HelenCarnate
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Posts posted by HelenCarnate
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On 7/24/2020 at 2:23 AM, Nymaen said:
I made a StJ/EA stalker. By the mid 40s I was regretting not going /SR. That said, /EA is not terrible, works rather well. /SR is just easier to softcap defense.
Easier yes but EA is not too difficult outside of Psi and Dark. For example....
SpoilerVillain Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Level 50 Magic Stalker
Primary Power Set: Street Justice
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu MasteryVillain Profile:
Level 1: Heavy Blow -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(48), SprAssMar-Acc/Dmg/Rchg(48), SprAssMar-Dmg/EndRdx/Rchg(48), SprAssMar-Acc/Dmg/EndRdx/Rchg(50), SprAssMar-Rchg/Rchg Build Up(50)
Level 1: Hide -- LucoftheG-Def/Rchg+(A)
Level 2: Kinetic Shield -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(15), Rct-Def(15), Rct-Def/EndRdx(46), Rct-EndRdx/Rchg(46), Rct-Def/Rchg(46)
Level 4: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(5), LucoftheG-Def/EndRdx(5), LucoftheG-Def/Rchg(11), LucoftheG-EndRdx/Rchg(13), LucoftheG-Def/EndRdx/Rchg(13)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(9), SprStlGl-Rchg/Hide%(11)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50)
Level 12: Entropy Shield -- EndRdx-I(A)
Level 14: Super Jump -- Empty(A)
Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(17), Ags-Psi/Status(17), ImpArm-ResPsi(45)
Level 18: Spinning Strike -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(19), Rgn-Dmg/Rchg(19), Rgn-Acc/Dmg/Rchg(21), Rgn-Acc/Rchg(23), Ann-ResDeb%(23)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(45), ImpArm-ResPsi(45)
Level 26: Shin Breaker -- Hct-Dam%(A), Hct-Dmg/EndRdx(27), Hct-Dmg/Rchg(27), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(37), AchHee-ResDeb%(40)
Level 28: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def(29), ShlWal-Def/EndRdx(29), ShlWal-Def/Rchg(31), ShlWal-EndRdx/Rchg(31), ShlWal-Def/EndRdx/Rchg(31)
Level 30: Energy Drain -- LucoftheG-Def/Rchg+(A)
Level 32: Crushing Uppercut -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(34)
Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37)
Level 38: Zapp -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(40), GldJvl-Dam%(40)
Level 41: Maneuvers -- RedFrt-EndRdx(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/Rchg(42), RedFrt-EndRdx/Rchg(43), RedFrt-Def/EndRdx/Rchg(43)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3), NmnCnv-Regen/Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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1 minute ago, macskull said:
PvP travel suppression is disabled in zones and off by default in the arena.
Well good. You can tell how much I did PvP after I13. 🙂 Now can we take it out of the regular game? Seriously, no one was jousting mobs. If they were, they were not getting enough of a benefit to justify slowing down everyone in PvE.
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I would say roll back I13 changes but I don't think that will ever happen. Figuring out a way to have your offensive toggles suppress while held instead of detoggling and getting rid of travel suppression would be a good start though. What else, getting rid of the quick base TP in pvp zones and disabling email would be another improvement.
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Regen scrapper running off on their own in full groups at +4
Bruce Leroy Jenkins
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Re-reading that sounded more snarky than I meant. Sorry about that.
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1 hour ago, 25625 said:
OK, I tested it. I lost 4.5%. Hide is slotted with a 50+5 LOTG only.
So if I want to build for soft capping, I need to aim for 49.5% in mids if I have hide enabled.
Or you can do exactly what I suggested and you would be able to see where you were without having to guess or do math.
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Basically the same amount as Combat Jumping is what you get when you are not hidden. 1.88% unslotted at lvl 50. In mids you can go to the options, config, effects and maths and on the right hand side check the box for attacked. This will show you the amount you would normally have in combat.
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1 hour ago, Galaxy Brain said:
Did anyone notice the bug with the clown car if you didnt summon the t1 pets fi.... oh crap wrong forum
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On 9/5/2020 at 11:20 PM, Myrmidon said:
There is always this option.
I would love to see a pylon knocked off its feet.
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45 minutes ago, RageusQuitus2 said:
Ill have to try that. Ive usually done twisteds asteroid maps sub 5 minutes but really built to afk farm. Reason I latched on to your post was the comments about spines. Id like to compare apples to apples. You use p2w? Or base buffs for those times? Or second + accounts on follow?
Nah, no external buffs other than inspirations. When I am actually going for fast times I hop into a group, burn, elec fences, then I throw ball lightning on a roaming group nearby. I try and hit one walking away if I have several to pick from. This gets their attention and as the mob I am on burns down, that group will run in. Then I hit Atom Smasher. During animations I am using macros to eat and combine inspirations. I stop at around 475-500% since my slotting will take care of the rest up to the cap. Spines in theory can do better damage but it requires a bit of skill to line up the cone to always hit your max number of targets and I am doing enough work as it is. Those with more skill I am sure can do better than me. However that tends to be offset by being able to use all 3 types of -resist procs out there.
But just apples to apples with the exact same attack chain and leaving out throw spines, Rad will come out ahead due to the higher damage in Atom Smasher and the additional -resist procs.
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53 minutes ago, RageusQuitus2 said:
What map and what times?
Comicon asteroid map. 3.5 min. Sometimes better Sometimes worse. Depends on where the helper spawns and where the mobs roam. Although lately I turned to the market to make money and farm the larger maps for PL. I don't really track my time but I enjoy the cave map but sometimes do 13147 the night at the movies. The old Drek map is great.
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All depends on how you play.
1. As you buff heal and debuff you realize oh yea I have attacks. If this is you a defender would probably be best.
2. As you blast things with jets of water you remember oh yea I can debuff these guys as well then you may consider a corruptor.
3. What are buffs? Yup. Definitely a blaster.
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Claws is a great pairing for Regen. Animations are generally fast and has a bit of knockdown to give your regen time to do its thing. I would put Sudden Acceleration in Shockwave to at least keep mobs from flying everywhere and also toss in Overwhelming Force KD in Spin at least while leveling.
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2 minutes ago, Vanden said:
You say that now, but before you know it you need Manticore for Task Force Commander and you don't really feel like forming a team for it...
And with Ill/anything you have your own team! And they play like a lot of PUGs too. They run off on their own and aggro mobs they shouldn't, they ignore you when you tell them what to do or they just stand there and wait for someone else to grab aggro before they jump in.
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2 hours ago, Bionic_Flea said:
The usual way: incantations, ritual sacrifice, flagellation, etc.
Can you expand on that? I am doing all 3 but clearly I must be missing a step somewhere.
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People go for crafting badges all the time. Because of this, many times you can buy crafted IOs for less than the cost of buying the recipe and crafting it. Right now for example a Lvl 30 Accuracy IO costs 30,300 to buy the recipe (from the crafting table) and 40,400 to craft (plus materials). The highest recent sale on the AH was 40k That person saved at least 400+ the cost of materials plus whatever it would cost to buy the recipe from the AH or crafting table. If they already had the recipe, they could now sell it and come out even further ahead.
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Ill has Superior Invis which is a toggle for just you. It also has group invis which is for your team and that is not a toggle. I haven't used that one so I am not sure if that casts an aura around you that keeps your friends invis if they stay close or if they can run off afterwards and still be hard to see. The stealth from 2 different toggles will not stack so one or the other. Superior Invis lets you keep attacking and still be hard to detect but the others in /Storm or /Dark offer better defense numbers.
My Ill/Dark is one of my laziest controllers. I summon stuff and kick back for the most part just tossing out debuffs and buffs.
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Berzerkers
in Tanker
When I am on a tank I never wait for everything to be dead before moving on. I am there to get aggro and take the alpha strike. I move on to the next group and taunt them to reduce their range which gets them all in a nice ball. About that time the group catches up and burns them down.
Oddly enough I pay more attention to health bars when I am on a tank than when I am a set that can heal. If someone's health starts dropping to the point where they are in danger I will hop back a bit and target them and taunt whatever they are attacking. Unless of course they run off on their own. If the group goes 1 way and you go another then I assume you can handle yourself and will do nothing to rush to your aid if you are wrong.
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Working as intended.
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So I managed to get 200% global recharge and wondering the highest DPS chain for single targets. I am somewhat new to stalkers so I am not sure on the maths. My AS recharges in 3.75 seconds. I have the hide proc in there as well so I normally follow it with Greater Psi blade so on the off chance that Hide and Insight are both up it also hits like a truck. That takes 2.64 seconds to cast which leaves me with 1.11 seconds so any attack at that point would get me to be able to use AS again. Normally I use TK blow as that is the next highest DPA attack.
At this point at most I have 2 out of 3 stacks needed for an auto crit on AS. Would I be better off against hard targets like AVs and such to throw in a quick Mental Strike for the 3rd or would I still be higher damage on average with the 3 attack chain?
For reference for those better at crunching numbers.
SpoilerVillain Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Level 50 Magic Stalker
Primary Power Set: Psionic Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body MasteryVillain Profile:
Level 1: Mental Strike -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7)
Level 1: Hide -- LucoftheG-Def/Rchg+(A)
Level 2: Kinetic Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(7), ShlWal-EndRdx/Rchg(9), ShlWal-Def/EndRdx/Rchg(9), ShlWal-Def(11), ShlWal-ResDam/Re TP(11)
Level 4: Power Shield -- RedFrt-EndRdx/Rchg(A), RedFrt-EndRdx(15), RedFrt-Def(15), RedFrt-Def/EndRdx(17), RedFrt-Def/Rchg(17), RedFrt-Def/EndRdx/Rchg(19)
Level 6: Assassin's Psi Blade -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(19), SprStlGl-Acc/Dmg/Rchg(21), SprStlGl-Dmg/EndRdx/Rchg(21), SprStlGl-Acc/Dmg/EndRdx/Rchg(23), SprStlGl-Rchg/Hide%(23)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Concentration -- GssSynFr--Build%(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25), Ags-Psi/Status(25), ImpArm-ResPsi(27), Ags-ResDam(27)
Level 18: Boxing -- Empty(A)
Level 20: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), ImpArm-ResPsi(31)
Level 22: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(34)
Level 24: Assault -- EndRdx-I(A)
Level 26: Greater Psi Blade -- Hct-Dmg(A), Hct-Dmg/Rchg(34), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(36), Hct-Dam%(37)
Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 32: Mass Levitate -- Arm-Dam%(A), Arm-Dmg/EndRdx(37), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40)
Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42)
Level 38: Boggle -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(43), CrcPrs-Acc/Conf/Rchg(43), CrcPrs-Acc/Rchg(43), CrcPrs-Conf/EndRdx(45), CrcPrs-Conf%(45)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(48)
Level 44: Telekinetic Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(48), Mk'Bit-Dmg/Rchg(48), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Superior Conditioning -- PrfShf-End%(A)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
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 -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(13), Mrc-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Ion Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Longbow Radial Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Musculature Core Paragon
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Assuming we are talking about shockwave, a great way to hit more targets is to jump and hit the power while in the air. If you have 3 targets in front of you and several right behind you (and assuming the map lets you jump high enough) you can hit all of them in one hit.
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On 8/29/2020 at 3:08 AM, Voltor said:
Seriously when you start charging energy transfer to take down a target and the rest of team spams attacks that take the target down before energy transfer discharges, you know there is a problem with the power.
I got so tired of that after the change that I just stopped using my 2 most powerful attacks on teams outside of AV or EB fights. At least then I was doing damage to the mobs instead of just myself that way.
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On 8/19/2020 at 10:08 AM, Vulpoid said:
I know know what has been missing in my life up to this point. Thank you.
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6 hours ago, DSorrow said:
I do think the OP is right about the change, though. However, I have fortunate news for them: when HC was launched the new devs secretly undid this nerf. It wasn't documented in the patch notes, but I instantly noticed that my Scrapper's performance was now again exactly the same as before! Obviously you can't verify this within the game because the change was made in the base stat modifyers, but if you have been pushing your Scrapper to the limit, you'll know. Just try playing +4x8 and you'll see the similarity in the evade states.
This explains everything. Now I totally get why we are not seeing the issue. That is why when you go on test and make an identical scrapper and brute they have the same numbers (outside of hp) as long as they are not beyond 75% resists. That is why when you take those identical characters into the same mission the mobs hit you just as often and do the exact same damage. Clearly that stealth nerf must have been accidentally undone with some of the HC changes.
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How do you defend against endurance drains?
in Tanker
Posted
Carnie death is not auto hit. High AoE defense decreases the odds of getting hit with that. Not sure of the type but I know AoE helps.