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Hjarki

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  1. Precise Strike. This is an ideal place to put the +50% proc because the standard rotation - PS, Serpent's Reach, PS, Skysplitter - always follows it with a very hard-hitting attack. Putting the proc into the damage aura means that it applies somewhat randomly rather than at the optimal point in your rotation. Guarded Spin. This can take LotG recharge (and generally should). That leaves 5 slots for either Avalanche or Armageddon, although various frankenslotting options work as well. Eye of the Storm. Force Feedback proc is ideal here and dramatically increasing AE damage. Ser
  2. Very few enemies are purely ranged. The only ones I can think of off-hand would be things like Rikti drones or various floating Psionic enemies. Almost everything else has, at the very least, a brawl-type attack. But there are plenty of enemies that are mostly ranged. These enemies will try to exhaust their (good) ranged attacks before they resort to any sort of melee attack. Even with multi-tanking, you're running afoul of the target cap. While you can certainly pack 100 mobs into a small area, that doesn't change the fact that you're only able to damage 16 of them at once (and
  3. Some notes: Gauntlet does not appear to have a -range debuff, only the Taunt powers from secondaries. Here's the entry for Gauntlet: https://cod.uberguy.net/html/power.html?power=redirects.inherents.gauntlet_proc_aura&at=tanker Players have an aggro cap of 17. While your effects (including Taunt) will remain on the target if it drops off your aggro list, you will not hold threat on more than 17 targets regardless of the effects you have on them and if mobs are too far away from you, they will not re-aggro. Moreover, having just a taunt effect is not a significant source of thre
  4. Tanker and Scrapper versions have different recharge numbers. Spin on a Tanker is 14 sec while the damage on the Tanker's Spin is actually higher than the damage on the Scrapper's. Focus is 8 sec on a Tanker vs. 6 sec on a Scrapper. To put this in perspective, let's look at the two big attacks. On a Tanker, Follow Up will deal 42.2638 damage. On a Scrapper, it will deal 50.0492 damage. With a recharge of 12 sec, the quad procs will deal 257 damage. With 100% internal recharge, a single purple proc will deal 55 damage. On a Tanker, Focus will deal 79.7728 dam
  5. I prefer the Tanker: No heavy-hitting attack. On a Scrapper, you want a set where the attack after your ATO proc hits like a truck. Claws' hardest hitting attacks aren't even as good as a epic Snipe. Perfect Zinger. Tankers can slot it. Scrappers can't. This means you can quad-proc Follow Up and Focus on a Tanker while you only have three proc options on a Scrapper. Weak second attack. Virtually all melee sets force Tankers to take a bad attack but permit Scrappers/Stalkers/Brutes to take the decent second attack. For Claws, neither attack is desirable so Scrappers have no re
  6. Flash Arrow makes solo'ing Trick Arrow trivial. Unless you're pushing the limits of the game, it floors enemy hit chances. The fact that you get a second ultimate in Oil Slick Arrow is no slouch either. For AV/GM solo'ing, it's nearly unmatched because you get status protection on top of massive debuffs.
  7. The use conditions on most Traps powers are sufficiently inconvenient that it's tough to directly compare them. It's not a bad secondary for a Mastermind since you're already stuck managing your pets and the same sort of tools (like Mass Teleport) tend to work for Traps. But for a non-Mastermind, you basically get all the clunkiness of a Mastermind without performing all that much better than the alternatives.
  8. I rolled up a quick character on the test server. With no slotting/fury/whatever (+0% damage), I got 26.71 and 64.81 with a level 40 character against even con enemies from a standard fire farm. With +580% damage (Build Up + a lot of reds), I got 106.88 and 259.59. That suggests that the ability is damage capped at 4x damage.
  9. Is this actually a thing? I know that on my Radiation/Fire farmer, both Irradiated Ground and Burn go all the way up to 700% damage and they're both pseudo-pets. I'm pretty sure my Ice Blaster can Blizzard @ 500%. I don't know about Shield Charge specifically, but I don't think there's a general psuedopet limit.
  10. Stone only has two AE and only one does damage. I think taking both is a wise idea because it's a great place to slot Absolute Amazement + Force Feedback to reduce the cycle time on Tremor. For single target, let's start with Seismic Smash. It's one of the hardest-hitting melee attacks and it can slot the Unbreakable Constraint proc. At perma-Hasten, we'll need to find a way to spend 5.33 sec between Seismic Smash. If we can tip it slightly over this (~4% more recharge), we can do Stone Fist(x2), Gloom, Heavy Mallet, Seismic Smash as a rotation. Build Up is normally use
  11. When I was running the numbers, the 20% surprised me a bit because I had a dim memory of it being closer to 10%. Didn't remember the change in Brute cap.
  12. A Tanker has a 500% damage cap and a Brute has a 775% damage cap. However, a Tanker has a 95% damage scale while a Brute has a 75% damage scale. Without any reds, your Tanker is probably at 225% damage while your Brute is at 400%, for 213.75% vs. 300% (40% more for Brute) If both are at cap, you're looking at 4.75 vs. 5.8125 damage scale (20% more for Brute) To get to that cap, the Tanker probably starts from 225% and needs 11 reds. The Brute probably starts at 400% and needs 15. For damage from Fiery Aura, that's the whole story. For damage from the melee s
  13. Energy is one of the weaker primaries and Dark is one of the weaker secondaries. Dark Blast is one of the stronger primaries. Energy Aura is probably one of the best overall armor sets... as long as you never face anything with Psi damage.
  14. Fire Blast: This is a relatively simple set. You've got two key single target powers: Blaze and Blazing Bolt. Blazing Bolt is almost always slotted with Sting of the Manticore for Ranged Def, Recharge and the proc. Blaze will generally be slotted with Hecatomb (ideally) for recharge and the proc. Beyond that, you're really just looking to close the rotation. Fireball is frequently used in the single target rotation. Flares is probably the best choice for (much) of the remainder since it's always available and takes minimal activation time. For AE, Fireball is a solid performer
  15. There are situations where what we believe should happen and what actually does happen aren't the same. For example, let's say I slot Perfect Zinger into my Smite. The 'right' behavior for this is that when I Smite a target, Perfect Zinger will proc Psi damage on up to 5 targets within 10 yards but not proc on the target itself. The actual behavior is that it acts like pretty much every other proc and just damages the one guy I Smite'd. I agree with your premise - Cloud Senses and Glimpse of the Abyss 'should' only work on the primary target due to how the power is stru
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