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StrikerFox

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Everything posted by StrikerFox

  1. Welcome home, Obitus! I'm still using your dps calculator.
  2. I think SC has the better dps. SC has a 91.76 base damage/1.848 cast time = 49.65 dps. SS has a 94.2 base damage/1.98 cast time = 47.58 dps. Also the Fury of the Gladiator -res debuff proc is slotted in SC, and has the stronger proc (Armageddon). By using IS and SC instead of HB and SS, the attack chain is fast enough that BU can be cast before any AS, with CU still getting the damage boost.
  3. StJ/SR Stalker. T3 Musculature Total Radial, T3 Reactive Total Radial and T4 Assault Radial (Untoggled). 119 seconds for 450 dps. Disregard the watermark from the free software. I couldn't figure out how to record the video with sound.
  4. Reactive and Preemptive Interface, Incarnate powers should be able to do it.
  5. StrikerFox

    ???/Shield

    KM/Bio. Just to see that human shape, blob of poop, doing tai chi and hearing that hand crank flashlight noise.
  6. I should rephrase that. I send influence to myself from one of my high level characters to one of my new, low level characters.
  7. I would go one end, one acc and one dam. Is this your first character? I often email 2 million influence from a high level to a low level. It usually lasts until they hit 50.
  8. I think they're pet summons that can't be controlled by the player. So all the Controller/Dominator pets, Epic Power Pool pets, Tornado, Gun Drone, Voltaic Sentinel, Gang War, Hell on Earth, Soul Extraction, Arachnos spiders etc. Dark Servant probably doesn't fall into the category because it has no attacks.
  9. I like your build a lot, it's probably better than anything I could come up with. I wanted to offer some fine-tuning advice. -Hasten is already perma with 2 slots. -For the Kismet +6% acc to be active, Combat Jump needs to be toggled on. Slotting it in Phalanx Fighting, Kismet would be active all the time. Useful if you're rezzed, and you LR/SC immediately to knock enemies off their feet before toggling. -Swapping the Ribosome HO (In Tough) for the Unbreakable Guard res/end would provide a 2.5% endurance discount (Set bonus) for all your powers. Enhancement Boosters can get the stats about the same as the HO. -A lot of players like to slot the rech/def HO in Active Defense. The def portion of the HO increases DDR, rech so you can overlap the casting to double the effects. -4 Gift of the Ancients in Weave increases max end by 1.8%. Changing a slot to Stamina for a 4th Performance Shifter would yield a better result (If you're slotting it for endurance).
  10. No problem, let me know how it works out. People were using SK-CS-SK-CAK. With EC, probably SK-CS-SK-EC-CAK or maybe SK-CS-EC-CAK. I sort of like the sound of the second attack chain with EC. EC could probably be used twice within one BU, which would be pretty nice if it crits both times.
  11. Also the main damage types in most incarnate trials are smashing, lethal and energy which Scorpion Shield buffs.
  12. KB is 10,000% resisted on SR with Practiced Brawler active. Go with Ninjitsu if you can get perma-Soul Drain. Otherwise SR. Perma Soul Drain + Kismet unique + Insta-snipe Moonbeam (Soul Mastery) is a winning combo.
  13. MA is pretty good but for it to shine, needs to be built for damage. Slotting/procs, and +dam bonuses. Get enough recharge to run your attack chain, softcap to M/R/A and everything else focus on adding damage. Test the build and then work backwards to accomodate endurance. Before shutdown, some players were getting an uptick in dps by using EC in their attack chain. EC had a boosted chance to crit and gave the attack, immediately following, an inceased chance to crit as well. I tested it myself back in the day. EC followed by DT in the center of a tight group of enemies. Always received 3-5 crits out of 8-10 targets. That was likely before the AT IOs as well. I love SR. I've been able to make impossible builds that I couldn't achieve with other secondaries. I used a SR Stalker to solo 3 Paladin GMs simultaneously before shutdown. Also SR can be amazing in incarnate material if you're willing to carry a tray of small, purple inspira and take Rebirth as a heal. It sounds like you might have an AoE fetish. Consider making something totally new with heavy AoE 1st/2nd/epic. Spines/FA/Blaze is the most AoE stacked combo I can think of.
  14. Combine a couple of my builds together to make this KM/Nin. It's designed to have Concentrated Strike to insta-charge BU to integrate Moonbeam as an insta-snipe into the attack chain. It worked out quite well. 7 of 8 attacks were boosted by BU including CS, MB and AS x2. Can see a video of it here: There's several power picks acting as a mule for IO uniques. It's endurance heavy and has Ageless selected to mitigate that. There's a lot of +5 enhanced IO's to get stats to a decent number. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1572;736;1472;HEX;| |78DA65945B4F534110C7F7B4E7082D2DB442A1484B69B9F5228716F541D118236A9| |416D1266A8C5A4B3994034D21F460E4C107BF8237BE80371E24EA27D1A8890F7E00| |5E501363A20FA64E77FE40B59B34BFDD999DFFCEEC9C6DE6EE846BF3DCFD9342719| |F2EE52B955CD6CA97168D152D932F9A05BBA0D144BF00CCB98C51320C7DD22C1B96| |59C89DB2AC7C61D1BFE39C30E68C72C5D0A7CCF28269555685737A69A9A467970D6| |3D62DA767CDE2BC65968B6D729536F2B3C64A65DE5CF6CAF5F9F21DB362CE9825D3| |5AEB3EB36C16F41DE5ECD26A2997C9572C6365CD4FF98CD16FC62B30AA9A9823A41| |CC2560473C46155A8512A21455C60FBBE4521D7930EA2226315E153D8F787964155| |14BC7091AE02DD66E83643D7794F953A4EE8BAA09B265D3BEBDAEC9E9AAE263A3A1| |4E9EBF43167495FE33D9AF68EF3EB7CCFF443C7FF81D7073E829F988697FB518B6D| |7A6A93B6C033F039B3F705F812DC60662837076A7678B8E63E1FE73845BE16D6555| |B5E710E7D9BE06B66F80DF89619A144DCA8D59DE07B0883FDE045D26DE33DA22DCC| |710AC571EBAAC25BA521A669573B4E6F0F70A5FD41B097391002FB987652F1B1B2D| |DD7A5C8CE0D8CB16FE827F81BDDA7BD5DA8BC0B950FA11B454AA51B67771FE59B1A| |3E068E83C799B1134C2FE9F540AFE70841B58B18E8265F10BE20CE8AE12C93CE0AA| |17BA121D68AE38B8A47B18E310FC6C104F332DD5104B1911BF0DD648EDC0273E06D| |E6689EB945D73088D8C12D9BBCABD111ECD199A9513009A698FD544F14DD8A7E61D| |B2F971009D812937CC759CA4F874DFFC1B639AA37095B32C1DDEF51775F6D35B037| |AF2DE94B883758920D965483E55083E57083255D6F19E75E4DABBB2F5D287297C34| |3EF17D96D3BC98B6F5719E1ECBFEDD9ECCA054576CE7585BBDB1AE6AA5BB7995FEB| |E3A31CFF7DCFA6290FF8363D0FC147CCFD8FC127CC8E7566F5DF71C929FFBC64AA5| |7EBE6D7EAE6D7EBE6697A6129CC3FD7CDE5D888FC6758AFEDC045FC05BBDB0A03| |-------------------------------------------------------------------|
  15. Nice! Thanks. That's so much better than what I was trying to do.
  16. I'm currently working on that Mercs/Storm too. Can you post your data chunk by going to Import/Export - Long forum Export, tick off "Only export Data Chunk," and "Export Data Chunk as well as a Datalink." Makes it so much easier to see. Thanks.
  17. Where did you find the basic, Train and Tame Beast pet powers? I was looking for that but couldn't find it. Ended up testing to make my own but not sure how accurate mine is.
  18. I doubt someone could get 72% dam res and still be softcap. Maybe the One with the Shield buff was active?
  19. I've been doing some testing on Beast pets. I think they can excel vs a single target. When they're bunched together, buffing one another with Howl, Pack Mentality, and Growl applying debuffs on the lone enemy. But during the testing, I see what people mean about slow attacks. I set the pets to aggressive and sent them into groups of enemies. Pets will attack, targets will flee in different directions, pets will chase, stop to Howl/Growl/Lick Wounds/Lion's Roar/Wild Charge, allowing the target to get further away. By the time they reach the target, their buff has pretty much worn off. It was somewhat frustrating to watch as the enemies were 3-5 levels lower than my pets. If it were other pets, those runners would have been dead reasonably quick. Mercs/Thugs/Bots specialize in ranged damage. Ninjas would use Shuriken, Poison Dart, Caltrops to hit runners. Zombies with Gloom, Dark Blast, Projectile Vomit. Demons with Fire Blast, Fireball, Flares etc. Here's the testing if anyone is interested. Achieved by opening a Pet window to see their action/damage info. Summoned pets, had them attack several groups. Took info on pet attacks. Did the T1 upgrade, repeat. Dismissed and summoned new pets. Then T2 upgrade and repeat again. I think the Dire Wolf's cold attacks are all AoE. The T1 Alpha Wolf doesn't seem much better than the regular wolves. T1 Wolves - Basic -Wild Charge - Boosts damage/movement speed -Howl - Boost dam/tohit of nearby beast allies -Vicious Bite (Lethal) - DoT bleed damage (Lethal) T1 Wolves - Trained -Maiming Bite (Lethal) - Reduce movement/defense T1 Wolves - Tamed -Feral Charge (Smashing) - Reduce defense ------------------------------------------------------------ T1 Alpha Wolf - Basic -Wild Charge - Boosts damage/movement speed -Vicious Bite (Lethal) - DoT bleed damage (Lethal) T1 Alpha Wolf - Trained -Maiming Bite (Lethal) - Reduce movement/defense -Growl - Reduce dam/hit chance to target T1 Alpha Wolf - Tamed -Howl - Boost dam/tohit of nearby beast allies ------------------------------------------------------------ T2 Lions - Basic -Wild Charge - Boosts damage/movement speed -Vicious Bite (Lethal) - DoT bleed damage (Lethal) -Claw Rake (Lethal) - DoT bleed damage (Lethal) T2 Lions - Trained -Lick Wounds - PBAoE(?) heal/+regen -Lion's Roar - Boost def of nearby beast allies T2 Lions - Tamed -Claw Swipe (Lethal) - AoE cone -Ferocious Growl - PBAoE stun ------------------------------------------------------------ T3 Dire Wolf - Basic -Wild Charge - Boosts damage/movement speed -Chilling Howl (Cold) - DoT, reduces movement/attack speed AoE? -Vicious Bite (Lethal) - DoT bleed damage (Lethal) T3 Dire Wolf - Trained -Maiming Bite (Lethal) - Reduce movement/defense -Freezing Roar (Cold) - DoT, reduces movement/attack speed AoE? T3 Dire wolf - Tamed -Terrible Howl (Cold) - DoT, reduces movement/attack speed AoE?
  20. Time is probably one of the best secondaries for Ninja. Dark would be close, in the top 3. The T1 Ninjas have an inherent 7% def to m/r/a, add the Edict and Call to Arms uniques will put them up to 17% def. Aggressively slotted Fearsome Stare will provide about 18% -tohit, and moderately Darkest Night will provide around 17% -tohit. So Ninjas will be equivalent to about 52% defense to m/r/a. Probably won't see the big leap in survivability until Fearsome Stare is picked/slotted at level 20/21.
  21. There's something in game called, 'The Rule of 5,' where our characters do not benefit from more than 5 of one type of enhancement bonus. 5 LotG 7.5% def is great but anything more than that provide no benefits outside of the +def. You can see the excessive bonuses by clicking View Active Sets and scrolling down in the new window. Anything in red indicates more than 5 of the same bonus.
  22. Yep.
  23. Never really looked into storm cause I just thought it would be a bunch of knockbacks and I know how much groups love those... Would you please elaborate? There's actually a couple IOs you can slot to alleviate Storm's KB issue. Overwhelming and Sudden Acceleration both change knockback to knockdown. Overwhelming is a unique but I'm pretty sure we can slot multiple Sudden Acceleration procs. We can get Overwhelming free as a reward drop from the Blockbuster event; Sudden Acceleration is available at /AH. Is there a list of Beast pet powers? I never knew quite how to slot them.
  24. Been wanting to do some pylon testing for the past week but seems like there's MSR's going 24/7 in all RWZ.
  25. Yes, incarnates effect pets. Top portion of the copy/paste is with no incarnates slotted. Bottom portion has T3 Musculature Alpha, T3 Reactive Interface and T3 Assault Hybrid. You can see the damage increase in my Bruiser's Hurl and KO Blow due to Musculature. Lines that says "Doublehit" is damage done by Hybrid, DoT fire damage is Reactive. Also any line that says "Bonus Smashing damage" is from the Explosive Strike proc. Bruiser: Bruiser Hurls something handy at Death Mage for 145.08 points of smashing damage! Bruiser: You have knocked Death Mage off their feet with your Hurl! Bruiser: Death Mage takes 79.63 points of bonus Smashing damage! Bruiser: Bruiser pulverizes Death Mage with their Knockout Blow for 315.66 points of smashing damage! Bruiser: You hold Death Mage with your Knockout Blow! Bruiser: You have knocked Death Mage off their feet with your Knockout Blow! Bruiser: Death Mage takes 79.63 points of bonus Smashing damage! Bruiser: Bruiser pulverizes Death Mage with their Haymaker for 148.7 points of smashing damage! Bruiser: Bruiser knocks Death Mage off their feet with their Haymaker. Bruiser: Bruiser shakes the very earth inflicting 132.17 points of smashing damage to Death Mage! Bruiser: Bruiser shakes the very earth inflicting 132.17 points of smashing damage to Possessed Scientist! Bruiser: You have knocked Possessed Scientist off their feet with your Foot Stomp! ========================================================================================================== Bruiser: Bruiser Hurls something handy at Death Mage for 157.09 points of smashing damage! Bruiser: Your Doublehit hits for 58.47 points of Energy damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Bruiser pulverizes Death Mage with their Knockout Blow for 341.01 points of smashing damage! Bruiser: You hold Death Mage with your Knockout Blow! Bruiser: You have knocked Death Mage off their feet with your Knockout Blow! Bruiser: Death Mage takes 79.63 points of bonus Smashing damage! Bruiser: Your Doublehit hits for 155.47 points of Energy damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Bruiser hits Death Mage with their Jab for 59.13 points of smashing damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Bruiser hits Death Mage with their Jab for 56.6 points of smashing damage! Bruiser: Your Doublehit hits for 24.24 points of Energy damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!
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