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Everything posted by Sovera
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Man, breakdancing in granite form must be a riot.. I WANT TO SEE IT!
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Super reflexes. I just posted one on the proc monster. At level 24 you're softcapped with just SOs. Everything else is just gravy.
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No. Two Nucleous in Irradiated Ground made for much worse times. Apparently IG procs accounts for a pretty large chunk of damage. I'm going to even remove the Avalanche I had slotted for mitigation for an Obliteration. With another damage proc in Irradiated Ground and some shuffling I got down to 3:30 minutes. Pretty decent, close to my Rad/Bio brute. Still not under two minutes as the TW monsters have achieved though. What is still amazing to me is how the tank is softcapped at level 24. All the times people make a tank to tank and are weak and squishy until much much later on, and this build is barely into SO levels and boom, lets do dis. Coupled with decent AoE and decent ST, and very light on endurance (with the current slotting). I don't think my endurance ever went lower than 70%.
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Your 3 minute times with the PTS tanker energy melee are still better than my PTS rad tanker. I only got four minutes as I posted on the Pylon thread. It seems to me like Irradiated Ground would be better served with some accuracy slotted in instead of 6 procs.
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After this talk I decided to try a SR/Rad Tank. - Softcapped at level 25 is like, whoa, da heck. - No idea what Field Medic actually *does*, if it does anything. I posted over the Bug forums just in case someone can clarify it. - No AoEs until 28, ugh, and then a feast from 35 to 41. - SR scaling resist starts at 10% under 50% all the way to 50% res at 10-15% HP. Psi and toxic nor included. - The Scaling Resist IO starts at 90% with 4% (3% base) to 6% at 50% and 12% at 10%. Psi and toxic included. - Stress tested. Went into the red many times but Lethal/Smash at 90% + Aid-Self + softcap made it near impossible to kill in a S/L environment. - Pylon kill in 4 minutes on the dot. Far from the Bio/TW 2:20 times of Auroxis, but simplicity has a tax. There may be improvements such as removing two procs from Irradiated ground and give it two Nucleous as well as it may be missing and I don't know. - No endurance problems (mostly because of tanker buffs I reckon). To give an idea the Rad/EA brute, with the same attack slotting and both having Ageless and using it, had to use Energy Drain to not go dry once Ageless was at its minimum. So with caveats due to being PTS and tanker changes still in flux here is the build:
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Is Field Medic bugged? How do we test this? I use Aid Self and my recovery does not move. I do get a buff under 'Current Endurance' that says I get 0.05 but my Current Endurance does not move either. It starts at 130 and stays at 130. Aid Self tooltip says we should be getting 5% to endurance which doesn't seem to be happening. I ought to go from 130 to 135, assuming it does not take in account the accolades and tank endurance buff. 5% to Recovery seems logical. Could it mean we get 5% of our endurance spread over a period of 8.1 seconds? So 5 points of endurance? If this is it then it means Aid Self, once properly IOed, is endurance neutral-ish, but how to test? If I can toss a vote it would be for both Aid other and Aid Self no longer having an interrupt if having picked Field Medic.
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It's like I said though, your HP went down to 30% at one point salvaged by the fact you had killed the rest fast enough. Had a second pack been pulled by accident or on purpose and I don't think you would have survived. But for regular one-pack-at-a-time it went great. In any case SR has an easy time to softcap so it does not require extra powers which does make fitting in aid-self easier. I'll go back to it and tinker. I will also have to test the damage resistance scaling to see how much it grants. And thanks for the tip on Evasion, Bill! I triple checked all the toggles tooltips but once you pointed out it was Evasion I changed to 'Effects', and sure as rain Evasion had a taunt effect. As Bill showed the build I posted would work fine for regular play. Find one pack, jump in, kill things dead. Cooldowns cool down as we move to the next pack. I did say stress test and that's going into the Comic Con AE and sit in the middle while packs and packs wander around and we are completely saturated for 2-4 minutes while we kill kill kill (Bill. Not you, Zubba). The /Bio handles that without a sweat (70%+ S/L res, one absorb shield, one health/regen clickie). EA, not so much though as you pointed it might just need some tweaks in survival. For example on my second attempt I switched one of the lower damage procs from Irradiated Ground to a Superior Avalanche KD proc. While the recharge made the procs in Irradiated Ground less reliable it did add a layer of soft CC with the KD that is aided by Ball Lightning's Kd. Not enough to survive the second attempt though. But stress testing is like pylon times. They are not particularly practical metrics that matter in the real game. For the Rad to do the extragood I require four attacks whose slotting I can frankenslot. Something I'm working next expecting the tank changes is a Rad/Rad tank. It has 90% S/L and pretty close to 90% on the rest (with the exception of cold and negative), while also having 45% defense to melee, while also having those four free attacks so I can frankenslot them.
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Why does it need no aid self...? Are we talking of chugging green insps or..? And which power in SR acts as a taunt aura?
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Rad/EA Br00t. After an abysmal 6-7 minute pylon run with a Rad/Bio I wanted to try to improve it but nothing seemed to really help with Bio being so tight for slots. Energy Armor gave me a lot of leeway and after loading up in procs I got 3:10 with Musculature 33%, Degenerative, Ageless and Assault not clicked. I find that perfectly acceptable considering the best Brute time is a piano build with stuff like Where with the Rad/EA it was basically Radioactive Smash, Radiation Siphon, Radioactive Smash, Devastating Blow. We pay for the simplicity with double the time, but I'm okay with it. The AoE is also pretty decent with the damage aura, Atom Smasher big unf and Electrifying Fences + Ball Lightning. For a single hard target Radiation Siphon does an amazing job at topping our HP but... Less okay was how incredibly squishy EA turned out to be when put under stress testing. Despite all the glory sung to it EA folded like wet paper when I stress tested it against a +4x8 lethal Comic Con. As I predicted in my head each time I looked at EA a single heal every 35+ seconds just did not cut it. Which is a pity because I was ready to embrace this as my new toy, but I don't know how to improve the survivability. The build: My next pondering is a Rad/SR for the same slotting reasons, but I'm forced to take Aid-Self since the set has no heals, and no endurance recovery, and the quadruple proc approach is super endurance hungry, and it also has no taunt aura, so overall not great for a tank character.
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They do help a fair bit even with Fury. I have a Rad/Bio built 'normal' ((5-6 slotted sets in order to reach 40% defenses) and I had an abysmal 6+ minutes time to kill a pylon (used as a metric, not because pylon killing matters). When I tried it as a Rad/EA I lost Bio's Offensive Adaptation but gained easily softcapped defenses that allowed me to frankenslot all my attacks with a bazzilion procs. Got 3:10 out of a pylon. So yes, they do help.
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One free travel power at character creation?
Sovera replied to dmaker's topic in Suggestions & Feedback
Speaking as a min maxer and a RPer I'd say yes to the idea. It's just different from what we currently have so the first reaction is to go 'but back in my time...!'. I was part of that time. It was not a good time. Being sent to the Hollows with no travel powers was such a noob trap that worked so well that we had kind players going there and advertising teleport taxis for those who were sent on Sprint's miserable running speed dodging a maze of canyons and purple mobs back and forth across the huge map. I have been trying to bring friends to play the game with me (with an abysmal 0% success rate) and I remember trying to sell them traveling powers as fun. In one occasion I was working one of them through going to the P2W, locate the double XP, then go kill stuff with them for a few minutes until level, then take them to the trainer, then it all turned moot as they were innocent of the UI and just picked a normal power instead of locating the pool powers section. An emphatic YES to the idea. Every newbie that knows jack nothing about the game and is trying it for the first time should not have to guess that they will get a travel power at level 4. At the character creation and before being able to enter the game they would have that option for the basic travel powers. And it really removes nothing from the game. IE, we still have the Fly pool with *perks* for the character creation picked travel power. Get Hover, now you can float almost free (almost, when do we get CJ endurance costs for Hover?), get Afterburner, now you can fly faster. It's not because it's super easy to get to level 4 for us, and most of the time we have builds all planned already. A friend of mine is always bouncing around in ninja run despite RPing a myriad of thematic characters where ninja running is completely out of place, all of this because she has an idea of what she wants, but she lacks that experience in the game that a more veteran player has, the sort of thing that lets me know there is no point in rushing to pick all my defensive toggles under level 22 since only when we can slot IOs do they become semi useful, and running them pre-22, on empty slots, draining our endurance, is not necessary, which means we can, yes, take out fully upgraded Fly with Hover and Afterburner by level 14. -
Of course, same reason I just grab whatever answers me when I form a TF. You're sort of missing the original intent of the quote/thread though, as most are when they quote the 'no AT is needed'. If no AT is *needed* then what do we bring to the team? If no team notices if we go AFK, then what do we improve on it when we return? On a Controller it's usually 'I bring anemic damage, that I painfully leveled, and I'm usually useless against a single hard target who is ignoring my holds and other CC. On large packs of enemies I usually keep them CCed, but that makes no impact be there or not be there.' And yes, the secondary *does* help with buffing and debuffing, but the call is going about the primaries and how a CC primary has slowly become obsolete over the years. Is this a call for people to stop enjoying their Controllers and move to other ATs? Heck no, carry on, you do you. What I and others have said is that we feel we don't *do* much with substance if our contribution ends being a buff/debuff bot. Might as well roll a Corruptor and do the same buff/debuffing while also doing more normal damage and have an easier leveling.
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Ninjutsu for a Sentinel.
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With the changes to the pylons having been reverted I decided to revisit this and see then how much Bio's Offensive Adaptation added to the Rad/Ninjutsu. 45% Musculature, Degenerative, Assault not clicked. 3:59 😅
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Mid's Reborn: Hero Designer
Sovera replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
In the same vein Hover shows on HD as if having 46 mph while in game it's 30 mph. -
It has a small heal component. It then adds a shield that soaks damage. While this happens you get a boost to your regeneration. It is a very powerful skill that requires only three heals and three recharges while you're leveling. It's best used at 3/4 HP or even half. You can also use it *before* fighting a pack so that the shield protects you from the alpha.
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/optionset buffsettings 1250067 sort of does what you want.
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Brutes are picked over scrappers not because they do more damage - scrappers mathed out as coming ahead - but because everyone who is going to farm is going to aim for 45% def and 90% res, both focused on fire. I'm not even too sure why tbh. My brute calls two groups and then patrols join in and she's only at 50% ish resistances, I might as well made her a scrapper if that was the intent behind the character.
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Considering how reviled the set is outside of Footstomp and Rage it's amazing anyone *wants* it.
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I'm not sure if this will satisfy that craving for you, but this is the last iteration of the build. I'm not sure where to improve it further after this. It's a pity the Pylons changed because I'd like to test and see what metrics it would get, even though it does not have the big hitters needed for amazing times. It's still a non TW generalist build after all. Changes: - Got rid of Contaminated Strikes. It's a decent power but I barely used it and I could use the slots. For the love of <deity> don't try to level with this build, it's a level 50 respec and not only leveling with just Radioactive Smash and Radiation Siphon until 35 would be horrible but it will demand all the endurance tools to be in place to be sustainable. I tried it over the PTS and in farming it lost endurance because of the AoE spam, but DNA Siphoning corpses nullified that. Farmed a map in the AE with zero endurance problems. - Used the slots to increase Recovery and add -res procs to Electrifying Fences and Ball Lightning that will help for AoE and ST. - Tried it against the Vanguard test dummies for the ST chain. Radioactive Smash, Radiation Siphon, Radioactive Smash, then alternate Electrifying Fences and Ball Lightning. Electrifying Fences recharges fast enough it alone can compose the ST chain with Radiation Smash + Radiation Siphon, but Ball Lightning is slightly more damage so I alternated the skills. After two minutes my endurance was at half bar so it is safe to say it is not sustainable for 3-4 minutes (only using Electrifying Fences would probably tip the balance as it's 7.5 endurance cost VS 13.2), but outside of pylons when do we hit something for 3-4 minutes in a row without a breather? I also had all toggles turned on including Tactics whose use can be argued. Fusion might work the same in terms of slotting and also provide Contamination.
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An exercise. The same build reaching 40%ish defenses but without the Fighting pool. A bit more endurance recovery, a bit less endurance consumption, two power picks of choice (I went for SS and Taunt).
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Let me just add that as I recently started playing a Brute I almost inwardly wince when I see a Controller joining. Invariably they 'help' by throwing mass immobilizes like they were candy, and the mobs that would have ran to me and clustered tight like metal filings to a magnet thanks to the agro my auras are spewing are now... scattered around, and outside my AoEs' range.
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PoE has a thing where we are supposed to go somewhere and find something, but if we take too long it shows up on the map. Someone might say 'HAHA! THEN I WILL JUST AFK AND WAIT!' but, yeah, no one plays to AFK. But, if we have been at it for 10 minutes then having the objectives pop up would be nice, the same way we have now when we only lack one objective, or it shows th last mobs in a kill all.
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Cooldowns in power tooltips are not affected by recharge. You want to open your power attributes (press P, top tab) and look for recharge. You ought to have 20% from Lightning Reflexes.