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Everything posted by oldskool
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Most characters won't feel OP at level 22 running brand new level 25 IOs. When you see folks talking about the extreme nature of TW consider they are also referencing high levels of global recharge, endurance management offsets, and likely Incarnate choices too. If you're struggling, lower the difficulty and revisit that issue once you're looking at more available slots in the 30's. Once you hit 50 you can finalize your build with whatever higher quality IO sets you're shooting for and start to see why the combo is so powerful. Though, Particle Shielding should help. It just won't make you OP on its own. Its a complete package sort of thing. I love my Dark Armor/Titan Weapons Tanker, but you can imagine what kind of endurance nightmare it was before 35+ (for Conserve Power and beyond). Now that I've had the character with IO sets for months its so much smoother, and the Incarnates just make it better (though I designed it to exemplar). I also know just how to pace myself with the attacks because it can still run out of gas if I am not careful. Stick with it if you like it. It will get better.
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This sounds like a fun pairing. Would you seek to run Cryo Ammo most, if not all, of the time? Some food for thought about Dual Pistols... Pistols and Dual Wield are both potentially worth having. That's not because of how the inherent works with Defiance, but because how they interact with the rest of the set. Pistols and Dual Wield are actually pretty close to each other in the terms of damage per activation (Pistols is slightly ahead). Both of these powers accept a multitude of procs if you can fit them in. Even if you can't fit those in they can still form a foundation of a solid attack sequence with Executioner's Shot. An attack combo of Pistols/Dual Wield/Executioner's Shot can be pretty effective and its available to every archetype with this set. Suppressive Fire will become a hold when running any elemental ammo. This means it has some use cases and synergy with Freezing Touch (2 holds!). There is a lot of slotting potential in either or both. Maybe not be your cup of tea, but I have ideas... After playing through Dual Pistols on the other 3 ATs (Corruptor, Defender, and Sentinel), Piercing Rounds is a wild card pick vs being a mandatory one. Blasters and Corruptors both get an ATO set with a damage proc. Piercing Rounds can potentially make good use of that set if you're interested. Its got a slow animation though which can feel like a drag. Still, this has potential but I really recommend you run it in your build for a bit to see if you like it. I pretty much ignore the existence of the resistance debuff in the power EXCEPT for my Defender. On the Defender that -20% resistance becomes a reason why I have the power in the first place. On my Corruptor it is one of those nice to have in my back pocket for team support (-15%). On my Sentinel, I just say screw it and don't bother juggling ammo powers. In practice that -9.6% isn't worth the trouble of turning ammo on and off. If I remember right, the Blaster version gets the same -9.6%. If its higher then it can be something to consider. YMMV though. The rest of Dual Pistols builds itself. Empty Clips, Bullet Rain, Swap Ammo (important for stacking slow effects!) and Hail of Bullets are pretty much givens to me.
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- dual pistols
- ice manipulation
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Making my final points for me. 😉
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"Mess up the build" is pretty subjective. While there are things I like in the build that was posted it isn't necessarily how I would go about it. Does my opinion invalidate the other person's? Nope, not at all. Its just a matter of preference. If you prefer fly, then swap out Super Speed for it. If you want Fire Blast and Fire Breath, then maybe consider dropping the Psychic Mastery powers for them. Psychic Mastery is a great Epic set, but I hardly think it is necessary. Fire already does significant damage among the Sentinel primaries. Pushing damage further with heavily procced out Dominate isn't necessary for completing content in this game. It is only necessary if all you care about is doing the highest possible damage in the current state of the game ("the meta"). I've solo'ed plenty of things with other Sentinel builds of mine that do not push bleeding edge damage. No, they won't get a medal for pushing the fastest Pylon times but I can still handle AVs or +4/x8 missions just fine. The major difference is that it will take me longer to solo these things than it would if I went hyper focused on damage. I'm OK with that because in the end these are characters that I find fun to play, and that's all that matters to me. Use the ideas of IO sets presented as a sort of fluid blueprint for your own build. See how the bonuses interact with the powers. Like Unbreakable Guard's 4pc set granting a high melee defense buff but also boosts smashing/lethal. It's that smashing/lethal portion that has meaning here, but you could just as easily substitute that set with another. You said yourself that you just want some direction on where to go so use that info and play around in Mid's. Don't feel ashamed to share and ask for pointers. Just know you'll get an opinion from everyone that responds and that each opinion may be entirely different than the last. In the end, it is your character so take advice with the grain of salt it deserves and build something you'd be happy with.
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Nah, too cold, too cold.
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Hail of Bullets considers part of its knockdown chance a secondary effect. The elemental ammo types replace whatever is flagged as "secondary effect" with a new one. Hail of Bullets does a number of things all the time (e.g., defense buff during the animation) and regardless of what ammo power you have running (and running none at all is still considered a power) you have a chance to KD at the end of it. It just so happens that running Standard Ammo (so no element) makes that KD chance 100%.
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How so? Is the Blaster version different from all of the other variants? Does Blaster DP keep the knockback on its attacks like Dual Wield/Empty Clips while running Incendiary/Chemical/Cryo ammo?
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Ninjutsu for Sentinels and Scrappers get a new power called Shinobi-Iri. This power grants movement speed bonuses, stealth, and a damage boost to the first attack in combat. That's on top of providing defense to all positions. Shinobi-Iri will toggle off when you activate powers like Super Jump, Super Speed, etc. Shinobi-Iri will not toggle off when you use Ninja Run and/or Sprint. Shinobi-Iri stacks with Combat Jump (the latter will toggle off during Ninja Run). In effect, Shinobi-Iri works a lot like a lite version of a travel power. My Dual Pistols/Ninjutsu Sentinel runs at a speed of 70 mph with a 59 ft jump height. Sure, its slower than a build with Super Speed but it's not as bad as it sounds. It's faster than baseline Flight and only slightly slower than Afterburner. I can get around most maps well enough with the jump height to beat a lot of people to mission doors, especially fliers without Afterburner. Hasten isn't the obsession. Trying to achieve some concept of maximum effectiveness is. Hasten is a means to an end and it is a power boost. Furthermore, it is the context of these kinds of threads that is also missing. The people that try to help aren't necessarily "obsessed" with Hasten, but the people asking for a powerful build often want additional quality of life perks like Hasten. There is a difference in damage dealt by shortening your attack sequence to the strongest powers available. Still, point taken. I do agree that competent builds can be constructed without Hasten. They can be made without spending 600 million to 1 billion influence too. Though when people talk builds one has to understand what the expectation is because your definition of a good build is very likely to be different from mine.
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Straight up worse is just subjective evaluation of the sets. What do you value in a character you make? Stalkers are already weaker at AoE as a feature of the archetype. Sure, there are some primary sets that break the mold but AoE isn't what the AT is great at. So losing out on the AoE damage boosting capability of Death Shroud isn't a big surprise given the nature of what the Stalker is. In a world of IOs, Dark Armor is whatever you make of it. My Stalker actually ends up with slightly better defenses and resistances than my Scrapper. The characters aren't identical so the primaries offer different slotting opportunities between the two to bolster certain strengths or shore up weaknesses. In the case of these two characters the Scrapper is better at AoE due to Death Shroud, but that was obvious to me well before I ever bothered building it. I find Dark Armor a fun set to use, and I have characters across several ATs with it. Personally, I think that Tankers made out well with getting Dark Armor and it is the best version of the set given their higher mitigation values. Any Tanker set that can get a pulsing damage toggle to increase AoE contribution is worth looking at in my opinion and the ability to cap almost all resistance totals without a T9 is pretty awesome too. Edit: You do touch on a point of Cloak of Fear being a bit overrated. While it does offer a to hit debuff its base cost is very high and its base accuracy is very low. Its basically an endurance sink if you don't plan for it properly while having mediocre results in actual play. Oppressive Gloom is often underrated though. Soul Transfer too. Revive powers are also going to be a personal preference thing, but Soul Transfer isn't as useless as the origin post suggests.
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It looks good. It won't feel as strong as a stalker, but the AoE should be a nice change of pace.
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I've helped someone make a build that does something like this. It used Boxing, Cross Punch, and the Epic melee for blappermode with some mixing of the ranged attacks to fill the gaps. Seemed like a fun experiment. With the right Epic melee you can make a pretty high damage Sentinel (as far as Sentinels go at least) so its not as silly as it sounds. Obviously its Kheldian in name only as the Sentinel lacks all of the benefits of being in that AT, but for a fun concept build you can make it work. Will it be "optimal"? Maybe not (depends on how you approach it), but it should get the job done regardless.
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In a manner, you're asking for someone to craft you a build that is also reading your mind as to what you want. Whatever anyone hands you won't be what you envision. If you want all of your attacks to have Sudden Acceleration KB/KD then plan for all of your attacks to have 1 occupied slot. Then you work backwards (maybe forwards?) from there. Do you want a set like say.... Entropic Chaos? That one caps out at 5 slots. Are all 5 pieces valuable to you? If so, then now you're looking at 5x Entropic Chaos + Sudden Acceleration for the KB/KD. Building your character doesn't need to be any more complicated than that. What's your goal for the secondary? What are you looking to accomplish with it in actual play? What will make you happy with it? When you say "this is a concept build not min/max" - what is the concept? Why does "not min/max" even matter? If the latter is due to costs, then what are you trying to get at? If the build is truly concept-based (for whatever that means) and you don't see it as needing to be min/max how is anyone supposed to help? Furthermore, you mention you want KD/KB change IOs in the attacks, you want flight, hasten, and tough/weave. How much more of a build do you need? Exact slotting on some nebulous description that doesn't mean much outside of what you want? To me it looks like you have a build already. That's 5 attack powers with at least one slot dedicated to changing knockback/knockdown, flight, hasten, tough/weave, and a secondary all picked out. I'm not trying to be a jerk here. I just want to understand what you're expecting to get out of this discussion. I'm not sure if anyone around here has a price list on every IO set in their back pocket either. Do you want to know what powers are good out the two sets you're talking about? Do you want to know what some slotting strategies are to get you to your goals? (If so, what are those goals?) Give us a little more, and many of will try our best to help you get there.
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There are still several power sets missing write-ups because no one ever devoted the time to do it. When I originally started contributing it was with sets that I actively played either on the live HC servers or in an isolated environment. So any sets missing have nothing to do with how good a set it is. If you search the general subforum with key word "regeneration" you'll find a lot of chatter about it. To more directly answer this though, regeneration is actually a very good secondary on Sentinels. Hell, Sentinels arguably have the best version of regeneration that exists in the game right now. There are still limitations on what regeneration can handle, but that can be true for anything. Beam Rifle is also a very good primary and it gains an additional AoE attack that no other AT gets. So you're picking two power sets where the Sentinel gains something over its cousins.
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Most horrible to play: Bots/Force Field. Why? I found it boring AF not because it's not capable. Some of the most fun I ever had on live: Ninja/Storm. Why? Chaos.
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I overlooked this comment before, but this is really worth coming back to. There has been another instance where someone had Gaussian's in Tactics (maybe 2, 3 builds?). I went into this elsewhere, but not here. There is obviously a misunderstanding on how this works. Gaussian's doesn't work this way, and I have tested this. Running Gaussian's in Tactics does not make the proc run all the time. The proc has a 5 second duration and toggles do not check that frequently. Toggles pulse once every 10 seconds and then they roll the dice based on the proc per minute calculations (PPM). Gaussian's has some wonky behavior here in a toggle. During the pulse the proc checks against allies including the player. The PPM factors that get included are things like Area Factor. Tactics has a huge area factor. A proc like this gets floored into the ground on % chance. The math yield something like 2.5% chance to trigger BUT procs can never go below 5% or above 95%. So every pulse of the Build-Up proc has a 5% chance to apply to the player. That's 5% chance per ally in range. That's your team mates and their pets. If you're grouped with a bunch of Masterminds that is a lot of rolls of the dice to apply the buff to yourself. For solo, you may see it trigger once every 12 minutes like I did. This kind of slotting of Tactics can work with some team oriented builds however if you want actual control over when it triggers put it in a power you activate.
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I'm curious to know how you think Beam Rifle, even with procs, is going to go so far ahead on damage that is Blaster levels of DPS. Procs in Refracter Beam and Overcharge are good, but they aren't that good. The Sentinel as an AT has a 0.95 damage multiplier. The Blaster has a 1.125 multiplier before Defiance stacks. The above is ignoring resistance debuffing from procs, but in general both ATs can use the same sets in the same powers. In the case of the Sentinel vs Blaster Refractor is another opportunity for Achilles' Heel. In practice its not that big of a game changer. Depending on the Sentinel primary, and slotting plus total recharge, there can be variance in uptime on Opportunity's largest debuff. Its not that difficult though to have a 50% uptime in a fully realized build. However, in a non-optimized build Opportunity uptime can be all over the place so that 20% resistance debuff is not a 20% damage increase. Even the Offensive Opportunity bonus damage effect isn't that great in a final build as it only contributes about half of its baseline value when you consider damage enhancements. There are Sentinel sets that had their power load outs changed to the point where their best single-target options are in fact better than their Blaster counterparts (when considered purely in a vacuum and Defiance is ignored). Then there are sets like Beam Rifle that aren't that dramatically different. Then to further muddy the waters the to-hit buff changes for sniper attacks add damage. Blaster Beam Rifle gets Penetrating Ray which is a pretty boss power. On top of that, as a sniper attack it can take the Manticore Toxic proc on top of the Javelin PvP proc while still getting a 5 piece bonus out of the deal. This also completely ignores that one of the Blaster ATO sets includes another purple quality proc that can be mixed and matched with Apocalypse. Anything you can slot into Overcharge on a Sentinel a Blaster can too. So now you're looking at comparing Refractor Beam (multi procs) vs Penetrating Ray (2x procs). Without playing with those numbers lets call it a wash (and I really doubt it is). Now you have base damage comparisons of Disintegrate, Lancer Shot, Piercing Beam, and Overcharge. The Blaster wins on that contest before Defiance even starts. For Refractor Beam to really take advantage of its damage potential with procs, it needs to be hitting multiple targets. AoE's with procs vs single-targets aren't nearly as reliable on average. Is Refractor with procs a nice multi-target nuke? Yes, and in this case it gives the Sentinel something the Blaster set doesn't have. Evaluating primary sets without context to a build is going to really distort the reality of these powers. Sometimes I like to use Archery as a horse to beat on. Archery's single-target and AoE potential is an interesting contrast between Sentinels and Blasters. Blasters hands down have better AoE potential and it isn't close. The change to Rain of Arrows severely weakens what Sentinels ended up with while Blasters have a potentially 14 second cool down T9. It really is a big deal in both theorycraft and practice. Single-target wise Sentinels have Stunning Shot to choose from vs Snap or Aimed Shot on Blasters. Even given the sniper changes the potential here can favor the Sentinel before Defiance kicks in. You realize that potential through a build though because comparing the sets in a vacuum won't show it. However, there is more. Blasters have an entire secondary devoted to damage and a couple that are more utility. So we can't compare Aimed Shot - Blazing Arrow - Ranged Shot (Blaster) vs Stunning Shot - Blazing Arrow - Perfect Shot (Sentinel) anymore. Furthermore, for the Sentinel to get even close to competitive with its Blaster cousin its going to need to account for Incarnates like Musculature Core Alpha. That's part of why a build makes the difference. Most Blasters don't go for pushing damage in the Incarnates and many, many builds do not push procs. They can though... So I made an Archery/Tactical Arrow Blaster that gets just shy of 45% on Smashing/Lethal defense (edit: Was thinking of my Defender that DOES raise this defense. The Blaster hits mid 30's.) and 40% ranged defense (edit: this number is correct on the Blaster). I purposefully skimped on defense to play with procs in the secondary (Tactical Arrow). Now the attack sequence comparison can substitute Electrified Net Arrow with multiple procs (the procs are responsible for upfront damage vs the loooooong duration DoT) and Ice Arrow with nothing but procs. Since the Blaster benefits from pushing to-hit at 22% to maximize Ranged Shot, this has a side benefit of making a lightly slotted accuracy Ice Arrow REALLY powerful. That's because a power like Tactics becomes a no-brainer choice and 6 slotting it with Gaussians adds defense. Such synergy! 😃 So I end up with a new comparison of Electric Net - Ice Arrow -Blazing Arrow - Ranged Shot (Blaster) vs Stunning Shot - Blazing Arrow - Perfect Shot (Sentinel). The Blaster doesn't need to run Musculature to utterly crush this comparison. AoE is no longer just in the Blaster's favor it becomes light years different considering damage procs in EMP Arrow and Glue Arrow. The durability of even 40% defense is still really damn good, and Tactical Arrow has great endurance management. We haven't even compared the burst potential of when Upshot is active. [Edit: My Blaster Build had two evolutions. One where Electric Net had procs but the overall defenses were lower, and one with slightly more defense focusing on Ice Arrow. Since I don't play this character anymore the exact slotting is gone into the recycling bin but I can get fairly close tinkering it back into Mids.] Granted a lot of Blaster builds I see do not go there. A lot of them get tunnel vision on 45% defense and quite frankly the AT already does reliable damage. Its when a Sentinel build does lazer like focus on damage, while having high durability by default, that the AT can even start to dream about nipping at the heels of a Blaster that is truly optimized for max damage. Your run of the mill highly optimized Sentinel will probably compare well with even the most lazy Blaster. And in this I'm ignoring Fire Blast because I won't compare Fire Blast Sentinels vs a Water Blast Blaster running Devices. In AoE the Blaster is still going to be great, but single-target the Sentinel will likely be stronger, again before Defiance. Fire Blast on Sentinels is in its own tier all by itself and leads even heavily procced primaries like Radiation/Dark Blast/Dual Pistols/etc by a good bit. There is a reason why Fire Blast is popular and it really is the king of damage on Sentinels. So again, saying that Beam Rifle on Sentinels gets "ridiculous" and "Blaster levels of DPS ridiculous" is really dubious in the realm of raw set vs set comparisons without any build considerations at all. In a manner, you may have been spent the last 2 weeks doing things we have tested since April of last year or maybe not. Maybe you are even on to something that others haven't though of. I don't know, and I'd still love to see what you've come up with.
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I'll have to load the data chunk later to see some of the more granular details, but in the meantime I'll toss my 2 influence about set choice. The Sentinel is a damage dealing archetype. As a damage dealing archetype it has reduced effectiveness in any secondary "support" effects. Effects like defense debuff, resistance debuff, negative to-hit, self healing, and so on. You're never going to bolster your powers through enhancement in the manner that at Defender or Corruptor can. It's just not going to happen. Both of those ATs can, and will, run circles around you in their debuff potential. When you take an archetype like the Sentinel and try to convert it into a jury-rigged Defender, then said Defender can also run circles around you on damage too. This is one of the few times I will ever say that a Defender will out damage a Sentinel. Generally it is hyperbole, but in cases like this you really are better off playing an entirely different AT if the goal is push secondary support in your attacks. A Defender will out perform your debuffs in their primary power set alone. Then, if said Defender even remotely specs into damage their second will still out perform this build in debuffs while also doing more damage too. I'd recommend leaning into what the Sentinel's role is, damage. Use damage sets in powers like Whirlpool, Geyser, Dehydrate, and so on. This looks like a build aiming for less expensive sets, and that's totally fine. Go for what you can afford, but don't sacrifice damage for other things. Sentinels are already pretty durable by default and if pushing to soft cap defenses with a budget build is going to gut your damage don't do it. The return on investment just isn't there. I see you have only the Sentinel Ward set in Steam Spray. That set has great bonuses but the proc is hot garbage. The absorb shield is disappointing in practice since it does quirky things like get effected by enemy level which will grant you something like 15 pts of absorb against a level 54 enemy. I'm not criticizing the placement of this set. Honestly, it is fine in Steam Spray. I'm just letting you know how the proc works in practice to temper expectations. I do not see the Opportunity Strikes ATO at all. The Opportunity Strikes ATO justifiably gets a bad reputation because that proc too is underwhelming, most of time. There are a small number of attack sets that can make good use of that set though. Water Blast is one of those exceptions. The Opportunity Strikes set can work very well in Whirlpool, Geyser, Water Burst, or even Water Jet. Generally I prefer something else in Water Jet, but due to its interaction with Tidal Forces its worth mentioning. I also agree that if you are going to bother with the Annihilation set at all, then Whirlpool is the best spot for it. I also agree with the above that Power Drain is over slotted. You can even skip that power if you like.
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This needs to be a thing.
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Have you read/flipped through the sticky at the top of this subforum yet? https://forums.homecomingservers.com/topic/6950-collaborative-project-a-guide-to-sentinel-sets/page/4/ I'm linking page 4 which has a write-up for both Energy Aura and Electrical Armor on the same page. The author of the Electrical Armor write-up played Beam Rifle/Electrical Armor. They ran some tests against AVs, solo mind you, proving the pair does enough damage to defeat them while also surviving them. The author of Energy Aura also played Beam Rifle and posted a write-up on page 2. On Page 5 another person contributed a write-up to Electrical Blast. There is no need to over think how Beam Rifle pairs with anything. It has little synergy by itself with the secondaries. I'm not saying there is 0, but when there is synergy it is so slight that it doesn't really matter. The original question was has anyone played with BR and Electrical or Energy Aura. The answer to that is yes. There are discussions about it to the point where people included write-ups on the individual sets in the link above. I've played some Beam/Energy Aura. The pairing is good because both sets are good. If I were so inclined to play with Electrical Armor instead I could say the same thing. This why there is little point in splitting hairs over it. Electrical Armor and Energy Aura have some similarities in resource management. A better question becomes how do you feel about heavy resistance sets vs heavy defense sets? That's personal preference that you need to decide on because either of these paired with Beam Rifle work well.
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Good question. I've never run it in a toggle and I've never looked into what would happen if I did. [Edit: The answer is that even passive powers check once per 10 seconds (just like a Toggle) but in this case the "proc" has a longer duration than the "check". It should function fine. <- while true, Numina doesn't run a PPM calc so it functions differently in toggles/passives. While either are fine it is the lower powered passives like Health that are ideal places for it.] My usual approach to endurance passives is 3 slots. 1 Performance shifter end mod, 1 PS proc, and 1 generic 50 IO. Both of the end mod IOs get +5 boosters since the set bonus doesn't matter if I exemplar. I like to swim in endurance on my characters if I can manage it. 😉
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That's an exaggeration. The Carnies as a collective enemy type have a 20% resistance to psychic damage. Malta and Council robots have 60%. The psychic spider bots are a little less than the typical robot. The minions in those groups do not resist psi by 80% to 90%.
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PPM calculations include modified recharge not just base along with other things. Global recharge bonuses do "modify" how the power cools down but does not interact with the PPM calculation. Whirlpool has a massive area of effect (25 ft) which needs to be take in to account. On the plus side, Whirlpool has a base animation time of 2.03 seconds (non-Arcanatime) and a base cooldown of 60 seconds. This should result in a rough 90-92% chance to trigger PPM 3.5 procs. You start adding recharge and that drops. Spiritual and Agility T4 grant 45% reduction if the power didn't have any modification at all (so not considering global bonuses). Whirlpool drops from being near guarantee to a coin toss per target. This isn't so bad if you account for it. The average loss in DPS is single digits, but it does imply that not using those Alphas at all would be better. Geyser has an area of effect of 20ft, a 2.93 animation time, and 90 base cooldown. All these things considered and this power far exceeds the PPM cap of 95%. This means adding recharge isn't so bad. In fact you can still add some recharge and keep a 95% proc chance. Even with the modification of Spiritual you're probably still in an 80% chance ballpark for PPM 3.5s. That Force Feedback won't go off everytime BUT that's FINE. This is an AoE where the chance to trigger that specific proc checks all targets it hits. So you still have a really good shot at gaining the benefit. The average damage from the proc chance dropping below 95% here is also small potatoes. When I said slight DPS I mean slight. What stood out though was that you'd gain a slight positive shift in overall average DPS without using that Alpha slot at all. You'd gain a slight double digit increase in DPS done (single target and AoE) by switching to Musculature. Now, what further compounds my decision to bring that up is that your global recharge was 163% with the opportunity to run Ageless. You'd have a burst of recharge followed by a normalization of 173% global for the remainder of the duration. That's a pretty solid place to be in my opinion. Running Spiritual at that point is shaving off low single-digits worth of seconds on these powers for the cost of adversely affecting the probability in Whirlpool (more so than Geyser). I'm not sure that is worth doing, but I can be very wrong too. Edit: I'll often run a purple set in the T9 with 59% recharge modification. I don't expect proc triggers every activation but the chance is fairly high anyway. So more often than not the effect I want happens but whiffs occur. It does suck in those situations since the power has a base cooldown of 90 seconds. However, I generally run these at 24-26 seconds after all changes are considered. Again, not so bad. I run 5x Opportunity Strikes in Whirlpool knowing full well the proc only has something like a 20% to trigger on a single enemy but it will still check against its target cap. So that can be 10 rolls of the dice that net me Opportunity meter (its a set amount). More often than not it triggers in large packs. Even against single enemies that proc chance isn't horrible. It is often worse in most single target attacks.
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Just my own personal preference, but I am not fond of slotting 6x Numina in active powers. The ranged defense bonus is nice and all, but I prefer putting the proc into a passive skill so it is always on. In Recon the proc will run after you activate the power but it will last a good bit. I tend to find that cumbersome but you may not notice if your pretty proactive on Recon clicking. I'd consider the Decimation Build-Up proc in Lancer Shot. You should be using that power often and having even a smallish chance to boost damage for 5 seconds is nice to have. Attack sequence wise, you want to open with Disintegrate (and the Opportunity Strikes set makes since here even if the chance to trigger is low) follow-up with Lancer Shot and finish with Piercing Beam. Ideally you repeat those 3 attacks until your target drops. When your Opportunity meter hits 90 to 100% then fire off Single Shot to trigger its effects. Against an AV you'll use Single Shot to apply its debuff but you shouldn't spam it if you can. Just drop the health regen and go into using your stronger attacks. Apply Offensive Opportunity/debuff as needed. Second set of Performance Shifter in Quick Recovery would be nice too. The proc is generally better than a generic IO. If you do use generic level 50 IOs then consider adding boosts (if you haven't already. i can't view the build right now.) to them when you can afford to. Some of your other set powers can benefit from boosts too, but I don't often prioritize them.