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Everything posted by Underfyre
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It's based off of the cast time of your abilities, taking roughly 15 seconds to build up the meter to >90. In theory it is up half the time, down half the time. In practice you're saving the debuff for a tough target, or activating it accidentally on a nearly dead target. This, of course, only applies to the debuff, the Opportunity effect is applied to you and lasts for 15 seconds. Losing the debuff hurts still.
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Fret not, TW is still the most OP set in the game.
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I mean, I'm dubious on that "mostly" dps part if you're not taking your T1, but do you. It's only like a 15% dps loss. Meltdown ends up being just another click with a fairly long activation time that I'm not exactly a fan of. But that's if you're just using it as a damage boost. If you use it as an oh shit button when you're tanking it might be useful. Anyway, if you're not intent on chasing down every single incarnate, at least get T3 Musculature Core and a T3 Interface Radial for your damage. T3 isn't a massive investment, for those 2 abilities is like 3-4 levels. Radiation isn't very needy when it comes to endurance so I wouldn't do something silly like getting Cardiac Alpha. Getting nerve is an option when you have low levels of accuracy. Hitting is more important than hitting hard.
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Fire/Bio is the highest dps, followed VERY closely by Elec/Bio. I made a dps sheet about this, find the thread. It's fallen back a bit because I haven't pushed out any updates on it for a bit so I haven't bumped it up. At some point middling sets with /Fire start overtaking the lower dps sets that are paired with Bio. Radiation is the last damage boosting secondary, but it's too click heavy for my tastes.
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Alrighty, thanks for clearing that up.
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It's my understanding that the damage bonus doesn't apply to pseudo-pets. Which kind of implies that many damage bonuses don't apply to the pseudo-pets. I guess this more of a pseudo-pet question. Do only enhancements apply to pseudo-pets?
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Well proc performance scales against the base damage of an ability. If the ability starts out with trashy damage, enhancing that damage will also yield trash. But adding a proc with a static amount of damage to an ability with a low base damage is always going to to yield the same percentage of a damage boost. So in the case of Sentinels and Defenders, procs are where they have to look for better results. Which is why I had to go so hard on making a spreadsheet and account for every little knob that can be adjusted.
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I'd wager that the only ATs that don't do more damage are the HEATs.
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Almost every AT does more DPS than a Sentinel. Even Tankers. The Tanker sheet is using purely wagged enhancement numbers and no actual optimized builds. I changed the sheets to operate off of drop downs for secondary and primary instead a sheet for each attack set. I'll probably port the Sentinel sheet to work like this, it's just easier to change things this way. Tanker Sheet: https://docs.google.com/spreadsheets/d/13czdhsxYChsOfEHJMRk6dJIlJ_YogIB_q_G-0l8HD5w/edit?usp=sharing Corruptor Sheet: https://docs.google.com/spreadsheets/d/1buBhaMjezBrNDf_lWklDFeA1AxsnGiPZQwCC-dbTg0s/edit?usp=sharing Dominator Sheet: https://docs.google.com/spreadsheets/d/10GVDAM2e7SPbRSKNC2PrcKENY00GPg7lfJ-re8GgHR0/edit?usp=sharing
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I did Master Apex solo on my Water/SR, but I just swapped from Ageless to Rebirth for badger purposes recently. I'm not sure how end hungry the character is without Ageless. I try to make my builds more on the self sufficient side before I try patching holes with incarnates. I don't really feel like doing the math right now, but theoretically the Water Blast rotation is limited by how long it takes for the instant Water Jet mechanic to recharge, which is 10 seconds. At my current recharge rate I kind of just end up waiting until it's back up.
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The only time I've had issues with Psi was trying to solo Countess Crey.
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Target cap on GZ is 16. Only a scant few Sent abilities go over 10 targets. Psi Mastery's Mass Hypnosis and Psychic Shockwave hit 16 targets, Soul Mastery's Darkest Night hits 16, and Chain Fences from Electric Mastery. Primary Powers that break the 10 target cap are: Rain of Arrows Rain of Fire Water Burst Whirlpool That's about all. So theoretically if you wanted to push a character with the most potent amount of AoE, It'd be a Water/Rad/Psi or Electric. The Electric might be better with being able to root 16 targets in your Whirlpool.
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1) You took Fire Blast instead if Fire Ball. 2) You never slotted Flares. At least mule Thunderstrike in it. 3) You skipped Aim and Meltdown, so you have no build up. 4) Super Speed and Super Jump bothers me. You lose Super Speed when you jump, and you lose Super Jump if you never jump. 5) If you're trying to be a team buffer, make a Corruptor or Defender. Otherwise drop Tactics and Vengeance. 6) You're using your Alpha slot to patch up a bad build. You should be using your Destiny slot for that at most, and even then it's kinda bad. 7) You're recklessly chasing Ranged cap and you didn't even attain it.
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Well, look around, you're bound to find a combo you enjoy.
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Will ain't where it's at. Someone else got a Willpower build out of me on this forum. It pushes hard for capped defenses and still falls short.
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So you made a build that needed to use Incarnates to make it look better defensively, then removed the procs from most attacks to chase 6 slot recharge bonuses and added Hasten to chase even more recharge with an Alpha that ALSO adds recharge... but you're not chasing recharge in this build. You skipped the Decimation proc and the Gaussian Proc ...to put in 2 end reduction IOs? Seriously? So overall this build loses about 16% 30% of its dps for no real reason. You took the fangs out of an already anemic set.
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This is my iteration. I used the same power order and selection you did. S/L/E/N are defense capped, F/C are a touch short. About everything else is similar. There's just enough recharge in the set for a coherent rotation. That would be: Chilling Ray -> Ice Bolt -> Bitter Ice Blast -> Ice Bolt -> Bitter Freeze Ray -> Ice Bolt -> Rinse -> Repeat Open with Chilling Ray to get that +10% Smashing damage bonus online for the rest of your rotation. The bonus does stack, but it's not worth chasing since only 2 of your abilities benefit from it, and the bonus to Ice Bolt is hardly worth mentioning. In the end it equates to a roughly 1 dps increase. The epic powers aren't really slotted because I just have no idea what to do with them. Snow Storm is just an area slow and it looked like you just muled it to get some S/L defense and resists. Frozen Aura was also muled for F/C defense. Frostbite wasn't technically muled, but you didn't get the 5-piece for the 10% recharge, so why bother. If you really want them slotted, pull the procs from the ends of the powers with a proc tacked onto the end, and take the recharge IO out of Aim. That could net you 5 slots total. Personally I would have liked to have slotted Frozen Aura with procs but I sided with survivability and single target damage. If you want more AOE, go with that approach. I omitted the Kismet +6% as you are already hit capped (to +3) from global accuracy and Invincible's +10% hit bonus. I put Opportunity Strikes into Ice Storm because my experience has been that it triggers more often in AOE powers. It would technically be better served in an AOE power that doesn't have a base 60 second recharge, but I digress. The same thing technically applies to Sentinel's Ward which will proc for every target it hits, greatly increasing its value, but there aren't exactly a ton of options for "epic level set bonuses" in the ranged category so that's in Chilling Ray. Like Oldskool said, go for Musculature Alpha and your "moderate damage over time" Radial Interface of choice. Strangely, it doesn't seem to matter damage-wise if you take Assault Radial or Core, they should give similar amounts of damage increase. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1446;687;1374;HEX;| |78DA6594DB4F135110C6CF76B7625B2E45286DA1A5D016CAADDB16883EAA40DB542| |12192F84A6A5DEB9ABA2580461EFD0F1434C6045F8DA818FD3FBC3D7A7DF745C05B| |D478A9B3E71BAB4937DDFCBADF9C39DFCC744FE72ECD343FC85F3E2C94D6E94A716| |56571C1B0564DCBA838E78A65B324ECAB89EEE05F7DF144D12A1BA7F542C9589CA2| |8CD5BE7A64C63863582B865EB02E5EA858C672F194593157D744F37CB55AD1678DE| |29269955BE443CE2C9FA5A432420BD5E592B1BCE641A862C782D925B3A4D7B7B6DD| |E6C88C5605A89A01BABF25045F35A7B8A30991D184638B7917D4EE31EF83FBB6C12| |34394A6C85C55F4D29704C52260573F1888824769AD82B59AF259955AF717E65730| |FE1DCC84696198F6A091A9C811AA4F919E53B48F9335675C48ED4702D3B57B687A8| |CDAF63F613E05DDCF40EF73E66D78FCA45C177215D728F6736F3924A7C9CB8398E6| |09A9526B0E337BC1D608B30FFC45FBB5702D2D2FE035F2121C7BC57CCD7C0326DF8| |20F878568E379B6F13CE33CCF419EE720CFF337F9B4B34FFB18EA3D9064EA60679A| |9901BBDE3964CF59EAAB837D3AD867907D12EC93601F070DD6C73EBE2BA83371151| |C5E676E30AF71BFD7419572FDF051FC7ECC3B308E39D5A8FE20EF1BCCA3BE648199| |B5E912A9F3F8CD33FC5B653685AC2947F5F7605F67CF8E2AD78676997B60EF07E64| |7E62750A39AC2DC7BD8AB48ADBF93E943CFB1E3A851904F846B8C8CA3B6BE09E624| |F320D87F081CE119E72937CA3ED11CBC637966018C1F0337067016ED777A208677F| |0E690B497DA508D2EB1498FA3AC8C7663D52DD2747E7BF56D74917A04BAA8D3349F| |94349F9E90563FEDF4B1773D376C9F61A7ADD4461AA2E90625D3A04C3428930DCAA| |C56FFA7A0E38649CD6B2C91A6C8552E2F9D7728B5F7EEFAFF054777FF574EA29F9D| |86557BFF1445598753EA06F807552AEA0D| |-------------------------------------------------------------------|
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Or easy, just use RubyRed's API tool and look at the files for your info. Like Tanks, Sentinel Dodge also does not buff against Psi/Toxic. It scales thusly: (minmax((60 - Current_HP%), 0, 100) / 60) * 0.25 The Tanker version only multiplies by 20% instead of 25%, so we get a touch more resists out of it.
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30%ish defenses, 60%ish resists. Everything else is damage output. Rotation is Water Jet x 2, Dominate, Aqua Bolt, Dehydrate. http://www.cohplanner.com/mids/download.php?uc=1454&c=697&a=1394&f=HEX&dc=78DA65944B4F135114C7CF74A6605BDEAF82F441CBA3A52D430BE8CAC4A8084125A9606439696028D5A143DA2E64E937F01937AE8D80BA76EB0770EF8B8DC1B0128C7E807A66CEDF4AD2499B5FEFB9F79CFF79F4CEF283F9B6778B0F2F93D271CD2A54ABC6AA59AE95CAA6E5BF63AE6F956DCB2EEE92F3B4F277F8DFA6B1522817CD0D7DAD50332BC65576ACFDDF9B3737CD72D5D4E70B95FBC695CAB65DA1F6BC6D5BFA42A9B8C5478A7E77B5BA639A1B01D9B09C9D1EF96D57D64DC3DE34D64A9635747DA7B4AE3722E7AB256399B5CCCAEE20A733CEDF5092F0D4BDF45A23CA69E4D903F785DA01F846D8F25638EEF82AAEAF4A11FE91F0514B54782E06C68591248EB28EF25D657F1FF98FC063D58DD7E6F10ADF93CB8E57EC11D6687F9248151D52C7C8F589723C2FE2792F3134953A3212A70B7E5D1F3DEEBA6750EC3D1F78DDABD14852C6E1C46BDD933309B6F9508B0FB5F4A1963ED432805A627C3600EDC027E9C5C067E1E017F0ABF0FC37F0509864DF76E8B44327049D107422D039E0BA3B916727EA8EB37F37B4BB331ED716990275E14816CC496D23E8C721C7EB156DADB75F91BA1764068925F0863075537AE6E146F58B9EDA9F67C4359A5E016F0B73AB4295CF0625BE271814CDD88CC4C985653DCAF90F21FF21CC2D8679C730FF51CC6DB445151FCC4DE3F8C3E8DD30F29F3A957CA7FF40E7B7ACE37C362C6795705A7A37018E710E51E4109D915E8DCD8273E005E1C44510B9F9386E1C3389238740ABDC25C7361E138D23EE75121AC94732FBC9C7E013F0A930F50C7C2EFCC1BE69F8A617453FB3243DC914A48F996DD4EFFCE713CC97E4F2987D75DC151DF9D1005116F965610B698D7BCF1F7EE8DEA4739B9D3B55AFA79A76B34D965C9365B6C932D764B9A535DE197CE1A4A6BCD6783790E29EF275F18D174BFDA79F7795B3BBA7672D77A59E93A653BFCE5A5E88D25F8DBBDEB5
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You can't trick me. I know that trick.
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That's why I'm dabbling in Corruptors right now. A Time set is reasonably capable of capping defenses and has the 22.5% Resistance debuff to increase damage. I'm just missing the baked in mez resists, but I guess that will make it easier to get the Hold Badges? It's definitely easier to get the Healing badges.
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I would slot it with Apocalypse being that is has the highest base damage of your abilities. But I haven't looked at the build to see if it's been used already.
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Sentinel numbers are all virtually in the clear and not buried in a formula, so what you see in character creation is what they are. That said, check out this post. https://jsoneditoronline.org/ is an easy place to read that. I hear you also read it easy in Firefox.
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Here's the data for an insta-snipe (assuming +0 mobs and no To Hit buffs) : Corruptor: (((MIN(MAX(((To_Hit - 0.75) / 0.22), -1), 1)) * 0.210526316) + 1) * 95.09 = 95.09 ...+3 = 75.07 Dominator: ((MIN(MAX(((To_Hit - 0.75) / 0.22), -1), 1) * 0.25) + 0.75) * 188.07 = 141.05 ...+3 = 94.03 Blaster: ((MIN(MAX(((To_Hit - 0.75) / 0.22), -1), 1) * 0.210526316) + 1) * 142.64 = 142.64 ...+3 = 112.61 Corruptors have it pretty bad. Doms are good but don't scale as well against higher levels.
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This. The disintegrated targets do an AOE that has a 20% chance to trigger and hit 3 other targets with that listed damage.