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Everything posted by Bopper
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I haven't played the scrapper version yet, but I think I would like it quite a bit.
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It's long overdue, but I have posted my current Tanky build (heavy psi resistance with nutty defenses). I also have an updated Proc build, and I will be posting some Non-Granite builds as well. They are all posted here, giving the I27P3 version its own thread.
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Notes from the Author Play History of this build In-Granite Proc Build: What is this character supposed to do (Design Goals)? Play entirely in Granite Armor (with the exception of traveling great distances outside of combat) Be surviable: Softcapped Defenses (45+% to S/L/E/N/F/C), Capped Resistances (90% to S/L/E/N/F/C/T), Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) DPS, single target and AoE. Solo a Rikti Pylon in under 4 minutes with no inspirations. Under 3 minutes with Hybrid Assault Clear a +4/x8 Briggs Moon Map in 6 minutes with no inspirations Accurate (with single stack of Rage) All attacks can hit +3 enemies 95% of the time. High recharge. Some from set bonuses, but mostly FF procs and Cross Punch are engines for high recharge. Move fast...enough. Supplement movement using Combat Teleport and Teleport In Granite Armor: 23+ mph run speed Out of Granite: 75+ mph run speed, 65+ mph jump speed What is this character NOT supposed to do? Exemplaring. This is intended as an end-game build. It can run level 27+ content with Granite Armor, but without Ageless the character will need outside recovery options (buffing teammates, recovery serums, base empowerment +Recovery temp power, etc). Ideally this build is for 45+ content. Face Psionics. Unless the enemy ONLY uses Psionic (in which case you can switch to Minerals and enjoy softcapped defense), there won't me much for mitigation against Psionic attacks. Self Sustaining outside of Ageless. It was already said, but I'll say it again, this is an endurance hungry build and the +Recovery buff from Ageless is very much the engine that allows this build to work. Additional information for this build: Slotting between Foot Stomp and Cross Punch are interchangable. For Single Target emphasis, I slot Cross Punch with the Armageddon and FotG procs. For AoE emphasis, I move those procs to Foot Stomp. E/N Resistance technically sits at 84.11%. However, the Tanker ATO in Mudpots should always keep one ATO active. It is a 6 PPM proc that can stack up to 3 times and lasts for 20s each stack. In Mudpots, that is a 52.6% chance to proc every 10s. Assuming 95% chance to hit, the probability of missing the proc is exactly 50%. So worst case scenario, there is only one enemy that you can engage with, the probability of missing the proc twice in a row (thus opening up a 10s window without the ATO) is 25%. This will rarely matter in game play, as having only one target on you is going to be rare. However, if there is a situation you feel this will be too much of a hindrance, I highly recommend grabbing a +5% Energy Resistance and +5% NE Resistance temporary power from Base Empowerments. The build has 65% resistance to slows. I added this in as I felt slow debuffs could be the downfall of the build, even with FF procs. Final Thoughts: I'm not sure what else to say about the build. It's fun, if you can work with the movement penalties. It's different...which is why I wanted to make it in the first place. But most importantly, it's not cookie cutter. This build is a nonconformist take on how to be a DPS character without being a DPS AT. To be a DPS character in a powerset that tries to prevent you from doing so. This build isn't just Punk Rock, it's Proc-Rocks. Build Data Link: Build Totals: In-Granite Tank Build (Huge Psi Resistance): What is this character supposed to do (Design Goals)? Play entirely in Granite Armor (with the exception of traveling great distances outside of combat) Be surviable: Softcapped Defenses (58+% to S/L/E/N/F/C), Capped Resistances (90% to S/L/F/C/T), Near Capped E/N Resistance (80%/86.5%/90% with 0/1/2 ATO +Res procs active) Near Capped Psi Resistance (76%/83%/89% with 0/1/2 ATO +Res procs active) Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) Maximize Absorb. This build has Entomb proc and Gauntleted Fist proc to help achieve up to 30% absorb (an extra 1060 HP on top of your capped 3534 HP). Be accurate: 95% Chance to hit +4s with all attacks, despite no Rage. Be supportive: Maneuvers for 4.5% defense to teammates Darkest Night for -30% damage debuff and -18.5% to-hit debuff. What is this character NOT supposed to do? Exemplaring. This is intended as an end-game build. It can run level 27+ content with Granite Armor, but many of your attacks come late (Gloom avail at 30, Foot Stomp at 33, Dark Obliteration at 36). Run. This build will be a statue without a Kin. This will require heavy play using Combat Teleport and Teleport. Damage. This build does not take Rage and does not rely on Procs. Additional information for this build: Knockout Blow will be your one-stop-shop for mitigation. You'll have a 73% chance for absorb and a 73% chance to hold (mag 6 when combined with KoB's hold). E/N Resistance technically sits at 79.75%. However, the Tanker ATO in Mudpots should always keep one ATO active. It is a 6 PPM proc that can stack up to 3 times and lasts for 20s each stack. In Mudpots, that is a 52.6% chance to proc every 10s. Assuming 95% chance to hit, the probability of missing the proc is exactly 50%. So worst case scenario, there is only one enemy that you can engage with, the probability of missing the proc twice in a row (thus opening up a 10s window without the ATO) is 25%. This will rarely matter in game play, as having only one target on you is going to be rare. However, if there is a situation you feel this will be too much of a hindrance, I highly recommend grabbing a +5% Energy Resistance and +5% NE Resistance temporary power from Base Empowerments. Another option is to move some slotting around (likely costing you Psi resistance) to get you 6% E/N resistance from a 3-piece GF ATO set. You also have Reactive Defense scaling your resistances if you do low life. The build has 50% resistance to slows. I added this in as I felt slow debuffs could be the downfall of the build, even with FF procs. Final Thoughts: With capped HP (3534), nearly incarnate soft-capped defense (58%), nearly capped resistance to all damage types (E/N/P are close), very good regeneration (60 hp/sec) and solid debuff resistances (Slow, End/Rec, DDR all 50%+) it will be hard to take you out. Psi defense is your only hole, but it is mostly mitigated with Darkest Night and your strong Psi resistance. The biggest pain, the speed. You need to be comfortable with teleport macros or find a Kinetics player to help. Build Data Link: Build Totals: No-Granite Proc Build: What is this character supposed to do (Design Goals)? Play out of Granite Armor, but have it available for emergencies. Be surviable to everything (no holes): Softcapped Defenses (45+% to S/L/E/N/P) Psi is nearly 57%, while F/C is a respectable 33%. Capped Resistances (90% to F/C/T) E/N/P are weak, but S/L achieves 68% without ATO procs. With 2 procs, it will sit at 81.3%. Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) DPS, single target and AoE. Solo a Rikti Pylon in under 4 minutes with no inspirations. Under 3 minutes with Hybrid Assault Time: 3:09 (330 DPS) with no insps and no Hybrid Assault Clear a +4/x8 Briggs Moon Map in 6 minutes with no inspirations Accurate (with single stack of Rage) All attacks can hit +3 enemies 95% of the time and either Cross Punch or Combat Teleport buffing To-Hit High recharge. Some from set bonuses, but mostly FF procs and Cross Punch are engines for high recharge. Move fast...enough. Supplement movement using Combat Teleport and Teleport Out of Granite: 70 mph run speed, 67 mph jump speed with Sprint and Athletic Run What is this character NOT supposed to do? Exemplaring somewhat. This build has enough recovery and survivability to handle lower level content, however most of the attacks come late in the build which would make exemplaring a bit of a slog. Taunt-bot. This build does not take Taunt nor Fold Space, so its only form of pulling aggro is via its epics (Gloom, Dark Oblit and Darkest Night). Travel fast. This build uses no conventional travel powers. Instead, Athletic Run, Sprint, and Combat Teleport are used to get around. Swapping out Combat Teleport for Teleport or Super Jump is perfectly acceptable if you prefer. Additional information for this build: Achieves a solid 50% Slow Resistance. However, the 2-slot boxing (and its 15% slow resist) is optional. I chose Combat Teleport as a semi-form of movement (especially while in granite) mostly because its To-Hit buff allows my Gloom and Dark Obliteration hit targets 95% of the time against +3s without having to go into melee-range first and use Cross Punch for its To-Hit buff. If I didn't take Combat Teleport, I would have gone with regular Teleport. Final Thoughts: This is a really strong all-around build. It has good ST and AoE damage, only minor survivability holes, and still has Granite for oh-crap moments. Just beware of Rage Crash. Also note, the Mids build will show my powers picked at odd levels. This is not intended for level-up accuracy, it's organized based on how I like to view Mids. In 2-column format, my level 22-32 picks are in the top-right corner of my screen. When I toggle Granite Armor off, I like having all my powers right next to it (levels 22-30) so that it's easy to re-toggle all my non-Granite toggles that are mutually exclusive with Granite. Build Data Link:
- 19 replies
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It's 20% to grant it if Boggle is not active. If Boggle is active, it becomes 40% instead
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Correct, the bonuses would be there all the way down to level 7, even with it boosted. I don't use the Heal/Recharge IO from the set, and I +5 everything except the proc.
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Map Clipping in PI Police Station
Bopper replied to EyeLuvBooks's topic in [Open Beta] Bug Report Archive
Is this a Beta only bug or a Live bug? -
@Sovera something to consider for saving one enhancement slot, swap your slotting for Rooted and Earth's Embrace. Since EE is easily perma'd, you should give it the 6 piece PM set, then 5 piece Rooted with the panacea proc, and +5 the rest of the set. This will let you remove the Panacea from health and use the extra slot anywhere else.
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Two questions for you: What level are you? (You might be too low level) Do you already have a Celerity, Unbounded Leap, Freebird, or Time and Space Manipulation Stealth IO slotted else where? (You can only slot one of these)
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Faraday Cage: Show Us On the Doll Where it Hurt You, Devs!
Bopper replied to Aurora_Girl's topic in Suggestions & Feedback
I would recommend to not bind it in that way, then. I would recommend activating it manually whenever you determine you need to -
Faraday Cage: Show Us On the Doll Where it Hurt You, Devs!
Bopper replied to Aurora_Girl's topic in Suggestions & Feedback
This was brought up, and it is why we received a concession of allowing the effects of Faraday Cage to last 5s despite the activation period of the power beong only 0.2s. This allows you 4.8s-5s outside the cage to move around, still buffed, before needing to reapply the power. -
Read through the comments for test results of overcapped resistances. 100% resistance (pre-cap) will always be 100% debuff resistance (no cap on this).
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https://forums.homecomingservers.com/topic/21251-how-to-calculate-debuffs/?do=findComment&comment=256619
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There is data on that (I need to go back through my guides to find where it was tested), but you are correct on how that works.
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Making a Night Widow as the "B-side" of my Fort?
Bopper replied to Generator's topic in Arachnos Soldier & Widow
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The power is auto-hit so it doesn't really matter.
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According to CoD it's not a click power. It's an auto power.
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Making a Night Widow as the "B-side" of my Fort?
Bopper replied to Generator's topic in Arachnos Soldier & Widow
You're not missing anything. Using one of your 3 builds for a Night Widow makes perfect sense. Afterall, what are you gonna do with 3 Fortunata builds? -
I took a look at your build, it has a lot of nice things about it. The extra S/L/P resistance is impressive and the hits on recharge isn't too bad since it's still perma-hasten. The loss in defense is a tad high, as I do like having a buffer for defense debuffs, and the endurance cost increase results in about 20 endurance per minute (equivalent to approx. 18% recovery). However, the choices you made were still inspiring. I played around with losing some defense and endurance costs while adding more S/L resists and keeping the same recharge levels. I wound up with 48.9% defense on S/L/E/N, 52% defense on psi, while increasing my S/L resist to 58.5% and E/N resist to 22% (no change to psi resist). It cost me about 4 endurance per minute, so not too bad. I did lose 20% regen as well, so sitting at 387%. I'll post my changes later. Right now my son wants to fight bad guys and he's taken over my computer.
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If you haven't made a Stone tank yet, go for it. They're great. This build was mostly proof of concept. Odds are, I will look at Scrappers as they get mud pots and might have more natural AoE potential.
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In theory, Stone has less holes so you can handle toxic and psionic attacks much better. Plus you have a lot more HP and higher regen. I think k I have roughly 33% more health than my ZPE build and with the slightly more regen puts me at 35 hps versus 25 hps (ballpark). However Energy Aura still has advantages with its endurance reduction/recovery tools which allows for heavier proc builds to sustain. Also, its fire/Cold defense is superior while still able to achieve solid resistances (my ZPE build has something like 50% defense and 50% resistance). Also, I think Energy Drain is underrated as I love using it in mobs to heavily stack my defense buffs. This is still a theory build that I'll have to make and test out, but I think EA will still be slightly preferred. But it's close enough that it will come down to a preference of flavor.
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This is a good point that I always forget to mention. I configure my Mids to always show me in combat (Attacked) so that stealth powers will show me as having suppressed defense. I assumed that might have been the case. I took the power as an "oh shit" button or to use in between mobs if needed (which would build up Brimstone proc damage as well). I originally had placate instead thinking I could 2-slot perfect zinger for the P/T resist but I wound up not fitting those slots into the build.
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I'm not home to look at the build, but what you described here might be a bug which I fixed in my local database. Earth Embrace was giving ~3.75 scale max hit points for the enhanceable portion when it's supposed to be 2.0 scale. When I fixed that, I went back to below cap when I didn't have accolades, overcapped with accolades. The reason I used soany Hami-Os was because of lack of need for the HP buffs. As for the build, I'm very willing to move things around. I'll take a look at your changes tonight and get back to you.
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Remembering the late, great, RoboTechMaster
Bopper replied to DoctorDitko's topic in General Discussion
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This is currently a theory-build. I wanted to see how strong of a stalker build could be created using Stone Armor while not sacrificing too much from my offense. This is not a proc-heavy build so it will not have the offensive capabilities of my previous Energy/Energy/Mu Stalker I built last year. Instead, this has more traditional high-end slotting, such as Winters and Purples. Here is a summary of the build: Pros: Perma Max HP 400+% Regeneration (35.4 HP/sec) Softcapped Defense for S/L/E/N/P: all 51+% Hardcapped Resistance for F/C/T: all 75% Perma-Hasten (188.75% Global Recharge) 75% Global Accuracy (All attacks hit +3 enemies 95% of the time) Two AoEs (Power Crash and Ball Lightning, useful for BU proc) Solid Debuff Resistances (41.5% DDR, 69% End/Rec Drain, 60% Perception, 80% Slow) Two Performance Shift Procs +2.85 End/Sec (not factoring in PS procs nor Panacea proc) Cons: Only 27% F/C Defense (but hardcapped res) Only 49% S/L Resistance (but softcapped def) Only 19% E/N Resistance (but softcapped def) Only 20% Psi Resistance (but softcapped def) Not Proc Heavy (Only purples and FoTG) No To-Hit buffs (Capping the damage for Zapp will be done with Build Up) Build:
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