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Everything posted by Auroxis
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Bio Armor/Titan Weapons Tanker T4 Musculature Radial Paragon T4 Reactive Radial Flawless Interface T4 Ageless Core Epiphany T4 Assault Radial Embodiment (Clicky NOT used) Run #1: 3:16 Run #2: 3:15 Run #3: 3:09 Run #4: 3:21 Average Run Time: 3:15 minutes, for 324 DPS Note that this is the first time I've ever used an end-game Titan Weapons rotation. I managed to get two Follow Through's on most momentums, but I did mess up a few times. I'd imagine that with some practice I could get it down to 3 minutes/340 DPS. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Tanker Primary Power Set: Bio Armor Secondary Power Set: Titan Weapons The build is supposed to run Barrier when tanking, so those defenses are at 40%. Build was kinda rushed as well for the pylon tests so it could be tweaked some more for endurance recovery with Barrier.
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The Endgame Bane - S/L Hardcapped, Farm-Friendly, Good DPS
Auroxis replied to Auroxis's topic in Arachnos Soldier & Widow
Sure, here is the latest version of the build, i'll also include a screenshot: Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Bane: Level 50 Natural Arachnos Soldier Primary Power Set: Bane Spider Soldier Secondary Power Set: Bane Spider Training Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Bash -- SprSpdBit-Rchg/Global Toxic:50(A), SprSpdBit-Acc/Dmg:50(5), SprSpdBit-Dmg/EndRdx/Rchg:50(5), SprSpdBit-Dmg/Rchg:50(7) Level 1: Bane Spider Armor Upgrade -- Ags-ResDam/Rchg:50(A), Ags-ResDam/EndRdx/Rchg:50(3), Ags-ResDam:50(3), Ags-ResDam/EndRdx:50(9), GldArm-3defTpProc:50(11), UnbGrd-Max HP%:50(11) Level 2: Combat Training: Defensive -- Rct-Def:50(A), Rct-ResDam%:50(7), ShlWal-ResDam/Re TP:50(9), Ksm-ToHit+:30(17), LucoftheG-Rchg+:50(45), Krm-ResKB:30(50) Level 4: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(23), LucoftheG-Def/EndRdx:50(23), LucoftheG-Def/EndRdx/Rchg:50(29), LucoftheG-EndRdx/Rchg:50(29) Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31) Level 8: Boxing -- Empty(A) Level 10: Tactical Training: Maneuvers -- LucoftheG-Rchg+:50(A), RedFrt-Def:50(13), RedFrt-Def/EndRdx:50(13) Level 12: Pulverize -- CrsImp-Dmg/EndRdx/Rchg:50(A), CrsImp-Acc/Dmg/EndRdx:50(31), CrsImp-Acc/Dmg/Rchg:50(34), CrsImp-Dmg/EndRdx:50(39), CrsImp-Dmg/Rchg:50(40) Level 14: Venom Grenade -- Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(15), Rgn-Acc/Rchg:50(15), Rgn-Acc/Dmg/Rchg:50(17), Rgn-Dmg/Rchg:50(25) Level 16: Tough -- Ags-ResDam/Rchg:50(A), Ags-ResDam:50(33), Ags-ResDam/EndRdx:50(34), Ags-ResDam/EndRdx/Rchg:50(33), StdPrt-ResKB:30(39), StdPrt-ResDam/Def+:30(43) Level 18: Shatter -- Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(19), Hct-Acc/Rchg:50(19), Hct-Acc/Dmg/Rchg:50(42), Hct-Dmg/Rchg:50(43) Level 20: Frag Grenade -- SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(A), SprDmnofA-Rchg/DmgFear%:50(42), SprDmnofA-Dmg/EndRdx/Rchg:50(42), SprDmnofA-Acc/Dmg/Rchg:50(21), SprDmnofA-Dmg/Rchg:50(21), OvrFrc-Dam/KB:50(40) Level 22: Weave -- LucoftheG-Rchg+:50(A), RedFrt-Def:50(33), RedFrt-Def/EndRdx:50(37) Level 24: Cloaking Device -- LucoftheG-Rchg+:50(A), RedFrt-Def/EndRdx:50(25), RedFrt-Def:50(50) Level 26: Tactical Training: Assault -- EndRdx-I:50(A) Level 28: Surveillance -- AchHee-ResDeb%:20(A) Level 30: Assault -- EndRdx-I:50(A) Level 32: Crowd Control -- Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(34), Arm-Acc/Rchg:50(36), Arm-Acc/Dmg/Rchg:50(36), Arm-Dmg/Rchg:50(36), FrcFdb-Rechg%:50(43) Level 35: Build Up -- GssSynFr--Build%:50(A) Level 38: Web Envelope -- RechRdx-I:50(A) Level 41: Shatter Armor -- Hct-Dmg:50(A) Level 44: Summon Blaster -- CaltoArm-EndRdx/Dmg/Rchg:30(A), CaltoArm-Acc/Dmg/Rchg:30(46), CaltoArm-Dmg/EndRdx:30(46), CaltoArm-Acc/Dmg:30(46), CaltoArm-Acc/Rchg:30(50) Level 47: Wolf Spider Armor -- Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(48), Ags-Psi/Status:50(48), Ags-ResDam/Rchg:50(48) Level 49: Mental Training -- Run-I:50(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Clr-RunSpd:50(A), Clr-EndRdx:50(45) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Clr-Stlth:50(A), Clr-RunSpd:50(27) Level 1: Conditioning Level 1: Sprint -- Clr-EndRdx:50(A), Clr-RunSpd:50(27) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(37), NmnCnv-Regen/Rcvry+:50(37), Prv-Absorb%:50(40), Prv-Heal:50(45) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(31), PrfShf-EndMod/Acc:50(39) Level 0: High Pain Threshold Level 50: Rebirth Radial Epiphany Level 50: Degenerative Radial Flawless Interface Level 50: Void Radial Final Judgement Level 50: Warworks Core Superior Ally Level 0: Born In Battle Level 0: Marshal Level 0: Invader Level 50: Cardiac Core Paragon Level 50: Assault Radial Embodiment ------------ ------------ -
Make the early game fun: Remove TOs/DOs.
Auroxis replied to kenlon's topic in Suggestions & Feedback
Not quite: Training Origin Attuned Training IO Common IO Placed on level 1 1 7 Scales up to level 1* 10 10 Usable until level 5 50 50 *efficiency drops As for the cost, we aren't exactly giving free level 30 IO's here and there are already the Prestige IO's as precedent. -
Adding an Inv/DM build I made the other day. Softcapped S/L/E/N/F/C 90% S/L, other resists including Psi/Toxic ranging from 60% to 80% (or 90% when Melee Hybrid is active) Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Dark Melee Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(9), UnbGrd-ResDam/EndRdx/Rchg:50(9), ImpArm-ResPsi:40(11) Level 1: Shadow Punch -- SprGntFis-Acc/Dmg/Rchg:50(A), SprGntFis-Dmg/EndRdx/Rchg:50(3), SprGntFis-Acc/Dmg:50(3) Level 2: Resist Physical Damage -- ImpArm-ResPsi:40(A) Level 4: Boxing -- SprBlsCol-Rchg/HoldProc:50(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(5), SprBlsCol-Acc/Dmg/Rchg:50(5), SprBlsCol-Acc/Dmg/EndRdx:50(7), SprBlsCol-Acc/Dmg:50(7), SprBlsCol-Dmg/EndRdx:50(34) Level 6: Dull Pain -- Pnc-Heal/Rchg:50(A), Pnc-Heal:50(45) Level 8: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(11), UnbGrd-ResDam/EndRdx/Rchg:50(15), ImpArm-ResPsi:40(37) Level 10: Super Speed -- WntGif-ResSlow:50(A) Level 12: Resist Energies -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(13), UnbGrd-Rchg/ResDam:50(13), ImpArm-ResPsi:40(15) Level 14: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(40), GldArm-End/Res:50(43), ImpArm-ResPsi:40(45) Level 16: Cross Punch -- Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(17), Arm-Acc/Rchg:50(17), Arm-Acc/Dmg/Rchg:50(19), Arm-Dmg/Rchg:50(19), Arm-Dmg:50(33) Level 18: Invincibility -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(21), ShlWal-Def:50(23), ShlWal-Def/EndRdx:50(23), ShlWal-Def/EndRdx/Rchg:50(25), Rct-ResDam%:50(25) Level 20: Siphon Life -- SprMghoft-Rchg/Res%:50(A), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(31), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/Rchg:50(31), SprMghoft-Acc/Dmg:50(33), Heal-I:50(21) Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34) Level 24: Weave -- LucoftheG-Rchg+:50(A), ShlWal-Def/EndRdx:50(27), ShlWal-Def/EndRdx/Rchg:50(27), ShlWal-Def:50(33), ShlWal-EndRdx/Rchg:50(34) Level 26: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(45) Level 28: Soul Drain -- SprGntFis-Rchg/+Absorb:50(A), SprGntFis-Dmg/Rchg:50(29), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(29) Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A) Level 32: Resist Elements -- Ags-Psi/Status:50(A) Level 35: Gloom -- SprWntBit-Rchg/SlowProc:50(A), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(36), SprWntBit-Acc/Dmg/Rchg:50(36), SprWntBit-Acc/Dmg/EndRdx:50(36), SprWntBit-Dmg/Rchg:50(37), Apc-Dam%:50(37) Level 38: Midnight Grasp -- Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(39), Hct-Acc/Rchg:50(39), Hct-Acc/Dmg/Rchg:50(39), Hct-Dmg/Rchg:50(40), Hct-Dmg:50(40) Level 41: Dark Obliteration -- Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(42), Rgn-Acc/Dmg/Rchg:50(42), Rgn-Acc/Rchg:50(42), Rgn-Dmg/Rchg:50(43), Rgn-Dmg:50(43) Level 44: Dark Consumption -- EffAdp-EndMod/Acc/Rchg:50(A) Level 47: Maneuvers -- LucoftheG-Rchg+:50(A), ShlWal-Def/EndRdx:50(48), ShlWal-Def/EndRdx/Rchg:50(48), ShlWal-EndRdx/Rchg:50(48), ShlWal-Def:50(50) Level 49: Taunt -- Range-I:50(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Clr-Stlth:50(A) Level 1: Sprint -- Run-I:50(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(46), NmnCnv-Regen/Rcvry+:50(50), Prv-Absorb%:50(50) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(46), PrfShf-EndMod/Rchg:50(46) Level 50: Agility Core Paragon Level 50: Void Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Melee Core Embodiment Level 50: Rebirth Radial Epiphany Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
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Well technically you're not turning them "Back" into Emps since most Threads aren't obtained from Emps, at least in my experience I never use the Emp->Thread conversion. So you're potentially giving people free Emp tokens if they don't need threads (i.e their incarnate build is done), which are often used for reward tokens and then influence. So to balance that out you'd need a pretty hefty influence cost for the conversion.
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Transfer from beta to homecoming
Auroxis replied to Techno Destructo's topic in Suggestions & Feedback
/jranger -
As others mentioned, the best approach is increasing end-game difficulty. While I'd like something akin to the Path of Exile Map system in the game, a simpler and more pragmatic approach would be giving extra reward merits for completing challenge objectives (like no deaths or a fast time). Then progressively adding more challenge objectives (double archvillains, speed boosted enemies, etc) As for Incarnate Trials, you could have badge objectives give 2 astral merits instead of just one.
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It's important to bring all outliers to light, which is why my table contains both extremes. The data is there, it's up to you to do whatever you want with it.
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If you find one of the comparisons irrelevant (like the ones with rage or procs) feel free to disregard it, I personally find all of them relevant to this discussion. As for choosing KoB over an attack chain, the damage scale is fairly consistent across all attacks. And while including Jab every 10 seconds can hurt your overall DPS, keep in mind the -Res affects your whole team and can be kept up during a rage crash. I think my data shows that Tankers can deal anywhere between almost half as much damage (in a damage cap scenario, without bruising or procs) to contributing about the same damage to a team (with bruising, rage and procs). Does that make them balanced? No, I still believe Tankers have issues that need addressing, but a damage buff is far from my preferred approach as I've said numerous times before.
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Let's run the numbers on this first, comparing Knockout Blow from Super Strength: Knockout Blow Tanker Brute Base 158 148 Enhancements (+100%) 316 296 Enhancements + 75% Fury (+150% to Brute) 316 518 Enhancements + 75% Fury + 2x Rage (+160%) 569 755 Enhancements + 75% Fury + 2x Rage + Damage Proc (+100) 669 855 Enhancements + 75% Fury + 2x Rage + Damage Proc + Bruising (20% more) 803 855 Damage Cap (400% vs. 775%) 632 1147 Damage Cap + Damage Proc + Bruising 878 1247 As you can see, under no circumstance does the Tanker deal "less than half of Brute damage".
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You did: If someone takes your words as insulting, you don't go "that's your opinion". You say "didn't mean to sound disrespectful" and possibly try to correct yourself in the future. I'll accept that correction, though I guess "your idea is stupid" and "your idea sucks" isn't that different for me. I did just describe that your posts came off as insulting, didn't say they're "personal insults" but that's just semantics at this point.
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I did use "in my eyes", this is all my opinion and I'm trying to persuade you using the logic that led to said opinion. If it still doesn't persuade you, and we've reached the point of repeating the same arguments, then it's time to stop and let others take the stage. Often insults don't appear that way for the speaker, being insulting isn't just about trying to insult someone but rather consequently doing so even without intent. It's not on you to decide whether someone should feel attacked or insulted. I'd like to point out again before you further insinuate that I'm some kind of liar, that calling someone's ideas bad and their opinions stupid, saying you "handily beat them" in an argument, and claiming that you'll "put them in their place again", isn't really critique as much as it's insulting their intelligence. I hope you take that to heart and apply it in the future, there's not much else I can add.
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That's not what I was talking about at all. If you care about cone positioning, there are better classes to make use of your preference even after your suggested changes. So this is only if you want to be tankier than a Brute and want your cones to hit more targets while still dealing less damage, which in my eyes isn't very appealing as well as neglecting the support aspect of the class. The only one who can gatekeep are the devs, I never implied to be gatekeeping nor have I ever tried to moderate your arguments aside from when you're using an insulting tone. When you use an aggressive and insulting tone against someone, you don't get to decide for them how they should take it. Posts like these can be seen as offensive so do take it into consideration in the future:
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There are lots of ways to change Bruising. Making it apply to all your attacks, buffing the numbers, making it stack from multiple casters (pretty sure it doesn't), and more. That's fine, I'm just giving my opinion and you've given yours. Let's leave this to the devs to figure out.
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It leaves a lot of room for ideas, I just felt it necessary to explain why I feel that's the best approach and some pointers on how to approach it. I did offer a more concrete example in another thread a while ago:
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If you enjoy dealing damage with tight cones, there's no reason to pick a tanker if those cones just take less skill to use. Why not use those cone skills of yours on a class that can make better use of them with higher damage scales? If you want better debuffs on targets, I'm all on board but there are better ways to address it like changing Bruising to be AoE like has been suggested in this thread by others. If you want better taunts, then I disagree with tankers needing that in the first place. Brutes want aggro even more than Tankers thanks to Fury, and tankers have no problem retaining aggro against other classes unless it's an AV fight (in which case you have the Taunt power itself). Scrappers and Stalkers are supposed to have the same role of melee DPS, Brutes and Tankers are different in that Tankers were never supposed to be a damage-centric class but rather focused more on supporting your team. The problem is that with current end-game scaling, there is only so much a tanky character can do to support. Nowadays you need stuff like debuffs in order to be a reliable support character for multiple scenarios, which is where Bruising and my suggestion of improving on that aspect comes in. Again, just because I point you out doesn't mean others are fine to do it. If you insult me, do you expect me to just take it or politely ask you to stop?
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The issue is touching the damage in the first place when you have more appropriate ways to address the problem. It's not "only changing numbers". Each AoE power is different, you have to choose which change to apply between radius/range/arc. And then test those changes, for 20-40 different powers. I don't see how that's the case at all, I'm just trying to keep the conversation clean from personal attacks and insults. I hope you understand that I have nothing personal against you, this is just to help keep this topic afloat instead of letting it devolve into circular arguments and toxicity that waste everyone's time, including yours.
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I didn't say it does the opposite, but that it does way more for damage than it does for debuffs. No it doesn't, it means I want the conversation to stay on point rather than degrading to personal insults that waste everyone's time.
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I definitely didn't dismiss that part: As for this: Of course there are differing versions of powers, but what you're asking isn't just a simple sweeping change like a damage modifier. Adjusting radius/arc/range for 20-40 powers individually takes a lot more time than tweaking a damage modifier for a powerset. I don't know about you, but I factor ease of implementation into my suggestions as well. If a suggestion is difficult to implement (like the snipe change), it had better be worth it. And in my opinion your solution is not only difficult to implement when compared with other ideas suggested in this thread, it also wastes the design space of the AT and makes it more like a Brute instead of expanding on the Tanker's offensive support aspect, which it currently exhibits in its slightly higher debuff numbers and Bruising.
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Making Tanker more of a DPS class doesn't make it more unique, it does the opposite. If your suggestion relies on certain AoE's being extremely weak then the AoE's should be fixed on all classes. Target caps are often never reached on tight cones, you know that otherwise you wouldn't suggest increasing their radius/arc/range. So making tankers reach those caps reliably while other classes can't increases the Tanker's effective damage against packs. I already made my suggestion. Just because I point you out doesn't mean others are free from moderation. Toxicity is never a valid response I'm not here to silence you or be offended. I'm here to have a discussion free of toxicity that could derail it and turn it into an insult-slinging waste of time that you as a Dev wouldn't want to read through.
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Make the early game fun: Remove TOs/DOs.
Auroxis replied to kenlon's topic in Suggestions & Feedback
To expand on the Attune concept, I suggest this: Training Origin Enhancements will basically be Attuned IO's with a max level of 10. Dual Origin Enhancements will basically be Attuned IO's with a max level of 20. This keeps SO's relevant since they're more powerful, DO's become a "safety net" of sorts if you overlevel, and TO's are brought back to relevancy while staying true to their purpose. -
They were, the best current pets seem to be Banished Pantheon. But Cims are still up there and are less visually intrusive.
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Not a fan of losing perma Soul Drain, also the Soul Mastery version has more cast time and less radius. But I can see why you'd dislike waiting on Clarion to cast Farsight. I do like playing around with the Hybrid slot though, stuff like Melee/Assault Hybrids are perfectly viable. Support is just nice for the endurance stability it brings and the extra damage+tank for lore pets and your team.