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Sovera

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Everything posted by Sovera

  1. Some sort of protection against fat fingering the button? How odd if so. Edit: a dev confirmed it is just a protection if accidentally used without enemies in range and otherwise has no benefits.
  2. That's my impression as well. Fire Armor was constantly teetering on the brink of disaster while leveling and having to quaff inspirations to survive until mid thirties or early 40s when more slots were allocated. In the meanwhile Psi Armor is cruising. But, yes, it lacks oomph to push things.
  3. Why the heck not? I have it doing as much damage or more than Fire Sword Circle. Check the Stone Armor link in my signature for how it's slotted and compare the damage.
  4. Until new secondaries are introduced or re-tuned everything I cared about has been tested. IMO the 'best' is Fire Melee but the only thing it does is damage.
  5. Probably not, but most attacks have a couple damage procs and recharge is okay, resists are capped, so I might still aim for around 33% in order that a small purple can still put S/L/Melee at 45% as an extra layer. It'll get debuffed by defense debuffing enemies, but not all factions debuff defense.
  6. I was monitoring my HP and finding it odd to not see changed when using Memento Mori so stopped and tested for a bit. - It does not give +HP with no enemies in range. - It does not protect from death if used with no enemies in range and then plunging in and dying. - If dead and no enemies in range it still has the 10 second CD, but will not ressurect without enemies to trigger it. I could not find what it does when used without enemies in range so I am perplexed. Perhaps someone could chime in?
  7. Some further testing in game showed that Memento Mori does not give HP buffs without enemies in range. So removed those as well. In fact, not quite sure *what* Memento Mori does without enemies in range. I saw no difference in HP, and got no heal. I think it's just a death prevention tool if we die during the duration-without-enemies-in-range No, I went and tested and using Memento Mori without enemies in range and then dying straight away also didn't ressurect me. I'm kinda puzzled tbh. Maybe it's a ressurect power with no enemies in range? Edit: went and tested and though it has a 10 second CD if used with no enemies in range it also doesn't ressurect if it doesn't hit something. What *does* it do when used with no enemies in range? I'm a bit perplexed.
  8. Some minor tweaks. Noticed I had no 5th LotG, noticed I had a 6th 1.5% E/N and HP. In the process noticed the HPS shrunk. No idea what happened there. At least the resistances didn't budge and Hasten is a bit better at 139.
  9. Chill with the forum PvP bullshit. This isn't Twitter.
  10. Try the Stone/Fire in my signature. It starts early and is easy to set up. I won't say it's the best damage but Tankers aren't exactly brimming with that.
  11. Been leveling this and it was rather nice. Started from scratch, did Matthew's arcs, once I got Spin I cranked the difficulty to 0x6, ended at level 10. Started Posi. Couple dumb deaths from trying to save 50 inf insps. Finished it at 0x6 in 55 minutes which was my usual with Tankers (had an horrendous time doing it at x6 with the Tanker as Psi/Fire Melee and it took me a number of deaths to finish in 1h20m). Went for Posi 2 still at 0x6 and finished in 53 minutes with but one death from a Luminous debuffing me to death. The Psi/Fire Melee Tanker took 1h21m with plenty of deaths. But it's the honeymoon under level 20 when Brutes are demigods. Still, surprised me how sturdy it turned out to be again factions it has near no protection against.
  12. Pretty much, but with Fly. I stopped playing EM a while back since the ST rotation is long and TF's animation is just as long. I get the same out of Fire Melee with simpler rotations.
  13. It's not perfect but something like this. Brute (EM - Psionic Armor).mbd To fill up ET some slots were scrounged so the regen is down to 114. Can take the slots from Boxing and Brawl to Impenetrable Skin it back to 119 HPS. As long as you're conscientious about using Psycho Barrier against the factions that do -recharge (or macro it to your movement keys/attacks) in order to always have three stacks it ought to be fine too. The ST chain is TF, BS, (1.5), EP (1), ET (1.2) EP, (1), BS (1.5) =6.2 seconds and TF recharges in 6.5 seconds allowing to start over. You can skip most of this rigmarole by using slow ET but I find 2.9 second animations unethical. When Hasten is down throw more EPs between attacks to filler up. In practice it's more like, throw TF, use EP and BS while looking for a mob with high HP left and snipe it with ET, mop it up with EP and BS, which doesn't conduct itself to such clean rotations, but EP's a good filler that's good DPA so when in doubt throw it out.
  14. Post a build, bro, with your travel powers and powers you'd like to be using.
  15. After reaching Yin and some woes at having to accept I had to use Recovery Serums I eventually got to test my usual mid-level TF. Finished testing Psi/Fire melee on Yin at around the same level I do others and it was a steady 5 minutes slower on the first mission. Completely safe though. Used Recovery Serums to power through Super Stunner deaths and my HP might have dipped to half once but never even touched insps, which isn't a high bar, but something my Fire Armor characters couldn't boast of. What I don't even know is if 5 minutes slower is bad or not because with the changes my old data is obsolete. In theory the lack of a damage boost of sorts would explain the time discrepancy. On the other there were mob regen changes (which in theory should not affect things too much, but maybe they did) and Tanker changes. I'd have to level a few new characters to test. Perhaps another Stone/Fire just to have a basis. Didn't bother running the TF to the end since I wasn't invested but I assume each mission taking five minutes longer would accrue the time and I'd never finish it in one hour like the usual Stone Armor or Fire Armor did. AoI is chef's kiss for helping survival though. And the regen, even a modest 50 HPS compared to what the end-game would look like at triple that, was enough to keep the green bar in the green even with an unslotted Psycho Barrier. I only dipped to half once and a few slots in Psycho Barrier would have fixed that between the recharge and the extra regen, on top of the shield. The lack of offense makes me less interested in this armor since I'd rather punt things harder, but I imagine that with the trifecta of AoI, resistances, and regen, it's going to be a pretty safe build. Might be worth playing on a Brute for the extra oomph.
  16. They got out of breath and gave up. No cardio work does this.
  17. I forgot to mention it was for a Gaussian proc. And yeah, Boxing and Weave are just mules. If you want to throw a build with the powers you want I can look at the slotting but it should around this sort of thing.
  18. Edit: Not sure where the 136 HPS disappeared to but as I was messing with the build I noticed it had shrunk to 125 HPS . Maybe I was drunk when I first posted this. Turns out Memento Mori does not give HP with no enemies in range. so it's actually 118 without it. I'm leaving this build up but because of this I decided to change the build and take Shockwave instead here. The Brute version. While the resistances are weaker than the Tanker (obviously) the regen is pretty equiparable since, for once, the Brute ATOs can be put to good use (kinda :D). I think that the heavy lifting done for survival will be on Aura of Insanity (AoI). That one is pretty AT agnostic. Ranged mobs will be a problem but some line of sighting, I guess. AoI is pretty strong in shutting down a group. Even bosses were being CCed, so it can be a strong tool in keeping stuff down while we Brutalize them. Same as the Tanker version it has 95% recharge resistance with one application of Psycho Barrier and uses Vigor to amp the regen and AoI. Same as the Tanker version I did not take Shockwave since I can't be arsed to bounce back and forth lining things up and then go back in for Spin. If someone wants to do that then scrounge slots from the regen fluff and dump Superior Conditioning (or just don't use Fly since it cuts down on a travel power). If wishing for stronger regen but not visible in the tooltip then remove the Impervious Skin and distribute them for Power Transfer as it will do more HPS. The resistances are only at 71% S/L, 62% E/N and 64% Psi so the regen and AoI will have to carry the build. Barrier adds another 5% if used to survive something. Memento Mori recharges in 10 seconds if no enemies are in range and lasts for 30 seconds so it can be used prior to entering a fight. If it becomes too much of a bother the regen is still 129 HPS without it. The empty slot in Follow-up is meant for a Gaussian proc. It's not really the best use of the slot since A) it will go off pretty rarely, and B), +damage is a bit of a wasted stat for Brutes. So exchanging the Gaussian for a damage proc is a valid move too. Brute (Claws - Psionic Armor).mbd
  19. I've said from day one that bigger AoE means squat in reality. An 8f PbAoE hits as many as a 15f once mobs are clustered around us. It takes pulling two spawns at once for this to be a thing. So anyone not calling two groups at once would be making no use of the 'increased AoE'. But now we get penalized if we pull two groups, so, shrug.
  20. It's currently at the bottom of the barrel. If you're still enjoying for theme or animations then continue, but if expecting to get better, then, not really. I tried a bit of everything up to quadruple proccing each attack and the only way to squeeze a bit more out of it is by playing as a Stalker so Assassin's Strike alleviates the bad ST damage.
  21. Hyperbole, thy name is Borgold, the third.
  22. At least on Mids I just put three +3 Hamis and have accuracy and near all CCs covered. It's also a nice spot for Avalanche which allowed me to to 95% the -recharge resistance. This is not an option for leveling, of course. For leveling I don't, perhaps, feel that CCing bosses is a pressing matter. Even though they are usually the most dangerous of the bunch there are usually but one per spawn. We usually crumble under the weight of numbers from all minions and lieutenants hitting and debuffing. So neutering those ought to be enough. Which means one accuracy, and then three confuse (to be able to confuse bosses, despite what I said, and see if we squeeze some damage out of them hitting their subordinates), and then two holds (or two disorients, almost same flavor, but disoriented mobs can slowly walk away). In my case since I'm playing with Claws and have the accuracy from Follow-up plus the accuracy from Impose Presence I'll even skip the accuracy and maybe make it three confuse and three hold to reach the boss CCing thresholds that Erratic mathed out. It's probably more important to reach those thresholds than squeezing some IO bonuses which makes me say (without certitudes) that I'd lean on using generic IOs for the raw stats. Depends on the content and the difficulty level.
  23. It's ridiculous how slot starved the build is so though I tried to put the slots at level appropriate places (turn on Slot Levels in Mids) it will depend a lot on what content you are doing. In teams you will have team mates doing a lot of the damage so we can focus on slotting all our defenses instead. Solo we need to arrest the mobs and if we take too long we will be whittled down. So don't necessarily slot according to the build but more of how you're feeling the vibe whether or not you're soloing and not cranking the difficulty too much or pushing the envelope solo, or teaming. The same applies for endurance. Spam Recovery Serums alongside Consume Psyche instead of expecting Consume Psyche to do all the work. Later on we'll ooze endurance but while leveling there are not enough slots to go around. Use SOs until level 22 non exemplared. IOs give a pittance compared to a same level SO and they only catch up at 22 so slotting IOs early is a newb trap (with the exception of things like Panaceia, Reactive Defenses, and Shield Wall). This is roughly how it would look by level 21: Tanker (Psionic Armor - Claws - Early leveling).mbd The empty slots in Spin are for the prestige enhancements from the START vendor. By level 22 it's time to switch to IOs. At this point continue with Prestige Enhancements in Spin up to level 27 and then slot Obliteration in it up to level 50. Just add one slot for accuracy up to 27. If survival feels fine then don't slot Aura of Insanity just yet and keep slotting attacks or slot the uniques in Health and one more slot in Stamina. Tanker (Psionic Armor - Claws - Mid leveling).mbd By level 39 things are pretty much all slotted so it's just a matter of consolidating recovery and regen by throwing the extra slots for it as per the original build (which was slightly changed, download the newest one if you haven't),
  24. At this point in time and after testing the armor for a bit I can say that Aura of Insanity (AoI) elevates Psi Armor to something that can probably solo a lot of very silly stuff. Being able to CC as much as bosses means it can deflect a lot of the problems by simply turning them off. Seeing how enemies tend to flee when confused I've decided it's best to frankenslot AoI and it's probably going to be the framework from here on out. My thoughts on the armor so far: a bit too busy when we start, very slot starved. Psycho Barrier is not enough to counter debuffs. What ever drains endurance recovery will do so anyway, anything that does -recharge will do so anyway. Reaching Yin I poured a lot of slots into everything endurance and was still sucked dry by Super Stunners. I mean, it's annoying, but it's not the end of the world as spamming Recovery Serums was enough to brute force past the -recovery debuffs, and, eventually, we get to 95% -recharge resistance with a single application of Psycho Armor. As mentioned AoI becomes a powerhouse with its many different CC options covering when a faction is resistant to one of them in particular. Except Cimemorians, who will just resist any and all CCs. With the new framework the build reaches 95% without touching the attack powers making it even easier to use any other attack set.
  25. A Psi/Ice variant. Pretty much the same regen at 147 HPS instead of 149. I was mostly looking at Ice Patch to prevent mobs from running when confused which has turned Psi Armor into a downer for me as instead of the expected behavior of mobs fighting each other (they still do, a bit) they tend to run away instead (??). If wishing for more healing but that won't be reflected in the tooltip then remove a couple of Luck of the Gambler to put a Power Transfer in Physical Perfection and in Stamina. Also, removing the Eradication proc from Frozen Aura and slotting a Call of the Sandman proc can give upwards of 200 HP per use on a full group. Tanker (Psionic Armor - Ice Melee).mbd
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