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Everything posted by Auroxis
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Short answer: It will proc about every other cast on a large pack and very rarely on single targets. Long answer: You're looking at a minimum chance to proc regardless of slotted recharge because the chain PPM formula is pretty unforgiving. However, since you're still hitting a lot of targets with it due to its target cap and how often its up, it's good to slot it. Just don't rely on it for single target fights.
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It was previously not a true chain (it spawned a pseudopet that spawned other pseudopets), so it couldn't proc well regardless. Its first buff iteration wasn't an adaptive recharge, so it could proc ok (I think i tested it at around 50% proc rate because the chain proc formula is really punishing) but still could only hold confuse procs, and then when it was given adaptive recharge it went back to not proccing well.
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Yes, but the confuse was already at a low enough recharge to be up every pack so giving it adaptive didn't really matter much.
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Elec did not receive an adaptive hold. It instead got an instant+lingering patch hold in Tesla Coil which also deals decent damage. The confuse changes were mostly to the magnitude in domination, which is great but it's still a chain so not quite as good as an instant one despite the speed buff. Jolting Chain buff is what made me include it and slot it with the FFB proc. Thanks for the FYI but I was one of the main testers for the elec control changes in closed beta.
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So Thunder Strike on dominator is special as it's a single target attack that has a separate AoE attack component executed at the end. The single target proc rates are actually quite high on it. As for Jolting Chain, it being a fast recharging chain power makes it have minimal proc rates already. However, since it checks against a lot of targets very often, the force feedback proc is effective on it.
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I have tested this build on the beta server against +4x8 missions and rikti pylons
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Spiritual adds recharge enhancement to your powers, which at first glance seems great but since proc rates are reduced by the recharge you have enhanced in your power (not global recharge from buffs and set bonuses) it lowers your DPS, which is already on the lower end of the spectrum. Recharge Alphas like Agility and Spiritual are generally avoided for that reason. As for Destiny, Clarion works well to keep yourself from getting CC'd, but Barrier is also a good pick to add some more mitigation alongside your Fortitude, it's the more team-friendly option and you can always grab both later on and swap depending on the situation. Hybrid, I'd suggest Assault Radial as it gives a flat damage proc to your attacks, something which is quite valuable on defenders with their lower damage scales.
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Elec Control is different from a lot of other CC powersets as it doesn't have a low cooldown AoE CC that instantly mezzes the whole pack. Static Field doesn't reliably sleep bosses even with Domination, and Synaptic Overload takes time to fully confuse a pack. Tesla Coil is the strongest AoE CC you have, but without an extremely high recharge build it won't be up every pack solo, let alone on teams. The positives are firstly sapping, which is a strong tool but takes several seconds to shut down the pack. The other strong point is gremlins, which are much stronger now after the buffs which increased their base level and gave them another attack. And Conductive Aura gives you a bit of sustain as well. So the way to leverage Elec Control is to either build it a bit tanky with something like /Psi (for Drain Psyche) or /Savage (for Blood Craze) so you can survive while your sapping/confuse sets in, or to go really heavy on the recharge so you can open with Tesla Coil more often, which is something you can do with /Elec as it has a lot of Force Feedback +Rech proc opportunities. Here is an Elec/Elec/Mu build that goes heavy on recharge, enough to have Domination on auto while AFK (so even with hasten off it's perma) Dominator (Electric Control - Electricity Assault).mbd
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The song has a repeating one-two punch theme, which combined with the "meat wave" slick dancing concept would work well as a KM, Savage, or StJ Stalker, as the Fast AS->Hide Procced fast attack crescendo ticks all the boxes. "Meat" being a more brutalist concept would fit with a rougher armor secondary, like Bio Armor, while the slick dancing jazz concept would work better with a defense armor like Super Reflexes or Energy Aura.
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The Vigilant Assault +Absorb proc in Shifting Tides is incredible and is the highlight of defender marine for me. While other AT's (MM, controller) get more pets to trigger shifting tides or a higher damage scalar (corr) for it, defender gets to double the powerset's +absorb output via the ATO proc.
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Slightly different power choices (photon grenade instead of damping bubble), and a bit more recovery on the V3 build because I wanted to be able to run Rebirth+Recovery Serum instead of Ageless for some harder content.
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I have two builds for you, one is a tanky variant with the fighting pool and the other focuses more on damage. Controller (Fire Control - Marine Affinity) Damage.mbd Controller (Fire Control - Marine Affinity) Fighting.mbd
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Damage procs matter a lot for your overall damage, and the build gets enough important set bonuses already. Mez resistance isn't really a relevant stat as it only reduces cc duration on you a tiny bit and the destiny clarion incarnate power will make you mostly CC immune. As for ranged only, i'd advise against that because you don't have enough good attacks at range. But you can always hover away a bit above the target and still hit it with your irradiate.
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I don't think Empathy is as bad as Thermal for soloing, you at least get RA's for some sustain even if they're not perma. For that end, getting your recharge up with set bonuses and perhaps some FFB procs is key (Thunder Strike works well if your secondary lacks access). Edit: Did some fast tinkering with @RASAL0M's build with his fixed power choices in mind Human Reactor Endgame - Defender (Empathy - Radiation Blast).mbd
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Here's another version that uses Barrier instead of Power Boost to reach the softcap: Blaster (Energy Blast - Energy Manipulation).mbd
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I'm not a fan of JJDrakken's builds myself as they often omit key powers, procs, and generally miss a lot of the goals I have when putting together a build. Here's a goal-oriented end-game build I put together today for a Fire/Psi dom. It's focused around having Domination on auto up even while you go AFK, so as long as you never die you don't need to click it manually. It also has plenty of procs for a good single-target DPS rotation, and has a clear AoE opener in mind (Flashfire->Fire Cages->Spring Attack->Rain of Fire->Drain Psyche->Fireball->Psychic Shockwave->Cinders). Just keep in mind that while leveling you should put another slot into Hasten, Health and Stamina (take those from fire cages) because you can't quite rely on your high recharge at those levels yet. Dominator (Fire Control - Psionic Assault).mbd
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Fire/Psi Dominator is a classic combo with good synergy (psi provides endurance sustain for hot feet with drain psyche). It recently got buffed with the adaptive recharge change to Cinders making Fire Control CC more reliable, so it should be even more worth rolling now.
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For me it's less about chasing specific bonuses. It's more of a priority checklist: Plan out the optimal DPS rotation and AoE opener of your build. This includes epic power picks. Grab all essential powers (DPS rotation, AoE's, mandatory support/armor/cc/pet powers, hasten, at least one def and one res power for unique IO's) Work out how many power picks you have left to add picks of interest (leadership, LotG mules, fold space) Slot out your attack chain and AoE attacks to the maximum slots, assume any of them with recharge of 8s and above will be procced out and any others will be used as set mules. Slot out your other powers, knowing you'll want to chase certain IO sets for recharge and accuracy set bonuses. Start placing "mandatory" IO's. Kismet +Acc, LotG's, Steadfast Protection +Def, Gladiator's Armor +Def (often 3-slot for KB prot), Shield Wall +Res (sometimes 4-slot for e/n res), Reactive Defense +Res (sometimes 2-slot for s/l res) Start placing the purple/ATO sets and other premium stat sets (i.e preventive medicine, cupid's), knowing you want accuracy on your procced-out damage powers to reach 95% against +3's. Think about your res/def caps. If you're using a resistance armor like fiery aura, you want at the bare minimum your s/l res capped. If you're using a def armor, you want softcaps on your defense. Check your hasten uptime and see how far you are from it. If your build has FFB procs, do some simple napkin math to work out how much they'd actually add in practice. Decide on your alpha slot. At this point you'll know if you need Accuracy from it. Think about your endurance sustainability. Usually 2-3 slots in Health and Stamina are enough, but this part varies a lot and often requires field testing. Think about your recharge debuff resistance. If you've almost no defense and no CC, you need some investment into it. Especially if you plan to tank for your team. Work out your flavor goals. You wanna make a fiery aura tanker with an E/N res cap? You wanna make a dominator with passive permadom? This is where you let your creativity go wild, and where most fun is had. In the end, your goal should be less about having certain set bonuses, but rather to have the most optimal build for the content you have in mind, and then experiment with fun flavor additions. For regular +4x8 soloing, you want an optimal procced-out attack chain, a reliable AoE opener able to take down minions/lieutenants in about 10s, being able to hit +3's at 95%, having near-perma hasten, and enough mitigation/sustain/cc to deal with the bosses and keep you alive until those minions/lieutenants are dead. For tankers and brutes, you also want to emphasize resistance caps to handle excess packs.
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Aura of Insanity's mez being affected by purple patch
Auroxis replied to WindDemon21's topic in Bug Reports
Much like how slotting in the power affects magnitude rather than duration, I believe this is the intended behavior specifically for this power, aura of madness, and the new cloak of fear. One Mez HO/D-Sync can get you to where +0 bosses and +3 lieutenants are impacted, and if you want to go all-out on mez slotting to affect +3 bosses that's possible, though requires a lot of dedicated slots. You can also choose not to invest in mez at all and only affect minions at +3, which focuses on the damage aura aspect of it (useful for brutes). -
FYI you can build Dark/MA to have a fair amount of AoE if you want. Some damage procs in Dark Regeneration, as well as damage procs and a Force Feedback +Rech proc in Dragon's Tail to get both AoE's and ones from your Epic Power Pool (like procced Fireball) back up and recharged quickly.
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@BRADICAL did some solo testing on controller primaries on X/Marine and everything was found to be at least serviceable except Mind. Marine can carry almost any primary for soloing, though pairing it with Pyro or Elec gives the highest combined AoE+Single Target damage output. Outside of Marine, Dark Affinity has some unique perks on Controller which really lend well to soloing in Fade and Soul Absorption. Another good option is Nature, which gives you a lot of tankiness and some damage buffs. Though due to a reliance on Overgrowth is a bit of a late bloomer (pun intended). Kinetics is a popular option for solo farming, but doesn't protect you well against certain mobs and doesn't scale its damage as much against single targets.
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D3 is significantly better on Controller. Dark Affinity has some great extra tools in Fade and Soul Absorption, and while Darkness Control isn't one of the top tier primaries it holds its own if you build it well. Here's how I would build it: Controller (Darkness Control - Darkness Affinity) 2.mbd
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I put some extensive time into testing and playing out this combo at the top-end (+4x8 soloing, pylon DPS min-maxing, GM's, starred TF's, incarnate trials). I greatly enjoy it and personally believe this combo gets the most out of the AT's strengths. Here are my suggestions: 1. Twilight Grasp is far from your best proc option. Use healing sets in it. 2. Hypnotizing Lights works great as a proc bomb, you should focus on procs with it. 3. You should invest more slots into Fade and Shadow Fall. Getting Fade uptime high is great and it uses both resistance and defense enhancemnets, Shadow Fall is similar except you need to invest more in endurance reduction. 4. Soul Absorption is an amazing recovery tool and I recommend putting more slots into it. 5. I don't put much stocks into Sparking Chain over Sparking Cage. The AoE Immob isn't as useful because you're getting rid of minions and lieutenants so fast with this build and have your CC's and taunting pet keeping stuff in place. Sparking Cage can be used as a DPS filler (I like just slotting Apoc +5 Dam IO in it) and maintain containment on hard targets. 6. You should decide on a travel Power. I'd replace Hover with Experimentation's Speed of Sound, as you can utilize the Jaunt aspect of it to quickly go from throwing procced CC's from range to entering melee for your Incendiary Aura and Soul Absorption. The lack of Stealth on Speed of Sound (when compared with Super Speed) also doesn't matter because of this combo already having Shadow Fall. Here is my current build (You can replace Maneuvers with Darkest Night for more AV/GM safety, I don't value it that high): Controller (Pyrotechnic Control - Darkness Affinity).mbd
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Well first off it's good that you realize proc builds don't rely on inspirations, at least on AT's other than the two you mentioned. However, Stalkers can definitely heavily utilize procs and be tanky enough without insps. I personally had successful solo +4x8 proc builds on /Shield, /Rad, and /Bio. So that only leaves Blasters, which while indeed relying on teammates more than other AT's, can definitely hold their own solo without insps by nuking the minions+LT's out of the pack and then leveraging CC's, set bonuses (yes, you can have set bonuses while also having procs), and their buffed sustain powers to deal with the remaining bosses. That's a compromise the devs made ages ago. Would I care if it went away? Not really, but after over a decade with it in the game it's something every knowledgeable builder is used to and readily gives new players assistance with, so just uprooting it also has the potential of confusing a playerbase used to this mechanic. Seeing as the net gains wouldn't be great, I don't see this as a high priority issue. Though Iike I said, I wouldn't mind it. This is a new one. Procs don't do nearly enough damage on their own to make damage debuffs useless. Even a Super Strength character only relies on procs to stay afloat for those 10s of rage crash, it doesn't turn you into a damage dealing beast by itself. You want procs to be affected by damage buffs? I'm not sure I wanna go down this rabbit hole, but I'll just say there are other ways to address brutes (if the tanker nerfs didn't already). Are they stepping on their toes? The meta 4-star comps have Corruptors and Blasters, not Controllers and Defenders. The meta farming AT's are Tankers and Brutes, not Controllers and Defenders. Enhanced Recharge issue aside, PPM was part of live for a very long time. Were procs more intuitive way back when everything was a flat 20%? Probably, but they were also boring IMO. Reverting procs to those levels removes a lot of slotting variety and nerfs AT's that don't deserve nerfs the most.