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You're welcome! For Alpha, I've included the Intuition Radial Alpha in the build as it gives our CC hold more duration, our cones+TP more range, our Spectral Terror+Weakened Resolve more -ToHit and our pets more damage. You could alternatively go for Musculature Core for slightly more pet damage. For Interface, I'd recommend the Reactive or Degenerative radial powers for a good damage proc combined with an offensive debuff. For Judgement, I'd recommend the one you like the most, just avoid the weak ones like Cryonic and Mighty. For Lore, I'd recommend the Banished Pantheon Coreor Longbow Core for sheer firepower, but you can go for lesser ones here for flavor as those are rarely used. For Destiny, you can go with Rebirth Radial for some healing, Barrier for more buffs, or Ageless for more recharge. For Hybrid, you should go with Assault Radial to give your attacks a chance do deal more damage.
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Here's one for you, has the following in its toolkit: 1. Weaken Resolve as an early attack and more -res for your Phantom Army damage 2. Wail of Force as an early spammable AoE and a way to get more recharge for perma Phantom Army via the FFB proc 3. Proc bomb AoE's to have solid AoE damage output and allow PA to focus on LT's and bosses 4. Fold Space to place mobs in your fear and AoE zone 5. Combat TP for cone AoE positioning (you want a powexec_location macro to combat TP to the back for cones) 6. Endurance Sustain cycling of Conserve Power / Unleash Potential to facilitate the proc bomb spam 7. Procced ST attacks for more DPS 8. Power Boost for better FF shields, CC's, and Unleash Potential Optional change: Remove the +def in Deflection/Insulation shields for slots into Deceive+Spectral Terror for +10% ranged defense Controller (Illusion Control - Force Field).mbd Controller (Illusion Control - Force Field) v2.mbd
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Here's a "firepower" focused magic themed Dark/Fire/Fire build: Dominator (Darkness Control - Fiery Assault).mbd
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Force Fields' highlights to me are the defense+CC protection you get from Dispersion Bubble and the damage you get from a procced-out Force Bomb. Beam Rifle actually has decent synergy with FF here, as you can fix your lackluster AoE with Force Bomb. You can go further by adding Fold Space+procced Thunder Strike to it. This means having a Fold Space->Force Bomb->Thunder Strike opener that deals more damage than your nuke (which you can add for even more damage), huddles the pack, boosts your recharge, and applies three resistance debuffs (one from force bomb, two from procs). Here is an example of a Beam/FF build that focuses a lot around offensive output while still keeping the Medicine pool you wanted OP. Just keep in mind that slotting procs means you aren't slotting endurance reductions and accuracy, so while leveling up you do want some accuracy slotted and to just be aware that endurance is gonna be your growing pain (recovery boost temp power helps here). Corruptor (Beam Rifle - Force Field).mbd
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A couple procced AoE's won't be sacrificing much of anything and will greatly boost your clearspeed. On the Bots/FF I've mentioned, I'm fully softcapped and hit 95% accuracy against +3's. And as for the henchmen attacks themselves, even their best AoE attacks will not deal nearly as much damage as a good proc bomb like the ones I mentioned. I guess that if you're just regularly fighting a few targets at once you won't notice a massive difference. But in +4x8 content it's a big deal, and the only reason I'm pressing on this instead of going with the "do your thing" approach, is because telling other MM players proc bombs are suboptimal is just straight-up false. Mastermind (Robotics - Force Field) v3.mbd
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It's a great example because even if your pets have good AoE you still benefit greatly from thinning the herd for them.
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The main advantage is in having your henchmen spend their time on hard targets (LT's and bosses) instead of soft targets (minions). It only takes a few well procced AoE attacks to take down minions in a +4x8 group, which lets your henchmen spread their damage optimally and leads to an overall faster clear speed. In addition to the AoE advantages, you can slot -res procs in your attacks to have your henchmen deal more damage. A good example is a Robots/FF MM. You can have your pets go in and let them figure it out, sure. Or you could instead go Robots/FF/Mu with TP, and Fold Space the pack to get them tightened up, follow it up with a procced Force Bomb, procced Thunder Strike, and Electrifying Fences. You then end up with a pack almost depleted of minions, immobilized, and debuffed by two -res procs. These are not just theories, but actual game-tested scenarios I benchmarked. For a simpler setup, I use Force Mastery on my Bots/Cold to have a Sleet + Procced Explosive Blast + Procced Energy Torrent opener.
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@Maelwys I created both your "spanner in the works" build (procced AS) and the build I posted above on the public test server for some pylon tests. Both builds used the same incarnate slot powers: Musc Radial Alpha, Ageless Core Destiny, Assault Core Hybrid, Degen Core Interface I ran your rotation as I understood it: AS-Zapp-CI-JL-CB-AS-BL-CI-JL-CB And my rotation as I've discussed it: TS-CI-AS-Zapp-CB-CI-AS Pylon times for the JL build: 1:40 1:38 1:44 1:34 1:50 1:52 1:34 1:37 1:48 1:49 Fastest time: 1:34 Slowest time: 1:50 Average: 1:42 Pylon times for the TS build: 1:45 1:43 1:28 1:31 1:25 1:36 1:34 1:39 1:40 1:25 Fastest time: 1:25 Slowest time: 1:45 Average: 1:34 Of course, seeing as Stalker is naturally high-variance due to the many many procs going on this can only say so much. What I did notice is my build's variance is mostly due to not generating as many Focus stacks before AS, while your build's variance is the Hide proc going out of sync and being used on Ball Lightning instead of Zapp.
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I suppose that in that case you're still weighing TS against JL, which is neither used as an opener nor is significantly faster than TS, with only a 0.4 seconds faster animation time before effect.
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Good question @Warshades! I believe that its high damage out of hide actually contributes to its practical application in regular content. Since LR doesn't break hide, you can initiate battles with Lightning Rod (also Shield Charge in this case) and then Thunder Strike on the boss, following up with CI->AS->Snipe on whatever remains. In other words, the slow wind-up is made up by using it as an opener after your swift tele-nuke. This thread is already saturated with builds, but this is the one I had in mind for Elec/Shield since it requires hefty levels of recharge: Stalker (Electrical Melee - Shield Defense).mbd
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I've had good results with TS over JL myself. Both are heavy animation time before effect powers, but new TS is far and away the best power you have available at getting damage out of the hide proc, giving you 150 base damage out of the crit. I've gone for the full proc setup on it, which lets me alternate between it and Zapp after AS to get maximum coverage out of the hide proc. Edit: Some explanation about how the new TS works. On the main target only, you get 150 base damage and 100% crit rate out of hide. Targets in the splash get hit by significantly less base damage (procs aside) with a 50% crit chance out of hide.
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The Will of the Controller proc is a usual fit in those 90s cooldown damage CC's, as while it has recharge it's not enough to lower the proc rates on those (while it will usually lower proc rates on your single target attacks)
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There is no hit check involved for the proc from what i know (feel free to double check that), you just want dam/end and/or set bonuses. Defender and Corr can place their ATO buff/heal procs there however. Edit: Also you want the gauss proc there.
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The foe just has to be in the AoE. A common solo strategy is placing the toggle on barrier reef which follows you closely.
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The damage is dealt only if Shifting Tides was triggered by a Hit from you or any of your allies on the target. The chance to trigger Shifting Tides is increased by the number of Shifting Tide buff stacks by said ally or self, up to 50% at full stacks. This is capped at 0.1 activations per seconds, and comes from you, the caster. In other words, whenever you or an ally attacks and successfully hits a target affected by Shifting Tides, you have up to a 50% chance to trigger the Shifting Tides proc on it, but only one activation every 0.1s will deal damage. Pet classes are beneficial for this as they have more chances to proc Shifting Tides, but this is counterbalanced by them having lower damage scalars for it.