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SmalltalkJava

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Everything posted by SmalltalkJava

  1. Thank you both. I've only had a few minutes to start digging in. Definitely very very interesting. I have a question about the attack cycle and timing. There are 3 attacks and each attack has an animation time of 1.67 seconds. Does that mean there will be no wait time if each attack recharges within 3.24 (1.67+ 1.67) seconds? Attack 1 and its recharge starts >> attack 2 starts for 1.67 animation time, >>>> Attack 2 done - attack 1 has been recharging for 1.67 seconds >> Attack 3 starts for 1.67 Animation time, >>>> Attack 3 done, - attack 1 has been recharging for 3.24 (1.67 + 1.67) seconds >>>> Attack 3 done, - attack 2 has been recharging for 1.67 seconds Then the cycle would just continue rolling with 1.67 second increments. Looking at your builds I might be able to change some sets around to lose some recharge for resists and HP. Then my Force Feedback proc can assist a little bit to offset.
  2. Nice. I'd like to get more resists. I'm just not sure where to take it from here.
  3. The percent chance on overwhelming force is in regards to causing a knockdown for skills that don't have it. Like if you slotted it in Brawl. It would give brawl a proc chance to KD. However for skills it is in it always turns KB into KD.
  4. Without looking at the build you can usually replace a hami with a set piece that does the same thing or at least gets close. Usually like an acc/dam or damage/end io from a set. It gets you close usually
  5. It will always work. It's not actually a proc in the normal sense. It turns the KB to KD on the skill it's slotted on.
  6. I've been playing around with Dual Pistols and SR on the test server for the last few days. Trying to find a Dual Pistols and SR build that I enjoyed. One of the problems that plagues me is finding a streamlined attack rotation. Finding those is just something that I'm not good at. Luckily @nihilii solved the base line starting point for me with his DP/Regen build that was posted in the Pylon Damage Thread that used: Executioner's Shot -> Suppressive Fire -> Pistols. I started out porting that build to DP/SR and it worked, but without ageless it ran out of endurance rather quickly. So then it occurred to me that I could swap Pistols for Duel Wield to take advantage of Defensive Opportunity. Luckily after some rework and multiple builds, I was able to get it in a position where I could go without using blues and not rely on ageless. As a matter of fact, I like my builds to run without incarnates just to see how they run naturally. I was able to use Executioner's Shot -> Suppressive Fire -> Duel Wield. And if I messed up, then I could just reverse it. So it was really forgiving. And it doesn't need Incarnates. I was able to take down a pylon without incarnates and without inspirations. It took a while but I did it. I also spent some time running a few PI missions at +3x8 and also the PI portal mission. They all went pretty well. I ran some Dark Astoria missions and f' those Assassins. Regardless, I found this build to be fun and smooth. Things I like about it Perma Hasten Soft Capped to positional defenses, without Hover running, turn on Hover for another percent or two if you need it. 24.33 Second recharge on Hail of Bullets nuke. 4.79 second recharge on Bullet Rain aoe. When your endurance starts to get down, then that is about the time Defensive Opportunity comes online and right back up it fills. S/L Resists at 30.49 E/N/F/C are at 17.75 Victory Rush for use to help out teammates that might have endurance problems Easy 3 attack rotation for single targets. It's not a world breaker, but it was relaxing and fun. Here is a short video of it in action The Build Ps. in the build. Evasion, Tactics, Focus Senses, and Agile have alternate slot options. They are ones that I was flipping back and forth with as I was trying things out in game. I was looking at Hasten recharge time, resists, and defenses. Trying to find sweet spots. Sentinel (Dual Pistols - SR) Final 2.mxd
  7. So. I just realized that Performance Shifter + chance for End aren't unique. Do they actually both proc if they are slotted in different skills? So for a Super Reflexes sentinel would it make sense to put one in Stamina, and also Enduring? example: Enduring with a Perf Shifter +chance, and a Perf Shifter Endo Stamina with Lets say Perf Shifter +chance, and a Perf Shifter Endo and 50 endo mod I have 5 slots. and i'm trying to figure out how to best slot them for max end recovery. I might be able to open up one more slot, to add onto Enduring, but i'm not quite sure if i'll be able to.
  8. It runs on my wife's windows 10 laptop that doesn't have a graphics card.
  9. Good ideas. I'm not a cold or thermal player. Is there to combine them or just use one to max resist and/or def for the pets? Something else to consider is a nature and/ or rad in there for entangling aura and the rad version Choking Cloud. Slot them both with the +2 mag hold proc and some hold duration. I run a defender nature and several MM nature's and it's a nice ability. Nature also has the health absorb whick keeps the T1 pets from being one shot. Just tossing ideas.
  10. I have a Beast/kin. Get used to healing you will be using it a lot. This post isn't meant to be overly negative or positive on the combo, it's just what I've noticed. Your T1 pets will die a lot. I'm writing this on my phone so forgive any typos or abruptness. 1. Keep your self topped off with siphon speed. 2. Keep you Speed Boost and Increase Density buffs up on the pets at all times. Practice so you can do it on teams. Get the feel for how long it lasts so you don't waste time over casting it. Look in the guides forum for a recent bind files topic for helping with this. 3. Fulcrum Shift is a game changer. It's worth the wait of your fighting more than a few mobs. I like to use stealth to be able to get in close and fire it off. Jumping in does ok also. 4. Take the MasterMind attacks. Use them. Add in accuracy end redux at low levels so you can hit and keep spamming them. More on this in a bit. See item 6. 5. Eventually Do what you can to get your io slotting to get soft capped smash/lethal defences. This is a key. 6. Super Key. Pet control, pet control. With speed boost they will be running at 1 million miles an hour. I've mentioned this concept before and it's called the /assist pain train. In old Dark Age of Camelot DAOC. The players in a group would have a main assist person. The target selector, if you will. Everyone in the group would just keep a using a command called /assist to ensure they were all attacking the same target. It was concentration of damage and it was overwhelming. I vew the MM as the commander. So you keep the pets on the target you want at all times. I do this with easy macroing of my attacks combined with pet attack commands. It s a synergy of overwhelming force multiplied by 6 pets and yourself. Start with bosses and work your way down. An example. This is a macro, you can use it as a bind if you prefer. /macro HAWKS "petcomall attack$$powexecname Call Hawks" Do that for Call Swarm and Call Ravens. In between heal, siphon, buff. But above all keep your pets on the target you want. . It's crazy, chaotic and a lot to handle. More than any other secondary. it's also a very rewarding secondary, but not super uber in certain conditions. pet damage caps and all. But if your ever on an all MM team. It's gloriously hilarious and almost frightening.
  11. I have a beam rifle sentinel. The animations "seem" to take forever. I'm almost level 50 on it so I'll stick with it one more level. @Hew What order should I use to maximize disentegrate? After about 2 missions I feel like I'm dozing off. I even made the toon look like the cyclone armor from Robotech. Well as close as I could get it. It's a BR/SR sentinel level 49. Kinetic Melee I like. The first 3 powers do as much damage as the big hitter and together they animate at roughly the same time length as the big hitter. Weird but cool. You basically don't really need to use that big animation time attack. Additionally one of them looks like you are breaking spines when the enemy turns to run. It's hilarious. Palm strike to the spine. Just brutal! It cracks me up Everytime.
  12. I like that idea. It would really open up MM fun-ability.
  13. I enjoy it on my Mercs/Elec Mastermind. I like mercs because they are ranged and I can pop the Faraday Cage to make us not get Held or knocked around. Once we have the cage up, I just tell them to Stay and put them on Defensive or aggressive as I need to. Since they are all ranged they can stay in the cage and attack mobs out side of it. On a Defender, and if you solo, then you'd have to make sure your Voltaic Sentinel pet was up or else most of your abilities would be useless. Either way its pretty fun.
  14. There is no option. Like others said, the only way around it is to use a "dummy" tray to hold the base skill that way you can watch for recharge timers there. You can use binds also instead of macros. But either way, you will need the skill actually on a tray somewhere. That is what I do, I usually pop the extra tray up by my target window so the information is available. I resize it to be 4x3 rows across and down, or something like that iirc. It would be nice if there was a command to do it like @GraspingVileTerror mentioned
  15. I see a lot of assumptions that procs are broken, and they all are based on framing the argument and just versions of "I don't like it". Proc builds give up things to gain things. Just like other builds. The truth is that procs in their current iteration do not break the game and bring nothing negative in regards to gameplay. Mechanically, It doesn't make it any less fun for a person. There is no mechanic or DPS gate in the game that forces a player to use procs based on some DPS threshold. People aren't being shut out of content because they don't use procs. They are purely 100% optional much like any other IO bonus. I have some toons that use procs a lot, i have some builds that use them a little, and some that don't use them at all. I wouldn't want to limit the freedom that I have experienced based on someone not liking procs. So what if a power can take 5 procs, So what if a power can be slotted with no damage enhancement and just procs. Big whoop. It has no negative impact on the game at all. None.
  16. Thanks for the info. Sorry I thought that I had replied already.
  17. 1. Ranged Attack primary 2. Armor set secondary 3. Built in CC protection I never liked being stuck with melee attacks to get armor toughness. They just fill a concept gap that other sets can't fill
  18. The actual 2 Mastermind sets can only be slotted in the pets. How you slot them really depends on what you want to accomplish. Be it recharge, resists, accuracy, etc.
  19. Enp Arrow is still partially broken. Last I read it wo t be fixed for a while. The next major update iirc
  20. @plainguy that's a nice looking build. that ranged Def is nice! Seems like it would be fun. If your worried about your defenses, just do a quick test against a +3/8 Boss and see what its to-hit is after you tap it with Flash Arrow. I use +3 Bosses to simulate the level shift effects. (not sure if its valid idea or not). If its at 5% then your golden, as far as I can think of. My Beast/TA has 38.13 S/L defense and against +3/8 Bosses in the Peregrine Island Portal mission gets these kinds of to-hit chances before and then after popping them with Flash Arrow that has a single 50+5 Boosted Dark Watchers Despair: To Hit Debuff slotted. Without Flash Arrow 53 Boss without Flash Arrow: [02:07] Council Empire Archon MISSES! Thunder Kick power had a 22.06% chance to hit, but rolled a 86.62. 53 LT without Flash Arrow: [02:07] Council Empire Adjutant MISSES! Crane Kick power had a 19.52% chance to hit, but rolled a 99.08. 53 Minion with Flash Arrow: [02:07] Council Empire Rocket MISSES! Missile Launcher power had a 16.20% chance to hit, but rolled a 50.82. With Flash Arrow 53 Boss with Flash Arrow: [09:55] Council Empire Archon MISSES! Missile Launcher power had a 8.87% chance to hit, but rolled a 48.86. 53 LT with Flash Arrow: [09:55] Council Empire Adjutant MISSES! Grenade Launcher power had a 7.85% chance to hit, but rolled a 38.05. 53 Minion with Flash Arrow: [09:55] Council Empire Rocket MISSES! Brawl power had a 6.50% chance to hit, but rolled a 89.87. Example against level 50 mobs, sorry no minions. 50 Boss without Flash Arrow: [11:56] Zeus Class Titan MISSES! Gas Swarm Missiles power had a 18.51% chance to hit, but rolled a 41.62. 50 Boss with Flash Arrow: [11:55] Zeus Class Titan MISSES! Swarm Missile power had a 7.80% chance to hit, but rolled a 39.84. At the bottom of this post is what I finally settled on and I'm running now on live. I went back and forth between dropping Poison Gas Arrow and picking up Combat Jumping for a few extra Defense points to S/L. But after experimenting, I noticed better overall performance from myself and the pets with using Poison Gas Arrow. The Damage redux made some difference. At least it "feels" like it did. I never actually did damage received checks to validate the before and after effects of PGA. Additionally, with liberal use of Flash Arrow, my Defense seems to be manageable vs +3x8 Bosses. I'm thinking about Swapping Call Hawk to use 5 Sighon Insights for some more S/L Defense. Right now as slotted I see this on average. One Proc going off is about 80% of the damage of the actual skill itself. 57.5 Hawk Damage and 46.63 from Gladiator's Javelin Damage, Hawk damage portion does about 11 more damage per cast than the 1 proc. So dropping a portion of the overall Hawk Damage and and the Force Feedback proc may be worth it for the extra defense. I like Ice Arrow with some Procs in it. You get to see stuff like this Call Hawk Example. I think swapping the slotting to use 5 Siphons Insights for some more S/L might be worth it. Ps. I may have found a bug with the Acid Arrow -Res(special). I'm not sure its actually working or not. My current live build. - I do need to swap out Explosive Strike in Call Hawks to Apocolypse chance for neg damage proc. I just haven't done it yet on live. I wanted to post this build as is on live: Here are some Macro's and Binds that I use. For igniting Oil Slick Arrow, i use the Taser Dart skill for Tech or natural toons, I don't remember which ones get it. One button press does it all. /bind T "+$$targetcustomnext Oil Slick$$powexecname Taser Dart" For my personal /assist pain train. Sick the pets on the criminal and fire off my attack. /macro ICE "petcomall attack$$powexecname Ice Arrow" /macro Hawk "petcomall attack$$powexecname Call Hawk" /macro Ravens "petcomall attack$$powexecname Call Ravens" I'm thinking about using one for Entangling Arrow also, because I keep forgetting to use it and not getting its -res effect in battle. But so far I haven't truly needed it. Gray Warden (Live Server) - Beast-Trick Arrow MM.mxd
  21. I don't think that the -To Hit resist special is working on Acid Arrow for MasterMinds. I'm not sure if its just a case of some cap already being hit and thus there is nothing to actually be visible in the effects or not. Anyways here are the numbers and my results. City of Data 2 says that Acid Arrow does reduce To Hit Resist -30% Resistance (Endurance, ToHit, Regeneration, Recovery, RechargeTime, EnduranceDiscount) for 45s (all affected targets) https://cod.uberguy.net./html/power.html?power=mastermind_buff.trick_arrow.acid_arrow&at=mastermind My S/L Defense is 38.13%, The mobs were level 53 Bosses (mission was set at +3x8). I used Flash Arrow that has a single 50+5 Boosted Dark Watchers Despair: To Hit Debuff slotted. Here is what my info window shows in game for Flash Arrow: -7.42%% to hit for 1m 0s on target -7.42%% to hit for 1m 0s on target unresistable Here is what my Acid Arrow info window shows in game: -30.00%% resistance to to hit for 45.00s on target Ignores buffs and enhancements I did check the logs and the Archon was hit by the Acid Arrow. Test 1: Without Flash Arrow - No Acid Arrow. Council Empire Archon MISSES! Thunder Kick power had a 22.06% chance to hit, but rolled a 86.62. Test 2: With Flash Arrow - No Acid Arrow Council Empire Archon MISSES! Missile Launcher power had a 8.87% chance to hit, but rolled a 48.86. Test 3: With Flash Arrow, and then cast Acid Arrow: Council Empire Archon MISSES! Missile Launcher power had a 8.87% chance to hit, but rolled a 74.62. Test 4: Cast Acid Arrow first, then cast Flash Arrow: Council Empire Archon MISSES! Missile Launcher power had a 8.87% chance to hit, but rolled a 56.11. Again, I'm not sure if there is some cap coming into play so any effects of the to hit adjustments isn't coming into play, or if there is an actual bug. Test 1 ToHit minus the Test 2 ToHit value is 13.19. So it seems like some portion of it was being resisted. (7.42 resistable +7.42 unresistable) = 14.84
  22. If you are using the original. like: Q "+ $$- $$unselect$$targetcustomnext friend alive$$powexecname Speed Boost$$bindloadfilesilent binds/id.txt" then you want the two files id.txt and sb.txt in the "binds" subdirectory.
  23. are your bind files in the c:*****/settings/live/binds directory? The game will print that message out if it can't find the file.
  24. Lol, that sounds like its a troll ability almost. Has anyone actually bug reported it?
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