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Jaynen

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Posts posted by Jaynen

  1. I don't see a set I can put in any of my attacks to get a -res proc am I missing something? None of the attacks innately do -def etc they are all disorient/knockback

  2. well just think about it as rolling more dice, it seems to roll on each dot application/damage application so with stuff that does low individual damage but high frequency the procs are pretty huge because their damage doesn't seem to be based off the damage of the thing proccing it.

  3. Hard to say this was a lower level character and was against random groups of about 5-6 guys some as few as 3. It felt like I was often getting strings of procs and more than once every 20 seconds for sure, the fights themselves tended to be short as the creepers killed them quick with the proc

  4. I just tested with creepers socketing an explosive strike, an anhilliation , and a positrons blast. All 3 enhancements proc'd per creeper "tentacle" it was like 6 6 6 6 86 6 6 6 100 and I saw the - res notifications also which potentially makes the creeper far more valuable to hold procs than classic damage/acc etc?

     

    Are you sure thats from the Tentacle? Looks like the ground patch was proccing them. Check the combat log.

     

    https://paragonwiki.com/wiki/Plant_Control

     

    According to this the patch on the ground should proc the Immo and targeted AoE sets.

     

    The Vines have two attacks. A melee attack that should proc Knockback sets and a range attack that should proc slow sets.

     

    Ok testing again, Positrons and Annhiliation proc on the patch (but I am getting way more than 3ppm from positrons)

    Exposive strike procs on the tentacle vines but its a knockback set piece so maybe that makes sense

     

    Patch did 3704 dmg

    Energy Bonus was 2520 of that

    Smashing Bonus was 675

    Smashing Attack 509

     

    Vine did 2567 dmg

    Energy Bonus 1118

    Smashing Bonus 856

    Smashing Attack 372

    Lethal Attack 220

     

    These are the numbers from running the log through SNBR

    chatlog_2019-07-13.txt

  5. I just tested with creepers socketing an explosive strike, an anhilliation , and a positrons blast. All 3 enhancements proc'd per creeper "tentacle" it was like 6 6 6 6 86 6 6 6 100 and I saw the - res notifications also which potentially makes the creeper far more valuable to hold procs than classic damage/acc etc?

  6. Seems strange that Plant/Storm beats Grav/Storm or Ill/Storm. Unless you can get a ton of Creeper Vines up (the proc nerfs hurt as well) I can't see the Vine Trap beating PA and Phant or Grav's strong ST rotation.

     

    I like Storm so much because it seems to have such a high 'ceiling.' You see to trade Endurance drain for extra damage. Things Ageless and Mu PP Power Sink can effectively improve your damage.

     

    Once it gets perma PA (or close to it) /Cold sort of 'maxes out' whereas the more recharge you get as Storm just keeps on upping your damage more and more.

     

    Right about the Recharge with Storm.

     

    I don't think Plant/Storm should beat either Ill/Storm or Grav/Storm in theory, but in practice different players may be better or worse at DPS management, or one may have a better build, and Plant isn't so far behind Illusion or Storm (or Fire) that it can't put up DPS that's close enough to them. I would expect Ill, Grav, Fire, and maybe Dark to beat out Plant with the same player and level of build, but a good player and a good build can make a difference when it's not the same player using the same kind of build for both characters.

     

    I always heard plant and fire referenced as the most damaging sets at least the old forums and the splattrollers/farmer threads? Are you specifically talking about damage vs single tough targets like AVs? I have heard about Gravs control but not its damage I guess. My guess is creepers may have a couple loopholes that allow it to scale in ways it really should not supposed to? It has a lot of options for socketing procs, - res, hold, and a lot of damage slots. If it works like masterminds than that single enhancement gets its own ppm for each creeper tentacle?

  7. Well mine is 50 now and just finishing up Dark Astoria

     

    AOE is not great, its more crowd control while you murder things one at a time, I am running +1/x3 or so

    Endurance use is brutal at 50 even with stamina and quick recovery slotted

    I went agility alpha to help with endurance and recharge at least for now

     

    It hits like a truck and the knockdowns are very satisfying and help make it feel very weighty. I got a lucky string of crits vs Reicshman an elite boss in Dark Astoria and did like 1100, 500, 500, 600 damage to him with 4 crits in a row after a proc.

     

    Overall I would say he feels good, and as a general all around character only needs inspirations in a few situations with odd damage types of mobs he definitely does not feel squishy and war mace has a very heavy weighty feel to it. Surprisingly I find I am liking crowd control over whirling mace because of the knockdown

  8. On large packs I still seem to draw aggro off the phantom army is this just a number of enemies issue? Or is there some other trick to getting the mobs to attack PA vs you? When you get "perma" does it still resummon the guys and thus drop aggro and have to re-establish or does it refresh the current pets?

  9. Name: Sequoia

    AT: Plant/Storm Controller

    Musculature Core T4, Reactive Radial T4, Assault Radial T4

    Achilles' Heel Proc in Tornado, various damage procs in Creepers, Lightning Storm, and Roots

     

    Time: 2:16

    DPS: 410

     

    Dropped Creepers before running into range.  Rotated ST Hold, Immobilize, and Arcane Bolt.  Dropped Freezing Rain, Lightning Storm, and Tornado as they refreshed.  (Used purples/greens to stay alive as this build does not have capped defense and seeds of confusion doesn't work on the pylon.)

     

    Second attempt went better (fewer hits/flips by the pylon).  HeroStats showed I did 14k directly, so Lightning Storm, Tornado, and Creepers did the majority of my damage.

     

    I wonder if Plant/Martial dom would be even faster, how are you slotting your creepers?

  10. So in my WM Scrapper I am trying to figure out where is best in your powers to socket the ATO sets. I feel like your big hitter clobber you would want the crit bonus? but you want the one that can proc the crit buff in something being used a lot?

  11. I believe you still use pulverize in your ST chain its Clobber- Shatter- Jawbreaker- Pulverize. Besides shatter I think at least one of the attacks takes a -res proc which will be important. I didn't go body mastery because I feel like with quick recovery likely things will be fine endurance wise especially once you get incarnates and most people seem to ageless destiny. Some of the skippable powers you take and slot only for their set bonuses you can put in there.

     

    I don't like crowd control much and would prefer not to make heavy use of it, whirling is great

  12. Here is my take on a War Mace/WillPower Scrapper, note that I have particular questions on where best to put the ATO sets and this is with no purples, no winter sets, no superior sets what I would consider a "budget" IO set

     

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Scrapper

    Primary Power Set: War Mace

    Secondary Power Set: Willpower

    Power Pool: Speed

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Leadership

    Ancillary Pool: Leviathan Mastery

     

    Hero Profile:

    Level 1: Pulverize -- GldStr-Acc/Dmg(A), GldStr-Dam/Rech(40), GldStr-Dam/End/Rech(40), GldStr-Acc/End/Rech(40), GldStr-Acc/Dmg/End/Rech(43), GldStr-%Dam(43)

    Level 1: High Pain Tolerance -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(5), StdPrt-ResDam/Def+(5)

    Level 2: Jawbreaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(37), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Dam%(39), FrcFdb-Rechg%(39)

    Level 4: Fast Healing -- Heal-I(A), Heal-I(7)

    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)

    Level 8: Clobber -- ScrStr-Rchg/+Crit(A), ScrStr-Acc/Dmg/EndRdx/Rchg(23), ScrStr-Dmg/EndRdx/Rchg(23), ScrStr-Acc/Dmg/Rchg(33), ScrStr-Acc/Dmg(33), ScrStr-Dmg/Rchg(33)

    Level 10: Mind Over Body -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam(13), GldArm-3defTpProc(13)

    Level 12: Indomitable Will -- LucoftheG-Def(A), LucoftheG-Rchg+(15), Rct-ResDam%(15), ShlWal-ResDam/Re TP(17)

    Level 14: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(21)

    Level 16: Rise to the Challenge -- DctWnd-Heal/EndRdx(A), NmnCnv-Heal/EndRdx(17)

    Level 18: Whirling Mace -- Obl-%Dam(A), Obl-Dmg(34), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(34), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37)

    Level 20: Quick Recovery -- PrfShf-EndMod(A), PrfShf-End%(21)

    Level 22: Kick -- FrcFdb-Rechg%(A)

    Level 24: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam(27)

    Level 26: Shatter -- CrtStr-Rchg/+50% Crit(A), CrtStr-Acc/Dmg/EndRdx/Rchg(43), CrtStr-Dmg/EndRdx/Rchg(45), CrtStr-Acc/Dmg/Rchg(45), CrtStr-Dmg/Rchg(45), CrtStr-Acc/Dmg(46)

    Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(29), LucoftheG-Rchg+(29), ShlWal-Def(31)

    Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)

    Level 32: Crowd Control -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(46), ScrDrv-Dmg/Rchg(46), ScrDrv-Acc/Rchg(48), ScrDrv-Acc/Dmg/EndRdx(48), ScrDrv-Dam%(48)

    Level 35: Heightened Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)

    Level 38: Build Up -- RechRdx-I(A)

    Level 41: Strength of Will -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(42)

    Level 44: Water Spout -- AchHee-ResDeb%(A), PstBls-Dam%(50), Ann-ResDeb%(50), Ann-Acc/Dmg/Rchg(50)

    Level 47: Hibernate -- RechRdx-I(A)

    Level 49: Tactics -- GssSynFr--Build%(A)

    Level 1: Brawl -- Empty(A)

    Level 1: Critical Hit

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Run-I(A)

    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(9)

    Level 2: Hurdle -- Jump-I(A)

    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19)

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

     

     

     

     

     

  13. Claws being that low is suprising.... doesn't it have amazing actual results?

     

    Please read the Special Cases section for Claws (and Dual Blades, Dark Melee, etc.). I specifically stated this in the FAQ and the actual recharge condition sheets themselves. Claws is only low in this sheet because of low base DPS values on the moves of its chain, but that section has the numbers with follow-up stack(s) calculated.

    Doesn't using 2 knockback powers in the chain cause an issue with actual realized dps?

  14. Ninja is definitely tight on slots, atm I was thinking

    Explosive Strike on Genin because it works off the chance to knockback on the kicks? But then I realized only one kick gets it. This means Genin are going to be holding a lot of the auras

    I was thinking lady grey and an achilles heel on the jounin

    Oni the only one that seemed maybe useful was knockback to knockdown chance to knockdown from overwhelming force if it works off his aoe's

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