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Bellicose

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Everything posted by Bellicose

  1. Fire/Time/Soul was going to be one of the two I would suggest as well. My other favorite was Ice/Dark/Mace Both felt incredibly durable and dropped significant damage.
  2. This is such brilliant data. Thank you so much for putting in this work. I hope you get as much out of creating this data as we get out of reading it. I went to check you original post to compare times but it looks like you've edited it. It does look like Radiation has tumbled down to 5th. I'm not surprised. I did some theory-crafting (I used Ninja Training instead of Earth just because I would be more likely to use that set in game) and numbers-wise, it did seem like Fire should be much further ahead of Radiation. That being said, all of your times seem faster now. Even with Rad falling to five, I think that's 11 seconds faster than your previous time. Did something else change that I missed, or is that more a reflection of your testing process becoming more smooth with repetition?
  3. Out of curiosity, was Earth Manipulation selected randomly, or was it selected because it, specifically, increases DPA above other secondaries? I used Mid's Powerset Comparison feature, and it does seem to out-perform the other secondaries, but that's just napkin math on my part. Follow up, was Heavy Mallet selected over Seismic Smash because it's faster activation time?
  4. This is such a strong suggestion. It's in theme, it's team friendly, it keeps mobs in the 'danger zone' (ameliorating the severe power down when fighting mobs outside of the Cell). It fixes a lot of issues.
  5. Just reran the same tests I've been running. Baster (Storm/Temporal), Corruptor (Storm/Dark), Defender (Storm/Storm), and Sentinel (Storm/SR). Running the Trapdoor mission at +1/x8 (bosses enabled). Overall, my results are pretty consistent from the pre-patch results. The set is fun, if a little chaotic. I definitely noticed an improvement with the faster DoTs on Cloudburst. I think the simplest solution to the IO Set problem is to give every aspect of Storm Cell and Cat-5 at least a minor amount of damage; and, thus, accept IO Sets tagged as "Damage". I am still finding that chasing down runners that have exited the Storm Cell results in protracted fights as the ramp down of damage outside of Storm Cell is pretty dramatic. Since Storm Cell so essential to the set, I will reiterate that my testing still makes me feel like it and Jet Stream should swap spaces. I think one of the things I'm most excited about is this QoL bit of tech: The purple ring around Storm Cell indicating that it is not currently active. That is a bit of tech that I'd love to see added to a variety of powers. I adore that.
  6. I had this problem until I upped my Graphics Quality. Have you tested that?
  7. Out of curiosity, are the AT Specific sets also tagged in such a way?
  8. So, I did get around to testing this set on a Corruptor (Storm/Dark) and a Sentinel (Storm/SR). I will acknowledge a testing flaw related to my not fully understanding Storm Cell. My first tests were with a blaster and I did slot a full set of Antihalation in it. On that round, I did not suffer from having Storm Cell expire before I cleared out a spawn. On subsequent tests, I may not have slotted Storm Cell sufficiently for damage and accuracy. Since I had a fresh Cell ready for each spawn I decreased it's slotting. That likely accounted for the "why" it was running out before I cleared all the bosses (i.e. it wasn't contributing enough to the task). Better slotting would have resulted in a better clear rate. I did not make a the same mistake with Cat 5; it was always well slotted. I do not see a problem with Storm Cells "movement" (which seems inconsequential to me) or its recharge (decent slotting will have it up often enough). My concern, however, is the sets reliance on it. Without it (on the Defender, Corruptor and Sentinel) clearing the last two bosses was always a bit of a drag. While those two bosses may not have been standing if I had better slotted Storm Cell, it is concerning how big the power down is when it's not active. Another thing I noticed is this: I altered my Defender (Storm/Storm) to have Ageless instead of Clarion (and I gave Ageless to both my Corruptor and Sentinel). Without Ageless, I was starved for End. Storm Cell, Cat 5 and Lightning Storm, and Storm Cell, Cat 5 and Tar Patch were both time consuming and End consuming. I wouldn't suggest major revisions at this stage; but, a slight decrease to Storm Cells animation time and End cost, coupled with a slight increase to the four ST attacks and the two AoEs wouldn't be an uncalled for observation. Additionally, someone earlier in the thread suggested swapping the Tier 3 and 4 powers and I think that's a terrific request. As for the more specific testing. I did find that the addition of Tar Patch to my combat set-up was a fantastic upgrade. It helped keep the mobs in the Strom Cell longer and allowed it to better do its job while minimizing the chaos. Additionally, the ramp up of damage, coupled with the Corruptor's Scourge was a gem. Lastly, since the set-up time was such an investment, the Stealth and defense of Shadow Fall was a real help. The Sentinel played like a Sentinel. I don't have a lot to say on it that I haven't already stated. It's all very clicky; and, in the wild will definitely benefit from some Macros. I'm super curious about the build on that Storm/Cold Corruptor that did the pylon in 1:45. I tried it on mine and got smoked.
  9. I gave it another whirl with that Storm/Temporal Blaster. This time I decided to go with the Trapdoor mission. Same settings (+0/x8). Same basic results. Storm Cell -> Cat 5 -> Chain Lightning -> Hailstones -> Direct Strike -> Cloudburst. Intensify and Chronos as available. I am NOT just dropping a "nuke" hoping that takes out the enemies. I really don't see how I am doing anything other than using the set as intended. The damage was sufficient, but underwhelming. The safety I enjoyed is due to slotting and power pools. As a solo toon, I was aware of the time consumed to set up the attack situation and the payoff was not impressive. So, next I tried it on a Defender. I went Storm/Storm. Same basic set-up in terms of Incarnates and slotting. This time I was S/L/E/R capped and had a global recharge of 170+%. I used Gust instead of Cloudburst this time. You really only need the three ST attacks, and since I was skipping Gale and Snowstorm, I was kind of forced into Gust, Hailstones and O2 boost. I made one mistake; and that was underestimating the Kb on Lightning Storm. I had a spare slot and should have put a SA Kb->Kd in there. Storm Cell -> Cat 5 -> Chain Lightning -> Gust -> Hailstones -> Direct Strike with Lightning Storm and Freezing Rain thrown in. Intensify when available. I tried to slot to control the chaos and keep everyone in the Storm Cell. I mostly succeeded. I considered respecing to include Snowstorm just to slow mobs escape better, but Storm/ is so end hungry, I can't imagine another toggle running. I used Clarion, but probably should have gone Ageless this time. I did crash once because I wasn't paying enough attention. I was definitely killing more slowly than the Blaster as Storm Cell expired on me a few times before I cleared the Bosses. That's to be expected as this was a Defender. But some of those times, it was just down to the last couple of bosses and I didn't want to recast Storm Cell, so I just relied on the straight damage. My take away from this second test is a little more clarity on the damage situation. Since this set is so heavily reliant on power interactions, without Storm Cell active it is quite weak. Even understanding what the set is trying to do, I would say a greater percentage of the damage needs to be front-loaded into the powers. That being said, Storm/Storm was more "fun"; although, I'm not sure I'd want to team with the toon I just played. With all the chaos (i.e. Knockback and scattering the mobs), I think I would have just turned my teams AoE attacks into single target attacks. And that would have made me a bad teammate indeed. Maybe the slow effects and the knockDOWNs could be higher or triggered more frequently.
  10. In the Maria Jenkins missions, I was still using my ST and AoE attacks. In the parking lot, I just dropped the nuke to see what it would do on it's own.
  11. Had some time this afternoon and decided to try testing. Built at Storm/Temporal Blaster. I decided on time because I wanted that 20% global recharge from Time Lord; and, I also like the -regen powers. I went straight to 50. I prefer the late game content so it's where I tend to spend my time. No teams available, so I did Maria Jenkins. I skipped Jet Stream because I dislike knockback, but took everything else. I skipped Aging Touch, Future Pain and Time Shift on the Temporal side of things as they didn't serve my testing. Combat Jumping, Super Speed, Fighting Pool and Leadership along with Mace for Scorpion Shield. I was S/L/E capped and had 170% global recharge with Perma-hasten. Agility Partial Core Revamp. First thing I noticed was that Storm Cell and Category 5 were hard to see. Turns out I had my graphic setting at Minimum. Once I cranked on to Ultra, they became very visible and attractive looking. I have some concerns about it's graphics in the late game, incarnate trials with 24 person leagues creating lag if I have to be running it with high end graphics enabled. I had zero problems with Storm Cells performance. It lasted for a minute and I had it's recharge down to sub 50sec. I was soloing though, so I can see issues potentially in faster moving teams. Especially in the late game. I did see a suggestion earlier in the thread that it would be better served in the Tier 3 spot instead of Tier 4; and, I couldn't agree more. Since it is what moves Jet Stream from repel to kb, and is (functionally the set defining power, it would be nice to have access to it right out of the Tutorial. My ST attack chain was Hail Stones, Direct Strike and Cloudburst. I never touched Gust. For AoE I was able to switch back and forth between Chain Lightning and End of time. I was running at +0/x8 Bosses and AVs enabled. I was never in any real danger of dying. Armed now with what I know after reading this 15 pages, I would definitely consider Jet Stream with a SA KB->KD. Again, I really think these two powers should be swapped in the Tier list. Honestly, I found the damage to be a little anemic. That was across both ST and AoE. Category Five was really disappointing. I was using it in missions and not really getting much impact out of it. I took it to Portal Corps parking lot and dropped it on three level 50 Possessed Scientists just to test. It killed two but the third ran away and survived. These were three blue minions and they didn't die to a nuke. I will try again with a Defender and a Corruptor later on. But, on a Blaster, I was a little underwhelmed with a damage set underperforming in the Damage category. I doubt I will bother trying it out on a Sentinel.
  12. I have an Electric Melee/Stone Armor Brute; probably my fourth fifty since I found out about Homecoming in 2019. I haven't touched him in a couple of years. But, with some of the recent changes to Stone Armor, I want to revisit him; however, I'm really struggling to find a build that 1) works with my playstyle and 2) contributes to "the Team". I run a lot of TinPex, ITF, MLTF, LGTF, Kahn and iTrials - I just enjoy that content. A lot of these a run for speed, so a measure of stealth is the norm for me. I don't think I have a single toon that doesn't have full stealth (an IO + SS or Stealth). Historically what I've done is toggle between Rooted and SS for battlefield mobility. What I'm trying to figure out is: how essential is Granite Armor? It seems important to fix the Fire/Cold Defense deficit. Or to "tank" the BBEG. If it's necessary, how necessary is Teleport? If Teleport is necessary, how does one deal with stealth? Anyway, I'll include my current build. I'm hoping to not have to get into Hecatombs, Armageddons, Blistering Colds and Avalanches if I don't have to. Brute - Electrical Melee - Stone Armor - Stable Release.mxd
  13. Just deleted Frost Kitten - thought maybe one of the resident cat-girls might want it for an alt.
  14. Trying to create am Arachnos Soldier - keeps locking up the game.
  15. There are a few Power Sets that I've never really tried. I had thought about building them as Brutes as I do enjoy brutes. However, with the recent changes, I've been considering whether these might be better served as Tankers (or Scrapper or Stalkers for that matter). I'd thought about a SS/Rad Brute (I'd recently done a Inv/SS Tankers and was underwhelmed - of course, that was before the changes) Also, a Psionic Melee/Dark Brute A Battle Axe/Fire Brute And a War Mace/Dark Armor Brute. Any thoughts would be appreciated.
  16. Bellicose

    Ice/Regen

    Just finished up a Rad/Regen Sentinel; and, while I've never liked Regen on a melee toon, I really enjoyed it on a Sentinel. Now I want to try an Ice/Regen. Ice has always been my favorite Blast set. Played around with a build in Mids, but I feel that it lacks focus. I'm in the tall grass a bit, because I'm not sure what direction to take this build. I'd like to keep the budget sub-100 million. Here's what I have so far: Sentinel - Ice Blast - Regeneration.mxd
  17. I have an Invul/Fire Tanker. I'm pretty pleased with him at level 50 with all of his Incarnate abilities unlocked and a full IO build. Recently, with all of the FotM talk going on, I decided to build an Invul/Super Strength Tanker. It's highly represented; and, I see them all the time. I had always just chalked that up to being a very 'iconic' combination. Nevertheless, I powered through and now have one with all of his Incarnate abilities unlocked and a full IO build. Regarding that IO build, I really went whole hog. Got the IO sets that allowed me to reach soft cap Defense on all damage types. It's a nice build. Been playing him lately and got to Tank the Crimson Prototype, the AVs in the Miss Liberty TF, Apex/Tin Mage, etc. Really impressive. I genuinely felt...Invulnerable. That being said, I don't feel Super Strong. The damage feels middling at best. Only one real AoE attack. All Smashing damage. Just underwhelming. So, am I missing something? Is SS a real gem and I'm not playing it right? The idea has entered my head recently, that I could just pry all of these high dollar enhancement out of the SS Tank and throw them in a storage bin in the SG base. And then respec the Invul/Fire Tank and get the same great benefits of a high dollar build on a Tank whose damage is superior. Am I missing something about Fire Melee? Is it not as good as it seems? I would really like some perspective here.
  18. Coming down to the last week here. Will the WSTs get updated soon?
  19. Honestly, so many good suggestions. Mine is leveling pacts. I'd like those back.
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