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tidge

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Posts posted by tidge

  1. 54 minutes ago, Greycat said:

    I don't recall if i suggested it or if it was just a thought kicking around in my head, but I wouldn't mind "summer sets" either. Same rarity as winter (and I think thematically healing would be a fine one to start off with,) and - though it's added complexity - having some sort of interaction with the winter set of the same sort, if it exists. Treats the same piece on the "other" side (say, an acc/dam) as unique, so you have to choose, and maybe pulls a PVP so if you have some balance of summer and winter in a power, other aspects are unlocked - set bonuses, effects, something.

     

    I like this thinking... but...  "Summer Blockbuster" exists and has Overwhelming Force.

     

    I have always thought that it was lazy cruel that our "seasonal event" of Halloween never got a Fear set. The costumes are a very nice touch, but I want a PVP/Superior set that offers a little more (something boost-able!) OOMPH (plus another %damage!) for slotting Fear powers. I can almost believe that because of questions of balance (PvP?) and dev-tweaking that Fear and Threat never got more than their four sets. IIRC, except for %procs, the options in the Fear sets are all the same, and (again IIRC) it's only through DSyncs and IOs that Endurance reduction can be (meaningfully) slotted in Threat powers. I 99.99% believe we'd get another Hold set before we got either a Fear or Threat set.

     

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  2. I appreciate the Homecoming modifications of the Incarnate system, but it was such a clumsy addition to the original game that I wouldn't miss Incarnates if they went away entirely. There are some arcs/missions that I'd miss, and I deeply appreciate that the near-triviality of Incarnate powers make rewards (HO, DSyncs) much easier to accumulate.

     

    I know how I come by my dislike of the Incarnate system:

    • I miss Dark Astoria as it used to be, in non-echo form. The Incarnate replacement's story-focus on depression and rage just rubs me the wrong way.
    • I hated the Live mechanism of accumulating assorted "Incarnate XP", so much that it left a terrible taste in my mouth.

    The HC team's implementations (especially with how easy it is to equip characters, with and without using the Auction House, including catalysts and boosters) has already raised the ceiling on individual characters' ability to handle very difficult content. I don't know why we'd want more player buffs instead of more variety in the rest of the game.

    • Thumbs Up 2
  3. IMO, Fear and Threat would benefit more from a PVP/Superior set than another look at Healing (accurate or vanilla). With a PVP set, many excellent other choices (including Hami-Os) I think that Healing is in a good spot.

     

    My healing slotting choices for sets tend to be:

     

    6x Preventive Medicine

    3x Touch of the Nictus (for the "life-stealers")

    2x Numina (good for Tankers in Health, because of large base HP)

    5x Panacea (not common in my build, but I think I have at least one Tanker Build with this in a +HP power since I can boost these to 50+5)

     

    After those, the global singletons show up as expected. There are also reasonable Hami-O options for powers with fewer slots.

  4. I'm not a fan of PFF, although I've pretty much only resorted to Force Mastery as an Epic pool choice for Enhancement Mules(*1). I did take, slot and use Repulsion Bomb for quite a lot of content, but I also grew disenchanted with it no matter how I tried to leverage it. I learned first-hand the weaknesses of Personal Force Field when trying to use it to get through a TF mission and enough of the enemies were rolling well enough to murder me.

     

    (*1) on Blasters, I always consider Force Mastery only because I know it's an Epic/Patron set that I don't have to invest any slots in, and I may have already burned my four non-Epic power pool choices.

  5. 3 hours ago, BazookaTwo said:

    No one here has mentioned Whirlwind? Wow. Totally a flash thing. Whirlwind + Oppressive Gloom equals "erry body in da club gettin dizzy" 

     

    I 100% agree with the looks & feel of Whirlwind. I don't think I've used it in a build since the early (IO only) days of Live, as I found it... disappointing.

    • Like 1
  6. Snipes (Fast) get a damage buff from +ToHit.

     

    Quote

    Powers: Snipes

    • General Changes
      • ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts.
      • The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide.
      • Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP.
      • The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.)
      • Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version.

     

  7. Two things: (in addition to +ToHit obviously increases the ToHit Chance):

    • +ToHit increases the damage of (fast) snipes, up to 22% IIRC
    • A slotted Gaussian's %Build Up typically has a 90% (ceiling) chance to ALSO fire in Blaster's Aim-like powers. This buff lasts 10 seconds

    I've tested extra ToHit on normal (long) snipes and have not seen a difference. An easy way to test this is to put a Kismet +ToHit piece in a defense toggle. Try both Fast and Slow Snipes with and without the Kismet piece toggled on/slotted (monitor ToHit bonus).

  8. The talk about "wasting" a cast of Aim for a snipe doesn't make sense to me... AFAIK, The extra damage from +ToHit is only on Fast snipes and does nothing for normal (slow) snipes.

     

    6 minutes ago, Zect said:

    Why? Because it has strong aoe; a bevy of useful effects such as -def, slows, knockups and downs; varied damtypes that reduce the risk of running into strongly resistant enemies; ample procbombing opportunities, which need to be factored into a set's balance budget; the ability to self-heal, which only one other blaster primary does. To compensate for this strengths, it has a slight ST weakness. Extremely fair.

     

    I can get behind everything here, except that %proc is not supposed to be factored into set balance; "the game is balanced around IOs".

  9. 3 hours ago, Rudra said:

    Edit: Maybe Dehydrate and Geyser also need to be tweaked then? They get boosted for having 3 tide power counters too, and the counters also go away when they miss.

     

    The tide pods don't go away on a miss, they go away via elapsed time. I simply find it weird that the T7 plays out like this:

    • On a hit, and you had 3x tide power, and it isn't locked out: cast it again to defeat an even-level opponent.
    • On a hit, and it is locked out: cast the T2 to defeat an even-level opponent.
    • On a hit, and you don't have the 3 tide power: cast the T2 to defeat an even-level opponent.
    • On a miss: cast the T2 (twice) to defeat an even-level opponent.

    Maybe there are almost as bad other Blaster primary T7 attackss, but I think there are better T5 and T6 attacks.

  10. 2 hours ago, Rudra said:

    You mean like how you have to hit with your max range snipe after using Aim for it or the accuracy and damage boost go away? That argument fails.

     

    I think the argument equating Aim with Tidal power fails, because you can almost always get a couple of attacks in with the Aim/Build Up boost, and that boost is the same for all attacks (unlike tide pods). The effect of ToHit for Snipes is capped at 22%; on most build with Snipe it is rather trivial to be sitting at a perma +6% anyway (thanks Kismet!)

  11. 13 minutes ago, Rudra said:

    Water Jet slows the target's movement for 8 seconds and can be double cast if you have enough Tidal Counters. And if you don't have enough? It grants you a Tidal Counter.

     

    You have to hit with the first cast of Water Jet in order to get a second cast; it isn't automatic.

     

    EDIT: IIRC, you also have to hit with a cast in order to get a tidal counter.

  12. I've played a Water Blast Blaster, so I understand that role that Water Jet (a T7 primary attack power) plays in Tidal Power... but in practice, I find that I was incredibly disappointed with:

    • Damage was lackluster, roughly on par with the T2 attack Hydro Blast... not to mention Arcane Bolt from the Sorcery pool,
    • It took me (YMMV) a LOT of effort to try to work it into an attack chain (because of the Tidal Power effect), partially because of what happens with tidal power after a miss (nothing, so no "fast Water Jet") or elapsed time (buh-bye Tidal Power)

     

    I will disclose: I like the fast animation of Water Jet, but ultimately that was not enough reason for me to keep it.

     

    My opinion: Water Blast is an otherwise solid set. I can almost see why things were mixed up for it... e.g. I find the lack of a Snipe to be disappointing, but it's not the end of the world... but I really can't get my head around why this power has a T7 with such meager damage compared to a Pool power ranged attack and T5 or T6 Snipes from other Blaster sets.

     

    I don't have a specific suggestion, but I feel like this subforum has often been a good place to have discussions of balance (within sets for a specific AT).

  13. On 3/16/2023 at 1:52 PM, Lusiphur Malache said:

    You've created your character and played, experimented, respeced and finally gotten it t4'd.  Put it on the shelf to start the next one.  Several weeks or months later you play again just to scrape the rust off and find that you must have been high or drunk when you slotted it, because you've learned so much or the game has just changed so much.

     

    What do you do?

     

    I don't consider Incarnates to be in the same category as respecs... I certainly have made the decision to grind towards a different T4, but usually if it is a character I've previously put any time into getting new T3s is not an issue, mileage varies on T4s. I tend to spend a lot of time leveling up characters, so I don't approach Incarnate powers as "covering a hole" in the build... except in the case of Cardiac for Endurance Reduction at high-end play, YMMV.

     

    As for "mistakes"... I can only think of a couple of instances where I felt that I had totally misunderstood some power, gave it a fair amount of testing and ended up think of the original choice as a "mistake". More often fro me: a respec specifically to change power choices on an already 'finished' build is usually because:

    • I've used unslotters to determine that some enhancement (usually a global, sometimes a %proc) is having no observable effect, and I can think of another power that could use the slot(s). Generally this personal behavior has meant that I downplay Regeneration (outside of the large HP ATs) and certain resistances.
    • I've experimented with NOT using a power during regular play, and I've determined that the power can come out of the build. This is a major reason why I almost never plan to put Hasten in anything other than a Dominator, or something with 5-minute recharge powers.
    • Very rarely the HC team has modified a power set such that a character needs a respec. The only times this happened (so far!) was for an Energy Melee character and also for a Robotics MM.
  14. 1 hour ago, SeraphimKensai said:

    How do these kinda MMs hold up to the game's content?

     

    My experience with running only alongside a single T3 henchman is that the (lack of) damage output hurts more than anything else. Fewer "bodyguards" is also something that needs to be factored in. Eventually the Endurance tax catches up, because the MM will need to be much more active. It is possible to use Grant Invisibility to stealth some missions with a single henchman already summoned, but at the final objective you will still be a MM with but a single henchman.

    • Like 2
  15. On 3/3/2023 at 6:16 PM, Mr. Apocalypse said:

    So I made another pass on my choices and made a couple of improvements based on your comments and my testing.

     

    Tar patch lost the Ice Mistral proc (it was useless in TP as it only procs on the initial cast) and received a Pacing of the Turtle range/slow 5+ boosted (I already had this one so threw it on). +5 boosted recharge reduces timer by 4 seconds vs the =5 boosted PotT range/slow, but with my haste numbers I can already double stack. Triple stacking for a few seconds at most is not really worth much to me. I may still go with +5 boosted recharge, but for now going to try having extra range and slow in it. If triple stacking becomes a need, I will move to boosted recharge.

     

     

    I feel that if Tar Patch isn't giving set bonuses, I'd want to slot it first with Recharge, and possible Endurance Reduction (depending on style, and the Endurance budget). I wouldn't put %procs in it without also having accuracy

     

    Similarly, I feel that Howling Twilight is a power that is best used as often as possible (for the Stun). If you don't have accuracy slotted in it, the %procs are IMO not nearly as good a choice as recharge. My favorite slotting for it is (when slots are available... I'd drop the %procs first, don't exceed 5 of same Purple set bonuses):

     (A) Positron's Blast - Chance of Damage(Energy): Level 50

     (*) Javelin Volley - Chance of Damage(Lethal): Level 50

     (*) Absolute Amazement - Stun/Recharge: Level 50+5

     (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5

     (*) Ragnarok - Accuracy/Recharge: Level 50+5

     (*) Ragnarok - Damage/Endurance: Level 50+5

     

    As I've written in a bajillion other threads, I feel that Hasten is a trap for a LOT of builds, and for Masterminds (with their Endurance tax) it can be especially problematic... in my experience, there are very few powers (and none of them are attacks) that really need the recharge coming from Hasten in a MM build. Obviously if Hasten is saving slots in powers that would otherwise need to go for Recharge, that's a thing, but my experience has been that Hasten is really only paying off for powers that have 5 minute recharges, or in marginal cases where I'm right on the edge of "perma" (e.g. Domination, Mind Link, Link Minds) without Hasten.

     

    There are a lot of ways to slot the bots; I did find that putting an IO Defense 50+5 piece in Protector Bots is a huge help  as I think the base defense from their Force Field is something like 13%, so the returns are on the order of 4% more Defense. Here is what I did with my henchmen (albeit with a different secondary):

     

    Level     1:            Battle Drones   

     (A) Superior Mark of Supremacy - Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     (*) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50

     (*) Sovereign Right – Accuracy/Damage: Level 50

     (*)  Sovereign Right - Resistance Bonus: Level 50

     

    Level 12:              Protector Bots  

     (A) Superior Mark of Supremacy - Damage/Endurance: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50

     (*) Defense Buff IO: Level 50+5

     (*) Edict of the Master: Defense Bonus: Level 40

     (*) Call to Arms: Defense Aura for Pets: Level 30

     (*) Call to Arms: - Accuracy/Damage: Level 30

     

    Level 22:              Assault Bot        

     (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50

     (*) Superior Mark of Supremacy: Accuracy/Damage: Level 50

     (*) Superior Mark of Supremacy: Endurance, +Resist (All) +Regen(Pets): Level 50

     

    I put the %Build Up piece in the Tier 1 henchmen, my thinking is that they are the ones that will generally need better +ToHit. Obviously there is a tradeoff against using it in the T3 Assault Bot. I get a kick out of seeing multiple instances of it on the three Battle Drones.

     

    Note that if you get the extra Defense from the Protector Bot, I think you can make alternate choices for slotting the Dark Servant; you can save 2 slots, pick up +MaxEnd, MOAR Global Recharge and slide a %damage proc into Dark Fluffy.

     

    Level 38:              Dark Servant     

     (A) Cloud Senses - Chance for Negative Energy Damage: Level 30

     (*) Cloud Senses - Accuracy/ToHitDebuff: Level 30

     (*) Cloud Senses - ToHit Debuff: Level 30

     (*) Cloud Senses - Accuracy/Recharge: Level 30

     

  16. This is an alternate build I have for my Robots/Traps MM: "A Boy and His Robot". I don't usually run this build, but it is more viable in this (i27p5) era than it was before for a multiple reasons (power changes, level choices for powers). The arc I use to gauge how (in)effective a "petless" (or reduced number of henchmen) MM is the "Lost and Found" from Montague Castanella at level 50... I landed on this one because it used to be absolutely miserable and I see no need to seek out a more miserable one.

     

    Spoiler

    A Boy and His (One Big) Robot

     

    Primary Power Set: Robotics

    Secondary Power Set: Traps

    Power Pool: Force of Will

    Power Pool: Fighting

    Power Pool: Leadership

    Ancillary Pool: Mace Mastery

     

    ------------

    Level 1: Battle Drones   

     (A) Superior Mark of Supremacy - Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50

     (*) Call to Arms - Defense Bonus Aura for Pets: Level 30

     (*) Edict of the Master - Defense Bonus: Level 40

     (*) Sovereign Right - Resistance Bonus: Level 50

     

    Level 1: Caltrops              

     (A) Annihilation - Accuracy/Damage/RechargeTime: Level 50

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Bombardment - Chance of Damage(Fire): Level 50

     (*) Positron's Blast - Chance of Damage(Energy): Level 50

     (*) Javelin Volley - Chance of Damage(Lethal): Level 50

     (*) Ice Mistral’s Torment - Chance for Damage(Cold): Level 50

     

    Level 2: Web Grenade  

     (A) HamiO:Endoplasm Exposure:50 (Acc/Mez)

     

    Level 4: Mighty Leap      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

     

    Level 6: Weaken Resolve             

    (A) HamiO: Lysosome Exposure (Acc/Def Debuff/ToHit Debuff)

    (*) Shield Breaker - Chance for Lethal Damage: Level 30

    (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     

    Level 8: Photon Grenade             

    (A) Annihilation - Accuracy/Damage/Endurance: Level 50

    (*) Annihilation - Chance for Res Debuff: Level 50

    (*) Javelin Volley - Chance of Damage(Lethal): Level 50

    (*) Bombardment  - Chance of Damage(Fire): Level 50

    (*)Positron's Blast - Chance of Damage(Energy): Level 50

    (*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50

     

    Level 10:              Acid Mortar       

     (A) Undermined Defenses - Defense Debuff: Level 50

     (*) Undermined Defenses - Defense Debuff/Recharge: Level 50

     (*) Undermined Defenses - Recharge/Endurance: Level 50

     (*) Undermined Defenses - Recharge: Level 50

     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     (*) Achilles' Heel - Chance for Res Debuff: Level 20

     

    Level 12:              Equip Robot      

     (A) Unbreakable Guard - Resistance: Level 50

     (*) Unbreakable Guard - +7.5% MaxHP: Level 50

     

    Level 14:              Wall of Force     

     (A) D-Sync Guidance:50 (Accuracy/Range)

     (*) HamiO Centriole Exposure:50 (Damage/ Range)

     (*) Bombardment - Chance of Damage(Fire): Level 50

     (*) Positron's Blast - Chance of Damage(Energy): Level 50

     (*) Javelin Volley - Chance of Damage(Lethal): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 16:              Force Field Generator   

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Luck of the Gambler - Defense: Level 50

     (*) Defense Buff IO: Level 50+5

     

    Level 18:              Maintenance Drone

     (A) Preventive Medicine - Heal: Level 50

     (*) Preventive Medicine - Heal/Endurance: Level 50

     (*) Preventive Medicine - Endurance/RechargeTime: Level 50

     (*) Preventive Medicine - Heal/RechargeTime: Level 50

     (*) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50

     (*) Preventive Medicine - Chance for +Absorb: Level 50

     

    Level 20:              Poison Trap       

     (A) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Recharge: Level 50

     (*) Gladiator's Net - Recharge/Hold: Level 50

     (*) Gladiator's Net - Endurance/Recharge/Hold: Level 50

     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50

     (*) Gladiator's Net - Chance of Damage(Lethal): Level 50

     

    Level 22:              Assault Bot        

     (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     

    Level 24:              Maneuvers        

     (A) Shield Wall - Defense: Level 50+5

     (*) Shield Wall – Defense/Endurance Level 50+5

     (*) Shield Wall - Teleportation Protection / +Resistance (All): Level 50

     (*) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 26:              Upgrade Robot

     (A) Endurance Reduction IO: Level 50+5

     

    Level 28:              Seeker Drones 

     (A) Absolute Amazement - Stun: Level 50

     (*) Absolute Amazement - Stun/Recharge: Level 50

     (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50

     (*) Absolute Amazement - Accuracy/Recharge: Level 50

     (*) Absolute Amazement - Endurance/Stun: Level 50

     (*) Javelin Volley - Chance of Damage(Lethal): Level 50

     

    Level 30:              Tactics  

     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

     (*) Endurance Cost Reduction IO: Level 50+5

     

    Or (*) HamiO:Cytoskeleton Exposure: 50 (End / ToHit / Def)

     

    Level 32:              Assault

     (A) Endurance Reduction IO: Level 50+5

     

    Level 35:              Scorpion Shield

     (A) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Scaling Resist Damage: Level 50

     

    Level 38:              Kick       

     (A) Force Feedback - Chance for +Recharge

     

    Level 41:              Tough  

     (A) Steadfast Protection - Resistance/+Def 3%: Level 30

     (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

     (*) Gladiator's Armor - Resistance / Endurance Reduction: Level 50+5

     

    Level 44:              Weave 

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 47:              Unleash Potential           

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 49:              Protector Bots  

     (A) Superior Mark of Supremacy - Damage/Endurance: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50

     (*) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Level 50

     (*) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50

    (*) Luck of the Gambler - Recharge Speed: Level 50

     

    ------------

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Sprint   

     (A) Unbounded Leap - +Stealth: Level 50

     

    Level 1: Supremacy        

     

    Level 2: Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 4: Athletic Run      

     

    Level 2: Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2: Health  

     (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50

     (*) Panacea - +Hit Points/Endurance: Level 50

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End: Level 50

     (*) Performance Shifter - EndMod: Level 50

     

    ------------

     

     

     

     

  17. 2 hours ago, MrAxe said:

     

    Yeah that's it. I can see the procs fire during the vortex effect before the main hit. I wonder if the -res proc works this way too.

     

    I have a number of builds where I slot the %-Res pieces in DoT (or delayed damage) with the hopes that the %-Res happens first, increasing damage dealt. I have never studied if it actually helps (in solo).

  18. On 3/14/2023 at 2:39 PM, aethereal said:

     

    AoE attacks get a penalty to the proc rate based on the size of their area.  Since Axe Cyclone has quite a large radius, it takes a pretty hefty penalty to rates, but I haven't done the math on it to figure out what it'd be.  It also depends on the PPM of the proc!

     

    EDIT:  My spreadsheet says that the proc rate of a 3.5 PPM proc in Axe Cyclone with no local recharge should be 42.9%

     

    As I wrote in another thread, I also calculated about 43% for Axe Cyclone (per 3.5 PPM, per mobile) which aligns with my Tanker experience.

     

    From memory, I think that for Axe Cyclone the PPM damage occurs on cast (when each hit mob is moved) and not when the regular damage happens... Similar to a power like Levitate where PPM damage occurs when the mob is tossed but the inherent damage occurs after the ragdoll effect resolves.

  19. On 3/11/2023 at 10:28 AM, MrAxe said:

    Procs hardly ever fire in Axe Cyclone. Not sure why (I have acc. coming out of my ears and no rech. in the power), so you may wish to save some of those slots.

     

    This has not been my experience, it is an inherent 18 second recharge with 15' radius. When I ran the numbers for a 3.5 PPM piece I was seeing a %proc rate of something like 43%.

     

    EDIT: IIRC, this is one of those powers where the %damage will fire at a different time than the standard damage. Perhaps you are just missing it?

  20. I like your approach. I didn't want to go %proc on this Blaster... the appeal to me would be front-loading damage on casts (such as for Whirlpool). Obviously I opted for set bonuses. If this combo was on something like a Defender/Corrupter/Controller I would absolutely be more proc-tastic.

     

    I originally had the Force Feedback %+Recharge piece in Geyser. It always (90%) fired, but it was having very little effect on my attack chain. Geyser itself is too long a recharge to get much benefit from it, and while it did help the faster recharging powers (that were being used), I found that the extra oomph from it was to infrequent, so I adjusted my attack chain/play style instead. Maybe it makes a difference with Hasten in the build. Global Recharge is one of those effects I like to test by using unslotters (see also Regeneration).

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  21. On 3/7/2023 at 5:40 PM, luxlorica said:

    Mind Control x Anything Controller. I mean Dark isn't great but it will keep you mostly alive. Everything else just makes it more or less easy to run away. And the danger isn't always to your green bar  but to your heart when you watch any other AT walk up to that mob that takes you 15 minutes to beat and slaps it out of that way like a garbage tier trash mob.

     

    Mind Control need some serious thought in this blaster-centric, control does nothing version of the game. I don't even dislike this version of the game, Mind Control just needs to fit into it somewhere rather than being the power-set devs forgot.

     

    My Mind/Poison, which is fun and effective. I've played it on any number of Penny Yin TFs (before and after i27p5) where he's been doing more damage than any other single player on the TF(*1). This is the page 5 version:

     

    Spoiler

    Primary Power Set: Mind Control

    Secondary Power Set: Poison

    Power Pool: Fighting

    Power Pool: Force of Will

    Power Pool: Concealment

    Ancillary Pool: Primal Forces Mastery

     

    ------------

    Level 1:                 Levitate              

     (A) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50+5

     (*) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50+5

     

    Level 1:                 Envenom            

     (A) Shield Breaker - Chance for Lethal Damage: Level 30

     (*) Shield Breaker - Defense Debuff: Level 30

     (*) Shield Breaker - Accuracy/Defense Debuff: Level 30

     (*) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30

     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     

    Level 2:                 Dominate           

     (A) HamiO:Nucleolus Exposure (Accuracy/Damage) Level 53

     (*) HamiO:Peroxisome Exposure (Damage/Mezz) Level 53

     (*) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50

     (*) Neuronic Shutdown - Chance of Damage(Psionic): Level 30

     (*) Gladiator's Net - Chance of Damage(Lethal): Level 50

     (*) Apocalypse - Chance of Damage(Negative): Level 50

     

    Level 14:              Weaken Resolve            

     (A) HamiO:Lysosome Exposure (Accuracy / -Defense / -ToHit) Level  53

     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     

    Level 6:                 Confuse              

     (A) Coercive Persuasion  - Confused: Level 50+5

     (*) Coercive Persuasion  - Confused/Recharge: Level 50

     (*) Coercive Persuasion  - Accuracy/Confused/Recharge: Level 50

     (*) Coercive Persuasion  - Accuracy/Recharge: Level 50

     (*) Coercive Persuasion  - Confused/Endurance: Level 50+5

     (*) Coercive Persuasion  - Contagious Confusion: Level 50

     

    Level 8:                 Mass Hypnosis

     (A) Fortunata Hypnosis - Accuracy/Recharge: Level 50

     (*) Fortunata Hypnosis - Sleep/Endurance: Level 50+5

     (*) Fortunata Hypnosis - Sleep/Recharge: Level 50

     (*) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50

     (*) Fortunata Hypnosis - Chance for Placate: Level 50

     (*) Call of the Sandman - Chance of Heal Self: Level 50

    Level 10:              Boxing 

     (A) Gladiator's Strike - Accuracy/Damage: Level 50+5

     

    Level 12:              Mighty Leap      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

     

    Level 14:              Wall of Force    

     (A) HamiO:Centriole Exposure (Damage/Range)Level  53

     (*) D-Sync: Guidance (Accuracy/Range) Level 53

     (*) Positron's Blast - Chance of Damage(Energy): Level 50

     (*) Bombardment - Chance of Damage(Fire): Level 50

     (*) Javelin Volley - Chance of Damage(Lethal): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 16:              Elixir of Life       

     (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50

     

    Level 18:              Total Domination           

     (A) Superior Will of the Controller - Accuracy/Mezz: Level 50

     (*) Superior Will of the Controller - Mezz/Recharge: Level 50

     (*) Superior Will of the Controller - Endurance/Recharge: Level 50

     (*) Superior Will of the Controller - Accuracy/Mezz/Endurance: Level 50

     (*) Superior Will of the Controller - Accuracy/Mezz/Endurance/Recharge: Level 50

     (*) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50

     

    Level 20:              Tough  

     (A) Unbreakable Guard - +Max HP: Level 50

     (*) Unbreakable Guard - Resistance/Endurance: Level 50+5

     

    Level 22:              Terrify 

    (A) HamiO:Centriole Exposure (Damage/Range)Level  53

    (*) Bombardment (Accuracy/Endurance/Recharge): Level 50

    (*) Bombardment - Chance of Damage(Fire): Level 50

    (*) Positron's Blast - Chance of Damage(Energy): Level 50

    (*) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50

    (*) Javelin Volley - Chance of Damage(Lethal): Level 50

     

    Level 24:              Paralytic Poison              

     (A) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 30

     (*) Neuronic Shutdown - Chance of Damage(Psionic): Level 30

     (*) Unbreakable Constraint - Chance for Smashing Damage: Level 50

     (*) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5

     (*) Gladiator's Net - Chance of Damage(Lethal): Level 50

     

     

     

     

    Level 26:              Mass Confusion              

     (A) Cacophany - Chance of Damage(Energy): Level 30

     (*) Malaise's Illusions - Chance of Damage(Psionic): Level 50

     (*) Superior Overpowering Presence - Accuracy/Mezz/Endurance/RechargeTime: Level 50

     (*) Superior Overpowering Presence - RechargeTime/Energy Font: Level 50

     (*) Superior Overpowering Presence - Endurance/RechargeTime: Level 50

     (*) Superior Overpowering Presence - Accuracy/Mezz/Endurance: Level 50

     

    Level 28:              Weave

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Reactive Defenses - Scaling Resist Damage: Level 50

     (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

     (*) Shield Wall - Defense: Level 50+5

     (*) Shield Wall - Defense/Endurance: Level 50+5

     

    Level 30:              Poison Trap       

     (A) Unbreakable Constraint - Hold: Level 50+5

     (*) Unbreakable Constraint - Hold/Recharge: Level 50+5

     (*) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50+5

     (*) Unbreakable Constraint - Accuracy/Recharge: Level 50+5

     (*) Unbreakable Constraint - Endurance/Hold: Level 50+5

     

    Level 32:              Alkaloid              

     (A) Preventive Medicine - %Absorb: Level 50

     

    Level 35:              Power Blast       

     (A) Apocalypse - Damage: Level 50+5

     (*) Apocalypse - Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Recharge: Level 50

     (*) Apocalypse - Damage/Endurance: Level 50+5

     (*) Gladiator's Javelin - Chance of Damage(Toxic): Level 50

     

    Level 38:              Temp Invulnerability    

     (A) Steadfast Protection - Resistance/+Def 3%: Level 30

     

    Level 41:              Energy Torrent 

    (A) HamiO:Centriole Exposure (Damage/Range)Level  53

    (*) D-Sync: Guidance (Accuracy/Range) Level 53

    (*) Positron's Blast - Chance of Damage(Energy): Level 50

    (*) Bombardment - Chance of Damage(Fire): Level 50

    (*) Javelin Volley - Chance of Damage(Lethal): Level 50

    (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 44:              Unleash Potential          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

     

    Level 47:              Stealth

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 49:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Containment    

     

    Level 1: Prestige Power Slide     

     (A) Empty

     

    Level 1: Sprint   

     (A) Unbounded Leap - +Stealth: Level 50

     

    Level 2: Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 1: Athletic Run      

     

    Level 2: Swift    

     (A) Run Speed IO: Level 50+5

     

    Level 2: Health 

     (A) Panacea - +Hit Points/Endurance: Level 50

     (*) Miracle - +Recovery: Level 40

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina              

     (A) Performance Shifter - Chance for +End: Level 50

     (*)Performance Shifter - Endurance Modification: Level 50

     

    ------------

     

    (*1) EDIT: Those TF PUGs were (from memory) generally made up of lower-level characters (not exemplaring down), exemplars with characters who took higher-DPS or AoE powers late in the build, or single-target ATs. It isn't like this guy is a one-man mass-murder squad, it's just that between the confuses, debuffs and AoE he competes.

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