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Everything posted by Auroxis
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The simplest approach to this would be simply adding CC protection to the class's Inherent, that way you can port both the melee and support sets 1-for-1 from other classes. Might sound squishy at first glance, but support sets do a good job of keeping the caster alive (with a few exceptions). Plus, Blappers would still be squishier in comparison.
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Even if I was an insignificant outlier, it doesn't change the fact that KB protection will become irrelevant in this game, and you're removing complexity for PvE just for the sake of PvP. While calling it a QoL change. You have issues with KB in PvP? Ask for a PvP-only change, and don't trivialize changes to core mechanics of the game as some minor QoL change. How are you still arguing that kb is relevant mechanic when literally everyone builds protrction into their characters? I'm done arguing since you clearly just ignored my previous statements.
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Even if I was an insignificant outlier, it doesn't change the fact that KB protection will become irrelevant in this game, and you're removing complexity for PvE just for the sake of PvP. While calling it a QoL change. You have issues with KB in PvP? Ask for a PvP-only change, and don't trivialize changes to core mechanics of the game as some minor QoL change.
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What in this change would trigger you to spend hours respec'ing your characters? Serious question. I have slots chosen for KB protection, powers chosen partially because of KB protection. On multiple level 50 characters. Respeccing takes time to choose the powers again, assign the slots again, and re-organize your whole trays. I'd also have to go through my entire build library (I have about 50 build files) to make the appropriate changes of adding all the KB IO's, removing extra slots/powers and replacing existing IO's. I'm not even going to deep into pointing out that you may in fact be more of an outlier than the median "PVPer" in this game. But let's just leave that aside. How much KB protection are you slotting into those toons to begin with? What power choices would be different? Be specific. That broad response is too broad. I'm not going to accuse you of being disingenuous, but don't be lazy. All it takes is one slot/power difference to respec an entire build. Any melee character without inherent KB protection has to take a filler travel power or an extra slot for 8 points of KB protection. Don't accuse me of being lazy if you can't understand this simple concept.
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What in this change would trigger you to spend hours respec'ing your characters? Serious question. I have slots chosen for KB protection, powers chosen partially because of KB protection. On multiple level 50 characters. Respeccing takes time to choose the powers again, assign the slots again, and re-organize your whole trays. I'd also have to go through my entire build library (I have about 50 build files) to make the appropriate changes of adding all the KB IO's, removing extra slots/powers and replacing existing IO's.
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The KB stat is irrelevant but making it irrelevant is onerous. That's the starting point for the suggestion. Everyone runs around with big amounts of protection, so if your concern is mechanical, then you might want to make some suggestions for addressing the binary nature of kb in game. "Everyone runs around with big amounts of protection" is wrong, only certain armor sets give high inherent KB protection The fact that you can pack multiple -KB IO's in your build (with either travel powers or slots in defense powers) is a choice, a choice the OP wants to take away for "quality of life". Oh man... It's not a "choice" - read the OP. 41-44kb prot is standard. It's as much of a choice as being a petless mastermind. You do understand that, right? Are you implying that PvP is somehow the standard of the game? And that we should make balance changes causing tons of PvE builds to become legacy builds, just because of the PvP meta? No sorry, I don't think making me spend hours respeccing a bunch of characters just because of a PvP meta is a good idea. I don't think trivializing the benefits of KB protection on armor sets is a good idea. And I definitely don't think trivializing such a change by calling it a "quality of life request" is the way to go.
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The KB stat is irrelevant but making it irrelevant is onerous. That's the starting point for the suggestion. Everyone runs around with big amounts of protection, so if your concern is mechanical, then you might want to make some suggestions for addressing the binary nature of kb in game. "Everyone runs around with big amounts of protection" is wrong, only certain armor sets give high inherent KB protection The fact that you can pack multiple -KB IO's in your build (with either travel powers or slots in defense powers) is a choice, a choice the OP wants to take away for "quality of life".
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A small number of more focused questions.
Auroxis replied to Seroster01's topic in Arachnos Soldier & Widow
As mentioned I'd like to have at least 1 AOE power. If you had to pick one, would you suggest Spin or Eviscerate? Eviscerate seems to be much more End efficient IIRC. Pines says it has both much higher damage & costs a smidge less End, but I'm not sure how many mobs it can reliably hit. As a more direct follow up to the ST rotation answer, 2 things have me a bit confused: a.) Why did you list different "Optimal" and "Best" chains? Wouldn't a rotation that qualified as one automatically be the other? Obviously one requires a lot better of a build, but if funds aren't a factor what would be a reason for or against either rotation? b.) I've always been confused on the global recharge values given out like this. Does +270% global recharge mean I'd have to get that 270% total from +recharge set bonuses, widow powers & hasten? Cause I've only got 110% bonus recharge from sets in my build. I planned for unlimited funds but skipped Hasten, so IDK how you'd get to 270% total from those sources. Is it supposed to "include" the base 100%, so that I'd need 170% "bonus"? Or perhaps the 270% goal includes the value gained from recharge enhancements slotted into the powers? If so, does every power need the same amount in that scenario, or do the individual powers have different goals? I've had a lot of confusion about this when I see +recharge totals come up on the forums. Thanks for the responses so far! Regarding Optimal vs. Best, getting that level of recharge requires a lot of investment to the point where you have to specifically build for it instead of building going for other options like resists, regen and recovery. Meanwhile you can build for the optimal chain, and if you get buffed by a teammate you can use the best chain. Here's a build that aims for the best rotation, you'll see it's very focused on that one goal and has to rely on teammates for survivability. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Arachnos Widow Primary Power Set: Night Widow Training Secondary Power Set: Widow Teamwork Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Swipe -- SprSpdBit-Rchg/Global Toxic:50(A), SprSpdBit-Dmg/Rchg:50(5) Level 1: Combat Training: Defensive -- LucoftheG-Rchg+:50(A) Level 2: Strike -- SprSpdBit-Dmg/EndRdx/Rchg:50(A), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(3), SprSpdBit-Acc/Dmg:50(3) Level 4: Tactical Training: Maneuvers -- LucoftheG-Rchg+:50(A), RedFrt-Def:50(5), RedFrt-Def/EndRdx/Rchg:50(40), RedFrt-Def/Rchg:50(42), RedFrt-Def/EndRdx:50(43), RedFrt-EndRdx:50(43) Level 6: Dart Burst -- Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(40), Rgn-Acc/Rchg:50(45), Rgn-Acc/Dmg/Rchg:50(45), Rgn-Dmg/Rchg:50(46) Level 8: Follow Up -- CrsImp-Dmg/EndRdx/Rchg:30(A), CrsImp-Acc/Dmg/EndRdx:50(9), CrsImp-Acc/Dmg/Rchg:30(9), CrsImp-Acc/Dmg:50(11), CrsImp-Dmg/EndRdx:50(11), GssSynFr--Build%:50(34) Level 10: Indomitable Will -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam/EndRdx:50(33) Level 12: Lunge -- SprDmnofA-Rchg/DmgFear%:50(A), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(13), SprDmnofA-Dmg/EndRdx/Rchg:50(13), SprDmnofA-Acc/Dmg/Rchg:50(23), SprDmnofA-Acc/Dmg:50(23), TchofDth-Dam%:40(31) Level 14: Spin -- Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(15), Arm-Acc/Rchg:50(15), Arm-Acc/Dmg/Rchg:50(17), Arm-Dmg/Rchg:50(17) Level 16: Hasten -- RechRdx-I:50(A) Level 18: Slash -- Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(19), Hct-Acc/Rchg:50(19), Hct-Acc/Dmg/Rchg:50(21), Hct-Dmg/Rchg:50(21), TchofDth-Dam%:40(39) Level 20: Mask Presence -- ShlWal-ResDam/Re TP:50(A), LucoftheG-Rchg+:50(45) Level 22: Foresight -- RedFrt-EndRdx:50(A), RedFrt-Def/EndRdx:50(34), RedFrt-Def:50(34), RedFrt-Def/Rchg:50(36), RedFrt-Def/EndRdx/Rchg:50(36) Level 24: Mind Link -- Rct-ResDam%:50(A), Rct-Def/EndRdx/Rchg:50(25), Rct-Def/Rchg:50(25), Rct-EndRdx/Rchg:50(27), Rct-Def/EndRdx:50(27), Rct-Def:50(29) Level 26: Maneuvers -- LucoftheG-Rchg+:50(A), RedFrt-EndRdx:50(36), RedFrt-Def:50(37), RedFrt-Def/EndRdx/Rchg:50(37), RedFrt-Def/Rchg:50(37), RedFrt-Def/EndRdx:50(42) Level 28: Boxing -- Empty(A) Level 30: Tough -- StdPrt-ResDam/Def+:30(A), StdPrt-ResDam/EndRdx:30(31), GldArm-End/Res:50(33), GldArm-3defTpProc:50(42) Level 32: Weave -- LucoftheG-Rchg+:50(A), RedFrt-EndRdx:50(33), RedFrt-Def:50(39), RedFrt-Def/Rchg:50(39), RedFrt-Def/EndRdx/Rchg:50(40), RedFrt-Def/EndRdx:50(50) Level 35: Tactical Training: Assault -- EndRdx-I:50(A) Level 38: Mental Training -- Run-I:50(A) Level 41: Mace Blast -- Apc-Dam%:50(A), Apc-Dmg/EndRdx:50(43), Apc-Acc/Rchg:50(46), Apc-Acc/Dmg/Rchg:50(46), Apc-Dmg/Rchg:50(50) Level 44: Shatter Armor -- Hct-Dmg:50(A), EndRdx-I:50(50) Level 47: Summon Blaster -- ExpRnf-Dmg/EndRdx:50(A), ExpRnf-Acc/Dmg:50(48), ExpRnf-EndRdx/Dmg/Rchg:50(48), ExpRnf-Acc/Dmg/Rchg:50(48) Level 49: Assault -- EndRdx-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 -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I:50(A) Level 1: Conditioning Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(7), Mrc-Rcvry+:40(7) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), EndMod-I:50(29), EndMod-I:50(31) Level 50: Ageless Core Epiphany Level 0: Invader Level 0: Born In Battle Level 0: Marshal Level 0: High Pain Threshold Level 50: Musculature Core Paragon Level 50: Reactive Radial Flawless Interface Level 50: Assault Radial Embodiment Level 50: Banished Pantheon Core Superior Ally Level 50: Void Radial Final Judgement ------------ ------------ -
A small number of more focused questions.
Auroxis replied to Seroster01's topic in Arachnos Soldier & Widow
Optimal Widow ST chain is: Slash - Strike - Follow Up - Lunge - Strike and requires around +180% global recharge. Best chain is: Slash - Follow Up - Lunge - Strike and requires around +270% global recharge. Eviscerate is skippable. -
What would be the best way to realise the planned Striker AT?
Auroxis replied to Xaeon's topic in Suggestions & Feedback
Thanks Captain, sounds a lot like how a Claws Scrapper or a Tri-Form Kheldian plays. I don't think it warrants all the effort. -
If a buff makes current choices (like dark mastery) obsolete, then it's arguably a nerf just as much as it is a buff.
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What would be the best way to realise the planned Striker AT?
Auroxis replied to Xaeon's topic in Suggestions & Feedback
The only class we're missing is a true melee/support hybrid. Inherent would have to be something that gives CC protection though. -
When you throw around suggestions for nerfs, keep in mind people have spent a lot of time and thought into their builds and characters. Unless there's an absolutely broken combo that hurts other people's gameplay experience, there's absolutely no need to piss off a lot of players with a nerf. Especially if your only reasoning to do so is to "bring it in line".
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Our attack chain (blaze-snipe-blaze-fireball-flares) is very recharge-dependent so recharge slightly increases our DPS. It also makes Soul Drain perma, increases the endurance we get from Chrono Shift, and Fireball+Inferno are up more often.
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Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Radiation Armor Secondary Power Set: Radiation Melee Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Alpha Barrier -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(5), RctArm-ResDam/EndRdx/Rchg(7), RctArm-ResDam(7), GldArm-3defTpProc(9) Level 1: Contaminated Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 2: Gamma Boost -- EndMod-I(A) Level 4: Proton Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(9), RctArm-EndRdx(11), RctArm-ResDam(11), StdPrt-ResDam/Def+(13) Level 6: Fallout Shelter -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(13), Ags-ResDam(15) Level 8: Radiation Therapy -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Rchg(23), Erd-Acc/Dmg/Rchg(34), TchoftheN-Heal(34), TchoftheN-Heal/HP/Regen/Rchg(34) Level 10: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45) Level 12: Beta Decay -- HO:Enzym(A) Level 14: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(50) Level 16: Cross Punch -- Arm-Dam%(A), Arm-Dmg/EndRdx(17), Arm-Acc/Rchg(17), Arm-Acc/Dmg/Rchg(19), Arm-Dmg/Rchg(19), Arm-Dmg(21) Level 18: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(37), Prv-Heal/EndRdx(40), Prv-Heal/Rchg/EndRdx(46), Prv-Heal/Rchg(46), Prv-EndRdx/Rchg(46) Level 20: Super Speed -- WntGif-ResSlow(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Radiation Siphon -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(25), SprGntFis-Acc/Dmg/Rchg(25), SprGntFis-Dmg/EndRdx/Rchg(29), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(31) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(27), ShlWal-Def/EndRdx(27), ShlWal-ResDam/Re TP(29), Rct-ResDam%(33) Level 28: Irradiated Ground -- FuroftheG-ResDeb%(A), AchHee-ResDeb%(31), Erd-Acc/Dmg/EndRdx/Rchg(40), Erd-Dmg(43), Erd-%Dam(43), Mlt-Acc/Dmg/EndRdx(45) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(33) Level 35: Devastating Blow -- Hct-Dam%(A), Hct-Dmg/EndRdx(36), Hct-Acc/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Dmg/Rchg(37), Hct-Dmg(37) Level 38: Atom Smasher -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(40) Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-Rchg/Hold(42), BslGaz-EndRdx/Rchg/Hold(42) Level 44: Melt Armor -- Acc-I(A) Level 47: Fire Ball -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50), Rgn-Dmg(50) Level 49: Taunt -- Range-I(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 -- UnbLea-Stlth(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Agility Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ageless Radial Epiphany Level 50: Degenerative Radial Flawless Interface Level 50: Clockwork Core Superior Ally Level 50: Pyronic Core Final Judgement Level 50: Support Core Embodiment ------------
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You can run the S/L comic-con farm with it, but it's best in a battle-maiden farm.
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Came in to say this, right now you have to choose between Power Boost or perma Soul Drain, lots of people chose Dark Mastery for that reason and would be forced to respec. There's no "Fix". The only change I'd suggest is to rename the power on Soul Mastery so the difference becomes clearer. Call it Soul Siphon.
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I churned out this build today and tested it on Justin, focused on maximizing S/L resists while maintaining high overall performance. It can down pylons in reasonable times (About 280 DPS) and farm AE maps on +4x8 w/ Bosses. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer 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(A), SprSpdBit-Acc/Dmg(5), SprSpdBit-Dmg/EndRdx/Rchg(5), SprSpdBit-Dmg/Rchg(7) Level 1: Bane Spider Armor Upgrade -- Ags-ResDam/Rchg(A), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam(3), Ags-ResDam/EndRdx(9), GldArm-3defTpProc(11), UnbGrd-Max HP%(11) Level 2: Combat Training: Defensive -- Rct-Def(A), Rct-ResDam%(7), ShlWal-ResDam/Re TP(9), Ksm-ToHit+(17), LucoftheG-Def/Rchg+(45), Krm-ResKB(50) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-EndRdx/Rchg(29) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 8: Boxing -- Empty(A) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13) Level 12: Pulverize -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(31), CrsImp-Acc/Dmg/Rchg(34), CrsImp-Dmg/EndRdx(39), CrsImp-Dmg/Rchg(40) Level 14: Venom Grenade -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(15), Rgn-Acc/Rchg(15), Rgn-Acc/Dmg/Rchg(17), Rgn-Dmg/Rchg(25) Level 16: Tough -- Ags-ResDam/Rchg(A), Ags-ResDam(33), Ags-ResDam/EndRdx(34), Ags-ResDam/EndRdx/Rchg(33), StdPrt-ResKB(39), StdPrt-ResDam/Def+(43) Level 18: Shatter -- Hct-Dam%(A), Hct-Dmg/EndRdx(19), Hct-Acc/Rchg(19), Hct-Acc/Dmg/Rchg(42), Hct-Dmg/Rchg(43) Level 20: Frag Grenade -- SprDmnofA-Acc/Dmg/EndRdx/Rchg(A), SprDmnofA-Rchg/DmgFear%(42), SprDmnofA-Dmg/EndRdx/Rchg(42), SprDmnofA-Acc/Dmg/Rchg(21), SprDmnofA-Dmg/Rchg(21), OvrFrc-Dam/KB(40) Level 22: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(33), RedFrt-Def/EndRdx(37) Level 24: Cloaking Device -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def(50) Level 26: Tactical Training: Assault -- EndRdx-I(A) Level 28: Surveillance -- AchHee-ResDeb%(A) Level 30: Assault -- EndRdx-I(A) Level 32: Crowd Control -- Arm-Dam%(A), Arm-Dmg/EndRdx(34), Arm-Acc/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/Rchg(36), FrcFdb-Rechg%(43) Level 35: Build Up -- GssSynFr--Build%(A) Level 38: Web Envelope -- RechRdx-I(A) Level 41: Shatter Armor -- Hct-Dmg(A) Level 44: Summon Blaster -- CaltoArm-EndRdx/Dmg/Rchg(A), CaltoArm-Acc/Dmg/Rchg(46), CaltoArm-Dmg/EndRdx(46), CaltoArm-Acc/Dmg(46), CaltoArm-Acc/Rchg(50) Level 47: Wolf Spider Armor -- Ags-ResDam(A), Ags-ResDam/EndRdx(48), Ags-Psi/Status(48), Ags-ResDam/Rchg(48) Level 49: Mental Training -- Run-I(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(A), Clr-EndRdx(45) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Clr-Stlth(A), Clr-RunSpd(27) Level 1: Conditioning Level 1: Sprint -- Clr-EndRdx(A), Clr-RunSpd(27) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(37), NmnCnv-Regen/Rcvry+(37), Prv-Absorb%(40), Prv-Heal(45) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31), PrfShf-EndMod/Acc(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 ------------ ------------ Single Target DPS Chain = Shatter-Pulverize-Bash Debuff Chain (every 20s) = Surveillance-Venom Grenade-Shatter Armor AoE Chain = Crowd Control-Venom Grenade-Frag Grenade
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Did some Bane Spider runs on Justin: Cardiac, Rebirth, Assault Hybrid (inactive) ~260 DPS Cardiac, Rebirth, Assault Hybrid (activated when up) ~280 DPS Musculature, Ageless, Assault Hybrid (activated when up) ~300 DPS Not bad considering the build is contributing 60-80% -res to a team (venom grenade, surveillance, shatter armor, achilles' heel) and a bunch of tasty leadership buffs. Click this DataLink to open the build!
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Here's an endgame build I made for someone today, m/r softcapped with Barrier (+5% at its lowest): 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: Dark Armor 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: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-ResDam/EndRdx(5) Level 1: Shadow Punch -- Mk'Bit-Dam%(A), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Dmg/EndRdx(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg(46) Level 2: Murky Cloud -- Ags-Psi/Status(A), Ags-ResDam(5), Ags-ResDam/Rchg(9), Ags-ResDam/EndRdx/Rchg(21), Ags-ResDam/EndRdx(27) Level 4: Death Shroud -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(11), SprGntFis-Dmg/EndRdx/Rchg(11), SprGntFis-Acc/Dmg(15), SprGntFis-Acc/Dmg/Rchg(19) Level 6: Obsidian Shield -- HO:Ribo(A) Level 8: Dark Regeneration -- ThfofEss-+End%(A), TchoftheN-Acc/EndRdx/Rchg(19), TchoftheN-Acc/EndRdx/Heal/HP/Regen(25), TchoftheN-Heal/HP/Regen/Rchg(27) Level 10: Boxing -- Acc-I(A) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def/EndRdx(13) Level 14: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(33), GldArm-End/Res(33), GldArm-3defTpProc(36), GldArm-Res/Rech/End(43) Level 16: Cross Punch -- Arm-Dam%(A), Arm-Dmg/EndRdx(17), Arm-Acc/Rchg(21), Arm-Acc/Dmg/Rchg(23), Arm-Dmg/Rchg(23), FuroftheG-ResDeb%(25) Level 18: Super Speed -- BlsoftheZ-ResKB(A) Level 20: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def/EndRdx(37), ShlWal-ResDam/Re TP(46) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 26: Siphon Life -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(37), TchoftheN-Acc/EndRdx/Heal/HP/Regen(37) Level 28: Soul Drain -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit(31) Level 30: Taunt -- Range-I(A) Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(36), Rct-Def/EndRdx(40), Rct-ResDam%(43) Level 35: Dark Consumption -- Acc-I(A) Level 38: Midnight Grasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(39), Hct-Acc/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/Rchg(40), SprMghoft-Rchg/Res%(40) Level 41: Gloom -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/Rchg(43) Level 44: Dark Obliteration -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/Rchg(46) Level 47: Summon Widow -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg(50), ExpRnf-Acc/Rchg(50) Level 49: Darkest Night -- HO:Enzym(A), HO:Enzym(50) 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 -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod/Acc(A), PrfShf-EndMod(7), PrfShf-End%(34) Level 50: Agility Core Paragon Level 50: Barrier Core Epiphany Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander ------------
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Keep in mind that while the -res procs don't stack from multiple casters, they're still -res procs which scale your whole team's damage. So if you do happen to be the only one with -res procs in a team of 8, the advantage is massive.
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I remember hearing about that as well. Regardless of whether the two procs stack or not in this specific case, I did fit an achilles into my irradiated ground during my testing. I hadn't initially done it thinking they wouldn't stack. Respec on my Rad/DA today while test is down, grabbed an extra Achilles Heel and parked up next to a Pylon with Power Analyzer open with the IG patch going. Gave a good 20/s to see a consistent pattern and then tossed Contaminated Strike on auto with another Achilles. Only ever got one active stack, and which-ever was the most recent successful trigger was what stayed "on top." Given that, though, it was pretty much Irradiated Ground dropping both procs consistently. A few instances where it dropped for five seconds, and then both -20% procs reapplied again. Whether that's just a stacking issue with Power Analyzer, or what, the Pylon never went below -12%, I'm going to assume it still considers IG as "Me" and only applies the one source. With how consistent IG was though (watched it for six minutes), I think its a safe call to rely on that for both and use that sixth slot in CS for some other proc. Really speaks volumes about Rad vs. Spines for farming, too.