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aethereal

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Everything posted by aethereal

  1. This is a persistent myth. Streakbreaker is irrelevant to the performance of SR or other defense sets. If your enemy's adjusted chance to hit you is less than 20%, which it should be for even high-rank opponents with a built out defense set, then in order for streakbreaker to kick in, a single opponent must miss you 100 times in a row. In practice, streakbreaker never kicks in for two reasons: 1. Almost no fights last long enough for any opponent to attack 100 times at all. 2. If for some reason someone does get 100 attacks on you, it is vanishingly unlikely that they will all miss. If streakbreaker does ever kick in, that's a sign of huge durability, not a problem. It would mean you literally took zero damage from an AV for several minutes.
  2. I'm not sure that Tankers really have any "bad" primaries. I'm not that enthused about Willpower or Dark, but you should be able to build a solidly tough Tank with anything. Kinetic Melee is probably the worst melee set now? Broadsword isn't terrible, but it's outshone by all the other weapons in my opinion. Martial arts has one big saving grace, which is its massive defense bonus. I wouldn't say it's bad, but if you pair it with a defense set as an armor, especially on tanks, you're left with a set that's very short on AoE, has fine but not amazing ST, and its big advantage is superfluous.
  3. Its (crashing) T9 has 70% toxic resistance base (Tanker numbers). It doesn't have any toxic resistance in its non-T9 powers, and it doesn't have any defense at all to anything, but it does of course have healing and regen in Energize and sapping in Power Sink, which are mitigation against all damage types. (Weirdly, I found that despite offering no Defense, Electric Armor has DDR in Static Shield. ??? )
  4. I mean, a different secondary that has an endurance tool would certainly make it easier. Also the global recharge in SR acts as a sneaky way of worsening your endurance economy, since you can use your powers more often. But really, this is a pretty straightforward issue of: "You're slotting with SOs and you don't have any endurance reduction." I feel like people here really, really work to make their own lives difficult by ignoring IO sets for actively played toons. Just buy a bunch of attuned yellow sets. You will get endurance reduction, you will get better enhancement values on your abilities, and you'll also pick up a bunch of minor endurance economy benefits through set bonuses. It will cost you, I don't know, 20-30M inf? If you just flush that money straight down the toilet (ie, make no effort to recover it), then, what, that makes your end-game cost for this character go from 500M inf to 530M inf? Who cares! If you do care, buy a couple million inf worth of enhancement unslotters, unslot all the yellow sets, and then gift them to your next toon who's going to do this, so you don't have to do it again. For people who insist on SO builds for whatever reason, you need to slot endurance reduction.
  5. Here's a discussion of the build up proc on Tactics and what it means for uptime: https://forums.homecomingservers.com/topic/34762-how-and-when-to-use-procs/?do=findComment&comment=451717
  6. My ice melee stalker -- who was quite a beast -- was ice/bio. That's a not-obviously-thematic pairing, of course. One source of synergy there is that bio has a sleep aura that stacks with frozen aura for potentially quite a bit of mitigation. Honestly, of your options, I'm not sure I see a particular source of synergy of not. They're all reputedly strong sets (I only have direct experience with Energy Aura). Ice wants lots of recharge, since it doesn't have a third strong attack in its primary to go with frozen touch and assassin's ice sword, so Energy Aura's +20% recharge is welcome. But I think ice is pretty forgiving, it goes well with whatever.
  7. I think you can for scrappers/stalkers? Because they don't have granite?
  8. Ablative Carapace is the simple click absorb Rebuild DNA is the heal. On other ATs, it's a fairly complex power (DNA Siphon), but it looks like Sentinels just get a straightforward heal/end heal that does a bit more healing if in defensive mode, a bit more endurance if in uh, whatever the endurance mode is called, and a perception increase if in offensive mode Parasitic Leech is the capstone, a cone. It gives you absorb, regen, and recovery per target hit. Max of 5 targets, and a 90 degree cone, so it should be fairly forgiving to max it out. You probably want to hit it at the beginning of a spawn if it's up, so that you are in a target-dense environment and can max it, and so that the absorb is there when enemies are still alive and regen works for the duration of the encounter.
  9. Clicking the vulnerability power applies a ST debuff that lasts 15 seconds. This is not a situation of your attacks getting a proc or anything, just the power Vulnerability is a debuff that's more-or-less exactly like what a Defender might get in their primary powerset.
  10. aethereal

    MA Ideas

    Okay guys, let's talk Eagle's Claw, because you all are killin' me here: https://cod.uberguy.net/html/power.html?power=stalker_melee.martial_arts.eagles_claw&at=stalker It has three effect group blocks: one PvE, one PvP, and one any. The "any" is just to add a stack of assassin's focus (100% chance). The PvE and PvP blocks are quite similar, just with the fundamental differences to PvE/PvP. Basic PvE effects: 100% chance of 162ish smashing damage and a 9.5 second mag 3 stun. Two child PvE effects: Crit-from-hide (doubles the damage, 100% chance, if hidden), and Crit-from-not-hide (doubles the damage, 15% chance + 3% per member of your team (including yourself)). Basic PvP effects: 158ish smashing damage and a 2.0 second mag 2 stun. Two child PvP effects: Crit-from-hide and crit-when-not-hidden-but-target-is-held-or-sleeping, both doubling the damage, both 100%. So, to sum up: Eagle's Claw ALWAYS does a stun, but the stun is NOT AoE Eagle's Claw has an 8% higher chance to crit than normal stalker attacks
  11. While 40' is, as you say, the distance to max out Leap's stack building, note that the damage continues to scale until you get to 65'.
  12. Note that the buff is cancelled when used, so it's like, "your first attack within five seconds of using CT," not "all attacks within five seconds of using CT."
  13. Honestly not a record breaking time for a US infrastructure project. Probably knotted up in environmental review.
  14. Sonic's sleep cone does good damage now (since the second-most-recent page and its sonic blast revamp). More damage than Buckshot and almost equal damage to Flamethrower, but all up front instead of in a long DoT.
  15. Probably a leftover from the old inherent. You should report it as a bug. Vulnerability doesn't stack.
  16. Nope, Vulnerability doesn't stack.
  17. Correct, the red circle on the Vulnerability power means that your Opportunity is 100%, you're maxed out, you aren't gaining any more until you use Vulnerability.
  18. No. The ATO provides more Opportunity (the brown bar meter), to allow you to use Vulnerability (the clicky power) more often. It does not change the effects of Vulnerability.
  19. You are correct. One of the ATO procs also provides a bonus of 10 (superior)/7.5 (non-superior) when it procs to the Opportunity bar (which, to be clear, is visible in your HUD just where Fury/Domination is, a brown bar beneath your endurance). (Fun fact: Fury, Domination, and Opportunity are in fact the same thing, all called Fury under the hood. You just, as the different ATs, have different powers that raise/lower the amount of Fury meter, and other powers that check the meter for different purposes. So if for example someone made a coding error and allowed a Brute or Dominator to slot the Sentinel ATO proc (or the Brute one that also gives bonus Fury), you'd be able to use that Fury/Domination/Opportunity for your own purposes.)
  20. Just checking that you're high enough level to slot call of the sandman? EDIT: I just tried it (on Brainstorm, not live, but they should be the same right now), and I was able to slot Call of the Sandman: Chance to Heal Self in Charged Brawl and in Havoc Punch, on an Elec Assault Dominator. Note that Call of the Sandman: Chance to Heal self is unique, so it won't be slottable anywhere if you already have it slotted somewhere. And the previously mentioned level restriction.
  21. So it does. And it also gets +recharge per nearby opponent. I regret the omission from the list and am grateful for the correction (but note that the overall point stands).
  22. I think I see in your post the impression that if you slot an interruptible power with interrupt reduction enhancements, the total time between clicking the power and it firing is reduced. That's not the case. It will still take the same amount of time to fire the power. Less of that time will be interruptible.
  23. Guys. The deal is you get a taunt aura if your armor set gives you a benefit from having lots of enemies close. So like the stacking defense from invulnerability or the healing from willpower. Edit: very specifically Invul gets +def per close opponent Willpower gets +regen per close opponent Energy gets +recharge per close opponent Bio gets healing or absorb power close opponent from two different powers Shield gets +damage per close opponent And those are the five scrapper sets that get taunt.
  24. Per CoD, @hollow effigy is correct, the power does mag 1.2 kb (that is, "true" knockback, not low mag knockdown). https://cod.uberguy.net./html/power.html?power=defender_ranged.assault_rifle.slug&at=defender
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