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Saulty_Dawg1992

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Posts posted by Saulty_Dawg1992

  1. Ohh I see what your saying now. I misread that part. Heh. Honestly I’ve no idea why they would be proccing every activation. Maybe your just getting lucky on the chances. Who knows.
     

    From my understanding is anything with a higher than 15s cooldown base has a 90% chance to proc. The chance gets lower as base cooldown gets lower. 

     

    im also new to this proc monstering thing myself, and cannot give you a better answer. I’m sorry. 

  2. 5 minutes ago, Shaman Coyote said:

    I've tried to read much of this thread but it's very, very long as of now. Even having skimmed much of it, I've found this enormously interesting. So much so, in fact, that I've completely re-evaluated my play style for tanks. I've made a ton of brutes trying to get close to what I've wanted in a tank but nothing felt right (even my Staff/Nrg brute who solo's +4/x8 in DA incarnate missions with few problems). Then I read this...

     

    THANKS!!!

     

    I've started leveling a Rad/BA Tank and she's currently at lvl 18. She's being funded by another of my toons so she's already using attuned IOs in everything, including several procs. The ones I'm very confused by are the FF+rech procs. She's got them in her two fastest attacks and they seem to be going off so often she's running out of end. Considering her recovery rate that's saying a lot. The proc descriptions say they should only go off 2x/min and only last 5 seconds each.

     

    So my question is this: Is the description wrong, is having two powers with short recharges making it seem like they're going off more often than they actually are, or is my understanding of the all of it just completely skewed?

     

     

    You typically want procs in longer cooldown abilities with NO recharge slotted in them. But rely on the global cooldown. Longer cooldown abilities have a higher proc chance than faster cooldown abilities. 

  3. 11 minutes ago, Sir Myshkin said:

    I'd probably just plan it out very similarly to the Rad/SS I posted in the Mad King thread in all honesty. Most of the build should translate into Fire pretty easily. I pulled the v2 build and flipped it over quickly. Might be some areas that could still be tweaked a bit, but Consume and Burn easily fill in additional AoE like Ground Zero and Radiation Therapy do, and Burn will be a much more aggressive option especially with Fiery Embrace.

     

    As for Hand Clap... Personally I just don't see it having a significant enough impact to include. The stun is relatively weak (even if you do try and stack other stun procs to increase mag), and most of what's available for procs in the stun sets are just weak effects stand alone. The KD in Foot Stomp is frankly just so good as a soft control for SS that it doesn't really need to rely on anything else.

     

      Reveal hidden contents

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(17)
    Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Rchg/Res%(7)
    Level 2: Blazing Aura -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Dmg/EndRdx(9), ScrDrv-Acc/Dmg(9)
    Level 4: Boxing -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), Hct-Dmg/Rchg(15)
    Level 6: Kick -- Empty(A)
    Level 8: Healing Flames -- Prv-Heal/EndRdx(A), Prv-Heal/Rchg/EndRdx(37)
    Level 10: Consume -- Obl-Acc/Rchg(A), Erd-%Dam(17), Obl-%Dam(19), ScrDrv-Dam%(34)
    Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45)
    Level 14: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(29)
    Level 16: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Rchg/KDProc(23), FuroftheG-ResDeb%(23)
    Level 18: Burn -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Rchg/+Absorb(40), OvrFrc-Dam/KB(46)
    Level 20: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(25), UnbCns-Dam%(25), GldNet-Dam%(27), GhsWdwEmb-Dam%(27), FrcFdb-Rechg%(29)
    Level 22: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37)
    Level 24: Tough -- ImpArm-ResPsi(A), GldArm-End/Res(34), Ags-Psi/Status(34), GldArm-3defTpProc(36)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(31)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(31), GssSynFr--Build%(33)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/EndRdx(50), Rct-ResDam%(45)
    Level 32: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(33), ShlWal-Def/EndRdx/Rchg(33), ShlWal-ResDam/Re TP(43)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Foot Stomp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), Arm-Dam%(39), Obl-%Dam(40), FrcFdb-Rechg%(40)
    Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Dcm-Build%(43)
    Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(46), Bmbdmt-+FireDmg(46), PstBls-Dam%(50), CldSns-%Dam(50)
    Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 49: Darkest Night -- HO:Enzym(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    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 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(48)
    Level 50: Melee Radial Embodiment
    Level 50: Cardiac Core Paragon
    ------------

     

     

    
    
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    In Bash I'd personally just go for the full set of Might of the Tanker and get that 6% S/L to cap you out without having to worry about whether you've got a stack of its proc active or not.

     

    For the rest of your attacks you've got them mostly flooded with damage procs and damage-focused enhancements with no accuracy slotting which isn't good. Without a fully saturated Invincibility none of the attacks will hit more than an even-con enemy, and even with full Invincibility you're only looking at +2 successfully. Now you don't need a ton of push to get to a good value, but you definitely need at least 25-30% Accuracy in each attack at a minimum to get you closer to +3 and being able to safely function with an Alpha raising your level at 50. If you're leveling this build, it's going to struggle in +4 content. Also not having any damage enhancement in your attacks is quite literally leaving damage behind. The first 2-3 slots of any attack should exist to enhance the power itself before loading it up with procs. Accuracy, Damage, and Endurance are all things you have to be mindful of, as it stands now your build doesn't fully account for all of this. The current endurance slotting the build will dry up within 35-40/s of attacking because most of the attacks are swinging for their full 9-12 endurance and the recovery difference is only 1.2/s, every attack is putting you -6 to -9 in the hole.

     

    Take another look at your attacks, see what beneficial sets you can use in pieces of 2 or 3 (or 4 with a proc) to get more +Res packed into other areas of the build while fixing Acc/Dam/End. This is a nitty-gritty aspect of building and isn't a quick flip, but you've got a lot of potential build growth still in there based on how you balance your set choices.

    Thanks for the info! I’ll revisit it. But I am also debating just going for Invuln/SS instead. 
     

    Im aiming for a build that is unkillable like @Bopper’s ProcRocks build. But without the downsides of granite. Lol. Although the build is tons of fun! 

  4. @Sir Myshkin I put together a Invuln/WM based off of your "blank" invuln. Any thoughts and potential changes you would do please?

     

    Spoiler

    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 Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: War Mace
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(13)
    Level 1: Bash -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(33), SprMghoft-Dmg/Rchg(33), SprMghoft-Acc/Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg/Rchg(34), SprGntFis-Rchg/+Absorb(34)
    Level 2: Temp Invulnerability -- Ags-ResDam(A), Ags-ResDam/EndRdx(3), Ags-ResDam/EndRdx/Rchg(3), Ags-Psi/Status(13)
    Level 4: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)
    Level 6: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(11), RctArm-ResDam/Rchg(33)
    Level 8: Unyielding -- HO:Ribo(A), HO:Ribo(9)
    Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(17), RedFrt-EndRdx(17), RedFrt-Def/EndRdx(21), RedFrt-Def/Rchg(21), RedFrt-Def/EndRdx/Rchg(23)
    Level 12: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(15), RctArm-ResDam/Rchg(23)
    Level 14: Tactics -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(31)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), Rct-Def(19), Rct-Def/EndRdx(19), ShlWal-ResDam/Re TP(25), Rct-ResDam%(31)
    Level 20: Whirling Mace -- Arm-Dmg(A), Arm-Dmg/EndRdx(27), Arm-Dam%(29), FuroftheG-ResDeb%(29), Erd-%Dam(31), PrfZng-Dam%(46)
    Level 22: Super Speed -- EndRdx-I(A)
    Level 24: Taunt -- PrfZng-Taunt/Rng(A)
    Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
    Level 28: Clobber -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Acc/Dmg/EndRdx/Rchg(42), Hct-Dam%(42), TchofDth-Dam%(42), PrfZng-Dam%(43)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(40)
    Level 35: Gloom -- Apc-Dmg(A), Apc-Dmg/EndRdx(36), Apc-Dam%(36), GldJvl-Dam%(36), CldSns-%Dam(37), CldSns-Acc/ToHitDeb(37)
    Level 38: Shatter -- FrcFdb-Rechg%(A), ExpStr-Dam%(40), Obl-%Dam(43), PrfZng-Dam%(45), Erd-%Dam(45)
    Level 41: Dark Obliteration -- CldSns-%Dam(A), CldSns-Acc/ToHitDeb(43), Rgn-Dmg(46), Rgn-Dmg/EndRdx(46), Ann-ResDeb%(48), PstBls-Dam%(50)
    Level 44: Soul Tentacles -- TraoftheH-Dam%(A), Ann-ResDeb%(45)
    Level 47: Crowd Control -- FrcFdb-Rechg%(A), ExpStr-Dam%(48), Obl-%Dam(48), PrfZng-Dam%(50), Erd-%Dam(50)
    Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    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 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
    ------------

     

  5. 9 hours ago, Bopper said:

    I honestly don't remember if I posted it. If not, I'll post it eventually.

     

    For me, Rage is a major driver. You could play with WM though and utilize Build Up as much as possible, but a lot of design decisions likely change if you use WM instead of SS.

    I've looked around and have not seen it anywhere. I'm lookin to build a tank and debating on using your Granite build or going for a Rad/SS build. I cant decide tho.  @Gobbledegook and @Tsuko, do you guys have your rad/ss posted anywhere? If not, would you mind sharing it with me? Thanks

  6. On 8/6/2019 at 4:24 PM, thegee said:

    Tw/bio just does a bit of everyting well. Doesn't mean it is better.  A lot of people dont like TW at all and that build is expensive. Never played the widow to 50 but i think it is fine for dps. TW/Bio is my main it has great ST dmg with - def procs and great aoe, absorb, +heal/end recovery, - regen, knockdown, -damage, a taunt, -resist, perma hasten. The thing i love most about COH is that so many builds are great and fun. If you like widow then keep playing it. You can also fix a lot of "weaknesses" with EPPs and Incarnates.

    What do you mean by EPPs??

  7. On 7/5/2019 at 3:59 AM, Seroster01 said:

    OP, have you ever looked at how Widow-Claws perform relative to the Scrapper powersets? I've seen a couple threads where someone claimed Widow has some of the best DPS in the game when focused on claws w/ Follow-up, but IDK how you came to figure out these optimised attack chains, or if it would even be comparing apples to apples.

     

    I'd love to hear your feedback on this.

    Also would like to know, Just got done leveling a melee based widow to 50....should i even bother? Or is a TW/BIO better?

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