
Pzn
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Everything posted by Pzn
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I agree that it's already a great power. I have mine slotted with 5 procs/1 end mod IO. The only reason I'd like the buff duration increased is so that it's up more often when you're outside of combat. The travel suppression it causes is the only reason I find the duration too short anyway. Really annoying to activate between spawns when you're low on endurance only to slow down to a crawl.
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Rad/Mental is a great combo. I don't use mine for fire farming, I went for a more general all purpose build. Maybe you'll find it helpful when building yours. It has perma hasten, soft capped s/l/e and ranged defense with barrier. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Radiation Blast Secondary Power Set: Mental Manipulation Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Neutrino Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(43), AchHee-ResDeb%(46) Level 1: Subdual -- Thn-Acc/Dmg(A) Level 2: Irradiate -- AchHee-ResDeb%(A), Arm-Dmg/EndRdx(3), Arm-Acc/Rchg(3), Arm-Acc/Dmg/Rchg(5), Arm-Dmg/Rchg(5), Arm-Dam%(7) Level 4: Mind Probe -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Acc/Dmg(11), SprBlsCol-Acc/Dmg/EndRdx(11) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Aim -- RechRdx-I(A), RechRdx-I(13) Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(15), ToHit-I(15), ToHit-I(43) Level 16: Concentration -- GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit/Rchg/EndRdx(17), GssSynFr--ToHit/Rchg(17), GssSynFr--ToHit/EndRdx(21), GssSynFr--ToHit(23), GssSynFr--Build%(25) Level 18: Cosmic Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), AchHee-ResDeb%(36) Level 20: Drain Psyche -- Pnc-EndRdx/Rchg(A), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(25), Pnc-Heal/EndRedux(31), Pnc-Heal(36) Level 22: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/ActRdx/Rchg(23), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dmg/EndRdx(37), StnoftheM-Dam%(37), Apc-Dam%(40) Level 24: Kick -- Empty(A) Level 26: Neutron Bomb -- Rgn-Acc/Rchg(A), Rgn-Acc/Dmg/Rchg(27), Rgn-Dmg/Rchg(27), Rgn-Knock%(29), Rgn-Dmg/EndRdx(29), AchHee-ResDeb%(31) Level 28: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), StdPrt-ResKB(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(31), Ksm-ToHit+(46) Level 32: Atomic Blast -- SprDfnBrr-Acc/Dmg/EndRdx(A), SprDfnBrr-Acc/Dmg/Rchg(33), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg(33), SprDfnBrr-Rchg/+Status Protect(34), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(46) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), DefBuff-I(36) Level 38: Psychic Shockwave -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Rchg/Dmg%(39), SprBlsWrt-Acc/Dmg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40) Level 41: Summon Spiderlings -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(42), ExpRnf-+Res(Pets)(43), ExpRnf-Acc/Rchg(50) Level 44: Web Cocoon -- BslGaz-Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/Rchg(45), BslGaz-Acc/Hold(45) Level 47: World of Confusion -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf(48), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Conf%(50), CrcPrs-Acc/Rchg(50) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A) Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Reactive Radial Flawless Interface Level 50: Assault Radial Embodiment Level 1: Quick Form ------------
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I would just like to see the buff duration increased to 90 seconds or 2 minutes. It's already perma out of the box, I don't see the harm in extending the duration since it doesn't stack.
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You should consider mace mastery. Scorpion shield gives defense to smashing/lethal/energy as opposed to just s/l from frozen armor. And it's the first power pick so you don't have to take a prerequisite.
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I love the elec secondary for blasters but the sustain power is incredibly awkward to use compared to the other secondaries. When I first saw the power I thought it looked great since it had a 30 second base recharge with a 60 second duration. I assumed this meant you were intended to stack it. However, using it again just refreshes the duration of the buff instead of stacking it. Activating the power also causes travel power suppression even when outside of combat, which makes it very inconvenient to put on auto fire. I would like either the duration of the buff to be increased or the travel power suppression outside of combat removed. I wish that the sustain power was lightning field, similar to cauterizing aura. But if it's going to be on a click hand-clap power the duration should at least be longer to match toggle powers with 100% uptime.
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I wanted to crosspost this and share my tanker proc build. Rad armor would have been slightly better for procs but I went with dark armor for the faster recharging heal that's up more often for my AoE rotation. The procs seem to hit at a fairly high rate in dark regen. The procs in combustion and fire sword circle seem to go off at a very high rate. They both have a moderately long recharge /animation times and a 10 foot radius so they come out strong with the PPM formula. The believe tanker radius buff is applied after the fact so you have 2 AoEs procing at the rate of a 10 ft AoE hitting targets in a 15 ft radius. I had to make some really weird slotting choices in order to get sufficient accuracy and recharge bonuses. I ran out of things to slot useful sets in because so many powers are filled with procs. So I had to get creative and slot brawl and boxing with purples. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Fiery Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Death Shroud -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(3), Arm-Acc/Dmg/Rchg(3), Arm-Acc/Rchg(5), Arm-Dmg(5) Level 1: Scorch -- SprMghoft-Dmg/Rchg(A), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Acc/Dmg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11) Level 2: Dark Embrace -- ResDam-I(A), ResDam-I(15), UnbGrd-Max HP%(17) Level 4: Combustion -- Dmg-I(A), Dmg-I(17), ScrDrv-Dam%(19), Erd-%Dam(19), Obl-%Dam(21), PrfZng-Dam%(21) Level 6: Obsidian Shield -- ResDam-I(A), GldArm-3defTpProc(23) Level 8: Murky Cloud -- ResDam-I(A), ResDam-I(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), DefBuff-I(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Ksm-ToHit+(27) Level 14: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-EndRdx/Stun(31), AbsAmz-ToHitDeb%(31) Level 16: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), ResDam-I(50) Level 18: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(31) Level 20: Build Up -- GssSynFr--Build%(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 26: Dark Regeneration -- ScrDrv-Dam%(A), Erd-%Dam(33), Obl-%Dam(34), ThfofEss-+End%(34), TchoftheN-%Dam(34), PrfZng-Dam%(36) Level 28: Fire Sword Circle -- Dmg-I(A), Dmg-I(36), PrfZng-Dam%(36), Erd-%Dam(37), Arm-Dam%(37), FuroftheG-ResDeb%(37) Level 30: Tactics -- ToHit-I(A) Level 32: Taunt -- Taunt-I(A) Level 35: Incinerate -- Dmg-I(A), Dmg-I(39), Mk'Bit-Dam%(39), TchofDth-Dam%(39), PrfZng-Dam%(40), GldStr-%Dam(40) Level 38: Greater Fire Sword -- Dmg-I(A), Dmg-I(40), TchofDth-Dam%(42), PrfZng-Dam%(42), Hct-Dam%(42), GldStr-%Dam(43) Level 41: Gloom -- Dmg-I(A), Dmg-I(43), CldSns-%Dam(43), GldJvl-Dam%(45), Apc-Dam%(45) Level 44: Dark Obliteration -- Dmg-I(A), Dmg-I(45), JvlVll-Dam%(46), Ann-ResDeb%(46), PstBls-Dam%(46), CldSns-%Dam(48) Level 47: Soul Tentacles -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Acc/Rchg(48), GrvAnc-Immob(50), GrvAnc-Hold%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg(13), Hct-Dmg/EndRdx(15) Level 1: Gauntlet 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 50: Ageless Core Epiphany ------------
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I'm really enjoying my Dark/fire tanker as an AoE proc machine. Dark regen is in a perfect sweet spot for procs with it's recharge time and set options. My build has enough tohit and accuracy bonuses to hit +4s at 95% while slotting all my attacks 4 procs/2 dmg. It still has a decent amount of global recharge and it's plenty survivable. The only holes in the resistances are toxic and energy. I use kinetic dampener from the p2w vendor to cover energy resistances when I need them. I think that sacrificing heal IOs in dark regen for procs is a good tradeoff. You spam the power more often as an AoE attack so you are constantly topping off your health. The recharge is still plenty fast even without slotting any in it. The procs in combustion and fire sword circle seem to go off at a very high rate. They both have a moderately long recharge and a 10 foot radius so they come out strong with the PPM formula. The tanker radius buff is applied after the fact so you have 2 AoEs procing at the rate of a 10 ft AoE hitting targets in a 15 ft radius. I had to make some really weird slotting choices in order to get sufficient accuracy and recharge bonuses. I ran out of things to slot useful sets in because so many powers are filled with procs. So I had to get creative and slot brawl and boxing with purples. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Fiery Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Death Shroud -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(3), Arm-Acc/Dmg/Rchg(3), Arm-Acc/Rchg(5), Arm-Dmg(5) Level 1: Scorch -- SprMghoft-Dmg/Rchg(A), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Acc/Dmg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11) Level 2: Dark Embrace -- ResDam-I(A), ResDam-I(15), UnbGrd-Max HP%(17) Level 4: Combustion -- Dmg-I(A), Dmg-I(17), ScrDrv-Dam%(19), Erd-%Dam(19), Obl-%Dam(21), PrfZng-Dam%(21) Level 6: Obsidian Shield -- ResDam-I(A), GldArm-3defTpProc(23) Level 8: Murky Cloud -- ResDam-I(A), ResDam-I(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), DefBuff-I(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Ksm-ToHit+(27) Level 14: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-EndRdx/Stun(31), AbsAmz-ToHitDeb%(31) Level 16: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), ResDam-I(50) Level 18: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(31) Level 20: Build Up -- GssSynFr--Build%(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 26: Dark Regeneration -- ScrDrv-Dam%(A), Erd-%Dam(33), Obl-%Dam(34), ThfofEss-+End%(34), TchoftheN-%Dam(34), PrfZng-Dam%(36) Level 28: Fire Sword Circle -- Dmg-I(A), Dmg-I(36), PrfZng-Dam%(36), Erd-%Dam(37), Arm-Dam%(37), FuroftheG-ResDeb%(37) Level 30: Tactics -- ToHit-I(A) Level 32: Taunt -- Taunt-I(A) Level 35: Incinerate -- Dmg-I(A), Dmg-I(39), Mk'Bit-Dam%(39), TchofDth-Dam%(39), PrfZng-Dam%(40), GldStr-%Dam(40) Level 38: Greater Fire Sword -- Dmg-I(A), Dmg-I(40), TchofDth-Dam%(42), PrfZng-Dam%(42), Hct-Dam%(42), GldStr-%Dam(43) Level 41: Gloom -- Dmg-I(A), Dmg-I(43), CldSns-%Dam(43), GldJvl-Dam%(45), Apc-Dam%(45) Level 44: Dark Obliteration -- Dmg-I(A), Dmg-I(45), JvlVll-Dam%(46), Ann-ResDeb%(46), PstBls-Dam%(46), CldSns-%Dam(48) Level 47: Soul Tentacles -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Acc/Rchg(48), GrvAnc-Immob(50), GrvAnc-Hold%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg(13), Hct-Dmg/EndRdx(15) Level 1: Gauntlet 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 50: Ageless Core Epiphany ------------
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Dark is really powerful on tanks. Dark regen is nuts with tanker HP.
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Psi epic is still worth taking for Dominate, Mind Probe, and Link minds. Dominate and mind probe are proc monsters with their base recharge and animation times. Psychic shockwave is still decent even with it's low damage if you load it up with 5 procs. At least it hits 16
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It's ~31 base damage in game. Mid's has an incorrect value for it's damage.
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I picked up the psi epic on my sentinel since it has some nice proc options. The damage on psychic shockwave is pathetically low though. It's base at level 50 is only ~30 damage compared to mind probe's 100 base damage. It seems like it's doing about half the damage it was intended to, especially in comparison to the PBAoE on other ATs. Has it always been this low? It hits like a DoT aura.
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[/Devices] Please Take the Taunt Aura off Gun Drone.
Pzn replied to ScarySai's topic in Suggestions & Feedback
Venom is all crabs have. What would be the point of them if another AT got their best power? -
You need to compare DPA. Comparing the base damage is meaningless unless you take into account how long the attacks take. Ice melee is far better than fire melee and one of the higher performing melee sets now. Frozen touch is better than anything in fiery melee by a large margin.
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Whip melee is definitely doable. One of the other servers already has it added as a powerset (thunderspy I believe). But I have no idea how well it functions in game. Hopefully the servers can work together in the future and share content and updates with each other.
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Rain of arrows was buffed a few months after the servers went up. The animation time is now just 2 seconds, making archery a pretty sweet set. I wish full auto got the same treatment with a target cap bump up to 16.
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I wish that people that create wonderful bases could create custom maps for AE.
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If it's being treated like other rain powers with a long duration then that sucks. Rain of arrows only lasts for a few seconds so there's only 1 chance for a proc check. Looks like procs are nearly worthless in it.
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Why is the chance to proc so low in rain of arrows? I would have expected a decent proc chance with a base recharge of 60 seconds. Is it punished too heavily by the AoE radius or is there something weird going on with the proc chance?
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I'm not sure if it's a flat % but I'm positive that the bonus damage is affected by enhancements and damage buffs. I didn't do the math to see if it was exactly proportional to the damage increase but I know that the bonus was significantly higher after slotting for damage.
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That's not how it worked on live. It was a 75% chance for moderate fire damage that was always a consistent amount. There was no consecutive proc check on each tick. The power description would have been entirely different if that was how it was intended to function. It's performing even worse in game than how you described it, so it's just broken. It's not even a 75% chance for the first tick and much lower chances for consecutive ticks than those numbers.
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I wish there was a better way to bring this bug to the attention of the people working on HC. Half of the interface abilities are completely broken and hardly anyone has noticed. Several of my builds from live depended on reactive interface damage to make up for otherwise low damage powersets.
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I was thinking about rolling an ice/fire sentinel and I was wondering if anyone has experience with how molten embrace interacts with rain powers? I'm wondering if ice storm and blizzard will still get a chance to inflict fire DoT from molten embrace or if they will only receive the 10% damage bonus. And on that note how does a damage bonus affect rain powers? If you fire off ice storm while you have aim up will it do higher damage for the entire duration, or just as long as aim lasts?
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If there's room in my build I almost always try to cap both ranged defense and s/l defense (unless it's a melee build). It takes a lot more investment to cap melee defense than s/l since you can get most of the way there with ice armor/rock armor/scorp shield from the epic pool. Ranged and s/l together provide really good coverage to most attacks in the game. Nearly all melee attacks have a smashing or lethal component so most melee will be covered by your defenses. Plenty of AoE attacks also have a s/l component. I find that ranged attacks tend to be types of damage other than s/l more than melee and aoe so the two types of defense complement each other nicely. The only time I die on my heroes with ranged and s/l soft capped are from cascading defense debuffs.