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Sovera

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Sovera last won the day on September 29 2021

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  1. Their discord has the Homecoming database. They are working at integrating it and hammer out some bugs, but we can download the database and merge it manually.
  2. This is the build I'll be going for. I dropped all +5 from the build in Consume Psyche and Memento Mori since I'm no longer trying to squeeze every ounce for a bombastic title and prefer having those bonuses available when exemplaring. Also traded one of the Touch of Death in Slash for a -res proc. Almost nothing was lost as the build went down minutely from 166 HPS to nearly 163 and 5.73 EPS to 5.66. Cognitive Core as an incarnate Interface is trying to be alluring to be stacked on top of Aura of Insanity, but if soloing then Degenerative is simply too powerful when facing AVs. But in teams someone else will probably have it as it's a common pick which would free playing with Cognitive. Since I'm mostly a soloer these days I'm going with Degenerative. We can squeeze a bit more recharge, and recovery, and F/C resistances, by going 5 Hecatomb in Slash, but A) I really wanted that 95% -recharge resistance, and B) Slash goes from 257 with 5 Hecatomb to 313 (319 with the original three touch of Death) which is a decent 21-ish% increase. I thought of doing this with Spin but Spin is my only AoE and I want to spam it while Slash can have zero recharge and still fit the ST rotation. Tanker (Psionic Armor - Claws - Nonmax).mbd
  3. Lets quickly debunk the bombastic clickbait: max Consume Psyche (happens near instantly in x8 content but will take close to 40 seconds starting from scratch against a single enemy), Psycho Barrier up (recharges in 18 seconds and lasts 45 seconds so isn't a problem), Memento Mori used prior to combat (with no enemies in range it recharges in 10 seconds and lasts for 30 seconds so good for a small extra boost with zero downsides, and if push comes to shove it can be used again while in combat), Vigor Radial as Alpha. Without faffing with Memento Mori or taking Vigor Radial it is a less bombastic 142 HPs. Which is still amazing on top of resistances. 142 HPs -> With Memento Mori: 150 HPs -> With Vigor Radial: 166 HPs. 142 HPs -> Not bothering to use Memento Mori and simply relying on Vigor Radial: 156 HPs. Yes, I skipped Shockwave, I can't be arsed to bounce around trying to align a cone then jump back in to hit my PbAoE. I picked Claws to have a single strong AoE allowing me to sprinkle the slots I would otherwise use on a second AoE. If wishing to take Shockwave strip the slots dedicated to regen. Yes, there are is a free power, but there was nothing else that interested me. Pick whatever, be it Taunt or Assault (or Shockwave). Assault kinda sucks. That said we ooze endurance (5.6 EPs and that doesn't take in account the Panaceia and both Perfect Shifter procs) and should be able to afford it. Build has capped S/L/E/N/P with two ATO stacks and Barrier's 5%. F/C lags behind at 72% with two stacks and Barrier while Toxic is near non existent at about 26% with two stacks and Barrier. I tried amping defense but there was no real point as I ended with around 33% to melee and 25% to ranged and AoE with no DDR to back it up. So I just took all those slots out and went full bore on regen reaching a majestic 1255% regeneration, or simply, 142 HPs. But, Memento Mori has a ten second cooldown if not used with enemies in range and since it gives +HP then using it prior to combat will add another 148 HP which in turn boosts regeneration to 150 HPs. This last bit will only work for the initial 30 seconds of combat. Using it in combat (or in range of enemies) will make the recharge go up to 300 seconds. Granted that depending on the number of enemies this can elevate regeneration to even higher levels but Mids currently does not account for each enemy hit. That said it has no downsides to its use unlike nearly all T9 panic buttons and the ten seconds recharge means we can have our cake and eat it too by using prior to combat and if things go sour then using it again during combat (or, y'know, kite the enemies until out of range and then use it again, but uff, that's so try-harding). It's one of the few builds where I will take the T9. I decided to 'cheese' Mids by having max stacks of Consume Psyche since, unlike other stacking powers, we can have 10 stacks all the time even against a single enemy thanks to the way the dynamic recharge works. Mids in its current state is not taking in account the dynamic recharge (but seriously humongous kudos to the devs of Mids to put out the changes the same day the page releases! Gods amongst men they are) so shows 17 seconds per application but against a single enemy that ought to be closer to 4-5 seconds. It would still take around 40 seconds to stack it 10 times against a single enemy so it is definitely cheesing it for big clickbait numbers, but in regular play so much as fighting against two enemies would lower that to 20 seconds, and of course a single application on a group will fill it up in one go. As we can refresh the stacks even with a single enemy, stacks that last 45 seconds, we can take a page from our Brute brethren and try to not linger between spawns and the 10 stacks will always be up. My initial playing with the build had me going in, hit my AoE, mobs wake up, start running to me, I used Consume Psyche and pretty much capped my stacks. In the meanwhile I would take a bit of damage and would use Psycho Barrier which would heal me and add more regen to the mix while refreshing the buff stacks it brings. Speaking of buff stacks Psycho Barrier brings a buff that stacks up to 3 times VS endurance drain, recovery debuffing, regeneration debuffing, and, more to the point, recharge debuffing. Since -recharge is pretty dangerous for a resistance build that relies on its cooldowns to survive I don't rely on stacking the -recharge and prefer starting straight off at 95% at the first use of Psycho Barrier, ergo the slots in Boxing and Brawl. The build only has one AoE so it's not min-maxed for massive clears, but Spin is good, and a friend of mine who tested Aura of Confusion said it reliably confused up to lieutenants. This means by dint of leaning hard on the Confuse angle we have a pseudo damage aura. And I'm not talking of the piddly DoT the aura itself does but rather the enemies hitting each other as we wait for Spin to recharge. Confused enemies hitting each other does diminish the XP but I can't say that this bothers me if it makes the clearing faster. I haven't leveled the character yet to see if this is so, just as I don't know if the Cupid proc would actually add anything to it. The recharge is pretty decent with Hasten (the benchmark) at 128 seconds (alas, I had it at 124 at one time), but ought to be perma if we consider the FF procs from Focus. As for Incarnates pick what seems interesting. I'm thinking of going for Vigor Radial since as mentioned it will further boost the regeneration and slightly boost Aura of Insanity some more. This will do zilch for single-target damage which is where Tankers are ailing, but Musculature 45% only gives around 15% damage, and since I usually picked the 33% version it was actually less than a 15% boost. Might be worth it, will have to see. There might be a temptation to take Rebirth Radial for more regen but I consider my Destiny incarnates as panic buttons which is something Barrier excels at (it's not just the resistance, which we are nearly capped anyway, but the burst of defense to prevent taking more damage if we are severely debuffed). But yes, I could make an even MORE bombastic title with Rebirth. I hope someone appreciates my restraint. This can serve as a framework for other secondaries than Claws, though then the fluff slots to amp regen will have to be salvaged. Otherwise the resistances are pretty much baked into the build so the choice of the secondary will not affect them (the three Adjusted Targeting from Impose Presence would simply move to Focused Accuracy). The ST rotation is still Follow-up, Focus, Slash. Strike is just a mule for Gauntled Fist which in the future it can be slotted in Aura of Insanity but for now I am leaning on the Confuse angle. Tanker (Psionic Armor - Claws).mbd I can cook a leveling build if someone needs it.
  4. I'm not sure what is happening, but I regularly have more than 10 stacks of Consume Psyche. Usually it stabilizes at 11, but I've had as much as 18 stacks. These are not a tooltip error since my monitored regeneration and recovery reacted accordingly.
  5. Things 'work' fine in clickies, but will only activate when the clicky is activated. Placed in passives like Health they are on all the time. I haven't looked yet at building something with Psi Armor but it looks sturdy and the Confuse aura will act as a pseudo damage aura (on top of being an actual damage aura). Makes me interested to log in and play with it once it's released.
  6. I had a whole post but deleted it because it was not constructive. I already made my points a few pages back and though the squeaky wheel gets the oil I'm not going to play the game of being loud and obnoxious. I'll resume my post: 1- In my experience my Tankers and Brutes had the same TF times. This was run in multiple characters over the years and those who remember my posts I had/have a thing about writting down what I find. I'm not talking of missions, but TFs. The Tanker can have the extra sturdiness and the bigger AoEs but the Brutes had better ST (my Brutes invariably break a pylon a minute faster than my Tankers). 2 - My builds may be shit by min max standards (6 damage procs) but I'd like to think they reflect a 'normal' slotting where we go up to 5 slots, one proc included, then add a second proc in the last slot. Because of this my times were, well, standard Tanker when doing Trapdoor averaging six minutes. Nerfing the 'average' player achieves what exactly? 3 - Six proc builds brought this on (reminds me of WoW devs nerfing certain powers because they did too much damage, it turns out to be a bug, they fix the bug, but then don't un-nerf the power). Fix the proc stacking with whatever mechanics (100% chance for one proc to go off, 75% for a second to go off back to back. 50% for a third. Adjust numbers) before adjusting the AT because AFTER having FINALLY addressed the proc stacking then ANOTHER pass tuning the ATs will be required. This smells a lot like bringing back City of Brutes which was how the game ran for 95% of its life once Brutes got introduced. Only diehard Tankers played the AT if they came from other MMOs and gravitated to the role of a tank, and even them would move on to Brutes.
  7. I mean, in a sense. 0% defense (our natural state) actually means we have a 50% not to be hit. We are just so used to that 50% status that we don't actually notice it. When we are in the negatives and mobs hit every single time we notice it pretty fast. That's why we push to 45% to have 95% not to be hit. 50% base plus the 45% = 95%.
  8. To be honest I never noticed the slows or -recharge doing anything. But though I don't play Ice Armor it has its strong points. While I'm a big proponent of Stone Armor it is rough on the endurance. I'm leveling one intermittently with zero inf or IO transfers and even with one endurance reduction in each attach and all endurance uniques on Health, and two Per Shifters + end mod in Crystal Armor and Stamina my endurance simply evaporates. It's not something as noticeable when playing with twinked gear and having a stack of Recovery Serums, but when every million is precious I haven't bought Recovery Serums and it shows.
  9. It takes an average of 7 minutes for one of my Tankers to deal with a +1 AV. At max level with all (passive) incarnates it's an average of 5 minutes. For Pylons the average time is 4 minutes, 3 minutes if cheating with double -res procs (I say cheating because the -res procs do not work nearly as well in the real world but, again, if looking solely at a pylon test, then whoa). In the meanwhile Scrappers average a minute to a minute and a half on a pylon and the poor Brutes average two minutes to two minutes and a half. So, yeah, I'm happy the devs did not touch the ST damage much, and yes, mea culpa for being a dumdum and not six proccing my attacks as seems to be the expectation for all Tankers. Same with the Trapdoor test where a not-built-for-Trapdoor build averages 6 minutes where the six-proc players will flaunt their 4 minutes and a half. Dumdum is a me. As long as the overcap changes don't make whittling one spawn slower and only activate if daring to pull two then that's fine, for me, since that's what I do anyway, just one group at a time before moving on. What I'd like to do is a thought exercise: if there were no six proccing attacks and Tankers averaged 6 minutes on a Trapdoor and four minutes on a pylon would they still 'need' to be nerfed?
  10. Your vote is good here. And for me none. Everything should have a bracket. Low level thugs should not be a threat in the higher levels simply because we evolved past them. What was a danger for a lowbie untrained hero is nothing after they get trained by the Avengers.
  11. *wave*
  12. I'm fairly sure it wasn't a purposeful change because surely they ran the math and tested before putting it in the game. It must be a misplaced decimal.
  13. This is such a good move for the soloer/small team player. I may disagree on some things with the dev team but I need to applaud the ones that come off strong like this one. Kudos.
  14. This is what pisses me off about this. Not GREATLY pisses me because I haven't played in a while. But all my Tankers averaged 6 minutes. The 'average' Trapdoor time for Tanker is 4:30. Ergo Tankers 'need' to be tuned down because this is now the perception that has enveloped Tankers. But anyone slotting 'normally' is not achieving 4:30 minutes. It takes 5-6 slotting damage procs and picking extra AoEs from the epic pools which not everyone will do. Who is the culprit? The AT being overtuned? Or the damage procs? Empirically I'm going to say it is the procs. But those are untouched, the AT gets nerfed (granted that the major nerf has been the overcap mechanic which is bound to be tuned after this recent feedback backed by numbers), the people slotting normally get nerfed without even understanding why, and the 4:30 players just move back to Brutes leaving the regular players to pick up the pieces. This is dumb.
  15. The hexagon look is very very sweet. Good job, Cobalt.
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