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Onlyasandwich

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Everything posted by Onlyasandwich

  1. I'm glad it was useful! Those impervium psi resist slots could easily be cannibalized to round out end priorities, and recoup some of the def pad. It sounds like that was one of your cuts, which makes sense. I definitely understand why having a bit of pad is nice. I have historically gone for even incarnate softcaps myself where possible, but have taken a more intermediate approach lately, giving myself more room to benefit from buffs. In practice, I find end management quite satisfactory on stone with the buffs! You can always feel it out once built and open up slotting further if you find yourself a bit too flush with blue. I haven't had the chance to play with geode yet, having only a stone tank thus far. Although it isn't providing intangible like hibernate, would it perhaps still allow you respite from debuffs for a mid battle reset? If so, this might be a good compromise for scenarios where you are on the edge of cascade.
  2. I'm a dummy - it was just Geode toggled on - Mids is working fine on Regen readouts. : ) My version in that case is only 20 regen below the original. However, I noticed that I made the silly mistake of relying on the shown value for unsuppressed hide defense! Swapping the Winter ATOs back in Zapp solve the issue, getting back to softcap in E/N, or even a couple percent above. I fiddled a bit further and stole the extra slot in maneuvers. It makes almost no difference in defense totals, and the return on end per sec saved is very marginal. I chose to use the saved slot for another 6% psi resist from impervium. Other strong options would be to cap F/C resist again with a second slot in SJ for Winter's Gift 2 slot, 2 slot celerity in Sprint for 2.5% more S/L, or even go to another slot in Stamina if you prefer. The lack of Hami O's here doesn't really change totals, and saves a good bit of inf, though that may not be of much concern. I like to use Hami O's myself where it makes sense. Modified build:
  3. Very nice build, Bopper! How attached are you to the extra def pad above softcap here? Letting that drop closer to normal softcap gives you good opportunity to juice resists further and pull some extra damage. From the mids totals, it looks like you're overcapped on max HP as well, so some bonuses in that direction could shuffle. Perhaps what I am seeing is a relic of Mids weirdness however, and you are on point. Here's how I would modify it personally. Note that I did shave a bit of global recharge by ditching the full six slot for Prev. Medicine, but you still have perma-hasten. The build also loses I think about 30 regen in set bonuses. Mids is giving me a weird readout on regen, so that may be off. Obviously it isn't actually at 1K+ as shown below. (Corrected below - this was just Geode turned on) Here are the new totals in this version: My slotting here has also juiced damage in Zapp with procs - you could get back to 51 E/N def here by simply swapping back to the 5 slot Winter ATOs. Overall, you gain substantial S/L and Psi resist, some E/N resist, and lose ~2 F/C. There are a couple sets I boosted for slot efficiency, but you would only lose a couple 10% regen bonuses when exemping down.
  4. Another vote for this! Lots of extra proc options to optimize damage. You can even short slot ED a bit, as you have fulcrum to make up the difference.
  5. Don't forget the lack of a Psi hole! Tox resist is appreciably higher, along with some extra bits like repel protection (whoops, EA has this) and resistance to perception debuffs. Max hp buff is also meaningful. Ea still has superior end management, but stone is otherwise more robust generally. Stone end is very workable with the extra spot for perf shifter proc and the cuts across the board. Edit - Apologies - going back I see bopper already made these points.
  6. One thing I noticed - you do include atos but not the superior version, as you said. Note that all you need to upgrade them to sup at 50 is a catalyst. No need to buy them overpriced off the ah as superior. Saves about 5 million per with current prices. Maybe you just mean that you aren't sure if/when you'll hit 50 and have access, in which case my statement is irrelevant and you probably already know! Apologies if I am stating the obvious to you.
  7. I was having the same issue after extracting and reinstalling a few times myself. It finally worked when I deleted data, extracted to a different folder, then just copied the data folder over to the install directory. I don't know why this worked, but it fixed the alpha display issue. They did pop out a new manual release between last night and this morning. I think your build is pretty solid for one that avoids purples. I'll chew on it for inspiration!
  8. You have to delete the data folder and extract the manual update from discord for it to show properly. Without the manual update, Alphas that debuff defense will also buff defense. Meanwhile, you can toggle off the alpha to see numbers as above. I'm not sure what would cause difference in resist display. I can only imagine it is just more mids weirdness pre-release.
  9. Edit: Minor Tweaks to slotting. Hello Scrappers! I haven't touched a scrapper build in a while, and would love to plug into the wisdom of the community regarding this combo. A few questions I have asked myself in making this build: What is ideal slotting for the crit ATO proc? Siphon seems the best compromise here, as Smite would be too low a proc rate, and midnight grasp is ideally the power I want to benefit from the proc. How to best enhance siphon life? I have given it some heal in the mix, but am not sure if this element will matter all that much in practice. Perhaps I should pump it with more procs and/or a bit more ED. Will this be a proper balance for end consumption? I'm okay with leaning a bit on Energy Drain at higher levels, but obviously that could pose an issue when exemplaring. My logic is that at lower levels Energize should keep me running lean enough for the most part. I sacrificed numina's and extra endmod in stamina in pursuit of other goals. Overload is sort of a whatever pick/mule at 49. I could swap it for Shadow Meld, but don't see this as a "use often" power. My logic here is that on the rare occasion when I need the extra defensive beef, the HP pad and extra DDR from overload will hold me in there better. Beyond that, my goals with this build were to softcap vs everything but Psi, pump S/L resist, and shore up other resists where possible. I also really like slow resist myself, and have built in near total protection. Recharge is more of a secondary goal. Smite seems to give a little flexibility here, being an excellent attack that fills out gaps between other heavy hitters pretty reliably without doubling down on tons of recharge bonuses. I pick up the low hanging fruit here in lotgs and a couple purple/ATO sets. A little more recharge certainly wouldn't hurt, though. The build: In case you don't have the latest Mids build (official release not out yet - this is the latest manual update available through Discord), here are the totals:
  10. Thank you for the input! I considered picking granite just as an emergency button, but it is a bit of a thematic sticking point for the build, and I like the current power selections. It would allow me to free up a lotg to maybe drop a kismet in combat jumping. If I dropped anything it would be taunt. I actually considered the knockdown proc as well, but was concerned about it stacking mag with ice patch and creating knockback instead. Do you know if this fear is misplaced? I could always swap out the io and test.
  11. I always try to maximize it as a secondary goal. Most of my builds are 80+, or at least 60+. It can be a real killer, and the winter sets not only provide it with few slots, but also provide excellent enhancement per slot value while grabbing the bonus. I typically use winter sets as the base enhancement foundation for powers I'm proccing out.
  12. I use repel without the kd io myself, and am generally a fan of powers that allow me to apply kb judiciously. However, neutralizing the mob while keeping it within the power's immediate effect would be undeniably lower effort powerful mitigation if that is how it behaved. Like yourself, I prefer to have kb on demand in this sort of power rather than a general pop of incidental mitigation. I'm not sure what precisely determines when a mob will be knocked down with the current behavior of the kd io in these sorts of powers, but suspect it is not related to how many times it pulses on a given enemy.
  13. I had originally explored Stone/Ice ungranite back before the buffs, and had been quite enjoying her even before the latest update! We had a great discussion in this thread: The new buffs presented an opportunity for me to reoptimize, pulling more damage and overall survivability out of the leg room provided. I also decided to drop the idea of chasing incarnate caps on defense, and focus instead on a broader resist base, allowing defenses to hover at ~50% across the board. As @Sovera pointed out to me, the sort of content that might benefit from incarnate softcap numbers will likely come with some other buffs/debuffs as well, and working more from the middle ground allows more room to benefit from these effects. The build will otherwise be rock solid in all other content as is. If you have the current mids build you can pull this up, but note that it erroneously gives stone skin psi defense, so that stat should be more like 53%. Proc damage is also not being calculated properly. Otherwise, defense and resists should be accurate for your review. I'd like to share the build both for anyone who may be interested, and also to invite a few questions regarding my goals and how I have achieved them. Build: For those of you without the latest mids, here are some relevant totals: Note that Mids still isn't allowing combat jumping and rooted on at once, so the effects of rooted are not shown here. Here are my goals with this build: Shore up E/N, and Psi resists as best I can without sacrificing damage. Maintain enough S/L resist for 1-2 ATO stacks to cap me out. Enough recharge to avoid using Frozen fists single target. High slow resists. I have achieved most of these to my satisfaction, but those E/N resists are still pretty lacking, and my S/L is just a little shy of where I'd like it. I see spots where I can juice one or another, but feel like I'm tugging at each end of the rope at this point. You will see that I have boosted a few sets here and there, but not across the board. Mostly these are in powers that really need the extra enhancement for slot value, and with set bonuses that won't be super relevant when exemplaring, but quite useful in higher content where they will still be enabled. End management so far is good with this setup! I have been considering Swapping Taunt for Physical Perfection with a perf shifter proc, but so far I prefer the utility of Taunt. I think I can deal with the blue well enough, even running Focused Accuracy. What do you think? Any insight into where I may be missing key E/N resist or S/L opportunities without eating into these other goals?
  14. I can understand why this behavior is frustrating, but perma knockdown is quite a bit more powerful than perma knockback. It wouldn't disrupt Mob formation, and everything would be continually controlled. With constant knockback, you are not passively neutralizing an entire spawn without a lot of extra effort chasing and corralling. Meanwhile, your aos aren't applied efficiently.
  15. This is working according to my previous experience as shown. Pulsing kb like repel, repulsion, or even bonfire cycles kb much more slowly with the kb to kd Io slotted. I don't know if this was done for balance reasons or something else, but it makes sense from a balance perspective. Kin having a perma ice slick that follows them around might be a bit much! It's still a strong effect, especially in crowds.
  16. Any thoughts on the benefits of chasing incarnate defense caps vs doubling down on resists while hovering above normal softcap? Though mids is wonky right now for easy sharing, I have one build that hits at least 59 def in s/l/e/n/p, but has really weak e/n resist at 25ish. I've modified it to now be at 50 def to everything but f/c, and boosted both psi and e/n resist to 50ish. Both builds have 80 sl resist, leaving room to benefit from the might ato proc, and fc resist is capped. It's really hard to chase en resist further without ruining damage. There are other differences at play, but the pumped defense vs better resist spread is my main dilemma. On another note, I've been running musculature radial with all end uniques, and perf shift proc plus 1 endmod in Stam and the armor. Even with focused accuracy running, I hold pretty steady on end, though it does very slowly go down when I'm burning full bore single target. It's no rad armor, but I'm quite happy with the end management overall!
  17. If you are running the latest mids download, note that is not really ready yet and there are some wonky bits they are ironing out for release. I noticed procs not consistently adding up how they should as well. A bit tough to plan out a build for the time being.
  18. I'm on mobile right now, so can't look at totals, but this looks like a decent build at first glance. I would probably swap the Achilles and kd proc in irradiate for damage procs, though I can see how the kd might be neat solo. The Achilles will not go off reliably enough for useful aoe followup, and you won't be using irradiate much in st scenarios where it would be of more benefit.
  19. It's fair to say that some teams warrant more judicious use of cc, but let's look more closely. As others have noted here, ranged DPS aoe is not so affected by the more thoughtful controller situation you present (immob held till clump, but your small pbaoe is no longer as efficient). Foregoing containment is a fair sight more than 20 DPS, although I'll grant that it likely won't be competing with burn. At this point you are simply placing more value on your own aoe damage efficiency over the controller's. Unless your team is mostly scrappers or fire tanks, it's mostly just you vs the controller, not 7 people working around the controller. Doing damage is fun! I don't gripe with those controllers who apply containment as sensibly as possible so they can enjoy the primary damage enabling mechanic they have. I know burn is a bit of a special case, as it does exceptionally high damage in a pretty tight area. This really isn't the case with pretty much any other tank aoe, given the generous area buff we get.
  20. If I were building /rad I would go from one of a few approaches. First, I like to split the vigilant assault ato set into threes for maximum recharge. One set of 3 goes in the snipe. This includes the proc, acc/dam, and acc/dam/end. This would hold true for all scenarios here. The other three will usually go in my tier 1 or nuke. One option would be to part out the bastion proc and drop it in the snipe as well, then purple damage proc and another damage proc. This gives you one hard hitting power on fairly short recharge that reliably procs both atos with each use. This is actually a pretty large source of healing and absorb, to the degree that I don't find the need for other self healing. Another would be to drop the bastion proc in cosmic burst along with three thunderstrikes and a couple damage procs. This allows you to beef the snipe with one more damage proc. Finally, if you need to use the bastion six piece bonus for ranged defense, you could slap the whole set in irradiate or neutron bomb, or maybe the nuke. This sacrifices proc damage in your aoe of course, and the bastion proc won't be as flexible in what circumstances you would be using it.
  21. All of the above ideas are great. In addition to the uniques and lotg, I also often slot two or three slot blessing of the zephyr. It provides a very slot efficient bit of ranged and aoe defense for positional softcap goals, while usefully pumping hover speed. It handles your -knockback too! If your defense goals are positional, this provides more than slotting hover for its innate defense. Another unique worth considering is the winter's gift slow resist. Slow resist is an oft ignored, but very helpful stat to stack! Obviously one can't fit all of this at once. Typically I will have other defensive powers that I can shunt uniques to as needed. Another good practice is to try and grab hover or CJ really early in the build so you benefit from these powerful uniques from a very low level.
  22. I feel you on that! I was all hyped for my claws/fire scrapper, but it is just super annoying to solo with everything running upon alpha. That said, only a handful of armors fit the criteria.
  23. I have a stone/ice tanker that I quite enjoy. Ice patch doesn't get used often, but is really nice when exemplared. Sometimes it's useful for breathing room in higher content. I find it worth the pick in any case, especially given that it requires minimal slotting. The single target chain is a bit of trouble, as many have pointed out. I do supplement mine with an epic attack. Tankers are of course obligated to take frozen fists, so that gives me a usable filler that carries at lower level play too. GiS is indeed poopy. However, the excellence of freezing touch makes up for many of these woes! Frost breath actually has not terrible dpa for a cone, so is not the worst filler for gaps in the chain. The aoe potential is much less on a brute though. Keep in mind you can now drop a perf shifter proc in one of the stone armors. These add up really nicely across the build, and should go a long way to addressing endurance trouble. Buffed stone armor is fairly end friendly.
  24. Such a beautiful little power!
  25. I use combat attributes to monitor damage bonus. You could look out for the buff icon, but it would be easily missed. It has huge uptime when slotted in invincibility with a crowd around you. There isn't like a big flashy effect that goes off.
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