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Everything posted by Crysis
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Scary how much our computing habits basically fuel the marketing engines eh?
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You are throwing a lot of hyperbole around here. Already demonstrated that Rune is down 1m45s or so with even what I consider moderate recharge. 3 min with a 1m30sec duration, which you keep missing. And billion-influence builds only exist for someone who is a "buy it now" kind of builder. MM ATO's are among the cheaper ones available, you can buy any PVP piece for 6MM and any VR/Purple for 11.5MM (both by buying the cheapest recipes out there and using converters to get to where you want them to be) and everything else tops out at around 5-6MM for procs and LOTG's. Even Winter sets can be had cheaply if you just buy the Winter packs and use converters to get what you want. Buying 10 packs for 250MM will net you easily 14-16 Winter IO's. Enough for two full sets, plus lots of other goodies like converters, merits and such. Sell the remainder at 20MM+ each and total net cost for each Winter IO comes in around 10-12MM each. Buy a few extra cheaper PVP recipes, craft, and you can pay for them. I've got 100's of PVP IO's sitting in slots on toons that are worth 1-2B easily if sold, but I've paid less than a third of that via lowball bids over time. Converters are the new value metric in the game. All in, while I DO have a couple of billion dollar builds, the overwhelming majority can be had for far, far cheaper....most sub-500MM with smart marketeering and converter usage. 10-15 sec is fast recharge, I'll grant you, but honestly you pick what you want, I'll do likewise, but lets stick with facts instead of made up hyperbole so those who read this can learn the facts and make informed decisions ok?
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I had a hard time finding help initially so made my own. Posted here: Very flashy, very sturdy, but I never felt my damage was up to snuff. I received some excellent feedback an alternative builds here: Somewhere in all those builds you should find what you seek.
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We will just have to agree to disagree on Recharge and Hasten. I know there are those who don't like it in the game at all, let alone agree with it for some kinds of builds. And we both know for a MM's pets DIRECTLY, Recharge is pretty useless as they have fixed cycle times in their AI. But for ALL my SECONDARY powerset, buffs/debuffs/heals and ALL my pool powers, +RECH still plays a big role for me -EVEN ON MY MM's.- I respect your right to disagree but I'd say it likely boils down to playstyle preference. Thugs/Time, Thugs/Storm, Bots/Time, Bots/Storm, Demon/Storm, Bots/Traps and even my ill-fated Beast/Traps (which thematically I REALLY WANTED TO WORK DAMMIT) all made heavy, heavy use of high +RECH builds. Because the secondaries depended on them to keep the henchmen healthy, angry and doing their thing tearing up my opponents. Double Gang War? Yes Please! Double Lightning Storm and triple Tornado's? Oh heck yeah! Double Acid Mortar? Mmm....crunchy. For Bots in particular, these kinds of pairings help to offset some of the frankenslotting I need to do to keep stuff in the AOE patches. For answering the question the OP posted....whats the most DAMAGING MM you can build? I'd argue very heavily, and with a lot of personal trial and error (and admittedly more error than success along the way), that high +RECH is a fundamental ingredient in laying down the damage. It keeps your bots healthier (fast heals/debuffs/buffs), or it allows you to do more damage with your secondaries (Particularly with /Storm). Thus why you are seeing these mentioned in so many of the combo's. /Storm adds a whole bunch of additional +DMG to your own DPS, plus Steamy Mist adds more +DEF to build on. The achilles heel of /Storm with high +RECH is the END use, and it's a tough job to stick it out to 50 and Incarnates when you can finally fix that. But again, there's options even with that thanks to Homecoming's P2W temp +recovery powers, base +recovery powers or even doing a leveling build with Victory Rush from the Leadership pool (which DOES work for leveling I've found...and very well at that with the right usage). /Time won't give you the same kinds of +DMG to the build, but it can natively provide a lot of +RECH, +DEF, -TOHIT and some other debuffs to slow down the enemy/incoming fire enough to let Bots do their jobs. The more you throw these out, the faster Bots will kill.
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It's 1m30s duration, not 30 sec duration. All fair points, but as shown above, it's not a high slot investment. I can actually accomplish almost the same thing with just 3 Aegis in there. And yes, it does rely on a High Defense build, but that's what I articulated further up in the thread. A Bots/Time build is, by almost default, a "high DEF build" as it's very easy to softcap defenses thanks to the Protector Bot bubbles. However, for total Sorcery Pool investment....3 power picks and 2 extra slots for Rune tops. Seems pretty efficient to me versus taking another MM attack power for the most part. I've actually found Arcane Bolt does more damage than the Pulse Rifle attack. I may have a different POV if we were discussing Blasters....but this is a thread discussing MM's and "most damaging combo's." That said, I've got very similar builds for a couple of DP Blasters. Since you can easily proc DP out for high recharge, again...I'd still say it works. Harder to do though with a Blaster since you really should be slotting for damage and, as you've pointed out, I need slots for native DEF. That's not the same thing for a Bots MasterMind, however. Synergy people! It's all about the Synergy. If your native powerset (Bots/Time in my example) provides for +DEF and +RECH...soar with your strengths and choose powers that augment what you got versus trying to strive for what you don't. If you Tankermind (even without Provoke, as I do, because again...Times Juncture is massive aggro pull and -TOHIT both), jump in with both feet, take the alpha (+DEF and it usually whiffs) and Rune of Protection either as a preventative measure or a reactive measure if you happen to get stung in the process. Not to totally derail this thread but....case in point....here's a high recharge (187%-ish) DP/Time Blaster with softcapped S/L DEF and Rune of Protection as an "oh crap" button both. Pretty much exact same cooldown times as I have on my MM. DP also benefits from a short +DEF M/R/AOE for Hail of Bullets activation so when I'm in the thick of a spawn, I'm at 41% Melee DEF for that duration until I'm out again. Basically, I can avoid taking Clarion on this Blaster altogether and for Hybrid go Melee for being able to cycle Rune and that together. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Muzzle Velocity: Level 50 Science Blaster Primary Power Set: Dual Pistols Secondary Power Set: Temporal Manipulation Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Villain Profile: Level 1: Pistols -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg(3), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(25), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(39), AchHee-ResDeb%(46) Level 1: Time Wall -- EnfOpr-Acc/Rchg(A), EnfOpr-Immob/Rng(3), EnfOpr-Acc/Immob/Rchg(11), EnfOpr-Acc/Immob(25) Level 2: Aging Touch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(31), Hct-Acc/Dmg/Rchg(39), Hct-Dam%(46) Level 4: Time Stop -- UnbCns-Acc/Hold/Rchg(A), UnbCns-EndRdx/Hold(7) Level 6: Swap Ammo Level 8: Bullet Rain -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(39), Ann-ResDeb%(48) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Chronos -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(13), GssSynFr--Build%(17), RechRdx-I(34) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: End of Time -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(40) Level 18: Executioner's Shot -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(21), Apc-Dmg/EndRdx(34), Apc-Dam%(40) Level 20: Temporal Healing -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-Heal/Rchg(23), PrfShf-EndMod(36), PrfShf-EndMod/Rchg(40), PrfShf-End%(50) Level 22: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(23) Level 24: Spirit Ward -- NmnCnv-Regen/Rcvry+(A) Level 26: Piercing Rounds -- Rgn-Dmg(A), Rgn-Dmg/Rchg(27), Rgn-Acc/Dmg/Rchg(27), Rgn-Acc/Rchg(37), Rgn-Dmg/EndRdx(43), Ann-ResDeb%(50) Level 28: Rune of Protection -- Ags-Psi/Status(A), Ags-ResDam/Rchg(29), Ags-ResDam(29) Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(31), KntCmb-Knock%(37) Level 32: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(50) Level 35: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Time Lord -- StdPrt-ResDam/Def+(A) Level 41: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(42), LucoftheG-Def/Rchg+(42), Rct-ResDam%(42), ShlWal-ResDam/Re TP(43) Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45), GldArm-3defTpProc(46) Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(48) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Clr-Stlth(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 -- Empty(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(7), PrfShf-End%(15) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Reactive Radial Flawless Interface Level 50: Ion Core Final Judgement Level 50: Longbow Radial Superior Ally Level 50: Melee Core Embodiment Level 1: Quick Form Level 50: Ageless Radial Epiphany Level 50: Musculature Core Paragon ------------ SLIGHT EDIT: OK so I used an extra slot on Mystic Flight also, but that's for the +1.25% DEF boost to Ranged also so....I think fair slotting for a Blaster.
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I don't even slot it for Recharge, but my builds are typically at 150%-175% native Recharge minus any FF +RECH procs or Ageless. With frankenslotting some Res/Recharge IO's, it's on a 4m45s timer. With build recharge though, it's up for 1m30s, down for 1m15sec before ready to pop again at 2m45s mark. I'd consider a 1m15sec cooldown (net) to be a pretty fair trade given that for me it's +23% RES to just about everything plus Mag 10 hold protection. It's of fantastic utility to a MM. And obtaining 150-175% recharge isn't hard to do at all. Hasten plus Ageless alone will get you like 80-85% +RECH.
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Exactly! Looks a little like Ramirez from "Highlander."
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Dual blade characters NEED a cape, butt cape, scarf or similar to show off the animations properly. Nicely done!
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I admit to being old school but I can’t seem to find anything using Discord’s search function. Mind linking? The last I remember reading about pseudo-pets was that when used by a Brute they didn’t benefit from Fury but they did from things like Crit’s. Thus...point went to Stalkers and Scrappers.
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This has been a long standing debate on Scrapper and Brute forums.
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Unable to convert attuned Analyze Weakness to Shield Breaker
Crysis replied to SalvaNos's topic in Bug Reports
Can’t find the quote but will link when I do. But Attuned enhancements actually get assigned a random “base” enhancement level that really only matters when trying to convert one. Not sure why but that’s how they apparently work. EDIT Heres the original release notes for Homecoming: https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit And the relevant part: Enhancement Converters and Attumed Enhancements: Enhancement Converters are available again, with support for Attuned enhancements. Sets that exist both in attuned and not attuned versions will convert in kind. This means that if you convert a non-attuned enhancement, you'll get a non-attuned enhancement as the result; if you convert an attuned enhancement, you'll get an attuned enhancement as the result. Because Attuned enhancements don't have a set level, the result could be any set in range. When doing an out-of-set conversion, a level is randomly assigned; if the level assigned is under 30, it could convert into Regenerative Tissue or Triage; if it's above 30, it could convert into Doctored Wounds or Numina's Convalescence. Because the level is randomly assigned, sets that have larger level overlaps will convert into each other more often. For example, a set with the level range 10-25 and a set with the level range 25-50 will only convert into each other if the random level assigned happens to be exactly 25, and will convert into other sets if any other level is randomly assigned. Attuned enhancements that could be converted prior to this patch (ATOs and Winter enhancements) are not affected. -
March 31 patch and its effects on the marketplace
Crysis replied to Yomo Kimyata's topic in The Market
I craft and list all day EST just a mil or so above the last 5 prices shown and won’t get a single sale until about 5p EST....and then will sell several dozen all at once at the higher price. By 10-11p EST they will start dropping again, sometimes rapidly. In a few niches where qty for sale is small relative to demand and there’s scarce “easy” conversion seed recipes available, I have made bank putting in low bids on same items I’m selling high and basically buy back twice what I sell....just to repeat this same model the next night. Can’t do this forever though. Eventually someone floods that category so I have to stay spread across a number of areas. Ive also noticed a few highly volatile low level procs recently. They can swing wildly from as low as 1mm to as high as 7-8mm between weekday and weeknight demand. -
By the way, there was a time back on Live when Mez effects were build breaking. There’s been a lot of changes with Homecoming that makes this less (not entirely NOT...but LESS) of an issue. Sorcery Pool, for example, has a fast recharging self buff that acts as a break free AND can bump up your +RES to S/L significantly. I have it on my Thugs/Time and when I jump into the spawn with Times Juncture running (big -TOHIT is equivalent to more +DEF for me and my henchmen), I take the alpha and it -usually- whiffs. But even when it doesn’t, Sorcery pool gets me right back into the game. Clarion on auto-fire also works, obviously, but for leveling purposes, Sorcery is an option we didn’t used to have. It’s been pretty game changing for me.
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If you go purely by the DPS testing against Pylons, Thugs/Storm with heavy proc’s for FF +Recharge is likely the top raw damage output king. Even with long Recharge, using Burnout for Double Ganga War adds a bunch. I’ll say in actual PVE I didn’t see the same kind of DPS but it’s still pretty obscene levels of damage output. And while others have noted that your heal from /Storm is lackluster, I didn’t even bother taking it or Hurricane post lvl 32....kill stuff faster is the strength of this build not healing. Demon/Storm is sturdier but not quite as awe inspiring as filling a room with something like 20 henchmen at once. Impressive output though. BOTH will have you needing serious END help via Cardiac, Ageless or even both. Otherwise I’d say Thugs or Demon coupled with /Time. Time gives you great DEF, great Heal, great -TOHIt for even safer Tankerminding and lots of Recharge. Bots/Time has always been my favorite blend of great damage, sturdy henchmen and great overall effectiveness.
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Been a Few Months - Any Balance Changes/Power Fixes?
Crysis replied to Pherdnut's topic in Mastermind
We have access to a new power set for MM’s also now. Electrical Affinity. It’s a +Res/+END set with heals and Absorb shields and it has a mechanic to assist you in -END your foes. It works pretty well with some primaries, less so with others. Long thread here in MM forums with lots of discussion and builds for your review. -
March 31 patch and its effects on the marketplace
Crysis replied to Yomo Kimyata's topic in The Market
I have noticed as much as 40-50% swing in prices of procs between morning and late night EST weekdays. I tend to see swings going the other way weekends. Time of day and day of week both really matter when trying to get the best returns as well as when to try and stock up on recipes at cheap prices for later crafting. -
Seems very logical.
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Exactly what I'm seeing, mainly on Bosses, but Lieuts do it also. Minions far less, but that's likely because they are gone faster. But again, not everyone in the thread seems to find this "fleeing" mechanic to be true. I don't know what causes it but it's annoying and takes away from the killing speed of Bots since many of the heavy hitters are AOE's.
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I appreciate the kind words but to be clear, this isn't the right playstyle/powerset combo for ME. I was burned quite a bit going with builds that I would invest HEAVILY in (time/effort/build criteria and eventually IO sets/purples/Incarnates) and then literally just stopped and parked them. This was a fun project because I really tried to make the set shine. But it just never...did. Not for me anyways. I confess to being a min/max'er. If I can't solo +4/x8 on a MM I'm doing something wrong or the set just won't allow for it. This one....not going into top tier by any means. Too much of the secondary set is redundant/not worth slotting, and it does little to augment Bots (other than the healing making them fairly sturdy). Demons/EA....I can see how that would work far better. Maybe even some of the other primaries like Beasts. But I love Bots/everything and this feels like it's in the same class as /Trick Arrow for a MM. It wasn't well designed around the henchmen-are-your-weapons class mechanic. It should do far more to buff THEM along with team-mates and it just...doesn't. Thematically, however....if that's your thing....great combo. Short-circuiting robots look really cool.
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I'm sorry, wasn't clear. The issue isn't controlling the henchmen. It's that for some reason, when playing my Bots/EA, once I started draining spawn endurance, they'd start running quickly away. So without a group immobilize from the Patron Pool/Epics, you would end up having to chase the runners back down, provoke them back (if you play that way) or otherwise send your henchmen to chase them down, which is usually a great way to pull aggro onto yourself from nearby spawns. Others have not reported this issue but for me it became overwhelmingly annoying. It's like the AI is coded that once they have no END, they just...flee. But again, could have been related to the Burn patches from the Bots also. Hard to tell.
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There’s a recent thread on Reddit about these. Interesting effects. It appears to be unintentional and married to the liedown emote.
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I found that scattering effect as well, but others in this thread have said it wasn't happening to them. Don't know if that's EA draining making them flee, the Burn patches from the Bots, or some combination unique to the two in play. But it was VERY annoying for so many levels until I got the Immob.
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I’m pretty much done with Bots/EA. It’s inferior in every way possible to Bots/Storm, Bots/Time and Bots/Traps. Very sub-par to Thugs/Storm and Thugs/Time. Respec, strip all IO’s, xfer them to a better toon and delete. EA isn’t bad, it’s just NOT GOOD. All hat, no cowboy.
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Fairly certain it’s a combo of the Ghoul Flex and Tantrum emotes, which can be earned by running the Praetorian Great Escape event. The “macro” is likely a costume change emote special effect.
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In all my times running this, which is likely several hundred times, never saw it show up other than in warehouse. Learn something new all the time.