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Bopper

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Everything posted by Bopper

  1. I highly recommend not using my builds as guidance for leveling up a Time character. My builds are purely for endgame with some minor exemplaring capability (whatever the lowest you can go to retain Power Boost or Power Buildup). I highly recommend using Redlynne's or anyone else's builds for a smoother leveling up experience. The lack of mez protection bothered me too when I was leveling up. Clarion was the easy fix at end game, but before that Rune of Protection was my go-to. It pairs well with the Defense from farsight and the debuffs from Time's Juncture to have significant temporary resisrances while also having 90s of status protection.
  2. That's what the Suggestions and Feedback forum are for. Those ideas, if approved, get incorporated for experimental testing and eventually may make it to Live.
  3. Check out RubyRed's API tool. There is a link to it in my signature. I recommend using Firefox to read the JSON easily
  4. Check out this thread, read all of it for details.
  5. Funny, the thing that surprised me most...it was a defender. Thats one of the lowest AT melee modifiers you could have (maybe it is the lowest?). Nicely done. *Nerf Cross Punch* lol
  6. Yeah, it's tight. Uncomfortably tight haha, as there is still more I'd like to do but not sure how i'd do it. It certainly is an end-game build. It can exemplar a little, but you probably won't want to level up this way. I leave those decisions to the user and they can take my ideas and incorporate what they want to while still allowing them to play their way. You will drink endurance. Be prepared. I recommend grabbing the Base Empowerments: +Recharge and +Recovery buffs to help tighten up gaps with my ST attack chain and of course, +17% recovery is helpful...it's an extra 17 endurance per minute. You'll want that.
  7. Let me address this separately. I was chasing Recharge and Accuracy. The reason for recharge is to make Hasten perma with 1 slot, Chrono Shift perma, and to make my optimal attack chain have as small of a gap as possible. If I recall, I use a chain of Suppressive Fire > Executioner's Shot > Pistols > Bullet Rain > Executioner's Shot > Pistols > Repeat. And in this build I beefed up Empty Clips to allow me to use an AoE alpha strike of Slowed Response > Soul Drain > Bullet Rain > Hail of Bullets > then go into a rotation of Bullet Rain > Empty Clips. One thing I'm unsure of with slotting is if I should take out a damage proc from Bullet Rain and/or Empty Clips to put in FF proc, just to make their AoE rotation faster.
  8. There's a lot you're asking about, and it's honestly a build I hadn't look at in awhile. I had changed my Time/DP/Soul build to make it both an AoE and ST monster...but I did not respec into it yet and I have not advertised it on the forums. So here you go, take a look at this and let me know what you think. I've sat on it for 2 months and hadn't pulled the trigger, maybe you can convince me, or show me something I missed. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Bopper - Demolition Man: Level 50 Natural Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Level 1: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(7) Level 1: Pistols -- Apc-Dmg(A), TchofLadG-%Dam(7), ShlBrk-%Dam(9), GldJvl-Dam%(9), AchHee-ResDeb%(11) Level 2: Time's Juncture -- HO:Enzym(A), HO:Enzym(17) Level 4: Empty Clips -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(11), SprVglAss-Acc/Dmg/EndRdx(17), PstBls-Dam%(19), TchofLadG-%Dam(21), Bmbdmt-+FireDmg(21) Level 6: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(23), AbsAmz-Acc/Stun/Rchg(25), AbsAmz-Acc/Rchg(25), AbsAmz-EndRdx/Stun(27) Level 8: Distortion Field -- UnbCns-Hold(A), UnbCns-Hold/Rchg(34), UnbCns-Acc/Hold/Rchg(50), UnbCns-Acc/Rchg(50), UnbCns-EndRdx/Hold(50) Level 10: Swap Ammo Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Tough -- GldArm-End/Res(A), GldArm-ResDam(31), GldArm-3defTpProc(31) Level 16: Bullet Rain -- PstBls-Dam%(A), Bmbdmt-+FireDmg(33), ImpSwf-Dam%(33), ExpStr-Dam%(33), Rgn-Dmg/EndRdx(34), Ann-ResDeb%(34) Level 18: Farsight -- LucoftheG-Def/Rchg+(A), ShlWal-Def(36), ShlWal-ResDam/Re TP(36) Level 20: Suppressive Fire -- UnbCns-Dam%(A), GldNet-Dam%(23), GhsWdwEmb-Dam%(27), NrnSht-Dam%(29), GldJvl-Dam%(29), Dcm-Build%(31) Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36) Level 24: Hasten -- RechRdx-I(A) Level 26: Slowed Response -- TchofLadG-%Dam(A), AchHee-ResDeb%(37), ShlBrk-%Dam(37) Level 28: Executioner's Shot -- Apc-Dmg/EndRdx(A), Apc-Dam%(37), TchofLadG-%Dam(39), ShlBrk-%Dam(39), ExpStr-Dam%(39), ImpSwf-Dam%(40) Level 30: Temporal Selection -- NmnCnv-Regen/Rcvry+(A) Level 32: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(40), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(42) Level 35: Soul Drain -- Arm-Dmg/Rchg(A), ScrDrv-Dam%(43), Obl-%Dam(43), Erd-%Dam(43), GssSynFr--Build%(45) Level 38: Hail of Bullets -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/Rchg(45), SprVglAss-Dmg/EndRdx/Rchg(45), Arm-Dam%(46), FuroftheG-ResDeb%(46), FrcFdb-Rechg%(46) Level 41: Power Boost -- RechRdx-I(A) Level 44: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(48), StdPrt-ResDam/Def+(48) Level 47: Stealth -- LucoftheG-Def/Rchg+(A) Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dam%(A), Hct-Dmg(13), Hct-Dmg/EndRdx(13), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Run-I(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 -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(42) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon Level 50: Clarion Radial Epiphany ------------
  9. 1) Correct, because of the free slot. 2) No, I meant NC in TS and having Miracle in Health. That would guarantee me 15% recovery instead of 10%. If I want the 10% recovery and 20% regeneration from NC, I will have to use Temporal Selection on something. I guess the other option would be to slot the Preventative Medicine into Temporal Selection and 1 slot the Temporal Mending with Numina. I rarely feel the need to heal and it would provide an avenue for keeping the buff up. However when I need to use Temporal Mending, I NEED to use it, so I dont see myself going unenhanced in that power. But it is an option I may try.
  10. Two reasons...yes, taking Temporal Selection gives me 1 slot available for slotting a Health unique. Also, it let's me have Temporal Selection in the build. It's been awhile since I tried this, but I believe if I am solo I can summon the P2W Shield pet (the one that grants recovery and defense) and cast Temporal Selection on it to gain a 2 minute boost. It's hacky, but if I need the extra recovery for 2 minutes I have a way of incorporating it. Also...I think I wound up putting Numina into Temporal Selection instead of Miracle, as I desired the extra 5% recovery more than the 20% regeneration.
  11. After reading Captain Powerhouse's response last night, I chose to dig a little into the Sentinel's power files to see what I can find out about the mechanics of the AT. Mind you, I have never played the AT and you can correct me on anything I misstate, but I felt like providing some numbers for folks that do play the AT and perhaps they can verify what I see. Rage builds up based on the animation time of the power. I don't know if it triggers off of each target hit or if it's just the casting of the power that builds it up. The formula is: Rage = (ActivationTime + 0.132) x 7 This formula is actually neat because it is the only time I've seen the game incorporate ArcanaTime into a formula. It appears Opportunity will not trigger until Rage > 90, which means it will take at minimum 12.85s of arcanatime to go from 0 to Opportunity again. Of course the actual time will depend on your rotation, but mostly it should be close to that number...let's say 13-15s downtime for 15s of uptime. The one thing about Captain Powerhouse's math that likely won't add up is the fact those "20% damage procs" I don't believe get strengthened by Buffs or Enhancements. So Although the math shown is correct, it's correct only if you don't include enhancements and global damage bonuses in your analysis. When you do, you will see that Sentinel Damage under these single target conditions actually should be doing 5-8% more damage (depending on slotting/bonuses). The proc is set to IgnoreStrength, so it only works off the base damage of the sentinel and does not get stronger as you build stronger. For what it's worth, the proc works much like Double-Hit Hybrid and Toxins (from Plant Manipulation). Your damage will be: DMG = 0.20 x 52.8297 x [ 0.8 x minmax(BaseRecharge, 1, 30) + 1.8 ] x 0.2 / AreaFactor Anyways, hope some of that information helps.
  12. It wont matter if there's any additional damage debuffs because rage will guarantee you are at the capped limit on debuffs. So you should still be doing 10% of base numbers which I quoted earlier. Purple patch still applies though. So it they are lower level you would do higher damage. (No that I think of it, purple patch is probably why you saw 2's before. Doh)
  13. I dont blame you. Its 106 degrees here today. Staying downstairs where its 10 degrees cooler is the way to go.
  14. What did the combat log show? Interesting that the orange numbers would show so little
  15. In that case I'll update my numbers. Jab would do 3.59 damage (so a 3 or a 4 should be displayed) Haymaker would do 8.66 damage (so a 8 or a 9 should be displayed). Not sure why you're seeing 2's unless you have a damage aura on or a DoT being applied. But those are typically around 10 points of base damage, so you should be seeing 1's.
  16. Not sure what the orange numbers show, but the combat log shows 10% of base damage. Maybe you're exemplared, because I have doubts a level 50 haymaker would do 2 pts of damage. Jab, using brute modifier at level 50, is base 28.36, so under the crash it would be doing 2.84 damage. It's possible the orange numbers floor the damage instead of round, but haymaker should show 6-7 points.
  17. I know you're using hyperbole, but it's worth noting that despite rage debuffing your damage to -100000000% or whatever it is, the limit for damage debuffs is still -90%. So you'll still do 10% of your base damage if you choose to keep attacking, and utilize procs in your power. Or you can switch to temporary powers (Black Wand, Sands of Mu, etc) that are not impacted by damage buffs (and thus debuffs) to do their total damage.
  18. All Fire powersets will get a much needed damage buff. A new mechanic called Wild Fire will cause all DoTs to be chain jumping DoTs. The Wild Fire DoT will do up to 5 ticks of minor damage with an 80% cancel on miss probability. However there will now also be a 25% chance that each successful tick of damage will jump to another nearby target (within a 15 ft radius). That jump will start a new Wild Fire DoT (up to 5 ticks) and can jump again from there (to a new target that's not already burning, of course). These DoTs will quickly spread over the mob, slowly burning away their health. FINALLY, Fire can be proud of its AoE.
  19. I would keep the 6th enhancement of O.F. One of the other enhancements in the set can get dumped.
  20. There's a lot going on here, but I have to ask, why are you 6 slotting Overwhleming Force? You don't need the knockback protection. Also, why are you using the Reactive Defense and Shield Wall Global IOs in Granite Armor? That is a big waste to your best Resistance/Defense power. You should be hitting at least 50% enhancement for resistance and defense in that power. Throw slots not needed (like the 6th Overwhelming Force slot) onto another defense power and drop the global IOs in there, and use the full 6 slots in Granite Armor for more enhancement buffs. I also noticed in the tank version, you used enhancement boosters almost everywhere, but did not do the same in the Brute version. There's probably more I am missing, but thought I'd pass that along to you now so you can scrub it. If you'd like help, let me know. I main a Granite tank, so i'm very familiar with the build goals you're looking for.
  21. I have to agree. Modest, how can you expect to be taken seriously as a master builder if you forget to take 6 powers, not use 6 of your enhancement slots, and only slot 9 of your powers? Sure, you reached capped S/L resistance, but at what cost?
  22. Plus, I think the other bug is still in effect with HoB, that causes insane levels of Defiance. So you lose HoB damage but gain a short fulcrum shift haha.
  23. Thanks. It doesn't show on my phone, but when I switched it to desktop view, it shows. Thank you.
  24. I like the idea of My Clubs, but so far it has been clunky trying to navigate and follow the content. Currently I have to go to the Menu button, then select Browse, then select Clubs, then scroll down to the section of My Clubs. That is a lot of hoops to go through to reach something that should become front and center as it is essentially preferential content to the user. Can we make a new section on the Front Page for My Clubs, and under it would provide the link to each club the user has joined? Currently we have the following sections on the front page. Id like to see My Clubs added in between CoH: HC and Servers. (Also, extra suggestion, it would be nice to have each of these sections be able to rearrange based on user preference. I never look at Help and Support, id like to move that to the bottom).
  25. It depends on your slotting and if you want permanent uptime or simply average uptime. Hybrid offers 10% permanent, and half the time it can get boosted to consistent 70-85% damage. Musculature Core is 45% with 30% ignoring ED. So it's pretty close. If you offer up what other Hybrids you're considering, that might help. One of those hybrids also does +damage, so its worth factoring in.
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