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Hopestar

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Everything posted by Hopestar

  1. Shred doesn't crit because it's crit function is missing. I don't remember if Hemo crits as it's been awhile and I'm getting the same conflicting posts about it as you are so I have to question myself 😩, but if Hemorrhage crits it would be at base damage + 3 of 5 stacks (this is something every attack with more than 3 DoTs does, Corruptor's Scourge is also affected by this iirc), so it completely disregards the extra DoT damage from 5 stacks Hemo. The rest I'll leave to this post by @Kaeladin on the HC Discord: In addition to Savage Leap, the damage seems to cut off at between 0~5 ft or more than 88 ft teleports. I noticed it has wonky damage for every other AT at higher than default range.
  2. Hopestar

    Hulking out?

    Willpower and Bio are good alternatives to Regen, both are better than Regen at it's job too.
  3. He'll use the debuff/rain, but it cancels out as soon as the target it used it on dies because it was never updated with the rest of the Enemy TAoE toggle powers. It seems to target minions before anything else, which die rather quickly effectively wasting the power and throwing it on cooldown.
  4. Musculature Radial will improve your endurance, -tohit, immob, and -toHit giving a slightly better effect for your pets' survival. Cardiac isn't a bad choice as it will help your end a hundredfold more than the others and possibly cap your resistances if they weren't already. Intuition Radial won't boost your endurance, but is also worth using, boosts all your Dark powers while still giving damage. As far as Interface goes, if you plan on soloing GMs, Degenerative is the best choice. Since a lot of your damage is based on pets, I'd say both Support or Assault Radial Hybrids are equally a good choice. The rest of your incarnates are just preference and filling what your build lacks more of.
  5. @noogens2 You are free to build it the way you want, I just want you to understand what you're missing out on with Creepers: The thing about Creepers is that it's damage separate of your rotation like all pets. With procs its worth a lot more than say Fly Trap or Ice Storm and doesn't get in the way of your rotation. It's about 30 (no procs) - 110 (4 damage procs) DPS per vine for 2 minutes for the cost of 1 cast and 26 endurance, additionally to what you're doing with your Savage rotation, where Fly Trap with 95% damage enhancement for example is around only 60 DPS, which is already pretty good for a pet.
  6. ill/dark is very strong and solo friendly, GM and AV friendly too. Put Overwhelming Force proc into Phantom Army for effective CC too. You also have a 3 pet powers so you could slot the +20% res/+10% def from pet Aura IOs if you want to make them more durable, though proc damage is usually the method of choice instead.
  7. Cold synergizes best in my opinion, as it's a straight upgrade from FF and can provide them the much needed endurance Demons like to run out of. It's also thematic.
  8. Gravity has the downside of not much control until later though and the pet is too late to help with that so Dark or Stone are more reliable sets.
  9. It may be a question of how you're playing it to be honest. Some sets tend to prefer melee while others can do both. For example, pairing a melee set with Mind or Stone will let you safely take down a group while they're asleep, Mind being better at moving fast as it's half the recharge time. As far as fun, Savage is hands down the best Assault in my opinion both in damage and fun, though the most fun is locked at 38 when you pair it with Speed of Sound's Jaunt and you can dash back and forth in and out of groups and while that's not the best DPS strategy, it's still fun to do. Stone, Fire, Psi and Savage are all powerful at level 10. The rest kind of need to be level 20 to be really good, while Martial eh... kind of requires lvl 35. I do think people are overreaching saying Energy is top damage or equal with Fire as the numbers simply don't support that, but I'll let them have it since Energy Assault is the best form of Energy attacks we have right now. I'd recommend Plant/Mind/Stone/Dark as primaries for solo play as they help most with your survivability. Grav/Elec/Fire/Ice don't really help you stay alive or at least not until much later. So yeah, revisiting your Mind/Fire you might have fun with or maybe something new like Stone/Savage. Or maybe even re-create your old one from live as Stone/Fire instead of the reverse!
  10. There's a lot of suggestions for them to be fixed in Suggestions & Feedback, just search there and you'll find some different point of views on how exactly they should be fixed.
  11. Luck of the Gambler 7.5% is separate from others like Panacea +7.5%, so you can have 5 LotG and 5 from other sets.
  12. Fire's probably do the most damage though not durable at all, Gravity's and Dark's are a close second, Dark's Haunts are decently durable and do good damage for pets and the dog does some more, with some control that it doesn't always aim very well. Stone is the tankiest buddy you'll find. Plant is a good ranged attacker with an immob but not the greatest damage, and Electric's Gremlins and Ice's Jack Frost are probably the worst. So all in all, Gravity, Dark, and Stone are probably the best as they are all reliably tough. Ice's could be if you could provide it 20% def or -tohit, but unless you're Ice/Dark or a Controller, that's probably not happening.
  13. Beasts have a hybrid resistance + defense survivability while mercs are plain old S/L resistance. All the other sets are similar in resistance to mercs and depend on the secondary to keep them alive. Once you get your T2 which generally provide some more survivability, it'll improve more, but Wolves don't get enough Defense from Lions to matter at all as Defense is an exponential increase rather than resistance's straight line of less damage. The other problem you're having is your T1's are -2 from your level meaning an enemy that is +4 to you, is +6 to your T1 henchmen, which frankly, even with a more resistant set will still go down in 1 to 2 hits from a +4. It's a matter of 18% vs 26% resistance between Wolves and Mercs, meaning they're gonna take pretty much the same damage. To answer your question though, Demons, Thugs, and Bots are generally said to be the best, though every set has its own quirks like Bots' damage mostly being loaded into 2 attacks from the T3 only or that Wolves can have a million procs to increase their damage more than most other henchmen or Mercs being bad at everything, so just keep trying out sets and find which one you like most.
  14. Your math is correct and is how it works ingame, I don't think it was meant that it was the same as resistance but more that it just added to eHP. Or there's the fact Hoarfrost gives toxin resist?
  15. As would I, though I can take a guess since I feel it's both Best and Worst on a Mastermind. Best in ability to be used to it's fullest because your primary is mostly henchmen and that's it; worst in that it has a lot of +Recharge that's useless to henchmen and +Special likewise other than Necro's Lich and Bots'/Thugs' Tier 2 henchmen. For Necro though, I'm liking Nature best and it feels safest with the same type of things as Elec but much cheaper on endurance thanks to longer durations and gives you alot more chances to use Gloom or PPP attacks, though Kin is absolutely tied for fun in a team setting, buffing those high damage Knights and speeding them along. If only +recharge affected henchmen...
  16. Luck of the Gambler's 7.5% is different in that it is not a set bonus. It's the same type of bonus as a proc instead but still adheres to rule of 5 of itself as that's just how it's coded, just as some procs are limited to 1 and others are unlimited.
  17. @Hyperstrike Ok I don't know if this is brutal enough, but some things I think are wrong or misused with your build: I think you're missing the single highest ST damager in your build in Char with all the procs. Granted this won't work with Agility or any other +Recharge Alpha, but I think it's worth it and you already have so much recharge that Agility is unnecessary. Slotting one of your other highest ST damagers, Havoc Punch, for sleep while slotting Boxing for damage is criminal. I'm also not sure what your plan is with Burnout, considering the best use case would be Thunderstrike, Bonfire, Cinders, Burnout, Thunderstrike, Bonfire, and Cinders up for the next group and cost you 95% of your endurance and 14 seconds to do it. The whole group is hurting for sure, but you're now useless without chugging some blue insps. Hot Feet is an endurance trap in my opinion. It doesn't do enough to justify the drain and "must be on the ground" requirement. Yes it does 30 DPS and slows movement, but what use is a movement slow when you already have them in Fire Cages, Disoriented, Knocked Down, or Held? Another miss in not utilizing Knockdown Imps. You could definitely eek out a lot more damage in your build for sure in slotting Havoc for damage, Thunderstrike with procs, Zapp with the proc instead of the pointless Interrupt/Range IO, and changing Agility Core to Musculature Radial. Here's a build I whipped up with similar objectives but more resistance (and more for your imps) and damage and permahasten as long as you use Thunderstrike (which of course you will). Dominator - Fire Control - Electricity Assault.mxd
  18. I don't see a need for Hasten in this build so you could probably swap out superspeed pool for whatever you want. If you are going to keep Hasten, I'd take out end/rech from tactics since 2.5% damage bonus is almost nothing at all since your pets don't get it anyway, and put the slot into Hasten for 138 recharge. The endurance crash will definitely hurt though with all those toggles running. Good build all around otherwise, really good survivability coverage and placement of those terrible-that-they're-necessary Aura IOs. For incarnates, Cardiac would really help your endurance while Musculature Radial would help your damage and shackles (which by the way is a bit overkill on accuracy). Interface of course best 3 would be Degenerative > Reactive > Preemptive Radial. Hybrid Support will give 10% end reduction at t4, 7.5% at t3, etc., but Assault Radial is always good for MMs. If you take Cardiac, you probably don't need Ageless Destiny, if not, you probably should take Ageless Destiny lol. Any Judgement and I'd say a ranged Lore like Polar Lights or Longbow. Also a tip I learned from the good people on Discord that you may already know, don't use Equip Robot on Assault Bot (summon him after using it on your other bots) and he'll never have the flamethrower power that destroys his DPS.
  19. Stalker could use flight against enemies that fly exclusively like Seed of Hamidon but there's jetpacks for that too. Probably just preference especially since there's only Spirit Ward being used. If it was for the self resistance shield, then that would make sense. Here's my build that softcaps defense, levels down easy (hasten is lvl 30 IOs because of this, easily permahasten if you use 50s instead and definitely permahasten regardless with Ageless.) Caps S/L resist at 60% health and proc heavy for eeking out the most damage possible; End isn't perfect, but I don't wanna sacrifice damage output for saving end and putting 2 more slots in Stamina won't be enough (equivalent of less than the 1 proc in it now). About ~500mil in the current market. Stalker_StreetJustice_SuperReflexes_SoulMastery Revamped.mxd
  20. Get Panacea +Health/+End, Miracle: +Recovery slotted in Health and Performance Shifter: +Endurance slotted in Stamina ASAP. It'll give you a large chunk of endurance recovery in about 0.775 end/sec. Should be about 16 mil all together for them in the current market. I usually go sparingly with using the attacks, using Crack Whip only once on a group and using Corruption/Lash on a boss. I don't have a Demons/Dark build specifically to share, so I can't help there, but IO set bonuses definitely help alot if you can save up the money for them. If we can see the build you're working towards we can probably help more.
  21. @Troyusrex You're using AS the old way. The new way to play Stalker is to open from hide with your highest damaging non-AS attack then incorporate AS into your attack chain so that it doesn't get used from hide and because it's not used from hide it's fast. This is usually achieved by giving AS the Recharge/Chance to Hide Stalker ATO. It also has a mechanic where it will get increasingly higher chance to crit depending how many other Assassin's Focus-granting powers were used in a short time span, 33% -> 66% -> 100% chance. See Assassination here. For example, when using Street Justice, you would typically have an attack chain of: (From Hidden) Crushing Uppercut > Heavy Blow > Shin Breaker > Assassin's Strike > Sweeping Cross > Heavy Blow > Shin Breaker > Assassin's Strike > Crushing Uppercut > Heavy Blow > ... etc. This way your Assassin's Strike is always at 3 stacks of focus and is always fast (granted you never miss). EDIT: I just reread what @nihilii wrote and it's pretty much the same thing, sorry nihilii. Hopefully this is made up by being a bit more in-depth of a description.
  22. Sadly there's no way in telling which are crits from the proc and which are not.
  23. This game is way too buggy and missing tons of information so I'm unofficially going with "Yes there's a 10 second lockout time.*" *Tested against a custom character in AE and can't confirm it never procs under 10 seconds (chat logs are unreliable as it says "You enter a hidden state" every time I used AS), here's 2 instances of a crit under 10 seconds apart and it did this a total of 6 times out of 35 (Not reliable, but still possible.):
  24. I don't see anything about it anywhere either, but it probably does have a lockout of 10 seconds as when I use it in my rotation (StJ as well) it only procs every other Strike. I haven't played my other stalkers in awhile, but I'll definitely test it when I get the chance. I usually just save the chat log for 100 attacks on a dummy and run a Find All in Notepad++, if someone else wants to beat me to it. 😛
  25. @Nymaen I think I got the perfect build for you then. Lots of damage and mitigation all around with KD in Call Thugs, procs in Enforcer and Dual Wield, and perma Hasten and Chrono Shift. With Time's Juncture running, your Defenses should be effectively capped against any enemies in it's radius, so charging in with bodyguard mode should be fine as long as it's not Carnies, Frostfire, or the Dark Novas in ITF (others like Dwarf have Smashing with their Negative). Could fix those holes a bit with Rune of Protection, but it would still have a 30 second downtime even at 400% recharge, so I'd rather say, prioritize those targets so they're removed from the equation (for Carnies, just make sure you're lvl 50 and have Clarion incarnate running 😩). MM_Thugs_Time_Survival.mxd Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Technology Mastermind Primary Power Set: Thugs Secondary Power Set: Time Manipulation Power Pool: Sorcery Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Call Thugs -- SprMarofS-Acc/Dmg/EndRdx:50(A), SprMarofS-Acc/EndRdx:50(3), ExpRnf-Dmg/EndRdx:50(3), ExpRnf-Acc/Dmg/Rchg:50(5), SlbAll-Build%:50(5), OvrFrc-Dam/KB:50(7) Level 1: Time Crawl -- TmpRdn-EndRdx/Rchg/Slow:50(A) Level 2: Temporal Mending -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(7), Pnc-Heal/Rchg:50(9), Pnc-Heal/EndRedux/Rchg:50(9), Pnc-Heal:50(11) Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb:50(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx:50(13), DarWtcDsp-Rchg/EndRdx:50(15), DarWtcDsp-ToHitDeb/EndRdx:50(15) Level 6: Equip Thugs -- EndRdx-I:50(A) Level 8: Mystic Flight -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(A), WntGif-ResSlow:50(17) Level 10: Temporal Selection -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(13) Level 12: Call Enforcer -- SprMarofS-Acc/Dmg:50(A), SprMarofS-Dmg:50(17), AchHee-ResDeb%:20(19), TchofLadG-%Dam:50(19), GssSynFr--Build%:50(21), HO:Cyto(21) Level 14: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(23), LucoftheG-Def/EndRdx:50(23) Level 16: Distortion Field -- UnbCns-Hold:50(A), UnbCns-Hold/Rchg:50(25), UnbCns-Acc/Hold/Rchg:50(25), UnbCns-EndRdx/Hold:50(27), UnbCns-Dam%:50(27), Lck-%Hold:30(29) Level 18: Gang War -- SprCmmoft-Acc/Dmg/Rchg:50(A), SprCmmoft-Dmg/EndRdx/Rchg:50(29), SprCmmoft-Acc/Dmg/EndRdx/Rchg:50(31), SprCmmoft-Rchg/PetAoEDef:50(31), EdcoftheM-PetDef:40(31), CaltoArm-+Def(Pets):30(33) Level 20: Tactics -- AdjTrg-ToHit:50(A), AdjTrg-ToHit/Rchg:50(33), AdjTrg-ToHit/EndRdx/Rchg:50(33), AdjTrg-EndRdx/Rchg:50(34), AdjTrg-ToHit/EndRdx:50(34) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(34), UnbGrd-Rchg/ResDam:50(36), UnbGrd-ResDam/EndRdx/Rchg:50(36), GldArm-3defTpProc:50(36) Level 26: Call Bruiser -- SprMarofS-Dmg/EndRdx:50(A), SprMarofS-EndRdx/+Resist/+Regen:50(37), ExpRnf-+Res(Pets):50(37), SvrRgh-PetResDam:50(37), SlbAll-Dmg:50(39), SlbAll-Acc/Dmg/Rchg:50(39) Level 28: Farsight -- LucoftheG-Def:50(A), LucoftheG-Def/EndRdx:50(39), LucoftheG-Def/Rchg:50(40), LucoftheG-Def/EndRdx/Rchg:50(40), LucoftheG-Def/Rchg+:50(40) Level 30: Hasten -- RechRdx-I:30(A), RechRdx-I:30(42) Level 32: Upgrade Equipment -- EndRdx-I:50(A) Level 35: Charged Armor -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(42), UnbGrd-Rchg/ResDam:50(42), UnbGrd-Max HP%:50(43), StdPrt-ResDam/Def+:30(43) Level 38: Chrono Shift -- Prv-Heal/Rchg:50(A), Prv-Heal/Rchg/EndRdx:50(43), Prv-Heal:50(45), Prv-Heal/EndRdx:50(45), Prv-EndRdx/Rchg:50(45), Prv-Absorb%:50(46) Level 41: Electrifying Fences -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(46), Rgn-Acc/Dmg/Rchg:50(46), Rgn-Dmg/EndRdx:50(48), Rgn-Knock%:50(48) Level 44: Dual Wield -- Apc-Dmg:50(A), Apc-Dmg/EndRdx:50(48), Apc-Dam%:50(50), ExpStr-Dam%:20(50), GldJvl-Dam%:50(50) Level 47: Slowed Response -- AnlWkn-DefDeb/EndRdx/Rchg:50(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+:50(A) Level 2: Swift -- Flight-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:20(11) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A) ------------
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