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Vea

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Everything posted by Vea

  1. It's possible now on the beta, copy your spider over and change it up. The area this power can cover is somewhat convincing me. Slotting just one Dam/Range from Posi increases the area covered by 80ft. +5 the dam range adds another 10ft. Using intuition radial adds a whopping 140ft of area covered. (I'm basing this of area of a segment). I think this means each cast will hit the target cap providing there is enough critters.
  2. Here are some comparisons between powers: ST Powers: AoE Powers I added dark to the comparison just because. Gloom is just so good, and dark oblit is just as good! I don't exemplar either, if I did I guess I got my bane to fall back on if needs be because that toon does exemplar pretty well. Based on the experience you've mentioned is that if you rely on just ball lightning you'll have gaps in the AoE chain, then fences seems appropriate and given that its better than suppression makes sense. The dilemma now is procs. The native powers have the best proc opportunities, then Soul and then finally Mu. I'm keeping it on the table because it means we get access to PBAoE sets. Specifically Fury of the Gladiator. I also feel like pets are rubbish until you get into melee range so you gotta be in melee range so you might aswell pick up a melee power right? For me it's a matter of swapping Mu Lightning out over Toxic Dart. I like the way you've slotted it. Another dilemma is Suppression and its Arc and Range. Boosting for range on arcs is extremely good and doesn't impact proc potential.
  3. Thanks for your thoughts guys! I've done some testing and hit ~550dps on a pylon which was nice. I can now echo the Leviathan pick. It's not needed, and actually becomes a hindrance on the build, the cones are extremely end-heavy and has been my sole issue with this build. Overall though the build was unplayable.. Toxic dart is great, it's super fast recharge and superfast cast. Gloom is a little bit better in isolation but with Venom-nade it's considerably better imo. The DoT is similar and you can take it at level 4 rather than 35. On paper I can't justify suppression. The only saving grace I can see is the Achilles heel which should proc frequently on groups of mobs. ST attack chain becomes: Venom > Toxic Dart > Mu Lightning* > Toxic Dart AoE attack chain becomes: Venom > Frag > Lightning Ball > (maybe fences/frenzy/suppression if I can be sold on it) *Not sure if procc'd out Longfang would be better than Mu Lightning. But would spare me a power pick..
  4. I have T4'd my Bane and enjoyed doing it, but now I want a Crab. My bane build philosophy was pretty straight forward but I'm struggling to find out what is good or not for a crab. My build is a work in progress at the moment but i'd like to talk about a few powers and why or why they aren't picked. My goals for the overall build is perma pets, perma hasten and softcapped positional. The build is also for endgame stuff. I guess my philosophy for a Crab is to enable pets to do the most damage by stacking -res as much as possible while trying to max out as much toxic and AoE damage by myself. Wolf/Soldier powers To avoid redraw, I assume it's better to avoid all wolf powers. Channelgun I assume this is a forced pick. Does it get used in the attack chain? Longfang Is this normally a preference thing? Its DPA is lower than that of the melee powers. With that being said I wish to swap this for Toxic Dart from the beta server. Am I missing something blindly obvious in relation to longfang? Aim I'd like this, but double assault, musc and gaussians proc firing off I'm close to damage cap. I don't see it many builds either. Also with long cast time powers I don't really see it having much impact. Suppression This appears to be a good pick, but I can't fit it in as I wish to take both ranged arc powers from Leviathan. Suppression Arctic Breath Bile Spray Range 50 60 60 Arc 60 30 30 Damage/Cast 0.3707 0.3745 0.449 Damage type Energy Cold Toxic Other notes -15%res -res proc I think the toxic damage from bile spray, and the higher DPA beats suppression. I'd like some insight here if anyone has any, does the bigger arc make up for the lower damage? A side note a 3s cast time vs 2.67 doesn't sound like much but feels like an eternity! Venom Grenade Bread and butter and is essential for ST attack chains and AoE attack chains. Venom + Toxic dart is insane. Venom + Bile spray sounds fantastic. Frag Grenade A nice attack that i've used on my bane. +rech fires off pretty often here. Frenzy I can't fit this in and i've not seen many builds with it. But why? PBAoE attacks have some of the nicest IO sets. You could fit a -res proc here quite nicely. Higher DPA than Suppression and greater proc potential, but where is the love? Omega Maneuver My personal playstyle wouldn't agree with this power. I've not heard great things to convince me otherwise. Not sure how good the taunt is? The Defensive Powers My intended picks would be CT:Defensive, TT:Maneuvers, TT:Assault, TT: Leadership, Mental Training, Fortification, Crab Spider upgrade. I'm unsure about Serum, I currently can't fit it in, but probably could if I take out Assault (from power pool). Does it need to be invested in heavily to be perma? Would it be used as a heal, or a bigger health pool? My issue here is not having enough slots. The pets How do you slot for them?! I'd take treble pets and would slot expedient reinforcement in all of them plus the defensive uniques. Where (or is) Soulbound Allegiance Build up best placed? Powerpools Hasten, Superspeed, Maneuvers, Assault, Fighting treble and Experimentation (Toxic Dart). I like a travel power, it helps keeping up with the pace of the game. Beast run doesn't quite hit it for me. Patron Powers Leviathan here. Picking 4 out of 5 powers. School of Shark/Spirit Shark would not be invested in maybe a chance for hold in School of Sharks but I don't think i'd ever use it. Arctic Breath and Bile spray is the main reason for picking it. Alpha I'm going for musculature to squeeze out as much damage as possible. I can't fit that many procs so Agility would be beneficial for me. Destiny Barrier or Rebirth? I don't need more recharge but endurance does appear like it would be an issue especially when re summoning pets. Hybrid Support makes the most sense, however does assault double hit work for pets? My thought here is Barrier + Double hit or Rebirth + Support. Has anyone got clear evidence or strong feelings on what route is better? Concluding thoughts Venom Grenade, Arctic Breath, Achilles Heal, Annihilation creates -res of -67%(?) and 87% to toxic is the main reason why I want to make this build. I'm interested in seeing what you guys think, as my thought process may be flawed. Please share your thoughts and your builds! I'll post mine once i'm happy with it and done some testing. Are there any silly ticks and trips available?
  5. I tend to sleep > hold > sleep cycle til I build enough mez (being the hold). Out of preference I prefer holds because its in my attack chain and doesn't cause random running around. I'm still getting use to Dominators mind!
  6. I always thought ill/cold was better mainly due to the synergy of high recharge builds complementing illusion (perma PA) and cold (double stack sleet and perma benumb). Traps does seem more solo friendly however? I chose Dark for Corr/Defenders just kind of based on the -tohit beefing up your defenses to softcap throughout the entire game. You can stack howling twilight too! Traps seems micromanagy where as dark is fire off once and then focus on your attack chain. I'm still kind of new to Dominators, but Dark doesn't have a sleep. Sleep allows you to build up enough mez on AVs to go into melee range and generally be safe. That would be my strategy anyway.. Gonna stay quiet on the mastermind front.. but I have a funny feeling you like traps!
  7. That clears that up! How dependent is it on pet damage though? I always thought perma-pets was needed to reach the top-tier performance? For my own personal use, do you have a build to share?
  8. Here is a list for each AT i'd recommend. Blaster: Ice/* (the secondaries are dealers choice. You can go for more damage or more survivability) Drain Psyche on mental was known to be needed for solo GM/AVs. Brute: TW/Bio maybe? I'd probably vote for Ice/Bio due to a personal bias. Controller: Ill/Cold. Corr: Dark/Dark or Ice/Dark. Defender: Same as Corr. Dominator: Mind/Psy or Plant/Psy (for drain psyche). /firey or /energy or /earth would also be top contenders for pure dps/relying on envenomed daggers. Mastermind: (not too sure here) .. only played bots/nature. I imagine it would be bots/something. Scrapper: TW/Bio (leveling is meh), Ice/Bio (personal bias) or Dark/Shield. Stalker: STJ/Bio Tanker: Unsure with changes but I imagine its the same as Brutes/Scrappers. SoA: not sure. Widow: I'd go fortunata. PB: Don't bother. WS: Don't bother. Sentinel: Fire(or Beam or Sonic)/Rad or Bio. For safe and steady go for a scrapper. For fun and challenging go for a blaster. For pet-based go Controller. To get a better understanding of game mechanics and overall more fun go for a dominator.
  9. Dark/Dark Controller. Why? Darkness Affinity. It's unique to controllers and can't get it any other way. It's what I think Dark Miasma should have been. I went for a Dark/Dark/Primal Forces for a power boosted fade. (Energy torrent is also nice with KB to KD and +rech procs) Power boost also increases every other -tohit power!
  10. @Chirikiti - Does this make you the highest Vet-Level on Torchbearer?
  11. Blasters Archery/Atomic – 1 out of 14 Water/TA – 1 out of 34 Rad/Fire – 1 out of 58 Brutes Spines/Fire – 1 out of 8964 Rad/Fire – 1 out of 3423 Savage/Fire – 1 out of 185 MA/Elec – 1 out of 7 Controller Fire/Kin – 1 out of 2459 Dark/Dark – 1 out of 594 Corrupter Fire/Kin – 1 out of 589 Fire/Time - 1 out of 483 Ice/Cold – 1 out of 233 Defender Storm/Sonic – 1 out of 24 Nature/Dark – 1 out of 28 Beam/Poison 1 out of 21 Dominator Mind/Psi – 1 out of 388 Plant/Fire – 1 out of 153 Elec/Dark – 1 out of 17 Mastermind Robots/Nature – 1 out of 43 Scrapper TW/Bio – 1 out of 593 Rad/Shield – 1 out of 43 Ice/Bio – 1 out of 9 Stalker STJ/Invul – 1 out of 27 Elec/Bio – 1 out of 30 Tanker Rad/Savage – 1 out of 23 Fire/Staff – 1 out 17 I also have a Widow (Fortunata) and a SoA (Bane). I also had a DP/WP Sentinel, but deleted that a while ago.
  12. I knew the power was a bit funky with the pseudo pet, but thought the 90% chance in the single-target power element would at least fire off. Disappointed either way!
  13. The power transfer proc heals a different amount depending on the level of the enemy, not sure if this is intentional. Here is the testing: 60.91 against +4 (effectively +3 with level shift) - 3.25% of base tanker health 74.96 against +3 (effectively +2 with level shift) - 4% of base tanker health 84.33 against +2 (effectively +1 with level shift) - 4.5% of base tanker health 93.7 against +1 (effectively even level with level shift) - 5% of base tanker health 104.01 against even level (effectively -1 with level shift) - 5.5% of base tanker health Additionally I can't seem to get it to fire off in heat loss either, not sure why. I can't remember if heat-loss is a pseudo pet so is the heal somehow healing the pet? Also not sure if the proc would have a chance to proc against every enemy affected or the initial single target.
  14. Frozen aura is effectively footstomp for ice melee not a toggle (20 sec recharge time so should proc pretty frequently. I can confirm that you correct with the heal, it does scale based on enemy level. My results of the testing are below: 60.91 against +4 (effectively +3 with level shift) - 3.25% of base tanker health 74.96 against +3 (effectively +2 with level shift) - 4% of base tanker health 84.33 against +2 (effectively +1 with level shift) - 4.5% of base tanker health 93.7 against +1 (effectively even level with level shift) - 5% of base tanker health 104.01 against even level (effectively -1 with level shift) - 5.5% of base tanker health In comparison to call of the sandman proc, which always healed 66.93 on a level 50+1 scrapper (which is 5% of base). As for overall usefulness, I feel like this proc would only be useful in long recharge AoE attacks or +end powers such as Consume, Dark Consumption and Energy Absorption. It worked really well on a tankers dark consumption, with a proc build it managed to heal me >10 times per mob. If we compare this proc to the superior absorb proc, which I believe is 15% of max hp (not max hp of the AT). I would feel that this would benefit from those who have slotted for +hp, it would also benefit from ST end attacks such as Transference and most ST elec attacks. Overall i'm a little on the fence from this proc. I can see me using it as is only providing I have a long recharge +end power. I would like the scaling be fixed because 3.25% vs 5% seems drastic, especially because I think you are more likely going to need against +4 mobs. EDIT: Can't seem to get it to fire off in heat loss either, not sure why.
  15. Peregrine Island and Talos Island always use the chopper. Atlas, Kings, Skyway, Steel and Founders Falls all use the same subs, you can drop and get the mission again until you get the sub you want. I go for the one next to Lord Schweinzer. Independence Port uses a boat SE of the map. Brickstown uses a boat SW of the map. To speed them I do the sub muchines at Lord Schweinzer, then the chopper ones, then IP/Bricks.
  16. That's twice he's asked now, maybe another time in previous thread. There's is nothing new being added to the discussion of the name. Please stop or this thread will be locked or actual feedback will be buried. @oedipus_tex @Auroxis and a tiny fraction have actually posted something that may be of use to Devs. Please I urge everyone to only post if they've logged into the beta and played this powerset or have done some sort of testing on it. Looking at feedback on Discord it looks like this powerset will be a nice addition to PvP but PvE looks weak.
  17. T1: Probably biased here but –DMG and –END/Recov doesn’t feel like team changing debuffs. The cast time feels long for PvE and maybe should be similar to that of Corrosive Enzymes (but would probably need PvP alignment if it turned to a 1s cast time). I would personally skip this, so it’s a bit annoying that I would be required to take it on every other AT if it ports over. T2: I like this heal, I like the random chain element. It seems fast and key for building static. T3: See T1. T4: The +DMG is nice. Its up often +special is a unique buff too. Key power to build static. T5: This appears to be a situational power for the longer fights to help with mez protection. I like this power, but wouldn’t invest too much into it. I can see this being super useful against Director 11 in Tin Mage, especially when the sappers turn up. T6: I love absorb shields. Doesn’t seem as powerful as Wild Bastion but seems to be more consistent and forgiven if people aren’t in radius. T7: I don’t like this power in theory and it would be hard to test. The Chain element and static powers seem to be the main hindrance. A comparable power to this is howling twilight, just howling twilight is significantly better and more consistent. T8: +End, nice in lower levels but I don’t see this being much use when you are able to finally pick it. T9: A unique power, I haven’t tested the proc element. +special is cool again, but considering we already have it in the T4 seems repetitive. The +recharge seems too weak especially with max static. Overall conclusion: “Shock Therapy is a hybrid buff/heal/debuff set with a primary focus on buffs.” – Jimmy. With this in mind there are currently power sets that seem to be leagues beyond this currently. First, the buff element, Kinetics provides +recovery and +50% recharge and has the capability to cap damage buffs and is able to do this significantly quicker than that of shock therapy. Secondly, the hybrid element is something akin to Nature Affinity, comparing the two sets there are similarities where the edge I would say goes to Nature in the end-game (less so in content from level 1-40). Overgrowth being the edge. I think the lack of –regen and –resistance will make it hard to convince min/maxers. I’d recommend –special (similar to weaken) in some of the debuffs would make it a better set without being OP, it could be in the T1 or T4 and goes with the theme of the buffs/debuffs currently in the set. T1: Probably biased here but –DMG and –END/Recov doesn’t feel like team changing debuffs. The cast time feels long for PvE and maybe should be similar to that of Corrosive Enzymes (but would probably need PvP alignment if it turned to a 1s cast time). I would personally skip this, so it’s a bit annoying that I would be required to take it on every other AT if it ports over. T2: I like this heal, I like the random chain element. It seems fast and key for building static. T3: See T1. T4: The +DMG is nice. Its up often +special is a unique buff too. Key power to build static. T5: This appears to be a situational power for the longer fights to help with mez protection. I like this power, but wouldn’t invest too much into it. I can see this being super useful against Director 11 in Tin Mage, especially when the sappers turn up. T6: I love absorb shields. Doesn’t seem as powerful as Wild Bastion but seems to be more consistent and forgiven if people aren’t in radius. T7: I don’t like this power in theory and it would be hard to test. The Chain element and static powers seem to be the main hindrance. A comparable power to this is howling twilight, just howling twilight is significantly better and more consistent. T8: +End, nice in lower levels but I don’t see this being much use when you are able to finally pick it. T9: A unique power, I haven’t tested the proc element. +special is cool again, but considering we already have it in the T4 seems repetitive. The +recharge seems too weak especially with max static. An extra 20-30% recharge would maybe make it better or make this a chain ability or a small radius AoE buff. Overall conclusion: “Shock Therapy is a hybrid buff/heal/debuff set with a primary focus on buffs.” – @Jimmy With this in mind there are currently power sets that seem to be leagues beyond this currently. First, the buff element, Kinetics provides +recovery and +50% recharge and has the capability to cap damage buffs and is able to do this significantly quicker than that of shock therapy. Secondly, the hybrid element is something akin to Nature Affinity, comparing the two sets there are similarities where the edge I would say goes to Nature in the end-game (less so in content from level 1-40). Overgrowth being the edge. I think the lack of –regen and –resistance will make it hard to convince min/maxers. I’d recommend –special (similar to weaken) in some of the debuffs would make it a better set without being OP, it could be in the T1 or T4 and goes with the theme of the buffs/debuffs currently in the set.
  18. RE: Bombardment: Targeted AoE sets don't seem unique at the moment so glad to see another set here however I think the set bonuses should reflect something similar to Gladiators Javelin (The PvP element though) to add some variety. The bonuses proposed are kind of similar to that to Positrons blast and Ragnarok. Proposed set bonuses here would be: 2: 5% Increased Range (or 7.5%) 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 3.125% Energy/Negative Defense & 1.5625% Ranged Defense (or Vice Versa) 5: 3.75% Fire/Cold Resistance + 6.25% Mez Reistance. (or 3% Damage buff) (or even End discount but I feel that is stepping on Annihilation toes a little) 6: 7.5% Recharge It currently looks like bombardment is a Obliteration cousin which I think is needed because you would have a contrast of two rare sets one with plenty of recharge (bombardment) and one with little recharge (Poistrons Blast). I'm not sure what the primary objective is for these new sets, but for me I would like to add variety to builds and for Targeted AoE sets for most builds it tends to be choosing Ragnarok then Positrons blast. Being able to slot for +def and +damage would be most welcome. I'm not entirely convinced we need more +accuracy in these sets. RE: UNIQUE: Chance to Heal Self (2 PPM) Power Transfer This looks to be similar to that of the Call of the Sandman proc which feels underwhelming. I have it in Frozen Aura on a scrapper and even when saturated around mobs it still isn't a sufficient heal. A +absorb proc similar to that in the Tanker ATO would be my preferred option, as this would allow for the proc to be more useful on an initial attack or at full health. A respite inspiration restores 25% of HP where as the Call of the Sandman proc is 5% of base hp, feels like a disparity here. (Note i've not tested this in the Beta yet, some initial thoughts and will update this if proven otherwise). Given that this is a damage focused endurance set, wouldn't a damage proc be more fitting?
  19. Are you seeking focused feedback on these changes as well? Is a separate thread needed?
  20. RE: Bombardment: Targeted AoE sets don't seem unique at the moment so glad to see another set here however I think the set bonuses should reflect something similar to Gladiators Javelin (The PvP element though) to add some variety. The bonuses proposed are kind of similar to that to Positrons blast and Ragnarok. Proposed set bonuses here would be: 2: 5% Increased Range (or 7.5%) 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 3.125% Energy/Negative Defense & 1.5625% Ranged Defense (or Vice Versa) 5: 3.75% Fire/Cold Resistance + 6.25% Mez Reistance. (or 3% Damage buff) 6: 7.5% Recharge RE:Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks! Arc increased from 45 to 120 degrees Would this now be a 180 degree arc for tanks? RE: New powerset: Unable to access the beta, but a quick question on the T9, does this create a damage aura as well or are the affects purely -end and knockup? Could this power make use of the chain mechanics to make it just that little bit better? I don't know the current numbers but buffing just one teammate seems a bit meh. Also is the static mechanic meant to be similar to the bloom mechanic in Nature? How much should it (or does it) impact the useage of abilities? Bloom has little impact on how I use my powers which is quite nice, but its a nice feature of the set. I hope static is the same.
  21. I think for this tool to be more useful would be an upvote system or a ranking system so that those people searching for builds can easily identify which builds are better than others.
  22. @Replacement Nope the toon is stuck in a crash loop. I can't zone at all. The arc is my own custom arc with custom critters (minion LT Boss and AV) - all of which have no powersets! Just tried going onto Briggs S/L farm on a separate 50 and I have the same issue.
  23. Vea

    Savage guide

    Here is ONE cast of Hemorrhage in game from hidden against a Cim Boss (50+1 vs a level 50 boss) I think I prefer Crushing Uppercut in street justice.. but 2.5k damage...
  24. Custom Critter AE arcs are causing crashes. Currently stuck in a loop of trying to play a character who started arc, crashes every time I attempt to load in.
  25. Envenomed Daggers can help with -regen, so it's not a huge issue. Envenom is a weird AoE as well and not that large, you will probably spend more time spitting envenom than your primary when mob clearing. The debuff isn't 100% of its strength for the AoE element, so you will need to cast it on every hard target in a mob for better effectiveness. For instance in an Apex I will cast Envenom on Giant Warwalkers, then Weaken, and if there are any bosses around i'll target them for Envenom. Venomous gas is a nice way to debuff quickly, however it turns off when mezz'd so clarion or other forms of protection is need for consistency. I'm not sure what else you want to know? Unless this is a matter of "I don't know what I don't know"
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