Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
198 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Wimbochismo
-
You have to put the full set or partial set into a power in order to get the set bonuses. You can also partition it into 2 across 3 powers to get the end set bonus 3 times. The set is most often split across 2 powers to get the 3 set bonus twice which is the huge global recharge enhancement. The individual enhancements are just fine for dmg and goes well past the cap. There is a point in a power where you hit a cap and start experiencing diminishing returns for more dmg/acc/rech etc. The +end proc goes off at 3 procs per minute and doesn't require the set bonuses - it just needs to be slotted in a power. The Superior version creates a 20ft radius pbaoe that gives 7.5% end and 80 health to everyone it hits. Basically just a nice little end buff. My personal preference is to -usually- put it into 2 longer recharging aoe's because the set boosts recharge very well. It can also help the proc go off in a longer recharging power. Then mix up the set to maximize any acc/dmg/rech those powers need and fill the rest with procs or a different 3 set.
-
As @FupDup mentioned - most people for general content are only going to bother getting around 45 defense because there's always a 5% chance of a hit getting through past that. They also mentioned that Stealth and Evasive are suppressed in combat. In Mids, go to: Options, Configuration, Effects & Maths, under Suppression mark Attacked. Excluding Vengeance, this will give a more realistic idea of defense levels when considering something like Stealth. After 45 ranged defense, it's easier for Blaster's to get their resistances up. The goal is to not take a huge hit or get 1 shot when the 5% gets through. The most common dmg type is smash/lethal which is easily gained with Tough and/or a resist Epic shield that also has exotic resistances. After that if you're going for a tanky character I suppose hp etc. In the sliding scale of your build goals, power sets, defenses, damage and the recharge to maintain it - it may be difficult to hit 45 defense and 50+ s/l/etc res. For Blaster's I'd be more willing to give up 5 of defense for enough recharge to make a smooth attack chain.
-
I only have a narrow idea of what build goals are here (teaming). Without knowing more - are you focusing ranged defense, want more resistance over defense, end drain? I'll try to focus my advice on what you were already doing in the build - ranged defense, good resistances, good recharge. I have a personal preference for heavy ranged defense and Venomous Gas has a good radius for Hovering over enemies. There are some missed opportunities and oddities in slotting. I'll highlight some areas of improvement. First is endurance management. It's very low, the worst contenders being Voltaic Sentinel and VG. VG has no end red and the Achilles proc is more reliable to go off in Envenom. The Scourging Blast set is best split into 2 sets of 3 for the recharge bonuses. Gladiators Javelin proc has almost no chance of going off in Lightning Bolt. Sting of the Manticore is better in Zapp for ranged defense and recharge bonuses. Envenom and Weaken need accuracy. Go with something like 3 set Shield Breaker in Envenom. Then do 4 or 6 slot Clouded Senses in Weaken for superior recharge (over Dark Watcher's) and ranged defense bonuses. I'd personally remove all slots from Tough for a Gladiator's Armor mule and don't run it. Charged Armor provides better s/l resistances and gets you out of having to run a toggle. All your holds have procs, but if you want to use them as a 1 slot I'd prioritize accuracy over a proc. You could probably fit in some LotG's and more mules instead of the holds. Like Evasive Maneuvers or Tactic's/Veng. You skip Poison Trap but that is one of the huge benefits of Poison, I'd definitely grab it. Neurotoxic Breath, Paralytic Poison, Antidote, Elixir of Life (this rez has a crash) are all pretty skippable. Musculature Radial is more desirable here for the additional -tohit and end mod. I'll attach my Beam Rifle/Poison build to show you a more focused direction - it does lack slow resistance. Notice how my slotting in VG emphasizes end red but also manages to boost the -tohit and def debuff potential. Scourging Blast split up goes into long cooldown attacks because the set itself enhances recharge very well. I only bothered with enough resistances to most likely not get 1 shot and my team should save me. Corruptor (Beam Rifle - Poison)2.mbd
-
I'm finding Sonic Resonance to be an odd power set to build out. Working with heavy resist sets on a Controller/Def/Cor vs melee AT can be a bit challenging. Heavily slotting the 2 team buffs while great for the team, gives you no benefits outside of set bonuses. It ends up being bad for slot economy. You may have to compromise on some build aspects to achieve others. A good ballpark (for me) with end is to get around 1.9 net gain before Incarnates (and outside of using Disruption Field since you can toggle on and off). This changes based on how much recharge and Hasten you have and how procced powers are, or if powers have end red in them. To hit build goals here you'll have to mostly go full set bonuses though anyway, for Controller's that means you'll have to give up dmg in the form of procs. Unfortunately the best way to help your recharge would be to pick up Hasten. To do that I see dropping Sorcery as one of the better options, because the def toggles have more value. You lose out on RoP though. Without drastically changing things in your build, here are some suggestions for optimization: Get rid of Clarity for a LotG mule. The status protection is largely covered by Sonic Dispersion. Take 1 slot out of the 2 team buffs. You're too far past the res cap in those powers. RoP isn't effected by recharge. Remove a slot. Put the Gladiator's Armor def unique into RoP. This free's up a slot from Tough if you want. Reverberant isn't amazing. Can remove slots from him if you want or 4 slot Call to Arms for the rec and recharge set bonuses. Your accuracy is way overshot. Put a 50+5 endred in Tactic's instead. You now have 3-4 free slots: Put one into Stamina for endmod. One into Sonic Dispersion for Unbreakable Guard endred/recharge. One into Tough for Steadfast Protection res/endred and for the 2 slot rec bonus. Last slot can go into Hover for a LotG mule or Maneuvers or something. Probably Maneuvers? Can place a LotG mule, Reactive Defenses unique, and 2 slot Gift of the Ancients for the rec bonus. This should at least help endurance and recharge slightly. If you factor in Incarnates, it should work out.
-
Rolled a Sonic/Seismic Defender...Looking for Thoughts on Primary Set
Wimbochismo replied to Renatos1023's topic in Defender
This thread made me inspired to revisit Sonic Resonance, been wanting one for a while. I came up with a pretty good Sonic/Dark build. As a ranged defense build and juggling endurance costs I found it challenging to work with a heavy resist enhancement based set. Especially if you view it as "losing" slots for things that won't buff you (obvious big gain for allies). Unlike FF, you really need to boost up the team shields because you get so much value from the extra res. Something like 3+ slots unless you go 2 slots with a +5 enhancement, but you lose set bonuses. Some of the resist sets are kind of underwhelming or prohibitive on slot economy. A good example is Sonic Dispersion where one of the only sets heavy in end red is Reactive Armor, but with mediocre set bonuses. I ended up having to frankenslot to get the end red and resist up. Even with heavy recharge I can only see Liquefy getting down to around an 80s recharge. Instead of going after it aggressively I went for any set bonus applicable, instead of a recharge heavy set. At 80s, something like an extra 15s isn't going to make a huge difference. All of the above also contributed to endurance cost challenges and I just barely squeaked by with something acceptable. If running Disruption I'd probably have to start pausing attacks. If Sonic was on a Controller or Corruptor I could see it being more difficult. Defender's definitely have an edge on ease of building and reduced end costs when allies take dmg. I figured I'd share my challenges trying to make a build out of Sonic. There are some unique build pitfalls with it to watch out for. If you lose some defense you'd probably have an easier time. It's far different then say FF where you can shove LotG's everywhere for easy recharge bonuses. -
You already mentioned wanting a less busy secondary. I'll reemphasize this because Seismic wants to always be building up stacks. It's highly valuable to spend stacks on Seismic Force (reduces cooldowns), Rock Shards (more aoe dmg), and Stalagmite (better single target dmg). Looking at City of Data, the Seismic recharge reduction will only affect Seismic powers. You can partially get around the common dmg type of smash/lethal if you can proc it. A secondary where you're only weaving in 1-3 buffs/debuffs between attacks would be ideal. Maybe something that covers your defense (if you have an emphasis on defense), recharge, or strong buffs/debuffs. Kin - A bit spammy. It involves some micro-managing of buffs. Could be good though bc you want to be roughly in melee. Great offense. Storm - More busy with an emphasis on getting out Storm powers out first. Storm secondary powers usually become more of a priority whenever I pick Storm. Dark - Fearsome Stare, Tar Patch, maybe Darkest Night. Cold Dom - You're working in Sleet, Benumb, Heat Loss... maybe Infrigidate. Buff when moving between enemies. Force Field - About as least busy a secondary can be. Sonic - Resistance version of FF. Nature - Overgrowth, Wild Growth, Wild Bastion on cooldown. But they're long cooldowns. Pain - Anguishing Cry, World of Pain on cooldown. Empathy - Aura's and buff cooldowns. Time - Chrono, Farsight, Slowed Response. Fixes both defense and recharge. Radiation - Accelerate Metabolism, Lingering Radiation. Usually don't have time to apply toggles on anything but an AV.
-
Help with an Electric/Electric Controller build?
Wimbochismo replied to Frissy's topic in Controller
Elec/Elec is one of those combo's that can potentially end up doing no dmg unless you "fix" it by picking up Arcane Bolt and Epic attacks. You also don't really need heavy recharge or Hasten, because the longest cooldown you're dealing with is Paralyzing Blast. If you do go with Hasten, you can pretty much rapid fire support powers. Elec/* Electric Fence - This is the lowest dpa single target immob attack of the Controller primaries. It's only useful at a low level to increase your dps, but I'd respec out of it once you can get Arcane Bolt. Tesla Cage - Like all the single target holds, it's a decent single target attack when fully procced. Chain Fences - A reliable way to set up aoe Containment. I usually proc it or set mule it. Jolting Chain - Nice knockdown soft cc. It can take 3 procs, so it can be a semi decent single target attack, but the procs won't go off in the chain. Conductive Aura - This is super nice to help your endurance issues. With a 20ft radius you can skirt the edges of a mob with it, or take Hover and fly above enemies. Static Field - One of the better sleeps, it keeps reapplying so it's reliable cc. Can do anything from 1 slot it or set mule it. Paralyzing Blast - Standard emergency aoe hold. Synaptic Overload - Your go-to power to engage groups of mobs. Full slot it. Gremlins - Passive dps. */Elec Shock - It's okayish. If I take it I just single slot it and use it for the -regen. Rejuvenating Circuit - Standard heal, take it and slot it. Galvanic Sentinel - I don't have much use for it. It's not amazing, but maybe some people like it. Energizing Circuit - Nice group buff, can bounce back to you. I usually 1 slot it. Faraday Cage - Take and slot for resistance. Empowering Circuit - Decent group buff, I usually 1 slot or use a tohit set. Defibrillate - One of the better rezzes if you choose to take it. It's melee but it's a 20ft aoe rez, and doesn't have a crash. Insulating Circuit - Take it and slot it, the absorb is really nice. Amp Up - Kinda weird and skippable. It's not a dmg buff, instead it's better to buff a Defender/Controller/Corruptor, especially if they're in melee. -
Very nice! Thank you for explaining the thought process behind the build. You made some great decisions to pull off all your goals and squeezed in some good set bonuses. As to the accuracy, +3 is more than fine for the majority of content. I just usually run +4 ITF a lot or do the new Hardmode content where extra accuracy seems to help (anecdotally). You could probably take this character into HM's up to 3 star? not sure of a good metric for this. Voltaic Sentinel is an annoying end drain, but you managed to offset it nicely. It's nice consistent damage. I don't know if this matters for you, but Musculature Radial has end mod. It will help electric powers drain mobs faster for more Shocked. It's not showing in mids, but the end mod on Charge Up is also nice. I played with it and Ragnarok in Thunderous Blast can be replaced with Annihilation equivalents (2 set endurance). This only changes the recharge on it by around 1s, with a very minor loss in accuracy and dmg. This frees you up to 5 slot Ragnarok in Ball Lightning or Electrifying Fences (probably EF). That gets you perma Hasten. I don't think that the Javelin proc in Zapping Bolt will go off all that often. If you find yourself getting low on end when going all out, maybe shift the slot to Enduring or something else. You really made a beast!
-
There's definitely something to be said for this. I take a more face-mashing, cruise control, mob go boom approach to gameplay. It does cause a level of homogenization across character's, though. Lower def/res provides a more impactful and systematic style. Every power and choice is more important in-play. It's a very viable and rewarding way to go about the game. Storm/Storm has lots of good power's going for it with this playstyle. Gale, Hurricane, Tornado, Category Five, Storm Cell etc. Low defense/resistance is a viable option. For the OP. It's down to how you would like to play your character and what you're going for. Essentially you can go anywhere from 0-45 defense/resistance and do well. As you level up the character, play with a sliding scale of defense and other stats to determine what you're most comfortable with.
-
So, there's a ton of variables that go into making a build. Realistically you have to find a balance between defense, resistance, global recharge, endurance recovery etc. It's difficult to achieve every single aspect without sacrificing from one area or another. If you want the hard numbers on defense/resistance - the softcap for defense of any type is 45%. Typically Corruptor's are going to focus on smash/lethal defense if melee, and/or ranged defense. Corruptor resistance cap is 75%. The most value is to at least get smashing/lethal resistance up, since it is the most common damage type. This is easy with Tough and/or a resistance Epic shield that does smash/lethal/exotic resistance. In a perfect world you'll have 45 ranged defense, 75 s/l resistance, perma Hasten recharge, and powers slotted for dmg/procs. With Storm/Storm it will be a struggle to fit all of that in. Really you only need enough resistance to not get one shot with an attack, to give yourself time to recover. Most people going lower defense aim for around 32-38 of their chosen defense type so that a purple shield inspiration will get you to 45 defense. Regardless of solo/team's, as */Storm you want to focus on recharge to get out multiple Tornado's, Lightning Storm, and Freezing Rain. Typically defense is sacrificed for recharge here. This isn't so bad because you're leveraging Storm powers which do soft cc in Tornado knockdown and Hurricane -tohit. As you point out, a team will cover a lack of defenses. For a general all-around build, something like 36 ranged defense, 50 s/l resistance, perma Hasten, and good endurance recovery should be achievable.
-
Signature Vampire Mind Dark Soul assistance request
Wimbochismo replied to Snarky's topic in Dominator
It's looking pretty good for what you intend it for! I forgot to mention, it sucks Gather Shadow's can't take the Gaussian proc. Not sure if it's worth it, but could move a slot from Gather to Soul Drain which takes it. -
Signature Vampire Mind Dark Soul assistance request
Wimbochismo replied to Snarky's topic in Dominator
I theorycrafted a Cthulhu Mind/Dark/Leviathan build a while back but the character never really took off. I know our build styles are very different but I can give advice on what the combo provides. For Mind/ : The main thing is adding recharge to Mass Confusion. The cooldown on it is a pain. Terrify is good soft cc, and you really don't get a ton of on-demand cc in Mind. It's one of the more proccable cones to boost aoe dmg. Wider arc than Night Fall. Sleeps are auto-hit and I've heard they de-toggle (or maybe now suppress) an AV's toggles. You're stuck picking 2/4 powers from the Tier 1 and 2 attacks, so 1 slotted Mesmerize might not be bad. Mass Hypnosis, Total Domination, Telekinesis, Levitate, Confuse could be useful but skippable. Can choose among them for set mules too. For /Dark : Has -tohit which helps if you go lower defense. Midnight Grasp I hear bad things about. Some other powers are comparable dmg or just animate faster. Night Fall and Engulfing Darkness can be procced for more aoe dmg. I have a preference for Engulfing, Night Fall has a tighter cone. Life Drain slotted for accuracy/healing and maybe procs if you want. I'll attach my Mind/Dark/Leviathan build. It's pretty much perma Dom. Ranged defense softcap. Low resists. The aoe dmg isn't great because the lack of procs. Haven't reached 50 on it so it isn't tested. But it should give you a visual of the kinds of powers to pick and directions you can take. Mindark Complete.mbd -
Something else I just thought of. I know you mentioned runners in the other post. Alternatives instead of Electrifying Fences - unless you need it for the aoe immob? You should be ok defensively to get into melee to land one of the Patron/Epic attacks. This also gives you a higher dpa attack over Charged Bolts to weave in for single target dmg spikes. I've seen people stack holds on AV's, I'm not sure what mag you need to achieve it. Since you have Tesla Cage procced, perhaps 5 slot Hecatomb Knockout Blow instead, with the 6th slot Lockdown chance for +2 mag hold? Another is Midnight Grasp for the single immob.
-
I noticed your other thread on soloing ITF. I'm assuming that you're using this build or a similar one to do it? I don't have as much insight into soloing ITF, but there may be ways to squeeze more dmg out of the build. Since I don't know about what you absolutely need to pull this off, I'll just pose some questions/thoughts to see if we can't cut some fat out of the build. Is Unleash Potential doing much for you? SR is already very survivable. I think you may be using it as an "oh crap" defensive/regen boost, but have you felt like you really need it? It involves several power picks and you may be able to tighten things up. Going Leadership for instance. As another advocate for going Leadership/Tactic's, your accuracy against +4's is a little off. The biggest offender's are really Tesla Cage at 80% and Electrifying Fences at 85%. I think ITF mobs can buff defense? It may be worth it to overshoot accuracy. Resistances. SR's feature is that when you lose health your resistances shoot up. It's most definitely nice having an additional resistance buffer so you don't get 1 shot. Master Brawler is a huge absorb though which prevents this. How often are you getting chunked down and in danger on the ITF? If this doesn't happen often, we may be able to cut back some resist. I also find it hilarious on teams if my health ever goes to 40% it just completely stops going down. AoE clearance. Not sure how relevant this is. Targeted AoE's/PBAoE's on Sent's are 10 targets so are more desirable. Proccing Ball Lightning and potentially proccing Short Circuit along with maybe a full set in Thunderous Blast will be the best clearance/dmg. I'll post my Seismic/SR build for reference on how to tighten it up a bit. In my build I could get away with almost fully proccing 3 total powers. It's at more than perma Hasten, but it's also my lolwtf 5 sec recharge Meteor build (if you add Force Feedback procs). Not 100%, but these considerations may help when soloing ITF. Seisent best$$.mbd
-
Hecatomb switch for Crushing Impact. Armageddon for Obliteration.
-
There's really two (or more) different ways you can build a */Dark. In general you're going to be building high resistances, slow resistance, and Dark Regen uptime for heals. One is to leverage the last two cc toggles and run with a lower defense. You need to beef up endurance and be aware of how cc toggles interact with mobs and other powers. Snarky has several really good threads on this like the Dark/Dark further down. The other is to not use, or sparingly use the cc toggles and instead beef up melee defense. This has an advantage of hurting end less, and being more defensively well-rounded. You're still at risk of having no ddr. I admit it also guts some of the functionality of */Dark to pull it off. For Savage, general consensus is to not use Hemorrhage. You only want to use Blood Frenzy stacks on Rending Flurry to increase the radius and dmg. Otherwise you keep it built up to take advantage of the end and rech bonus. Using Blood Thirst during the lockout period after Rending still grants you full Blood Frenzy stacks. Adding recharge to it may be advantageous. You want Savage Leap procced out. I posted this build in another thread, but it's the melee defense version Sav/Dark. It's expensive but you can switch the purps for orange equivalents. No end problems and you can run every toggle np. Should give you idea's. Savdark$$.mbd
-
Ideally I would want the toggle to do one or two things, but to do them well. I probably have a bias and am expecting a lot from WoC. If I leveraged that Hot Feet/Choking Cloud Controller I mentioned, I could even go with ranged defense Hover. Could bunch mobs that way. With being able to activate Hot Feet on the ground before flying, but mainly the larger radius's allow for it. I think that WoC is really a jack of all trades, master of none power. It has lots going for it, but it isn't so amazing at any of them that it stands out. Unless you leverage other powers or enhancements to get it there. It's more of a nice little addition to a build, not really a linchpin power. As you show us, it can definitely provide value, depending on your build and what your goals may be.
-
Some of this has been mentioned, but let's break it all down to see what we get. It has the 0.163 end cost, not terrible - compared to say Hover at 0.2 and Weave at 0.33. Requires a to-hit check to land, so needs accuracy. An 8ft radius - melee range and attacks are 7ft so it's very tight and means you need to be in melee. A 100% chance for a 1.5 sec mag 2 confuse, 100% for a 1 sec mag 1 confuse, and 6.33 psi dmg. The activate period is 4 secs. If you want to use it for the confuse - to start out the duration doesn't equal the application chance. It needs hefty +confuse for it to be worth it. As a Dominator and from the video you posted, I believe Dominate extends duration but it still doesn't equal the application. If you want to use it for the dmg, as in slot it full dmg set. It's a nice little bonus that goes well with a melee defense build. All offensive toggles are normalized for procs to go off every 10 seconds. There's a formula for radius and proc chance, the tighter radius is more desirable for higher proc chances. My personal preference is to pick other powers for more on demand upfront damage. Instead of something more unpredictable. It also needs accuracy and maybe still some end red so 4-5 procs total. You can see some of this functionality in the video posted. As you run past mobs in the beginning, the power doesn't hit - even when you're right on top of them. This is due to slow application. Once they're bunched, you can see how tight the radius is because the mobs slightly further back aren't getting hit. Can't be 100%, but even when it's been applied, it still looks like they turn and hit you. It took half your hp to set up and still took steady dmg for the duration (even though it would be paired with other powers). Again, personal preference but I usually find it difficult to fit in a build with better choices. I'd rather pick up something like Fireball for more direct and proccable dmg for instance. If I paired it with anything, it would be most desirable on a Dominator for Dominate. Probably Fold Space to clump mobs. Great on Gravity for Wormhole to clump and provide additional survivability. Although I still kinda wanna try something like a Hot Feet, Choking Cloud, World of Confusion procced Controller to see what happens...
-
No probs. The build is looking pretty dang good! You're more than fine coming in a little under 45 ranged def with all the -tohit etc. All procced out and good uptime on key abilities. The added slow resistance is great. I don't think accuracy will be an issue with your Tactic's slotting. Confounding is already a pain with lower base acc. At 94% against +4, it's pretty good. That's the lowest one. Should serve you well.
-
Not sure if you realized, but you posted a Dark/Dark build. Since I looked at it anyway... For that one in particular, don't forget to +5 your recharges by pressing + on the numpad when selecting the IO. With that, you have ~4s off perma Hasten and 5s off perma SA. In fade, if you switch the Defense and Defense/End LotG's to Defense/Recharge, Defense/Endurance/Recharge (same with the resistance set). You'll lose 1% defense/resist but get perma Fade. I don't think Chords is needed in your build. It's typically used as an emergency safety net. You already have so many layered defenses with this combo it's ridiculous. Uptime of Fade and defenses, good resits, -tohit, Dark Servant -tohit cc and heals, Reverb cc, soft and hard controls, a heal. And really Howling Twilight replaces the usage of Chords. It can be viewed as an emergency mag 3 fear mag 2 stun. I agree with others that Symph's slotting can get really crazy. First I consider the secondary and what it provides, in this case /Dark with all the survivability and support. Then for Controller's I consider how much I need the controls for survivability. Hasten is almost a staple on Controller's with long cooldowns. After that it's emphasizing what I absolutely won't give up on and pushing dmg with sets and procs. Luckily what Symph gives is variety in slotting. Especially Symph/Dark has so many options for valuable oddball sets. Cloud Senses 4 slots is great for recharge, even better if you are range def and go 6 slots for 3.75 def. Many examples like that. It definitely makes the building mini game more fun.
-
The build you have looks pretty good. Like you said, the biggest issue is Soul Absorption being 10s off perma and Fade being 16s off. Twilight Grasp could use some accuracy. Ideally I'd push for Hasten. I'm not sure how set you are on Soul Mastery, but if you drop Arcane Bolt for Hasten and take something like Fire Blast and Fire Shield or even Melodic Binding is decent dpa. Plenty of options outside of Arcane Bolt unless you really want it. I consider Symph as having a stronger aoe focus. Hasten will also give you faster Confounding and Discords. Reverb is a decent pet that layers control's. Usually I just set mule him then let him do his thing. It pairs nicely with Dark Servant. I'll attach a Symph/Dark build to show you some options you could take. It isn't optimized for what you want, but it has perma Hasten, SA, and Fade. Also 45 ranged def, but I had to sacrifice some procs/uniques to get there. Maybe drop Chords in the build for Teleport Target. Symphdark.mbd
-
Just to be thorough on the stealth aura toggle threads around, I wanted to paste the info from the Issue 27 Page 5 stealth patch notes: Stealth Toggle Exclusivity Removal Player Stealth Toggles, with the exception of temporary powers, are no longer exclusive. Players can now use multiple stealth toggle powers at the same time, however the stealth radius, defense, and threat level of these powers will not stack. Instead, the strongest effect from these powers will be used (much like how travel power stacking currently works). The powers that fall within these stealth toggle rules are listed below. List of Stealth Toggles Arctic Fog Cloak of Darkness Cloaking Device Energy Cloak Field Operative Infiltration Mask Presence Shadow Fall Shinobi Shinobi-Iri Stealth Steamy Mist Super Speed Superior Invisibility If you take one of the stealth aura toggles, it will practically invalidate the use of Stealth. I typically dip into Concealment for the easy LotG's and for the Stealth defense toggle. When Stealth is suppressed in combat it provides the same defense as Hover/CJ at 2.13. Although Stealth has 55ft stealth, the aura's have 35.5ft. This defense/stealth will not stack, but luckily aura's provide more defense/res - as @Uun pointed out, 3.75 def and 15 res. The +stealth enhancement in sprint etc will still stack up the stealth. It's good to be aware of these interactions when discussing Stealth and stealth aura's.
-
It's valuable because it provides an extra def/res toggle. Every little bit helps when aiming for a sofcapped defense or to boost resistances. I typically frankenslot it with some combo of LotG/res set/def set. On my Defender it's giving around 25 to resistances and 7.8 defense. The Stealth is kind of just a bonus.
-
Not sure how to check if it's up to date. Best bet is to check in-game descriptions. CoD states that for Corruptor's SF, when an alternate ammunition type is selected, it will lower the recharge to 8 secs. For Blaster's and Sentinel's SF, it is also listed as reducing the recharge to 8 secs. Not sure why Defender's is the only one listed as 20 secs. Some weird inconsistencies.
-
I was curious so I checked out City of Data. It seems the culprit is Suppressive Fire. For Defender's it is a 20 sec recharge, for Corruptor's it is 8 sec. The mids recharge's are wrong. Which is odd considering that your Defender has the smoother attack chain. The only other thing I can see is that Chrono is off perma by 16 seconds. When it's down it might be messing with your attack chain? Hasten might help.