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Bopper

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Everything posted by Bopper

  1. Can cap out Psi Resists too. Then switch to Minerals for capped psi defense if that is all you're facing
  2. Stone Armor. Give me those granite debuffs, I'll still survive
  3. hmmm....sounds like the Global Bonuses are not being passed to the pseudopet. Can you try removing some of the damage enhancements to see if there is a change to Lightning Rod damage? It would be good to know if Lightning Rod is at least accepting Enhancements. You could even simply remove Musculature/Intuition Alpha to see this effect.
  4. Bopper

    Titan Weapon

    If you are looking for an attack chain that doesn't require Hasten, there is this non-decked out rotation Hopeling mentioned awhile back that does 94% of what the top attack chain can do. I don't know the full context of his suggestion, this is more of a memory recall that I thought might apply to your request. He mentioned using just Hasten and SOs, but you could substitute that as meaning just 70% global recharge and SOs.
  5. As I'm respecing right now, I am literally gnashing my teeth over the fact I overlooked one that is now misaligned and I am fighting everything in my power not to unslot it. I feel the blood racing through my veins as I think about it.
  6. When I slot enhancements, I have to have them all aligned. For example, let's say I have two powers each with the same 6 procs...If I put one of those enhancements in the 5th slot, I have to put the same enhancement in the other power's 5th slot. I have even used Unslotters to fix my mistake.
  7. I’ve been getting a lot of PMs lately requesting to see my builds. Normally I don’t advertise them (not recently anyways), but since I expect Time Manipulation to get tweaked/nerfed in the future, I figure I might as well share before the builds become irrelevant. My builds aren’t for everybody…they’re for me, technically, and how I want to play. But I happily will share what I built for those who want to consider outside the box options. Some minor backstory, these builds actually were designed back before I wrote the PPM Guide, in fact these builds are the motivation for why I wanted to learn about PPM. I saw potential in Dual Pistols doing awesome damage (for a defender) by incorporating procs, as well as the FF proc for high recharge compensation. I also saw amazing potential with Time Manipulation covering holes where a proc build would have (accuracy from Power Boosted Farsight, defense from Power Boosted Farsight, and Recharge/Recovery from Chronoshift). So, these builds have been around for a while, but I’ve been adapting them recently after the new enhancements from Page 5, in fact I’m pausing as I write this to make some additional tweaks to my */Soul build. At end game, when I have Clarion Radial combined with Power Boost, I reach some awesome levels of team buffs with Farsight…so incarnate softcap (58.75% defense) is also easily reached with that combo. I said it previously, but I’ll say it again, these builds aren’t for everybody. First off, I don’t take Travel Powers…I won’t waste a power selection on something I don’t need. Hover+Jump/Steam Pack = Fly speed, and my Ninja Run can reach decent enough speeds as well. I also have Mission Transporter, Team Teleport, and Base Teleport for additional transportation options. If you feel the need to have a Travel Power, have at it, but I’ll leave it to you on what to cut out. I will also compensate my build with Base Empowerments. For those that don’t know, Base Empowerments give a 90-minute buff for practically nothing (common and sometimes uncommon salvage). You want damage type resistance (5% to cold, smash, whatever), it’ll cost you a couple common salvage. If you want some mez resistance (~15% to stun, hold, whatever), it’ll cost you one or two common salvage. If you want movement speed boosts (jump speed boost will improve Ninja/Beast run) it’ll cost you one common salvage. For me, I like getting the 20% recharge boost, the 17% recovery buff, the 20% strength to jump speed, and the +10 KB protection. When the situation calls for it the 20% endurance drain resistance, 20% slow/recharge resistance, and 100 ft perception increase are also useful. These builds are mostly end-game centric. It is capable for exemplared content, but it’s not optimized for it and I haven’t wasted brain cells trying to optimize for it as most exemplared content is done in teams and I feel less of a need to do all the heavy lifting. As mentioned earlier, these builds center on Power Boost (or Power Buildup) for survivability and accuracy, so exemplared below those power’s availability will be limiting (but not impossible… you still can do awesome proc damage solo, and you still have Farsight). Finally, I don’t take Time Crawl in my builds and Time Stop is only taken as a mule. The regeneration debuff is not strong enough to interest me and the animation times are slow, so I skip them. I also usually don’t take Temporal Selection because honestly, I think I bring enough to a team already and Temporal Selection doesn’t help me in solo play…but don’t worry, I have a build that uses it that I’ll share. Alright, over 600 words have been wasted, let’s just move onto the stuff you care about: Build 1: Time/DP/Soul – AoE (with Temporal Selection) This is an AoE-centric build. Almost every AoE power is proc’d out, with Slowed Response being your fight starter, Soul Drain and Hail of Bullets being your nuke, and Empty Clips + Bullet Rain are your main AoE rotation attacks. Even Distortion Field will do so proc damage while it serves as a nice soft/hard control power. Highlights of the build: everything has 95% chance to hit against +4s when using Power Boost + Farsight. Your have a strong AoE rotation with Bullet Rain and Empty Clips, with Executioner’s Shot and Pistols sprinkled in the gaps. You have a strong ST rotation with Executioner’s Shot, Pistols, Empty Clips, and/or Bullet Rain. AoE attack sequence: Slowed Response > Soul Drain > Bullet Rain > Hail of Bullets > Bullet Rain > Empty Clips, then cycle through your BR and EC with Executioner’s Shot and Pistols filling the gaps. ST attack sequence: Executioner’s Shot > Pistols > Empty Clips > repeat. If Empty Clips doesn’t have the range (40 feet), use Bullet Rain. ES > P > BR > P > ES > P. If by that time you haven’t closed the gap on your enemy, maybe you have better things to do. As for the ES > P > EC rotation, that’s on average 880 damage in 4.95s (178 DPS before resistance debuffs). Resistance debuffs: Slowed Response with an Achilles’ Heel proc gives you a 90% chance at 20% resistance debuff for 10 seconds and comes with the additional 30% resistance debuff for 30 seconds (which can be perma). Pistols also carries an Achilles’ Heel proc to potentially sprinkle in the debuff again during Slowed Response’s downtime. It would be perfectly acceptable to remove a damage proc from Empty Clips to add the achilles’ to it (and remove the one from Pistols). That would give you an extra slot to consider elsewhere. Bullet Rain provides an Annihilation debuff proc and is the reason why I go Slowed Response > Soul Drain > Bullet Rain > Hail of Bullets, because I hope to have both the Achilles’ and Annihilation proc trigger and get to 62.5% resistance debuff before I drop Hail of Bullets, which has its own Fury of the Gladiator proc that will bump that up to 82.5% resistance. The beauty of having FotG proc in Hail of Bullets, HoB does up to 12 ticks of damage and the proc will fire on the first tick, so you’ll still have up to 11 ticks of damage that will benefit from the FotG proc. In the less than 10 seconds after applying Slowed Response (when Achilles is active), you could have done 129.15 damage from Slowed Response, 247.1x1.50 = 370.60 from Soul Drain, 211.8x1.50 = 371.7 from Bullet Rain, 107.1x0.90x1.625 + 35.70x0.60x1.625 + 11x35.70x0.60x1.825 + 5x15.73x1.825 = 764.98 damage from Hail of Bullets. That’s a total of 1636 damage over ~12 seconds, per target in your AoE. Those numbers are just approximate, as I have some minor errors in the math, but it’s still a good ball park of what you are likely to do. Also, those numbers assumed Incendiary Ammo, but no Vengeance. Defense: With no defensive toggles turned on, Farsight gives 19.68% defense and Power Boost will turn that into 31.98% defense. With 6% from global IOs, this leaves 7.02% defense needed to reach softcap. Weave (5.8%) and Hover (2.9%) will get you to 45% softcap defense. When you have Clarion + Power Boost + Farsight (in that order), you will get 50% defense from Farsight (capped at +300%), 6% from Global IOs, and 2.9% from Hover gets you to 58.9% defense (incarnate softcap). Fun side note, you might wonder why I take Stealth and Grant Invisibility instead of Maneuvers. One, Stealth + Stealth IO gives me full stealth (nice for …stealthing missions), but also Clarion + Power Boost + Grant Invisibility is a strong combination. I can give any teammate +9.32% defense (plus stealth) with that combo for 2 minutes…and that’s assuming they’re attacking (double it if they’re staying hidden). Maneuvers can’t do that. Sure, Maneuvers is easy mode, I like the extra utility I gain by letting my teammates stealth with me. Without Power Boost, you will sit at 37.28% defense with Hover, Weave and Stealth active. Combine that with the -22.44% ToHit debuff from Time’s Juncture (purple patch makes this 10.77% against +4 enemies), you will still feel safe in any exemplared content. Resistance: You have capped S/L resistance (75%), with solid F/C resists (29%), NE resists (33.4%), and Toxic resists (31.2%). Energy and Psionic will be your biggest problem, but you have defense and Base Empowerments to help with that. Perma’s? Yup, Hasten is permanent with just one +5 Recharge IO. Chrono Shift is easily perma’d with a recharge of 86s. This does not include the FF proc in Hail of Bullets (which I leave mostly as a recharge enhancement for Hail of Bullets, as its 0s cast time allows for immediate recharging benefits…also, it’s nice having a backup if I get debuffed with slows. Overall: This is my favorite build to play. I can farm with it, I can solo with it, I can team with it. Endurance consumption is a problem, but I welcome it as I don’t always want to feel like I’m playing on easy-mode. It keeps me from getting complacent. I could shore up some of the endurance issues by taking out a single proc from each attack…but what’s the fun in that? This build I went unconventional by putting Miracle in Temporal Selection, which basically means I am only getting its benefit if I have a teammate/ally (when cast, it will last for 120s…but I need to be able to cast it). If I feel I am not teaming enough to warrant this slotting and/or power selection, I could move the Miracle to Chrono Shift (will still be perma with FF proc) and slot Temporal Selection differently (or sub in Time Crawl as a one-slot wonder). Build #1a: Time/DP/Soul – ST (no Temporal Selection) There is a variant you could do with the Time/DP/Soul, which is make it ST centric. This will substitute Empty Clips to be more of a set mule, without neutering its AoE uses. I replace Temporal Selection with Suppressive Fire, take the procs out of Empty Clips and turn it into 5-piece Ragnorak, then turn Distortion Field into a one-slot wonder that grants a 15% absorb shield every time I cast it (well, 90% of the time). Benefits…Single Target attack chain just got an upgrade. SF > ES > Pistols > BR > ES > Pistols > repeat. Suppressive Fire is a proc monster that offers up a 36% chance at a 5.25s Build Up window. That window is just long enough to fit in Executioner’s Shot twice, plus Pistols and Bullet Rain as 1.848+1.188+1.848 = 4.884s, leaving just enough gap to let Executioner’s Shot get the +80% damage bonus when you activate it. This chain actually isn’t gapless with Executioner’s Shot (need 3.036 recharge, ES has 3.1s, so it would require the 20% Recharge buff from Base Empowerment to ensure gapless chain. The chain (gapless) is 9.768s long, and will average (assuming no Vengeance and Incendiary ammo), 359.5 + 425 + 179.9 + 211.8 + 425 + 179.9 = 1781.1 (182 DPS). Now let’s assume we did Slowed Response and got the Achilles’ Heel proc to fire, that number goes up by 50% (2671.7 Damage, 273.5 DPS). This does not factor in the Buildup Proc nor Vengeance (if you’re playing solo), nor interface proc damage. That’s a nice chain…and I will often sub in the Slowed Response for Bullet Rain when it comes off cooldown during the attack chain. FWIW, the Buildup Proc will add on average 28.9% damage enhancement to all the Executioner’s Shots in the chain, the Bullet Rain, and one of the Pistols. Detriments… The alpha AoE stays the same (SR > SD > BR > HoB > BR), however when you get into your Empty Clips and Buller Rain cycle, the Empty Clips is only 56% the damage it used to be when proc’d out (but you gain a chance to knock down and use less endurance). Build #2: Time/DP/Power This build is very similar to Build #1a. It has the same ST attack chain, however we lose Soul Drain but gain Conserve Power. Also, we gain Power Buildup (which mostly mimics Power Boost for my purposes) at level 35, which makes for exemplaring down to level 30 all the better. The biggest trade-off with this build comes from losing the AoE alpha attack of SR > SD > BR > HoB > BR. That beefiness of Soul Drain for that combo is a big reason why I prefer playing the /Soul version, despite the fact all Endurance issues are gone with Conserve Power in the mix. We also gain a proc’d out Empty Clips again, which is nice when cycling Bullet Rain and Empty Clips together…but again, it’s just not the same. Beyond that, nothing much changes as you will still hit the Defense caps using the same Power Buildup + Farsight combos, however the Clarion + Power Buildup + Farsight is not as strong (this is because Power Boost can be enhanced by outside buffs, whereas Power Buildup ignores them). With all your defensive toggles on, you will come just short of the incarnate softcap (58.3% when you need 58.75%), but with Time’s Juncture you won’t notice it. The S/L resistance is still capped at 75%, while F/C remains at 29%. Everything else is 10.3% or less. Hasten and Chronoshift is still perma’d, and Conserve Power has a 63% uptime (assuming no FF procs). In the 53 seconds (or less) that Conserve Power is down, you should be able to manage not running out of endurance, which is why I changed the slotting of Chrono Shift to 5-piece Panacea instead of Synapse’s Shock. With all that, there’s not really much else to add. But just in case, I made some guesses as to what questions you may have for me, which I provide below. Do I use Piercing Rounds? Nope. It’s a mule for 10% recharge. It’s there for situational purposes only…mainly applying a 15% resistance debuff while on a team (of course this requires me to switch to Standard Ammo, then back to either Chemical or Incendiary). What Ammo do I use? Mostly Incendiary, but for harder content I go with Chemical Ammo. My Resistances and Defenses are good, so the next layer of survivability to add is damage debuffs, which I do with Chemical Ammo, Time’s Juncture, Paralytic Radial Interface and Void Radial. Combine that with all of the resistance debuffs (which effectively buffs damage debuffs, shout out to Frosticus for detailing that one) I can achieve the cap of 90% damage debuff on +4 single targets, and sometimes entire mobs (it fluctuates, honestly). What Incarnates do I use? Alpha I almost always go with Musculature Radial for the Damage, ToHit Debuff, Defense Debuff, and Endurance Modification. However if I’m on a team where endurance won’t be an issue, I will swap out for Intuition Radial as I still get the same Damage, ToHit Debuff, and Defense Debuffs, but I also gain Hold Buffs (Distortion Field), Range (Empty Clips), and Slow Movement (almost everything). My preference is obviously Intuition Radial, however Endurance issues will cause me to go with Musculature if solo’ing. Really, the range is what I mainly lose out on as Distortion Field isn’t much of a hold power and I usually already floor my enemy’s movement speeds. Judgement, I almost always go with Void Radial because I love the Damage Debuff and a PBAoE fits my Soul Drain/Hail of Bullets playstyle, and Negative Energy matches my */Soul Mastery theme. The only other option to consider is Ion, because it’s the easiest to use and you can hit up to 40 targets. Interface, I get almost all of them and switch them out for what I need. Paralytic Radial is used when I am going for Damage Debuffs to pair with my Chemical Ammo. Reactive Radial is used for max damage. Degenerative is also used. Lore, I go with Longbow. Debuffing Regeneration is my only hole (self-inflicted as I don’t take Time Crawl nor Time Stop), so I go with Longbow solely for that purpose. Destiny, I go with Clarion Radial. Come on, it gives me a second Power Boost and it gives me status protection for 90 out of 120 seconds. Things can get dicey in those final 30s, but Farsight helped keep me safe while mezzed, and Clarion works as a break free once it is back up. Hybrid, I go with Assault Core because I am AoE heavy and most of my attacks are relatively quick recharge. When I’m not trying to DPS, Support and Melee both can offer up options that fills holes or amplifies what I’m already doing. Can I solo an AV or GM? Eh…probably not. I haven’t honestly tried. I think I tried to take down a Rikti Pylon solo one time, and in my sloppy attempt at a rotation, I think I killed it in about 6 minutes. Nothing special, but nothing I was trying to optimize. It was more a survivability test.
  8. It does two nice things. You get Power Buildup at level 35, allowing for PBU+Farsight combo at exemplar level 30. Plus, you gain Conserve Power which allows for full Proc builds, as not slotting endurance can be draining, even with Chronoshift. I still take Stealth because it's good utility and a LotG mule, plus PBU+Grant Invis is more defense to the team than Maneuvers. However, it's less fun. The damage boost gained from Soul Drain is fun, and jumping into the middle of mobs is fun to use it. So although my build of Time/DP/Power is technically stronger on paper, /Soul is more enjoyable for me. Plus, Clarion+PB+Farsight is stronger than Clarion+PBU+Farsight.
  9. I'll PM you tonight. My soul build is slightly outdated. I'll want to triple check it before I show it off
  10. I have a few builds, I don't think I've shared any in awhile, except with my SG. I have Time/DP/Soul and Time/DP/Power builds. Which are you looking for? AoE damage, ST damage?
  11. OK, I think the formula is this DMG=0.4×0.2×[0.8×(Recharge)+1.8]×107.09/Areafactor So we get 107.09x.08x[0.8x10+1.8]/(1+.15x20) = 20.99 So it appears you might be onto something as your damage is exactly 1/10th. Even if the recharge was clamped to 1s, that would be 5.6 damage.
  12. I doubt its a bug, its a function of how double hit works and the fact Lightning Rod is a pseudopet. I'll need to find the formula, I posted it somewhere, but basically the double hit damage uses the 10 second activate period baked into Lightning Rod's pseudopet. Combine that with an AoE and the damage won't be strong. If you like, I can double check this, but I'll need you to tell me which DoubleHit you have (T4? T3?).
  13. I do. My builds are expensive
  14. It will do the same on either. Both are autos, and will average 1 proc every 20s if slotted with it. That being said, I personally use 5 set Panacea in DNA Siphon, along with a Theft of Essence proc in the 6th slot. It's more of an end game move, especially when you have a lot of global recharge and like playing on x8.
  15. As far as I know, it hasn't been addressed. I haven't tested it since, but my guess is it isn't a high enough priority. It's weird to have an attack take enhancements and yet that attack doesn't enhance. It's beyond a proc issue, it's just hard broke.
  16. My apologies, I did scan over it far too quickly. Thanks for clarifying it again.
  17. Is Divine Avalanche worth it? Meaning, are you doing it for the defense or is the damage better with that than GC>SD>GC>GD? GC does same damage, faster cast time, and you get 2 opportunities for procs.
  18. For Dark Regen, you might not. But I usually have enough global recharge to get a non-recharge slotted power have at minimum 150% global recharge (when Hasten is up). For Dark Regeneration, that brings its recharge down to 12 seconds. Since I typically have 95% chance to hit, and 56% chance to proc, that gives me an expected proc rate for Panacea of 0.95*0.56/(12+1.32) = 0.04 procs/sec. To compare that with slotting in Health, which averages 1 proc per 20 sec, that becomes 0.80 procs per 20 seconds... and that assumes only 1 target in your radius per activation. If you have more global recharge, great. Let's assume you have 180% global recharge (typical for perma-hasten), then you're looking at 10.7s recharge and your proc rate increasing to 20s * 0.95 * 0.56 / (10.714+1.32) = 0.88 procs per 20 seconds. Long story short...if you think you can hit more than 1 target everytime you use Dark Regen, and you use Dark Regen every time it's off cooldown (you might not), it could easily outperform Panacea in Health. Personally, on my Bio Character, I used a 5-piece Panacea (for the set bonuses) and a ToE proc in the 6th slot of my DNA siphon. I have enough recovery to not run out of endurance within 30 seconds, and with my DNA siphon recharging every 30 seconds, it becomes an easy refill of my blue bar.
  19. Sorry...but if you like, here's some slotting you might enjoy: 2 +2 Golgi, Panacea proc, ToE proc, ToN proc, Perfect Zinger proc (NE and Psi damage, plus a ton of heal/end) Or...you might not even need to slot health since you can spam DR and you have Panacea proc. So maybe try: +5 EndRux IO, Panacea, ToE, ToN, Perfect Zinger, (your pick Fury of Gladiator, Obliteration, Eradication, Armageddon, Scirroco Dervish). Each proc has 56% chance to trigger (72% if Armageddon), and you'll do good damge (maybe resistance debuff too), while heal and gain endurance. If's a fun tool if you are surrounded by enough enemies. Assuming we go simple and do 3 3.5 PPM damage procs, with Panacea and ToE as well. You're looking to do on average 120 damage per enemy hit (from procs, not including the damage from DR, which factors in Fury that I'm not gonna calculate haha). Gain 9.8% of max endurance from each enemy hit. And you heal yourself.
  20. Keep in mind, the numbers I quoted him are for Radiation Therapy, which has a 60s base cooldown. Dark Regen has a 30s base cooldown. So where as Radiation Therapy had some room for recharge before it hurt proc chances, Dark Regen doesn't have that luxury. Any added recharge in Dark Regen will hurt its Proc chances (for 3.5 PPM, at least)
  21. @InvaderStych I just finished editing. I hope that helped.
  22. First off, feel free to ask me anytime for proc clarification. I'm always happy to help. Those numbers you mention look right on paper, but I'll need to plug it in myself to verify. Give me a few minutes and I'll edit this post with findings. Edit Radiation Therapy: 60s base cooldown, 1.03s cast time, 20 foot radius. With 0 recharge, you have 90% chance to proc on each target hit (uncapped it would be 109.5%, but max is 90%). You are allowed up to 22.1676% recharge in the power to retain the 90% chance to proc. You mentioned a ToE Heal/Recharge (level 30 this is 21.75% recharge). So if you only use ToE, you can keep the 90%. You mentioned a ToN Heal/Recharge (level 50 this is 26.5% recharge). So if you only use ToN, you have an 86.981% chance to proc on each hit target. If you used both (48.25% recharge), you will have 74.4911% chance to proc on each hit target. All that being said, if you're looking to Frankenslot, I recommend the Golgi Exposure, which will give +33.3% Heal and +33.3% Endurance Reduction. If you have a few and can combine it into a +2 HO, it becomes 36.63%. Have two of the +2 HOs in Radiation Therapy will make its endurance cost reduced from 13 to 7.52 (72.93% reduction) and its heal will be increased by 72.93%
  23. No Hasten? Then it'll be up every 20s. If you can guarantee hitting more than 1 target every 20s, then do it. But if fighting an AV with no other enemies around you, its not a good idea. Keep in mind, DR costs 33 endurance. So you might want to invest in two level 50 HOs to increase its Health/EndRedux If you can afford to make them both +2, that'll be 73% improvement on each
  24. Nope, make it a proc bomb. If you want more reliability, you can also use Panacea. In health, on average, it procs once per 20s. You can probably do better than that with dark regem if you have enough global recharge. I did something like that with my Bio Scrapper, should work here too.
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