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tricon

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Posts posted by tricon

  1. Ok a few points. I highly suggest to use the beta server to test your chars if you like them, with Mids you can use the File-Export to Beta server and you can  lvl it to 50 right away.

     

    That said, I would change a few IOs with your current build, some basic stuff.

    Add a Celerity +Stealth Io to Sprint, thats something I do with all my chars. Helps to get notice a bit later or as an extra info, in case with Superspeed you can blitz through missions for a click unnoticed.

    Switch Power Transfer Chance to Self Heal to a Performance Shifter: Chance for +End . End drain is quite high and I would rather have access to more blue

    Same the one in Moment of Glory. Throw in  a Luck of the Gambler: Defense/Increased Global Recharge Speed. You have only 4 and 5 is the max.

    In Combat Jumping you could switch 2 Luck of the Gambler for Reactive Defense. Would give you a 1.87%hp and 1.5Resistance to S/L. 

     

    Your are half way to the defense cap for normal content and you have only Moment of Glory to absorb alphas from a +4/8 group. I would consider to switch our 4 powers, consider them your wildcard powers that offer you to go different ways.

    Pointing to your Super Jump and the 3 powers from Leadership. I found Assault is pretty weak and more of a filler. Vengence is good a group setting but solo it does nothing. Maneuvers is good but if you can't reach the softcap with it, it"s IMO of less value. So now to your options

     

    Force of Will pool. You will get Unleash Potential with 3 slots LotG it can have 16.19%def and adds regen&rec and you get your travel power on the way. For some builds a good choice but I would go with Regen more likely with the Sorcery and get Rune of Protection and add 18.25% Resitance you could then add the Melee Core Radial for even more regen and extra resist that makes your more durable in the same way, you could add th Melee Radial for more extra defense that could go with Unleash Potential from the other pool

     

    The 4 power could now be 2 sloted Hasten for more recharge or combat teleport or pick something from your epic pool. Psionic, Ninja and Dark Mastery are all good options.

     

    Additional you can click in Mids and add the 4 "standard" Freedom Phalanx Reserve, Portal Jocky, Task Force Commander and the Atlas Medallion that you should add to all your 50+ chars, the are guide for it. 

     

     

    Other points you could think of, do you really need the the Rectified Reticle IOs, The 2 slots could you yied a 5th for Panica Heal for the +7.5 Recharge Time and adding one Power Transfer Heal back to your build.

     

    Then if you realy don"t need some of the slot bonues, most of the 3 slots you added are for the extra HPs, You could think if 2 slots that are boosted to +5 (in mids if you open the enhancement window that shows all the IOs, hover over the one you would to add and hit your +key to boost it then click on it) Sometimes you really want to free some IOs up to use it elsewhere.

     

     

     

    That all said. I still not very found for regen on a Sentinal. A Brute with the "older" Instant Heal with ~3.2k hps or a Scrapper with access to Shadow Meld can migrate alpha strikes a lot better and thats what is most dangerous,......

  2. 9 hours ago, Kyksie said:

    So, if your goal is only to max out damage, what would be the best secondary?  I'm guessing it would be either Radiation Armor, which has a recharge buff, and a tier 9 that buffs damage and has no crash; or, Fire Armor, which has a damage buff, Burn, and Rise of the Phoenix. A case could be also made for Bio Armor, which has a damage buff and is Really Awesome. Opinions?

     

     

     

    My guess would be Bio.  Let's take a look at the powersets

     

     

    Radiation Armor has Ground Zero that you can turn into a proc nuke with 30targets (90sec) and has a flat auto  +20%recharge bonus but you lose the 2nd proc nuke Radiation Therapy that a scrapper has access too. IMO this version is not so good as the melee counterpart.

     

    The Sentinel version of Fiery Aura has no Fiery Embrace and damage aura but you gain a dmg proc and a minor +10%dmg buff for it. The fire proc has only a 80% chance  for your attacks to proc, less then the Bio buff. But with Burn you have an extra area dmg power but no taunt  to keep the mobs into the area. So either use the Incarnate Melee Radial Hybrid for the taunt aura or finde some other way like provoke.

     

    Bio Armor dmg buff under offensive adaption is larger with 25% then the Fiery version. It has a additional a minor -7.5% dmg resistance debuff and the toxic proc for your dmg attacks does more dmg  then the Molten one.  However no DNA Siphon from the scrapper list that could offer additional procs for a aoe nuke.

     

     

    The extra toolkits are a bit different. Fiery has a good heal vs. the absorb shield of Bio. An extra endurance pbaoe and a healing over time power. Bio has good regen with leech even more and can even bringe some endurance with the Theft of Essence back. Fiery has a bit more resistance (vs Fire even way more) but Bio has some extra defense against the elements. 

     

     

     

     

  3. 15 hours ago, brasilgringo said:

    I read on the beta forums that Tesla Cage was still pretty underwhelming on Elec blasters with the changes.  VS is great.  I can see the benefit of Elec/Elec to basically go PS->BL or PS->SC or even PS->TB so that you've end-drained everything and get SHOCKED procs on the attacks right away, though I wonder if you can get there just with Elec/ primary using SC.  I suppose if you have Power Sink you can just slot SC for proc-damage and -RES procs, given its faster anim now.  You get a lot of AOE/PBAOE with SC-BL and Dynamo running and TB.   I'd be curious to see how people come up with builds.  I posted my Elec/Nin with SC back in the rotation and it's fun, definitely feels more powerful with the changes including VS and SC.  Wish the Shocked procs were stronger though.

     

    Well Blaster don't use Tesla Cage as part of dmg rotation as Sentinels would do it and usually it was one of the powers a Blaster could skip. From a dmg point of view, if you proc the power out on the blaster side, it's not that bad and you chain jumps doing way more dmg then the Sentinel version.

     

    However I found the power redundant for a Blaster thanks to the higher target cap 16 vs 10 on the aoes. So you really don't need it here. For a Sentinel the extra dmg from the chains is juicy and will just add some extra dmg to a attack chain.

     

    From a combat log 

     

    Quote

    Sentinal Version


    2021-11-28 13:33:07 You hit Bren with your Tesla Cage for 200.79 points of Energy damage.
    2021-11-28 13:33:07 You hit Bren with your Tesla Cage for 25.99 points of their endurance.
    2021-11-28 13:33:07 You hit Bren with your Tesla Cage for 40.15 points of Energy damage [SHOCKED!].
    2021-11-28 13:33:07 You Hold Bren with your Tesla Cage.
    2021-11-28 13:33:07 You hit Bren with your Ghost Widow's Embrace: Chance for Psionic Damage for 51.93 points of Psionic damage.
    2021-11-28 13:33:07 You hit Bren with your Unbreakable Constraint: Chance for Smashing Damage for 77.52 points of Smashing damage.
    2021-11-28 13:33:07 HIT Gravitating Girl! Your Tesla Cage power had a 95.00% chance to hit, you rolled a 64.75.
    2021-11-28 13:33:07 HIT Katara Catjitsu! Your Tesla Cage power had a 95.00% chance to hit, you rolled a 41.50.
    2021-11-28 13:33:07 Your Tesla Cage grants you 0.33 points of endurance.
    2021-11-28 13:33:07 Your Tesla Cage grants you 0.33 points of endurance.
    2021-11-28 13:33:07 You hit Gravitating Girl with your Tesla Cage for 27.03 points of Energy damage.
    2021-11-28 13:33:07 You hit Gravitating Girl with your Tesla Cage for 3.89 points of their endurance.
    2021-11-28 13:33:07 You hit Gravitating Girl with your Tesla Cage for 5.4 points of Energy damage [SHOCKED!].
    2021-11-28 13:33:07 You hit Katara Catjitsu with your Tesla Cage for 27.03 points of Energy damage.
    2021-11-28 13:33:07 You hit Katara Catjitsu with your Tesla Cage for 3.89 points of their endurance.
    2021-11-28 13:33:07 You hit Katara Catjitsu with your Tesla Cage for 5.4 points of Energy damage [SHOCKED!].
     

     

    Quote

    Blaster Version

    2021-11-28 14:16:24 You hit Tirunedeth with your Tesla Cage for 11.75 points of Energy damage.
    2021-11-28 14:16:24 You hit Tirunedeth with your Tesla Cage for 2.34 points of Energy damage [SHOCKED!].
    2021-11-28 14:16:24 You Hold Tirunedeth with your Tesla Cage.
    2021-11-28 14:16:24 You hit Tirunedeth with your Tesla Cage for 32.49 points of their endurance.
    2021-11-28 14:16:24 You hit Tirunedeth with your Unbreakable Constraint: Chance for Smashing Damage for 71.86 points of Smashing damage.
    2021-11-28 14:16:24 You hit Tirunedeth with your Apocalypse: Chance for Negative Energy Damage for 71.86 points of Negative Energy damage.
    2021-11-28 14:16:24 You hit Tirunedeth with your Superior Blaster's Wrath: Recharge/Chance for Fire Damage for 71.86 points of Fire damage.
    2021-11-28 14:16:24 You hit Tirunedeth with your Reactive Interface for 8.97 points of Fire damage over time.
    ..
    2021-11-28 14:16:24 You hit Gravitating Girl with your Tesla Cage for 57.39 points of Energy damage.
    2021-11-28 14:16:24 You hit Gravitating Girl with your Tesla Cage for 11.47 points of Energy damage [SHOCKED!].
    2021-11-28 14:16:24 You hit Gravitating Girl with your Tesla Cage for 7.56 points of their endurance.
    ..
    2021-11-28 14:16:25 HIT Hook and Shot! Your Tesla Cage power had a 95.00% chance to hit, you rolled a 54.36.
    2021-11-28 14:16:25 Your Tesla Cage grants you 15.58 points of endurance.
    2021-11-28 14:16:25 You hit Hook and Shot with your Tesla Cage for 80.91 points of Energy damage.
    2021-11-28 14:16:25 You hit Hook and Shot with your Tesla Cage for 16.17 points of Energy damage [SHOCKED!].
    2021-11-28 14:16:25 You hit Hook and Shot with your Tesla Cage for 11.35 points of their endurance.
     

     


    No brainer to use Tesla cage as Sentinel and in many cases I would use it for a Defender/Corrupter as a extra dmg source but I am not sure if I would find the room for it on a final Blaster build.

     

    • Like 1
  4. Hm. adding a higher cost to the Amplifier would only stop new players that have no "farm" char from buying them outright. So keeping the older price is IMO a much better choice. I don't build chars with the Amplifiers in mind, so I have simple no need to buy them at higher lvls. However starting at lvl 1 and playing through the content the certainly help a lot, a Blaster with some mez protection is way more enjoyable in the early lvls.

     

    After you have access to incranate powers and finish your IO build the powers lose their appeal, even if some are stronger to some you get later in the endgame like the Blessing of Tielekku. For the lower lvls I would keep them without the raising cost but maybe  make it so that the deactivate after you finish your alpha slot or reach lvl 50.


     

  5. On 11/7/2021 at 3:18 AM, C U R S E said:

    I personally think that the Electric Blast changes are going to throw this set into the lime light. The set already hits pretty hard and now the changes coming and with a paired secondary that enhances survivability. 

     

    Yeah, it's awesome if the don't change anything in a later build on the beta server. I really like it. Have run a few different iterations of a Electrical Blast/Energy Aura build  through some incarnate and ae missions. Good damage and survival. In prolonged +4/x8 fights the drain effects helps more and more. The design changes are IMO one of the better parts of the beta build.

     

    This Villain build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Sentinel
    Primary Power Set: Electrical Blast
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Villain Profile:
    Level 1: Charged Bolts 
    *  (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb
    *  (5) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
    *  (19) Superior Sentinel's Ward - Accuracy/Damage
    *  (19) Superior Sentinel's Ward - Damage/RechargeTime
    *  (25) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
    *  (25) Superior Sentinel's Ward - Accuracy/Damage/Endurance


    Level 1: Kinetic Shield 
    *  (A) Shield Wall - +Res (Teleportation), +5% Res (All)
    *  (3) Luck of the Gambler - Defense/Endurance
    *  (3) Luck of the Gambler - Defense/Increased Global Recharge Speed
    *  (5) Luck of the Gambler - Defense
    *  (23) Reactive Defenses - Scaling Resist Damage


    Level 2: Kinetic Dampening 
    *  (A) Aegis - Resistance
    *  (11) Aegis - Resistance/Endurance
    *  (29) Impervium Armor - Psionic Resistance
    *  (39) Aegis - Psionic/Status Resistance


    Level 4: Ball Lightning 
    *  (A) Annihilation - Chance for Res Debuff
    *  (27) Bombardment - Chance for Fire Damage
    *  (31) Annihilation - Accuracy/Damage
    *  (33) Annihilation - Accuracy/Damage/Endurance
    *  (33) Annihilation - Damage/RechargeTime
    *  (33) Positron's Blast - Chance of Damage(Energy)


    Level 6: Zapping Bolt 
    *  (A) Apocalypse - Chance of Damage(Negative)
    *  (7) Gladiator's Javelin - Chance of Damage(Toxic)
    *  (7) Superior Winter's Bite - Accuracy/Damage
    *  (9) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    *  (9) Superior Winter's Bite - Accuracy/Damage/Endurance


    Level 8: Aim 
    *  (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


    Level 10: Energize 
    *  (A) Preventive Medicine - Heal/RechargeTime/Endurance
    *  (11) Preventive Medicine - Heal
    *  (39) Preventive Medicine - Heal/Endurance
    *  (39) Preventive Medicine - Chance for +Absorb
    *  (46) Preventive Medicine - Heal/RechargeTime


    Level 12: Tesla Cage 
    *  (A) Gladiator's Javelin - Chance of Damage(Toxic)
    *  (13) Superior Opportunity Strikes - Accuracy/Damage
    *  (13) Superior Opportunity Strikes - Accuracy/Damage/Endurance
    *  (15) Unbreakable Constraint - Chance for Smashing Damage
    *  (17) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
    *  (17) Superior Entomb - Recharge/Chance for +Absorb


    Level 14: Power Shield 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    *  (15) Luck of the Gambler - Defense
    *  (40) Luck of the Gambler - Defense/Endurance


    Level 16: Combat Jumping 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


    Level 18: Voltaic Sentinel 
    *  (A) Expedient Reinforcement - Accuracy/Recharge
    *  (34) Expedient Reinforcement - Accuracy/Damage
    *  (34) Expedient Reinforcement - Damage/Endurance
    *  (34) Expedient Reinforcement - Accuracy/Damage/Recharge
    *  (36) Soulbound Allegiance - Chance for Build Up


    Level 20: Power Armor 
    *  (A) Unbreakable Guard - Resistance/Endurance/RechargeTime
    *  (21) Unbreakable Guard - Resistance
    *  (21) Unbreakable Guard - +Max HP
    *  (23) Gladiator's Armor - TP Protection +3% Def (All)
    *  (42) Steadfast Protection - Resistance/+Def 3%
    *  (43) Unbreakable Guard - Resistance/Endurance


    Level 22: Entropy Shield 
    *  (A) Endurance Reduction IO


    Level 24: Kick 
    *  (A) Empty


    Level 26: Short Circuit 
    *  (A) Armageddon - Chance for Fire Damage
    *  (27) Obliteration - Chance for Smashing Damage
    *  (40) Armageddon - Damage
    *  (40) Armageddon - Damage/Endurance
    *  (42) Armageddon - Damage/Recharge
    *  (43) Armageddon - Accuracy/Damage/Recharge


    Level 28: Repelling Force 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    *  (29) Luck of the Gambler - Defense


    Level 30: Tough 
    *  (A) Unbreakable Guard - Resistance/Endurance/RechargeTime
    *  (31) Unbreakable Guard - Resistance
    *  (31) Impervium Armor - Psionic Resistance
    *  (43) Unbreakable Guard - Resistance/Endurance
    *  (46) Unbreakable Guard - Endurance/RechargeTime


    Level 32: Thunderous Blast 
    *  (A) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
    *  (36) Bombardment - Damage
    *  (36) Bombardment - Chance for Fire Damage
    *  (37) Bombardment - Accuracy/Damage/Recharge
    *  (37) Positron's Blast - Chance of Damage(Energy)
    *  (37) Bombardment - Damage/Recharge


    Level 35: Power Drain 
    *  (A) Recharge Reduction IO


    Level 38: Super Speed 
    *  (A) Winter's Gift - Slow Resistance (20%)


    Level 41: Weave 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    *  (42) Luck of the Gambler - Defense
    *  (48) Kismet - Accuracy +6%


    Level 44: Havoc Punch 
    *  (A) Superior Blistering Cold - Accuracy/Damage
    *  (45) Superior Blistering Cold - Damage/Endurance
    *  (45) Superior Blistering Cold - Accuracy/Damage/Endurance
    *  (45) Superior Blistering Cold - Recharge/Chance for Hold
    *  (46) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime


    Level 47: Lightning Field 
    *  (A) Eradication - Chance for Energy Damage
    *  (47) Obliteration - Chance for Smashing Damage
    *  (47) Eradication - Accuracy/Damage/Recharge
    *  (48) Eradication - Accuracy/Recharge
    *  (48) Obliteration - Damage


    Level 49: Hasten 
    *  (A) Recharge Reduction IO
    *  (49) Recharge Reduction IO


    Level 1: Opportunity 
    Level 1: Brawl 
    *  (A) Empty


    Level 1: Sprint 
    *  (A) Celerity - +Stealth


    Level 2: Rest 
    *  (A) Empty


    Level 1: Swift 
    *  (A) Flight Speed IO


    Level 1: Hurdle 
    *  (A) Jumping IO


    Level 1: Health 
    *  (A) Panacea - +Hit Points/Endurance


    Level 1: Stamina 
    *  (A) Performance Shifter - Chance for +End


    Level 38: Speed Phase 
    Level 50: Musculature Core Paragon 
    Level 50: Melee Core Embodiment 
    Level 50: Ion Radial Final Judgement 
    Level 50: Reactive Radial Flawless Interface 
    Level 50: High Pain Threshold 
    Level 50: Invader 
    Level 50: Marshal 
    Level 50: Born In Battle 
    Level 50: Barrier Core Epiphany 
    ------------

     

     

     

    Tried to find a balance between caped S/L/E def without (incarnate barrier will cap F/C too) and some solid resist (~50% S/L, ~38-40% E/N/F/C, 25% PSI) and some damge (procs). Global recharge is with hasten at 153.75%, possible to focus more on certain points but the slots don't grow on trees 😉

     

    Fun build, created a baby version on one of the live servers 

  6. I don't see a "No Redraw" option with my Staff/Rad stalker and yes it will redraw the weapon after useing the click Rad powers.

    However with stealth from hide and the other fx from the Rad toggles you hardly see the char or weapon at all. So you don't miss it that much 😉 

  7. Reaction Time is very powerful tool, you don't need much in Health and Stamina. DP/MA is combo that really want to fight multiple mobs at once. 

    Inner Will on autofire is a good point and very useful just at the proc for a absorb shield to it.

     

    If you want to look at another build. I run atm this at incarnate DA arcs and s/l farms.

     

    Quote

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Technology Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Martial Combat
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Pistols

    • (A) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (3) Superior Winter's Bite - Accuracy/Damage
    • (3) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (5) Superior Winter's Bite - Damage/RechargeTime
    • (5) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (7) Achilles' Heel - Chance for Res Debuff

    Level 1: Ki Push

    • (A) Kinetic Combat - Accuracy/Damage
    • (46) Kinetic Combat - Damage/Endurance
    • (46) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge

    Level 2: Dual Wield

    • (A) Superior Defiant Barrage - Accuracy/Damage
    • (7) Superior Defiant Barrage - Damage/RechargeTime
    • (9) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
    • (9) Superior Defiant Barrage - Accuracy/Damage/Endurance
    • (11) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
    • (11) Superior Defiant Barrage - RechargeTime/+Status

    Level 4: Storm Kick

    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Hecatomb - Chance of Damage(Negative)
    • (34) Force Feedback - Chance for +Recharge

    Level 6: Reach for the Limit 


    Level 8: Swap Ammo 
    Level 10: Bullet Rain


    ------------

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    |-------------------------------------------------------------------|

    • (A) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
    • (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
    • (36) Positron's Blast - Chance of Damage(Energy)
    • (37) Bombardment - Damage
    • (37) Annihilation - Chance for Res Debuff
    • (40) Force Feedback - Chance for +Recharge
    Level 12: Burst of Speed
    • (A) Superior Blaster's Wrath - Damage/Recharge
    • (42) Superior Blaster's Wrath - Accuracy/Damage/Recharge
    • (42) Eradication - Chance for Energy Damage
    • (43) Eradication - Damage
    • (43) Eradication - Damage/Recharge
    • (43) Fury of the Gladiator - Chance for Res Debuff
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 16: Dragon's Tail
    • (A) Superior Blaster's Wrath - Accuracy/Damage
    • (17) Superior Blaster's Wrath - Accuracy/Damage/Endurance
    • (17) Eradication - Chance for Energy Damage
    • (19) Eradication - Damage
    • (19) Eradication - Accuracy/Damage/Endurance/Recharge
    • (21) Force Feedback - Chance for +Recharge
    Level 18: Executioner's Shot
    • (A) Apocalypse - Damage
    • (21) Apocalypse - Chance of Damage(Negative)
    • (23) Apocalypse - Damage/Endurance
    • (29) Shield Breaker - Chance for Lethal Damage
    • (31) Touch of Lady Grey - Chance for Negative Damage
    • (31) Gladiator's Javelin - Chance of Damage(Toxic)
    Level 20: Boxing
    • (A) Accuracy IO
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (23) Gladiator's Armor - TP Protection +3% Def (All)
    • (42) Reactive Armor - Resistance
    • (48) Reactive Armor - Resistance/Endurance
    • (48) Reactive Armor - Resistance/Endurance/Recharge
    • (48) Unbreakable Guard - +Max HP
    Level 24: Weave
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (25) Reactive Defenses - Defense
    • (25) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (27) Reactive Defenses - Scaling Resist Damage
    Level 26: Combat Jumping
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (27) Kismet - Accuracy +6%
    Level 28: Maneuvers
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (29) Red Fortune - Defense
    • (50) Red Fortune - Defense/Endurance
    Level 30: Inner Will
    • (A) Preventive Medicine - Chance for +Absorb
    Level 32: Hail of Bullets
    • (A) Eradication - Chance for Energy Damage
    • (33) Armageddon - Chance for Fire Damage
    • (33) Armageddon - Damage
    • (33) Armageddon - Damage/Endurance
    • (34) Armageddon - Accuracy/Damage/Recharge
    • (34) Armageddon - Damage/Recharge
    Level 35: Scorpion Shield
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (36) Red Fortune - Defense
    • (36) Red Fortune - Defense/Endurance
    Level 38: Eagles Claw
    • (A) Superior Blistering Cold - Recharge/Chance for Hold
    • (39) Superior Blistering Cold - Accuracy/Damage
    • (39) Superior Blistering Cold - Damage/Endurance
    • (39) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (40) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
    • (40) Touch of Death - Chance of Damage(Negative)
    Level 41: Reaction Time
    • (A) Theft of Essence - Chance for +Endurance
    Level 44: Suppressive Fire
    • (A) Lockdown - Chance for +2 Mag Hold
    • (45) Gladiator's Javelin - Chance of Damage(Toxic)
    • (45) Unbreakable Constraint - Chance for Smashing Damage
    • (45) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (46) Neuronic Shutdown - Chance of Damage(Psionic)
    • (50) Gladiator's Net - Chance of Damage(Lethal)
    Level 47: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 49: Acrobatics
    • (A) Endurance Reduction IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Defiance 

    Level 1: Quick Form 
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Celerity - +Stealth
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run 

    Level 2: Swift

     

    Last time I changed a few procs and added all suppressive fire back to build. The build has +45 s/l/e def and ~30% s/l/f/c more with the melee core. Overall I like it

    to go through the content. Nothing is more fun to go through a chain of Burst of Speed,  Eagles Claw, Ki Push, Storm Kick, Executioner's Shot, Suppressive Fire , well except for aoe Burst of Speed, Dragon's Tail, Hail of Bullets, Bullet Rain for aoe. BTW Mids dosen't show the +tohit nor +dmage from Reach for the Limit.

    • Thanks 1
  8. 8 hours ago, Shred Monkey said:

    Mid's doesn't show the damage and radius of Burst of Speed (from martial combat).   Does anyone have this data?   

     

     

     

     

    There is some data in the proc thread from Bopper:

     

     

    Quote

    [...]

    Test 1: Proof that Burst of Speed uses a pseudopet, it does not use a 90s recharge for Proc calculations, and each teleport uses the same probability to proc (due to same activate period that I suspect is 10s).

    .

    .

    Did some follow on testing and I found out two things: The max targets hit is 16 (nice), and the radius of the attack is likely 15 feet (not bad).

    I did my test by using 5 damage procs: Armageddon (4.5 PPM), Blaster's Wrath (4 PPM), Obliteration, Scirocco's Dervish, and Eradication (each 3.5 PPM). The results are as follows:

     

    Total Hits: 1107

     

    Armageddon Procs: 304 (309 expected for a 15 ft radius; 27.4% actual vs. 27.9% theoretical)

    Blaster's Wrath Procs: 277 (275 expected, 25.0% vs. 24.8%)

    Scirocco's Procs: 251 (240 expected, 22.7% vs. 21.7%)

    Obliteration Procs: 234 (240 expected, 21.1% vs. 21.7%)

    Eradication Procs: 259 (240 expected, 23.4% vs. 21.7%)

     

    All 3.5 PPM combined: 744 (721 expected)

    Total Procs: 1325 (1304 expected)

     

    I hope that helps in your understanding of the power. To summarize, each teleport acts as a pseudopet, so it uses the 10s activate period for its Proc calculations. The radius of the attack is 15 feet and the max targets it can hit is 16.

     

     

  9. 7 hours ago, PhillyPhil26 said:

    Hey guys just sharing this here since it relates to my blaster.

    So I have a ice/ice/cold blaster that 

    I've shared on the forums but have had no luck on receiving build suggestions.

    He had

    28% S/L defense and Range defense

    30% S/L resistance and 54% cold and 40% fire resistance Which isn't great but was what I came out with for a build with no purple sets and none of the AT sets.

     

    I decided to "go against popular opinion maybe" and make him cold focused since he is a ice powered superhero.

    By popular opinion i would say  that for blasters  the popular opinion is to soft-cap positional defenses or at least range and then use hover to stay out of melee range.

    Maybe not for all powersets or builds, but I think for most blasters since we are "squishy" thats kinda recommended.

     

    So I decided to try something new and changed his sets now to the tune of

    75% Cold resistance (soft cap)

    52% fire resistance

    32% S/L resistance

    and then

     25% S/L defense

    19% F/C defense.

     

    I think this is against popular opinion because I don't believe most people build blasters to soft-cap type damage types instead of positionals.

     

    I made this while even after reading some other posts that mention more enemies in the game do S/L damage then F/C Damage.

    What I did after respeccing him  was ran a duo fire farm with a fire farmer as my teammate on +4x8 settings.

    And the reason i'm sharing this is I gotta say I found it to be a lot of fun!!!!

    He would rush in then I would go right in after him and be able to survive the first hits and help take em down!

    Was a nice change from just staying at range in hover mode.

     

    With the Cold soft-cap build i do carry purples to buff my defense and if your rushing in then it is risky but at same time that makes it kinda fun!

    I would rush in, use ice slick so people start slipping! then i use aim+build up, frost breath which has a -damage resistance debuff proc and then ice storm and blizzard.

    If the guy pulled too many groups and people attack me then i just hibernate til aggro is gone and my health is back up!

    Gives more purpose to hibernate which is kinda fun for me at least.

     

    Thought i'd share this because I found this very fun even if it is maybe not the "best" way to build a blaster.

    And if playing non fire or cold enemies then I can just play more defensively and wait for the tanks and then blast at range again! 🙂
    At least thats my plan, haven't tested him yet other this this duo farm experience.

     

    You are at the soft cap against the least used damage type ingame at a whooping 1.51%. 

     

     

    That said, of course you can build a blaster that can run +4/x8 without hover or as an example even fighting pool, simple because we have so many tools at our hands at the incarnate lvl that we can fix many underlaying issues or make other points much stronger. I have 2 lvl 50 blaster and I dislike hover, even on the old servers. So I can unterstand if somebody don't want to use it.

     

    You have access to a combo of Unleash Potential + Melee Radial Hybrid for defense problems or Rune of Protection  + Melee Core Hybrid for resist issues. Heck you could add Bonfire from The Epic Flame Mastery and add a knockback to knockdown IO use it as another dmg tool with a defense side. So many options.

     

    My last Blaster is a Dual Pistols/Martial Combat and I live in melee range. But I have build it, to run from solo farms to DA incarnate content at +4/x8 without getting a headache. DP is not even close to the strongest blaster primary nor is MC in the same league as Electric for close combat but the combination and having access to +45 s/l/e with a melee core and barrier as backup is enough to surf through the content.

     

    So if you build is enjoyable for ya, then cool. You certainly don't need to run top 3 build to go through all the content or we would stick all to the same old.

     

     

  10. 9 hours ago, Crater Kate said:

    Honest question - how are you guys keeping your end management good enough that you can afford to go into Epics that aren't Body Mastery?

     

    The only 50+ Stalker I have is a StJ/SR (which is, admittedly, a pretty end-intensive setup), and tried running a Moonbeam build with it. Even building other powers with end in mind, I was just nowhere near able to keep a good attack chain going without bottoming out in 2-3 rotations. Going for Body and having access to 3 Perf Shift +End is a little bit of the nuclear solution, but it's the only way I'm able to deal sustained damage.

     

    Is this a thing where my build's the exception, not the norm, and most other Stalkers don't have this kind of tax on them?

    Certain builds will have problems if the Power Set has no options to gain extra endurance, my Ice/Shield can run into this problems too.

     

    Then you have on the other side Combos that don't know this problem at all like with my latest Stalker a Staff/Radiation Armor and Health/Stamina have each 2 slots and I can run 9 toggles with 1.77/s EndUse. Rad gives you another health/recovery auto with Gamma Boost and then you have access to Radiation Therapy that offers you even more twice a minute.  Before that I created a Savage/EA Stalker and thanks to Energize and Energy Drain has no issues as well.

     

     

  11. On 5/13/2020 at 11:26 PM, Bopper said:

    Ok...was this fixed? I put out a bug update from a bug report last year showing how Spring Attack was not taking enhancements (so damage enhancing and procs would not fire from the Spring Attack pseudopet). If this changed, I must have missed the patch note...which seems like a common theme lately.

    Well you can add proc enhancements to the power but the still don't seem to fire. 

     

    I added "Pet Damage Inflicted to the selected Channels" so that I could see the dmg in the chat window. A proc dmg was never listed or shown ingame.

     

    All other procs show up show up eventually but not in Spring Attack like Eradication, Scirocco and Obliteration

    On 5/18/2020 at 9:12 AM, Bopper said:

    All this talk about Spring Attack, and I'm trying to figure out when in the last 2 months they fixed a bug that existed for 6+ months before then. I must have missed a patch note somewhere.

    Nope the bug seems still to be ingame.

     

     

  12. 5 hours ago, Camel said:

    They patched Fade to no longer be affected by +Special buffs.

    Ah yes for Fade the added this in the March 31st patch.

     

    Quote

    The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs)

    • Controller > Darkness Affinity > Fade

     

    In this case, could we have some extra ingame text information added to "Link Minds" and "Fade" that point to this issue that the are not affected by +Special buffs. 

    • Like 1
  13. I created a new char on the test server a Plant/Earth Dominator. From the Earth Assault set the Power Up (boost secondary effects like defenses) has no effect

    on the epic pool power Link Minds. 

     

    If I cast the power "Power UP" it will show an increase on my defense on powers like "Weave" and "Maneuvers" but it will not increase the defense value of "Link Minds" from

    the Psionic Mastery epic pool power. You can enhance the power with defense sets so if this power was not changed it should be a bug.

     

  14. On 1/6/2020 at 2:54 PM, oldskool said:

    Since I'm mentioned I just want to add some clarity for Blaster players that don't frequent the Sentinel subforum...

    I wanted to be inclusive to as many different playstyles as possible when I wrote that about Dual Pistols.  So yes, if one wanted to go without Hasten and run Executioner's Shot -> Pistols -> Dual Wield -> Pistols that is an option.  I had Suppressive Fire as an alternative to Dual Wield purely due to how slotting that power can create a difference.  That particular difference won't be easily translatable to other archetypes. 

    Sentinel Suppressive Fire has an 8 second cool down.  Everyone else gets a version of Suppressive Fire with a much longer cool down.  That longer cool down is great for making procs activate more frequently, but the power itself has very little damage (not so on Sentinels). 

    Other combinations I noted such as leading with Piercing Rounds are very old rotations that would be applicable to all of the archetypes since there is no real change in how the powers selected work by AT. 

    None of the above is to say which power is best in any definitive means for the Sentinel* and definitely not for Blasters as the ability to mix more melee muddies the waters. 

    *It is my experience that how you slot your secondary on Sentinels matters quite a bit for what you slot in your attacks.  Dual Pistols is unique with the Ammo mechanic and there are players that do not care for it at all.  In those cases where players wish to skip or largely ignore Swap Ammo, Dual Wield starts to look a lot better than Suppressive Fire (Sentinel version).

     

    I traded Cross Punch in my build for Suppressive Fire and slotted 6 procs into it. The blaster version does only a tiny bit of damage, so we don't need to enhance it

    with IOs and thanks to the much slower recharge vs the Sentinel version ours has right out the box a 90% probability to proc even 2.5 lockdown +2 hold.

     

    Quote

    You activated the Suppressive Fire power.
    HIT Chimera! Your Suppressive Fire power had a 95.00% chance to hit, you rolled a 16.29.
    You hit Chimera with your Suppressive Fire for 4.1 points of Lethal damage.
    You hit Chimera with your Suppressive Fire for 5.47 points of Fire damage.
    You Hold Chimera with your Suppressive Fire.
    You hit Chimera with your Gladiator's Javelin: Chance for Toxic Damage for 39.52 points of Toxic damage.
    You hit Chimera with your Unbreakable Constraint: Chance for Smashing Damage for 78.65 points of Smashing damage.
    You hit Chimera with your Ghost Widow's Embrace: Chance for Psionic Damage for 52.69 points of Psionic damage.
    You hit Chimera with your Neuronic Shutdown: Chance for Psionic Damage for 52.69 points of Psionic damage.
    You hit Chimera with your Gladiator's Net: Chance for Lethal Damage for 39.52 points of Lethal damage.
    You Hold Chimera with your Lockdown: Chance for +2 Mag Hold.


    You activated the Suppressive Fire power.
    HIT Home Companion! Your Suppressive Fire power had a 95.00% chance to hit, you rolled a 29.60.
    You Reach for the Limit and are more deadly for a short while.
    You hit Home Companion with your Suppressive Fire for 4.18 points of Lethal damage.
    You hit Home Companion with your Suppressive Fire for 4.18 points of Fire damage.
    You Hold Home Companion with your Suppressive Fire.
    You hit Home Companion with your Gladiator's Javelin: Chance for Toxic Damage for 46.63 points of Toxic damage.
    You hit Home Companion with your Unbreakable Constraint: Chance for Smashing Damage for 69.6 points of Smashing damage.
    You hit Home Companion with your Ghost Widow's Embrace: Chance for Psionic Damage for 46.63 points of Psionic damage.
    You hit Home Companion with your Neuronic Shutdown: Chance for Psionic Damage for 46.63 points of Psionic damage.
    You Hold Home Companion with your Lockdown: Chance for +2 Mag Hold.
    You tap into your inner core with your Reach for the Limit and are more deadly for a short while.


    Suppressive Fire is recharged.
    You activated the Suppressive Fire power.
    HIT Marauder! Your Suppressive Fire power had a 95.00% chance to hit, you rolled a 35.92.
    Pistols is recharged.
    Executioner's Shot is recharged.
    You Reach for the Limit and are more deadly for a short while.
    You hit Marauder with your Suppressive Fire for 1.46 points of Lethal damage.
    You hit Marauder with your Suppressive Fire for 1.46 points of Fire damage.
    You Hold Marauder with your Suppressive Fire.
    You hit Marauder with your Gladiator's Javelin: Chance for Toxic Damage for 13.98 points of Toxic damage.
    You hit Marauder with your Unbreakable Constraint: Chance for Smashing Damage for 6.95 points of Smashing damage.
    You hit Marauder with your Ghost Widow's Embrace: Chance for Psionic Damage for 55.96 points of Psionic damage.
    You hit Marauder with your Neuronic Shutdown: Chance for Psionic Damage for 55.96 points of Psionic damage.
    You hit Marauder with your Gladiator's Net: Chance for Lethal Damage for 13.98 points of Lethal damage.
    You Hold Marauder with your Lockdown: Chance for +2 Mag Hold.
     

    Not that I would mind the extra damage from the Sentinals but this work too.

     

  15. On 3/9/2020 at 6:48 PM, Sakura Tenshi said:

    Biggest issue with changing so many ST attacks into cones is that it's going to change IOset builds because while the damage calculations of narrow cones are treated as single targets, they are still recognized as AoE damage in terms of sets. I know this game isn't balanced around IOs, but IOs seem to be the core of what the live devs really meant with the Cottage Rule (do not take away the IO sets you can slot into something). Otherwise I don't disagree with buffing battle axe, just that it's not going to be possible making many single targets into small AoEs.

     

    I would rather not lose access to the melee IO sets and if the would follow the same rules as the other powers this would happen.

     

    From playing a BA/Bio Scrapper. A full redesign is always a option but IMO even smaller changes could help. In the lower lvls the knockback (knockdown/knockup) of the powers is quite unreliable, so increasing the % chance of the knockdown would certainly help a bit. In the same way adding a -def or -res to the lvl 1 power options.

     

    For a flat dmg increase I would suggest just add on all the powers a Foe minor|moderate DoT it would fit the Axe theme that if you hit them that the start bleeding. However I would change the DoT from lethal to toxic so that it has an other dmg type option. The weapon could be coated in poison or could cause an deadly infection, so that it stays within reason.........

     

     

     

  16. From playing a Ice/Shield Stalker:

     

    I would say Ice is not even that bad but it has maybe a few issues that makes it look worse as it is.

     

    The -res on Frozen Fists is a lie or simple a text error from porting this set over from the Tanker AT. Since the introduced in Issues 18 for Tanker a new Inherent: Bruising that would add -res effect for the Tier 1 powers. We are not tanks so we don't get it.

     

    Frost is your standard cone dmg with a 90° arc that needs target aoe IO sets but has a lower range of a melee attack. It

    would make more sense to give it access to a melee pbaoe set or to increase the range a bit. On the other hand you can use another purple IO set if you pickup e.g. Cross Punch for the melee pbaoe version.

     

    Ice Sword is pretty much standard like Build Up is.

     

    We got as Stalkers the Assassin's Ice Sword and not Greater Ice Sword. Honestly I would prefer the traded Ice Patch for it. Does lethal dmg and is a bit more resisted then cold.

     

    I have not used Placete since we got out hide proc from our ATO set.

     

    Ice Patch is for a Stalker a bad choice from the Tanker set (copy&paste) It would be better if we got another high dmg attack or some other kind of utility. Not used

     

    Freezing Touch is your heavy hitter, a superb attack. High dpa attack, can slot 2 purple procs dmg or 1 purple and the absorb proc from entomb. The only reason people don't like it because of the dot damage. If you hit somebody with Total Focus you see how hard you hit it, by FT you need to wait a little bit, so it can go... hm will this kill it, yeah oh wait it has 2 hps left....

     

    Frozen Aura is your lvl 32 Foot Stomp dmg version from the Tanker set that will sleep minions and can take a +heal proc if you wish

     

    So this is why Ice looks a bit wired, dots and a utility power we don't really need as a offensiv AT. There is a dps sheet over from Kaeladin in the scrapper forum https://docs.google.com/spreadsheets/d/1av2vWL9UVgGw183BbjFNweJze7N5P3Tn8tYSppdFQgE/edit?usp=sharing and Ice dosen't look that bad

     

    The substitue of Cross Punch from the fighting pool is not a bad idea for ice that can take a pvp -res proc and the +recharge proc.

     

    After playing through the content a bit, it's still fresh. I found it is not that bad. My Rad/Ice Stalker certainly hits harder from the primary power set but that was a reason I picked up */shield. Add in the extra area dmg from shield charge and +dmg from AAO it feels a lot more dynamic. I would use Ice Melee with /Bio or /Shield that can boost the dmg a bit.

     

    Oh and don't underestimate the endurance lose it can cause if you go all out. The pay2win vendor offers a recovery temp power that will increase the recovery and help you through the early lvls if you can spare the 50k inf for it.

     

     

     

     

     

     

     

     

     

     

     

  17. [...]

    Mission that was the problem was three Avatar of Hamidon AVs spawning together in one mission that would incomprehensibly spawn vines that would one shot everybody.  If there was a strategy we were supposed to use, nothing in the mission suggested it and no one discovered it.  Eventually some NPCs appeared, shone green light on them, and then they were four fifths dead and we eventually killed them.  Might be doable with fewer of these mobs spawning as EBs.

     

    Maybe the are a bit overtuned as AVs when you face them in a team but as EBs the are not that difficulty.

    I have run the story arcs now twice at a +4/x8 setting with a Dominator and a Stalker and the final mission from the Number Six story arc with the 3 Avatar of Hamidon EBs don't give me a headache. I found fighting in one of the smaller rooms in the subway station and the warehous are harder with the proxy agro.....

     

    Here is the fight from my Ice/Shield Stalker pov:

    without NPC help

     

     

    If you choose the help with the npc army the fight would be IMO absolutely trivialized if you fight at Elite Bosses lvl.

  18. Does anyone have a link to a place that lists all Lore pets and their abilities in an easy, single page like? Like special abilities (like the mentioned Fortitude, or how Longbow can do -Regen).

     

    Only one I know of is: https://paragonwiki.com/wiki/Lore_Slot_Abilities

     

    Click on the ability name of each to see details, for instance click on 'Radial Superior Ally" for any of them and you'll see abilities of each.  It is missing info on the  newest sets though and doesn't give exact numbers, just what abilities they have.  Not perfect, but good enough to see for example that you probably wouldn't want the support side of storm elementals as monsoon elementals have hurricane.

     

    It even gives some idea of dps for each listed at the bottom.  Again not totally updated however.

     

    Ignore the dps numbers from the paragonwiki because I24 patch did change a lot after

     

    I24

    Lore Slot Adjustments

    In conjunction with adding these new Lore Power Sets, existing Lore Power Sets have been reviewed and rebalanced to improve performance.

     

    All - Removed Endurance Cost from all Lore pet powers.

    Polar Lights LT - Increased damage of Northern Lights Bolt by 55%.

    Polar Lights Boss - Lowered recharge of Northern Lights Bolt from 4 seconds down to 3.

    Increased damage of Northern Lights Bolt by 30%.

    Lowered recharge of Northern Lights Blast from 6 seconds down to 5.

     

    Vanguard Boss - Lowered recharge of Life Drain from 8 seconds down to 5.

    Increased initial damage of Life Drain by 64%.

    Increased damage of Life Drain by an additional 50% by adding a Negative DoT component to it.

    Increased healing of Life Drain by 64%.

     

    Increased damage of Ice Blast by 30% by adding a Cold DoT component to it.

    Rikti Boss - Increased recharge of Greater Rikti Sword from 7 seconds up to 8.

    Increased damage of Mental Blast by 55% by adding a Psionic DoT component to it.

     

    Nemesis Boss - Lowered recharge of Pummel from 4 seconds down to 3.

    Increased damage of Pummel by 14%.

    Increased recharge of Storm Cannon from 4 seconds up to 8.

    Increased damage of Storm Cannon by 24%.

    Increased recharge of Flamethrower from 6 seconds up to 20.

    Increased damage per tick of Flamethrower by 244%.

     

    Carnival Boss - Lowered recharge of Telekinetic Blast from 7 seconds down to 3.

    Reduced damage of Telekinetic Blast by 14%, but increased the proportion of this damage that is dealt as Psionic damage.

    Increased recharge of Mental Blast from 4 seconds up to 8.

    Increased initial damage of Mental Blast by 100%.

    Increased damage of Mental Blast by an additional 100% by adding a Psionic DoT component to it.

    Increased damage per tick of Psionic Tornado by 85%.

     

    Arachnos Boss - Increased damage of Venom Burst by 220%.

    Increased damage of Claw Pierce by 54%.

     

    Storm Elemental Boss - Lowered recharge of Lightning Bolt from 8 seconds down to 4.

    Lowered recharge of Charged Bolts from 4 seconds down to 2.

    Increased damage of Charged Bolts by 20%.

     

    Robotic Drones LT - Lowered recharge of Plasma Cannon Blast from 4 seconds down to 3.

    Increased damage of Plasma Cannon Blast by 7%.

    Robotic Drones Boss - Lowered recharge of Plasma Cannon Blast from 4 seconds down to 3.

    Increased damage of Plasma Cannon Blast by 7%

    Seers LT - Lowered recharge of Mental Blast from 4 seconds down to 3.

    Increased damage of Mental Blast by 30% by adding a Psionic DoT component to it.

    Seers Boss - Lowered recharge of Levitate from 6 seconds down to 4.

    Increased damage of Mental Blast by 30% by adding a Psionic DoT component to it.

    Dominate was incorrectly not dealing damage. This has been fixed, greatly increasing Seer Boss damage output.

     

    IDF LT - Increased damage of Plasma Blast by 27% by adding an Energy DoT component to it.

    IDF Boss - Increased damage of Plasma Blast by 27% by adding an Energy DoT component to it.

     

    Longbow LT - Increased damage of Burst by 32%.

    Lowered recharge of Burst from 4 seconds down to 3.

    Longbow Boss - Lowered recharge of Grenade from 4 seconds down to 3.

    Lowered radius of Grenade from 15 feet down to 10.

    Increased damage of Grenade by 20%.

    Increased recharge of Plasma Blast from 4 seconds up to 10.

    Increased up-front damage of Plasma Blast by 29%.

    Increased damage of Plasma Blast by an additional 94% of its previous damage value by adding an Energy DoT component.

    Lowered recharge of Energy Barrage from 20 seconds down to 12.

    Reduced maximum targets hit by Energy Barrage down from 16 to 8.

     

    Clockwork Boss - Lowered recharge of Particle Blast from 6 seconds down to 4.

    Increased damage of Particle Blast by 24%.

    Lowered recharge of Anti-Matter Ray from 10 seconds down to 6.

    Increased damage of each tick of Anti-Matter Ray by 333%.

    Increased damage of Anti-Matter Beam by 30%.

    Warworks LT - Lowered recharge of Plasma Rifle Burst from 6 seconds down to 4.

    Increased damage of Plasma Rifle Burst by 51%

     

    Warworks Boss

    Lowered damage of Swipe by 20%

    Increased recharge of Cross Cut from 6 seconds to 7.

    Lowered accuracy of Plasma Eye Beams from 1.1 down to 1

     

    Cimeroran LT

    Lowered accuracy of all attacks from 1.05 down to 1

    Lowered damage of Slash by 20%

    Increased recharge of Slice from 8 seconds to 16.

    Lowered damage of Hack by 21%

    Increased recharge of Pilum from 8 seconds to 16.

    Lowered damage of Pilum by 14%

    Cimeroran Boss

    Lowered accuracy of all attacks from 1.05 down to 1

    Lowered damage of Slash by 20%

    Increased recharge of Slice from 8 seconds to 16.

    Lowered damage of Hack by 21%

    Increased recharge of Pilum from 8 seconds to 16.

    Lowered damage of Pilum by 14%

    Lowered damage of Push Back by 45%[

     

    Lore Trees

    All Lore trees now have unique power icons.

     

    Lore: Corrected the Descriptive text for the Talons of Vengeance Siren's Regenerating Song.

    Lore: Corrected the descriptive text for the Banished Pantheon Defiler's Empowering Burst.

    Lore: Fixed an issue with the Knives of Vengeance power Rallying Cry where it would only affect the caster. This ability now affects all friends within its area of effect.

    Lore Pet/Ravager Essence: Fixed a bug that would prevent the Ravager from using his melee attack.

     

    Lore Slot Expansion - Dark Astoria

    Four new Lore Power Sets have been added. These Power Sets cover a selection of enemies from the core villain groups in Dark Astoria. These sets are open to all Incarnates and can be acquired regardless of participation in Dark Astoria.

     

    Banished Pantheon (Creatures)

    The Tsoo

    Knives of Vengeance

    Talons of Vengeance

     

    I25 patch

    Incarnate Lore pet Knives of Vengeance's buffs should all affect the player, instead of the pet itself. Previously one of its damage buffs were affecting itself instead.

     

    Alpha Lore boosts to absorb should properly affect powers that can be enhanced for absorb. Previously had no effect.

     

    Added Demons as a Lore option:

    ·        Support: Nerva Spectral Demon with Twilight Grasp and Chill of the Night.

    ·        Support Attack: Nerva Spectral Demon with Twilight Grasp, Chill of the Night and Gloom.

    ·        LT: Behemoth with Fire Smash, Fire Sword, and Fire Blast.

    ·        Boss: Succubus with Come Hither, Blackclaw, Hellish Bolts, and Fire Ball.

     

     

     

    https://paragonwiki.com/wiki/Patch_Notes/2012-08-08_Beta

    https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit

  19. After choosing some combo that I did not play back on the old CoH live/test and that would fit a theme I ended up

    with War Axe / Bio Armor. I enjoyed them both. Bio is very versatile after you throw some IOs on. It's add extra

    dmg, yet I think it still has it weaknesses with no resistance vs def and regen debuffs and that brings me to Battle Axe

     

    Number wise from min/max WM would be the better set as Axe, but there are so close to each other both have this perfect

    180° cone power with a pbaoe and a smaller cone 45° for WM and 19° for Axe like the one for BS and Katana.

     

    You can throw the pvp -res IO in a heavy hitting dmg and the +recharge KB IOs in the huge cone & pbaoe and that every single power has a knockdown or up effect helps quite a bit

     

    Who dosen't like to juggle a npc all the time: https://gfycat.com/richdangerousbuckeyebutterfly

     

    I found the single & aoe dmg satisfying, only if you run really into a mob with a high lethal resistance it's annoying but

    it's far off the all or nothing you see often with psi.

     

    Not to flashy, not to boring just a good solid set / combo

  20. [...]

     

    Where did you get a task force contact, and is that new?  I ran through the entire Incarnate DA story solo over the past couple days and didn't encounter anything I couldn't complete on my own.  Not that it was always easy... :-)

     

    After you finish your epic battle with Mot you can call again the Dream Doctor. He has a personal story for ya like the others and

    then you can do the first intro mission and that leads to the incarnate trial: https://paragonwiki.com/wiki/Dilemma_Diabolique_Trial  a guide is here: http://web.archive.org/web/20121003093304/http://na.cityofheroes.com/en/news/game_updates/issue_22/dilemma_diabolique_strategy_guide.php

  21. I have now my first lvl 50 with every Tier 3. Needed only 6 veteran lvls for it, thanks to all the rewards from the stories.

     

    My process was after reaching lvl 50 to go through all the Signature Story Arcs. Each chapter of Who Will Die and Pandora's Box will reward you with 10 threads as a option the first time you play through it:  https://paragonwiki.com/wiki/Signature_Story_Arc

     

    After that I played through all the Dark Astoria Story arcs up until you need to run a taskforce. Got a bit lucky with some of the rewards because I ended up with 2 very rare for T4 components as rewards for some of the story arcs, most of the others are

    uncommon.

     

    Overall a painless process that makes it easier to go with alts through it compared to how many times I needed to run on the old live servers through the incarnates trials.

     

  22. So, I've now seen all the crowing going on over at Massively. If that's the perception of the move, either the server ops need to clarify that this really was their intent or absolutely was not.

     

    I have no doubt that killing AE XP outright (for nerfherding reasons) will send many players packing for other servers at the first opportunity. While farmers would find or return to other means, the decision would be a sign of authoritarian leanings that will inevitably spread to other aspects of the game.

     

    From a question on reddit today, not from me :P

    Two of the Three Farms...what was Third one?

     

    On Peregrine...Battle Maiden thru Maria Jenkins...Demon Farm through Harvey Mayor... what was the third? Or was there even one and I'm going senile?

    And she/he got quite a few answers.

     

    So I would say farming always find a way back and IMHO it's part of the identity of the game since the beginning. What did

    we early on do, from running around in teams in the old hazard zones into dumpster jumping with all the mobs behind us to saving some "special" missions. In the end AE and the new difficulty system just level the playing field or should I say the raised the comfort level for doing so.

     

    Coexistence between all the differnt playstyles should not be a problem.

     

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