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StrikerFox

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Posts posted by StrikerFox

  1. 38 minutes ago, Tankshock said:

    In game lists defense lasting 10 seconds, resistance 2 minutes. 

     

    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.

     

    image.thumb.png.afc3be6ba7d4492eba897ea5bb9408e1.png

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  2. 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.

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  3. 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. 

     

     

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  4. 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.
     

  5. 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.

  6. 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. 

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  7. 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.

  8. Procs that damage/debuff enemies do not work on Seeker Drones/Trip Mine, but procs that buff that MM/user does. Siphon Insight +tohit buff in Seekers and Force Feedback +recharge in Trip. Here's a screen of the SI buff, and a vid of FF buff in Trip. Dropped around 15 mines, FF proc'd 14 times in a row before failing on the last one.

     

     

     

    image.thumb.png.dc861c09e8257e0eaf6c7c8a753cf475.png

     

    9 hours ago, Baalrath said:
    • I don't know how to see in mids if i did not repeat set bonuses to many times

     

    Click VIEW ACTIVE SETS, and if you see "CAP" that means there's too many of one (Or more) bonuses. Scroll down the list and it will highlight the wasted bonus in red. The below example is two too many Luck of the Gambler +7.5%. As for the build, I don't know how to post or see datachunks anymore. Just copy/paste the Mids' file into the forum and post.

     

    image.png.4a33102dc1d743ff06a949199db3a410.png

     

     

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  9. 1 hour ago, Frosticus said:

     

    But on that note, you had both your melee and ranged def toggles off; presumably to increase your sustainability, because it only (arbitrarily) attacks aoe. Is that something you'd normally do while running missions, or fighting a random AV, or is that just part of gaming pylons?

     

    No, I keep the melee/range defense, Sprint and Njnja Run on during regular gameplay. After defeating a target, picking the next, moving within range gives a second or 2 for endurance to bump up. Which is often when 1-2 shotting minions and 3-4 shotting lieuts.

     

    That's not something my build gets during pylon testing, especially knowing the pylon time will take considerably longer due to being level 54. At one point I had higher recovery but opted for less as recovery was adequate for pylon testing (Pre-i27.7), but overkill for normal play.

     

    1 hour ago, nihilii said:

    It also resists -RES better, so if your build relies on this you would see a greater change.

     

    The build slots Achilles' and Fury -res procs. I didn't check to see how often they activated or how effective they were when they did.

     

    2 hours ago, SomeGuy said:

    "We" did?

     

    Seems like it. Seen a lot of dummy pylon kills but no lvl 54 pylon kills. A few vague mentions about how pylon times are 3-4x worse, but no info beyond that.

  10. Maybe it's just me, but I can't open datachunks anymore. Copy/paste the Mids' file and post. It will be pretty easy to hit softcap. Power Boosted Farsight will provide around +21% def. Protector Bots around +13%. Steadfast and Glad Armor gives +6%. Maneuvers around +4% and CJ +2.5%.

     

    Or skip Power Boost, and pick up Weave instead to reach softcap. Take Tough and Charged Armor. You could still be softcap and have +75% res to S/L. Energy res will be high as well. Or try the new Murky Cloud and get decent res to F/C/E/N. 

     

    Or maybe skip Weave/Power Boost (Putting you at around +40% def) and let Time's Juncture's -tohit debuff do its thing. There are a lot of options to make Bots/Time a strong build. The Bot's +def buff to MM is huge and makes slotting a lot easier since you won't have to chase +def set bonuses. 

  11. Pylon runs have changed a lot over time. Before it was about a build's damage, survivbility and sustainability. Is the character survivable enough to solo a pylon? How fast can the pylon can be defeated? Is the damage/survival sustainable? That's why there were rules. No Lore Incarnate because Lore pets are only available 33% of the time. No Hybrid toggled on since it is only up 50% of the time. No inspira since a character may not have the desired inspira 100% of the time. No temp/accolade click powers as they have various up/down time.


    It seems like everyone is hitting the pylon dummies. They do not fight back so no survivability is needed. Some peeps are using inspira/temp/accolade powers to help with acc/dam/rech/end which trivialize a build's sustainability. It's become all about burst damage. 


    Why did we stop hitting the regular pylon? Just because it's level 54 now? I dusted off the StJ/SR Stalker and gave a 54 pylon a go. It's rougher but still doable. Does the level 54 pylon have a different dps calculation? I used the old "(38343.75/time)+127.8125=dps" formula.


    Musculature Radial

    Degenerative Core

    Hybrid Assault - Off

    No inspira

    No temp powers

    No click accolades


    3m57s/237s/290dps


    Significantly slower than my old 1m15s/75s/639dps pylon times but still has the same survivability/sustainability it had before. 

     

     

     

     

     

     

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  12. I got on at specified time, saw a couple Rad peeps online. Sent a msg to The Jolly Green Glow chat group, waited a few minutes but there was no reply. Made a coffee, had a smoke, came back and still no reply or invite to SG, and the players that were online logged off. It was only 6:15pm central. I think I missed the boat.

  13. 2 hours ago, Aeseiri said:

     

    Ahh I was under the mistaken pretense that it would affect everyone affected by tactics, not just my damage. Thanks for clarifying.

     

    There are a bunch of players that seem to think that. I tested it a long time ago but couldn't get the BU to proc on pets. I don't believe anyone has posted any actual proof. The more pets/teammates/leaguemates within Tactics' range will give BU a higher chance to proc on the MM, but it won't proc on anyone else.

  14. I would frankenslot pets; regular slotting on the MM. This is probably how I would slot the pets with Musculature Alpha in mind. I don't know much about PD. I've never been able to create a build with it that I love.

     

    2B - Mercenaries - Pain Domination.mbd


    I do think Hasten is pretty important for the build. Just to get Serum, Anguishing Cry and Painbringer up as often as possible.


    Gaussian's BU proc is pretty useless in Tactics since the MM has no attacks. 


    Same with Kismet in Hover. It's only really helping Web Envelope and Anguishing Cry. But it could be slotted into Tactical Upgrade to improve all Merc pets +tohit. With Supremacy + Tactics + Serum + World of Pain + Kismet + pets/Anguishing Cry -def debuffs, they will probably have no problems hitting.


    Adding the Triage into Soothe seems odd. The build would get more recovery slotting a Performance Shifter proc into Stamina.


    @Xandyr pointed out that Panacea unique has a chance to proc on yourself, pets, teammates, leaguemates within range if slotted in Supress Pain. I tested it once and it's pretty awesome.


    All in all, it's a good build and can probably get through most content without much issue.

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  15. I think Necro/Dark has the most versatility. Dark offers -tohit debuffs, -dam debuff, +def, -res debuff, +res to E/N/P, slow/stun/hold/fear mez, AoE +stealth, a rez, an AoE heal and an additional pet with similar powers that stack with your own.

     

    Necro is a powerhouse. Six pets, potentially 9 more. The Lich with similar debuff powers to your own that stack. MM attacks applies -tohit debuffs. A self heal. Necro pets are probably one of the more durable, with increased hp, heal and regen.

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  16. Mercs start with 0% res to everything. With the first upgrade, base amount is around +26% S/L res across all pets. The Commando also gets +6.5% res to F/C/T (See photo below). With some aggressive slotting (+55% res), Equip Merc would bump up to around +40% res S/L, and the Commando will get about +10% res to F/C/T.


    Serum base res is +30% to all damage types (Except Psionic which is 0%) with diminishing return over 60 seconds. It's final second will only provide about +0.55% res. With some aggressive slotting (+55% res), Serum would start with around +46.5% to and dwindle down to 0.85% res to S/L/F/C/E/N/T.

     

    image.thumb.png.5d92a29f09709078fde885716a6ec4e9.png

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  17. Powers that require a tohit check to heal. Like Dark Regeneration (Dark Armor), Twilight Grasp/Dark Servant (Dark Miasma), Transfusion (Kinetics), Life Drain (Necromancy/Dark Blast) and Mastermind Necro pets. I don't believe there are many powers that can slot it.

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  18. 2 hours ago, Two5boy said:

    Can I ask which price of mark of supremacy and SCotMM you used?

     

    I slot the ATOs in their order displayed in Mids/in-game. Zombies has the 3rd and 6th SMoS; the Lich has the 1st and 5th SMoS; Soul Extraction has the last 4 SCotMM. I'm not at home but pretty sure it's:

     

    Zombies - acc/dam and the +res aura

    Lich - dam and acc/dam/end

    Soul Ex - missing acc/dam and dam/end. 

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  19. Pets are your AoE damage. Between 6-15 pets hitting different targets. MM damage modifiers are so low that it's not a much of a loss. The only shame is losing the immobilize from Soul Tentacles. Also MM endurance is so tight that it would be difficult to sustain when tossing around epic attacks. I like to frankenslot pets to give them a combination of stats, pet IOs and damage procs. This is currently how I have them slotted. Musculature Alpha to get their damage stat higher.

     

    image.png.156c39c14d29e6344b7f0bc029c513e5.png

     

    Zombies with the KD proc to give them some mitigation. Grave Knights with acc/dam HOs. Lich with an acc/mez HO. Soul Extraction has the Unbreakable Constraint proc but it's not great slotted there. A 5th SCotMM ATO for the toxic/psionic/mez +res would probably be better. GK and Lich doesn't need much end to function so don't worry about slotting them for that.

     

    I run with around +35% def so that one Darkest Night will get me to equivalent softcap vs targets affected/within range. I think it will be trial and error, feel out your build. Make changes as problems arise. Scale back if anything seems excessive. It will come down to balancing the build to needs/wants that suits your play style. I think we get a free respec every 10 levels? Also the respec trials. So making changes won't be an issue.

     

     

     

     

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