
Onlyasandwich
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Upon pulling it up, I see that Super Speed was toggled on, so that's a big chunk of what was displayed. Not too bad in reality after disabling SS, even with FA on! You have ~1.4 end/sec to attack with, and EM is fairly light on end. This should be pretty solid. I like the overall picture here! I'm going to bed now, but will do a deeper dive later. Hasten for CT is a tough call. EM definitely still appreciates the extra juice here, but CT is fun and has many strategic uses. I prefer my hastenless builds to have FFback mixed in if possible, but there isn't a spot in EM. I generally prefer taking the T3 on a tanker (Bone Smasher in this case) for the Might proc, and hitting a 4 piece Might + a couple damage procs to keep this from cutting into my ST damage too much rotating it in. Others prefer a more carefree approach and slot it in their aura, or even an aoe where it will go off a lot in the alpha. I like it in a relatively proc optimized mid tier single target attack so it is more relevant in hard target scenarios too. You can also manage a triple stack pretty reliably in a longer battle this way, vs a 1-2 stack in a less proctimized attack or an aura. Energy Punch is just a teensy bit ahead on DPA, but Bone Smasher has modestly better proc percentages. EP will be more complete chain filler if you go hastenless.
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I'll pull this up in mids and provide more detailed input later! One thing that stands out is end consumption. With FA on you are in very unsustainable territory. Are you relying on it to hit, or is it a "sometimes" power here?
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Inside the Nuke when it detonates or Grav/Rad/Mako critique
Onlyasandwich replied to The_Warpact's topic in Dominator
I would definitely drop Fighting for sorcery. I don't miss it on my grav/energy Dom. It's really nice not having to deal with the extra toggles. Rune is also useful in more situations than tough, and requires minimal slot investment. Spirit ward is a great mule for the pm absorb proc. Unlike heals, absorbs actually work on singularity, so ward meaningful contributes to pet survival with its continual absorb tics. -
Inside the Nuke when it detonates or Grav/Rad/Mako critique
Onlyasandwich replied to The_Warpact's topic in Dominator
Consider whether you might be able to swap in sorcery and enjoy the beauty that is an enflamed singularity with tp friend. It looks super cool, and adds another layer of fairly passive input burning baddies to the ground. It's extra good on Doms because it goes off their above average ranged damage modifier. -
Here is my own SR/MA build for comparison. I have not invested much into +HP, but do have moderate boost to resist. This is a proc-heavy build, as I am wont to make. 🙂
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The self damage is quite negligible. SR has plenty of extra slots with which to do whatever you like, so easy enough to throw one to the power transfer heal proc and maybe some fun Regen bonuses. Really though I don't think you'll need to worry about it even without attention to incidental healing. I say just go with EM if it's what tickles your fancy! SR is truly one size fits all.
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Your Opinion on Sets and ATs that Over or Underperform
Onlyasandwich replied to TheZag's topic in General Discussion
This is a bit of a pain! It's worth noting that Energy Torrent has superior DPA to most cones, sharing a similar DPA with Buckshot, Rock Shards, and Fistful, while most other cones are significantly lower. Of these four cones, Energy Torrent also has the most desirable proc stats (extra damage proc possible, better recharge ratio). As a result, Energy Torrent pulls more weight than cones in other blasts sets do for aoe contribution. -
War Mace is a decent contender. Although many other secondaries might have more cones, WM actually has two cones you really want to use. Crowd Control doesn't get the radius buff, but loves the extra targets. Shatter is already semi-competitive if approached as a ST attack, and is really juicy on Tankers as a hard-hitting cone. Between this, CC, and Whirling, you have a really solid aoe attack chain without dipping into an epic. Ultimately I think it's less how many cones a given combo has, and more about how much impact the Gauntlet buff has on it, and how much power it then represents compared to other possible combos. A few other stand-outs based on this: Frost of course, as you already mentioned. This attack is super proccy, already more end-efficient than normal, and comes back quickly. So simple to use with the radius buffs, and hits the whole crowd. Shadow Maul - Another attack with great baseline power that is a bit hard to leverage on other ATs, but turns into a spawn-destroyer on tankers. Savage Melee - Shred is the bridge between Savage Leap and Rending Flurry that makes /Savage the aoe monster that it is! Other sets may enjoy the buff to their cones, but I feel these are some of the cones where the tanker buffs make the most difference.
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In a thread a while back, I put together my version of an Ice/Stone Tanker focused on as much protection as possible without completely sacrificing attacks. The basic idea should be portable to other secondaries. I believe @PLVRIZR has some great builds in the linked thread as well. This particular build manages to hit softcap for all types but Psi (no more fire hole!), and even beefs Fire and Psi resist to respectable levels. you also have the absorb proc in Seismic to keep you rolling with extra pad. Build:
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Does anybody have a Fire/Fire/Fire Build with Highest Possible DPS?
Onlyasandwich replied to Kodo's topic in Blaster
One thing to consider - if you aren't going Burn or Hotfeet, there isn't any great reason to pick Fire Manipulation, and you would be better served by a different secondary. You can always recolor for theme if you like. The powers you have chosen in Fire manip are basically just the generic powers all blaster secondaries get. Some options that stand out in my mind: Atomic - Provides some additional recharge buffs, and some fun holds, though does benefit from staying mostly in melee range. Temporal - Some good bits for ranged play, including a build up power that buffs recharge, and nice mez options in addition to solid blaps if you want them. Tactical Arrow - If you are okay with the theme, it plays super well at range, and provides some great soft controls that are proccable. Martial - Some neat teleport mechanics, solid aoe with mitigation, and other unusual tools. Electric - Outstanding melee attacks. Ideal if you want to hyper-optimize single target damage. -
I love revisiting old builds for this very reason. Fresh eyes come with fresh ideas! Sometimes the change is minimal, but there are those special eureka moments where you scramble the whole thing and come out twice as strong for it.
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Why not steal and improve where you can, after all? 😄 Looks like a very speedy build, highly suitable to the spirit of Kin. I love how many FFbacks you can keep rolling in DP. How do you find ST damage here? On my own DP characters, I really lean on procced out Suppressive Fire to make up for the lack of a Snipe. Are Soul Drain and Dark Consumption here mostly as mules? I would think the extra end and +damage would be largely redundant on a Kin.
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I agree that Frost is deceptively great! It offers a lot more than most Tanker cones: Superior damage type Superior Dam per End. Easy cone to line up and hit many targets with. Outstanding procability. It's not even that bad to use as a ST damage power when needed. That being said, I wouldn't say it's "better" than freezing touch. They are both amazing powers. I would say that FT gets more credit for its excellence though.
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If this was a buffet, what build should everyone try?
Onlyasandwich replied to oedipus_tex's topic in General Discussion
Many excellent suggestions here! If you're looking for inspiration outside of Controllers and Doms, here are a few of my favorites: Seismic/Earth Blaster: Smashy smashy fun! Not quite as much damage as a Fire blaster, but not far off, and with a much more visceral feel. Feels more like a portable apocalypse than any of my other characters, besides maybe my Fire/Storm controller. AR/TA Blaster: @Nemu has a super fun "Rambo" build I tried on for size and it's a blast! Not optimized towards every perfect synergy, but optimal fun and Rambo style instead. Look here - an actual use for LRM Rocket! It's not so bad in practice. Must come up with a dopey Rambo pun character concept for maximum enjoyment. Mine is "Bambo" the deer out for blood. It's all about dakka, explosions, and flame. Rad/War Mace Tanker: Can be procced to the nines to do apocalyptic damage, and nothing is quite as crunchy as War Mace with all its Knockdowns and beefy attacks. Rad keeps you running in any scenario, both in terms of survivability and blue bar. Poison/Pistols Defender: I know you say you've done some defenders, but this combo is unique and very fun! Quick-application debuffs and a tight set of primary powers allow you to really focus on your blasts, and they are supremely proccable. I like mine with Dark APP for extra Soul Drain fun. : ) If you haven't given them a fair shake first-hand, I'd encourage you to try Fortunata on for size. It's like 75% of a dominator but with better average DPA attacks, a Nuke, team support powers and actual built-in defenses. Tape a Mind dom to a claws scrapper, bolt on a Nuke, and give it all leadership powers but twice as good, along with defense powers that bring you to incarnate softcap without even a single IO bonus needed. Demons/Dark Mastermind: Proc out those whip attacks and go to town! This is a MM that can actually do personal damage in addition to his pets. Dark is as always a huge kit, though it requires you be very active to keep on top of aggro and pet management. Demons/EA is a more fire and forget playstyle. It's a totally unstoppable Brick with decent damage, but has a lot less downtime for whipping things. I definitely have characters I love beyond this, but these are some that stand out on the strength of the mechanics alone. Any build is improvied 10,000% with the right character concept to match. 😄 -
This is the correct answer! My Poison/ Defender is a gigantic baby, so puking is expected. 😄
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Looking for a starting Thugs/Time build to work off of.
Onlyasandwich replied to ArchmageMC's topic in Mastermind
Enflame works well enough! You do have to recast it, but then again you have to keep clicking attacks if you want them to work as well. : ) That being said, I don't know that I'd pick it on a Mastermind, given the low ranged damage modifier and baseline end struggles of MM's to begin with. If you have end to spare and are going sorcery anyhow, it adds noticeable DPS, and won't cause much chaos in most cases. -
The powers sound like a race car.
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Close enough, I say. 😄 Nice build, @kiramon! Self-softcapping Melee and Ranged is a great achievement here. Who needs Flash when PA is there to tank all day? Great job! You have enough durability to mix it up in melee with your Cross punch. Here is a build I have been polishing over the past few days, and am very proud of. Granted it involves Time Manipulation, so it's sort of cheating. 😉 Highlights of this Time/Water Defender build: The standard Power Boost+ Farsight combo of course brings me to above defense softcap vs all. Not hard to do! Capped S/L resist - also not hard to do on a Defender. However, managed to squeeze in a meaningful amount of F/C/N/T as well. Only ~ 1 second shy of perma chrono shift. Max tohit chance with everything against +4's. Super duper proccy focus. Look at that Steam Spray go! Time allows you to go wild here without losing anything, and I feel I have pushed the boundaries as far as they will go in this context. Speaking of procs, proccy Time Stop does a great job of bridging Water Blast's somewhat lackluster single target chain. 95% slow resist. Didn't have to skip any powers I might conceivably desire, other than a travel power. You could always swap Combat Teleport out if you want one, but I love CT for builds with cones that want to be in melee. The only thing I don't super like is that I muled out Kick to get there. However, this ended up being the best choice vs other options available, enabling me to proc Steam Spray more than if I had incorporated a Winter Set there. In an absolutely perfect world, every IO not only provides a set bonus, but is useful in the power itself. I keep looking at Time's Juncture for good sets and slotting opportunities, but really the HO does 90% of the job with no slots invested, and the bonuses from tohit sets are not amazing for my purposes. Normally I'd try to squeeze in the Bastion ATO proc for extra healing, but it isn't really needed with all of Time's tools. Build:
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It's like if weave and every passive in the game had a perfect baby!
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Stone skin provides a meaningful baseline s/l resist, though of course not as much as a toggle.
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Excellent build, @oedipus_tex, as always. Since you have Vigilance enabled in Mids for this build, it does indeed incorporate the 30% bonus for Defenders. Not all the time, as Gaussian is only 5 seconds. This won't really matter for your nuke, but the other powers in your rotation will appreciate the love. I'm not sure that Defender Damage cap is a huge barrier for you here. I feel like this one could go either way between Defender/Corruptor! You can really make Nature supremely tanky on a Defender if you care to. I rather enjoy Rune on my own Nature/ Defender, as it lets me basically cap all my resistances 1/3 of the time with extremely little slot investment. If the Sorcery pool is at all thematically appropriate for this character, I would encourage you to consider it. This also provides a decent mez protection solution so you can skip clarion and pick up something more fun. Certainly rune isn't 100%, but you will be able to dodge a lot of mez, and keep a lot of it locked down with Entangling as well. I wouldn't avoid Lifegiving Spores either! It's end positive out of the box if you stay within the radius, and is a really nice extra layer of mitigation and team happiness, especially when exemping. It also looks pretty. : ) Your proccing and attack choices are looking strong here. Just a small quibble - the Bombardment proc is a superior damage type to Shield Breaker in Upthrust. Of course my power recommendations above would require sacrifice elsewhere, and I don't see any really obvious drops. I think doubling down on self-buffs for damage is a strong path! No arguments here if you keep the focus as is. I see that you have neglected both of the +res uniques here, perhaps intentionally. Even though you are at cap for S/L, I think the uniques would still be worthwhile for the other res totals, given that you have a pretty solid baseline across the board. One easy slot to drop would be the power transfer heal proc in stamina. Regrowth heals you as well as your allies, so self-healing is very well covered. Along this same line, some extra res slotting in Wild Growth would also be welcome. This extra S/L pad would also free you up to swap the Obliterations in Soul Drain for Ragnaroks instead, increasing the damage, pumping local totals, and buffing Fire/Cold res as well along with some additional recovery. Even without any other changes, definitely move the Steadfast +defense/res IO to Wild growth. This gives you more res for no loss at all. Go ahead and shuffle the KB prot IO along with it to keep the bonus. Given the damage cap situation along with the strong resist powers, I would probably go Cardiac Radial on this one. You don't really need the extra end redux from core, and the Absorb actually helps too! Stack all of my recommendations above, and you won't even need Rune to be hitting close to Resist cap on more than just S/L.
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Here's the one I just put together for a recent concept: Very similar to @Carnifax in overall power choice and proc focus. However, I've gone a little proc crazier, and incorporated near immunity to slows as well. I do incorporate tough here to max out S/L res, and my old friend Combat Teleport is here to help me throw Steam Spray in without interrupting the pbaoe madness. I'm pretty happy with the result! Looking at the totals, I don't feel like I've sacrificed anything to achieve higher proc damage. As mentioned here, Time allows a wacky amount of flexibility in slotting. Typically I would find a way to squeeze in the Bastion ATO proc, but I didn't really want the set, and don't think I'll feel the loss of the proc itself given the strong healing over time provided within Time itself, and the bit of extra from Dehydrate here and there.
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Slotting storm - Whither the achilles' heel -res proc
Onlyasandwich replied to EnjoyTheJourney's topic in Archetypes
I wonder how the soulbound build up proc measures up. I've used it on a few builds in tornado, but never delved into a deep comparison. I would think it fares better, as one proc will buff all damage the nado does for the duration, and nado is constantly ticking so the buff window will be fully utilized. -
Against all odds also provides a stronger damage buff on scrappers, on top of higher base damage in the first place. Additionally, aao Taunts on scrappers, minimizing runners. It taunts on brutes too of course, but this negates something that would otherwise be a brute advantage.
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Interface choice isn't super impactful one way or another, though certainly some do more damage than others. Degen and reactive are popular for this reason. I definitely wouldn't bother with the confuse proc version, as you don't have anything to stack it with. The damage oriented version is fine if you want a taste of psi damage on top. There are some edge cases where you might want the effect rather than damage out of interface, but I don't see any that are relevant to this combo.