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Bopper

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Everything posted by Bopper

  1. The Tanky T9 Chainer: Elude + Unleashed Potential and Unrelenting Combo As per usual...I start looking at Widows and my mind goes to some nutty places. I had been thinking a lot lately about incorporating Elude and ways to maximize uptime while also mitigating the crash. To mitigate the crash, I would incorporate Unrelenting - which is a 0 end cost power that can take two procs (PS and Panacea) that can grant back endurance...enough endurance for me to retoggle any powers. With Panacea and Performance Shifter each having a 90% chance to proc, I'm looking at only a 1% chance of getting nothing back, which I like. To maximize uptime, I looked at a few things: Burnout and Origin T5s. With Burnout, even with the use of accolade powers like Demonic Aura and Force of Nature, I couldn't keep 100% god-mode going. At best, I was able to hit a 7 minute cooldown on Burnout, that allowed me to go 13 minutes of crazy: (Elude+BO) > Elude > (FoN+DA) > (Elude+BO) > Elude > ~50-60s gap before Elude is back I can probably layer my Burnout in ways to improve on that slightly, but I'm mostly chasing something that is nearly impossible. Plus...do I really want to go into a 20s crash every 3 minutes? I figure there are better approaches to what I'm trying to do. So I turned my attention into chaining "T9s". By that I mean, use Elude with an Origin Pool T5. With enough recharge, I can chain these together, assuming the Origin Pool can get down to 180s cooldown and if I can get Elude down to 240s cooldown. Elude will be the challenge, as it would need 1000/240 = approx +320% recharge, while the Origin Pool T5 would need 600/180 = approx +235% recharge. So if I can get Elude to 240s, it's safe to assume the Origin Pool (and Unrelenting...forgot to mention that) to sub 180s cooldowns. So, which T5 do I pick? Normally, I go with Rune of Protection, it works great for Widows (as you can see from most of my builds), but for this challenge I wanted to go with Unleash Potential. UP is similar to Elude in the fact they both grant Defense and Recovery, while the Regeneration pairs nicely with Unrelenting's Heal over Time and Recovery. I figure, with the 20s recovery crash from Elude, I will want to gain back my endurance as quickly as possible as soon as I exit the crash window. Also, UP can slot PS proc, giving me a chance of regaining as much as 27.5% of my endurance after the Elude crash (73.9% chance of all 3 procs triggering). Finally, I chose to ditch on damage for the sake of proof of concept. So no procs, just loads of recharge. Here is what I came up with: The Tanky T9 Chainer Siren's Night - i27p7 - v16 - elude and UP build.mbd I did not toggle on Unrelenting because I wanted to show Elude's cooldown without factoring in the +20% recharge you get for 30s. For what it's worth, UR will drop the cooldown to 239.5s. Also, the endurance recovery would increase to 5.71 eps. So with this set up, when Elude is on cooldown, you're looking at defense values in the 74%+ range on all positionals. You're also looking at resistance values of 40% for all types (something I threw in for fun, but you can ditch toxic and get even higher recharge values if you like). You also have a nice 456% regeneration (42 HPS). Throw in the 30s of Unrelenting's heal over time, and you'll be refilling your health bar with ease (113 HPS total). So yeah...pretty decent numbers for down time. You don't have many attacks, but given the recharge of your powers, you can chain Follow Up, Lunge, Slash, and Spin for some modest damage (you're not gonna play this build for DPS). Hmmm....what am I forgetting? Oh right, Elude. So for 75% of the time, you'll be looking at those defense numbers with that net recovery of 5+ eps. Endurance won't be a problem with this build, which is why I was fine with moving Panacea to Unrelenting. Anyways, I thought I'd share this build. It can stand up to quite a bit, while offering up a different playstyle - one where you have to pay attention and time your click armors just right. I will offer up a variant or two tonight that incorporates more of a proc build for decent ST DPS while maintaining most of the benefits from the Elude+UP+UR combo.
  2. Night Widow - Minor Proc build, heavy S/L/E/N/F/C/P resistance Here is a variant of the previous build, where I trade in some Range/AoE defense as well as all the Toxic resistance, and start incorporating in some procs for added DPS. My focus here was to add some potency to my ST attacks to help with those tougher bosses. For good measure, added plenty of procs to Spin to help on the AoE side of the house. For this build, I recommend Cardiac alpha as you'll need help with your sustained DPS given the number of procs being used, plus that resistance bonus will help your RoP get you to 85% to all but toxic resistance.The screenshot below shows with Cardiac active. Without Cardiac, you'll have 42.25% S/L resistance, 46.5% F/C resistance, and 45% E/N resistance. RoP will get you to atleast 80% for all those. Siren's Night - i27p7 - v6 - Hasten and RoP - no Epics - proc heavy.mbd
  3. Night Widow: Tanky, used RoP and Hasten, no Epics EDIT: Looks like I was able to squeeze more out of this build than I thought. I rearranged the slots out of Mask Presence and MindLink to add a 6-piece purple set to Boxing...now my ideal way to build, but I'm willing to do it if the build becomes stronger overall (which it has). By making these moves, I have increased my Toxic resistance to 40.5%!!! I also slightly increased my net endurance recovery, defense, and recharge. So what does this do? It makes my Rune of Protection that much more of a god-mode. With it activated, I will be at 85% resistance to S/L/P, 83.5% resistance to F/C/E/N, and 79% resistance to Toxic. At 85% HP, my F/C/E/N becomes capped, and at 71% HP, my Toxic resistance becomes capped. Not bad for a character already incarnate soft-capped to positional defenses. I would love to have my slow debuff resistance higher. Currently it sits at 75%, but I'd feel a lot more comfortable it it was at 90%+. I could chase that by ditching the Boxing muling for Winters, but that would be a large hit to recharge which I rather not do. The new build (no incarnates selected):Siren's Night - i27p7 - v5 - Hasten and RoP - no Epics.mbd With Rune of Protection inactive: Original Write-up Here is another Night Widow build I just finished up. It originally was going to be listed as a variant of the previous build, but it feels like it needs its own post. This build takes both Hasten and Rune of Protection, but skips on taking an Epic pool. The survivability is impressive, and the AoE isn't bad for a melee character. The highlights: Melee Defense: 73% (nice for those ITFs) Ranged Defense: 64% AoE Defense: 59% (I wish this was higher, but it's still incarnate soft-capped, so I'll live with it) 45%+ resistance for S/L/F/C/E/N (before Rune of Protection!) Psionic resistance is hard-capped at 85% before RoP Toxic resistance is a very solid 34.5% before RoP With RoP: That's nearly hard-capped before scaling resistance. With Reactive Defense, you'll hit hard-cap on everything but Toxic at 85% health or lower. It is an exemplar-friendly build, as you take all of your attacks by level 26. Follow Up, Lunge, Slash and Eviscerate for your ST rotation (yes, I use Evis against STs), and you'll get Eviscerate, Spin, Psychic Scream for your AoE. That won't be a complete AoE rotation, but with Widows you simply sprinkle in your ST bombs as filler. Hasten is not perma'd, but at ~126s it's close enough to not worry. Base Enhancements can get you the rest of the way there, or you can take Agility alpha. The build: Siren's Night - i27p7 - v4.mbd
  4. Night Widow: Tanky, uses RoP, no Hasten. I took a look at Night Widows with fresh eyes today, trying to see how I would want to build one after the Page 7 changes. Like most of my builds, there were a number of variants that I came up with, but the one I liked the most was a very sturdy build that skipped on Hasten but went with Sorcery Pool. This build went extremely heavy on Resistance set bonuses, as you'll see here. Siren's Night - i27p7.mbd There are no incarnates in this build, but if I were to choose an Alpha, the clear winner would be Agility. My positional defenses would go up another 5%, the End Mod would help my recovery reach 3.66-3.72 eps, and the Recharge would help for obvious reasons. The nice part of this build is getting all my non-toxic resistances to 42%+. That allows me to reach 80%+ resistance with Rune of Protection, before scaling resistances. Maybe someday I'll make a build that hits 45-47% so that my RoP can hit the 85% cap, even at full health. (*Note, Cardiac Alpha will achieve this, while hitting 73.5% toxic resistance). Ok, now that we see the build, let's discuss. Defenses are at 63%+ for all, giving ~4% buffer over the incarnate softcap. DDR won't save you from defense-debuff heavy mobs, but it gives you enough cushion to take on that first debuff. Elude would be a useful variant power pick if you ever want those 3 minutes of god-mode followed by potential death. Still, RoP before the Elude crash could make for a nice combo. Ok...I went off track, bottom line is, you have really good defenses with this build. Resistances, already mentioned above, but worth highlighting again. There is enough resistance in this build that you may consider not taking sorcery pool. I did that with one of my variant builds, taking Hasten and a couple other powers. Still, with Widows I will always be a Rune of Protection stan, so I kept coming back to it with this build. Having the 33% uptime of an extra 38.5% resistance to all, just makes for extremely tanky capabilities. You'll hit your 85% to non-toxic at 70% Health. Nice. The damage isn't crazy strong - this isn't a proc build, afterall. Still, it is serviceable as you have your premium ST attacks (Follow Up, Lunge, Slash, with Swipe as filler). You'll also have a good amount of AoE with Spin, Psychic Scream, Electrifying Fences, and Ball Lightning. There is enough AoE there, that you should strongly consider taking Eviscerate over Spin. Only reason I am not is because I don't want my first AoE to show up in the level 20s. But for end-game, if you have no expectations of doing much exemplaring, go ahead and take advantage of Eviscerate's higher damage and crits. Another option is to go with Gloom and Dark Obliteration. This will impact the defensive set bonuses, but that's not too difficult to navigate for your build liking. Endurance is ok, but not great. A net of 2.5 eps, before incarnates and without travel powers enabled. Agility or Cardiac will help with that. Finally, the build does come with 90% slow resistance. Something I like, especially with this build lacking Hasten. Variants:
  5. It goes off max HP. So buff that max HP to your heart's content.
  6. That's what I'm thinking, and possibly stealing slots from various powers. I was looking at my first build, the Melee ST/Support, and would have gotten rid of the 2nd travel power in the build, and moved all the enhancement slots to Pain Tolerance. I likely would have also removed the 2nd Assault in the build for Placate, but for thematic reasons (Support) I might leave that as is and make such a change on a more solo-oriented build.
  7. I don't anticipate doing changes for any of the DPS Fort builds, but I might update some of the Night Widow and Control-based Fort builds when I get time.
  8. For Stalkers, you only have two auto powers that grant scaling resistance, as opposed to three. But, they scale to a max of 25% each, instead of 20%. So at 0% HP, you'll have 50% resistance.
  9. You have 3 auto powers that give scaling resistance. Each one works the same. *note, if you're a Stalker, let me know and I will give you other info as they are slightly different. Each of these powers will start granting you resistance when your health dips below 60% of your Max HP. It will scale linearly to a maximum value of 20% resistance, at 0% health. With all 3 combined, it will scale to a total of 60% resistance at 0% health.
  10. I will try to find the old .mxds and update to .mbds
  11. It's not a "you" issue...I am pretty sure it's a Mids issue. No worries, I have this build saved. I hope you can open it now. If not, keep in mind the file is json-formatted, so you can always open it in a json reader and see all the power selections and slotting. Siren's Control - Arachnos Widow (Fortunata Training - Fortunata Teamwork).mbd
  12. Unfortunately this guide is outdated. It was relevant for the speed caps that existed from Live, but have been recently buffed in Issue 27 Page 2
  13. How do you want to play the tank? Is it while leveling up? End game? Do you want to do a lot of damage? Do you want to be a tanky taunter? Etc.
  14. Agree with onlyasandwich, not a fan of 6 slotting the build up. I recommend 1 slot that, and move most the slots into rooted. Make it a 5 piece Panacea with the proc (+5 all the IOs). For earth embrace, I probably would 5 slot that as Panacea and put the PM IO into Geode, or 6 slot ER with PM set. You net endurance looks rough. Ageless might carry it, but if you exemplar you will want a plan
  15. The Preventative Medicine special IO is a set bonus that grants you an auto power that has a chance to proc the Absorb. You do not have to use Spirit Ward to get its benefits. If you're going with Arcane Bolt, the slotting will just depend on what you're looking for. Want more range defense? grab Thunderstrike. Want more recharge? grab Decimation. Personally, I would not choose Arcane Bolt over Aura of Confusion. But if you must, I'd go with one of the above mentioned sets.
  16. You were very close. Here is the build I think you're looking for (I had many variants of this, this one had Summon Widow while others had Unrelenting). Biggest difference I saw was Indomitable Will, you slotted it with resistance, I slotted it with the defense special IO. Siren's Fort (Fortunata Training - Fortunata Teamwork) - RoP v3 - Summon Widow.mbd
  17. It depends on how you use it. Think of it as giving you the jump height buff from combat jumping. Your base jump is 4', which you'll notice isn't much when you're a level 1 character. But when you take combat jumping you'll notice a difference...this proc will give you the same difference. As others noted, that can be useful when your main form of travel are the P2W run powers. Those come with a jump height buff of +27.8 feet. Combat jumping won't stack with that, but if you had the Thrust proc slotted you will gain an extra 8 feet, which might be just enough to clear those pesky walls/buildings. As for the 40 feet of max jump height, that is mostly useful for your travel powers that were already getting you to the 200' regular cap. With Thrust, you can now go 240' into the air which will allow you to leap further distances in a single bound.
  18. Thanks for the link. I will say though, the first part of that article is inaccurate. "This enhancement grants an 8 foot increase to jump height and a 40 foot increase to maximum jump height for 120 seconds. When used in a click power, the effect is granted every time the power is used. When used in a toggle power, the effect persists until 120 seconds after the toggle power is deactivated. " I would rewrite it as this: " This enhancement grants an 8 foot increase to jump height and a 40 foot increase to maximum jump height. When used in a click power, the effect is granted every time the power is used and lasts for 120s. When used in an active toggle power, the effect persists until the toggle power is deactivated."
  19. There is no longer a conflict. I think I updated the original post with that detail, but comments in the thread may be outdated.
  20. Answers in red.
  21. The best way to come up with a formula is start somewhere that has all the same units. Given your question, I think we should look at how to convert everything to HP/sec, then convert back from there. Starting with Siphon Life, that power does 10% of your base HP. If you enhance it, it will be your strength x base HP x 10%. Great, that tells us how much HP it will give us, but what is that in HP/sec? We would need to know the cast time of the power and the recycle time of the power's use. Siphon Life has a 10s cooldown and 1.93s cast time. For argument's sake, let's assume you slotted the power with a healing SO, and two recharge SOs, that puts us at 33.3% heal strength and 66.6% cooldown reduction. That gives us a heal amount that is 13.33% of base HP and a cooldown of 6s. Combined with the cast time, that gives us a cycle time of 6s + 1.93s = 7.93s. So in this example, we're looking at Siphon Life doing 13.33% base HP every 7.93s. What is that in terms of regeneration? Well this now depends on what your Max HP is, because regen works off max HP (self heals work off of base HP, as shown previously). Let's assume you have raised your max HP by 50%, so your max HP = 1.5 x base HP. Knowing that 100% regeneration (base regen rate) gives you 5% of your max HP every 12s, we can state 100% regen = 5% x 1.5 x base HP every 12s. So what is Siphon Life in terms of Regeneration in this specific example? Siphon Life = 13.33% base HP every 7.93s = X% regen = X% (5% x 1.5 x base HP every 12s). We are solving for X ( 13.33% x base HP / 7.93s ) / (5% x 1.5 x base HP / 12s) = X% (13.33 x 12) / (7.93 x 5 x 1.5) = 159.96 / 59.475 = 2.69 = 269% So, as you can see, there is a way to convert Siphon Life into terms of regeneration equivalency, but it depends on what your max HP is, how much heal your siphon life is doing (relative to base HP), and how often you're casting Siphon Life. There is one thing I did not include in the calculation that is worth noting. I assumed Siphon Life hit. If you factor in your chance to hit, you can simply scale from there. Let's say you had a 90% chance to hit, then your regeneration equivalency would be 0.90 x 269% = 242%
  22. Interesting, I wonder if the power used to have another design intended but changed from targeted AoE to PBAoE and forgot to remove the range and the ability to enhance range. Like you said, it does nothing in regards to the design intent of the power; just has cleanup needed.
  23. I believe it's sort of common for debuffs to now show combat log messages. I could be wrong though, but I think the messages are generated on the targets who get hit by the debuff, but not necessarily show up for the debuffer. Someday it might be worth a pass to add messages to all of these attacks that have hit rolls, but it would be a bit of work.
  24. When it comes to attributes, your resistance will resist all aspects of that attribute (e.g. Current, Strength, Resistance). For example, if you have 40% damage resistance, it will resist 40% of the damage you take (Current), it will resist 40% of damage strength debuffs you take (Strength), and it will resist 40% of damage resistance debuffs you take (Resistance). Again, this goes for all attributes. If you have 40% endurance resistance, it will resist 40% of an endurance drain you take (Current), it will resist 40% of an endurance strength debuff you take (Strength, e.g. Ice Arrow does -strength debuffs), and it will resist 40% of an endurance resistance debuff you take (Resistance, e.g. Acid Arrow does -resistance debuffs). Once you understand that, you'll know almost everything you need to know about the resistance mechanic in this game.
  25. The amount of damage resistance an AV has will fluctuate. Last analysis I saw on the subject showed on average AVs have about 10% damage resistance to all types. Granted, that doesn't tell us much as some could have 90% resistance to 1 type, but 0% to others. Some may even have weaknesses (negative resistance). Ultimately, just use a power analyzer on an AV and see for yourself the amount of resistance they have.
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