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
738 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Auroxis
-
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.
-
@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.
-
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
-
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
-
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.
-
I do notice insp usage, i have buff windows open often out of an old habit. It is genuinely something i've never seen used on that level. Not sure why you decided to go down this confrontational BS route but at least keep the outright lying to a minimum. I'll give you the benefit of the doubt that you simply misunderstood my words and move on with my life.
-
New Liquefy is quite nice. The high recharge can be leveraged to get a 90% proc rate on the -res proc as well as a hold proc (with recharge+ToHit debuff slotting). The hold proc stacks with the Liquefy hold, which lets you CC bosses for a short while (useful to buy time or get a quick containment setup). I agree though that it only shines once you get your personal recharge levels up, and that it doesn't do much against AV's.
-
Ok?... It's great that you enjoy min-maxing inspirations, but even without insps a build can fill its attack chain with procs and still make room to hit good defense/resistance targets. What I'm railing against is Lunar's assertion (from what I understood anyway) that builds with procs only work because of inspirations.
-
@Lunar RoninAll you did was link to some posts encouraging the usage of inspirations, and only two of those talking about storing them in e-mail/auction house. It has nothing to do with your assertion of proc builds relying on insps, and doesn't come close to proving that insp hoarding is somehow a widespread and common affair. To further illustrate the point of the proc and insp discussion being separate, here's a link to an actual benchmark thread against difficult +4 mobs where builds were forbidden from using inspirations, and proc builds still came out very much on top. It turns out killing stuff fast is good for staying alive, and you can in fact build to be tanky and endurance stable while still having procs in your attacks. Possibly you've seen this already of course, but maybe you weren't paying attention.
-
It would be pretty apparent in gameplay seeing someone pop insps over and over, and it would be discussed more often and not kept as a secret if proc builds were so reliant on insps.
-
I've never seen anyone do this. If you're using "builds with heavily procced attacks are bad because those players use insps to stay alive" as an excuse to stay away from procs, then all I can say in the nicest way possible is that you're missing out. You can in fact build to be tanky while having quite a few procs in your build.
-
Symphonic Control's active proccy playstyle really works well when your support secondary is fairly hands-off and doesn't have a lot of ways to contribute damage, which makes Symph/Time a good combo. You can go Symph/Time/Energy to get PB Farsight and Energy Torrent for another proccable cone in your AoE arsenal.
-
1. Building for procs isn't free, it requires more attention to details when building as you sacrifice endurance reduction, accuracy, and global recharge. It rewards players who put extra effort into builds instead of just 6-slotting sets everywhere. 2. Only a few AT's in Controllers, Defenders, and arguably a few others get a significant chunk of their damage through procs, and none of these AT's are meta for farming or speeding through 4-stars. So procs aren't a problem IMO, and them being a problem is definitely not a consensus. What I can accept as a problem is players feeling forced to slot a certain way, and that's something that can be addressed via the addition of proc boosting to existing enhancement sets. I very much welcome competitive slotting options, but not at the expense of nerfing already off-meta AT's and/or nerfing existing slotting options to the ground.
-
Tanker (Electric Armor - Dual Blades).mbd Clarifications: The build focuses on getting a very high recharge to make Ablating Strike able to be used right after Sweeping Strike in an attack chain. Adrenal Booster values in mids are wrong, it's +43.25% recharge and damage on tankers. Power Surge values in mids are wrong, it's now 350s recharge and has no crash anymore.
-
What are the current thoughts on Dark Melee/Super Reflexes?
Auroxis replied to SemanticAntics's topic in Scrapper
Mu Mastery lets you have both a snipe and a good AoE. As for theme fitting with DM, you can go with black lightning. -
What are the current thoughts on Dark Melee/Super Reflexes?
Auroxis replied to SemanticAntics's topic in Scrapper
I'm not a fan of resorting to the presence pool to deal with runners. IMO the best way to deal with not having a taunt aura, CC or slows, is having enough burst AoE before too many mobs scatter, and for that I'd recommend Soul Drain+Spring Attack+Epic pool AoE as an opener. SR provides you with tons of recharge so Spring Attack will be up often (it's on the same timer as Soul Drain), and you can use it as a follow-up to Soul Drain which can hold the gauss proc to give you a big burst of AoE. Spring Attack has a 90% proc rate so make sure to utilize that if you choose to go that route. -
Question on pet power slotting (procs vs IO bonus)
Auroxis replied to tellania's topic in Mastermind
Using Necromancy Lich as an example, in City of Data you'll see the power that summons the lich ("Lich"), and two powers that grant powers to the lich ("Enchant Undead", "Dark Empowerment"). You'll have to go through three of these to find all powers the lich eventually possesses. The Lich power summons the lich, which starts with the following powers: 1. Torrent - Enhanceable by Knockback procs 2. Dark Blast - Enhanceable by -ToHit procs The Enchant Undead power grants the following powers to the lich: 1. Petrifying Gaze - Enhanceable by Hold procs 2. Tenebrous Tentacles - Enhanceable by Immobilize and -ToHit procs The Dark Empowerment power grants the following powers to the lich: 1. Life Drain - Enhanceable by Heal and -ToHit procs 2. Fearsome Stare - Enhanceable by Fear and -ToHit procs So the theme here is apparent. -ToHit procs apply to 4/6 of the Lich's attacks, meaning you should slot the Cloud Senses damage proc into Lich. -
To give an applicable example: Against even-cons, Aura of Insanity can CC Lieutenants by default, and you need one HO/D-Sync to CC bosses. Against +3's, Aura of Insanity needs one HO/D-Sync to CC lieutenants, and you need ED-cap from HO/D-Sync to CC bosses.
-
Some questions about Thugs/Marine (mostly /Marine)
Auroxis replied to Lazarillo's topic in Mastermind
Binds aren't really my forte, but maybe you can combine the follow with something that'll stop you from moving. As for Alpha, Agility will enhance your recharge which often hurts the proc rates of powers. Increasing your henchmen damage with Musculature is a far better choice IMO. -
If you hit 10 foes with this power, you will get 10 stacks of a buff lasting 45 seconds granting +Regen and +Recovery. If you later hit one foe with this power while still having these 10 stacks, all existing stacks will get their duration refreshed rather than just one stack.
-
FYI this is no longer the case on a few powers since Page 2 Dark Armor's Cloak of Fear has half of its CC component enhance-able, and the magnitude gets increased rather than duration. So if you slot it for above 100%, the overall magnitude gets over 3, which is enough to CC bosses. Psionic Armor's Aura of Insanity (as well as other AT variants) has almost all of its CC component enhance-able, and the magnitude gets increased rather than duration. So if you slot it with one mez D-Sync/HO, the overall magnitude gets over 3, which is enough to CC bosses.
-
Axe is great at pulling mobs towards you to CC them with Aura of Insanity. Put a Mez HO/D-Sync and you can mez even bosses, and put a heal proc from the sleep set plus an absorb proc from the entomb hold set for sustain.
-
Some questions about Thugs/Marine (mostly /Marine)
Auroxis replied to Lazarillo's topic in Mastermind
Soothing Wave - Yes, it is just like Nature's heal except it also comes with a damage debuff on enemies. Shifting Tides - The buff part is a 60ft radius, and the "conditional damage aura" part is a 25ft radius. It is recommended to slot the Gaussian proc there to give yourself some damage buffs (which scale shifting tides damage). Power of the Depths - It's one of the most important buffs, try to get enough recharge to make it as close to permanent as possible without sacrificing other parts of your build. Its +MaxHP And +Regen is a very strong survivability buff for yourself, your pets, and your allies. And it provides some endurance sustainability as well. Barrier Reef - You should definitely slot it for Absorb as well as getting the LotG +7.5% recharge IO in. The question is whether you then pick a recharge set bonus or extra defense. I personally prefer the recharge set bonus (Panacea, you can slot it with the proc which will occasionally heal allies) Alpha Slot - I recommend the Musculature Radial alpha. More damage for your pets and Shifting Tides, more endurance modification for your Toroidal and PotD. -
The damage difference between a new controller (yet to slot procs or obtain their pet) and an end-game controller (with procced-out attacks and a pet) is pretty massive. There are also low offense support powersets like Elec Affinity and Empathy, low DPS control powersets like Mind, and low AoE control powersets like Gravity. Controllers definitely don't have bad damage overall, but it is fair to say the difference in offensive contribution between a Mind/Empathy with SO's and a Pyro/Marine with procs is pretty massive. That's not to say procs should be nerfed, but rather that controllers could use some extra punching power to alleviate the damage woes before pets, and that some powersets need a specific touch-up.