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Pzn

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Everything posted by Pzn

  1. I was on the team with shardwarrior. Initially we fought him away form his spawn point. But even after pulling him back to the spawn he continued to reset to full HP. He kept teleporting and resetting his HP even though we were right there.
  2. One option I've found is teleporting out quickly. If I'm quick enough I can save a teammate with tp target as well.
  3. That was one of the first things I tested when they buffed it's cast time. Sadly it's not like burn. No proc double dipping
  4. I normally only go for 8 points of protection too unless it's a tank. I use the base buff for 10 more points of protection so KB won't ruin my times
  5. You should take freeze ray over ice blast. It hits a bit harder while being faster and holding. You can pick up an easy 8% resist to everything if you can make room for the shield wall and reactive defenses uniques in a defense power. I think either of those would be better than the power transfer chance to heal.
  6. I don't think that's slow. I've had trouble getting low times with my defender builds. The pylon spreadsheet doesn't show many quick times either outside of storm builds. I'd be interested in what your chain was for this and how you have the attacks slotted. If you get enough recharge you can manage Gloom>Soaring Dragon>Golden Dragonfly with the use of FF procs in both katana attacks. You can drop the slotted recharge in those attacks to maximize uptime on achilles/fury procs and then load them up with damage procs as well. It would require some sacrifices of set bonuses but you can get around a 250 DPS attack chain that pylon tests at around 350 DPS due to -res procs.
  7. I recommend doing something similar but with golden dragonfly instead. They buffed the blaster version a few patches ago so it hits really hard. You can load it up with both -res procs and FF proc so it becomes really spammable. The t9 is really where the secondary shines for me, I think you'll like the build in a few more levels.
  8. Definitely thought about it. It's a nice chance to use offensive opportunity or dreadful wail which serves the same purpose since the -res on them lasts longer than scream. Opportunity is ready to be refreshed every 3rd completed chain so it works out nicely rotating it in with wail and amplify. A lot of it is consideration for normal play. I'm never going to notice that small of a gap when I'm moving around or getting recharge buffs. I think someone could take the idea and get better times by building purely for recharge.
  9. It works really well. Just like running it on a blaster, fire armor scrapper or anything else without taunt. The procs and initial damage all hit immediately and the DoT patch is only a small portion. Most things die instantly from it. I have less runners than on scrappers and blasters that use it since I don't have a damage aura. I thought it would be awful but when I solo'd a few AVs/GMs they barely ran. Fold space is there in case things are too spread out or a bad drop causes mobs to scatter.
  10. Sonic/Fire/Ninja Sentinel with T3 Musc, T3 Degen, T4 assault radial, T4 ageless core Attack chain is Burn>Screech>Sting of the wasp>Lotus Drops>Screech>Sting of the wasp Averaging 1:35 with hybrid on and 1:50 without There is a 1-2 second gap on lotus drops recharging which is when I use either t1 for opportunity, amplify, or dreadful wail to fill. I cheated with base buffs for 20% more recharge to sustain my attack chain, but the attack chain is still doable without it if you built for it. My build is only at around 80% global recharge because I went for some defense bonuses and wanted certain pool powers.
  11. Pzn

    ICE/SD/SOUL

    Pick up grant cover. While you don't get the defense buff from it, you do get more defense and slow debuff resistance. Getting your defense debuff resistance a bit higher will make you a lot sturdier. It's also useful to stack active defense x2 because the DDR it provides stacks as well.
  12. Frost is a great attack if you use it in the game. I'm not sure about how good it is on a spreadsheet. 10 ft is high range on a melee cone and it's super easy to hit a lot of targets.
  13. It really hurts my brain thinking of all the possibilities once you add procs and gloom/moonbeam and even shockwave (if you have essentially infinite endurance). With moonbeam I've tried something like FU>Focus>SW>MB>FU>Focus>SW>Slash (depending on FF procs in focus/SW for gapless) and gotten some of my lowest pylon times. I definitely think that could be improved on. The chain is a bit long and lags on hitting MB. Maybe a combination using the traditional chain (FU>Focus>Slash) but alternating slash or focus with MB. Something like FU>Slash>MB>FU>Slash>Focus The possibilities with gloom seem a lot easier since it's recharge syncs up with follow up nicely. I like FU>Gloom>Focus>Slash on my claws tanker. Easy to get gapless even with full proc slotting.
  14. I don't see much of a point in accumulating in game wealth past the point of being able to afford the IOs I need. There's no status items or anything to save up for in this game. People who spend a significant portion of their time in game dedicated to gaining money are turning their sessions into a paperclip maximizer.
  15. I prefer war mace. No need to worry about managing extra mechanics, just raw massive damage numbers. Every hit with WM feels crunchy while the other 2 sets have a bit of a rhythm to achieve those hits.
  16. Pzn

    SR/Claws

    SR/Claws is one of my favorite tank builds. I find that arch mage accolade is especially useful with SR tanks just like you are using RoP. That extra baseline of resist makes scaling resist cap you without needing to get so low. I don't like eviscerate either so on mine I run soul mastery with an attack chain of Follow up>Gloom>Focus>Slash. Might be worth considering. Most people go for high recharge and do Follow up>Focus>Slash.
  17. LoTG is counted seperately from 7.5% set bonuses. Good way to see it in game is under your personal info or combat attributes where they are listed out separately instead of stacking. Instead of being "huge recharge bonus" (or whichever one 7.5 is) it's listed specifically as LoTG.
  18. I think it's pretty easy. On mid's you go to options>config>exemping and base values. Then change your base tohit chance to either 48 (to check for up to +3 enemies) or 39 (for +4). Then when you hover over each of your powers you can see if their hit chance is at 95% in info pane on the bottom left.
  19. Shield wall and reactive uniques will still work even if the power isn't available. They show up like set bonuses but kismet needs to be checked every 120 seconds like miracle or numina so definitely need to move that one
  20. I've noticed you can mule tohit sets in tele pool now with combat teleport. Might be useful for future builds if you want an alternative to leadership to mule the set. It's not any good for the proc though.
  21. Taser is an excellent attack. Much stronger than t1/t2 blasts or web grenade in terms of DPA. It's about the damage of a t2 blast at the speed of a t1.
  22. Not sure if you were aware but tanker's 50% AoE bonus applies to grant cover. At 22.5 feet it's a little easier to cover your team.
  23. I love the combo but it's single target damage is definitely underwhelming out of the box. I found the best way to get damage out of it was keeping high uptime on FF proc with the snipe and then spamming taser and char with procs. The only real upside over AR for me is the energy damage and the nuke is easier to aim.
  24. It's difficult to get to that with some builds. Most of the time I end up right around perma hasten with ED capped recharge in ablating and the gap is small enough to not even notice. And if you are on a team with any recharge buffs it's gapless. The only secondaries I've hit 300% with had an extra recharge buff.
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