-
Posts
671 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Auroxis
-
Ill/Marine/Earth has the highest controller performance benchmark for speedy +4x8 solo clearing.
-
I would double-check that FFB works in Remote Bomb. I remember testing it a couple months ago and it didn't proc for me once.
-
@Uun Regarding Brine spam, it's important to remember these things: 1. The HP debuff is less impactful the lower %HP your target has, meaning that a target with 50000/100000 HP will have their max HP reduced by 500 but their current HP reduced by 250. 2. The HP debuff, while not impacted by AV resists, is also not impacted by resistance debuffs on that AV or damage buffs on yourself, while your attacks are. So against something like Hami with massive resists it's valid to spam, but most AV's do not have that much resistance and fall to the negatives a lot more often. 3. Brine's -res lasts 60s, meaning you will likely not be needing to re-apply it against the vast majority of AV's.
-
Soothing Wave with a heal set is an option like i said, but i find that i never use it. As a sidenote i do 6-slot it on my defender builds as i feel more obligated to support there. Going with 2 or 3 slots on brine is solid (touch of the nictus), i probably should have mentioned that as an option. I just don't use it that often outside of as an opener against AV's or against Hami. +5 Heal IO does the trick for that. To elaborate on barrier reef, you can't get a recharge set bonus if you invest in both, and defense is more important to have at the start of the fight due to debuffs coming your way, while absorb works just as fine if it arrives a bit late to the party.
-
1. Shoal Rush Generally a skip, as of the two must-pick powers it has less slotting options and end-game utility. 2. Soothing Wave You can slot this with a healing set, or just place the Preventive Medicine proc in it: 3. Toroidal Bubble This is where you slot your resistance sets. 3pc Gladiator for the KB protection and defense, Steadfast Protection for defense, and an EndMod IO for endurance: 4. Whitecap As many procs as you can fit while maintaining 95% chance to hit +3 mobs. -Res, purple damage proc, and Force Feedback procs are the highest priority. A high-end build should aim to reach 95% accuracy without any slotting (Kismet IO and Tactics helps): 5. Tide Pool Either an Endurance Reduction IO or a Slow Mod IO. Endurance Reduction will be better while leveling, but you don't have a way to keep stuff from running away as a Corr so the slow mod can help when soloing stuff once your build is fleshed out: 6. Brine Either an Acc/Heal Hami or just a straight-up +5 Heal IO. While leveling you do want Accuracy, but since we already aim to get 95% chance to hit without slotting, you can just slot a Heal IO in there once the build is done: 7. Shifting Tides This is the most interesting slotting. Since the power passively affects both enemies and allies, the ATO proc gives you and your team a heal and endurance pretty much every 10s, and the Gauss proc gives you a build-up at a similar interval. You can split the ATO set by 3-slotting to get more recharge, or you can get more accuracy out of 4-slotting it to help with fully-proccing whitecap: 8. Barrier Reef We always want the LotG IO here. Some people like to slot some defense here, but since its defense is unreliable my preferred slotting is to slot a 5-piece Panacea for the recharge and absorb. Panacea proc can proc on allies in this power: 9. Power of the Depths You always want the 5-piece Panacea here. As for the 6th slot, the EndMod/Rech hami/d-sync or a simple +5 EndMod IO (if you +5 all rech pieces): That's pretty much it, slotting for procs and sets.
-
-
-
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.
-
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
-
Here's a "firepower" focused magic themed Dark/Fire/Fire build: Dominator (Darkness Control - Fiery Assault).mbd
-
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
-
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
-
It's a great example because even if your pets have good AoE you still benefit greatly from thinning the herd for them.
-
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.
-
@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.
-
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.
-
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
-
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.
-
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)
-
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.
-
The foe just has to be in the AoE. A common solo strategy is placing the toggle on barrier reef which follows you closely.
-
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.
-
Looks like you're on the right path! Just keep in mind that while Proccing your attack chain is important, it's also important to get enough set bonuses in your build for near-perma hasten and 95% accuracy against +3 mobs and enough endurance sustain (one of the issues with FF). So you don't have to proc every attack, just the ones you intend to regularly use (t1 "must-picks" are usually a good place to use as a set mule). Radiation Blast's main issue is the lack of strong ST DPS options. What I suggest in that instance is getting help from your Epic pool and/or Ancillary power pool. Fire Mastery gets you two good proccable ST attacks in Char and Greater Fire Sword, while other pools offer a good ST hold to use with some other attractive options. Psy mastery has a short animation high accuracy hold, Soul Mastery has power boost for better force fields and spirit ward, though the hold has a long animation. As for power pools, defenders can go for procced Weaken Resolve, though that isn't a great option for Rad/ as that has enough access to Achilles' already.
-
Here are a few tips to get you started: 1. Recharge - Hasten is a must. Force Feedback procs have a short duration, cannot stack, and aren't guaranteed to go off. So at most you'll have +100% and out of combat they're inactive. 2. Procs - Damage procs in powers that summon a pseudopet like Bonfire have a low chance to activate every 10s of the pet's duration on each mob. Outside of pseudopets/toggles, Proc chance is dictated by the enhanced recharge of a power, so fast recharging powers have a low chance to activate procs, and an increasingly lower chance if you place recharge enhancements into them (like you did with Arcane Bolt). In addition to enhanced recharge, the power's area factor is taken into account, meaning the bigger the area your power's AoE the lesser chance there is for the proc to go off. However, self-casting procs like Force Feedback and Energy Font check on every target affected by AoE, so even if your proc chances are at the minimum, if you check the proc chance against 10 mobs there is still a decent chance for it to go off. 3. Hot Feet - Hot Feet may feel expensive early on, but it is one of your main sources of early AoE damage along with damage procced Flashfire and energy font procced Fire Cages, especially once you buff your damage up with Siphon Power and later on Fulcrum Shift. Besides its damage, it gives a fear effect to mobs while also slowing them, giving you good soft CC which combo well with other soft CC like Bonfire.
-
After making a few changes, I made a recording of the build against +4x8: Controller (Fire Control - Kinetics).mbd