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Hopeling

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Posts posted by Hopeling

  1. 3 hours ago, Display Name said:

    Don't worry about PBAoE Knockdown?

    Yep, don't worry about it. As a mitigation tool, it's not great: you can't use it on command since it takes three powers in a row to set up, and using it effectively means you're committed to taking and slotting 1K Cuts and Power Slice, which you could otherwise do without.

     

    If you want to take those powers anyway, it's not an awful combo, but the knockdown isn't enough of a perk to be worth 6-10 slots and a power choice.

  2. 7 hours ago, Sovera said:

    I perceived it as being pretty AoE-less though. Isn't Spinning Strike a six yard radius AoE?

    Yes, but a 6-foot sphere is comparable to a pretty wide melee cone. It's a targeted AoE, not a PBAoE, so you can aim it where that sphere will contain the most enemies rather than just hoping they cluster around you tight enough.

     

    I agree that StJ is a bit lacking in AoE, at least until you add in something like a damage aura, Burn, or Fireball. Not cripplingly bad like Dark Melee or Energy Melee, but not great.

  3. 19 minutes ago, Dr Causality said:

    Does that include from Beta servers?    I personally had two Ice melee Incarnated stalkers on Justin. 

    The Flavour of the Month data only counts live characters, I think. Unless you played on Justin quite a lot, I'm not sure it would count as "true experience overall" though.

  4. On 9/19/2019 at 9:14 AM, DarknessEternal said:

    So what explains why Thunderous Blast has a longer recharge than the other Blaster T9s, and does the same damage?

    Other nukes already don't follow the damage formula: with a 145s recharge and a 25-foot radius, you would expect a power like Nova to deal scale 4.96 damage, but instead it's scale 4.00.

     

    That said, I still don't see any reason for Thunderous Blast to have a longer recharge. Neither its damage nor its secondary effects are better than various other nukes with 145s recharge.

  5. 2 hours ago, Frosticus said:

    I imagine if you took away that bonus damage (not sure why it is on every power) then TW would likely be a median set on SO's 

    It's worth pointing out that we only have eight data points for TW, all of them mine. Moreover, the TW average so far is split between two different approaches: five runs without Defensive Sweep (averaging 5:41, similar to Claws), and three with (averaging 5:04, far and away better than any other set). Parry-type buffs are really really powerful in this test, because they allow you to herd a ton of enemies safely, and TW has enough AoE to really take advantage of herding. That's also why Broadsword is doing so well; without Parry, I got times around 7:00, with one unusually good run at 6:27.

     

    In real play, Parry buffs are not as useful as they look here - any set can get a similar effect by using inspirations, and not all incoming damage is flagged Melee. I'm tempted to say we should keep two entries for each of TW/Broadsword/Katana, one with their parry power and one without. (I don't think the same concern applies to eg Dark Melee with Siphon Life, since that's a strong attack that is worth using even when you don't need the heal.)

     

    Without Defensive Sweep (which lots of builds don't take), it looks like TW is "only" a top-tier set on SOs, rather than in a tier of its own.

    2 hours ago, Frosticus said:

    (and still a superstar on IO's).

    So far, TW does seem to be the only primary that is limited by endurance in this test, and very frequently has gaps when all its attacks are recharging. So it does look like it stands to benefit more from IOs than other sets - most sets take advantage of high recharge by replacing weak attacks with strong attacks, but TW will replace dead time with strong attacks, which seems like it should give a larger improvement in performance. We'll see though.

  6. The best counter is moving out of the smoke grenade 😉 but not every debuff is location-based, so it's not a perfect method.

     

    Focused Accuracy gives pretty beefy debuff resists against -perception and -tohit. Never been blinded with it on.

    • Like 1
  7. 6 hours ago, Herotu said:

    How feasible is this (assume I have infinite inf)?

    Extremely feasible. It's how I level most of my characters. I often end up doing a respec at 50 anyway, but that's just because playing the character more has made me rethink their build, not a serious power-up.

     

    A lot of sets have minimum levels, so you'll probably want to slot commons at 12 to hold you over until Crushing Impact at 27 (for example), but that's just overwriting one with another, no respec required.

  8. 1 hour ago, Heraclea said:

    I would expect that Titan Weapons would be fairly painful on a Brute, seeing that it has no quick recharge and animating attacks. 

    Eh. It's no slower than, say, SS: Rend Armor without Momentum animates as fast as KO Blow and recharges faster, and the next four attacks are faster than everything in SS.

     

    With Fury generation as flattened as it is past about 80, I haven't found slow vs fast sets to make much difference anyway.

  9. 1 hour ago, SaintD said:

    I figure high damage but high recharge stuff like battle axe.

    Eh, those work about equally well IMO. The sets that really favor scrappers are the ones with +damage, or the ones where crits are a major advantage. Dual Blades and Kinetic Melee come to mind, as does /Shield. Electric Melee strongly favors big alpha strikes, too.

     

    Scrapper epic pools also have a couple cool things Brutes don't get, like snipes, Water Spout, and Shadow Meld. Using one of those may also help.

  10. 9 hours ago, Galaxy Brain said:

    @Hopeling, was your strat similar?

    Yep, basically the same. If Lightning Rod came up and I was at high health but only had a few mobs left, I would run to the next spawn and try to hit everything at once. I didn't take Lightning Clap though.

    9 hours ago, Haijinx said:

    On SOs how many nukes would you even get in 6 minutes?

    If you slot it 3dam/3rech, it has a 45-second recharge to match Build Up, so you can get 8. In practice probably 6-7, since you're probably not using it exactly on cooldown.

    35 minutes ago, Galaxy Brain said:

    It appears the mission is down on Pineapple...

    I didn't change anything, but when I logged in just now, under My Creations it had an error message that I hadn't set the contact. I put him back and republished, so it should be available now. Not sure why that happened, maybe the patch broke something somehow...?

    • Like 1
    • Thanks 1
  11. 4 hours ago, DarknessEternal said:

    Yes, the server is the source.  It can be verified by anyone in actual play.

    This is what I see in-game. Recovery debuffs can indeed take NPCs to zero:

    image.png.6ad4acbe6b97911b5b803db3e53535ff.png

    As to point 1, I tested it by making a custom enemy in AE whose only attack is Spine Burst (costs 20.44 end). I sat next to him with Conductive Aura on, which drains enduranc but does not debuff recovery; his endurance was visibly ticking upward before getting drained. But he never used Spine Burst no matter how long I waited, because one tick isn't enough endurance to afford it; as soon as I turned off the aura and let him get two ticks, he used his attack.

     

    You don't need to posit strange mechanics to explain the things you're seeing. NPCs can attack with one tick of endurance because lots of attacks cost less than one tick's worth of endurance, especially for bosses/EBs/AVs who have a larger endurance bar and thus larger ticks. Recovery debuffs don't always floor the target's recovery because, like everything else, they are subject to the Purple Patch; Short Circuit on a +4 target is -48%, not -100%.

    • Like 3
    • Thanks 6
  12. To my knowledge, points 1 and 2 are not correct. Do you have a source?

     

    I mean, endurance drain really does offer very little benefit, but only for regular boring reasons as far as I know, rather than because NPCs have fundamentally different endurance mechanics from players.

    • Like 1
  13. 1 hour ago, DougGraves said:

    Does the endurance drain matter on electric melee with or without electric armor?

    It's mediocre even with Electric Armor, and nearly worthless without. By the time an enemy is drained, they're probably about to die anyway. Worse, endurance drain is just not very good as a form of mitigation, because it requires a lot of setup, enemies don't have toggles to drop, and if they get one tick of recovery, they'll get to attack before you can drain it.

     

    Electric Melee is a fine set though. Lightning Rod is an incredibly fun power.

  14. 32 minutes ago, Seigmoraig said:

    That being said, I have Critical Strikes in Titan Sweep so that when it procs, Whirling Smash and Arc of Destruction will be the powers that benefit the most of the crit bonus

    I agree that's better for AoE, but then you don't get the crit bonus at all on your ST chain. Depends which you prioritize. Arc would make a good compromise between the two, and I put mine there while leveling, but if you want the 6-piece recharge bonus, you can't use Armageddon nor the Fury proc there, which is a bummer.

    • Like 1
  15. 1 hour ago, tunch said:

    I don't feel I hit hard with water.. not like frost breath or fireball.

    But... Steam Spray does dramatically more damage than either of these...?

     

    The ST definitely does not feel punchy; even a double Water Jet doesn't feel especially exciting considering that it's basically a 3s animation. Geyser and Steam Spray are where the punch is.

  16. 8 minutes ago, Galaxy Brain said:

    I havent gotten to WM yet personally, but does it lack a bit of AoE compared to Axe?

    It's comparable to BA, maybe slightly better if you can really abuse the wider cone on Shatter. Crowd Control is Pendulum with slightly lower damage but a slightly faster recharge, Whirling Mace deals slightly more than Whirling Axe on the same recharge, and Shatter has a 45-degree arc to Cleave's 19 degrees (again with less damage and faster recharge).

  17. Water Blast has passable ST, very good AoE, and a decent self-heal if you want to take it. With a ranged nuke and probably the best cone power in any blast set, it's well-suited to playing from range rather than being a blapper. The combo mechanic... is there, I guess, but it doesn't require much attention, and using it well or poorly doesn't make a huge difference.

  18. I think PS procs give more endurance than 50+5 endmods, if you're only using one slot. It is less reliable though.

     

    Critical Strikes in Follow Through is good, but personally I'd put Armageddon in Arc and Scrapper's Strike in Whirl to get more out of the damage proc. If you pull a slot from somewhere else, you could grab the 6-piece Scrapper's Strike bonus for 6% S/L resist too.

     

    Avalanche might be better than Overwhelming Force in Titan Sweep, just because S/L is usually more helpful than E/N defense. If you also throw a Winter's Gift unique in Super Jump, you've got 50% slow resist, which is pretty nice.

     

    I think you might be better off pulling that Numina: Healing from Health and 6-slotting Preventive Medicine instead of one of those 5-slot Panaceas.

     

    Rend Armor already has a 75%ish chance to proc Achilles Heel, so a second proc in Crushing Blow probably isn't adding much.

     

    Tough seems underslotted for resistance, maybe swap the UG:End/Rech for the UG:Res? Gets you 1.7% more resist for .03 more end/sec.

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