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Darkir

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Everything posted by Darkir

  1. Isn't this just a fix? Wasn't it always supposed to give the resistance regardless of when you used it? Nothing in the power description suggests that it should work this way. P.S. please don't change RoP duration. Please just bring the other origin pool powers duration in line with it so they also have a 90 second duration. 3 power picks, 1 of which is almost certainly a complete waste, is enough of a sacrifice for a 90 second origin power like RoP or unleash potential.
  2. Yeah, it's a 50 build with incarnates build for sure. Do you find with drain psyche you can maintain end better without ageless?
  3. Quite right. But we're getting off track here. I don't think increasing the endurance costs of prestige travel powers is necessary.
  4. Tch, screw kb protection, I'd 2 slot all 6 of them with zephyr to get 7.5% ranged def for six slots. (Ok, I'd also get 24 kb protection, but that would be secondary to my goals) 🙂
  5. I agree completely. Already 95% of my toons take tough, weave, hasten, and maneuvers. If RoP goes down to 60 seconds it just means that I'll end up taking stealth or combat jumping on those characters. It's not going to make me ever consider unleash potential as a viable option. If unleash potential was at 90 seconds also however, I might end up taking it instead. Putting RoP to 60 seconds just ensures even more lack of power diversity. Even if the last tier origin powers were at 120 seconds, there are still plenty of toons I wouldn't take them on. You'd still need to cap recharge to make those perma and that just isn't an option on a lot of toons. The toons I wouldn't take them on are also the archetypes that are the most self sufficient. Scrappers, brutes, sentinels, and stalkers don't get as much out of unleash potential or RoP with heavy IO investment builds. As it stands the 3 power investment in sorcery makes 90 seconds of RoP worth it and let's be honest here, I'm not getting much use out of arcane bolt, enflame, or ward so I'm throwing away at least one power that gets no use. I get to use mystic flight so I don't need a jetpack anymore and RoP for the investment. I think the price is worth the reward on a lot of toons, but it's a huge waste if the origin powers only last 60s out of 150-180.
  6. Yes, I think I talk about this choice somewhere in here. Essentially it boils down to the fact that I use fire blast mostly to finish off a low and running mob, times when I have a very high chance to scourge. Very often, if I have/use flares in these cases, I scourge, but it still isn't quite enough dmg to finish the mob entirely, thus I need to use another power to fully finish them off, whereas if I have/use fireblast, I also scourge, and the mob dies. This is why I use fireblast over flares. In a case of me dpsing down an AV or GM, yes, it is more dps to use flares (ITF build took it) for the ST chain, but in cases where I am killing minions/lieutenants/bosses I find that fire blast finishes them with a scourge when flares would not. Feel free to try both as it changes the build very little, but I take fire blast because I hate needing to use that one extra attack to kill a running/low mob. Also, because I am also super busy with healing myself, buffing myself+lowering mob dmg, and siphoning speed, I don't just sit there and use the ST chain. More often I do something like blazing bolt>blaze>fireball>a kin power and throw in a fireblast/flares/inferno/RoF where applicable.
  7. Outside of just being /time, how can you do it?
  8. They are discussing doing this here, it's on the beta now. I think this is of particular interest to def/corr/troller. Let them know what you think of this here: https://forums.homecomingservers.com/topic/27034-focused-feedback-power-changes/page/11/
  9. They are discussing doing this here, it's on the beta now. I think this is of particular interest to def/corr/troller. Let them know what you think of this here: https://forums.homecomingservers.com/topic/27034-focused-feedback-power-changes/page/11/
  10. They are discussing doing this here, it's on the beta now. I feel this is of particular interest to def/corr/troller. Let them know what you think of this here: https://forums.homecomingservers.com/topic/27034-focused-feedback-power-changes/page/11/
  11. They are discussing doing this here, it's on the beta now. Let them know what you think of this here: https://forums.homecomingservers.com/topic/27034-focused-feedback-power-changes/page/11/
  12. The amplifiers are a relic of the free to play model and I would be 100% ok with their complete deletion. P.S. Let's stay on track. Devs please increase the duration of the other pool powers instead of nerfing rune of protection, at least until all the powers are out and we know what is on offer.
  13. From our various discussions, I think you will be happier with a rad/rad from the options you listed, but I think you'd be even happier with a cold/water or a dark/rad.
  14. Please don't do this to rune of protection, it's the only self mez protection squishies have access to. Why not buff the other powers to 90s instead? We already have brutes, tanks, stalkers, and scrappers running around that are completely self sufficient. Rune of protection allows squishes like defenders and corruptors to be self sufficient for about 1/2-3/5 of the time. You already have to take 2 other sorcery powers just to get it, severely hampering your build choices. I think it would be far better to make all the other powers 90 seconds. And while we are looking at ice manipulation how about we make domination affect arctic air 😕
  15. If I was to play a ice/time I think I'd do this (dropping bitter freeze ray): In terms of an Ice/kin, I think there is a build in my kintank post.
  16. Actually upon further thought I'll just leave it as is because every enemy has a different amount of resistance. I added two builds, one defender and one corruptor showing some of the differences between the two builds. You get closer in damage to the corruptor with procs and assault and bigger -res, but you also run real close to the damage cap. You do get higher res and def numbers from all your powers too, but with time its almost redundant defense wise. Anyway, you are right that the corruptor does more dmg, but I think the defender has a lot more going for it in terms of resistance, -res (this applies to the whole team), and recharge (mainly due to more slots to use because of higher def/res numbers).
  17. I didn't want to deal with resistance to the resistance debuff, but I will add it to the above numbers as you have them here. Give me a bit, I'm working on the corruptor build. We have to take into account the base damage with the damage buff numbers and the damage caps with scourge so it all gets messy, but I'm trying my best to include everything to give a more decent picture.
  18. First, distortion field I feel is often overkill on my time toons. I already have times juncture, tough, dark embrace, and soul drain (of course I'm taking dark mastery). So that means I have softcapped defenses, around 60-75 s/l resists (with 35-60 dark resist), and heals. I just don't need more defenses unless I'm soloing dark astoria missions. Distortion field has a high end cost and a long animation time that does no damage. I can put procs there to make it ok to use, but there are still better choices for those slots, especially when considering the animation time. So, I just don't take it most of the time. Now, in terms of a time corruptor or defender it's far more complicated than just saying one has better buffs/debuffs and one does more damage. Solo, a time/ice defender specifically might do more damage, have more survivability, and have more power choices than a corruptor when properly built. This is because of the stronger buffs and debuffs available to the defender and they can skip time crawl. Let's do some math: We assume a power of ours does a base 100 damage (75 corruptor 65 defender), we can saturate soul drain with 6 enemies, we have 100%+ dmg from enhancements, we have applied slowed response, and we will look at DMG with aim and without. Oh, this is solo so we also have vigilance, but we also need to include scourge damage and quantifying that is difficult. So, we will also generously assume scourge adds 15% damage (but it's multiplicative! Not additive!!!). Its 15% because most the time you get scourge its super overkill. Corruptor with aim: 100% dmg enhancements+74.8% dmg soul drain+ 100.5% dmg aim with gaussian=3.853*75 base dmg= 288.975 dmg *1.225 slowed response=353.99 dmg *1.15 scourge= 407.09 dmg (but this is with aim and scourge so.....its a bit odd and not all the time...this is why things get difficult to determine real world usage) Corruptor without aim: 100% dmg enhancements+74.8% dmg soul drain=2.748*75 base dmg= 206.1 dmg *1.225 slowed response=252.47 dmg *1.15 scourge= 290.34 dmg Defender with aim: 100% dmg enhancements+30% vigilance dmg+88% dmg soul drain+ 130% dmg aim with gaussian= (we hit the damage cap for defenders here of 400%)4*65 base dmg= 260 dmg *1.3 slowed response=338 dmg Defender without aim: 100% dmg enhancements+30% vigilance dmg+88% dmg soul drain= 3.18*65 base dmg= 206.7 dmg *1.3 slowed response= 268.71 dmg So, if we don't include scourge the defender will actually do more dmg without aim than a corruptor, but thats kind of insane. Scourge will of course add some damage and so we must include it, but how much? Its very situational and so I put it at 15%, but sometimes its 0 and sometimes its 30%, and it saves you from hitting another power sometimes. Some people have said that scourge is 10% and others 30%, but meh, anyway its hard to determine is my point. The defender gets that extra power from not taking time crawl though and they get the higher defense modifiers which frees some things up for procs and other things. An example defender build that is not min/maxed, but has a ton of procs in their ST attacks (melee defense is softcapped with time's juncture): Similar proc based ice/time corruptor, you need to move things around a bit more and you lose global recharge, but this shows pretty well that it will do more dmg (I am a bit concerned about endurance though): (In both builds the missing slot is for a chance to build up proc in bitter freeze ray, I left it out so that all the damage stuff wouldn't be messed up because mids would assume it was always on) Ok, so the damage of those two builds for single target is very close according to mids. The corruptor will almost certainly do more damage because of scourge, but its closer than a lot of people think without it. The lack of time crawl also lets the defender pick up assault, but the defender will also have higher damage debuffs from time's juncture and higher resists (maxed s/l). So the defender is more survivable overall. Now, for a real build I would almost certainly drop bitter freeze ray because even with all those procs its damage per animation is only 240-260 damage and it has a 2.5 cast time, which just isn't worth it for the whole chain unless you put in that build up proc in too, but even then I'd just rather use ice bolt or ice blast due to the faster cast time. In general, I'd prefer the defender for solo performance and the corruptor for teaming because the defender will easily hit the damage cap on a team (the defender can get to the damage on their own with aim) and the corruptor has a lot more room as far as the damage cap goes. All of this though (the builds, the math, everything) is predicated on the idea that you will take dark mastery for dark embrace and soul drain.
  19. Yes, you can absolutely go nerve for your alpha. My build does not need the extra accuracy though and you would lose recharge in your powers that allow things to be a lot more fluid. If you go nerve, you can change the acc invention IOs for recharge IOs in fulcrum shift and siphon speed getting you an extra 1 second sooner usage. Hasten is also no longer perma without the FF proc or the ageless (not really a problem until you are facing a single target), so you need to put an extra slot here for another recharge IO if you want perma hasten against one target when exemplaring. The difference in proc rates for blazing bolt and blaze are as follows: Blazing bolt with nerve 58.9% chance to proc a 3.5 ppm proc Blaze with nerve 50.03% chance to proc the superior ATO 5 ppm proc Blazing bolt with agility 49.65% chance to proc a 3.5 ppm proc Blaze with agility 45.61% chance to proc the superior ATO 5 ppm proc with nerve blaze recharge in 2.5 seconds with 2 siphon speeds and blazing bolt recharges in 3.5 seconds. The proc chances in inferno stay at the cap regardless of the alpha. Overall I prefer agility for the extra slots it allows me to use, a bit extra endurance to decrease the amount of times I need to transference, the tighter attack chains, and the extra few seconds it shaves of inferno and rune of protection. The above proc chances are only for my current slotting and yes, you can absolutely get higher chances with a different proc focused build, but you lose out on set bonuses that a kin desperately needs for defenses. Using the nerve alpha is absolutely a valid choice, but I'd make a new build that built around it. Focusing on procs while maintaining softcaps and good resistances is very very difficult for a kin build to do and may be impossible. If you can manage to do it, please show me the build as I would be very interested. I should also note that my build is focused on general all around content, made for everything in general, both soloing (missions not TFs) and teaming. When I soloed the ITF at +4x8 without temp powers or any store bought powers (no envenom daggers), I had to completely redo the build in order to do enough ST dmg to the AVs to take them down (I couldn't just use extra mobs as fulcrum fodder because the added hits were enough to take me down on top of the AVs dmg).
  20. You can get to the defense cap without the alpha if that is what you want, but these builds are 50 builds and so they min/max everything I can at 50. You lose a ton of recharge by going for the softcap without the alpha, but it can be done. In terms of accolades, I'm only using the +hp +end ones that are always on, the build still works and functions the same without them, you just need to heal and use transference more.
  21. I don't think dominators have an endurance problem, because you get to refill your end every time you use domination and almost every dominator build shoots for permadom.
  22. My Kintank fire/kin corruptor. Good resists, softcapped defenses, great recharge, extra recharge and passive damage mitigation with knockdown through repel (ff proc+kb to kd), mez protection through RoP, maxed damage, AND lovely juicy scourge (at max corruptor dmg!). I scrap in melee with the best of them, I can heal myself, and buff the team+myself. It's sooooooo much fun! 🙂 edit: I soloed the ITF with my Kintank just to prove I could do it, it took longer than I want to admit, but I did do it solo, without temp powers.
  23. I would love this change so much. I don't think the devs here give dom's much thought.
  24. Hi, don't have access to mids right now. Could someone please tell me the damage buff values for ice blasts aim on a corruptor and a defender with the gaussian proc. Also, I would the damage buff numbers of a 6 target dark mastery soul drain on a corruptor and a defender. Thanks. Love you all.
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