Jump to content

Sovera

Members
  • Posts

    4316
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Sovera

  1. In practice there -is- no spillage of mobs seeking squisher team mates, unless two spawns are agroed at once, or an ambush happens that exceeds the Tankers agro limit. At those moments a judicious use of CC will help. As I said above it would be dumbness to berate a Controller from using their tools to control such occasions.
  2. Neither are worth slotting for defense, but they are worth picking as one slot wonders. If you can only pick one then CJ is better for having nearly no cost. I've come to exchange Maneuvers for CJ in my last builds to diminish the EPS costs though it means I'm not buffing the team. As rule both only have a LotG, but one will have the Shield Wall's 5% resist unique.
  3. Not sure what you're smoking but it must be hitting hard. Get off your high horse for two seconds and re-read what the GM wrote. In what Twitterverse do you live in when a request to stay civil is seen as a threat?
  4. Well, it's certainly not a bible so you can try to find the room for one more power and then scrounge five slots from somewhere to make the AV chain. Still feels pedantic to me despite @StrikerFox's math, and a lot of hassle over a 0.25 gap. Lets be honest and look at the game. A pylon is the only thing we hit for 2-3 minutes. AVs tend to melt under one minute. We never ever have the time to run a perfect rotation during regular gameplay since targets are constantly dying and we need to either move, reposition, or pick a new target. But yeah, I'm just throwing a build in and then others can tweak according to their own play style.
  5. Mine does: Saying 'not enough recharge' is a touch pedantic even on your example though. We are talking of a 0.3 second gap. Is that really what will put a damper on things? 😄 I wish my brain could process things like a 0.3 second gap.
  6. Most Controllers don't have AoE damage (outside epic pools) so they just spam mass immobilizes for that extra bit of damage. Single target Contaiment is a different beast that benefits from near anything a Controller can throw at a mob. But even an epic pool fireball contained isn't particularly high damage. We're talking of... what? A third of the HP of +3 minion? Half? I have no idea so someone else chime in. Does it really matter though? No, of course not, it's just some grumbling on the same level of knockback or people 'helping' with Hurricane (same thing, I can try to explain Hurricane is not helping because even careful herding is still moving mobs around needlessly, and mobs who are being steamrolled don't need their tohit debuffed. But the person is sure that they are are helping and I can't muster the energy to argue). Things are still dying, just at a slower pace.
  7. Lets not forget the origin of this is: 'mass immobilizes are useless and only slow down a whole team so the Controller can do an extra 20 DPS, so please don't'. Dunno, seems obvious to me but perhaps not for others. If mass CC is not helping then don't use it. I say mass immobilizes but mass stuns, mass fears, etc all fit in. CC is meant to help a team. If the team does not need it then why use it? Why should seven people need to work around the one person who wants to add 20 DPS to their imaginary DPS meter? People learn not to use their nukes on one mob, so it's the same principle: team is plowing through content then why slow the plowing just to throw powers that scatter mobs? Mass CC is for emergencies. Two spawns agroed at once? Ambush? Tank is over there and the trigger happy Blaster grabbed a different group? Bam! Controller, it's your time to shine! But when everyone is following the tank and it's handled? There's no real point in reanimating this year(s) old argument though. Played with a Controller a couple alts ago and they kept spamming the immobilizes. I asked to go easy with those, twice, they kept using it. I started just dropping the spawn recently immobilized and headed to the next. No one died so it was handled and we both were happy.
  8. Welcome back, Dian, we missed you. And I'm not being sarcastic. You bring a smile to our faces and that's priceless.
  9. This and the testing should definitely be in the bug forums.
  10. Ice feels a bit too defensive for an armor that is already pretty tough to begin with. It pairs well with Fire Armor that is squishy while Fire Armor boosts Ice Melee. Not gonna say Ice Melee is bad even without Ice Patch though, and some times it's better to have Ice Patch than to faceplant as the Tanker's Shepherd challenge showed. I'm currently testing an Elec/Stone though it doesn't have any special synergy. Elec does have that minor endurance gain which helps a bit with Stone Armor's costs and Stone Armor has recharge which helps tighten the recharge to loop Induction, Charged Brawl, Havok Punch, Charged Brawl, as well as Brimstone to help Elec's anemic ST damage.
  11. Yep, Granite does not feel needed, and you're right on Rooted and Earth's Embrace, though wanting the recharge bonuses and slotting both is not bad either. It might just be too 'inside the box' though. I know by the time I was doing Synapse and then Yin I no longer used Earth's Embrace... but we can't downplay the large HP buff it brings. From 2.5k to 3.5k is pretty effing huge not to mention the noticeable impact it has on regen (45 HP per second to 63 HP). The description of the powers could do with an update. I had to ask over the forums as well because I just so happened to see one person mention in an older patch on how they could fly and keep Rooted's bonuses active.
  12. It has the recharge of a Blaster nuke while doing slightly under twice the damage of a normal PbAoE. We can use a normal PbAoE five times in Lightning Rod's recharge. I just don't feel it merits the slots for a once-per-fight power. But I hardly play Elec in the first place. I've changed my mind since.
  13. I don't consider it a good power. I'm weird, I know.
  14. Just finished putting one together, but running as a Brute and no Lightning Rod. I'll see how it behaves.
  15. It's a bit difficult to fit all the powers. Maybe Martial Arts since the damage is decent, it has an early AoE and the 10% defense will further ease slotting concerns. The AoE's a bit anemic but Brimstone will help some. The trouble is fitting all powers.
  16. Energy Melee is probably the most solid set for Stone. Difficult to fit all the powers though, and then there's that annoying gap that asks for a slow Energy Transfer where I usually drop Burn instead.
  17. Yeah, zero downsides to Stone Armor now. I did my usual Hover fighting with impunity. I'm looking at a Rad Melee build but ugh, just thinking about dem animations... But it would be silly. An armor that barely takes damage with a primary that heals it? And has a heal of it's own? Sadly Brimstone does not interact with Irradiated ground and the endurance heaviness of both sets might not mesh well. There's always Dark Melee I suppose, but defensive offensive sets with such a solid defensive armor set seems overkill.
  18. The devs stated they don't want Scrappers with taunt auras so that makes sense. The character creator shows the numbers and Mud Pots has no taunt unlike the Brute and Tanker when we look at the numbers.
  19. I keep looking at Stone Armor for Scrappers but unless I'm blind (possible) it has no agro aura and that turns me off something fierce. If I am to play a Stalker then I'll play a Stalker.
  20. Alright, leveled the build to 38 but stopped at Citadel. Brimstone definitely helped with the damage. It was noticeable, even if not biiiiig numbers. But it remained a sedate pace to solo Yin to test Brimstone. Ended with an 1:06h which is a good 15 minutes longer than usual with Fire Armor. This is why I stopped. I've made no secrets I'm very damage oriented and slowly whittling my way through the leveling experience was not my cup of tea. That said at 35 it picked up right away with the addition of Sweeping Strike. And I do mean a -large- picking up. When I went to solo Citadel to test Sweeping Strike the damage was -appreciably- higher. I mean, heck, trading a T1 doing 150 damage for a T8 doing 300 damage, and it's a cone? Who woulda thunk it the damage would explode? On top of using a second -res proc to further help it. On the other hand, wow, such an easy leveling experience! Holy crap. Super Stunners ressurecting? I mean, sure my blue bar started dipping a little. Clockwork trying to get me? When they even managed to hit the endurance drain was not felt. Pulling two spawns at once? No need to bother with inspirations. In fact I tried to force this at Yin without inspiration use and despite standing in the middle of the ambushes there was no need for inspirations and my HP barely dipped. Makes sense since the build was softcapped (with amplifiers) despite still having not enough slots for everything. Clamor managed to cascade defense me enough I had to use a purple for a buffer. This is a bit sad since using a purple to fight her is already what I do with Fire Armor, but since DDR scales with our level for reasons the DDR we have at that level is not enough to counter the massive -def her radiation attacks do. I also did not have resistances slotted, only defense. Endurance was a slow problem. Even with Panaceia, Miracle and Numina slotted plus a Performance Shifter proc and endurance mod in Stamina and the same in Crystal Armor it still steadily dipped. This is partly because I was still using the T1 in my attack and even slotted it was crap damage. So I had to use more attacks than I really needed to kill things and with minimal pauses due to the super fast attacks it was an endurance drain alright. The endurance costs got steeper from having Sweeping Strike but it was mitigated by needing to hit a lot less than before. I was still hovering on half a bar most of the time since the recovery could not keep up. This can be mitigated by turning off extra powers like Minerals (after all no psi damage in Citadel/Yin, but it comes with 15% recharge so...). I found the dip was so slow I could not even bother with a Recovery Serum for a long time and when the endurance finally dipped very low it was well past recharge and ready to be used again. Later on with proper slotting this ought to be less felt but definitely level with Recovery Serums. My personal verdict: Radiation Armor may have met its match, and probably got displaced from best (second best if considering survivability alone) armor that has all the bells and whistles. It will still have much better endurance tools than Stone Armor whose 20% extra recovery cannot match the likes of Radiation Therapy and Particle Shielding. But solid DDR paired with easily capped defenses that allow to deflect damage and debuffs instead of eating them and from a very early level + a heap ton of resists that Shield could be envious of, and then a small passive damage buff unlike the three second animation, 30 second recharge, mini nukes Rad Armor has, put the new Stone Armor definitely on the top armors. Easy to pick up, good out of the box, recovery, recharge, damage boost, damage aura, heal and regen all baked in, and only getting better with IO slottage.
  21. Been leveling and the damage feels whittley. A year of doing only fire armor and having Burn at level 18 spoiled me. Then playing Brutes these past months and having Fury in the low levels also spoiled me. So now playing with neither and doing Posi 1 and 2 does feel a lot like whittling enemies. But there is a glimmer there, I can see the potential of DB and why people found it so damaging. I'm anxiously waiting for Brimstone. As others said in the feedback thread why were the powers even shuffled to have the psi protection armor first instead of the fire and cold resistance armor? What psi damage is there in the 20s other than Lost if that? Even unslotted I was already at 35% ish defense (with 5% from amplifiers). Did Posi 2 with about 37% mostly because I'm so starved for slots. Its mostly just whittling things while not taking enough damage to be worried. The heal is indeed too small, but the interaction with Rooted can be felt with the regen pushing the green bar up. Recovery is a bit of a problem. Not a big problem, but the blue bar slowly dwindles. A Recovery Serum has recharged before this happens though. I definitely ought to consider slotting more recovery uniques but it's like the defense slots I'm scrounging: I have serums and I have purples, so I'm slotting attacks first.
  22. Was posting it on another thread but I was cluttering with my updates so made its own crib. Imported the new values (including the recharge and recovery, did not add the toxic) into Mids, and assuming I did not mess up this is what I got: Despite Mids not allowing Rooted with Combat Jumping/Hover it does work in game with an extra 200% regen which leads to 63 HP a second with (over)capped HP thanks to Earth's Embrace in turn leading to this beaut: Obvious weakness: barely any slow resists. Yep. Not sure how to wrangle it but I'm somewhat tempted to let it be and go along with the large heap of defenses and a decent 52% DDR for the debuffs to even hit. Being able to Hover fight away from the auto hit slows like Tar Pits/Caltrops also helps. This is with no Weave, but since I have a free power and no idea what to take I can grab Weave as a one slot wonder to have: E/N resistances remain a weakness though there is room to mess around with the build. The build is not as heavy as it looks at 2.63 even with Weave on since I did not bother to mess with Mids to also lower all the costs of the different powers as per the patch notes, but, even at 2.63 the 4.34 EPS not accounting for three Performance Shifter procs + Panaceia proc plus the hefty recovery -and- endurance debuff resist should be good enough. I took Granite as a panic button, but with the way it turns off every armor and adds all the disadvantages there might be something to be said about not using it. But, it's a one slot wonder that can be detoggled once the panic has ended so it's grabbed. Dual Blades was picked for a few reasons: - I needed minimal power picks because of taking every single power in Stone Armor. - Early AoE - Nimble Slash is not a waste since it does the Empower combo which will be used all the way to 35 (30 if exemped). - Can't take Claws <_< Stone Armor is so forgiving that on top of those absurd numbers it also has Hasten near perma (121.7 seconds) despite having no FF procs slotted. I did hum and awh at not slotting a FF proc somewhere but to be honest Earth's Embrace and Hasten are the only clickies in the build. The equally absurd recharge levels almost allow for a near perfect fabled Blinding Feint, Ablating Strike, Sweeping Strike, Ablating Strike. There is a 0.25 gap in there. Not enough for me to dismantle the build and try to add in another power and then five slots for it though. Despite having slotted a damage proc in Ablative Strike and Sweeping Strike this is the one time I would probably go for the -res procs. I considered Ice Melee but it's a defensive set which does not seem needed. I also considered Dark Melee for the obvious reasons, but again, strictly speaking other than the heal? Rad Melee is probably the best choice for those of you who can stomach the animations. I'm not quite sure what Incarnates to pick. But I would probably still go for Barrier as a panic button or to protect my squishes. Without having an altered Mids trying to import the build might not work, or might mess with the slotting, so I'll add a screenshot to the build to have an idea of what sets went where. The empty slot in Blinding Feint is for Gaussian. I juat don't slot it to not inflate my numbers in Mids.
  23. It's a clicky so only when the power is clicked.
  24. You need exactly as much as needed to keep your blue bar full. Now someone like Bopper is able to look at a build, calculate endurance costs, calculate the ST rotation, then make you that esoteric math that is an alphabet soup and tell you precisely how much endurance you'd need for a three minute fight and how endurance you'd be in deficit or have extra. (That's because he's a nerrrrrrrrrrrd). For the rest of us plainer mortals I say just play the game and look at your blue bar. I've reached a point with some builds where between managing to reach caps without Tough and swapping Maneuvers for Combat Jumping that I no longer use my endurance recovery tools. Moments like that we can skimp on slots and assign them somewhere else. If you really want to go that extra mile you can import your build to the test server. This is much easier nowadays since the build importing can now auto obtain the IOs you've slotted in Mids which was the part that usually slowed me down the most. Then go hit a pylon until it breaks and check your endurance along the way.
×
×
  • Create New...