
HelenCarnate
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Everything posted by HelenCarnate
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They are simply lying to you or at best sorely mistaken. Bopper is correct and the cap is 3534 and that is a hard cap meaning everything beyond that is wasted. Even with incarnates, Dull Pain, accolades and a ton of IOs boosting HP you probably won't get past 4500 (meaning about 1k of that is wasted). About the only way to get to 6k from there would be if you had power boosted Frostwork cast on you from a defender (can you power boost Frostwork? Not sure) and all that would do is add more wasted HP. That being said it is not terrible to be a little past the cap with Dull Pain active as that is a click power that also heals you. So if you use it only as needed instead of clicking every time it is up, you will have a greater HP pool when it is down.
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Purples keep set bonuses when you exemp down so there is no need to attune them as it offers no additional benefit.
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If you need LRM, you will be squishie.
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And this month it was about 2 grand or over 50% higher.
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Sounds like you purchased attuned purples and not regular crafted purples. Regular crafted purples, including the ones you listed can be boosted, but if they are attuned they cannot.
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They just moved the crash to the beginning instead of the end. So instead of having it on your DA/SS and have it crash in the middle of mobs when you just cast your heal and having it detoggle you which spell almost certain death, you can pick the time to pay the endurance cost so that it does not cause any problems. They did remove the debuff when Rage ends, as long as you do not have another stack of rage going. If you do not think it is fun having the crash then it is fully in your power to never have it crash (once the bugs are worked out).
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I rarely get held thanks to incarnate mez protection. Just have to play like SR and remrmber to click every 2 min.
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Which Blaster has the BIGGEST Number, not speaking about...
HelenCarnate replied to Croax's topic in Blaster
Yes Bitter Freeze Ray. It is possible for Blaze to do more damage when the dots hit but since that is not 100% of the time and the OP does not care about cast time and only wants big numbers, that is the highest single target ranged attack available to blasters (not counting chance of dot damage) -
Damage procs are most helpful on ATs with low base damage and that is perfect for brutes. If you have extra slots then yes pocs would add more damage than an extra damage IO.
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The set bonus stays no matter what on purple sets. If you boost them the boost also applies when you exemp down. You will still have lower enhancement values as you get lower in level but they will be slightly higher vs a non boosted set.
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At work so can't check for sure but can tell you how to find out. Go on the tab for your combat log and make sure to hit rolls are showing. Then wander into a group in Atlas and watch the log. I suspect that no to hit roll is needed and if it allows accurate sets in error.
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I ran with almost the exact build but with Tactics for the +To hit instead of Super Speed and it is a lot of fun. For me personally, I used Rain of Fire less than I could have due to having to click a spot on the ground (and was too lazy to find a bind to make it center on your target) and was not a fan of the afraid effect causing mobs to scatter. Because of that I switched out RoF for the snipe after the changes and love it even more. I had to move some other things around to keep at the soft cap and had to go agility to get there but this is what I play now. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Fire Blast Secondary Power Set: Atomic Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Electron Shackles -- Acc-I(A) Level 2: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(11) Level 4: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(21), Ksm-ToHit+(21) Level 8: Super Jump -- BlsoftheZ-ResKB(A) Level 10: Ionize -- RechRdx-I(A) Level 12: Aim -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 16: Beta Decay -- HO:Enzym(A) Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(27), SprBlsWrt-Rchg/Dmg%(27) Level 20: Metabolic Acceleration -- PrfShf-End%(A), PrfShf-EndMod(29), PrfShf-EndMod/Rchg(29) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33) Level 26: Blazing Bolt -- Apc-Dam%(A), Apc-Dmg/EndRdx(33), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(34), StnoftheM-Dam%(36) Level 28: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(50) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(37), Rct-Def(39), Rct-Def/EndRdx(39) Level 32: Inferno -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/EndRdx(40), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(40), SprDfnBrr-Rchg/+Status Protect(42) Level 35: Radioactive Cloud -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(42), SprEnt-End/Rchg(42), SprEnt-Acc/Hold/End(43), SprEnt-Acc/Hold/End/Rchg(43), SprEnt-Rchg/AbsorbProc(43) Level 38: Positronic Fist -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(46), Rct-Def(48), Rct-Def/EndRdx(48) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(48), Rct-Def(50), Rct-Def/EndRdx(50) Level 47: Tactics -- HO:Cyto(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), Pnc-Heal/+End(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon ------------
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Can you attune a +5 IO (and keep the enhanced values)
HelenCarnate replied to Chance Jackson's topic in General Discussion
And this. -
You can usually cap one. S/L is normally the best or you can mix a bit of everything and get decent defense to most things. But outside of barrier (for the first few seconds) and external buffs you will not cap out everything.
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At most I would say 1 slot at vet level 100 and even that is pushing it.
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Literally ANYTHING to stop ranged henchmen from brawling
HelenCarnate replied to Weylin's topic in Suggestions & Feedback
I vaguely remember this being a common complaint and there being no solution that didn't break things but I don't recall what was suggested and how it broke things. That was a long time ago. -
Literally ANYTHING to stop ranged henchmen from brawling
HelenCarnate replied to Weylin's topic in Suggestions & Feedback
Increase the range of their brawl attack to 80' range? -
Can we reverse the highlight circle? With the power highlighted it normally means "Click me now" but in this case it would be more of a benefit if rage was not highlighted unless there was currently no rage going.
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Is havoc punch the only good melee attack in /elec?
HelenCarnate replied to DarknessEternal's topic in Blaster
Worst single target melee attack in that specific set mind you. It is tied for lowest DPA and has a side effect of sleep which is nullified by Lightning Field and also knockback of a high enough mag to potentially knock them out of Lightning Field. If I only had room for 2 single target melee attacks I would drop Havoc Punch. That does not mean it is bad of course. It is still better than most of melee attacks available to blasters, just slightly less good compared to the other 2 that happen to also be in the same secondary. It is far from useless and I would try to make room for all 3. -
Is havoc punch the only good melee attack in /elec?
HelenCarnate replied to DarknessEternal's topic in Blaster
No, it is the worst single target melee attack in the set. It still has decent DPA so I would take them all (I enjoy blapping) but if I had to pick one of them to toss it would be the one that had the longest animation time that could potentially knock mobs out of my damage aura. -
Or you could just not put it on auto fire and pay attention.
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Focused Feedback: Tank Updates
HelenCarnate replied to Leandro's topic in [Open Beta] Focused Feedback
If that was the intent you may want to undo some changes. Epic pools are nerfed for Tanks and Brutes. At least MU is, I have not tested all the others. The numbers on Test are the same for both Elec Fences Live Brute 33.37, Tank 35.59. Test 32.25. Ball Lightning Live Brute 42.54, Tank 45.37. Test 37.37 Mu Lightning Live Brute 55.05, Tank 58.72. Test 36.70. -
Focused Feedback: Tank Updates
HelenCarnate replied to Leandro's topic in [Open Beta] Focused Feedback
Radius increase and target cap increase- Keep It is a massive boost to be able to hit more targets with AoE attacks to assist with getting and keeping aggro. Base damage increase to replace bruising - Keep Gauntlet and aggro level changes- Keep Damage cap increase - Either drop or decrease to 500. With the damage increase and increased target cap combined with the damage cap increase, tankers end up clearing large spawns faster than brutes as they are more likely to hit more mobs. -
Endurance and damage crashes yes, those always hit. The defense debuff was avoidable if you double stacked. Currently no crashes are avoidable as the bug causing the ability to avoid the defense crashed was fixed. If this goes live, all crashes are avoidable and if you have decent global recharge you can slot end reduction to reduce the up front cost. Edit. I stand corrected. End reduction only reduces the smaller 5 something endurance and not the extra recently added cost.
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Focused Feedback: Tank Updates
HelenCarnate replied to Leandro's topic in [Open Beta] Focused Feedback
On my Rad/Fire Brute I normally clear the ComiCon map in around 4 min. Sometimes less, sometimes more but that is pretty normal. If the stars align and everything wanders into the same area and I don't have to clean up spawns I can get down to around 3:30. With these changes, I made an identical Fire/Rad tank (apart from the ATOs) and averages around 3:30 even with cleaning up mob spawns and sub optimal placement of the helper. I just did 5 runs but all were right around that time with one being 3:45 where everyone was spread out and no lore pet and one being at 3:13 when I had only 1 extra spawn to clean up.