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tricon

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Posts posted by tricon

  1. Yeah the new version has a bug with the Vigor Radial Paragon with Penetrating Ray. A older mids version that has not the Cupid IO set works fine. 103.8% acc without and 130.9% acc with. 

     

    I will use 2 builds, one for solo and one for teams. The last one then without the fighting pool and with some other power choices. Live char is in the 40th without endurance problems since I alternated between Victory Rush and the temp power from the START vendor for the extra +recovery.

     

    Full proc out Overcharged is IMO a better choice. Added one Armageddon IO that I forgot. The build is quite inexpensive with 4 HOs and 4 Purples without any Winter Sets .

     

    Next update when I hit 50 with at least T3 incarnate in all slots..... The beta server performance is extremely fun. 

  2. 1 hour ago, Uun said:
    • Spirit Drain is toggled on, which is skewing your accuracy numbers.
    • You could help your endurance situation quite a bit by dropping the Fighting pool. Really not needed and you're already running 2 Leadership toggles. Both Elixir of Life and Antidote can mule the resist set uniques.
    • You 3-slotted Superior Vigilant Assault in Piercing Beam, but you didn't slot the other 3 pieces in another power (to double up on the 10% recharge bonus). 
    • In Poison Trap, swap the acc/dmg HO for acc/mezz. The actual damage the power does is minimal and it's much more useful to enhance the hold duration.
    • Penetrating Ray needs more acc.
    • I wouldn't bother 6-slotting Paralytic Poison if you're not going to slot %dmg procs. The only real use is stacking hold on bosses with Poison Trap. You've already got a mag 3 stun in Lancer Shot.
    • Oppressive Gloom doesn't need 6 slots. Rech and endred are largely wasted and even the base duration is 4x more than the pulse rate. I put an acc/mezz HO in the base slot and call it a day. That said, OG isn't needed at all if you're already running Venomous Gas.
    • Consider adding slots to Charged Shot. You're light on low level attacks if you ever exemp. You could also take Lancer Shot much earlier.

     

     

    Ah good catch with Spirit Drain.

     

    Seems Mids has a bug with Penetrating Ray Acc with the current version

     

    It show me with Tactics 

     

    image.png.93ab743398b2ae4a84cc6bfaf4cfab50.png

     

    A older version has: has a accuracy of 103.8% that seems more in line what cod suggest. 

     

    image.png.7d9cda10abd1b65a43a0c31a6dc2c2bd.png

     

    Poison Trap HO changed. Thanks.

     

    If I remember correctly, I experimented with paralytic when we got the new mission on the beta server.  But yeah Lancer should do the trick, Gloom helps a bit in melee range. So I deleted the power and moved the slots over to Charged Shot. Now its tempting to use Victory Rush for the slot. 

     

    Yeah I did not use the 2nd half of the  Superior Vigilant Assault. It was difficult to decide whether I now have more global or some other procs. I tried the new confuse proc one in Overcharge. If I remember correctly, I used to have them in there.

     

    Giving up Fighting pool. Difficult. I don't use the fighting pool for my Controllers anymore. But here without extra healing, not sure if this works out with the new stuff. The extra endurance on the other hand would be nice. I guess I need to try out a new build on the beta server later and see how it works.

     

    If we get ever a new tier of Incarnate powers like Genesis the only thing I need would be some more slots 😉

     

     

     

     

  3. So this would be my first Defender ever.  I really not into the healing or I need to recast buffs every few min, so Poison seems to be perfect for me.

     

    Was reading the excelent Poison Guide - to the most deadly poisons from @Frosticus and ended up with this build.

     

     

    image.thumb.png.40837d04a29917413a03f71f20b9da11.png

     

    image.png.3d5a2ab7283919ceaf02d352140ea509.png

     

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    Even with Vigor Radial the endurance use is quite high and I am not settled for the Hybrid power.

     

    I have run some test on the beta server and so far I like it. I tried Water Blast with poison on another char but somehow the spark did not jump over.

     

    For the defender mains or poison experts . Any tips to improve the build or change some powers?

     

     

     

  4. 1 hour ago, tidge said:

     

    Scrappers only outperform Brutes on any of the forum-favored tests because of the Scrapper ATOs. Asking for a an improved Brute %proc ATO, to either make them sturdier than Tankers or do more damage than Scrappers is crazy talk. You may as well propose reworking Fury.

     

    I don't disagree that the Brute %proc ATO are somewhat meh, but they aren't the only AT with mediocre %proc ATOs. There are several other types of enhancements that offer far worse options.

    Crazy talk, huh, did someone hurt your feelings today.....

     

    If I look on one of the "favored" test like this one from Ston

     

    meleeTable.PNG.96908f839c9ffdcf4d6fdcc3ab8da62e.PNG

     

     

    I think there is room for improvement.......

     

  5. Well maybe theHC devs should take a balancing pass for the underperforming ATO sets. Brutes would be on the list but so are others like the Fiery Orb for Dominators is still something that I consider insulting.

     

    No need to nerf Scappers/Stalkers ATO sets but the others should be brought up to the same lvl.

  6. On 3/26/2025 at 2:35 AM, Warshades said:

    [...] I could also get there easier by doing a full ToD set in Havoc Punch, but I'm considering trying out either CotS +chance for heal or Fortunata Hypnosis +placate chance in Havoc Punch, has anyone tested ................

     

    OK some data

     

    The Call of the Sandbag proc when you lvl your char is very good. Here is a chat from lvl 24 to 28 doing Akrist, Moonfire werewolfs, vampires etc.

     

    image.thumb.png.fcaeda95e2e48571054b60dd344892a1.png

     

    One PT Chance to Heal was used, The CotP was sloted in Havoc Punch without any rechage added.

     

     

     

    Now the problem is when you reach a endgame build and switch over to Charged Brawl and slot it even with rch because you after sets the proc chance goes down a lot.

    Here on graph for one  incarnate mission at lvl 50 +4/x8

     

    image.thumb.png.26f3708a4fa6e84b47fe7669053f94f4.png

     

    2 Power Transfer Chance to Heal, one in Stamina and one in Harmonic Mind and the Call of the Sandman proc fired 3 times through the entire missions. 4 Superior Assain's Mark plus the CotS were sloted into the Charged Brawl. The power was the only option left for the proc.....

     

     

    I would slot a PT over a CotS at endbuild . For lvling its fine. Booper has more data about the regen/hp procs:

     

     

    The Fortunate placate proc is only mag 2 and I would consider it useless for us: https://cod.uberguy.net/html/power.html?power=boosts.crafted_fortunata_hypnosis_f.crafted_fortunata_hypnosis_f&at=stalker

     

     

    • Thanks 1
  7. So mobs are more annoying not that I think this is a problem in itself.  Like the Warriors, can hit like a truck, got higher base def and better perception, thats a part youi can adapt to, the annoying part for me was, that the bosses would allways chicken out and run away. Now tthat the bring sometimes bring friends with them back was the better part.

     

    I think if you "relearn" some of the groups like better pull them and not jump into the center of them or bring a lot of yellows with you, when you don"t run e.g. focused accuracy vs. the Skull the battles will then become considerably easier again.

     

    My first experience was with a Fire/Rad Sentinal vs the PPD, well I didn't even know i had an appointment at the hospital. Fights with a Fire/Dev Blaster on the other hand were then considerably lighter again. My controller got issues and a ambulance transport from Skulls and Poison Defender was then rather underchallenged again.

     

    Dark/Fire tank hat to do some very crazy things to get into trouble, most of the time it just tickled.

     

    image.thumb.png.77e67a57a307e4171b7de3b94c72ba1a.png

     

    IMO the whole this is not that bad. Good challenges if you can run it at +4/x8, depanding if you use inspiration or how you build your AT. It will be intersting to see whether many will now also tackle this content in a full in the lvl 40+ range. 

     

    Tested only the hero broker.

     

    • Thumbs Up 1
  8. The One Statesman Plaza feels very empty. Can we get some static npc there, points to the one at Atlas Plaza. 

     

    Entering the Plaza Tower Penthouse was odd, you enter through a door but leaves it via a eleviator. Overall i like what was done, everything seems much more alive, but sometimes you shouldn't look too closely. The one street sidewallk with dozens of npc are on their way but never reach the stairs, my thought was, poor souls someone must have them under mind control.....

     

     

  9. My problem already begins with whether it makes sense to use the trapdoor mission to test performance of Tanks, the whole thing is not exactly challenging. I understand why it is used in the community to compare the performance of the offensive forces but we got into this situation because you can't also forget how tough this class is compared to eveyone else.

     

    As an example I like to test performance on my chars on e.g. the last Mission from Sister Solaris at +4/x8 without npc help, where you fight groups of  Talons of Vengance and full groups of Boss Minos & Cyclops. So you have a mix of mobs that can nuke you, fly, summen you, are immune to cc and have a T9 like Unstopple and then you fight 2 EB/AV at the end. 

     

    My EM/Psy Brute and Dark/Fire tank got never ever in trouble not a second, did not even need insperations. Playing this on a squishy is a lot more unnerving and results sometimes in defeats. Playing the Dark/Psy sets on a Scrapper and Stalker vs Brute and Tanks was very eye opening and thats before we even talk about damage potential. 

     

     

    Well, I don't have a solution at hand that would be fair. IMHO just find it very difficult to find a good way to really balance the whole thing out

     

    • Like 2
  10. I have now tested a Ice/Psi Scrapper, a Electrical/Psi Stalker and 2 Brutes, one with EM/Psi and WM/Psi and then a Tank with Psi/Fiery.

     

    Playing the Brutes and Tanks was very comfortable. Thanks to the higher resist, with a better absorb shield and higher regen the whole thing was very quiet and a lot had to happen to pose a danger at all. If you really got into trouble you have with Memento Mori a 2nd chance. Considering the have 20-30 higher resist points that made a lot of difference, so it was easier to regenerate. Even if you run into larger groups e.g. from the Sister Solaris incarnate arc it was easy to get through it.

     

    I tried the Support Hybrid to have a better Aura of Insanity/Madness but I don't think you really need it. The extra dmg from assault seems to be better.  My slotting was 5 Coercive Persuasion with the cupid confuse IO. The whole thing has proven to be very effective.

     

    The ring indication of Barrier after 3 stacks is very helpful. The biggest problem is to keep track when you need to refresh the stacks of Psyche in the middle of a fight. The cone is not ideal but it dosen"t really bother me either. 

     

     

     

    image.png.ef8853f74f547f6de088d9b7079bc504.png

     

    The most annoying debuff on you was recovery, even with 60% resist it was very easy to get floored to zero vs certain mobs. Higher +hit from Impose Presense was good but it got really interesting after I added Focused Accuracy to help with tohit debuffs. I ike the Rebirth destiny for the extra regeneration on top of what we got. Maybe the Ageless destiny is a better offensiv option if you want to keep a bit more oomph from the epic pools.

     

    For Tanks and Brutes this is a good Armor set but I don't know If I would use it for Scrappers and Stalkers, the have the better options and we don't need to even talk about the "mssing" taunt aura. Sentinel no clue... 

  11. 3 hours ago, Shin Magmus said:

       Maybe we could address enemies running away and being frustrating to fight in general, instead of having to keep band-aiding it with Taunt Auras to the point where we have to fight the dev team to get them on Scrappers?  Nah, let's just keep a core aspect of combat inherently unfun unless you or a teammate has Taunt or hard CC.

     

    Yeah one reason why I stopped playing my Stalkers. You waste so much time solo to chase after all the runners. I could understand why a Lt. is afraid and wants to get out when some stealth guy appears and lay waste to your group but why even the Bosses want to chicken out so early, when the are the ones that are the biggest threat to you, thats I point I don"t like.

     

    WHY is that a problem with Scrappers, the AT that has even in the Primary a taunt power with confront and taunt auras in the armor line from the beginning.

     

     

     

     

  12. I need to test it  for the lower levels and with more dif. enemy types but so far, at lvl 50 Incarnate and some standard mssions from Number Six. I swing between that's complete garbage from my Dominator pov to that's super cool and completely op for my controller. 

     

    Took a few changes on my part to how I normally approach it to make it work but after it, not a bad set. You are complete save from a alpha retalation to setup your follow powers.

    The cone sleep/confuse makes it more to a problem if you are a melee Dominator but if you can stay at a distance, it works so much easier.

     

     

     

  13. WOW that is a great change but just to be clear, you want the deep sleep really inside the epic power pools?

     

    Not that I complain if this is the case as shown in the patch notes but I tested a few Blasters with it and I must say my survivability solo at double spawn increased quite a  bit likein the final Dream Doctor incarnate mission.

     

     

     

     

     

     

     

  14. I first played a Fire/Marine/Ice Corruptor and was actually quite happy with the performance. However the play with a Mastermind was a lot more relexed. Tried a few different primary set and the set goes well with a few of them.

    Picked the Leviathan Mastery for all of them, no Water Spout for the archetype but who can't say no to circling sharks, surf & turf into the enemys and let your minions do short work with the enemies with the relaxing sound of the sea. Overall not a bad set, the animation/sfx are a highlight. 

     

     

  15. All normal and incarnate content should be no problem at +4/x8 but if you go beyond this my guess would be this set loses quite a bit of the power, special in 4*

     

    @arcane

    This is how problems can arise:

     

    Our +def and absorb come from our pet. So you can get out of the area effect and the defense aura is gone. The absorb will stay but it will not get refreshed until the pet is back in your area. The absorb numbers are low. so if it is not permanently renewed from the pet it is bad. Pet has low hp no speed/fly/resist on his own and will only follow his master.

     

    One of the -resist power is a self teleport, so we have to reorient ourselves again and that brings me to the knockdown. We have quite a bit in the set that build a good synerg until you encounter mobs that are immune to it.

     

    The -fly is resistable

     

    Besides the recovery/endurance resistance this set has none besides the extra resistance in the bubble or does it offer cc protection

     

    Brine has a flat minor -hp so forget that part vs AVs

     

    You don"t have any kind of oh shit button in this set

     

     

    Don't get me wrong, maybe it can work as a subsitute for nature/ea but it has is issues, we will see. 

     

  16. 1 hour ago, Shin Magmus said:

         I understand this complaint but Disruption Field in Sonic Resonance is the other ally-anchored toggle and that one doesn't even have the option to anchor it on an enemy like Tides.  In both cases, the actual anchor for the power will be a melee AT on your team.  These are powersets that are not really built for soloing... and MMs are the niche edge case where sets like that still really benefit a solo player.  It's a support set available to support ATs and so I probably won't solo at all on my Marine Affinity character: I'll just have a teammate to slap it on, who closes into melee range faster than any pet.

     

    Well IMO this set is made in heaven for MM. The T9 is lacking for full IO chars but if you throw it on your henchman it shows that it can be very useful. 

     

    Solo should not be a problem with this set, you still have your own pet in the set where you can anchor it. I have run through my usually incarnate solo content and the fire/marine corruptor was 3 min slower then my full proc out AR/TA controller, so it works. However on the lower end side, when you start you will run into the the same old problems with this set.

     

    I played a bit without the P2W mez protection power and it sucks runing into so many cc powers and endurance was still a problem but thats not unusual for many set.s The MM play on the other side was a super relaxing play even with Mercenaries but yeah I guess going Neco or Thugs with more melee pets will be even better.

     

     

    • Like 2
  17. So Brine has 1 min recast, does a little bit of -hp and -resist that is decaying. The -hp stays over the full duration but the -res will vanish over the 60s duration.

     

    Screenshot is vs. one AV. So you geting -193.72hp out of 30483.43 and -13.50 resist that will go to zero  compared to a T1 Sonic Sipon that has a 16sec recast and stays for 30s at the same - resist lvl, this power really does suck, sorry.

     

    Even in a normal gameplay with a dmg proc I hardly find a job for it as a corruptor, maybe a MM can get a bit out of it. *shrug

     

     

    Sidenote I found out why I don't see no procs in the Bubble, the large aoe is killing the proc chance. Perfomace Shifte fires of with a 15.318% chance. So IMO not worth it, a +end mod helps more.

     

     

    brime.png

    • Thanks 1
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