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Everything posted by Sovera
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Patch Notes for June 17th, 2025 - Issue 28, Page 2
Sovera replied to The Curator's topic in Patch Notes Discussion
As one of the five persons in the game who uses Monstrous Legs I appreciate the extra customization The Blacklight extrs look pretty cool though they don't mix very well because of the metal texture that doesn't allow to make the colors blend with other materials. Plus the glow ought to have been separate from the other colors. But, nitpicks, I'll take it and be thankful. P.S. if shameless groveling is accepted I'd love to have Retro Sci3 added to Monstrous legs so my trousers can finally match the jacket. -
A slightly weaker version of the Psi/Claws only managing a top end of 143 HPS compared to the 162 HPS. A second ATO stack and Barrier's 5% to reach the caps. Tanker (Psionic Armor - Fire Melee - Nonmax).mbd
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I just built an EA/Fire for a friend. It's not Rad melee but the slotting shouldn't be too hard to migrate. I was a bit surprised at the contortions I had to go through to cap negative defense. It's not quite what I would have used for myself (he wanted more S/L hence the, for me, superfluous Blistering Cold slotting) but he has his likes so I just tweaked the numbers. It will rely on a second ATO stack and Barrier's 5% to finish capping S/L/N but T/P will always lag behind as they are meant to be the armor's hole and, as mentioned, a surprising amount of contortionism was needed to get the rest of the numbers up so T/P doesn't get enough focus. Tanker (Energy Aura - Fiery Melee).mbd The current Mids doesn't take into account the defense from Energy Absorption nor the recharge from Entropic Aura.
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Edit: the god devs over Mids are fixing small bugs and tweaking the actual numbers manually which means the early 164 HPS numbers were inflated. Also, Memento Mori does not give +HP while used without foes in range so toggled that off. 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 126 HPs. Which is still amazing on top of resistances. 126 HPs -> With Memento Mori: 133 HPs -> With Vigor Radial: 149 HPs. 126 HPs -> Not bothering to use Memento Mori and simply relying on Vigor Radial: 141 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 1259% regeneration. (As others pointed out in the thread slotting Power Transfer will give more heal-per-second than slotting pure regen, but this will not be reflected in the tooltip. Follow their advice and remove two Luck of the Gambler Def/End and place Power Transfer in Stamina and Psychical Perfection). 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 163 HP which in turn boosts regeneration to 133 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 (fairly sure this means the numbers will be off again once fixed). 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. (Edit: kinda, I guess? It a ressurect and a panic button, but not both since if used and then dying then it is on CD and can't be used to ressurect unless we sit for whatever number of minutes it has left to recharge. I'm not as invested in it now especially since a Tanker does not plan for their death). 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 though my playing I saw that even bosses for confused. 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. After playing with the armor I decided not to lean on confuse in particular and ignore the rest so that it would not stop mobs from hitting each other because, for some spaghetti code reason, confused mobs will high tail it. As such my dream of being a mobile Seeds of Confusion dispenser have been toned down and I decided to frankenslot Aura of Insanity. Downside: no mobs hitting each other (as much) due to being constantly stunned, disoriented, slept, or held. Upside: the armor becomes even more of a dumptruck with groups locked down due to the sheer awe of our existence, allowing them to be slowly and gently whittled down by our anemic Tanker damage. The recharge started good at 124 but the more I spread the build thin the worse it got and by now Hasten (the benchmark) is at 131 seconds. It's not super bad though if we consider the FF procs from Focus will help it. 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 ST rotation is still Follow-up, Focus, Slash. Strike is just a mule for Gauntled Fist. Tanker (Psionic Armor - Claws).mbd I can cook a leveling build if someone needs it. Leveling build here.
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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.
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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.
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Focused Feedback: Tanker - Archetype Inherent Changes
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
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%.
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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.
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Focused Feedback: Tanker - Archetype Inherent Changes
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
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? -
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.
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Focused Feedback: Tanker - Archetype Inherent Changes
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Tanker - Archetype Inherent Changes
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: New Power Customization & Fixes
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
The hexagon look is very very sweet. Good job, Cobalt. -
Focused Feedback: Tanker - Archetype Inherent Changes
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
It's just hitting the symptoms rather than the source. My Trapdoor times were usually on the 6-7 minute mark. But the list that went around (but absolutely had no bearing on the perception Tankers are super OP, nope, no relation at all) had them on the 4-5 minutes. Builds built specific for the task and then cranked with 6 damage procs per attack made good use of the wide AoE Tankers have to deliver quick burst damage. Funny thing is that nothing much will change for *those* builds as they will still be using 6 damage procs who in turn ignore self-buffs. But this is a conversation that was already had. -
Stone Armor with the lava skin and fire melee as.. fire 😄
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Stone Armor (no Granite) gets the best of both worlds with both defense and resistances. If you want to eschew killing faster (do not poopoo on this because in my experience when we kill slower we give more time for enemies to hit us back) then take Dark Melee or Radiation Melee for an extra heal, With a twinked out Stone/Fire I started at 0x6 by level 6 and by level 13 I'm going at 0x8. At max level it's a permanent 55% defense and 81% resistances, on top of hardcapped HP.
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Well, more options isn't a bad thing per se, but this seems like such a non problem. Level in your base between missions, and right click cancel before you start to fight will take care of the rest. Simply standing by Miss Liberty and being buffed should have zero effects on the DPS tool since you're not fighting at that moment. Edit: Ops, two month old necro. Ah well.
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As Tyger said. I don't use the teleport but the framework is there to replace Flight for it. You'll just lose a bit of defense you can work back in by keeping Weave on all the time and some recharge.
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'How well' is a matter of toggling off Hasten and seeing if the attacks can still loop seamlessly. At worst it'll just introduce small gaps, which you seem willing to live with, and can be a bit dampened down by changing the slotting to introduce more recharge. Hasten is never needed so you can safely take it out of any build you find. The build does not crumble from its lack, its removal just adds more recharge time to powers. In this case there aren't even strong defensive clickies so it just smooths out the attack chain and makes Build-up come back sooner.