multi-piece set bonuses. The WoC confuse is also pretty short, the short duration from the proc won't improve it. I know that other folks will emphasize the possibility of extra Magnitude, but the duration is sooo short that all you get is a very small window of time when you are not attacked. Mobs that get that confusion (from the proc, or from WoC) barely have any time to cast an attack of their own.

     

    As I wrote above, the best use I have found for it is in single-target confuse powers. At higher levels (when you are likely facing large groups of enemies) or targets that you might otherwise miss with an attack, the small amount of Contagious Confusion is a nice bonus for when you decide to cast that single-target attack.

    • Like 1
  3. I'm a big fan of Fear, but one thing that disfavors them in my builds is their lack of a PVP or Superior (Purple) IO set. I personally feel that simply porting the Coercive Persuasion set for Confuse to serve as a Fear set, including a "Contagious Fear" proc, would be a great addition to the game. Single-target Fear powers could use such a piece to maintain utility at higher levels, and slotting such a piece in AoEs would help controllers with Magnitude.

    • Like 2
  4. I'm currently playing a Mind-primary Controller (leveling up with no XP boosting), with these powers taken, along with a short comment for each:

     

    T2 Levitate: I'm still not used to the delayed application of damage. Thematically it is ok, but in game turns I am nonplussed that I often 'waste' a power cast on an mob that will be KOed anyway.

     

    T3 Dominate: I have no issues, but I have this loaded with %damage procs. If procs change, I worry that a character like this will proceed even slower through content.

     

    T4 Confuse: See note (*1) below

     

    T5 Mass Hypnosis: While leveling up, I have the %Energy Font ATO proc in this power; I find that the Energy Font takes some aggro, albeit for a short time. I'm not sure if this is staying in the final build or not. I'm leaning towards keeping it, but I honestly don't cast it that often.

     

    T7 Total Domination:  This is IMO the money-piece of the set. I can understand why the recharge is what it is: while shorter recharge time (see note *2 below) would be appreciated, but my real issue is that it is a zero-damage hold. since Dominate is ranged damage,  Total Domination should also do Targeted AoE damage, and accept IOs to increase damage.

     

    T9 Mass Confusion: I have no real issues with this power, except to see note (*2)

     

    I don't know that both of the following two suggestions should be implemented, but I feel like one of them ought to be seriously considered.

     

    (*1) Generally, I think that increasing the Magnitude of all of the controls (even to 3.5) would help Mind Control at all levels. Every one of the controls requires a to-hit check, and even in the Jack E model of a hero facing a small number of enemies-plus-a-boss, it would be nice if the controls would actually work on Bosses without having to 'risk' a second application to get the necessary magnitude to apply a status to a boss. Mind Control doesn't have much else going on in terms of defeating enemies (limited damage, no debuffs), so I don't feel that giving them MOAR POWER against bosses is radically different than giving DPS Archetypes MOAR DAMAGE!

     

    (*2)  I honestly don't remember the days of Live which changed the recharge times on controls (I was struggling with tanks, and my Controllers never got to the level cap), but I feel that the Mass AoE controls are analogous to the Aim/Build Up and (T9) Nuke powers of Blasters. The AoE controls should have lowered recharge times so that the Controller actually feels like it is living up to its role as an AT. I personally don't need the AoE controls all lowered to 90 seconds, but even lowering the 4 minute recharges to 3 minutes would improve things such that a Mind Controller could move between consecutive enemy groups (at 0x1) and stand a chance at having your 'money powers' available.

     

     

    • Like 3
  5. I definitely feel that one of the big problems with Repair is that it is a T7 power that can be simulated by using inspirations. This specific complaint is leveled against T9s in defensive sets. I'll grant that in the case of those T9s, many are accompanied by a crash (as opposed to using inspirations), but pet healing is so situational (IMO) that I can't imagine it being useful except in a limited number of similar (PANIC!) situations.

    • Like 1
  6. As I wrote in another thread: healing pets doesn't seem like a particularly winning strategy (*1), especially as a lvl 18 power. With the AI changes and an attentive Mastermind, pets are less likely to wander off to engage unexpected enemies. If the pets (or Mastermind, in bodyguard mode) are taking so much damage such that resummoning pets is not an option:

    1) The Mastermind should probably change tactics for the mission difficulty.

    B) Healing is almost certainly not going to be able to keep up with the damage coming in.

     

    If it is a one-off case of a pet being damaged, just drag a green inspiration on the pet!

     

    My experience (with Robots) has been that there are only a small number of circumstances where I feel like a pet heal of anykind was necessary: In my case it was only when I had 2 T1 and a single T2 and I chose to go boss-hunting in Perez Park that I felt I needed to keep the pets healed. Large groups of enemies that con at even (or higher levels) where the MM has very little beyond the (minimally-upgraded/slotted) pets. This is the only time in the game where I felt that I didn't have control over the 'difficulty setting' in level-appropriate content and had a serious possibility of being overwhelmed by the size and level of enemy groups. (I suppose the Hollows could do the same, but I didn't go there with my MM.)

     

    (*1) From my past experience, the only combination of pets and healing that really synergizes is via the /Dark secondary. But the Heal (Dark Miasma) in the Dark set is the mandatory T1 choice, and it is a team PBAoE get all pets and allies at the cost of a to-hit roll. No matter how 'thematic' we can try to imagine redesigning the Robotics T7 as a heal, it shouldn't be inferior to a T1 power.

  7. 1 hour ago, Galaxy Brain said:

    Make repair into a Repair Drone pet.

    I appreciate the lean into the theme, but... when I was running Robots the only time I really wanted/needed a heal for the pets was at level 12 and below. By level 18, you have 3 T1 and 1 T2, and the T2 is applying a Force Shield to each of the T1. At level 18 and up, the need for a heal is severely diminished. I used the Medicine pool at the lower levels for street sweeping in Atlas Park with Robotics MM.

     

    If I can play perfectly happy without Repair (and by level 20 I respeced out of the Medicine pool) I'm pretty sure I'm not going to spend a pick on a Repair Drone. toggle.

     

    The Repair Drone idea would face less opposition from me if it were made a Recharge Instensive pet instead of a Toggle, so that it could hold IO pieces that otherwise have to get dropped into the Bots (which already want a KB->KD piece each).

  8. 14 hours ago, krj12 said:

    Thanks for the build.   The only thing that bothers me a bit is the lack of personal attacks...  only Pulse Rifle Burst.   I know some may prefer to just sit back and let the pets do all the work, but I

    like to actively participate in the mayhem myself. 🙂

    IMO, there is not a MM secondary that is going to overcome the damage scaling inherent to the Mastermind by adding +Damage. There is an additional issue that you will encounter (as a MM) if you try to be very active with primary attacks: Endurance consumption. I don't think that Transference is really going to help here.

     

    I have found that I can get pretty good DPS from Robots by (1) Keeping enemies in AoE patches and (2) -Resistance debuffs.

     

    My only experience with Bots is with Robots/Traps/Mace. My preferred build does include Primary & Mace attacks that include AoE with Knockdown; while the robots are also slotted for knockdown. Traps is also full of pseudopets for AoE control/debuffs. I can play very actively (at higher levels, the point at which my build has taken the attacks) but the Mastermind himself is doing very little damage; it's all about control (via knockdown) and -resistance debuffs.

  9. 1 hour ago, kazrack35 said:

    Mind control

    I'm leveling up a Mind/- Controller through regular play, and while I know that Confuse will be much improved when I can slot Coercive Confusion at level 50, I'm having some serious issues in solo play with Elite Bosses. I was hoping that Confuse could bridge the 'control' gap by keeping their aggro off me while I try to stack other controls/debuffs/damage, but this strategy has been seriously unreliable so far (even with Mass Confusion as a backup application).

     

    I'm reluctant to as for an emergency 'buff' to the single-target Confuse (a T4 power), but I am non-plussed that the (from the Mind Control primary) control effect of Sleep is available to be 'doubled up' at (T1/T8; level 8), Hold is at (T3, T7; level 18) but that to get a 'fast (high Magnitude) application' of Confuse it has to be (T4/T9; level 32).

     

    Legit question, no snark intended: Would it be game altering to increase the magnitude of the single-target Confuse? I suppose it would allow AVs to be confused quicker...

  10. In general: my lvl 49 power choice is going to be one where I can slot an IO piece with a Global effect that I can't slot anywhere else (or otherwise free up a slot choice). For certain ATs, this is often a power to slot Resistance IO Global pieces. For a Dominator chasing Global recharge, a power that accepts a Defense global recharge (Luck of the Gambler) is as close to being a no-brainer as possible (assuming you don't already have five of them).

     

    On a Dominator build I was just reviewing, the lvl 47 power took the Gladiator's Armor global and the the lvl 49 power has Luck of the Gambler, each with only a single slot.

  11. 43 minutes ago, Omega-202 said:

    Crabs are not a struggle to build or play.  Whoever told you that has no idea what they're doing.  An AT that has 90% of a Blaster's damage, Brute level survivability, pets, an AoE attack that gives -20% res on a quick cooldown and auras that grant 21% defense to the whole team is basically the ideal endgame character.

    I want to echo the above.

     

    My Crabs have no issues with endgame, with the understanding that I have to adjust my playstyle (*1) if I'm particularly concerned with the pet survivability. On a team, the other players are your pets and you should take care of them before worrying too much about the spiderlings. I'm a pretty sloppy player, so the health bars of the spiderlings are giving me a rough idea of how spread out any given combat is. More discipline players can almost certainly get greater (and steadier) DPS from the Crabbermind pets over the course of any given run of mission.

     

    (*1) To be honest: If I lose Spiderlings, I know that I'll be be resummoning them pretty quickly anyway so I don't see it as that big a deal to lose them... especially in x8 content.

  12. 1 minute ago, Gulbasaur said:

    I think it's redeemable with the Contagious Confusion proc. Often enough you'll quite suddenly get about half of the enemies around you confused for a few seconds, but then again I enjoy chaos and quite often avoid making myself overpowered because it's not a game if you always win.

     

    I agree it is never top-tier. If the proc and the "pulse rate" of WoC were in sync, it's be better, but they're not. I do think it has a place, though.

    Looking back at my build, I'm going to try out some of my own advice on possible changes. Like many of us, I will constantly tweak builds. This is a pricey build, so this tweak will probably be via respec... if it were slightly less pricey I'd probably just use a second build. As I playtest the tweaks, I'll be sure to start marketing (and content farming) again to start accumulating the pieces for a second build.

     

    My main issue with World of Confusion on this build is that the relatively short duration of the confuse it provides (even with %Contagious Confusion) doesn't mix well with things like Hot Feet, let alone the rest of the AoE immobilizes & holds. I do believe that it is buying the character a small amount of 'non-offense' from some (very) nearby enemies, but this is really hard to appreciate... usually the confused enemies are running away and not attacking.

     

    I forget who it was, but another player suggested that the power be renamed 'Closet of Confusion'.

     

    I don't know how much advantage I'll get, but among the tweaks I'm going to try is replacing WoC with Tactics, using the Gaussian's %Build Up and 5xAdjusted Targeting. The Fire Imps aren't usually that close to me to reliably improve the %Build Up chances, but I figure it is worth a try, considering I use the Snipe (Psionic Lance) as part of the attack chain (also due for a reconfiguration as part of the respec).

     

    The one area of the build I posted that I'm uncertain about is: Where (if anywhere) should I have -Resistance? On the build I posted I have it in Hot Feet, but I am unconvinced that -Resistance in a toggle is doing much (except possible contributing to enemies running). The build has a lot of potential areas, but in order to keep set bonuses necessary to maintain perma-Dom, it is likely that I can only squeeze in one source of -Resistance.

  13. 2 hours ago, Vanden said:

    Wait, why would you do this? Ascendancy has way better set bonuses than Stupefy, including higher-grade Recharge and Ranged Def bonuses, why not just six-slot that?

    On my build, the Recharge bonus would have been the sixth instance of 10% enhancement and therefore wasted. On that same build I have Ascendancy of the Dominator as non-Superior (slotted in another power) for the same reason.

     

    I'm not thrilled with any of the individual slotting/set choices I made, but I hit the Recharge target I wanted. This is a concept-driven character: I'm trying to get as much out of the concept as possible rather than re-imagine the character. I have a personal bias against slotting the Force Feedback +Recharge piece everywhere; I feel like including it even once was a big concession on my part, YMMV. (Edit: I may have slightly different slotting in Psychic Shockwave to add the %damage proc)

     

    The build:

    Spoiler

    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Fire Psi Dom: Level 50 Science Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Psionic Assault
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Char -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/EndRdx/Rchg/Hold:30(3), BslGaz-Rchg/Hold:30(3), BslGaz-EndRdx/Rchg/Hold:30(5)
    Level 1: Psionic Dart -- HO:Nucle(A)
    Level 2: Fire Cages -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(5), SprDmnGrs-EndRdx/Rchg:50(7), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(7), SprDmnGrs-Rchg/Fiery Orb:50(9)
    Level 4: Telekinetic Thrust -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(9), Hct-Acc/Dmg/Rchg:50(11), Hct-Dmg/EndRdx:50(11), Hct-Dam%:50(13)
    Level 6: Mystic Flight -- BlsoftheZ-ResKB:50(A)
    Level 8: Hot Feet -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(15), Arm-Acc/Dmg/Rchg:50(19), Arm-Acc/Rchg:50(21), Arm-Dmg/EndRdx:50(27), FuroftheG-ResDeb%:50(50)
    Level 10: Mental Blast -- GldJvl-Dam/Rech:50(A), GldJvl-Acc/Dmg/End/Rech:50(19), GldJvl-Dam%:50(21), GldJvl-Acc/Dmg:50(45)
    Level 12: Flashfire -- Stp-Acc/Rchg:50(A), Stp-EndRdx/Stun:50(15), Stp-Acc/EndRdx:50(17), Stp-Stun/Rng:50(17), Stp-Acc/Stun/Rchg:50(45), SprAscoft-Rchg/+Dmg%:50(46)
    Level 14: Kick -- FrcFdb-Rechg%:50(A)
    Level 16: Tough -- StdPrt-ResDam/Def+:30(A), UnbGrd-Max HP%:50(46)
    Level 18: Psychic Scream -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(27), Rgn-Acc/Dmg/Rchg:50(31), Rgn-Acc/Rchg:50(34), Rgn-Dmg/EndRdx:50(34), PstBls-Dam%:50(37)
    Level 20: Drain Psyche -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(40), Prv-EndRdx/Rchg:50(42), Prv-Heal/Rchg:50(42), Prv-Heal/Rchg/EndRdx:50(42), Prv-Absorb%:50(43)
    Level 22: Cinders -- AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), AscoftheD-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(23), AscoftheD-EndRdx/Rchg:50(23), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(25), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(25)
    Level 24: Weave -- LucoftheG-Rchg+:50(A), Rct-ResDam%:50(45), ShlWal-ResDam/Re TP:50(46)
    Level 26: Bonfire -- FrcFdb-Rechg%:50(A), OvrFrc-Dam/KB:50(29), JvlVll-Dam%:50(29), PstBls-Dam%:50(31), ExpStr-Dam%:20(31)
    Level 28: Maneuvers -- LucoftheG-Rchg+:50(A)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
    Level 32: Fire Imps -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(33), ExpRnf-Dmg/EndRdx:50(33), ExpRnf-Acc/Dmg/Rchg:50(33), SlbAll-Build%:50(34)
    Level 35: Psionic Lance -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(36), Apc-Acc/Dmg/Rchg:50(36), Apc-Acc/Rchg:50(36), Apc-Dam%:50(37), GldJvl-Dam%:50(37)
    Level 38: Psychic Shockwave -- Obl-Acc/Rchg:50(A), Obl-Dmg/Rchg:50(39), Obl-Acc/Dmg/Rchg:50(39), Obl-Acc/Dmg/EndRdx/Rchg:50(39), Obl-Dmg:50(40), Arm-Dam%:50(40)
    Level 41: Link Minds -- AdjTrg-Rchg:50(A), LucoftheG-Rchg+:50(43)
    Level 44: World of Confusion -- CrcPrs-Conf:50(A), CrcPrs-Conf/Rchg:50(48), CrcPrs-Acc/Conf/Rchg:50(48), CrcPrs-Acc/Rchg:50(48), CrcPrs-Conf/EndRdx:50(50), CrcPrs-Conf%:50(50)
    Level 47: Mind Over Body -- GldArm-3defTpProc:50(A)
    Level 49: Indomitable Will -- LucoftheG-Rchg+:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- IntRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(13)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-End%:50(A)
    Level 0: Born In Battle
    Level 0: Marshal
    Level 0: High Pain Threshold
    Level 0: Invader
    ------------

     

    For the record: World of Confusion is a horrible power. It was originally part of the concept, but if I had a different IO set option I'd replace it with Psionic Tornado or Tactics. As of now, I use it simply as a sort of toggle Defense in some content, as the rest of the build has plenty going on with the clicky powers.

     

    I have no complaints about how this build plays, but I see areas where it should be possible to get even more offense at the cost of some set bonuses (recharge). For example,

    1. Psychic Scream is a good cone for franken-slotting; e.g.  2xHO Centriole (Dam/Range) + procs
    2. Drain Psyche is a good PBAoE for some franken-slotting (It can be especially useful in mid-range game content)

    The data:

     

  14. 7 hours ago, robobl4de said:

    Yeah but that small change(Making them stay at range) would make both Call Reinforcements and Summon Spiderlings much more useful as they will not die as often(Which sucks so much for a later power unlocks that have long cooldowns) and making those two worth to pick especially at end game content.

    As it stands now I think ill shelf my crabmind which i was excited to play.  A few ppl told me it's a struggle to play this build at end game content and as I get closer to 50 I also feel that way as well.

    Maybe I misinterpret how this playstyle should be but I imagine soldier getting into melee keeping enemies busy while spiders stay at back firing at them.

    Frankly, most Masterminds struggle with end-game content (with level-shifted enemies) as well.

     

    If you are still leveling up, you probably have a couple of things working against you:

    1. You may not have the slots in the pets to improve their performance (and survivability, and recharge time)
    2. You may not have the global recharge (from set bonuses) to keep the pets 'perma'. Note that these pets have an odd definitions of permanent because a recast only replaces fallen ones so if you just replace 1 fallen spiderling the replacements will expire with any surviving spiderlings from the original casting.
    3. You may not be providing enough 'team' boosts (especially Defense) for the pets themselves, depending on power choices and slots.

     

    @Omega-202 has many posts on Crabberminds in this sub-forum; I'd consult some of his posted advice for end-game play.

     

    Crabberminds are very different than Masterminds. The primary difference is (IMO) that the Soldier VEAT has got effective (damage scale) attacks, particularly AoE which can incorporate a lot of secondary effects which can improve the performance of the spider-pets, including:

    1. The Dominion of Arachnos %terrorize ATO
    2. Knockdown
    3. -Resistance

    None of the things I describe is every going to make the Spiderlings into an 'I win' power, but it is possible to get them to contribute a significant amount of DPS.

     

     

  15. On 11/10/2020 at 11:02 AM, 0th Power said:

    Im guessing that the winter packs do not go on sale this year.

    Why not? A winter pack sale is a great sink to take Influence out of the game. Obviously higher prices removes more inf, but I feel like there were many more bulk purchases when the prices were lower.

  16. 13 minutes ago, Luminara said:

     

    Nor would I, but the streak breaker forces a hit on the next attack at 90.01%, rather than 90.00%, which makes everything above 90.01% utterly irrelevant.  It doesn't make any difference if you're at 90.01% or exactly 95.00% or 141.59%, if you miss and your next attack has a hit chance higher than 90.00%, it's a forced hit.  Anything above 90% is functionally identical because of the streak breaker.

    It's irrelevant for streakbreaker, but having a 95% final chance to hit delays (over a 90% final chance to hit) getting into the streakbreaker situation at all.

  17. On 11/6/2020 at 2:37 PM, Luminara said:

    Having thought about it from that perspective, I think the HC team needs to spend a little time poking around in these mechanics, maybe trying a few alterations.  The streak breaker should match the granularity of the hit check formula, the hit check formula just doesn't need that level of granularity with the cap in place, and the cap is counter-productive to preventing streaks or working within the confines of the streak breaker thresholds (in fact, the cap is completely pointless at 95%, it should be at 90.01% since that's where the streak breaker kicks on with a forced hit after one miss.  functionally, they're stepping on each others' toes).

    I'd never advocate lowering the final ceiling of 'to hit' to 90%, I do think it is mathematically silly that (with a 95% final chance to hit) after 1 miss there is now a forced hit (100% with no regards to the roll) when for a 'fair' RNG the actual chance of a hit is 95%.

     

    If the RNG is 'unfair enough' that it is required to trigger an auto-hit after a single 1-in-20 miss, I don't know why we'd believe that we're still getting 'fair' 19-in-20 rolls after the streakbreaker count is reset.

    Spoiler

    I can certainly speculate on the reason behind the streakbreaker.

     

    It appears to me (in the absence of actual results and analysis from the RNG) that the streakbreaker is really intended to be nothing more than a panacea implemented to soothe (potentially) hurt feelings of players who are missing with their attacks. This may actually work (as a panacea) when swinging away against enemies where the final to hit chance for all attacks in the chain is 20%: "just 7 more wild swings and I'll hit!", but at the high end of the to-hit probability spectrum (P= 95%) I find the 'forced to hit by streakbreaker' has an opposite effect for me, as I have a deep suspicion that the forced hit was actually wasted on a roll that would have hit otherwise and is much more likely to guarantee that one of my next ten rolls is going to miss rather than one of my next twenty rolls.

     

    Rather than soothing my nerves, it is more like an allergic reaction!

     

    I could work out the posterior expectations for the results (no allergy to applying probability theory) but without being able to collect data in a controlled way (*1) I feel like the best that could be done in the game is demonstrate that the rate of missing attacks (at the P=95% ceiling) is statistically significantly greater than 5%. I don't believe the RNG is (directly) responsible for this (see linked threads above), my feeling is that it streakbreaker is hurting the hit-to-miss ratio. I'd like to be able to disprove this, or at least measure the actual size of the (possible) effect.

     

    (*1) Ideally, we'd be able to position a large group of indestructible targets for which (ceiling, P=95%) attacks could be made to test both single-target and AoE attacks.

     

  18. 2 minutes ago, RogerWilco said:

    There was a big tread about streak breaker a few months ago. People there verified the odds using a lot of data from combat logs. It does what it is supposed to do, which helps the player.

    The recent thread I recall was simply a collection of the (as logged) to hit rolls. There was some concern that there was a 'plateau' of  to hit rolls in the >0.95 range but the discovery (IIRC) was that there were auras in play that were also making to-hit checks that weren't being logged (unless they miss). I don't specifically recall any analysis of streakbreaker except that the code was presented.

     

    My own posts in that thread were written while not knowing that streakbreaker code 'throws away' the result of a roll when you are 'due for a hit'. All praise to @Eclipse.for including the source code snippets in that thread.

     

     

    • Thanks 1
  19. 53 minutes ago, Shred Monkey said:

    The Heather Townsand arc (Dark Astoria Part 1) rewards 2 Emp merits which you can convert to reward merits.  If I recall correctly it's 1 to 10 conversion.  So it comes out to 20 merits every 10-15 minutes.  I think this comes out about the same as the twilight son TF mentioned earlier.

    I always forget about the Empyrian conversion. Lately I've been taking the super inspirations and filling up the SG base storage with the non-Rez ones. The Resurrection ones go into account email.

     

    Even though the Incarnate grind (my opinion, YMMV) doesn't really interest me I run this arc a lot (0x8) for the drops. This takes about 30 minutes for my favorite character, so it isn't as good for the reward merits, but I wouldn't turn my nose up at them!

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