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Onlyasandwich

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Posts posted by Onlyasandwich

  1. Hi folks!

     

    Whenever I'm looking for new alt inspiration, Sentinel is a great go-to with its weird and interesting interpretations of classic sets.

     

    Refractor Beam and Obscure Sustenance are just the ticket! Enough unique flavor to inspire a build, despite having visited these powersets on other ATs many times.

     

    The concept here is to leverage moderate stun stacking with:

    • Oppressive Gloom
    • Overcharge
    • Lancer Shot
    • Proc in Lightning Field

     

    Alongside Knockdown in:

    • Chain Fences proc
    • Lightning Field proc

     

    -to supplement the strong baseline resists, and enable a build that doesn't really worry about softcaps. KD helps blunt the immediate blow so stuns can have a moment to hit.

     

    I do have Unleash potential as a fun steroid with good uptime in this high recharge build. My hope is that this is enough to smooth over any sticky situations I encounter that the soft controls and resists start to flounder in. With all my tools online at once, HP/sec is surprisingly strong! Approaching a mini-regen, even.

     

    A few questions:

    • Obscure Sustenance has a tiered bonus structure. With my pretty high end consumption overall, do you think this is enough to sustain if I'm spamming it? I have Unleash for part-time backup on end as well. Note that OS is toggled off - obviously +1.18 isn't enough ; )
    • Has anyone used Performance shifter proc in Lightning Field? I'm wondering if it may be a worthwhile pop-in, but am not sure how it would proc in this kind of power.
    • How is Refractor Beam with procs? I see others noting that it performs well, but my experience with other "chain" type powers (blaster scramble minds, Chain Induction, etc) is that the initial target has a good chance, but sub-targets are pretty bad. Even if just the primary, not so bad here though - works pretty well as a ST power procced out, with better target # potential than most Sentinel aoes.

     

    The idea here is to basically live in melee range, allowing OG and LF to do their thing as I stack chain fences to keep things in place. All the while, a moderate amount of things are flopping down, and the stuns are stacking up here and there as well. Overcharge has better uptime on Sents, so I can count on it as a primary control in addition to a damage power. I like that chain fences in EM has a much greater aoe radius than the Mu version, so I can one-shot root the spawn in place.

     

    This is also why I avoided any cones - I want stuff I can just pop off in melee range, though can always joust when necessary. I've never much enjoyed Cutting Beam or Piercing Beam on my other Beams - if you have an argument in favor, I'd love to hear your thoughts!

     

    Probably the easiest drop/slot siphon would be Soul Transfer. It is a fun power to have around, but could move for the right target if you have a great suggestion.

     

    I'm not terribly certain if the ATOs are actually serving me well here. I might be better off dropping these sets entirely and re-optimizing Disintegrate and Charged Shot for something else. I don't think bopping them over to Thunderstrikes for ranged def is worth it though - the recharge trade-off doesn't seem worth it.

     

    Build:

    Sentinel (Beam Rifle - Dark Armor).mbd

     

    Text:

    Spoiler

    Selected Powers

    Level 1: Charged Shot

    • Slot Level 1: Superior Sentinel's Ward: Accuracy/Damage
    • Slot Level 40: Superior Sentinel's Ward: Damage/RechargeTime
    • Slot Level 40: Superior Sentinel's Ward: Accuracy/Damage/RechargeTime
    • Slot Level 40: Superior Sentinel's Ward: Accuracy/Damage/Endurance
    • Slot Level 42: Superior Sentinel's Ward: Accuracy/Damage/Endurance/RechargeTime
    • Slot Level 42: Superior Sentinel's Ward: RechargeTime/Chance for +Absorb

    Level 1: Dark Embrace

    • Slot Level 1: Unbreakable Guard: Resistance
    • Slot Level 37: Unbreakable Guard: Resistance/Endurance
    • Slot Level 39: Unbreakable Guard: +Max HP
    • Slot Level 39: Unbreakable Guard: RechargeTime/Resistance
    • Slot Level 39: Gladiator's Armor: TP Protection +3% Def (All)
    • Slot Level 48: Steadfast Protection: Resistance/+Def 3%

    Level 2: Tenebrous Regeneration

    • Slot Level 2: Panacea: Heal
    • Slot Level 3: Panacea: Endurance/Recharge
    • Slot Level 3: Panacea: Heal/Recharge
    • Slot Level 34: Panacea: Heal/Endurance/Recharge
    • Slot Level 37: Panacea: +Hit Points/Endurance

    Level 4: Murky Cloud

    • Slot Level 4: Titanium Coating: Resistance/Endurance
    • Slot Level 5: Titanium Coating: Resistance
    • Slot Level 5: Titanium Coating: Resistance/Endurance/Recharge
    • Slot Level 34: Titanium Coating: Endurance

    Level 6: Disintegrate

    • Slot Level 6: Superior Opportunity Strikes: Accuracy/Damage
    • Slot Level 7: Superior Opportunity Strikes: Damage/RechargeTime
    • Slot Level 7: Superior Opportunity Strikes: Accuracy/Damage/RechargeTime
    • Slot Level 9: Superior Opportunity Strikes: Accuracy/Damage/Endurance
    • Slot Level 9: Superior Opportunity Strikes: Accuracy/Damage/Endurance/RechargeTime
    • Slot Level 34: Superior Opportunity Strikes: RechargeTime/Chance for Opportunity

    Level 8: Aim

    • Slot Level 8: Gaussian's Synchronized Fire-Control: Chance for Build Up

    Level 10: Obsidian Shield

    • Slot Level 10: Aegis: Resistance/Endurance
    • Slot Level 11: Aegis: Resistance/Recharge
    • Slot Level 11: Aegis: Resistance
    • Slot Level 33: Aegis: Psionic/Status Resistance

    Level 12: Lancer Shot

    • Slot Level 12: Superior Winter's Bite: Accuracy/Damage
    • Slot Level 13: Superior Winter's Bite: Accuracy/Damage/Endurance
    • Slot Level 13: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
    • Slot Level 31: Gladiator's Javelin: Chance of Damage(Toxic)
    • Slot Level 33: Apocalypse: Chance of Damage(Negative)
    • Slot Level 33: Decimation: Chance of Build Up

    Level 14: Combat Jumping

    • Slot Level 14: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • Slot Level 15: Kismet: Accuracy +6%

    Level 16: Obscure Sustenance

    • Slot Level 16: Preventive Medicine: Heal
    • Slot Level 17: Preventive Medicine: Heal/Endurance
    • Slot Level 17: Preventive Medicine: Endurance/RechargeTime
    • Slot Level 25: Preventive Medicine: Heal/RechargeTime
    • Slot Level 25: Preventive Medicine: Heal/RechargeTime/Endurance
    • Slot Level 43: Preventive Medicine: Chance for +Absorb

    Level 18: Refractor Beam

    • Slot Level 18: Superior Frozen Blast: Accuracy/Damage
    • Slot Level 19: Superior Frozen Blast: Damage/Endurance
    • Slot Level 19: Positron's Blast: Chance of Damage(Energy)
    • Slot Level 21: Bombardment: Chance for Fire Damage
    • Slot Level 21: Shield Breaker: Chance for Lethal Damage
    • Slot Level 23: Touch of Lady Grey: Chance for Negative Damage

    Level 20: Cloak of Darkness

    • Slot Level 20: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 22: Hasten

    • Slot Level 22: Invention: Recharge Reduction
    • Slot Level 23: Invention: Recharge Reduction

    Level 24: Mighty Leap

    • Slot Level 24: Winter's Gift: Slow Resistance (20%)

    Level 26: Overcharge

    • Slot Level 26: Superior Frozen Blast: Accuracy/Damage/Recharge
    • Slot Level 27: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
    • Slot Level 27: Superior Frozen Blast: Recharge/Chance for Immobilize
    • Slot Level 29: Javelin Volley: Damage/Endurance/Recharge
    • Slot Level 29: Javelin Volley: Chance of Damage(Lethal)
    • Slot Level 31: Touch of Lady Grey: Chance for Negative Damage

    Level 28: Oppressive Gloom

    • Slot Level 28: Rope A Dope: Accuracy/Stun

    Level 30: Weaken Resolve

    • Slot Level 30: Achilles' Heel: Chance for Res Debuff

    Level 32: Unleash Potential

    • Slot Level 32: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • Slot Level 46: Luck of the Gambler: Defense/Recharge
    • Slot Level 46: Shield Wall: Defense/Recharge
    • Slot Level 48: Shield Wall: +Res (Teleportation), +5% Res (All)
    • Slot Level 50: Reactive Defenses: Defense/RechargeTime
    • Slot Level 50: Reactive Defenses: Scaling Resist Damage

    Level 35: Chain Fences

    • Slot Level 35: Ragnarok: Damage
    • Slot Level 36: Ragnarok: Damage/Recharge/Accuracy
    • Slot Level 36: Ragnarok: Recharge/Accuracy
    • Slot Level 36: Ragnarok: Damage/Endurance
    • Slot Level 37: Ragnarok: Chance for Knockdown

    Level 38: Maneuvers

    • Slot Level 38: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 41: Tactics

    • Slot Level 41: Adjusted Targeting: To Hit Buff/Endurance

    Level 44: Lightning Field

    • Slot Level 44: Superior Avalanche: Recharge/Chance for Knockdown
    • Slot Level 15: Superior Avalanche: Damage/Endurance
    • Slot Level 31: Superior Avalanche: Accuracy/Damage/Endurance
    • Slot Level 45: Armageddon: Damage/Endurance
    • Slot Level 50: Energy Manipulator: Chance to Stun

    Level 47: Soul Transfer

    • Slot Level 47: Armageddon: Damage/Recharge
    • Slot Level 48: Armageddon: Damage/Recharge/Accuracy
    • Slot Level 45: Armageddon: Recharge/Accuracy
    • Slot Level 45: Armageddon: Damage
    • Slot Level 46: Armageddon: Chance for Fire Damage

    Level 49: Vengeance

    • Slot Level 49: Luck of the Gambler: Defense/Increased Global Recharge Speed

     

    Inherent Powers

    Health:

    • Slot Level 1: Numina's Convalesence: +Regeneration/+Recovery
    • Slot Level 42: Miracle: +Recovery

    Stamina:

    • Slot Level 1: Performance Shifter: Chance for +End
    • Slot Level 43: Performance Shifter: EndMod
    • Slot Level 43: Invention: Endurance Modification

     

    Incarnate Abilities

    Musculature Radial Paragon (Alpha)

     

    Chunk:

    Spoiler

    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

     

  2. 22 hours ago, schrodingercat said:

    i swear to god this is what people think!

    What fun is it if you don't have at least one foolish person on the team to test your limits? 😀

  3. 10 hours ago, tricon said:

    Wish the would removed some of the hard crashed from the game like from Surge of Power and add animation for the weapons to it, the power itself looks cool. 

    One suggestion, if you don"t slot Liquid Nitrogen and just use Glue Arrow for the slow, then why not get rid of it and switch Super Jump to Super Speed and then add Burnout for it,

     

    I don't mind the crash too much in this combo! Crashes are more readily handled on sets that can stage a lot of persistent effects while the power is up. If I crash while everything is debuffed to the end of the world, I can bounce back pretty easily. I didn't realize the weapons won't animate - I guess they just sort of splort out of the gremlin I turn into? Surge is partially a mule here, but has decent enough utility in a dire situation, even with no extra slots.

     

    I keep both LN and Glue in order to have additional effects to throw down at a moment's notice, and rely less on any one power being available constantly. Also it's just fun to vomit out so many patches. Part of my character's theme is having an absurd variety of munitions. : )

     

    LN doesn't really need any enhancement beyond the one slot here. It has max hit chance, and the recharge is good enough considering all the other powerful effects I have to throw out, along with modest global recharge helping. Even throwing a +5 recharge IO in there only shaves off a few seconds.

  4. 4 hours ago, Hjarki said:

    On City of Data, all I'm seeing is a standard pseudopet-generating power. There doesn't appear to be any single target component.

     

    I can confirm that in game it behaves as @Spaghetti Betty says.

     

    The primary target gets a full load of procs to the face upon contact at 90% (no recharge slotted), while the patch pops any relevant procs on the 10 second pulse. 

     

    Certainly not what you would expect from CoD, but there you have it!

     

    Even so, Sleep Grenade's behavior seems to match what you project. All of this has been very useful in repositioning my own build.

     

    I feel like this might be the final landing point for my next respec:

    Controller (Arsenal Control - Trick Arrow).mbd

     

    All of this makes me sort of wish they'd kept it in its original form during feedback. At first I think there was no patch/pseudopet involved - just a procable aoe that slept mobs on a relatively short cooldown. Still, carving a niche for a power almost purely on its procability is sort of silly, so this is for the best.

    • Moose 1
  5. 6 hours ago, Hjarki said:

    is 0s

    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! 

  6. 6 hours ago, tricon said:

    The slow procs fire more then the dmg procs, the pseudopet does no dmg, so dmg procs don't work there.

    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

     

     

  7. 1 hour ago, Snarky said:

    others also phase shifted can attack you.

    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!

  8. 14 hours ago, tricon said:

    Sleep Grenade was proc heavy, which was not so ideal because it does not have such a high proc chance

     

    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:

     

    image.thumb.png.00f4e8c1658d5f99eebf00c42dc19df2.png

     

    "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

  9. 1 hour ago, StrikerFox said:

    Your build looks good!

     

    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

     

  10. 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:

    Spoiler

    Selected Powers

    Level 1: Gambler's Cut

    • Slot Level 1: Superior Assassin's Mark: Accuracy/Damage
    • Slot Level 40: Superior Assassin's Mark: Damage/RechargeTime
    • Slot Level 40: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
    • Slot Level 40: Superior Assassin's Mark: Damage/Endurance/RechargeTime
    • Slot Level 42: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
    • Slot Level 42: Superior Assassin's Mark: RechargeTime/Rchg Build Up

    Level 1: Ninja Reflexes

    • Slot Level 1: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • Slot Level 15: Reactive Defenses: Defense
    • Slot Level 19: Reactive Defenses: Defense/Endurance
    • Slot Level 37: Reactive Defenses: Scaling Resist Damage
    • Slot Level 39: Kismet: Accuracy +6%

    Level 2: Flashing Steel

    • Slot Level 2: Armageddon: Damage
    • Slot Level 3: Armageddon: Damage/Endurance
    • Slot Level 3: Armageddon: Chance for Fire Damage
    • Slot Level 15: Eradication: Chance for Energy Damage
    • Slot Level 17: Obliteration: Chance for Smashing Damage
    • Slot Level 17: Touch of Lady Grey: Chance for Negative Damage

    Level 4: Danger Sense

    • Slot Level 4: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • Slot Level 5: Shield Wall: Defense/Endurance
    • Slot Level 5: Shield Wall: Defense
    • Slot Level 11: Shield Wall: +Res (Teleportation), +5% Res (All)

    Level 6: Assassin's Blade

    • Slot Level 6: Superior Stalker's Guile: Accuracy/Damage
    • Slot Level 7: Superior Stalker's Guile: Damage/Recharge
    • Slot Level 7: Superior Stalker's Guile: Accuracy/Damage/Recharge
    • Slot Level 9: Superior Stalker's Guile: Damage/Endurance/Recharge
    • Slot Level 9: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
    • Slot Level 11: Superior Stalker's Guile: Recharge/Chance to Hide

    Level 8: Build Up

    • Slot Level 8: Gaussian's Synchronized Fire-Control: Chance for Build Up
    • Slot Level 45: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
    • Slot Level 45: Gaussian's Synchronized Fire-Control: To Hit Buff
    • Slot Level 45: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
    • Slot Level 46: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
    • Slot Level 46: Gaussian's Synchronized Fire-Control: Recharge/Endurance

    Level 10: Combat Jumping

    • Slot Level 10: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 12: Hide

    • Slot Level 12: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 14: Placate

    • Slot Level 14: Invention: Recharge Reduction

    Level 16: Combat Teleport

    • Slot Level 16: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
    • Slot Level 39: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
    • Slot Level 48: Blessing of the Zephyr: Knockback Reduction (4 points)

    Level 18: Kuji-In Rin

    • Slot Level 18: Unbreakable Guard: Resistance
    • Slot Level 42: Unbreakable Guard: Resistance/Endurance
    • Slot Level 43: Unbreakable Guard: RechargeTime/Resistance
    • Slot Level 43: Unbreakable Guard: +Max HP
    • Slot Level 43: Steadfast Protection: Resistance/+Def 3%

    Level 20: Hasten

    • Slot Level 20: Invention: Recharge Reduction
    • Slot Level 19: Invention: Recharge Reduction

    Level 22: Kuji-In Sha

    • Slot Level 22: Preventive Medicine: Heal
    • Slot Level 21: Preventive Medicine: Heal/Endurance
    • Slot Level 21: Preventive Medicine: Endurance/RechargeTime
    • Slot Level 36: Preventive Medicine: Heal/RechargeTime
    • Slot Level 37: Preventive Medicine: Heal/RechargeTime/Endurance
    • Slot Level 37: Preventive Medicine: Chance for +Absorb

    Level 24: Soaring Dragon

    • Slot Level 24: Superior Blistering Cold: Accuracy/Damage
    • Slot Level 23: Superior Blistering Cold: Damage/Endurance
    • Slot Level 23: Superior Blistering Cold: Accuracy/Damage/Endurance
    • Slot Level 34: Touch of Death: Chance of Damage(Negative)
    • Slot Level 34: Hecatomb: Chance of Damage(Negative)
    • Slot Level 34: Force Feedback: Chance for +Recharge

    Level 26: Smoke Flash

    • Slot Level 26: Mocking Beratement: Accuracy/Recharge
    • Slot Level 25: Mocking Beratement: Recharge
    • Slot Level 25: Mocking Beratement: Threat/Placate/Recharge

    Level 28: Golden Dragonfly

    • Slot Level 28: Superior Avalanche: Accuracy/Damage
    • Slot Level 27: Superior Avalanche: Damage/Endurance
    • Slot Level 27: Superior Avalanche: Accuracy/Damage/Endurance
    • Slot Level 33: Eradication: Chance for Energy Damage
    • Slot Level 33: Touch of Lady Grey: Chance for Negative Damage
    • Slot Level 33: Obliteration: Chance for Smashing Damage

    Level 30: Blinding Powder

    • Slot Level 30: Coercive Persuasion : Confused
    • Slot Level 29: Coercive Persuasion : Confused/Recharge
    • Slot Level 29: Coercive Persuasion : Confused/Recharge/Accuracy
    • Slot Level 31: Coercive Persuasion : Recharge/Accuracy
    • Slot Level 31: Coercive Persuasion : Confused/Endurance
    • Slot Level 31: Coercive Persuasion : Contagious Confusion

    Level 32: Super Jump

    • Slot Level 32: Winter's Gift: Slow Resistance (20%)

    Level 38: Tough

    • Slot Level 38: Gladiator's Armor: Resistance
    • Slot Level 36: Gladiator's Armor: End/Resist
    • Slot Level 36: Gladiator's Armor: TP Protection +3% Def (All)

    Level 41: Weave

    • Slot Level 41: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • Slot Level 39: Red Fortune: Defense/Endurance
    • Slot Level 51: Red Fortune: Defense

    Level 44: Physical Perfection

    • Slot Level 44: Performance Shifter: Chance for +End

    Level 47: Targeting Drone

    • Slot Level 47: Adjusted Targeting: To Hit Buff/Endurance

    Level 49: Exploding Shuriken

    • Slot Level 49: Superior Frozen Blast: Accuracy/Damage
    • Slot Level 48: Superior Frozen Blast: Damage/Endurance
    • Slot Level 51: Superior Frozen Blast: Accuracy/Damage/Endurance
    • Slot Level 51: Positron's Blast: Chance of Damage(Energy)
    • Slot Level 51: Javelin Volley: Chance of Damage(Lethal)
    • Slot Level 51: Bombardment: Chance for Fire Damage

     

    Inherent Powers

    Health:

    • Slot Level 1: Panacea: +Hit Points/Endurance
    • Slot Level 48: Miracle: +Recovery

    Stamina:

    • Slot Level 1: Performance Shifter: Chance for +End
    • Slot Level 46: Performance Shifter: EndMod

    Chunk:

    Spoiler

    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

     

  11. 5 hours ago, nihilii said:

    equivalent /sr would grab Aid Self.

    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.

     

    • Thumbs Up 2
  12. 7 hours ago, Nemu said:

    Stun AND Fear AND Knockdown tank:

     

    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.

    • Like 1
  13. 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. 

    • Like 1
  14. 2 hours ago, Meknomancer said:

    wasn't implying

    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. 

    • Like 1
    • Thumbs Up 1
  15. 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.

     

    • Like 1
  16. 1 hour ago, Zect said:

    You can then slot 2x blistering cold twice in brawl and boxing, for a net gain of 15% slow res. Though maybe you really like the KD proc in an aura.

    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.

  17. 1 hour ago, Meknomancer said:

    mesmerize over dominate?

    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. 

    • Like 1
  18. 2 hours ago, Nemu said:

    seaborndan's build

    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.

     

     

    • Like 1
    • Thanks 1
  19. 40 minutes ago, Nemu said:

    lack of attack

     

    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.

    • Like 1
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