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Bopper

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Bopper last won the day on March 17 2021

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  1. Regeneration isn't even invited to the party... poor regen. It was their birthday party. I guess someone else can open up their gift. It was a nerf bat.
  2. Forts blossom a bit later when they can get their Psi Wail and Aura of Confusion. If you're playing at level 24ish, I could see your concern with how the Fort plays. That being said, you could go with Night Widow branch for that level range. It'll give you more health/resistance and you go back to Strike and add Slash to your ST chain. Another option is to try a hybrid Fort, which leverages the best melee attacks in your "stock" powers, and ditch powers like Scramble Thoughts. Let us know how you like playing the widow so far, and we can leverage that into build ideas. Plus, we can factor in more of the leveling up experience, if you haven't gotten to lvl 26 yet.
  3. Correct, your bar will go up by 10%. Now that Vulnerability can be cast at 50% of your opportunity, it's equivalent to getting 20% of your next Vulnerability charged up.
  4. This. It's a great power for proc'ing. However, at 2s cast time, it will be a bit slow for a lot of folks. The slow DoT doesn't help its perception much either. Still, I never heard of Hemo being overrated, if anything it's underrated given how much hate the power gets despite not being *that* bad in today's proc meta gameplay. With just the ATO slotted, and its 23.19% recharge enhancement applied, you're looking at 89% chance to proc. Very reliable.
  5. I took a first hack at it. Tried to stay somewhat in the build budget you've shown in your post, removed Strike for TT:Vengeance, as I think you have enough ST options between Dominate, Follow Up, Lunge, Telekinetic Blast, and Scramble Thoughts. In the image you'll see a bit more defense and S/L resistance, along with more recharge. Some downside... your net end recovery went down slightly, and your regeneration and max HP took a hit. You can adjust things to get some of that back, if you like. Scramble Thoughts slotting might be my first choice in ditching some recharge to gain back those health stats. Shocker Widow - Bopper Edit.mbd
  6. Time_DP_Proc_Heavy - i27p5.mbd This is not the most relevant build (I haven't touched it in quite some time). Although it's titled i27p5, that was mostly for moving around power's level unlock selections. I would have to go back and look at the slotting for Suppressive Fire and reconsider adding Piercing Rounds to the build. Still, it's something to start with.
  7. Don't be rude. They are offering their advice as a courtesy. Read it if you want, but don't tell them what to do. Ask nicely, if you have a request.
  8. It's actually not that bad when you realize it ignores resistance and is auto-hit. Typically, higher ranked foes have higher natural resistance to ToHit debuffs (Bosses have a minimum 20% resistance, LTs have 10%). Throw in enhancements, and you can somewhat counter any purple patch you might face. So treat it as a steadfast protection, with a little extra on top. A perfectly fine one-slot wonder power.
  9. Bopper

    Nin vs SR

    Don't sleep on that heal power. It can be enhanced to do roughly 50% of your base health every 20s or so. You're gonna be able to give yourself roughly 28 hps at the extremes. Plus, the toxic resistance stacks.
  10. Funny enough, I don't have many alts...and I rarely have two characters of the same AT that are level 50. But for the two pairs that are, they are amongst the lowest in AT popularity: Stalkers and Widows. The stalker pair was mostly to satisfy my desire to play certain powerset pairings (Energy/Energy and SJ/Stone), but with the Widow pair it was because 3 builds were not enough for one character. That's the best thing about VEATs, because of their branching system you can truly play a different character by switching builds. With any other AT, your additional builds are mostly slight flavor changes: for example, an AoE build, ST build, Team Build, etc. But they're just dial turns on what is effectively the same character. With VEATs, those dial turns are to the extremes. Instead of flavor adjustments, it's full on role adjustments. Your branches can lead you to play as Melee, Range, Armor, Support, and Control. Your builds will give you any combinations you like, so many that 3 builds will not satisfy. But in a pinch, I can go from my melee-centric tanky Night Widow into my assault-centric control/support Fortunata. Join a team, see what is needed, and switch to my build of choice, as opposed to switching to another character.
  11. It's a 4.5 PPM proc, so with a base cooldown of 240s, the proc chance is still 90% with this power slotted this way. In fact, you can slot this for 400% recharge and still achieve 90% proc chance. Now, this is not like your typical proc. It's a proc that grants your foe a power that gives them a chance (33%) to spread confusion to other foes, if the foe granted the power is already confused. So, foe example, let's say you run into a group that has 2 bosses, 2 LTs, and 4 minions. The LTs and Minions will get confused, and hopefully proc this to the 2 bosses who are not confused by the initial cast. Now, that example is hard to math out because the proc can only hit 5 foes if it triggers, and it's gonna prioritize targets based on proximity to the proc'd foe. So let's look at a mob of 1 Boss, 2 LT, and 3 minions. Assuming you hit all 5 with your AoC, the probability of getting no spread to the Boss is: 14.82%, so your chance of confusing the boss will be 85.18% (I'll spare you the binomial probability math). Now, factor in your 5% chance to miss those targets, the actual probability will go down by quite a bit. But 77.4% of the time, you'll hit all 5 and you'll have 85.2% chance of confusing the boss.
  12. Control/Tank - Page 7 version of the TankTroller This is mostly an update to a build I posted last page where the focus was on High Defense, and lots of control stacking. With the Presence pool, this has some Tanker-ish playstyles as you can provoke enemies towards you before locking them down. Obviously, the reason for this update is to incorporate Fate Sealed, which does many nice things for the control aspects of the build. It's especially useful for Invoke Panic, which yes...gets used in this build. Sadly, I made a hard decision in skipping Mask Presence, but I really wanted Psinado, and felt it will do more for my survivability than the 3% defense I was getting from my stealth toggle. Between Aim, Lunge, and Masked Presence, I felt I didn't want to lose my Aim+Nuke combo, and I didn't want to lose my ST DPS. So, it is what it is. Enough with the negative let's focus on the positives. Defense is still solid, 55%+ to all positionals. Solid resistance to S/L/F/C (33-35%). Lots of recharge (perma-hastened), and Unrelenting is at a 163s cooldown. Control: FEAR: Invoke Panic: a 20' radius Fear power, that has a 19s cooldown with a 24.5s duration. That uptime will prove useful whenever an extra group gets aggro'd. Also, it houses a Stun proc that has a 69% chance of firing. By itself, that proc means nothing, but with Psi Wail, it can be a nice stack for getting bosses stunned, even if for a mere 5-8s. Intimidate, totally here as a stack mechanism for Bosses. With Invoke Panic applying a Mag 3, Intimidate is there to help with getting a Boss mezzed. STUN: Psi Wail: Can be used every 40s, and causes a 26s Mag 3 stun. Paired with Scramble Thoughts, you can lockdown Bosses and Elite Bosses. HOLD: Total Domination, can be used every 67s while doing 36s Mag 3 hold, with a 90% chance to proc an additional Mag 2 hold for 8s. Dominate is already used in your DPS chain, but will be able to reliably lockdown any bad guy after a few rotations. CONFUSE: Aura of Confusion, can be used every 66s and does a 65s Mag 3 confuse. Also has a chance to proc for higher mag confuse. SOFT: Psionic Tornado, can be used every 8s and reliably knocks up bad guys, which typically takes 4-5s for them to animate then come back to a fighting position. Also useful AoE DPS. All together, you'll almost always have atleast one AoE mez option available to you, while having 3 ST mez options to stack with or fall back on in a pinch. Tank: TAUNT: Provoke: It's useful for keeping enemies from running away, as well as away from your friends. DEFENSE: As mentioned above, 55-56% defense to all positionals. Not quite incarnate softcap, but Agility alpha can get you over that hum if you want it. The added defense, recharge and end mod actually makes it a good option for this build. (Also recommend Intuition for more damage and Hold). RESISTANCE: Psionic is great at 74%, while your S/L/F/C is decent in the 33-35% range. E/N is ok at 21.5% while Toxic is a hole. REGENERATION: It's meh, at 180%, however we have Unrelenting which basically acts as 30s of 800% regeneration. Sort of a poor man's Instant Healing, HIT POINTS: 1400ish....definitely not Tanky. But hopefully, you aren't hit enough for this to matter. Build: Siren's Control Armor - v4 - unrelenting - i27p7.mbd
  13. I haven't built this one out yet on Beta, so I can't really say from experience. But looking at the build for let's say +3 difficulty (0.65x modifier for purple patch), the damage mitigation should be rather strong. Start with Total Domination, 67s cooldown, so available every mob or two, you're gonna hold non-bosses for 23.5s and you'll have a 90% chance of holding bosses for 5s. Enough time to layer on some Dominate to prevent them from ever attacking you. Next, you have your Psionic AoEs: Tornado and Wail. You can knock them up as your alpha, giving you a few seconds of safety to run in and unleash your Wail to lockdown non-bosses for about 11.5s. If there are bosses in the pack, then I'd go Tornado > Scramble (on boss) > Psi Wail. The knock from Tornado gives you about 4s of safety, so enough time to fire off both Scramble and Wail before the Boss even gets back to their feet. You'll be able to re-cycle your Tornado every 8s, so that alone has enemies in a 50% lockdown state, while Wail is on 40s cooldown, good for use in every 1-2 mobs. Finally, you have Aura of Confusion. 66s cooldown, so again, available every mob or two. This has a 42.5s duration and a chance to proc for higher magnitude for 6.5s. Honestly, with that much mitigation, you probably don't need all the armor in this build. But I see this as build I would want to run with casual players. Safely have every mob locked down, even on faster pacing teams, letting them have fun shooting fish in a barrel. If your team over pulls, you have multiple AoE mezzes to work with (but risky, as you will often hit the same targets twice - that's really where ST mezzes come into play, for picking off stragglers). But yeah, that's sort of where the armor comes in, when you can't lock everything down, but you slowed down the mobs enough that the few baddies...even if strong baddies.... shouldn't drop you. EDIT: I had time today and made this build to test out against +4s at level 50. It went very much like how I projected, was able to stand in the mob, drawing them in a bit, and went into my various AoE options. The single target damage on bosses was ok. FU, Lunge, Dominate, and Scramble was serviceable and one my mezzes stacked, the bosses stopped mattering. It's not an AoE dps machine, though, so I found myself chaining AoE mezzes during a fight, which worked out just fine, as they would all be up relatively quickly when I moved to the next mob. Only challenge I had was endurance. Never risked running out, but I was finding myself at 50% quite a bit of the time. Hasten crash is playing a part in that, but still...would be nice to have more net recovery if I could make it happen.
  14. Control/Armor After Page 7, I revisited one of my builds from last page, the Tank/Troller build. I wanted to incorporate Fate Sealed while building for Control and Armor (high defense and resistance). I don't call this a Tank build, as it does not have Provoke. Still, it is a different playstyle that isn't easy to replicate on other ATs. You'll get to lockdown areas while having tons of armor and some modest damage options. Control: Psi Wail: AoE Stun - Mag 3 for 18s Scramble Thoughts - ST Stun - Mag 4 for 27s Aura of Confusion - AoE Confuse - Mag 3 for 65s (with chance to proc higher mag) Total Domination - AoE Hold - Mag 3 for 36s (with chance to proc higher mag) Dominate - ST Hold - Mag 3 for 34s Psinado - AoE KU (8s recycle time) Armor: Defense (M/R/A): 64% / 61%/ 59.5% Resistance: 38% for S/L, 25-27% for E/N/F/C/T, 85% for Psi Rune of Protection: add 38.5% resistance to all when active Damage: ST: Scramble Thoughts with the Decimation Proc, Follow Up, Lunge, Dominate AoE: Psi Wail, Psinado, and Aura of Confusion (indirectly) Options/Variants: Could ditch Sorcery for Presence pool, which I'll play with and showcase here if it's worthwhile. Siren's Control Armor - v3 - psinado - i27p7.mbd
  15. ST Proc Heavy - E+UR+UP Build As advertised, here is a more proc-friendly version of the E+UR+UP Build (Europe?...they do like their "U's", afterall) Here, I chose to ditch Placate and added Gloom for additional ST DPS. Having that 4th proc'd attack helps with sustained DPS. Hasten is still perma'd, Unleash Potential and Unrelenting still have sub-180s (151-156s). Elude winds up with 247s cooldown. That's not too bad, it's not gapless T9 chaining, but having only 7s down time is not bad, and in reality, you're gonna have maybe 2-3s gap on one end while casting Unrelenting, then 4-5s gap after UP shuts off. HP takes a bit of a hit, as does your E/N/T resistances. Still, I think it'll be rather strong for survival as you gain a significant amount of damage via procs. Finally, I show this build without Preventative Medicine's Absorb proc. Honestly, I probably would replace one of the +Recovery IOs in Health with PM, as that absorb can be a life saver at low health (which is when your scaling resistances are most effective). The build:Siren's Night - i27p7 - v19 - proc heavy - elude and UP build.mbd Shown with just UP on, you're having at minimum 74% defense to all positionals during the 1-ish minute Elude is inactive. During that small gaps where UP and Elude are inactive, it's 48% defense to A/R and 58% for melee. ST attack chain is fairly straight forward. From Hidden, you'll start with Slash for the massive crit damage, then go into a rotation of FU > Gloom > Lunge. The chain will have gaps, which is where Spin can be incorporated, Placate (if you want to fit it back in) acts as a decent filler, but that would come at a cost of Spin, most likely. Alternative would be to replace gloom and proc out Mental Blast instead as your filler. But I think I'd rather just enjoy the burst in hopes it's enough to kill the target I care about, then use spin to thin the mobs. Anyways, it's a fairly fun build. A bit different play style. I thought I'd have more endurance issues with it being proc-focused, but I didn't. I stayed near capped endurance until the crash.
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