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MoonSheep

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Posts posted by MoonSheep

  1. 1 hour ago, BurtHutt said:

    -I didn't realize I was on a 'train' until one of the team mentioned it. 

     

    yes! the exact same happened to me

     

    i agree with your views too. i found it palatable and fine but quite forgettable and a bit cramped

     

    a new ITF style TF would be well received

    • Thumbs Up 1
  2. 20 hours ago, MonteCarla said:

    I know what you mean.
    My first character on Homecoming was a Rad/Energy Blast Defender, and I've played it on a number of characters, including a Rad/Elec and a Rad/Dark Defender.
    It's the Swiss Army knife of the original support sets that doesn't do any one thing really well, but does a lot of thing quite well.


    When it comes down to it, support sets do three things:

     

    1. Our health bars aren't going down!

    Rad Infection stops you getting hit much - once the long animation's done and your toggle anchor doesn't run off. Choking Cloud provides more intermittent protection and you can mop up with the heal. EMP is a good panic button. It's all good layered protection, but no Force Fields.

     

    2. Our blue bars aren't moving!

    Accelerate Metabolism does an OK job of this, with some OK +Recharge on top.

     

    3. The enemy sure are falling over quickly!

    Accelerate Metabolism provides an OK damage boost and Enervating Field provides some OK -Res. (If your toggle anchor doesn't run etc). Force Fields applies more -Res to a GM or AV these days.

     

    When a Rad user joins my task force I go... "mmm. cool, I guess.". Not quite like the excitement of a Force Fielder or Kineticist who provide one big obvious advantage.

     

    Over time, Rad's suffered a few blows:

    - It has two powers that require a dead teammate. With Return to Battle from the START vendor, you have to be quick to Fallout and Mutation them before they get up anyway. Trying to teleport them first? Good luck with that without excellent team communication! I tried that often on my Rad/Dark pixie and couldn't do it most times. In addition, anyone can rez now with the SMART vendor temp, further devaluing Mutation.

    - There was a time on Live when Lingering Radiation was a must-have for taking on giant monsters. Their regen has been toned down, and most teams handle them through sheer damage, -res debuffs and proc damage these days.

    - Newer sets like Electric, Nature, Time and Marine are also Swiss army knives, but maybe a bit better, or at least easier to use, because enemy toggles are kind of annoying. 

     

    It's gained the new toggle behaviour, where your toggle keeps running on the body until it fades.

     

    It's not a bad set at all, just somehow a bit hard to get excited about?

     

     

    great points of view which i agree with

     

    i think overall though the biggest impact to radiation has been that the default playstyle has changed to now focus much more heavily on DPS and outright pace, whereas on live, not being dead and having endurance were notable issues, therefore setting up the enemy toggles was not a disadvantage (other than someone killing the anchor)

     

    if radiation infection and enervating field were turned into PbAoE toggles like venomous gas from poison i would expect radiation’s popularity would soar. still a great set regardless

    • Like 1
  3. 50 minutes ago, Maelwys said:

    .Therefore really the most that folk with absolutely massive wallets can accomplish is to buy up all of the currently available copies of a specific item; and place "bid" orders waiting for more to arrive. This can temporarily drive up the price of individual items... but all a non-marketeer has to do is bid one inf higher then them ("I wanna buy it now!") and their bid will take priority... or they can choose to wait ("Patience is a virtue!") for supply to outstrip the number of bids and drive the price back down again... or they can choose to farm/redeem/craft/convert the item by themselves.

    So the prices of specific items can be "manipulated" but not outright "controlled". 

     

    very true from my experience. i spent around 150m a few years ago as an experiment to try and control a specific item but it was futile within around 1 day and was a massive net loss

     

    the behind the scenes programming that an invention recipe or enhancement of any level are all placed into the same bin seems to create a mechanic whereby influencing the market for personal gain doesn’t seem to work

    • Thumbs Up 2
  4. 38 minutes ago, Uun said:

    It's useful to understand how these foes are built. Out of the box they have 30% S/L and 35% F/C/E/N/T resistance. Unstoppable (which has a 45s duration) adds 65% S/L and 60% F/C/E/N/T resistance, taking them to 95% resistance to everything except psi. While damage resistance caps at 90%, the additional 5% resistance makes it more difficult to debuff their resistance (https://homecoming.wiki/wiki/Resistance_(Mechanics)#Resistance_to_Resistance_Debuffs). There are a couple of ways to deal with Unstoppable: 

    1. Psi damage - Cyclops and Minotaurs have no resistance to psi whatsoever.
    2. -End/-Recovery - if you can floor their endurance before they pop Unstoppable, they won't be able to fire it (or the animation will occur but will have no effect). 
    3. Wait for Unstoppable to expire - fighting them while Unstoppable is up is pointless. Kite them or beat up something else for 45s.

    https://cod.uberguy.net/html/entity.html?entity=romans_minotaur_boss

     

    If you're fighting the Incarnate versions, base E/N resistance is increased to 50% and E/N resistance from Unstoppable is reduced to 45%.

    https://cod.uberguy.net/html/entity.html?entity=romans_minotaur_boss_endgame

     

    Not sure what you're referring to regarding 1000% regen. Neither Cyclops or Minotaurs have any regen buffs, whether from Unstoppable or otherwise.

     

    i’ve also found putting two psi procs into slow recharging hold powers works well to cut through them

  5. i feel like the outlier here, i tend to only play defenders or dominators

     

    now starting to play stalkers more. as a heavy insp user i tend to stay away from melee ATs as the secondary set of defensive powers is a waste for how i play alts - total contribution (damage, debuff, lockdown) is the most important aspect for me, survivability is provided by a few insps instead

    • Like 1
  6. 1 hour ago, Chrome said:

    and my response to this would be why wouldn't you want to buff them for regular content?  IMO and those of my small circle of friends is that MMs are just plain worse at everything with more hassle.  IF you can keep your pets close and alive and on defensive and IF the MM takes damage and your pets DECIDE to all  attack the same target one at a time then MMs feel pretty good, but as soon as you take them out of defensive or the pets start attacking all separate targets or the MM doesnt take any damage (while they are in defensive ) you are effectively useless.  this doesnt even begin to touch the level differences and main part of this focused feed back.  if for a few months or pages or what have you MMs became the Meta why would that be bad.  I think that there is some idea somewhere that MMs are on an even playing field with other ATs, and this is just wrong objectively.  If simply making MM Pets even level with the MM will put them slightly higher damage than a Dominator, so be it!  let them have a chance to shine after having such a very long time in the doghouse. 

     

    This is very confusing, it feels like they are trying to keep the MM at the bottom instead of taking this opportunity to  bring them up to snuff while at the same time also adjusting them for the newer content they are making.

     

    I say let MMs be "plant control" for a bit and let them have a chance to be needed/wanted in groups. then slowly tune it down over time if needed.  

     

     

     

    i am wholly aligned to your view of MMs

     

    i want to like them and have wanted to play one for so many years but it feels like in order for them to be comparable to other ATs you need to invest heavily in a Rube Goldberg of complex builds and advanced play strategy just to be on par for a niche selection of use cases where they operate in an acceptable but not mindblowing level of performance

     

    at present they’re not worth the hassle for the limited situations where they can contribute. having an MM on the team is essentially a filler position

    • Like 1
  7. On 11/11/2025 at 12:24 AM, Maelwys said:

    (i) Hurrah! 😁
     

    Thank you, sincerely, for the work you've put into this.
     

     


     


    (ii) For everyone seeing this for the first time... be aware that the "set bonus inheritance" only applies to actual "IO Set" Set Bonuses.

    This means +MaxHP Set Bonuses from things like 3x Miracle and 3x Numina (+1.88% Hitpoints) work just fine... however effects from something like the Unbreakable Guard +7.5% MaxHP IO (which FUNCTIONS as a "Set Bonus" but isn't one of the Set Bonuses listed at the bottom of the IO Set whenever you hover over it) won't work.
     

    In the same vein... "KB Protection" will inherit from 3x Gladiator's Armor IOs but won't from a Steadfast Protection, a Karma or a Blessing of the Zephyr IO etc.
     

    (And yes, henchmen getting reliable knockback protection is one of the biggest winners from this patch, even if it's just -1.2mag per 3x Gladiators Armor!!)

    image.png

    image.png
     

     


     


    (iii) I would like to point out that "henchmen becoming even-level" isn't quite the buff that it might first seem.

    Traditionally the #1 complaint of MM players is that their T1 and T2 pets find it difficult to hit a foe which is higher than +3 to the MM (e.g. +5 to the T1 and +4 to the T2).
    THIS PATCH DOES NOTHING TO HELP WITH T1 AND T2 HENCHMEN HIT CHANCE beyond them gaining access to 40% of the MM's own Global Accuracy set bonuses (NOT Kismet!) because Mastermind T1 and T2 Henchmen currently have their Hit Rate artificially lowered by -8% (T2s) and  -17% (T1s).

    T1:
    image.png
    T2:
    image.png
    T3:
    image.png


    This replicates their Hit Rate penalty on Live (where they're lower level) but it means getting them able to reliably hit higher level mobs is still a royal PITA. 
    Anyways, as IMO this is the biggest headache facing MMs and the changes do not go far enough in addressing it; I'm going to restate my proposed solution(s) below:

    ...
    ...
    ...

    T1 and T2 HENCHMEN HIT RATE:

    Problem: Mastermind T1 and T2 Henchmen currently have their Hit Rate lowered by -8% (T2s) and  -17% (T1s).
    Even with the +10% ToHit from Supremacy, T1 henchmen still require just under 200% Accuracy (more than twice the ED cap!) before they'll achieve 95% Hit Rate versus the new Level 55 mobs; before debuffs. Which is completely unfeasible. Taking Tactics can somewhat offset this; as can taking specific primaries (Ninjas can slot Kismet into their T1 upgrade; Thugs have Enforcer Tactics) however it's still extremely difficult to reach the required levels of accuracy slotting. (e.g. even with Supremacy and fully-slotted Tactics your T1 pets still still require ~26% above ED-Capped Accuracy!)

    Ideal Solution: Lose the Hit Rate debuffs completely; give the T1 and T2 pets the default (75%) Base Hit Rate.

    Potential Compromise Solution: Swap the Hit Rate debuffs out for Accuracy debuffs.
    This would mean that the T1 and T2 henchmen still have a significant penalty; but it's far more achievable to counteract that penalty against higher level foes via additional Accuracy slotting. Having "Base Accuracy" differences between different critter "Ranks" is also a well-established thing - see the "Rank-Based Accuracy Multipliers" table here.

    As an example... if there was a -15% accuracy debuff on the T2s and -30% accuracy debuff on the T1s?

    With Supremacy:
    vs a +4 foe:  the T2s would require ~109% Accuracy (rather than ~142%) and the T1s would require ~124% Accuracy (rather than ~197%)
    vs a +3 foe:  the T2s would require ~79% Accuracy (rather than ~90%) and the T1s would require ~94% Accuracy (rather than ~132%)

    vs a +2 foe:  the T2s would require ~59% Accuracy (rather than ~64%) and the T1s would require ~74% Accuracy (rather than ~94%)

    vs a +1 foe:  the T2s would require ~42% Accuracy (rather than ~42%) and the T1s would require ~57% Accuracy (rather than ~64%)

    vs a +0 foe:  the T2s would require ~27% Accuracy (rather than ~24%) and the T1s would require ~42% Accuracy (rather than ~40%)

    With Supremacy and ED-Capped ("+12% ToHit") Tactics:
    vs a +4 foe:  the T2s would require ~71% Accuracy (rather than ~80%) and the T1s would require ~86% Accuracy (rather than ~116%)
    vs a +3 foe:  the T2s would require ~51% Accuracy (rather than ~54%) and the T1s would require ~66% Accuracy (rather than ~80%)

    vs a +2 foe:  the T2s would require ~37% Accuracy (rather than ~36%) and the T1s would require ~52% Accuracy (rather than ~56%)

    vs a +1 foe:  the T2s would require ~25% Accuracy (rather than ~21%) and the T1s would require ~40% Accuracy (rather than ~36%)

    vs a +0 foe:  the T2s would require ~13% Accuracy (rather than ~7%) and the T1s would require ~28% Accuracy (rather than ~19%)


    So that works out better vs +1s and above (with no Tactics) and vs +2s and above (with fully-slotted Tactics). And the negative impact against low-level foes is very minor.
    Also; personally I think taking Tactics and getting 86% Accuracy aspect in my T1 henchmen is an appropriate level of investment to reliably hit +4 mobs before debuffs.


    Look at the far right column in the below spreadsheet snippet.
    That's the Accuracy aspect slotting required for each of the Henchmen tiers to get them to cap their Hit Rate vs +3 or +4 mobs.
    And yes, that's +197% Accuracy required in your T1s (e.g. the equivalent of "6x Accuracy SOs" before ED kicks in!) if you're not taking Tactics.
    Even with a 6-slotted Tactics they still need ED-capped Accuracy plus another ~20% from set bonuses (which currently means their Master having +50% Global Accuracy)

    image.png

     




    Also...

    MASTERMIND ATO SLOTTING:

    Problem: Mastermind ATOs can only currently be slotted into the Pet summon abilities and specific Tier 7 abilities.
    On Live, specific Mastermind Primary powersets have more opportunity than the rest to slot ATOs - Thugs and Demons and Necromancy have Tier 7 powers (Gang War/Hell on Earth/Soul Extraction) which can take the ATOs. But Beasts, Mercs, Ninjas and Robotics do not.
    On Test there has been an attempt to resolve this by giving the Tier 7 powers of those latter four powersets (Fortify Pack, Serum, Smoke Flash and Maintenance Drone) the ability to slot ATOs. However none of those abilities benefit from Damage aspect slotting; and many of them do not benefit from Accuracy aspect slotting. Therefore much of the benefit of these ATOs is getting wasted (and Serum has some other potential issues with how +Damage enhancement interacts with +DamageResistance enhancement under the hood!)

    Ideal Solution: Let all damaging Mastermind Primary Attacks have the ability to slot ATOs.
    This would mean Personal Attacks from Mastermind Primary Powersets such as Call Swarm, Burst, Snap Shot and Pulse Rifle Blast would become able to take and benefit from the ATO sets and all of their various enhancement aspects - accuracy, damage, endurance and recharge. Having 3 extra powers per set which can potentially take ATOs would also open up a lot of build variety for Masterminds and drastically ease the pressure on sets like Mercs (which simply cannot cram every beneficial IO into its three summon abilities!)

    Potential Compromise Solution: Let the T1 and/or T2 Mastermind Primary Personal Attacks have the ability to slot ATOs.
    Similar to the above, but it'd limit the scope of MM ATO slotting to only one or two personal attacks; in case the Devs are concerned about opening it up too wide.

     




    And also...

    T1 AND T2 HENCHMEN DAMAGE OUTPUT:

    Problem: Due to them becoming "even-level", Mastermind T1 and T2 Henchmen will deal more raw damage than before vs regular enemies.

    On Live, T1 Henchmen deal 80% damage versus a mob that is "even level" to their Master. T2 Henchmen deal 90% damage. And it gets worse as enemy level rises.
    Because this uses the purple patch scaling it affects ALL DAMAGE; including procs.
    On Test, they're now technically dealing 100% damage against an "even level" mob. But their regular damage modifiers and proc damage modifiers have been tweaked. These tweaks (particularly proc damage) changed from patch to patch on Closed Beta so have been difficult to pin down... but the stated intent is that regular damage should be "lower vs even level and +1, about the same against +2 and much better vs anything +3 and higher" and proc damage should be "about as effective as before vs +3 foes."


    Ideal Solution: It'd be easy to say "just set T1/T2 henchmen base damage to 80%/90% of what it is on Live; including procs"... but due to how things scale as enemy level rises that would work out drastically better versus higher level foes.

    Example damage ramp up versus higher-level foes with T1/T2 base damage of 80%/90% compared to Live
    vs +0s: 100% damage (T1s) and 100% damage (T2s)
    vs +1s: 111% damage (T1s) and 101% damage (T2s)
    vs +2s: 133% damage (T1s) and 111% damage (T2s)
    vs +3s: 173% damage (T1s) and 122% damage (T2s)
    vs +4s: 256% damage (T1s) and 144% damage (T2s)

    However to put this into perspective; there's a (rather persuasive to my mind) argument that the contribution to MM damage from T1 henchmen is relatively minor. Whilst dealing 73% more raw damage versus +3 foes looks like a pretty hefty jump; in practice that's only really going from 0.3 base damage to 0.52 base damage (e.g. a Battle Drone's "Heavy Laser Burst" would rise from 15.05 --> 26.08 damage per hit) and an increase in the order of ~11 damage per hit probably isn't worth worrying about in the grand scheme of things. Therefore if we pick +0 foes as the "break even" point and simply allow it to ramp up versus higher level foes then the sky is unlikely to fall in.

    Potential Compromise Solution: My gut feeling is that regular T1/T2 attack damage output having a "break even" point against +2 foes is acceptable... but proc damage could still use a bit of work. As far as I'm aware the most recent Dev power pokings made it so that compared to Live, henchmen damage from Incarnate Procs (e.g. "Damage over Time" from various Interface slot abilities; and "Double Hits" from the Hybrid slot Assault Radial abilities) is now severely reduced (at least outside of "Incarnate Content") but their damage from Regular Set IO procs is less severely reduced. And IMO this is one thing that could really do with further testing by a wider audience on Open Beta.

    To illustrate this; consider what happens whenever my henchmen fight a level 51 (e.g. even-level, not levelless!) Pylon in the RWZ

    image.png.9ec84d123e8949d0d16d84a63208cb23.png

    On Live, T1s/T2s/T3s:
    image.png.05fb24a68fb56e8cfa927368ef9be8cf.png
    image.png.b7f5ad651431ab640e0a5f604eeb9b8f.png
    image.png.6021abf22d3f0bd2f91a8505f8f18887.png

    On Test, T1s/T2s/T3s:
    image.png.1140ad6742d1465684235613485ae6fa.png
    image.png.bcf9dbc8e8e55877fe8a26618f495d41.png
    image.png.4c3ba81b6ab8c97eb0ee9a79c3de3a8d.png

    Notice in particular the "Doublehit" and "Reactive Interface" proc damage. Even on my T3 henchmen (which has NOT had its level adjusted!) it's 65% lower on Test.

     



    And I'll close on a positive note...

    T1 AND T2 HENCHMEN SURVIVABILITY:

    Rebalancing the now-even-level T1/T2 henchmen's "survivability" was a particularly problematic issue on Closed Beta.
    Without mentioning any specifics, suffice to say that lowering the HP of the T1 and T2 pets was by far the best solution; and IMO the devs got this balance just right.

    But it's worth pointing out that what the Devs call T1/T2 henchmen's "Max HP" in the patch notes is what players would generally refer to as their "Base HP".

    Whilst a HP decrease of 22% [T1s] and 16% [T2s] might seem a bit harsh; given that at most they're only taking ~18% [T1] and ~10% [T2] less damage compared to Live; they're now getting the benefit of +MaxHP set bonuses (which are based on the MASTER'S HP not the Henchmen's!) so it's not quite as harmful in practice.
    image.png.032df0ae036f1cf9b11bd92362de1aa0.png image.png.d9ecf6b5009968af7627c5351bfa535a.png
    (With set bonuses my Bot/Kin's T1s are sitting on 480.99 HP and their T2s on 678.34 HP, which is effectively a reduction of -16.20% [T1s] and -11.67% [T2s] compared to Live)


    There is ALSO a corresponding reduction of 22.00% (T1) and 16.00% (T2) in what players would generally refer to as their T1/T2 henchmen's "Maximum HP limit".

    LIVE:
    image.png.689ffbb6c3e45c02ac590d81982ba210.png
    image.png.02bd230e89df2a4eec6f944244b72862.png

    TEST:
    image.png.8ad0ea487990f3ed99b4e6b8b942bf64.png
    image.png.f2c9cf0c51f6f3125757a93129a84e0d.png

    However in practice this will likely only affect Cold Domination (Frostwork!) and Marine (Power of the Depths) MMs.

     

     

    so.. as an outsider opinion maelwys

     

    it looks like a considerable amount of time has been spent to debuff the buff gained from changing the pet levels?

     

    and now a considerable amount of time is needed to understand the impact, which is probably a net 0% gain or net nerf for the average player that doesn’t spend their life playing on +4/x8

    • Like 1
    • Thanks 1
  8. Just now, Scarlet Shocker said:

     

    It's a single page, not an issue. 

     

    We not long ago had a big page drop 

     

    This is F2P run by an entirely volunteer, unpaid Dev team. I'd say they are doing an excellent job all things considered and new updates, however "insubstantial" they are, are very welcome. 

     

    you are so correct, i infact had this post open just now to make another edit reflecting this fact

    • Thumbs Up 1
  9. a lot of changes, but nothing substantial from what i can see. is a long list of tweaks and bug fixes substantial enough to count as a new release?

     

    i’ll have another read through, maybe it’s more substantial than my initial parsing of the log

     

    edit 1: a lot of fog labrinyth content, though i rarely see anyone recruiting for it on LFG

     

    edit 2: the expanded difficulty for incarnate dark astoria will be nice. it may pull some people out of AE

     

    edit 3: really like the origin art idea for the character info window

     

    edit 4: as very correctly stated by scarlet, this is a Page rather than an Issue. a fair amount of changes for a single page

    • Like 1
  10. 8 hours ago, MonteCarla said:

    I'm definitely down for Incinerate.
    I'd been looking at taking Flares instead of Fire Blast, but could probably skip both, right?
    Dominators are one of the clickier AT's, and once I've got Blaze and Blazing Bolt and perma-Dom level recharge, they'll cover my ranged attack requirements.


    Has anyone experimented with damage proc-ing Tesla Coil? Is that worth doing?

     

    flares has the same cast time as fire blast but less than half the damage - it’s not even worth taking a sidewards glance at

     

    fire blast on dominators is fairly strong, worth having. fire blast, blazing bolt, blaze + occasional incinerate is my usual attack chain 

    • Like 1
  11. my main is a mind/fire dom. you’ll love elec/fire - it’s what i’d remake it into 

     

    the damage output of /fire is fantastic, you’re essentially a blaster with more tricks and mez protection

     

    i’d highly recommend picking incinerate over flares. the damage is much higher and will remain a useful part of your attack chain as an opener when jumping into melee throughout all levels

    • Like 1
  12. 38 minutes ago, Troo said:

    General descriptions:

    The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.

     

    The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. But the Scrapper is not as resilient as the Tanker, and might find himself in a little trouble if he heedlessly wades into combat. The Scrapper's aptitude for melee is countered by a total lack of long distance attacks. Scrappers possess Critical strike capability. Their melee attacks have a chance to sometimes do double damage.

     

    Brutes live to fight, and as a Brute you revel in hand-to-hand combat. With strong offensive power sets to inflict pain and impressive defenses to take it, you're the best there is in a straight fight. Protracted battles only makes you mad, and the madder you get, the more damaging your attacks become. You do lack ranged attacks, which could leave you vulnerable to hit and run tactics without some allies to cover you.

     

    As characters progress:

    Primaries -vs- Secondaries matter

    General roles can begin to overlap with Invention Origin enhancements and Epic/Patron Power Pools

    Lines can be further blurred or even erased by Incarnate powers.

    Choices | Consequences

     

    with this in mind, diantanes post isn’t that unreasonable. people like to pile on simply for the fun of it

  13. up to lvl 31 now, have been street sweeping bosses in croatoa which has been good fun

     

    slotting the chance for hide in TF and opening with it makes more sense now. have been opening with TF into hidden quick ET, phone smasher then quick AS. a nice combo

     

    looking forward to levelling it more

  14. @Troo @Maelwys hey i didn’t sign up for any complicated maths or complex thinking!

     

    i expect over time once i’ve played it for a bit i’ll find a good rhythm of how to get the best combo. hopefully it won’t be a taxing ordeal, i’m usually not a fan of modern combo mechanics

     

    up to lvl 25 after a session last night - it’ll really come alive over the next few levels

     

    • Thumbs Up 1
  15. 5 minutes ago, Maelwys said:

     

    That can work, assuming TF is cycling at just over the 10s mark rather than just under it (e.g. if it cycles every 9.9s then you'll regularly encounter streaks where the proc is only half as effective as it could be). But don't immediately follow TF with ET (use the snipe instead!) otherwise the Hidden Crits will be wasted.

     

    You can also keep the proc itself in AS and just drop some of the other superfluous set IOs. The main thing is to look carefully at your attack chain timings so that the Chance-for-Hidden ATO's 10 lockout period isn't having a needlessly harsh impact on you. This can be especially tricky on Energy Melee as your chain timings will differ depending on whether or not TF Crits (when ET becomes fast twice in a row and you lose nearly 2s from your chain's cycle time!)

     

     

    good point - i think TF will regularly recharge under 10s as i mostly play in teams with kins and similar. i'll factor in an attack chain to avoid spamming it too often

    • Thumbs Up 1
  16. useful as always, thanks guys. def agree with the point around the snipe @Maelwys, looks like i hadn't checked the numbers on fireball much - pretty terrible damage. think i'll go with ice mastery for some reasonable damage snipes, blast and cone powers. i'm an ice fan so it'll be a nice addition

     

    will put the AS ATO set in TF instead, haven't played energy with the new focus mechanic, will see how things go with using TF as an opener 

     

    @Uun softcap? don't make me tap the signature 😛 helpful comments on the slots thanks - that'll polish it off nicely. i'll see what i can sacrifice to fit grant cover in too

     

    i made the alt on halloween for the 20 year anniversairy of CoV, currently at the mighty heights of level 1.5 but will get it moving properly later today

     

     

  17. i'm looking to roll a new alt having not made anything new since january 2023 which was an elec/shield stalker

     

    this time round i'm going to see how energy melee is for speed runs and similar fast paced content. a shame to not have crits on ET (and TF?) but should still deliver some powerful hits against bosses

     

    as someone who spends a lot of time commenting on other builds, i'm keen to get thoughts and ideas on this one

     

    @Uun @Maelwys@Ston

     

    some build notes:

    - will always use def insps during gameplay, seeking to balance good damage with a sensible amount of base defense for a small purple insp to supplement

    - could consider just using teleport as my primary travel power with combat jumping, may feel a bit janky though

    - not wedded to any particular mastery, i tend to forget about them on a stalker. fireball + shield charge could fill the AoE gap nicely

    - will prob go with musc alpha

     

    ENERGY SHIELD  - Hero Stalker
    Build plan made with Mids Reborn v3.7.14 rev. 3
    ──────────────────────────────

    • Primary powerset: Energy Melee
    • Secondary powerset: Shield Defense
    • Pool powerset (#1): Leaping
    • Pool powerset (#2): Teleportation
    • Pool powerset (#3): Teleportation
    • Pool powerset (#4): Speed
    • Epic powerset: Fire Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Energy Punch

    • A: Mako's Bite: Accuracy/Damage

    Level 1: Hide

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 17: Luck of the Gambler: Defense
    • 39: Luck of the Gambler: Defense/Endurance
    • 39: Luck of the Gambler: Defense/Endurance/Recharge
    • 40: Luck of the Gambler: Defense/Recharge
    • 50: Reactive Defenses: Scaling Resist Damage

    Level 2: Bone Smasher

    • A: Superior Assassin's Mark: Damage/RechargeTime
    • 3: Superior Assassin's Mark: Accuracy/Damage
    • 3: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
    • 5: Superior Assassin's Mark: Damage/Endurance/RechargeTime
    • 5: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
    • 15: Superior Assassin's Mark: RechargeTime/Rchg Build Up

    Level 4: Deflection

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 17: Luck of the Gambler: Defense
    • 37: Luck of the Gambler: Defense/Endurance
    • 43: Luck of the Gambler: Defense/Endurance/Recharge
    • 46: Luck of the Gambler: Endurance/Recharge
    • 48: Invention: Resist Damage

    Level 6: Assassin's Strike

    • A: Superior Stalker's Guile: Accuracy/Damage
    • 7: Superior Stalker's Guile: Damage/Recharge
    • 7: Superior Stalker's Guile: Accuracy/Damage/Recharge
    • 9: Superior Stalker's Guile: Damage/Endurance/Recharge
    • 9: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
    • 13: Superior Stalker's Guile: Recharge/Chance to Hide

    Level 8: Super Jump

    • A: Invention: Jumping

    Level 10: Build Up

    • A: Invention: Recharge Reduction
    • 11: Invention: Recharge Reduction
    • 11: Gaussian's Synchronized Fire-Control: Chance for Build Up

    Level 12: True Grit

    • A: Gladiator's Armor: TP Protection +3% Def (All)
    • 13: Steadfast Protection: Resistance/+Def 3%
    • 37: Invention: Healing
    • 43: Unbreakable Guard: +Max HP

    Level 14: Battle Agility

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 15: Luck of the Gambler: Defense
    • 39: Luck of the Gambler: Defense/Endurance
    • 40: Luck of the Gambler: Defense/Endurance/Recharge
    • 40: Luck of the Gambler: Defense/Recharge

    Level 16: Active Defense

    • A: Invention: Endurance Reduction

    Level 18: Power Crash

    • A: Armageddon: Chance for Fire Damage
    • 19: Armageddon: Damage
    • 19: Obliteration: Chance for Smashing Damage
    • 21: Scirocco's Dervish: Chance of Damage(Lethal)
    • 21: Eradication: Chance for Energy Damage
    • 23: Nucleolus Exposure

    Level 20: Against All Odds

    • A: Invention: Endurance Reduction

    Level 22: Total Focus

    • A: Hecatomb: Chance of Damage(Negative)
    • 23: Mako's Bite: Chance of Damage(Lethal)
    • 25: Touch of Death: Chance of Damage(Negative)
    • 25: Gladiator's Strike: Chance for Smashing Damage
    • 27: Invention: Damage Increase
    • 33: Nucleolus Exposure

    Level 24: Placate

    • A: Invention: Recharge Reduction

    Level 26: Energy Transfer

    • A: Hecatomb: Damage/Endurance
    • 27: Hecatomb: Damage
    • 33: Hecatomb: Damage/Recharge
    • 33: Hecatomb: Damage/Recharge/Accuracy
    • 34: Hecatomb: Recharge/Accuracy
    • 34: Touch of Death: Chance of Damage(Negative)

    Level 28: Shield Charge

    • A: Obliteration: Damage
    • 29: Obliteration: Accuracy/Recharge
    • 29: Obliteration: Damage/Recharge
    • 31: Obliteration: Accuracy/Damage/Endurance/Recharge
    • 31: Obliteration: Accuracy/Damage/Recharge
    • 31: Obliteration: Chance for Smashing Damage

    Level 30: Teleport

    • A: Invention: Range

    Level 32: Combat Jumping

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 34: Shield Wall: +Res (Teleportation), +5% Res (All)

    Level 35: Char

    • A: Basilisk's Gaze: Accuracy/Hold
    • 36: Basilisk's Gaze: Accuracy/Recharge
    • 36: Basilisk's Gaze: Recharge/Hold
    • 36: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold

    Level 38: Fire Blast

    • A: Decimation: Accuracy/Damage
    • 42: Decimation: Damage/Endurance
    • 42: Decimation: Damage/Recharge
    • 42: Decimation: Accuracy/Endurance/Recharge
    • 43: Decimation: Accuracy/Damage/Recharge

    Level 41: Combat Teleport

    • A: Invention: Endurance Reduction

    Level 44: Fire Ball

    • A: Javelin Volley: Chance of Damage(Lethal)
    • 45: Positron's Blast: Chance of Damage(Energy)
    • 45: Bombardment: Chance for Fire Damage
    • 45: Nucleolus Exposure
    • 46: Nucleolus Exposure
    • 46: Ragnarok: Damage

    Level 47: Fold Space

    • A: Invention: Accuracy
    • 48: Invention: Recharge Reduction

    Level 49: Hasten

    • A: Invention: Recharge Reduction
    • 50: Invention: Recharge Reduction


    ──────────────────────────────

    Inherents:

    Level 1: Assassination


    Level 1: Brawl

    • (Empty)

    Level 1: Sprint

    • A: Invention: Run Speed

    Level 2: Rest

    • (Empty)

    Level 1: Swift

    • A: Invention: Run Speed

    Level 1: Hurdle

    • A: Invention: Jumping

    Level 1: Health

    • A: Miracle: +Recovery
    • 48: Numina's Convalesence: +Regeneration/+Recovery

    Level 1: Stamina

    • A: Invention: Endurance Modification
    • 37: Invention: Endurance Modification
    • 50: Performance Shifter: Chance for +End

    Level 1: Energy Focus


    Level 8: Double Jump

     

    ENERGY SHIELD - Stalker (Energy Melee - Shield Defense).mbd

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