Jump to content

Hjarki

Members
  • Posts

    1051
  • Joined

  • Last visited

Posts posted by Hjarki

  1. First, the reason for the "70 vs. 30" disparity is that the source you're reading is counting Scourge as if it always occurs. The actual disparity is more like "35 vs. 30" before Scourge (which tends to be +0% on minion/lt/boss and +25% on AV/GM).

     

    Second, for Defenders (and Corruptors/Controllers to some extent), a significant portion of the damage normally comes from various procs. Indeed, when building a Defender, it's best to think of attacks in the context of carriers for procs rather than focusing on their inherent damage.

     

    Your endurance woes are a byproduct of the fact that the set you've chosen - Force Field - has no endurance management but considerable endurance consumption. There are ways to solve this, but most of them involve fully slotting the character with the right sets at 50.

     

    What you might consider is something like Seismic/Martial Blaster. You can get away with taking little more than Ki Push (seems very 'Magneto-like' in its animation), Reach for the Limit (no visual effect), Reaction Time (large a passive field around the character) and Inner Will (a self-heal with minimal animation). Reaction Time would deal with your endurance woes.

     

     

  2. This is one of the original builds I played and it's evolved over the past few years. However, I can discuss some things I've learned.

     

    The Key Powers:

    • Tornado. This is the engine of the entire set. It should have Overwhelming Force KB->KD, Soulbound Allegiance proc, Force Feedback proc and then pure damage/recharge. It does not require accuracy. If you can get some semi-useful set bonuses here, fine. If not, it doesn't matter. Slotting it with 3 D-Sync works just as well.
    • Water Jet. Because of the 'double tap' mechanic, proc'ing this is incredibly powerful. I quad proc it (including Apocalypse) and run no accuracy or recharge.

    Pools:

    I find that both Fighting and Speed consume endurance/slots/power picks to little benefit. It's just as easy to build for S/L/E/R via Mace Mastery since Web Envelope is nearly mandatory to contain the chaos anyway (and the addition of a hold and pet power allows for strong slotting opportunities like Basilisk's Gaze and Expedient Reinforcement in somewhat useful powers). This frees up a pool for Sorcery, letting you run Hover/Mystic Flight and reach Rune of Protection (normally using Arcane Bolt to mule Explosive Strike).

     

    Beyond this, every Defender build should have Leadership and Combat Jumping is a very efficient defense toggle.

     

    Other Powers:

    Beyond the powers I discussed above, you don't really need to proc much. I usually split Vigilant Assault between Freezing Rain and Water Burst, with the proc in Freezing Rain (normal procs work poorly in pseudo-pet spells, beneficial buffs like Vigilant Assault are essentially auto-proc when such powers are activated). I also put Force Feedback in Water Burst. Powers like Lightning Storm, Aqua/Hydro Blast and Geyser are just straight-slotted for set bonuses - I focus the procs in high impact places rather than scattering them around. Tidal Forces takes the Gaussian's proc but doesn't need anything else since it's a one-two with Geyser and Geyser's recharge is much longer.

     

    I don't normally take Snowstorm, Gale, Hurricane, Thunderclap, Whirlpool, Dehydrate or Steam Spray.

     

    For Incarnates, Musculature is probably the best option since you don't really need much beyond damage.

    • Like 1
  3. In general, Electrical Blast is built around sapping.

     

    While every power drains endurances, the two primary ones are Short Circuit and Thunderous Blast. Essentially, you're going to start every fight with Short Circuit - including those you ultimately use Thunderous Blast on - with a fully enhanced End Drain from Short Circuit and then exploit the low endurance totals. Plus, with Fulcrum Shift, you don't need to worry nearly as much about slotting full damage enhancements. I'd also probably build for S/L/E/R rather than half-ass'ing across the board on defenses.

     

    My initial inclination would be as follows.

     

    Electrical Blast

    • Charged Bolt (Superior Malice of the Corruptor). It has to go somewhere, might as well be here.
    • Lightning Bolt ()
    • Ball Lighting (Superior Scourging Blast 3-piece, Annihilation proc, miscellanous for damage/recharge as needed). Splitting the ATO is one of the major benefits of Corruptors/Defenders, this is a great place for the ATO proc and with entirely rear-loaded damage, Annihilation is particularly effective. If endurance is a consideration, Performance Shifter can help, but it shouldn't be an issue.
    • Short Circuit (weird D-Sync enhancements or just straight Preemptive Optimization). Fury of the Gladiator and Armageddon are very tempting here, but you absolutely want to maximize endurance here as the first goal.
    • Charge Up (Adjusted Targeting). The main virtue here is the +EndMod part and you want it up as frequently as possible given that Short Circuit has a much shorter cooldown. The Gaussian's proc is probably superfluous since you're Kinetics.
    • Zapp (Sting of the Manticore 5-piece, Apocalypse). Fairly standard slotting - this should be enough recharge for the power.
    • Tesla Cage (skip). Generally terrible power since the 'buff' that actually eliminated almost any reason to take this power.
    • Voltaic Sentinel (Expedient Reinforcement). Another standard slotting.
    • Thunderous Blast (?). I'd probably put the rest of Scourging Blast here with what EndMod I could fit.

    Kinetics

    • Transfusion (Preemptive Optimization, Numina's Convalescence, etc.) The value of the healing here isn't all that great in most circumstances. You're really taking it for -regen and the set bonuses you can slot in here. You don't really need accuracy since you need to run +hit for the sniper attack and you're probably getting accuracy from elsewhere.
    • Siphon Power (skip). -damage debuffing is generally weak and becomes nearly useless in hardmode. While it is potentially a nice buff, it tends to be overwhelmed by Fulcrum Shift and you don't need the weaker version of Fulcrum Shift (especially as both are unslottable).
    • Repel (skip). It's possible to get +1.88% ranged defense out of three slots here, but you're probably never going to use the power.
    • Siphon Speed (Pacing of the Turtle or Ice Mistral's Torment). These aren't great sets, but capping the unresistible slow on Siphon Speed is handy.
    • Increase Density (resist uniques). This is a great power to mule all those resist uniques and it's nice to have disorient removal for people using wakies.
    • Inertial Reduction (Blessing of the Zephyr or skip). This is a nice little travel power but it may not be necessary.
    • Transference (Preemptive Optimization). You can't zero out an AV with any power, but fully slotting this will help you chew through their endurance as quickly as possible.
    • Fulcrum Shift (recharge probably). As noted above, you probably won't need to slot accuracy in your powers and recharge is the only other option here.

    Pools: Leaping (Combat Jumping), Leadership (Maneuvers, Tactics), Concealment (Stealth), Flying (Hover at least). These are all slotted with LotG recharge and otherwise for their various bonuses. You'll need to fit Kismet in somewhere as well.

     

    Epic/Patron: Mace Mastery (Scorpion Shield, the rest as needed for slotting, etc.). This gives you the 5th LotG and allows you to build soft-capped defenses to most of what you'll need.

    • Like 1
  4. 7 hours ago, Erratic1 said:

    I think I would prefer at this point something off the Damage/Survivability axis.

    To some extent, content becomes an issue here.

     

    A lot of people are focused on Pylon/Trapdoor. This is almost purely a dps race and there's only so much you can on that single vector.

     

    Some people are focused on actual gameplay (where more issues arise), but the lack of true 'raid' content means that it's very difficult to have multi-vectored challenges. In the most challenging content, survivability tends to be more important than dps but you don't really see custom teams for this purpose.

     

    I think the best you can really hope for is making certain sets favor certain AT. However, at the current moment, you really only have "best on a Tanker", "best on a Stalker" and "it doesn't really matter".

  5. Frigid Protection is a 30’ radius, 10 target 70% slow with a 2.0s activate period.

    Reaction Time (Martial Combat) is a 30’ radius, 10 target 70% slow with a 1.0s activate period.

     

    So while Frigid Protection also has -damage% attached, Martial Combat is actually better than Ice Manipulation at the core task of slowing down nearby opponents.

  6. I'd call Dual Blades a 'failed experiment'. The combos are a neat idea but you're normally going to lose more setting them up than you get from landing them. If you just ignore the combo system and use the attacks for their intrinsic value, you'll normally do better. However, when you do that you're really just playing a gimpy version of Claws.

  7. 1 hour ago, MoonSheep said:

    people are kidding themselves or purposely trying to mislead others if they think one player using buildup is more effective than providing the whole team with +400% DMG permanently through fulcrum shift

    Except this almost never happens except in people's imaginations - as I pointed out above. Fantasizing about providing +400% damage when the tip-of-the-spear members of your group are too close to the +damage cap to get more than +100% - and probably aren't going to be in range of your Fulcrum Shift anyway - isn't very useful.

     

    For the Defender/Corruptor themselves, Fulcrum Shift is an amazing ability. For many of those you think you're helping, it's not necessarily of much use.

     

    Until the Homecoming era changes, Force Field was considerably virtually worthless as a set. Why? Because while it was fantastic at buffing Defense, most players outside of the early game couldn't really use more defense than they already had.

     

    1 hour ago, MoonSheep said:

    teams where all players actively seek to support each other are the most powerful and successful in the game. for example, all corrupter teams and similar are a great example of this

    You know what's normally better? An all Tanker team. Tankers don't get anything as dramatic as Fulcrum Shift. But why would they need it? They're all running +120% damage from 8xAssault.

     

    The fundamental flaw in your theory is that CoH is a game with limits - and well-designed, fully developed characters are often at/near/above those limits. Speed Boost is a fantastic buff in the early levels when many character struggle with recharge/endurance. In endgame? It tends to be nearly useless because most builds can't meaningfully use more endurance than they have or more recharge than they have.

     

    That's why so many players don't bother to 'gather for buffs'. A Time Defender can provide a massive shift in hit/defense. But my Scrapper isn't going to wait for the buff because he doesn't need either in 99% of situations. Even if he does need it, it's probably a situation where 8xManeuvers + 8xTactics from all those non-Defenders in my group gathered for this very difficult fight are probably enough.

    • Thumbs Down 2
  8. I'd caution against getting too invested in the idea that your buffs/debuffs are particularly useful to your group.

     

    Consider that Kinetics player. Fulcrum Shift is fantastic if you're duo'ing with a traditional Scrapper. But what if you're with a Blaster? They're not diving into the middle of crowds except momentarily to throw their ultimate - and they'll be at/near the +damage cap already when that happens. That Scrapper is probably working out well, but a Stalker who has Build Up/Gaussian's 50% of the time? They mostly don't care about your Fulcrum Shift.

     

    Tar Patch is a great debuff. But by the time it lands, your team has likely already spent all of their alpha strike abilities so you're just buffing the low damage part of their cycle.

     

    Ultimately, there's only one player who you know is getting the full benefit of your buffs/debuffs: you. So treat your support set more like an armor set for your personal benefit. The fact that it also might potentially help someone else should be a bonus, not a justification for the set. When you look at an ability like Ice Shield, your first thought shouldn't be that you can increase defense/resist on others but that you can use it to slot defense/resist set bonuses that you need.

    • Thanks 1
    • Confused 1
    • Thumbs Down 4
  9. 1 hour ago, Spaghetti Betty said:

    What makes Blaster Glue Arrow such a special case is that it's both an ST power and a pseudopet, so procs fire on the target hit and for the patch that spawns. You don't necessarily proc it for the long-duration patch as much you do to nuke a target, much like Burn!

    On City of Data, all I'm seeing is a standard pseudopet-generating power. There doesn't appear to be any single target component.

  10. 3 hours ago, Onlyasandwich said:

    Thanks! This is the part I wasn't sure of, and would explain the inferiority of ranged AOE here. 

     

    Oddly, blaster glue arrow, which @Spaghetti Betty pointed out here, has the same 0s recharge on the damage component of its psuedopet, but is actually excellent for procs. Maybe it's not as good as it seems though, and warrants parser testing itself! 

    Assuming that the general principles I outlined above apply, Glue Arrow would have 3 chances to proc over the 30 sec duration for both damage and slow. With a 15' area and 2.6875 AF, this would be 71.75 * 3.5 * 10 / 60 / 2.6875 * 3 = 46.72 damage per activation (regardless of recharge slotted into the power).

     

    If Glue Arrow were simply a click power that put a 30 sec duration slow on the targets, it would over-cap with about 100% chance on a 3.5 ppm. So a proc would deal 71.75 * .9 = 64.58 damage per activation as long as you kept your internal recharge under 10% or so.

    • Thumbs Up 1
  11. 11 hours ago, Onlyasandwich said:

    I'm a little lost on what proc math I would actually expect from the stats in CoD for this part of the pseudopet:

    My understanding of the general system is that procs can only go off when the relevant part of the power goes off.

     

    So if you slot Call of the Sandman into Sleep Grenade, you'd get a chance to proc when you activated the power (since its a beneficial effect that does not need a hostile target). The chance to proc would be very high since Sleep Grenade has a 45 sec recharge (and internal recharge would modify the chance to proc) and no area of effect (all it does is summon a pet).

     

    Call of the Sandman would not proc from the persistent area effects of the Sleep Grenade. While there is a continuously re-applied Sleep field, the proc would actually heal the pseudo-pet (rather than the player) and the pseudo-pet can't be healed. I believe Overpowering Presence has the same issue - a pseudo-pet can't have a pet of its own, so the power is either explicitly blocked from proc'ing due to the ongoing field or it simply 'fizzles' when it realizes it has no proper master.

     

    Damage procs from damage sets in Sleep Grenade would do nothing on activation (no hostile targets). Once the pseudo-pet was summoned, they'd get a single chance to proc based on a 10 sec recharge (unaffected by any recharge slotted into the power) and then no further chances to proc (since there is no ongoing damage component). With a 20' radius, this would translate into a 3.25 AF so 3.5 * 10 / 60 / 3.25 * 71.75 = 12.88 damage/target.

     

    Damage procs from slow/sleep/control sets in Sleep Grenade would do nothing on activation (no hostile targets). Once the pseudo-pet was summoned, they'd get a chance to proc every 10 sec (since the effect is ongoing). This would translate into 3.5 * 10 / 60 / 3.25 * 71.75 * (30 / 10) = 38.63 damage/target for any target that stayed in the field the whole time, with a third of that damage occurring every 10 sec.

     

    In general, any time the recharge of the actual power (rather than a containing power) is 0s, it seems to use the 10 sec system instead. This is also why people tend to comment that such 'field' powers are terrible for procs. With a conventional power, you're normally leveraging your global recharge to gain much higher ppm than you would otherwise. If you slot a 3.5 ppm proc into a power that recharges twice as fast as it should due to your global recharge, then you've actually just slotted a 7 ppm proc. With passives/auras/pseudo-pets, you're just stuck with the normal ppm because global recharge doesn't apply.

     

    I don't know if any of the above specifically applies to Sleep Grenade (or the other powers in Arsenal Control) because I haven't explicitly tested them.

    • Like 1
  12. 11 minutes ago, Frosticus said:

    This is not accurate and is exactly what I was talking about when I said most players don't understand the mechanics of this power.

    Smoke Grenade has to be triggered by some form of attack. If it has not been triggered, it will neither -hit debuff nor Confuse. If it has been triggered, it will do both (for about 15 seconds) regardless of the target's level of Confuse Protection.

     

    What you're observing is the difference between the trigger or not, not the difference between the Confuse or not.

  13. 4 hours ago, Frosticus said:

    Sleep nade: works identical to static field, but has a bit more debuff and trades minor end drain/recovery for damage. It certainly stacks with itself if you have sufficient recharge. Sleep kicks in instantly after the damage, they both alert mobs. Ice Mistral is a decent choice

    This is Sleep Grenade: https://cod.uberguy.net/html/power.html?power=redirects.assault_rifle.sleep_grenade&at=controller

    While there is a 5% chance that you'll get overpower, the Sleep portion of the power overwrites previous instances.

     

    This is Static Field: https://cod.uberguy.net/html/power.html?power=pets.static_field_controller.static_field&at=minion_pets

    Here, the Sleep stacks with itself.

     

    The difference is that while both have a 5% chance to Sleep a Boss, Static Field has a 100% chance to Sleep that Boss 4 sec later while Sleep Grenade does not. So you can just fire off Static Field to essentially put any spawn 'on ice' until you're ready to deal with it. If you need to re-apply the Static Field, you can do so without waking anything up. It's also useful for endurance management.

     

    Static Field is so good that you take the set just for that one power. Sleep Grenade is a 'meh' power that you'll rarely miss if you skip.

     

    4 hours ago, Frosticus said:

    LN: how the enemy gets knocked on its butt is irrelevant. It's the best knockdown patch because unlike iceslick/bonfire/quake LN has enhanceable slow so +con enemies can't easily run through it. Ice Mistral is a decent choice.

     

    Bonfire and Quake do not have a Slow component at all.

     

    Ice Slick does have a slow component, but it isn't enhanceable.

     

    However, both Ice Slick and Quake will knockback at about twice the rate of Liquid Nitrogen due to the lack of a lockout period (Bonfire has an even longer lockout period but Bonfire is almost universally used for damage rather than control anyway).

     

    4 hours ago, Frosticus said:

    - first off, the -tohit is only active IF the target is successfully confused. It will always apply, but it will be dormant until confused. So if you want to use it as a tohit debuff you will need to see those purple bubbles. Interpret that as you will, but I'm pretty sure it is to tame the potency of the power so it isn't seeds 2.0 given it is a huge aoe, doesn't aggro, and shoots around corners. So the -tohit in the power isn't to protect YOU, because it is only active when the mob is confused. That said, it isn't hard to make this power perform close to seeds for clear speed (at least for doms).

    All of the aspects of the power except the perception debuff are linked. They all occur together or not. The target does not need to be successfully Confused (the purple bubbles). It merely needs the Confuse effect on it - if you toss Smoke Canister on a +50 Status Resist AV/GM, you won't see any purple bubbles but you'll still get the -hit.

  14. Let's start with a brief review of the powers:

    • Tranquilizer. Sleep with no miss chance always has fringe applications - think about toggle dropping a Personal Force Field - and this power is somewhat decent as a basic nuke. However, Sleep isn't very good at setting Containment since it drops immediately on damage. Since the Sleep is already far longer than you need it to be, slotting for pure damage via Apocalypse and various procs (depending on secondary, Call of the Sandman might be appropriate) seems the way to go.
    • Cryo Freeze Ray. This is one of the weaker Holds available. The supplemental effects aren't really of any use and it has a relatively long activation time. I suspect that most of the time, the best answer will be to slot it as a damage power, potentially with multiple procs including Unbreakable Constraint.
    • Sleep Grenade. Static Field is one of the most powerful control effects in the game. This is not Static Field. It has considerably less proc potential and you can't use it as a heal/endurance engine. It doesn't debilitate the spawn so that they can't fight back effectively once you break the Sleep. And, of course, it doesn't self-stack, so you lose most of the virtue of a Sleep field. This is probably the best place to dump Will of the Controller even though putting a damage proc in a Sleep field is dumb - the proc rate is so low that you won't wake up enemies very often and it doesn't matter because you weren't depending on the Sleep field to keep them controlled in the first place.
    • Liquid Nitrogen. This checks every 0.2s. There is an 8% chance that it deals a small amount of damage and knockbacks the target, with a 4.5s lockout. Overall, a thoroughly unimpressive power. You can slot this with Ice Mistral's Torment if you need AE defense but don't expect the proc to do anything useful.
    • Cloaking Device. LotG mule.
    • Smoke Canister. Coerceive Persuasion is the obvious choice here. However, the proc will rarely be useful and the power itself is significantly less potent than click powers like Seeds of Confusion. To compound this, it has a debuff component (making enemies do less damage to one another) and you need to keep attacking them to activate the Confusion.
    • Flash Bang. My gut instinct is Cloud Senses here. It's a pretty standard Disorient with uselessly low damage. It can be proc'd out for AE damage, though.
    • Tear Gas. As with all the AE Holds, not much use except muling sets.
    • Tri-Cannon. I actually like this pet due to its combination of operating at range, taunt and near-invulnerability. It can be proc'd with Perfect Zinger but the fact that it only has a single attack means that doesn't add much damage. You can use the Soulbound Allegiance set but you're probably not building for Psi defense and the pet doesn't do enough damage to justify the proc. So I'd say the standard here would be Expedient Reinforcement. Call to Arms is also a decent option if you need AE defense since the unique is slightly better for a pet that has tons of resist and no defense.

    However, it's important to remember that how we slot is dependent on what our secondary set is. For example, I mention building for AE defense. But this isn't a realistic option unless you're playing a set like Traps or Force Field that gives significant defense buffs.

     

     

  15. Electric Melee has abysmal damage and while Lightning Clap is nice from the standpoint of being a 'tanktroller', the set has very little to recommend it otherwise.

     

    Staff has fantastic AE, terrible single target. You can also use Form of the Soul to deal with the endurance problems of Dark Armor. However, without any features like -regen, you'll find fighting AV/GM takes forever. You'll also only be stunning single targets.

     

    Radiation Melee is another option, particularly due to the ability to slot Theft of Essence into Radiation Siphon. However, it's again a very low damage set.

     

    Stone Melee is probably a stronger option purely from the standpoint of "Tanktroller", but the endurance demands would probably be non-negotiable.

     

    You could also consider playing a Stalker or Sentinel instead. Stalkers all do good single target damage and you'll save a bit of endurance since you won't have the damage aura (arguably you could just not take the aura on a Tanker). However, Staff no longer has an endurance management option as a Stalker and Electric loses Lightning Clap. Radiation Melee doesn't lose much of anything you need. Likewise, a Beam/Dark Sentinel will cover all of what you need in an endurance-friendly package. However, neither Stalkers nor Sentinels receive taunt auras.

    • Thumbs Up 1
  16. Sonic Siphon, Sonic Cage, Disruption Field and Clarity can’t slot any enhancement sets. Sonic Barrier, Snoic Haven, and Sonic Dispersion can only slot resist sets (which are relatively limited in value beyond the uniques). Sonic Repulsion can only slot knockback sets (again, limited). Liquefy can slot a huge array of enhancement sets but few of them do any good because it’s a pseudo-pet power so procs work poorly and the few procs that work well (mainly ones that proc on power activation like Force Feedback or Performance Shifter) aren’t amongst that huge array.

     

    That makes building for Sonic Resonance extremely challenging since a significant part of the power of any build comes from its enhancement set bonuses.

     

    Sonic Resonance also lacks many of the features like endurancement management, self recharge or self-healing (or abilities to achieve these through procs) that permit it to augment a blast/control set usefully.

     

    While not a direct comparison, Thermal is going to be generally stronger and more versatile at doing what Sonic tries to do although obviously it involves a very different theme.

    • Thumbs Up 1
  17. 8 hours ago, JayboH said:

    Bio Armor is the outlier as mentioned earlier due to the adaptation option.  (EDIT: it's not an aura.  It's applied with a click via DNA Siphon.)  I didn't say damage auras were taunt auras.  I said the sets that have one don't have damage auras.

    DNA Siphon does not taunt (except via Fury/Gauntlet for Brutes/Tankers). Evolving Armor does.

    • Thumbs Up 1
  18. 26 minutes ago, JayboH said:

    Every scrapper set that has a taunt aura has no damage aura.

    Cough. Bio Armor. Cough.

     

    In any case, damage auras are not natively 'taunt auras' for any AT. The reason Brutes and Tankers get a 'taunt aura' out of abilities like Fiery Aura is that they taunt on all attacks, not because the power itself taunts. If you look at actual taunts like Against All Odds or Beta Decay, you'll notice they explicitly taunt (and then also apply Gauntlet/Fury).

     

    The only true outliers are Super Reflexes and Regeneration. Both those sets have an explicit taunt aura for Tankers and/or Brutes but not for Scrappers.

     

  19. 22 hours ago, BuiltDifferent5 said:

    From what I hear, Rad Armor/Martial Arts is something else.

    Rad/MA is often consider the premiere farm build because of the Dragon's Tail/Force Feedback interaction. This alone makes it some of the strongest AE in any set. But when you combine it with Ground Zero, it really shines.

     

    With that in mind, actual farm builds involve a lot more procs in Dragon's Tail/Ground Zero than are manageable for a general purpose build.

    • Like 1
  20. On 3/14/2024 at 12:13 AM, Psiphon said:

    I'm not sure how Defenders can out  damage Corruptors, they've got lower base damage, lower damage caps and that's not even taking Scourge into account. 

    Could you please explain this or point to the links that do? 

    It depends on the primary/secondary combinations. However, two things can happen:

    • Defenders don't need to make nearly the investment in meeting defensive goals, so they can afford to more heavily proc their attacks.
    • Defenders get better numbers on -resist and +damage which amplifies their damage.

    You also have to consider the nature of Scourge. Scourge is relatively useless for (most) ultimates and for picking off individual enemies while moving through a mission. On the other hand, it's almost exactly a +30% upgrade in damage against an AV/GM.

    • Thumbs Up 1
  21. I don't have a design for this, but I can walk you through how I'd start thinking about it.

     

    In terms of build goals, I’d recommend going with soft-capped E/N/F/C/P and hard-capped S/L. Toxic can be dealt with primarily via exceptional Regen.

     

    So let’s examine our options with War Mace. The powers in War Mace, ranked for single target dpa:

    Clobber (106.2)

    Jawbreaker (52.3)

    Pulverize (50.5)

    Shatter (48.0)

    Crowd Control (38.1)

    Bash (33.4)

    Whirling Mace (20.4)

     

    Since Clobber is the only one of those powers above 60 dpa, it makes sense to include Gloom in our rotation instead of a melee attack. We have to take either Bash or Pulverize and Bash is terrible, so we’re stuck with Pulverize. Because it’s an 1.207 AF AE that can slot Armageddon, we’ll go a bit further down the list to grab Shatter. So that gives us:

    Clobber (16 sec recharge, 1.452 activation)

    Shatter (12 sec recharge, 2.508 activation)

    Pulverize (8 sec recharge, 1.716 activation)

    Gloom (16 sec recharge, 1.32 activation)

     

    A standard build runs about 100% external recharge and you can slot about 100% recharge internally, so we need enough activations to fit into about a third of those recharges. None of our powers have a small enough recharge to be used twice in any simple rotation.

     

    All of the powers work well within these constraints except Clobber, which would require +257% recharge to fit perfectly. However, we can slot Force Feedback to mostly cover the gaps and then rely on Crowd Control if we don’t get the procs firing.

     

    A first pass at how to slot these:

    Clobber: Might of the Tanker. The ATOs have great internal recharge and this is the power we want to prioritize.

    Gloom: Apocalypse. Since we probably want to soft-cap Psi Defense, the 6-slot makes sense.

    Shatter: 5-slot Armageddon + Force Feedback. Hecatomb will fire more often in the longer recharge power.

    Pulverize: 5-slot Hecatomb. We have to put it somewhere and there’s no need to split the ATO on a build as far away from E/N hardcap as this will be. The 6th slot can be whatever.

     

    For the AE:

    Crowd Control: 3-slot Eradication, 2-slot Obliteration, Force Feedback. We want the Force Feedback and we probably need a smidge of E/N defense.

    Whirling Mace: Gauntleted Fist. We need to put it somewhere and primary doesn’t have any places for it. In all likelihood, we wouldn’t be taking it in the first place if we had slotting options in primary.

     

    Taunt can be slotted with Mocking Beratement. Build Up probably isn’t necessary since we don’t have any long recharge blast powers.

     

    For primary:

    High Pain Tolerance: As an auto-power, we only need +resist and +health here. We can probably do some sort of frankenslotting like Aegis (proc, resist), Numina’s (proc, heal), Gladiator’s Armor (proc, resist).

    Mind Over Body: 3-slot Impervium + Steadfast Protection + Unbreakable Constraint (proc, R or R/E) would be my gut instinct, but balancing out the various defenses may require different slotting.

    Fast Healing: 6-slot Preventative Medicine. Despite wasting all that endurance/recharge, it’s a nice set bonus.

    Indomitable Will: LotG proc, 3 slot Reactive Defenses seems like a good starting point.

    Rise to the Challenge: I'd probably go with Panacea 5-slot here.

    Quick Recovery: Power Transfer proc.

    Heightened Senses: LotG proc, 3 slot Shield Wall

    Resurgence/Strength of Will: Neither of these have any particular need for slotting and they don’t have particularly good options. We’ve already slotted basically all of the endurance/resist procs we need, so we’ll hold off to see what needs to be massaged at the end.

     

    For pools:

    Fighting: We’ll need LotG in Weave and probably need to boost resist (either through Impervium or Aegis, depending on how our defenses look) in Toughness.

    Leadership: LotG in Maneuvers, Gaussian’s 1-slot in Tactics, Endurance in Assault

    Leaping and/or Flight: We need a third LotG mule. With such a strong dependence on cones, playing as a flying brick makes a lot of sense for the build. In all likelihood, we’ll take both Combat Jumping and Hover.

     

    For epic:

    We already committed to Soul Mastery for Gloom. Depending on available slots, we may want to take Dark Obliteration and/or Summon Widow. The latter can be used for Soulbound Allegiance if we still don’t have enough Psi Defense. The former can slot a variety of options, but we only have 4 10% recharge bonuses, so Ragnarok is an option.

     

    For passives:

    Stamina: Performance Shifter

    Health: Miracle

     

    From there, you simply start massaging the numbers to reach build goals.

    • Thanks 1
×
×
  • Create New...