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Sovera

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Everything posted by Sovera

  1. Go Fire Aura, kill all the things. Er.. I mean, arrest. But seriously, triple proc-ed Burn is crack, it is hard to get away from it once having had a taste of killing most of a group with one click and then it is back up in less than ten seconds. Blasters can keep their 40 second nukes. It -is- squishy on a Brute though. I've given it different pairings but it does not reach the Tanker's durability. Tried with Rad Melee but the heals do nothing with debuffs. So far the best pair is Ice/Fire Armor. Ice is a little dervish of AoE destruction and even if the ST is a bit weaker than is accepted as uber (no 1:30 times here no siree) it still finishes the Trapdoor tests in the same time as the AoE monsters like Rad/Fire Brute or the ST powerhouses like EM/Fire. And of course if we can break LoS we can Ice Patch for a solid 20+% survivability boost. Most of the time not needed, but when it is then its there.
  2. You absolutly want Storm Kick to be spammed. As a rule you can/should always open with Storm Kick to pump your defense and fish for a resistance proc, then Crane Kick, then Storm Kick again, then Cobra Strike. Crane Kick will speed your clickies which Bio has lots of. A few min-maxie-details-that-will-not-break-the-build-either-way-but-why-not: - Theft of Essence proc in DNA Siphon puts its endurance recovery above the norm. I know, it does a good job natively, but the fewer mobs around (1-3) the less you'll notice its effect. So if you find you really need (like when fighting sappers or Super Stunners like mobs) a bit more oomph to it then you know what to add. - Force Feedback proc in Dragon's Tail will majorly boost your recharge since it checks every enemy in range in AoE situations. Again you live off our clickies most of the time, but even offensively it bumps up your Focus Chi to be available more often. Also they work at all levels, even exemplared down to Posi 1. - Bio is very good in terms of endurance so you should not need Conserve Power. I usually take Focused Accuracy since it stops my accuracy being debuffed but if you do not run content where this happens you might not feel a need for it. - The Panaceia proc works better in a passive skill like Health. On an active skill it only gets used when the skill is used. - I've not felt Parasitic Aura to be of much use. What usually kills my Bio characters is defense debuffing so just like Focused Accuracy check how much Parasitic is helping or if you notice no difference with it up or not. Then you could redistribute those slots to Focus Chi, one more in Cobra Strike, etc. - Agility is not helping you much. You can go Musculature for a damage bump. Even with Agility off your Hasten is at 125 so basically hit a few times with Crane Kick or Dragon Tail and the FF procs will make it perma. - The -res in Genetic Contamination has a very low chance of going off and brings little in the way of dividends. - You can swap Maneuvers for Combat Jumping for the same defense boost, but only for you while Maneuvers is for everyone. These are just minmaxy niggles though. Build's solid and you will be doing just fine with it and able to accumulate money to improve into a more expensive build. If you don't know how to sell merits check the newbie guide in the signature.
  3. MMs are a buff/damage class. Controllers are a CC/buff class. Someone who wants to play a CC class should not need to be dragging their bare feet over broken glass because their damage is pitiful. But not going to bother with this conversation any further. If a dev wants to make it happen it will despite the naysaying of players, and if a dev does not want to instate it then it will not be despite ayesaying. All these back and forths ultimately have no purpose other than recreation since devs are the ones with the vote on these suggestions.
  4. Your Mids appears to be woefully outdated. It doesn't even have the usual link at the start and importing the data chunk just gives me an error. It's the new temp version, that's why it wasn't working. Alright, first thing to consider is that you have waaaaaay too much S/L resistance. You're at 99% with one ATO stack and it stacks up to three. Second thing would be that your accuracy is fine to hit +3 enemies and don't need the Kismet. Another thing to consider is that you do not need to wait until level 38 for your last attack. Comparing Cobra Strike with Crippling Axe Kick leaves the former doing.... nine points of damage less. Which is a bit ridiculous considering one is a T3 and the other a T8. So you can have a full attack chain before level 20. CAK does have a few perks like the immobilize and -fly and etc, but basically the main one is being able to slot a -res proc in there, but they are mostly only good against pylons. Crane Kick is also a very good source of both soft CC and also a FF proc. Thunder Kick serves no purpose other than a mule since we are forced to take it. It's a bit late to get started on something new but I have an old build you can take a look at. It is the expensive sort but you can change those purples and Blistering Colds for Kinetic Combats and Scirrocos. The idea is to get a new perspective on slotting. Also, lowering S/L to where a second stack of the ATO in Storm Kick would finish capping it. If you were to take Barrier I'd lower it in another 5%. I'm not sure if you will be able to import the build since I downloaded the temp version of Mids you have just to look at your build but it keeps on trying to crash on me. I have CAK taken, but my reasoning above stays the same since Cobra Strike is 103 damage and CAK is 109. I'd rather have it for all my career than a greyed out attack only opening at 38 (33 exemplared) for such a minimal damage increase, but s'up to you. We can try to cook a cheaper version that still bumps S/L defenses to 45% and doubles the E/N resistances your current build has.
  5. Low level pets definitely. Heck, at level 1. A Controller would get the damage boost they sorely need if deciding to play solo and their CCing/healing/buffing goes into keeping the pets alive. Even new players would get the idea they can then extend that if playing in a team, and vice versa, that the pets are their team if playing solo. But it is never going to happen, just look at the convoluted rationalizations in this thread alone.
  6. Scrapper forums. Stone does not get a taunt aura. I'd bet two cents that's the reason. Gods know I'd like to try a Claws/Stone.
  7. Currently leveling this. Can whip out a cheaper/leveling build if needed
  8. Agreed. Even after we change title it stays there. It is an option used once or even never at at all to be so prominent.
  9. Ran an Ice/Fire Brute test with Frozen Aura. Ice/Fire is one of those pairings I like but falls a touch short for the lack of a decent third ST attack. Taking Greater Ice Sword is a 33% damage boost over Frost, but, in the end, the results of a pylon test did not budge despite the 33% (it's actually about 100 damage extra). While it's an option Frost is a needed low level AoE and the 100 damage increase from taking GIS showed no practical results. The immediate hold back of Ice is the lack of -res procs anywhere which straight away robs it of one minute when pylons come to play. Then the lack of a place for FF procs. But in terms of Trapdoor testing? Pretty decent. I got a 4:55 without risk and always knowing I had Ice Patch if things got a bit hairy. So it's back to the whole pylon VS gameplay testing. Actual gameplay testing and Ice is not shabby in the least despite invariably getting 3:20 - 3:30 ish. To put it in perspective: - Radiation Melee averages 3 minutes WITH two -res procs. - A Claws/Rad Scrapper without a snipe and -res procs got 3:40. - Savage/Fire gets 3:30-ish. - Claws/Fire with two -res procs got as low as 2:15 once, but averages 2:30. But testing without the -res procs put it at 3:40. Incidentally with or without -res procs showed no difference on that build's Trapdoor test. This is something I try to bring some awareness to in regards of the overestimation -res procs have and that have put a lot of weight in certain sets while leaving others poo poo-ed just because they lack places to insert them in. Pylon tests without fancy -res procs would be a lot more in tune to actual gaming.
  10. That sounds like a -1x1 solo Synapse run or am I wrong? That would definitely make the kill alls swift. Sounds like the 50 minute ballpark I mentioned then. Heck, even just in HC I remember when doing Yin in 40 minutes was normal times, then it became 30 minutes, and now it sometimes is done is 20-ish without skipping mobs.
  11. Yeah, that's the longest one in the game. Best advised to have all eight participants with AT and ATT. Or, y'know, just not be in a rush.
  12. 'Normal' teams take up to hour and a half. 'Bad' team compositions can get to two hours (but it's rare). 'My' teams make it in around one hour ten with calls for TT, andering to find the workers, sometimes running ahead to get the bosses if they are the objective and I'm not the team's tank, and ATTing in the last mission. I've got it done in as low as one hour on the dot with Kins helping and good team compositions. Less than 20 minutes seems downright impossible. We are exemped down to 20 after all. 50 minutes I could see on some speed running tailored builds scenarios but there are a lot of kill alls and even the ones where we only need to clear a boss we need to clean the whole room which can be large ones. There's a speedrunning thread somewhere that might prove me wrong though.
  13. Constructive criticism taken as 'nitpicking' and personal attacks. Heh. The edited post looks good to me now and no longer possibly confusing for new players that find it. Kudos.
  14. Synapse is one of the worst to get people for, and I say this as someone who runs/ran 3-4 Synapses a week during my peak in HC. Teaming just makes everything too easy. Even problematic places like Night Ward or First Ward are bulldozed where a solo or duo player can be flattened. Small teams at least have some elements of risk like when we reach the final room of Yin's TF and the big ambushes come and players start dropping under the overwhelming numbers and it's all clutch plays, kiting, inspirations used at the right moment.
  15. Kinda weird, kinda awesome. Can you still use the base portal? If so try using base 8888 to move around, or the portal by the Atlas tram.
  16. You have two AoEs in Burn and Tremor, you should not really need three and a half AoEs since Burn + Tremor already kills most minions and you're left with 4-5 mobs after the initial contact with the enemy and the second time Burn is up it kills the rest of the lieutenants. Try to copy some of the slotting if nothing else and watch Seismic Smash go from 545 to 791. Also don't slot Avalanche in Burn since it pushes mobs away unlike doing it in any other AoE. Leveling until 28 without AoE will be a pain but Fault is useless in that department anyway. ST rotation is something like Burn, Seismic Smash, Stone Fist, Heavy Mallet, Stone Fist, Stone Mallet, Stone Fist. Repeat. In the early levels without as much recharge add more Stone Fists to fit between each attack. It's a good attack so you're not missing out on doing it. In AoE try to always use Burn first before Tremor so that Tremor's animation time eats at Burn's recharge time and the FF procs speeds both. That makes them align to be used at the same time despite the disparate cooldowns. The last 5% of resistances and S/L defense comes from Barrier.
  17. Not the best place to ask about farming. You will get better results from checking the farm builds over 'Farm Fresh' in the Guides section.
  18. A Brute for the fat effect of low level Fury. Probably Claws since it gets its super good AoE by level 6. Secondary barely matters for such low levels since no toggles will have a big effect. Maybe Bio since by level 10 you get another damage boost from Adaptation.
  19. Be sure to have the latest Mids, just in case.
  20. All the attacks are at around 200 to 220% chance to hit +3 in the build they posted. But you need only to take Focused Accuracy to avoid accuracy debuffs. That said everyone is right and taking your damage aura is good and no need for the Kismet either. If you go to your Mid's options, then 'Exemplar&Math' you can switch the ToHit to 48 which is hitting +3 enemies which is where you will be after slotting at least a T3 in Alpha. With your build and without the Kismet or Soul Drain toggled on you're already at 110% for most attacks (cap is 95%). With one target in Soul Drain range this shoots up to 233% chance for most attacks. Consider that the Tanker proc in Shadow Maul gives 6.7% to all resistances and stacks three times of which Mids only shows one. That means your build is already past 90% and there are another 6.7% to come (consider that two stacks is reliable and three stacks is a bit more rare between misses and proc chances). So I would lover resistances a bit to account for an incoming 6.7% (ergo put your resistances at 83-84%). If you intend to take Barrier as a panic button you can account for another 5% on top of that, but Dark being endurance heavy you will want Ageless and/or Cardiac instead. Something like this I guess. A nice row of 85% waiting for a second ATO proc, better Hasten, bit more energy resistance, more S/L defense (though it is meant for Barrier which you will probably not be taking, though Cardiac alone might suffice). I did ditch Taunt because you can go and punch what you need to taunt but if you want it back drop Combat Jumping even if it means 7.5% less recharge. Also more damage with better slotting for your attacks.
  21. You will just confuse players by referring to a 'cosmic' whatever. They will think it is a power or something but it's just a SG base with portals and 'cosmic' the roleplay name.
  22. After leveling the Rad/Fire with Contaminated Strike (again) I'm going to place it as my first choice for a Brute. An early rotation, early Build-up, and good early AoE coupled with that small heal and an FF proc. Irradiated Ground taking both -res to help damage a bit allows to triple damage proc Burn making it a nuke Blasters would be envious of (small hyperbole). Even though the single target damage is lower in terms of pylons it is as many have said in the past that pylons are not a metric that matters (even if we ignore the outrageous gaming of that test with -res procs and effects making certain builds 'winners'). In more practical terms the Contaminated Strike (henceforth just called CS) build gives the same results while being more practical. I am just returning from a Yin test (no insps used, done at around 35-40, amplifiers still running, no mobs skipped) which was done in 39 minutes on the dot. This puts the CS build on par with Claws/Fire which was the champion so far. I bring the Claws/Fire into the conversation to mention how it has better pylon times (2:15 in-stars-aligned but more often 2:30 to 2:45) than the CS (invariable 3:20 upwards). Energy Melee is a beast doing 2:30 times without -res involved (brings back the gaming of the test with -res procs). Someone looking at the pylon times would think that, well, the pylon winner obviously does more damage, so, obviously, it will keep on doing more damage as time goes and the distance between both will only grow the longer the test. But in practice both achieve the same result despite there being an AV at the end where ST damage is meant to matter more. If the build can get past the tanky Hopkins and the Countess the ST is good enough. In terms of leveling Rad having BU makes a difference. How much of a difference? I ran a Fire/Energy Melee Tanker and was disgusted at all the antics and kitting I had to do in Posi 1 since I had no BU to punch through Circle of Thorns debuffing/buffing. It took one hour and fifteen minutes to solo it at 0x8. The Rad/Fire Brute did it 45 minutes. Partly because of Fury (but I have done Tanker times of 45 minutes in Posi 1), of course, but no kiting needed since burst was at hand. The CS benefits were mentioned in the previous post so I won't elongate the conversation upon it, but it's a squishy build and requires doing the early levels with a small purple until all the slotting is in place. It's a resistance armor and it requires both shields slotted but also the heal. Once everything is in place the inspirations are no longer needed even when exemplared down.
  23. Hence 'rarely'. How often does the typical player go hunt in Boomtown for Babbage?
  24. That's why I said sticking to. Radio missions give no money (if using double XP) and give no merits. As per the OP for a newbie who sticks to them will find themselves at 50 without a dime to their name as more than once this has come up.
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