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Onlyasandwich

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Everything posted by Onlyasandwich

  1. Thanks! This is the part I wasn't sure of, and would explain the inferiority of ranged AOE here. Oddly, blaster glue arrow, which @Spaghetti Betty pointed out here, has the same 0s recharge on the damage component of its psuedopet, but is actually excellent for procs. Maybe it's not as good as it seems though, and warrants parser testing itself!
  2. I wonder if the key here is that the pace of battle allows the slow field to actually get multiple fires off. Usually patches are not the greatest for procs, as often the mobs are dead before they have the time to fulfill their proc potential through multiple pulses. In most powers, the immediate damage component is more proccable as its potential is realized up front in one go, but though it's still up front here for ranged aoe procs, the math works out poorly. I'm a little lost on what proc math I would actually expect from the stats in CoD for this part of the pseudopet: 100 activate period 0 recharge 20 ft radius 1.167 animation time Perhaps the 0 recharge is killing the formula here? If this part of the power were direct damage tied to the actual power recharge and not a psuedopet, it would proc amazingly well for ranged aoe. In any case, I'll probably just swap to slow procs only and save the ranged aoe slots for something else. Thanks for the insight @tricon! While it's sad that the ranged aoe procs don't do the work I thought they would, shifting to slow procs gave me the room to squeeze in some much appreciated extra end support in my build, and even rounded out some ED in Sleep Grenade itself. Controller (Arsenal Control - Trick Arrow).mbd
  3. The pertinent field is the 7th column (first entry 36666.50). This represents total damage.
  4. I didn't actually realize this! Interesting. Does this mean I can dance with Carnie bosses when they try to get all sneaky? Perhaps Ascendant Archons and their annoying shield. It looks like theirs is an invuln rather than a phase shift though. Maybe the game treats it the same. Both are flagged as "untouchable" in City of Data. Also get to show Diabolique who's boss!
  5. Great feedback working with @Carnifax's excellent tool! I wanted to point out something else related to Sleep Grenade that bears out with further testing. You may find that Targeted aoe procs have better results, as they are associated with the burst of ranged aoe damage, rather than the patch effect of the sleep, which is less optimal. It sounds like you have done some testing of your own here, but it may warrant further focused testing for comparison. An example report of my recent session on Sleep Grenade alone: "Burst" here at the bottom represents the total damage the actual aoe effect itself does, which is actually pretty respectable. I'm not sure if this counts containment damage or not - I don't see a separate entry for it. Assuming this does indeed encompass containment, each proc is contributing ~30% extra damage overall to base (only 15% if you take containment into account). I had expected more dramatic results here, but indeed procs don't seem amazing! However, it does show us that baseline damage slotting may be pretty worthwhile, with procs to supplement. The actual damage of the power itself is surprisingly good! My testing grounds were very different, and more aoe oriented. From your results, it looks like you employed much more single target into your rotation, which brings the proccy hold and its components to the forefront. My top contributors were instead: Acid Arrow (with procs) ~76,000 Flash Bang (with procs) ~70,600 Sleep Grenade (total procs and burst) - 67,199 Fire (oil slick burning) - 30,857 Tri-cannon - 28,357 My build isn't yet 50, so I can't effectively test my ST chain yet to compare. This was from roughly 24 minutes clearing a S/L farm at -1X8. Not intended to reproduce average play session, but more as an exercise to compare procs between powers. Here is my own build for reference, which actually shares a very similar approach in slotting philosophy, though a few different power choices. Controller (Arsenal Control - Trick Arrow).mbd
  6. It would be perfect if were in set with the performance shifter proc : D
  7. Thank you for taking the time to review! Normally I do keep my Winter ATO's to a 2 slot to stack slow res. The idea here in a three slot approach (as well as the 3 slot purple in Flashing) is to establish some F/C resist along with some extra end efficiency. I could change course and gain slow res+more procs, but I feel it's a worthy enough trade. To clarify, my actual End/sec is +2.21/sec positive. My toggles aren't taking 2/sec. Mids hasn't incorporated the halving of Targeting Drone's usage since the last page update. With perf shfiter and Panacea proc, this should put me at ~2.76/sec effective, though of course procs are unpredictable. I'm comfortable with that sustainability for a typical rotation. I don't include my travel power in usage here, as I don't keep it toggled in battle. Fully read on Smoke Flash! I'll drop it for sure. As you noted, the slots there weren't serving me very well anyhow. In my newest iteration I've taken Kuji-In Retsu and muled it as you suggested, and redistributed slots elsewhere. I do like Caltrops! I feel like the drop here would be Combat Teleport, but it's too core to the concept, and the slotting is efficient towards my goals as well. As for Assasin's Blade, I could for sure maximize its damage further with procs. However, the ATO proc lives best here in the rotation, and the set bonuses are too juicy to pass up. I also get the benefit of better local recharge here than if procced. It provides great value to the rotation just through vanilla enhancement! Good point on FFback! The real benefit would be to my aoe rotation, but it isn't actually a part of my aoe rotation. I think an achilles will be perfect here, as soaring dragon will be my typical stealth opener, followed up by Assassin's blade which will really appreciate the -res. Latest version: Stalker (Ninja Blade - Ninjitsu).mbd
  8. I've been on a stalker kick lately, and the discussion in another thread regarding /nin got me interested in giving it a spin! The only /nin I've built before was a Sentinel, which has a fairly similar spread, but of course very different slotting opportunities and a handy +end power. I'd love to share my build and invite any suggestions for improvement! Goals: Softcap to all positionals of course. High Slow res. Side dish of S/L resist and any other low hanging +res I can get my hands on. Max hit chance against +3's. Areas I'd love to improve in the current build without sacrificing these priorities: A bit more Slow res would be nice. I feel there's a way to move stuff around for more S/L that I may be missing. For once, full Gaussian's is actually pretty efficient here, as I make use of all the positionals gained. However, it always bums me out to slot a power only for set benefits. The actual enhancement values here get very little mileage. Do you see a way to gain 2.5% to all while making better use of enhancement values? Power questions: To you find Smoke Flash worth it? I've been enjoying Placate's use in minimizing runners lately, and hope that having another easy aoe placate to rotate in will help keep things in one place. Sting vs Gambler's vs Divine Avalanche. Gambler's seems to be best DPA for a non-proc worthy power, and therefore a great place for the Mark ATO set. Do you choose differently, and if so why? Parries are nice, but Divine recharges too fast to be worth proccing, so relying on it would be a pretty big hit to my DPS rotation. I don't think having more than one of these is all that useful based on how quickly my other heavy hitters will be up. Caltrops - do you think it's silly to skip? I like the power myself, but it just doesn't fit into my package here. Kuji-In Retsu (the T9) seems to have a pretty decent use case on /Nin, giving you some hefty DDR in situations where you might otherwise be overwhelmed. Do you enjoy it? I was considering taking it, using the mule to save a slot, and dropping Super Jump (free slot would go to keep the slow resist IO elsewhere). Thematic considerations: The epic integrates well into my goals, but is also thematically where I want to be. Combat Teleport is a commitment - especially for a Ninja : ) Part of me wants to trade the Ninja blade for a Broad Sword. Slotting would be almost 1:1 - what set do you think comes out on top? Note that I do have the FFback proc in Soaring dragon toggled on here when reviewing totals. Also - Mids doesn't have accurate data on Targeting Drone end consumption. It is half what is listed, which brings my end/sec closer to 2. I figure with the Perf Shifter procs and Panacea proccing, this should be decently sustainable. The only other question remaining - do you think this would be better as a Scrapper? I've been avoiding Scrappers without a Taunt aura, as the runners are just so very obnoxious. I find this less of a problem on Stalkers due to placate. However, Bo Ryaku and the +end tool both offer a lot of build flexibility - it's tempting. Build: Stalker (Ninja Blade - Ninjitsu).mbd Text: Chunk:
  9. To be fair, Aid self is nowhere near as good as Kuji-In Sha. Long activation time, interruptible without enhancement for it, lower heal, no resist component, 1 power tax in the pool to get there - pretty big difference! Of course going for Tough/Weave is quite taxing as well, though SR typically benefits from grabbing at least tough already. For the sake of argument, let's call this relatively even, though I think the /nin heal is powerful enough that it's a firm advantage to /nin. From there we have in SR's column: +Recharge Far superior DDR. Scaling res. Really great of course! However, value is slightly diminished on Stalkers due to lower HP. Edit - knockback protection! How did I miss this? Without Bo Ryaku, /nin lacks any native KB protection. This is an annoying tax for sure that I didn't realize until just now. Usually essentials like this that are missed due to power re-arrangement on Stalkers get incorporated into other powers, but not here. Boo. Compared to nin's: Caltrops (useful, good set mule if needed, requires minimal slotting, but not an auto-grab for all playstyles) Psi resist. Other resists will typically be lower, but you're probably going to be 40+ percent ahead here most of the time. Notably missing from SR/s scaling resists! Smoke Flash. How good is this? I'm not quite sure. I'm actually building a nin/ right now with the intention of using it. My hope is that it will, alongside placate, make runners a thing of the past. Would be nice if it had the -res as the Blaster epic version does, given that the animation isn't exactly snappy. Blinding Powder. A powerful set mule, and pretty strong grab bag of debuffs. My main complaint is the range. I get it thematically, but another 10 -20 meters would be a game changer. Lower end consumption and more efficient power focus, because you have 2 toggles for your positionals instead of 3. It's hard to objectively value all of these utility powers, but it's a pretty nice bag of tricks! Ultimately SR is a clean machine, and Nin gives you more to play with, not only in terms of power tricks, but also interesting slotting opportunities. Overall it's a pretty fair trade.
  10. Nice, @Nemu! Lightning Clap is doing a lot of work here. It's like a controller on wheels with mez protection, armor, and shorter cooldowns. Something for everyone. You even manage to keep some decently slotted attacks while doing so. Looks fun! You quite literally have your fears disorienting as well. Hilarious.
  11. The scrapper auras that taunt are all the ones that scale based on nearby enemies. Their effectiveness would be strongly hampered without the taunt. That being said, it's a pretty big advantage, such that I actively avoid building scrappers without taunt auras. The runners are super obnoxious.
  12. Sorry, wasn't trying to project that intent! I only mention the proc strategy as it is a common motivation for grabbing an epic hold. The use case for mesmerize isn't so much to keep something asleep. Some bosses run toggles (cot bosses with dispersion bubble for example). The sleep will auto hit and detoggle them on one shot (3.5 mag cuts through boss protection). Once detoggled, they don't generally retoggle any time soon.
  13. I took your suggestion on tough @Zect - thanks! I'll live with the KD proc in Death Shroud for a bit and see how useful I find it. I may end up doing the split you mentioned to pump slow resist further. Re-apportioning my sets after adjusting tough netted me a little more end efficiency, defense, F/C/E resists, and some hp. Each element pretty small, but I think worth losing 1 point of KB protection. I'm even pretty end sustainable pre-Alpha! Not too shabby - thank you Harmonic Mind. For anyone interested, here's the further optimized build. Tanker - Dark Armor - Kinetic Melee.mbd Does anyone have opinions on Concentrated Strike? I don't see many KM builds out there, so not sure how much stock folks put in it compared to focusing on maximizing DPA for the faster attacks as I have done here.
  14. Good catch on the slow res! This is worth considering, and would bring me to 80%. 65% is decent, but 80+ is what I shoot for most of the time. Alternatively, I could keep my slow res as is and use that other slot for the damage proc in invoke panic. The tradeoff is a bit of endredux and the passive utility of the KD proc. It's not a bad little bonus bit of mitigation in a damage aura. Unfortunately Nightmare, while a nice bonus, would sacrifice necessary accuracy and a large amount of endredux. I truly don't understand why Cloak of Fear has such low base acc and high end consumption. You're right that there's a moderate tension between global acc and procs here. More global acc would give me more flexible slotting for my fears, and reduce reliance on power siphon uptime. However, KM attacks need every ounce of help they can get. One of their small strengths is the high availability of FFback as well, which reserves another slot, not to mention the obnoxious knockdown tax in Repulsing. I like the Tough strat as well! I'll have to revisit the KD thresholds chart that lives out there somewhere. I think maybe there was a break point at 12 pts, though I could be wrong. 8 is enough for most content, but of course tanks attract more attention.
  15. I truly wish these types of powers had a "see me!" option in power customization.
  16. Because neither will be incorporated into my attack chain and would mostly be purple mules. Not going for proccy hold here. Given that, the choice between a mag 3 hold with no stacking opportunities and mag 3.5 sleep is not very meaningful. At least a one shot boss sleep has some minor use cases in detoggling certain effects quickly.
  17. Yep! I wasn't paying attention. Feedback on actual OP's build: It looks like you may be going for a ranged only approach. While this is not ideal, it's workable if the theme is very important. If theme is not important, /Fiery has better possibilities for ranged only. If you keep it as is, give Burst some love. It's a good attack, and can be maxed out decently enough with only a couple more slots. Honestly though, give melee a chance! The melee attacks are far more powerful. I see you chose Arcane Bolt for ST here. While it's a good power, Leaning into a properly slotted burst would both save a power choice and be more slot efficient. I question how much utility you will get out of Spirit Ward as well. The main reason to invest this much in Sorcery is to pick up Rune, which you have not done. You should pick up some aoe! Buckshot doesn't do huge damage, but is decent DPA and can take FFback. The KD tax is a bit annoying. At least grab this, and possibly an epic aoe. Trip Mine is usable, but not my personal favorite. I see that you have procced Sleep Grenade, which is nice, but by no means a substitute for staple attacks. As @Nemu mentioned, going all out on ranged defense isn't really necessary with so many powerful controls at hand. You are sacrificing end sustainability and a significant amount of damage in pursuit of this. Even with Spirit Ward and Sprint off. you have .94 end/sec positive. Domination injections will be nowhere near enough to keep you above water. Ideally you want to shoot for 2+ end/sec, though 1.5 could be workable with perma-dom injections if you pace yourself. Liquid Nitrogen doesn't proc well - these slots are not giving you a great return. I encourage you to drop the ranged defense focus entirely, and shift your slotting more towards efficient attacks, proc opportunities, and keeping to an epic resist of your preference. I would drop the fighting pool as well. Ranged softcap is otherwise achievable in a more end sustainable package. If you are committed to it, I think Psi epic is a good choice as you have here, but I would rework your strategy to exclude fighting and incorporate a better attack chain. Here is a start for where I would go if 100% committed to ranged only powers, ranged softcap, and staying with Arsenal Assault. Dominator (Arsenal Control - Arsenal Assault) ranged version.mbd It could still use some iteration, as end is not quite where I would want it. Noteworthy differences: FFback incorporated into your aoes, an actual aoe attack chain. I have FFback toggled on atm - bear in mind when reviewing numbers. Permadom does not rely on FFback. Excellent slow resists - key for keeping perma dom up in tricky scenarios. 1.85 end/sec positive - should be pretty workable. Higher damage single target chain. Note that I have decimation buildup proc in burst (not toggled on). You'll be leaning on burst a lot for ST damage, so will benefit from a minimum clamped 10% chance of this to fire, turning a typically not proc worthy power into a decent contender for this particular proc. Resists are not far off your build, and don't rely on tough. You still have rune of protection as a great steroid when needed, and even a good tool to get you out of mez if you get caught with your dom pants down. Here's my own arse/arse for comparison, which cares not a whit for defense, and doubles down on procs and more damage wherever possible. Dominator (Arsenal Control - Arsenal Assault) mk2.mbd I plan on redoing this without trip mine, but it's a good point of comparison for how much value the melee attacks bring.
  18. I definitely agree on the defense focus! All of my doms these days eschew defense almost entirely. Gotta have confidence in those controls! I think the attacks are fine though. Burst is actually a pretty decent little guy. Between this, Elbow Strike, Sniper, and Ignite, ST is looking good. Update - closer look - why is elbow strike one slotted? This is a waste. Take it and give it love or skip it entirely. Same for Ignite. You've taken good attacks, but only slotted a few enough to be worth using. Flash bang is your staple control, and not only needs to be taken much earlier, but also wants to be fully slotted. This is also a significant aoe damage tool if procced. Aoe is workable as well. Buckshot is efficient and on a quick cooldown. Most likely this will be the staple. I still have Trip Mine on my Arse/Arse, but am considering dropping it. It just doesn't feel good, despite being fairly average for a dom pbaoe. For me the downside comes from its psuedopet nature limiting proccability and keeping it from inheriting global accuracy benefits. That being said, epic aoes are a big upgrade for almost any dom. The primary limiting factor on my own arse/arse was theme. I wish we had a shooty epic set that didn't involve mace blasts.
  19. A while back I spun up a "fear tank" approach to DA, and have had a hankering to revisit. Traditionally, we choose one of Oppressive Gloom or Cloak of Fear on DA, and OG wins out almost every time due to superior efficiency and general stun stacking opportunities. On this guy, I'm embracing the fear! It may not be 100% optimal, but it's pretty effective and a fun approach. Most of my questions have to do with Kinetic Melee. I've skipped Concentrated Strike in my current build - do you think this is a mistake? My rationale is: I have a comparable DPA rotation without it, and can save the power pick. Long activation time can result in overkill on teams. I'm not stun stacking, so the secondary effect is less useful. Quicker attacks have an advantage in KM, as they will reach 5 stacks on Power Siphon more readily. The weak link here focused burst. I just wish it were a little bit better. Decent enough DPA procced as is, and contributes FFback to my ST chain though. If you have other input on the build, I'd value your feedback! My goals are: Fear stacking fun with max hit chance against 3's. Shoring up Energy Resist as much as possible without gutting other capabilities. A side dish of melee defense to get within softcap on a small purple. High slow resist. Maximizing FFback opportunities, optimizing attacks through frankenslotting and procs where practical. Feed the end best that is DA! Mesmerize is mostly a mule here, though the one-shot detoggle can be nice for certain bosses and AVs. I'm preferring to keep my attacks in set for theme, avoiding epic attacks. Where I'd like to improve if possible without sacrificing the above: Squeeze a slot for a damage proc in invoke panic. A bit more global acc would be nice. Right now I'm relying on the small tohit from Power Siphon for max chance on certain powers, and uptime, while good with all the ffback firing, isn't 100%. A little more slow resist. Any opportunities to improve uncapped resists. Build below. Note that I have procs toggled off for all my FFback powers. Power Siphon is on but with zero stacks. Man does KM feel bad without stacks up! I do wish it were practical to perma. Tanker - Dark Armor - Kinetic Melee.mbd Text: Chunk:
  20. I don't think it's a worthy trade in this build. The extra NE resist and endredux are both desirable, and of course the melee defense for larger sets is nice. The benefit of stacking a few more tiny hp boosts is pretty marginal. I agree that harmonized mind would be a waste. You may even find yourself fairly okay on end consumption as is even without 2+/sec recovery, as your attacks will be so much cheaper due to Energize.
  21. All of these primaries are great, and I don't think there's really anything to call out in combination with staff specifically. Some are stronger than others sure, but I say go DA if it is speaking to you! Just know that you'll want to sacrifice a few slots (ideally 3 unless you are going flight pool with Evasive maneuvers) for Knockback protection. If you have evasive and can afford to run it, 1-2 KB protection IOs are fine due to the KB resistance provided. Rad, Bio, and Invuln are probably the best from a min/max "really awesome armor sets" perspective. SR can run really lean on slots, which frees you up to focus more on your attacks. Very simple to build. ELA, WP, and DA are all excellent as well though. Cardiac Core is indeed a strong choice on DA. It's one of the few armors where I'd pick this over a damage option, as you really benefit from doubling down on resists, and the end redux is a life saver.
  22. Really well done on the build, Strider! It's honestly very tight as is. I did make some minor adjustments for no loss (mostly moving the Psi resist Impervium from tough to a 5th Might ATO in Lightning Field - free 6% Toxic for no downside), but did a few other small changes that I feel are worth it. To the point above though - I think you're on target, though both Crushing Blow and Defensive Sweep have their merits. 100% defensive sweep would be useful in some scenarios, but: You have pretty good aoe chaining with whirling and arc, given that both have FFback support. These are also super efficient aoes while in momentum - much more so than defensive. Without Crushing Blow, your ST would be pretty annoying. Just follow through + Rend would be really awkward, and you'd be blowing end and animation time on aoes on hard targets. A few other things I changed: Dropped Assault in favor of Power Surge. You gain a slot through muling Gladiator Unique, which I shifted to some end support. Assault is pretty paltry return here, and you're already tight on end, so running it all the time is not ideal. You can always lean on Power Sink, but it has a large animation time, and is best reserved for emergencies rather than set as a required element to maintain your rotation. Honestly I'm not sure how Power Sink works with the Power Transfer Proc. If it heals based on enemies hit, that's pretty brilliant! Power Surge gives you something to fall back on if overwhelmed with toxic damage, really needing to cap NE in a fight, or in certain content where being immune to resist debuffs for a while is handy. Mostly there for the mule, but surprisingly handy at times. Swapped some slotting in Dark Oblit. The Immob proc isn't super useful on a tanker, who already has mobs glued to them. In fact, immobilizing distant foes could be annoying, as they will fail to clump around you. The Rag proc will have almost twice the chance to go off than Overwhelming force, as OF is a set 20% no matter the proc math. It is a nice bit of extra mitigation! Dropped a recharge for buildup proc in build momentum. With your global recharge +ffback, that extra recharge IO is only going to save you 2-4 seconds on average. Much nicer to have the extra damage on demand. I like the idea of decimation buildup in Gloom, but swapped it for another damage proc. The issue is that the decimation proc only has a little over a 5 second window, and by virtue of using Gloom, you'll already be forced to draw your weapon, and may not be in momentum window, so it will be very hard to take advantage of procs. One thing you might consider is dropping epic attacks entirely. Gloom/oblit will almost always come out on top in ultimate DPA, but you could: Have a simpler time managing momentum without rotating epics in. Work in Defensive Sweep for some extra lotg fun, the parry benefits, and even proc it out to work into aoe. Grab a travel power. This would let you mule the winter set IO for slow resist, which would mean you don't need the winter set in defensive to keep capped slow resist. This would let you more freely frankenslot and proc out Defensive Sweep as above. Epics always have thematic considerations too of course. Soul Mastery is a really strong choice here! Just something to consider. Here is an example approach for an epicless iteration. Even with no DDR, 51% melee defense is pretty nice! This also allows some slotting freedom to juice NE a bit more too as you see. Tanker Elec-TW no epics.mbd Other than that, it's a really nice balance of damage and survivability! You could push the pedal in either direction, but you've hit a good spot between them. Usually I like the Might ATO proc in a medium recharge ST attack with good proc potential so I can triple stack it. However, I think LF is the right play as you have done here. Crushing Blow isn't the best for proccing, follow through a bit too conditional, and rend a bit too long on recharge. You'll get a brainless 1-2 stacks and be happy. Note in my update I have toggled build momentum off, and did include the recommended Alpha (musculature Radial). Tanker Elec-TW.mbd Text: Chunk:
  23. The dummies are immobilized by default perhaps? I know this is often the case with destroyable mission objects.
  24. Hi JJ! This was not meant as an attack on you, but an explanation of the mechanic for these two specific powers. It may seem unintuitive, but due to the special mechanics behind Shield Charge and Lightning Rod, indeed they do not remove you from Hide. You can test this by: Removing the hide ATO proc. Using Shield Charge or Lightning Rod. Note when doing so that they do not crit, as they are not capable of it. Follow up with a different power - it will crit, as you are still hidden. You do have to follow up with your next attack pretty quickly, as otherwise the reprisal from the mobs will remove your hidden status. However, Shield Charge and Lightning Rod themselves will not.
  25. You are correct! Essentially neither of these powers interact with hide at all. They gain no crit benefit, and they do not disrupt it. Technically, what @JJDrakken mentioned is true - they would still pop the hide proc. However, you are already still hidden anyhow, so there is no benefit from the proc. Generally you would want to open with one or the other of LR or SC, then follow up with actual crittable aoes immediately. Even without the ATO proc they will crit, as you are still hidden. This is because the Psuedopet is doing the initial damage rather than you.
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