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StrikerFox

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Everything posted by StrikerFox

  1. Create a tab in the chat window, add in and monitor hit rolls. It will say something like "Assassin's Strike missed! Your Assassin's Strike had a 95% chance to hit. You rolled a 97.2."
  2. A regular +dam IO can be better than Soulbound, it really depends on the pet slotting. A +42% dam IO VS an RNG +60% proc. Soulbound pulls ahead when damage buff is in the yellow or red, and the addded IO is less effective due to ED/diminishing returns. Several of my pets are slotted pretty similar and typically their damage buff is +115% (With Musculature/Intuition Radial) or +125% (With Musculature Core). With a +42% dam IO and ED, those buffs become +123% and +132%. In my case it becomes a +7.5ish% damage buff VS an RNG +60% proc in the T1 pets/+80% in T2s/+100% in T3. Soulbound becomes considerably better.
  3. I'm surprised Support Core and MM attacks shaved 40secs off your other pylon times. Good job man!
  4. Retested and for 1m38s (98s) for 519dps. Incarnates: Musculature Core Alpha, Reactive Radial Interface, Assault Radial Hybrid (Passive only). Buffs: Leadership PP - Tactics and Assault Slotting is pictured in my previous post. No Serum or other buffs/debuffs from the secondary were used. Made a video and attached the combat log if they will help. Can probably shave a bit of time because the Soldiers ran out of endurance because I did not use Serum. Since it's a pylon test run, Overwhelming Force proc could be replaced with Soulbound dam/end IO. chatlog 2024-04-14.txt I'm only using the mentioned incarnates but have the others slotted so my pets are level shifted to +1. Maybe double check your IOs. Seriously, I've purchased and slotted the wrong LotGs and wondered why my recharge was so slow. The wrong Achilles' or a -def Lady Grey IO instead of the damage proc would affect pylon time. Were Catalysts used on all the ATOs and now the superior versions? If you have a combat log, check your proc damage. if it's constantly around 57 damage, there's a problem with your Achilles'. Or are you summoning pets, switching procs around and then testing? If procs and IOs are swapped around, the pets need to be dismissed and resummoned otherwise they will not get the updated slotting. I'm grasping at straws, I really do not know what's causing the variation between our pylon times. I'm sure there's a solution.
  5. That was so long ago. I think the slotting would look like this: The SCotMM in Spec-Ops is acc/dam; the +damage IO in Commando is boosted to +5. I think on the Commando, Lady Grey is slightly better for single target since Burst is his most frequently used power. Explosive Strike is way better for AoE (Buckshot, M30 Grenade and LRM). Lady Grey over Shield Breaker for the exotic damage type (Neg energy vs lethal). If you only take one proc, pylon testing I would take Lady Grey, and Explosive Strike for normal gameplay. No Assault Hybrid was toggled, only the passive bonus. Is that the BU proc in Commando? I remember it was always a dps increase slotted in the T1 pets. Our numbers are not far off. You're getting 2m07s; I got 1m46s. 21 secs difference with less damage procs. Serum is good, much better than the previous version, but diminishing return makes it less effective over time. Procs are good as long as the pets can attack.
  6. The build needs an armor from one of the epic/ancillary pools. Murky Cloud, Charged Armor, Scorpion Shield etc. With Murky Cloud, it's possible to get +75% res to S/L/F/C/E/N/P. I don't think I've ever played a high +res MM with high +res pets before. Just Bodyguard mode + Nullify Pain (On auto) + Suppress Pain alone will probably hammer through a lot content.
  7. 60 seconds? 30s uptime; 30s downtime? Sounds like a substantial dps loss not having Soul Extracted pets out more frequently. But if you're happy with it, fantastic. I think most builds I've seen has it recharging in 35-40s. I have it recharging in 37s on a Necro/Dark. Necro and Traps aren't spam heavy sets. It's not difficult to find the time to drop the odd Trip Mine to bump up recharge. The video is to just show how reliable the FF proc will trigger. It wasn't meant to say "Drop mines continuously, nonstop." Haha!
  8. I like Trip Mine. It can be slotted with the Force Feedback +recharge proc. It activates frequently and will help get Soul Extraction and Acid Mortar up more quickly. Below is a video of TM with FF. I dropped around 15 mines and FF proc'd 14 times in a row.
  9. I think the only travel power without movement suppression is teleport but feels awkward to use unless proficient with it. I don't like to use Fly while stalking. Fly doesn't stop on a dime, and often inertia keeps the Stalker moving which immediately interrupts AS. I feel like SS is too fast and end up running into obstructions. SJ feels silly when trying to travel fast in missions. Doing bunny hops to get from point A to B quicker in missions. Most of my melee characters just uses the free powers. Ninja Run, Jet Packs and the Jump Pack. Or if you happen to be playing SR or Elec Armor, build for some run speed. I vageuly remember having 68 mph run speed with just Sprint active thanks to Quickness/Lightning Reflexes and set bonuses. With NR active, it moved at 88 mph which was just 5 mph short of run cap (At the time). I do not believe Sprint movement speed can be suppressed. So minimum speed was always 68 mph. There are also the travel powers from the newer power pools. Mystic Flight, Speed of Sound, Mighty Leap and Combat Teleport. I am a fan of Combat TP though I only have it on two characters so far. TP without clicking a location just feels quick though there's less precision where you appear. I use it with Ninja run. Here's a video and some macros if you decide to give it a try. TP straight ahead: /macro Forw! powexec_location forward:max Combat Teleport TP straight back: /macro Back! powexec_location back:max Combat Teleport TP to your target: /macro Targ! powexec_location target Combat Teleport CoH CTP.mp4 I believe Stalkers will go back into hidden state 8 seconds after attacking. That's if you do not attack again and not hit in that timeframe. I think Placate is the best way to reliably get back into Hide when you want it. One thing I want to say is going in and out of Hide in fights, in most cases, is a dps loss. The amount of time it takes to get into hide and activating slow AS is significant. Just attacking nonstop will make up the difference of a triple damage AS. If it's more for a thematic reason, I get it. Totally go for it.
  10. Don't give the guy false info. I really don't know what I'm doing most of the time. I tried just swapping in Necro on my Bots/Traps build but it came out horrible. But here's the slotting I got for Necro pets and upgrades. The most worthwhile damage procs are slotted, all the pet uniques, Overwhelming proc for mitigation. Also Lich's debuffs/mez powers are enhanced a bit. Pets will get a good amount of +res, +hp, and +regen. Also overall, it gives them some decent stats. For the MM it provides +30% rech and mules the Steadfast and Glad Armor uniques. Not much more beyond that. Musculature Core Alpha would be ideal. Necro Pet Slotting.mbd
  11. The bug only happens for me in the costume creator/at the tailor. During normal gameplay, NB AS animates normally.
  12. I have a Demons/Thermal and it's built similar to yours. It plays well but I feel it's not as enjoyable as other MM combos. Merc/Storm, Thugs/Time, Necro/Dark, Bots/Traps and Beast/TA. I've been thinking about respec to add the new Dark Mastery pool for Murky Cloud (Instead of Scorpion Shield). It's possible to get +75% res to S/L/F/C/E/N with MC. Toxic and Psionic res will be on the weaker side. I also want to pick up Dark Pit. It's an AoE stun that sounds similar to Howling Twilight (Without the rez/slow/fear). I actually love HT, use it frequently just for the stun and imagine Dark Pit will be the same. I added Murky Cloud to your build just for a better idea of what I'm talking about. Swapped out the Shield Breaker set for Analyze Weakness in Melt Armor to top up S/L res. Dropped the odd IO that were chasing F/C/E/N res since MC capped them already. Also tried to bump up Psionic res a bit with the Impervium Armor +Psionic res (It's not a unique) but those slots could probably be served better elsewhere: Mastermind (Demon Summoning - Thermal Radiation) SFA.mbd
  13. The build is missing the Steadfast +3% def unique. It would be enough to get melee to softcap; S/L def will be a hair short. I would aim to get closer to perma Hasten. I think the build has too much accuracy. +15% tohit, +79% global acc, +40-90% slotted in each power. I think +6% tohit Kismet and +100% acc (Split between set bonuses and slotting) is enough to hit +4 targets. That's not including enemy buffs or debuffs applied to you. I don't see a usable single target attack chain. The only ST attacks are Maiming, Assassin's and Psionic Lance. But Savage animations are pretty fun to watch. If it's a button masher character, I totally get it. If Mids' numbers are right, it looks like the 5 added slots in Particle Shielding is only providing around 4 hp/s regen (single heal/end HO VS a Preventive Medicine set). Consider reducing slots, add Power Transfer procs to Stamina, Gamma Boost and Harmonic Mind. They will provide random, passive heals and the one time I tested it on a Stalker, it averaged out to about 3.7 hp/s per PT proc. Regardless it's a great build, I'm sure it will take you far.
  14. I think this is the slotting to give Merc pets their max amount of damage. But it sacrifices majority of the pet uniques. If you would like to remove procs in favor of Edict/Sovereign/Call to Arms/Expedient, remove them from the Commando first, and then Spec-Ops. MERCS TIME MU v3- Mastermind (Mercenaries - Time Manipulation) SFA.mbd MERCS TIME MU v3- Mastermind (Mercenaries - Time Manipulation) SFB.mbd Don't worry about their accuracy too much. Most pet attacks apply a -defense debuff, making targets easier to hit. Also between Power Boosted Farsight (+12% tohit), Tactics (+12% tohit), Supremacy (+10% tohit) and Serum (+5% tohit average) gives pets around +39% tohit. A Kismet unique could be added to Tactical Upgrade to give them an additional +6% tohit (For a total of +45%). Good luck! Crazy build, I love that Serum is pretty much perma.
  15. Your build looks good! Can squeeze a bit more here and there. Like taking the slots from Smoke Flash to 4 slot Shield Wall (In Danger Sense) for +4.5% E/N res, and 2 slotting Celerity (In Sprint) for +2.25% S/L res. Also Prestige Sprints are available if you want to slot multiple Celerity. I don't know if the build really needs Force Feedback in Soaring Dragon. Longest recharge powers are the heal and Exploding Shuriken. Hasten is probably around 14s off perma. BU recharge isn't a big deal anymore with the ATO2 proc. I think an Achilles' proc would be more useful instead of FF if you solo a lot. An Unbreakable Guard IO in Kuji-In Rin is level 30. Something that is throwing me off is it's a proc heavy build but the proc monster power isn't slotted for it. Assassin's Blade. But that's probably the tradeoff. Chasing slow and F/C res, less +rech from set bonuses. The build is still softcap without Blessing of the Zephyr set in Combat TP. If slots are needed, I would take it from that and Smoke Flash. Could split Superior Avalanche between Golden Dragonfly and Flashing Steel for an additional slow resist. Divvy the IOs try to even out acc/dam/end stats. Other than that, can get some slow res from Synapse's Shock into Stamina. If you took Web Grenade and 4 slot Ice Mistral. Take Shuriken for a 3 slot Superior Winter's Bite. Or Super Speed/Kuji-In Retsu with 4 slotted Thrust IOs (But it's a lot of slots for a mule). Or Caltrops could 4 slot Ice Mistral and 2 slot Superior Frozen Blast for a total of +25% slow res. I never found a use for Smoke Flash. With improved Placate, I'm guessing SF is needed even less, but I literally haven't looked at it since live. I've always chose Gambler's Cut. I think it provides higher dps and it's fast cast time makes it a good filler for gaps in an attack chain. I always end up taking Caltrops and slot it as a mule for a set bonus I may need. I don't use it very much on melee characters, though I use it often on my Traps MM. I mule Kuji-In Retsu for a Shield Wall unique. It really has little use if a build is made well. Like you mentioned DDR is the best reason to pick it up. I tossed some data from your build into Obitus' old dps calculator. Running a ST attack chain like AS-SD-GD-GC-repeat will burn 3.619 end/sec on your build. You mentioned your toggles are taking almost 2 end/sec. 3.17 recovery... Each Performance Shifter adds approximately 0.2 e/s. I think Panacea adds around 0.15 e/s. Max end if 101.8... Endurance will probably last around 55 secs with toggles on and running that attack chain continuously. It will be shorter if other powers like Exploding Shuriken is used. Even less if a Hasten crash occurs. Try testing it in RWZ, just keep attacking a dummy target to see how long end lasts for. All in all it's a great build.
  16. I don't normally slot for +recharge at low levels. Just whatever recharge Prestige Enhancements give. Prestige attacks (Nemesis Staff/Blackwand/Ghost Slayer Ax/Sand of Mu) are pretty decent fillers. I'll even use Brawl and the origin power from levels 1-6ish. Emailing influence for new characters allows us to pick up other START powers like hand/stun grenades, taser, Envenomed Dagger, Revolver and a hammer. I'm pretty sure Achilles' and Shield Breaker procs are slottable at level 7 if you can get them. Typically I 6 slot attacks early. 1 acc, 2 dam, 1 end redux and 2 prestige enhancement procs. Also I think ATOs are slottable at level 10. I would slot the procs just to improve crit chance.
  17. Post the Mids' file. I find it a lot easier to view the build as a whole rather than a long wall of text. But at a glance: Slice should be slotted for damage. A final build should have +tohit/acc baked into it through slotting and set bonuses. -Def debuffs shouldn't really be needed when fully IO'd. Slice's base debuff should be more than enough. Combat Jump looks way overslotted. It's base def is low, around +2%. All that slotting is probably adding +1.2% def on top of that. Parry is likely a redundant power. It's damage is pretty low and SR should be well above softcap without Parry's +def bonus. Quickness cost no end. A regular run speed IO is better than the HO. Small stuff like the IOs slotted. The below example, Focused Senses has a base recharge of 4secs. With set bonuses, you probably have it recharging in 1.5secs. If you fall, go to hospital, get rezzed, FS will be recharged and ready for use without any recharge slotted into it. Only slot IOs with +def, +end reduction and to mule uniques/globals. Level 18: Focused Senses A: Luck of the Gambler: Defense/Increased Global Recharge Speed 19: Red Fortune: Defense/Recharge 19: Red Fortune: Endurance/Recharge 25: Red Fortune: Defense/Endurance/Recharge 27: Reactive Defenses: Endurance/RechargeTime 27: Reactive Defenses: Scaling Resist Damage The build could use the Superior Asassin's Mark ATO. At the least the BU proc. I've never played Broad Sword, how's it's endurance? I think the build will have end issues. Is there something you're looking to achieve? More damage, more survivability, incarnate softcap, more recharge etc. Something I did with my SR Stalker is started the build by only taking the defense powers. Used the minimal amount of slots to get to softcap. Ended up adding Combat Jump, Weave and Tough (For Steadfast/Glad Armor uniques). Used a few IO boosters. It took only 8 additional slots to get there and that left 14 power picks and 59 slots to make the build how I felt fit. Though I ended up adding more slots to defenses to bump up DDR, lower FF/FS endurance and to chase set bonuses.
  18. There are mistakes with the ingame info sometimes. Open Combat Attributes, view defense and activate Barrier. It will show the buffs you're getting. This screenshot is for T3 Barrier Total Core Invocation.
  19. I made one of these, an Ice/TA Corruptor. ST attack chain has 4 proc'd out hold attacks (Freeze Ray, Bitter Freeze Ray, Ice Arrow and Spirit Shark Jaws), and proc'd out AoE attacks (Ice Storm, Acid Arrow, Oil Slick, Blizzard and Emp Arrow). Also have School of Sharks but didn't have the spare slots to IO it, but that should be able to jam in several procs.
  20. It's totally feasible. Pets on defensive-follow (Which happens to be their default command) will just tail you and retaliate when attacked. Something I want to point out is pets are controllable while the MM is animating other powers. So in 3-5secs while setting up an Acid Mortar, Poison Trap, Trip Mine etc, pet commands can be input. Assault Bot could be set to aggressive-attack my target, Protectors could be set to defensive-stay, Drones could be agressive-goto to get them into place for a Detonator. Set up pet controls in a way that's comfortable. Practice it, get used to it and it won't really interfere with other MM powers. Also once you get familiar with it, it can pretty much be reapplied to other MM primaries.
  21. I'm not familiar with Ice Melee but generally the Assassin's Guile proc is best in AS. Just so that there is minimal chance that AS will become the slow, interruptable version. Consider slotting ATO2, Superior Assassin's Mark, somewhere. It gives a chance to insta-charge Build Up with every attack including Zapp, Ball of Lightning and Judgement incarnate. I believe AoE attacks have a better chance to trigger it. Consider putting the Gaussian's BU proc in Build Up (Instead of Combat TP). Build Up has a 90s base recharge and the BU proc has a high chance of activating giving your Stalker a double BU buff for 5s. And with the Superior Assassin's Mark insta-charging Build Up will give you double BU fairly frequently. Endurance might be an issue. Especially if you typically keep Sprint/Ninja Run active while fighting. Your attack chain will burn around 5 end/s, the build has an end gain of 2.2 end/s. Probably be out of endurance in 35s if attacking non-stop. Probably run out in 27s if NR/Sprint are active. Even less if spamming Frozen Aura, Ball Lightning and Zapp when they are available. I recommend slotting attacks with some end reduction. Unless you plan on running with Ageless Destiny as that would solve this issue entirely, but I do like running Rebirth with SR just to have a heal. The build has Focused Sense slotted lightly with 2 IOs. Agile is heavily slotted with 5 IOs. The build would gain more range defense and DDR if the slotting were reversed since FS provides a higher base def. Same with Weave and Combat Jump. Weave has a higher base defense than CJ. Swapping the higher LotG +def buff to Weave will give more +def to the build than having it in CJ. If you're going to take TP Target, might as well mule it. SR is already KB resistant so Blesing of the Zephyr is worthless, but Winter's Gift +slow res or Warp +perception are slottable. Tough has 4 slots for Unbreakable Guard providing a +melee def bonus and a minimal amount of S/L res. The build is above the melee softcap and taking one slot away will only lose about 0.6 S/L res. That slot could be muled into Sprint for Celerity +2.25% S/L res. Or take Boxing instead of Kick and mule 2 Absolute Amazement for +4% rec. Or if Ice Patch is used frequently, add an end redux. It will reduce it's end cost from 9.8end down to 7end. Looking at the slotting for Frozen Aura, if willing to use IO Boosters, could drop Obliteration (dam) and 3 slot Armageddon (dam, dam/end, proc). Boosting Armageddon will maintain it's +dam bonus, gain some end redux (17.4 end down to 12.5 end), +6% F/C res and +6.25% mez res. The build will lose is -2.25 S/L res. Overall the build is pretty good. I like you were able to jam in a lot of damage procs and still make the build playable. It will be trial and error. Play, see what works, respec/change out what doesn't. Also change stuff that are working too well if you know what I mean.
  22. Article on massivelyop, published a few days ago. It doesn't reveal the powerset combos but gives how active each AT has been in the past 90 days: https://massivelyop.com/2024/03/07/over-42000-people-played-city-of-heroes-homecoming-in-the-last-month/
  23. Devouring Earth. I think they would be fun and unique. Dropping Cairn, Fungi, Quartz etc to buff themselves. When Boulder/Crystal pets are defeated, 3 mini versions of themselves appear as additional pets. Maybe the T7 power could summon a Mitochondria. Make it sort of like Swap Ammo, where we pick which Mito appears. Yellow needs to be destroyed by melee, blue with ranged damage and green needs to be held/mez first. Or maybe the T7 makes a Spawn Chamber that spits our more DE. Or maybe the T7 can give MMs their first damage aura, a Swarm that circles around the player that does low damage and applies various debuffs/mez. I would also like to see Shivans and Snakes primaries but I haven't really thought about how viable they could be. I rememeber when CoV came out and first bumping into Snakes in Mercy. Also destroying that snake's nest mission. So much fun! And Shivans look fantastic, love their design. They would be a hit if we could change their color in the costume creator.
  24. The difference looks minimal when viewing damage from a DoT, 1.8 dam vs 2.19 dam. But difference equates to almost 20%. That's equivalent to the Zombie having a permanent Achilles' Heel debuff applied to them. If it was a bigger hit, say GD/Lich was hit for 200 dam, the Zombie would take around 240 from that same hit. Maybe launch the pets at a lvl 54 Rikti pylon. The damage difference between pets would be more noticeable. Some players were vocal about eliminating the level shift for tier 1 and 2 MM pets. They take more damage, do less damage, easier to get hit, needs higher acc to hit, mez effects last longer etc. All with a lower base max HP. But I don't recall reading any "Fix MM" threads since i27.5 was released in late 2022.
  25. That's interesting. Maybe set up a tab for "Pet Damage Received." Fight the same boss and see how much damage each one of his attacks do. If the Gun Drone and Zombie are the same level, with the same +res, they should receive the same amount of damage. Like if a punch does 20 pts of dam to the GD, it will do 20 pts to the Zombie. If a kick does 30 pts to one, it will do 30 to the other etc. Zombies are two levels lower than the MM. Are Gun Drones two levels lower than the Controller? Maybe test with the Lich? Are either the Controller or MM level shift to +1? Maybe unslot Alpha/Destiny/Lore incarnates so that each character is only lvl 50. Also where is the MM situated? Are Sovereign/Expedient/Mark equipped? Is the pet within their radius? Open up the pet's Combat Attributes, view their damage resist to see if it dips at all during their fight. If they get out of range, they will lose 35% res to all damage types.
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