Jump to content

Onlyasandwich

Members
  • Posts

    1011
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Onlyasandwich

  1. This limitation only applies to procs. If you enhance the accuracy of a pet power, no matter what class of enhancer you use, everything within that would benefit from accuracy is improved.
  2. Reactive is usually recommended in the damage focus version rather than higher debuff proc. I don't know if the -res will be more than a blip on the attack chain radar. It should trigger on dom though, yes.
  3. I think ion's damage listed is based on some number of initial targets? I'm not sure. It certainly doesn't do that amount to each target. People often prefer ion not because of damage, but ease of use. It doesn't care if the mobs are in a wonky spaced out blob, as it leaps from mob to mob. That's a great question on degen. I'm not sure if it wears off. I think yes? It is not doing damage, but debuffing. When the crimson prototype debuffs your hp, you don't end up in the red if you let them wear off. Degen probably still cones out ahead in GM's and the like just because of the sheer volume of hp they are cutting. Worth looking into further though.
  4. I think you have the right idea so far. Do slot up aqua bolt. You will need it as a builder and it's a solid t1. I won't tell you exact slotting, but will speak in broad terms. Dehydrate - good place for achilles proc. Fairly proc worthy overall and can be a flexible builder and spender depending on the situation. Water jet - this is where you want your premium procs to abuse the instant recharge mechanic. Avoid recharge and proc away. I like to do the two non recharge vigilant assault and the proc for a sweet 10 percent recharge, then as many damage procs as money can buy. Definitely your apoc proc. Steam spray. Lots of ways to go with this. Has good proc options but also good base damage. Really depends on your io goals here. In my latest build I used a Hami acc/dam and a ragnarok damage boosted up to max it out in just a couple slots. Geyser - Ragnarok five slot and an extra damage proc of your choice? 5 or 6 slots for sure. Nothing super special to say here, it's just a great power that deserves attention.
  5. Much of poison is easily skipped. That is not to say the skippable powers are useless, but its primary power is in envenom, weaken, poison gas trap, and venemous gas. Alkaloid is a good mule for a heal proc, but not a great heal. If you just spammed it all day it does good heal per second, but you wouldn't be doing anything else useful, and the slow projectile makes it hard to use in emergencies. Pet classes may appreciate it more. Antidote and elixir are both good mules for +def resist ios. Some people like having their utility as well, which is fine. The hold would be better if it had a ranged damage component, but it's decent if you aren't picking a better one from epic or secondary. I usually skip it. Since water has no hold, maybe consider it, but definitely take an epic hold instead if you are going with the right pool. They proc up better. Neurotoxic breath I feel is somewhere between. I skipped it. It won't get much use in higher levels, but it's a nice effect. The biggest problem is the small cone. Also worth noting is that even the good poison powers don't demand much slotting, expect poison gas trap, which is mostly useful as a proc bomb. This frees you up to make creative io choices and really enhance your secondary. The only thing I would skip in water blast is the tier 2 blast. Everything else is great.
  6. They definitely make a big difference. Shriek makes ideal chains a little tougher because of the shorter 5 second duration on its debuff. In most full rotations it will wear off before the restart. This is a subtle advantage to keeping scream, which is 7 second duration, and this is longer than most chains. Something I didn't realize until today is that sonic blast debuffs stack from the same power, so you could shriek all in a row and rack up 20, 40, 60 -resist with just that. This changes the math on second rotation and beyond significantly. I wonder if anyone has made a tool to handle this. I just calculated it blast by blast in my last post. You can +3 hamis by combining them. You can't use boosters in them.
  7. I'll definitely dig into your new build when I am at home with mids again. Are your numbers accounting for the stacking resist debuffs as well? They look a little lower than what I came to. Procs do not benefit from damage buffs, but actually work uniquely well with sonic blast, as -resist is basically the only way to increase their damage. I should definitely look at dropping scream. That wasn't really on my chopping block as a possibility. For me, switching to screech gives me another flex slot, and allows me to be more agile in combat with its shorter animation. I'm going to keep working with shout a while longer to really settle in how I feel. Clearly there is a lot to consider!
  8. So I'm pretty close to 50 on my new Rad/sonic, and have had some time to form opinions on Shout. From a combat feel perspective, I do find the late landing projectile both interrupts the flow of battle, and sometimes ends in me screaming at a corpse. I also did some rudimentary math on attack chains, comparing Screech vs Shout and figuring out how they truly measure up once you factor in dpa, recharge, and debuff duration. Shout comes up on top in the optimal scenario, but only by ~10 dps in a repeated attack chain. It is ~20 dps ahead on the first chain, but the screech chain catches up a little because the recharge aligns a little more optimally for a seamless cycle. These are the chains I am comparing. I am certain someone could come up with something more optimal if they parsed it out in a more complex rotation, but I need something I can actually remember to mash! For Shout - Shriek-Scream-Shout-Dominate repeat. There is a .37 second pause between Shout and dominate on subsequent chains. For Screech - Screech-scream-shriek-dominate-shriek. This can be looped continually. The single target numbers are very satisfying, rivalling some of the heaviest hitters outside critting stalker/scrapper land. Once you get rolling past the first chain and if you have EF applied, you'll be somewhere around 260 dps. This does count the Alpha, but not any other incarnate abilities. It would definitely go appreciably higher with Interface and Hybrid. Pylon shaped banana for scale - that would be a Pylon time of somewhere around 4.25 minutes. I'll put it to the test at 50. : ) Of special note - In these comparisons I'm only 5 slotting Screech, but 6 slotting Shout. I could try to math out with the buildup proc in Screech, but the thought gives me a headache currently. Shout still uses that last slot for actual damage enhancement, which is useless in Screech. I think for me this ultimately means I will respec out of Shout. The damage is very close, and I open up a slot to do with what I may. In my most recent iteration, this allows me to get back to softcap ranged defense. For the curious, here it is. My goal was to get back to ranged softcap and give as much attention as possible to melee defense without sacrificing much recharge. As I mentioned before, I've decided to keep RI in play for exemplar purposes, and EM pulse has made a good little mule. It's also a pretty good power! Defense Totals are 45 Ranged/36 melee. Still capped on S/L resist. Note that I do have the Sup Vig proc in Screech, as I want it in a power I have popping all the time. For some reason mids has this in as more than twice the actual recharge enhancement, so it mistakenly skews the in-app estimation of proc damage a little downwards.
  9. Beware the poopified version of soul drain in soul mastery. It is much longer recharge.
  10. Added bonus of having an interface that will not likely be saturated by your teammates already. I like it!
  11. One thing that occured to me when weighing the functional benefit of running woc vs choking cloud is that you can stack your epic hold with choking cloud. This softens the need for melee protection, as minions and the occasional lt/boss are handled passively, and you can easily stack a hold to stop a boss yourself as your burn them down. I'm keeping both in my current build for now, but will be likely using woc as more of a toy. In my leveling thus far today, I am reminded of the value of RI in the lower levels! I am definitely going to switch it in place of assault. I like to hop on lower level teams with my friends pretty often. Of course you could just do multiple builds, but I like to keep it simple.
  12. I wanted to share what I came to for the build on my new character, since you inspired me, Beradical. Flying didn't fit the concept, so back to jumping pool, which gave me an additional power pick (immob protection doesn't hurt either). I actually ended up ahead on recharge even losing a Lotg mule. With the great +5 ranged defense purple set bonus in WoC that DreadShinobi pointed out, this basically brings us back to softcap ranged (44.74), and we are able to retain respectable aoe defense (34.12). Honestly, with Assault as a potential flex power, it would be easy to pick up RI again as a pretty strong one slot wonder with an single Enzyme Exposure if I really end up missing it. This wouldn't mess with any of the power levels or slotting either. If I did, I would consider a move to musculature radial instead of core, as the build would benefit from both the additional endmod, tohit debuff, and defense debuff power. I'm not above subbing in Fallout either just for kicks. As an added bonus, we could actually leave WoC toggled on for some piddling extra pbaoe damage. Not adding much in that way - it really is mostly a mule. Might be fun to switch it on instead of choking cloud sometimes just for amusement, but the mobs affected by WoC would likely already be held by CC if running both. I'm keeping Shout for now. I really want to see how it plays having two supercharged single target blasts to wallop at the end of the chain. Javelin proc in Scream is a flex slot as well - could be used to double up on endredux for EF, slot in a Preventative Medicine Proc in health, or drop a fury -res proc in Dreadful Wail as Shinobi recommended. I'll see how I feel about that once I get a hang for the end consumption and overall safety. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Free.Radical: Level 50 Natural Defender Primary Power Set: Radiation Emission Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx/Rchg(3), NmnCnv-Heal/Rchg(5), NmnCnv-Regen/Rcvry+(5), NmnCnv-EndRdx/Rchg(7) Level 1: Shriek -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(11), SprDfnBst-Rchg/Heal%(11) Level 2: Scream -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Acc/Rchg(15), GldJvl-Dam%(42) Level 4: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), SynSck-EndMod/Rech(19), PreOptmz-EndMod/Rech(21) Level 6: Howl -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(21), SprVglAss-Dmg/EndRdx/Rchg(23), SprVglAss-Acc/Dmg/EndRdx(23), SprVglAss-Acc/Dmg/EndRdx/Rchg(25), SprVglAss-Rchg/+Absorb(25) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(29), BlsoftheZ-Travel(36) Level 14: Lingering Radiation -- PcnoftheT-Acc/EndRdx(A), RechRdx-I(17) Level 16: Enervating Field -- EndRdx-I(A) Level 18: Choking Cloud -- Lck-%Hold(A), Lck-EndRdx/Rchg/Hold(29), Lck-Acc/EndRdx/Rchg/Hold(33), Lck-Acc/Hold(33), Lck-Acc/Rchg(33), Lck-Rchg/Hold(34) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31) Level 22: Kick -- ExpStr-Dmg/KB(A) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(36) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27), ShlWal-Def(34), ShlWal-Def/EndRdx(36) Level 28: Amplify -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(37), GssSynFr--ToHit(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39) Level 30: Assault -- EndRdx-I(A) Level 32: Tactics -- HO:Cyto(A) Level 35: Shout -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx(40), Apc-Dam%(40), GldJvl-Dam%(40), HO:Nucle(42) Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(42), Arm-Dam%(43), Arm-Acc/Rchg(43), Arm-Dmg(43) Level 41: Dominate -- HO:Nucle(A), UnbCns-Dam%(45), GhsWdwEmb-Dam%(45), NrnSht-Dam%(45), GldJvl-Dam%(46), GldNet-Dam%(46) Level 44: Mind Over Body -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx(50) Level 47: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Musculature Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Clarion Core Epiphany Level 1: Quick Form Level 50: Banished Pantheon Radial Superior Ally Level 50: Pyronic Core Final Judgement Level 50: Support Radial Embodiment ------------
  13. Yes, the guassian proc is great in tactics, and is perfect for masterminds, or other ats that don't have access to buildup or aim. Honestly I sometimes even skip aim on my defenders in favor of procced tactics, especially on builds where I'm soloing much less As Mezmera said, it is generally better to keep it in buildup or aim on a blaster so you can time it with your nuke or another important burst cycle, as well as get consistent use solo.
  14. Cold resist doesn't come into play very often at all. Fire is a fairly common damage type to face, especially against cot. Psy is probably a little more common than fire, but more importantly comes from really annoying sources that might otherwise complicate your life. I honestly don't think it's a huge deal between the two armors. I'm sure there is an actual optimal answer, but I would go with whatever suits your theme most if you aren't picking further powers in the pool.
  15. I'm glad you're enjoying it, beradical! Powerexeclocation binds definitely make life easier. You definitely need to pace your aoe controls, as you do rely on them for survival, and there's not much gain in just throwing them out in top of each other. My go to is usually bonfire, with flashfire as a secondary. Freezing rain is a usable opener in a pinch. I like to reserve cinders for those "stuff is out of control and Im not sure where it's coming from" situations, as it is pbaoe and fast activating. In teams, I run with hurricane off most of the time. Even solo it is mostly a tool to solve difficult overaggro situations. If you find yourself overwhelmed, popping hurricane and kissing every mob you can makes a world of difference. I don't generally corner herd with hurricane, though it is a viable tactic. With cages down, mobs stay nice and stable as you tie them into a clean bunch. This is usually not necessary, but sometimes handy with more spread out spawns, or split aggro. I don't mind the hot feet activation before flying much myself, as I do have Mez protection and don't have to retoggle it much. Certainly jumping pool is good if you like. I don't always jump in the thick with hotfeet on teams, but it is nice extra damage if you can, and helps speed up solo efforts once you get your rhythm down. The heal is not really a heal. Is is a pm proc mule and occasional stun releaser most of the time. Easily dropped if there is a low slot demand power you prefer. What this, or really most controllers don't have is a big chunky burst aoe. Everything does damage, and it all adds up pretty quickly. Your real damage dealers are cages, tornado, imps, and LS (with freezing rain empowering then of course). Psy Nado helps things along when needed, and hot feet contributes when you can position correctly. What Nemu sees as a weakness of this build is actually why I enjoy it. I don't just sit at ranged def cap all day blah blahing my powers. I have to use them with thought in order to succeed, and I definitely have the tools to survive if I use them. Happy hunting!
  16. Found a fun concept and rolled my own last night! Potential themes notwithstanding, I agree on psi mastery. Psi resist is generally more valuable than fire. The purpose of my build is to give strong single target burst to beradical's baseline build. Shout (or screech in my other variation) has great proc chances, and hits for roughly 400 damage all by itself with this slotting. Depending on your recharge and follow up powers available, I know shout can slow you down. Even if it ends up working well, the animation time alone may be annoying enough to deter some. I may yet end up going back to screech. The apoc proc is pretty uniquely powerful, and it is worth careful consideration of what power to include it in. A heavily recharge enhanced low recharge power is not maximizing its potential. Choking cloud is actually used for its own merits, so not sure about junking it to steal slots. I'll play with it further to see if I can worm woc in there though. It has good potential set value for sure.
  17. You won't find any argument from me praising the wonders of storm!
  18. I played with this build some more, with the idea in mind of working choking cloud back in and skipping RI to see what it could look like. I think Darkir is on to something with this perspective, and I may try it myself! I really think RI deserves an animation time cut of ~1 second. I suppose there has to be a tradeoff somewhere though. : ) I also switched out Screech for Shout (slotted almost the same) just to see what the totals would be given the proc odds. I was actually pretty impressed. It hits almost as hard as the ST hold, and of course still provides a (shorter length) debuff to your chain. I don't know what the actual math works out to in terms of an ideal chain. Just going off of what feels optimal, I would say scream-shriek-shout-char would be a good start. It may still be that well-procced Screech works out better in the long run than Shout, but I can see it being very nice having a one two chunky punch at the end of your cycle between Shout and Char. Bopper's math in the mentioned thread doesn't really talk much about adding proc damage in the mix, so I don't have someone else's sheet to cheat off of. I think the last slot in Shout could easily be the buildup proc instead of the HO. I just felt good rounding out damage slotting on a power with such solid base. My only reservation with using Shout in this manner is its animation time. This does actually help its proc chances, so it's not all bad, but at 2.67 seconds it can feel a bit slow in battle at times. I did as I said and stole the CC slots from your armors. The final result here is slightly lower AoE defense, but actually higher Ranged than I had before, as there is more low-hanging fruit in that area for the slot value. Obviously the Dark Epic/Soul Drain route that Darkir takes would be more efficient for AoE/solo large mob work, but you mentioned wanting to put the strong hurt on tough single targets. I don't think you'll be disappointed! Your AoE is not going to be worse than it is now, anyhow. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Free.Radical: Level 50 Natural Defender Primary Power Set: Radiation Emission Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx/Rchg(3), NmnCnv-Heal/Rchg(5), NmnCnv-Regen/Rcvry+(5), NmnCnv-EndRdx/Rchg(7) Level 1: Shriek -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(11), SprDfnBst-Rchg/Heal%(11) Level 2: Scream -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Acc/Rchg(15), GldJvl-Dam%(42) Level 4: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), SynSck-EndMod/Rech(19), PreOptmz-EndMod/Rech(21) Level 6: Howl -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(21), SprVglAss-Dmg/EndRdx/Rchg(23), SprVglAss-Acc/Dmg/EndRdx(23), SprVglAss-Acc/Dmg/EndRdx/Rchg(25), SprVglAss-Rchg/+Absorb(25) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 10: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(17), BlsoftheZ-Travel/EndRdx(36) Level 12: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(27), BlsoftheZ-Travel(31), BlsoftheZ-Travel/EndRdx(48) Level 14: Lingering Radiation -- PcnoftheT-Acc/EndRdx(A), RechRdx-I(29) Level 16: Enervating Field -- EndRdx-I(A) Level 18: Choking Cloud -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(33), Lck-Acc/Hold(33), Lck-Acc/Rchg(33), Lck-Rchg/Hold(34), Lck-EndRdx/Rchg/Hold(50) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31) Level 22: Kick -- ExpStr-Dmg/KB(A), ExpStr-Dam%(29), ExpStr-Acc/KB(36) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(36), ShlWal-ResDam/Re TP(50) Level 28: Amplify -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(37), GssSynFr--ToHit(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39) Level 30: Assault -- EndRdx-I(A) Level 32: Tactics -- HO:Cyto(A) Level 35: Shout -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx(40), Apc-Dam%(40), GldJvl-Dam%(40), HO:Nucle(42) Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(42), Arm-Dam%(43), Arm-Dmg/Rchg(43), Arm-Dmg(43) Level 41: Char -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(45), NrnSht-Dam%(45), GldJvl-Dam%(45), GldNet-Dam%(46), HO:Nucle(46) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Musculature Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Clarion Core Epiphany Level 1: Quick Form Level 50: Banished Pantheon Radial Superior Ally Level 50: Pyronic Core Final Judgement Level 50: Support Radial Embodiment ------------
  19. If it is indeed a 15 second difference, it would give me pause for sure. That is huge, although it is annoying that hasten seems so essential for optimized builds, and I can respect the choice to drop it in favor of other functionality. Switching to ss for travel and dropping flight is hard to quantify. It really comes down to your preferred strategy and what fits the theme best. If we went for by the numbers pure optimization, I think every blaster would end up with hasten, cj, and fighting, and would pick a travel power from one of these pools. That said, a good half of my characters fly both for theme and because I love flying in this game. Hover has very strong +fly, and is not so easily taken to the ground with Mez/debuff,though immobs can still be a problem on their own merit.
  20. To me RI is a solo power for late game Rad, and isn't slot hungry like CC. One or two slots and its golden. You'll definitely use it on lower level teams, but probably not waste the animation time on a team max level barring wacky situations or solo work. Obviously Choking Cloud works in some of those situations as well, but demands heavy slotting, and will lean more on having IO defense support. I would be a bit sad exemplaring without RI for sure. I do think there is much more to be done on this combo as well. For one, It would be nice to find a way to reduce the resist shield slotting. Maybe remove assault, and add Choking Cloud back in properly slotted stealing from these sources. Maybe even make switch things around to drop RI, pick up Choking, steal slots from resists. I think some interesting things could be done splitting vigilant assault into threes (as you have here Darkir), and playing with some winter set bonuses. I'll dig into it more later myself!
  21. No worries! I love Rad/sonic, and have been wanting to get a build going for a possible new alt. I'd enjoy hearing how you like the play for your fire/storm once you have run it through its paces as well. : ) Darkir always makes strong builds of course. Theirs will definitely do more damage than your current build with that beautiful perma Soul Drain, and will enhance your aoe damage and ST while keeping you extremely safe. The trade-off I see is theme/convenience (switching travel and epic pools - I love the smoothness of hover combat myself), and it still doesn't have that strong end of chain punch that the proccy hold provides. Positioning playstyle is also a consideration. Soul Drain will require a hop in and then out again if you want to keep howling efficiently. I feel you on Choking Cloud. I don't think it's at all a bad power. It just usually falls to the cutting floor for me compared to the true gems of the set when I'm trying to squeeze in that last mule, or need slots to really polish the other powers. It definitely does not shine without good slotting.
  22. Your defenses are this build are really great! I don't see an easy way to change your ST damage much without sacrificing on that end. Outside the context of other bonuses, the primary opportunities for single target damage I see: 1. Screech is actually a part of the ideal ST chain for sonic blast. It has a long duration, and is a great opener for bosses. Nothing looks like an easy switch though. Choking cloud is a possibility, given your otherwise super sturdy defenses. Maybe you love choking cloud - I'm not a huge fan myself, especially given that you are tossing cones for your regular aoe. Sonic attack chains are fiddly to optimize - if you feel like drilling through the math at different recharge break points, here is Bopper talking about it a lot with Auroxis. Note that they keep updating and fixing their numbers as it goes : ) 2. As an even further step, turning Char into the standard ST hold proc bomb to include at the end of your chain (Screech-shriek-Scream-Char), would give you the quick shot heavy hitter (almost 400 damage per shot on average!) that sonic lacks to capitalize on all that -res. This does of course even further sacrifice ranged defense, as you are relying on those set bonuses for soft cap ranged. Still, it's worth considering that you have Clarion mez protection, really great resists, RI, and even a self heal to fall back on. I think softcap ranged/aoe is getting in your way here. You are a defender! Don't let those defense IOs make you soft. : ) I'm copying my modified version with these changes for your reference. Note that I switched the apoc proc to screech, as it has a much higher proc chance there, and makes screech actually stronger damage than the other two blasts in your arsenal - not to mention a strong chance to proc buildup again. Feels good to be doing damage with the whole chain! As an added bonus with the addition of screech, you are now debuffing an additional 20% res for the team on AVs/GMs. This build includes both changes. Ranged and AOE defense are down to 39/39. You'll see some other small changes in your attack and some defense slotting as well to optimize defense totals and some set bonuses, and squeeze all possible damage out of other attacks. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Free.Radical: Level 50 Natural Defender Primary Power Set: Radiation Emission Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx/Rchg(3), NmnCnv-Heal/Rchg(5), NmnCnv-Regen/Rcvry+(5), NmnCnv-EndRdx/Rchg(7) Level 1: Shriek -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(11), SprDfnBst-Rchg/Heal%(11) Level 2: Scream -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Acc/Rchg(15), GldJvl-Dam%(42) Level 4: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), SynSck-EndMod/Rech(19), PreOptmz-EndMod/Rech(21) Level 6: Howl -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(21), SprVglAss-Dmg/EndRdx/Rchg(23), SprVglAss-Acc/Dmg/EndRdx(23), SprVglAss-Acc/Dmg/EndRdx/Rchg(25), SprVglAss-Rchg/+Absorb(25) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 10: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(17) Level 12: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(27), BlsoftheZ-Travel(31) Level 14: Lingering Radiation -- PcnoftheT-Acc/EndRdx(A), RechRdx-I(29) Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(50) Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(29) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31) Level 22: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(36), ExpStr-Dam%(36) Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(33), Ags-ResDam/EndRdx/Rchg(33), Ags-EndRdx/Rchg(33), Ags-Psi/Status(34), GldArm-3defTpProc(34) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(36), ShlWal-ResDam/Re TP(50) Level 28: Amplify -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(37), GssSynFr--ToHit(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39) Level 30: Assault -- EndRdx-I(A) Level 32: Tactics -- HO:Cyto(A) Level 35: Screech -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg/Rchg(39), Thn-Dmg/EndRdx(40), GldJvl-Dam%(40), Dcm-Build%(40), Apc-Dam%(42) Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(42), Arm-Dam%(43), Arm-Dmg/Rchg(43), Arm-Dmg(43) Level 41: Char -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(45), NrnSht-Dam%(45), GldJvl-Dam%(45), GldNet-Dam%(46), HO:Nucle(46) Level 44: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(46), Ags-EndRdx/Rchg(48), Ags-ResDam/EndRdx/Rchg(48), Ags-ResDam(48), StdPrt-ResDam/Def+(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Musculature Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Clarion Core Epiphany Level 1: Quick Form Level 50: Banished Pantheon Radial Superior Ally Level 50: Pyronic Core Final Judgement Level 50: Support Radial Embodiment ------------
  23. Yeah, part of the issue here is psy blast in general. I make do with cones fine on my kins, but it is more satisfying and efficient to pop a pbaoe. Psy tornado does indeed have a long animation. It will be hard to use solo because it wakes up your spawn and you don't have a good follow up to clean house. It is mediocre on teams because with your buffs, the spawn is often dead before it finishes animating. Your own experience will guide you best here. If you enjoy this playstyle, it might even be worth just keeping the nuke as your only real aoe. Maybe see if you can swap out tornado for world of confusion so you have additional "I'm here and don't require animation time" team contribution? Contagious confusion can do interesting things here. The repel kd suggestion is definitely worth a shot. I haven't run it as my primary mitigator before, so unsure if it would give you the edge needed to survive solo blasting your aoes.
  24. Nemu is just offering their own take on an optimal set for the situation. I must admit I felt a bit the need to defend storm from "selfish," but I get the implication. It is true than kin is a very fun, active, and strong team contributor. I personally prefer the very aggressive stormy playstyle, but kin offers more that most teams want than any other buff oriented set in my opinion. It is pretty hard to compare such different sets side by side. They are each their own beast, and there is a reason both are very popular.
  25. I really like your proc focused builds, Sir Myshkin. This is exactly the sort of foundation I was looking for on my new TA/A Defender. I've tweaked the slotting to my personal preference, but most of the primary meat remains the same. I'd love your thoughts on my iteration. One thing I have felt the pain with in my own softcapped builds that rely on scorpion shield is the low resistance totals. It's a bit of a losing battle to focus too much on shoring this up with IOs if you want to maintain good recharge. What are your thoughts on taking Poison Gas arrow in place of assault to pick up some of the slack late in the build? The animation is pretty quick, and even with resistances accounted for, it seems like a good proxy for anywhere from 10-23% DR, depending on the mobs you are fighting. What was your rationale behind skipping PGA? Have you tried and just found it a waste of animation time? Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Trick Arrow Secondary Power Set: Archery Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flash Arrow -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(15), CldSns-ToHitDeb/EndRdx/Rchg(25), CldSns-Acc/EndRdx/Rchg(36) Level 1: Snap Shot -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/Rchg(42), SprVglAss-Acc/Dmg/EndRdx/Rchg(43) Level 2: Aimed Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(11), SprDfnBst-Acc/Dmg/EndRdx(13), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13), SprDfnBst-Rchg/Heal%(19) Level 4: Fistful of Arrows -- PstBls-Acc/Dmg/EndRdx(A), Bmbdmt-+FireDmg(31), PstBls-Acc/Dmg(46), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), PstBls-Dam%(48) Level 6: Ice Arrow -- GldNet-Dam%(A), UnbCns-Dam%(7), GhsWdwEmb-Dam%(7), NrnSht-Dam%(9), ImpSwf-Dam%(9), GhsWdwEmb-Acc/EndRdx(11) Level 8: Kick -- Acc-I(A) Level 10: Blazing Arrow -- Apc-Acc/Rchg(A), GldJvl-Dam%(17), Apc-Dmg(19), Apc-Acc/Dmg/Rchg(34), Apc-Dmg/Rchg(34), Apc-Dam%(37) Level 12: Acid Arrow -- Ann-ResDeb%(A), AchHee-ResDeb%(37), TchofLadG-%Dam(40), PstBls-Dam%(42), Bmbdmt-+FireDmg(50), HO:Nucle(50) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(15), HO:Ribo(17) Level 16: Aim -- GssSynFr--Build%(A) Level 18: Disruption Arrow -- EndRdx-I(A), RechRdx-I(42) Level 20: Explosive Arrow -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Dmg/EndRdx(21), PstBls-Dam%(27), OvrFrc-Dam/KB(27), FrcFdb-Rechg%(34) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), ShlWal-ResDam/Re TP(37) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Oil Slick Arrow -- PstBls-Dam%(A), Rgn-Dmg/Rchg(43), PstBls-Dmg/Rchg(45), TchofLadG-%Dam(46), Bmbdmt-+FireDmg(46), ImpSwf-Dam%(50) Level 28: Ranged Shot -- SprVglAss-Acc/Dmg(A), SprVglAss-Rchg/+Absorb(29), SprVglAss-Acc/Dmg/EndRdx(29), StnoftheM-Dam%(33), GldJvl-Dam%(33), Apc-Dmg/EndRdx(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: EMP Arrow -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Rchg/Hold(45) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Rain of Arrows -- Rgn-Dmg/EndRdx(A), Rgn-Knock%(39), Rgn-Dmg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), PstBls-Dam%(40) Level 41: Poison Gas Arrow -- LthRps-Acc/EndRdx(A) Level 44: Tactics -- HO:Cyto(A) Level 47: Super Speed -- BlsoftheZ-ResKB(A) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5) Level 50: Intuition Radial Paragon Level 1: Quick Form ------------
×
×
  • Create New...