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Found 9 results

  1. Notes from the Author Play History of this build In-Granite Proc Build: What is this character supposed to do (Design Goals)? Play entirely in Granite Armor (with the exception of traveling great distances outside of combat) Be surviable: Softcapped Defenses (45+% to S/L/E/N/F/C), Capped Resistances (90% to S/L/E/N/F/C/T), Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) DPS, single target and AoE. Solo a Rikti Pylon in under 4 minutes with no inspirations. Under 3 minutes with Hybrid Assault Clear a +4/x8 Briggs Moon Map in 6 minutes with no inspirations Accurate (with single stack of Rage) All attacks can hit +3 enemies 95% of the time. High recharge. Some from set bonuses, but mostly FF procs and Cross Punch are engines for high recharge. Move fast...enough. Supplement movement using Combat Teleport and Teleport In Granite Armor: 23+ mph run speed Out of Granite: 75+ mph run speed, 65+ mph jump speed What is this character NOT supposed to do? Exemplaring. This is intended as an end-game build. It can run level 27+ content with Granite Armor, but without Ageless the character will need outside recovery options (buffing teammates, recovery serums, base empowerment +Recovery temp power, etc). Ideally this build is for 45+ content. Face Psionics. Unless the enemy ONLY uses Psionic (in which case you can switch to Minerals and enjoy softcapped defense), there won't me much for mitigation against Psionic attacks. Self Sustaining outside of Ageless. It was already said, but I'll say it again, this is an endurance hungry build and the +Recovery buff from Ageless is very much the engine that allows this build to work. Additional information for this build: Slotting between Foot Stomp and Cross Punch are interchangable. For Single Target emphasis, I slot Cross Punch with the Armageddon and FotG procs. For AoE emphasis, I move those procs to Foot Stomp. E/N Resistance technically sits at 84.11%. However, the Tanker ATO in Mudpots should always keep one ATO active. It is a 6 PPM proc that can stack up to 3 times and lasts for 20s each stack. In Mudpots, that is a 52.6% chance to proc every 10s. Assuming 95% chance to hit, the probability of missing the proc is exactly 50%. So worst case scenario, there is only one enemy that you can engage with, the probability of missing the proc twice in a row (thus opening up a 10s window without the ATO) is 25%. This will rarely matter in game play, as having only one target on you is going to be rare. However, if there is a situation you feel this will be too much of a hindrance, I highly recommend grabbing a +5% Energy Resistance and +5% NE Resistance temporary power from Base Empowerments. The build has 65% resistance to slows. I added this in as I felt slow debuffs could be the downfall of the build, even with FF procs. Final Thoughts: I'm not sure what else to say about the build. It's fun, if you can work with the movement penalties. It's different...which is why I wanted to make it in the first place. But most importantly, it's not cookie cutter. This build is a nonconformist take on how to be a DPS character without being a DPS AT. To be a DPS character in a powerset that tries to prevent you from doing so. This build isn't just Punk Rock, it's Proc-Rocks. Build Data Link: Build Totals: In-Granite Tank Build (Huge Psi Resistance): What is this character supposed to do (Design Goals)? Play entirely in Granite Armor (with the exception of traveling great distances outside of combat) Be surviable: Softcapped Defenses (58+% to S/L/E/N/F/C), Capped Resistances (90% to S/L/F/C/T), Near Capped E/N Resistance (80%/86.5%/90% with 0/1/2 ATO +Res procs active) Near Capped Psi Resistance (76%/83%/89% with 0/1/2 ATO +Res procs active) Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) Maximize Absorb. This build has Entomb proc and Gauntleted Fist proc to help achieve up to 30% absorb (an extra 1060 HP on top of your capped 3534 HP). Be accurate: 95% Chance to hit +4s with all attacks, despite no Rage. Be supportive: Maneuvers for 4.5% defense to teammates Darkest Night for -30% damage debuff and -18.5% to-hit debuff. What is this character NOT supposed to do? Exemplaring. This is intended as an end-game build. It can run level 27+ content with Granite Armor, but many of your attacks come late (Gloom avail at 30, Foot Stomp at 33, Dark Obliteration at 36). Run. This build will be a statue without a Kin. This will require heavy play using Combat Teleport and Teleport. Damage. This build does not take Rage and does not rely on Procs. Additional information for this build: Knockout Blow will be your one-stop-shop for mitigation. You'll have a 73% chance for absorb and a 73% chance to hold (mag 6 when combined with KoB's hold). E/N Resistance technically sits at 79.75%. However, the Tanker ATO in Mudpots should always keep one ATO active. It is a 6 PPM proc that can stack up to 3 times and lasts for 20s each stack. In Mudpots, that is a 52.6% chance to proc every 10s. Assuming 95% chance to hit, the probability of missing the proc is exactly 50%. So worst case scenario, there is only one enemy that you can engage with, the probability of missing the proc twice in a row (thus opening up a 10s window without the ATO) is 25%. This will rarely matter in game play, as having only one target on you is going to be rare. However, if there is a situation you feel this will be too much of a hindrance, I highly recommend grabbing a +5% Energy Resistance and +5% NE Resistance temporary power from Base Empowerments. Another option is to move some slotting around (likely costing you Psi resistance) to get you 6% E/N resistance from a 3-piece GF ATO set. You also have Reactive Defense scaling your resistances if you do low life. The build has 50% resistance to slows. I added this in as I felt slow debuffs could be the downfall of the build, even with FF procs. Final Thoughts: With capped HP (3534), nearly incarnate soft-capped defense (58%), nearly capped resistance to all damage types (E/N/P are close), very good regeneration (60 hp/sec) and solid debuff resistances (Slow, End/Rec, DDR all 50%+) it will be hard to take you out. Psi defense is your only hole, but it is mostly mitigated with Darkest Night and your strong Psi resistance. The biggest pain, the speed. You need to be comfortable with teleport macros or find a Kinetics player to help. Build Data Link: Build Totals: No-Granite Proc Build: What is this character supposed to do (Design Goals)? Play out of Granite Armor, but have it available for emergencies. Be surviable to everything (no holes): Softcapped Defenses (45+% to S/L/E/N/P) Psi is nearly 57%, while F/C is a respectable 33%. Capped Resistances (90% to F/C/T) E/N/P are weak, but S/L achieves 68% without ATO procs. With 2 procs, it will sit at 81.3%. Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) DPS, single target and AoE. Solo a Rikti Pylon in under 4 minutes with no inspirations. Under 3 minutes with Hybrid Assault Time: 3:09 (330 DPS) with no insps and no Hybrid Assault Clear a +4/x8 Briggs Moon Map in 6 minutes with no inspirations Accurate (with single stack of Rage) All attacks can hit +3 enemies 95% of the time and either Cross Punch or Combat Teleport buffing To-Hit High recharge. Some from set bonuses, but mostly FF procs and Cross Punch are engines for high recharge. Move fast...enough. Supplement movement using Combat Teleport and Teleport Out of Granite: 70 mph run speed, 67 mph jump speed with Sprint and Athletic Run What is this character NOT supposed to do? Exemplaring somewhat. This build has enough recovery and survivability to handle lower level content, however most of the attacks come late in the build which would make exemplaring a bit of a slog. Taunt-bot. This build does not take Taunt nor Fold Space, so its only form of pulling aggro is via its epics (Gloom, Dark Oblit and Darkest Night). Travel fast. This build uses no conventional travel powers. Instead, Athletic Run, Sprint, and Combat Teleport are used to get around. Swapping out Combat Teleport for Teleport or Super Jump is perfectly acceptable if you prefer. Additional information for this build: Achieves a solid 50% Slow Resistance. However, the 2-slot boxing (and its 15% slow resist) is optional. I chose Combat Teleport as a semi-form of movement (especially while in granite) mostly because its To-Hit buff allows my Gloom and Dark Obliteration hit targets 95% of the time against +3s without having to go into melee-range first and use Cross Punch for its To-Hit buff. If I didn't take Combat Teleport, I would have gone with regular Teleport. Final Thoughts: This is a really strong all-around build. It has good ST and AoE damage, only minor survivability holes, and still has Granite for oh-crap moments. Just beware of Rage Crash. Also note, the Mids build will show my powers picked at odd levels. This is not intended for level-up accuracy, it's organized based on how I like to view Mids. In 2-column format, my level 22-32 picks are in the top-right corner of my screen. When I toggle Granite Armor off, I like having all my powers right next to it (levels 22-30) so that it's easy to re-toggle all my non-Granite toggles that are mutually exclusive with Granite. Build Data Link:
  2. This is currently a theory-build. I wanted to see how strong of a stalker build could be created using Stone Armor while not sacrificing too much from my offense. This is not a proc-heavy build so it will not have the offensive capabilities of my previous Energy/Energy/Mu Stalker I built last year. Instead, this has more traditional high-end slotting, such as Winters and Purples. Here is a summary of the build: Pros: Perma Max HP 400+% Regeneration (35.4 HP/sec) Softcapped Defense for S/L/E/N/P: all 51+% Hardcapped Resistance for F/C/T: all 75% Perma-Hasten (188.75% Global Recharge) 75% Global Accuracy (All attacks hit +3 enemies 95% of the time) Two AoEs (Power Crash and Ball Lightning, useful for BU proc) Solid Debuff Resistances (41.5% DDR, 69% End/Rec Drain, 60% Perception, 80% Slow) Two Performance Shift Procs +2.85 End/Sec (not factoring in PS procs nor Panacea proc) Cons: Only 27% F/C Defense (but hardcapped res) Only 49% S/L Resistance (but softcapped def) Only 19% E/N Resistance (but softcapped def) Only 20% Psi Resistance (but softcapped def) Not Proc Heavy (Only purples and FoTG) No To-Hit buffs (Capping the damage for Zapp will be done with Build Up) Build:
  3. Just a couple of silly builds. I wanted to leverage Storm Kick for stupidly high defense while also building up my Psionic Resistance as much as I can. Here are two builds I came up with in Mids (did not make this in the game, probably won't make it in the game). The first build manages to cap Psionic Resistance with just 1 ATO proc (91%). Build: Screenshot of the Build: Highlights of the build: 62.73% Defense to S/L/E/N/F/C 90% Resistance to S/L/F/C/T and E/N/P (with 1 ATO proc) 436% Regeneration (64 HP/sec) - *Note, I chose to slot a Numina Heal into Health instead of PT Proc. The PT Proc is technically more regeneration, however I wanted the comfort of "always on" instead of hoping for a proc every 10s. 95% chance to hit +4s with all attacks. Also has Combat Teleport and BU Proc in Gloom for additional To-Hit if needed Darkest Night for an extra 18.5% To-Hit debuff (Dark Oblit and Gloom each offer 5.25% for 10s) Not so Highlights of the build: Slower than a sloth running through quicksand. Teleport and Combat Teleport are your forms of travel. Damage isn't good, but even in Granite there are enough attacks to always have an attack chain going. Hasten isn't perma (not surprising given Granite) Only 20.6% Psionic Defense Only 20% Slow Resistance The second build caps E/N/P resistance with 2 ATO procs, but comes with 32.5% Psionic defense. Build: Screenshot of the Build: Highlights of the build: 62.57% Defense to S/L/E/N/F/C 32.5% Defense to Psionics 90% Resistance to S/L/F/C/T and E/N/P (with 2 ATO proc) 468% Regeneration (69 HP/sec) - *Note, I chose to slot a Numina Heal into Health instead of PT Proc. The PT Proc is technically more regeneration, however I wanted the comfort of "always on" instead of hoping for a proc every 10s. 95% chance to hit +3s with all attacks. Also has Combat Teleport for additional To-Hit if needed Added Summon Widow which could (in theory) help with some of your DPS Darkest Night for an extra 18.5% To-Hit debuff (Dark Oblit and Gloom each offer 5.25% for 10s) Not so Highlights of the build: Slower than a sloth running through quicksand. Teleport and Combat Teleport are your forms of travel. Teleport and Combat Teleport have much smaller ranges than Build 1. Hasten isn't perma (not surprising given Granite) Only 20% Slow Resistance
  4. Notes from the Author Play History of this build What is this character supposed to do (Design Goals)? Play entirely in Granite Armor (with the exception of traveling great distances outside of combat) Be surviable: Softcapped Defenses (45+% to S/L/E/N/F/C), Capped Resistances (90% to S/L/E/N/F/C/T), Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) DPS, single target and AoE. Solo a Rikti Pylon in under 4 minutes with no inspirations. Under 3 minutes with Hybrid Assault Clear a +4/x8 Briggs Moon Map in 6 minutes with no inspirations Accurate (with single stack of Rage) All ST attacks can hit +4 enemies 95% of the time (KoB, Gloom) All Taunt attacks can hit +4 enemies 95% of the time (Mudpots, Taunt) All AoE attacks can hit +3 enemies 95% of the time (Cross Punch, Foot Stomp, Dark Obliteration) However, all AoE attacks can hit +4 enemies only 86% of the time (with single stack of Rage, 2x Rage it hits 95% of time) High recharge. Some from set bonuses, but mostly FF procs and Cross Punch are engines for high recharge. Move fast...enough. In Granite Armor: 30+ mph run speed Out of Granite: 80+ mph run speed, 70+ mph jump speed What is this character NOT supposed to do? Exemplaring. This is intended as an end-game build. It can run level 27+ content with Granite Armor, but without Ageless the character will need outside recovery options (buffing teammates, recovery serums, base empowerment +Recovery temp power, etc). Ideally this build is for 45+ content. Face Psionics. Unless the enemy ONLY uses Psionic (in which case you can switch to Minerals and enjoy softcapped defense), there won't me much for mitigation against Psionic attacks. Self Sustaining outside of Ageless. It was already said, but I'll say it again, this is an endurance hungry build and the +Recovery buff from Ageless is very much the engine that allows this build to work. Additional information for this build: Slotting between Foot Stomp and Cross Punch are interchangable. For Single Target emphasis, I slot Cross Punch with the Armageddon and FotG procs. For AoE emphasis, I move those procs to Foot Stomp. E/N Resistance technically sits at 84.33%. However, the Tanker ATO in Mudpots should always keep one ATO active. It is a 6 PPM proc that can stack up to 3 times and lasts for 20s each stack. In Mudpots, that is a 52.6% chance to proc every 10s. Assuming 95% chance to hit, the probability of missing the proc is exactly 50%. So worst case scenario, there is only one enemy that you can engage with, the probability of missing the proc twice in a row (thus opening up a 10s window without the ATO) is 25%. This will rarely matter in game play, as having only one target on you is going to be rare. However, if there is a situation you feel this will be too much of a hindrance, I highly recommend grabbing a +5% Energy Resistance and +5% NE Resistance temporary power from Base Empowerments. Using Base Empowerment Temp Buffs, the Jumping Speed and Running Speed is 75.35 mph and 82.88 mph, respectively. This is when Sprint and Ninja Run are on. So although I don't take a traditional travel power, this is why. In Granite Armor, the Running Speed becomes 32.24 mph. In Rooted and Granite, the Running Speed becomes 19.45 mph. The Nitty Gritty Details: If you followed along this far, then you have a true interest in the build despite the limitations of Granite Armor. So welcome, I'm glad you're here. Below I will go into math and additional details on what the build can do. I'll break down the amount of Even Con damage from each attack, and I will break it out by 0x Rage, 1x Rage, 2x Rage, Rage Crash. I will include the enhanced damage with Musculature alpha, and global damage bonuses (including Assault). I'll also show the average proc damage, chance for FF proc, and chance for Res Debuff Proc. Power Base DMG Base + Glob DMG Enh. DMG 1x Rage 2x Rage Rage Crash Proc DMG Avg FF Proc -Res Proc Cross Punch 87.22 99% 118.56% 361.50 431.28 110.69 101.97 27.07% --- Knockout Blow 188.07 99% 98.52% 843.84 994.30 340.72 321.91 90.00% --- Foot Stomp 75.02 99% 74.41% 324.99 385.01 142.38 134.88 27.41% 47.97% Gloom 78.30 99% 119.80% 440.00 502.64 213.87 206.04 --- --- Dark Obliteration 40.04 99% 74.41% 307.04 339.07 209.58 205.57 --- 61.40% Info about the table The slotting shown in the table is slightly tweaked from the build. The build I offer up has two versions of slotting: Max Damage, and a somewhat friendlier Endurance Management build. If you'd like to see the alternate slotting, go to Slots/Enhancements > Slots > Flip All to Alternate. The table above uses the max damage version of KoB while using the Endurance friendly version of CP*, FS, and DO. *Technically, CP's endurance friendly version is more endurance hungy, but that is because it is swapping enhancements with Foot Stomp to make Foot Stomp more endurance friendly. So the net gain is CP adds 0.45 end/cast while Foot Stomp subtracts 5.09 end/cast. The big take away is how hard the attacks hit. With one stack of rage, each attack will do 300+ damage on average, and with two stacks of rage each ST attack does 400+. Even during the rage crash, the procs will allow for your attack chain to still do over 100 damage with each attack. No need to pull out the Black Wand or Sands of Mu during the crash...although it's not a bad idea just to have all your attacks off cooldown when the crash goes away. Single-Target Attack Chain There is no set-in-stone (pun not intended) attack chain with this build as the recharge procs will make the cooldown of attacks very dynamic. But overall, my attack chain tends to be: C.P. > Gloom > D.O. > KoB > C.P. > Gloom > F.S. AoE Attack Chain For AoE attacks, Foot Stomp becomes my engine, providing me a reliable FF proc (80% chance to proc when hitting 5 targets). Dark Obliteration and Cross Punch round out the AoE attack chain with KoB used on the biggest target whenever off cooldown, and Gloom is sprinkled in whenever there is a gap in the chain. F.S. > C.P. > D.O. > KoB How can I not slot recharge, fight in Granite Armor, and still maintain a fluid attack chain? Answer is simple: Force Feedback procs in 3 of my attacks, Hasten, Ageless, and Cross Punch. But let's break it down further than that. The build only has 73.75% recharge from set bonuses, and combine that with -65% recharge debuff from Granite Armor only nets the build +8.75% recharge. However, when Hasten is up, we add +70%. With Ageless, we have atleast +10% (+20.83% on average). If needed, there is a +20% recharge buff from Base Empowerment I can use for 90 minutes. So let's average that out, that's +119.58% recharge on average (+108.75% half the time). So right now, if nothing else changes, we know that the cooldown time to all my attacks are a little bit less than half of their base values. This gives me the following: Power Base Cooldown Global Recharge New Cooldown Cross Punch 8.00 108.75% 3.83 Knockout Blow 25.00 108.75% 11.98 Foot Stomp 20.00 108.75% 9.58 Gloom 12.00 108.75% 5.75 Dark Obliteration 32.00 108.75% 15.33 Those numbers do not factor in the FF proc nor Cross Punch's 10% recharge buff. If we were to factor in the 95% chance to hit, each of the following attacks would add the following amount of average Cooldown points: Avg Cooldown points = (Chance to Hit) x (Chance to Proc) x (Amount of Recharge) x (Duration) KoB: 95% x 90% x 100% x 5s = 4.275s CP: 95% x 27.07% x 100% x 5s + 95% x 10% x 6s = 1.286s + 0.57 = 1.856s FS: 95% x 27.41% x 100% x 5s = 1.302s What do those numbers mean? Basically it is equivalent to reducing the Base Cooldown of a power by those numbers...so long as a power that is on Cooldown is on Cooldown for the entire duration. Let's apply this to practice. KoB has a Base Cooldown of 25s. On average, when KoB is cast, it will average a 4.275s CD reduction, so KoB's "new" Cooldown becomes 20.725s. Take that value and divide by the recharge, KoB now recharges in (25-4.275)/2.0875 = 9.93s. So KoB having the FF proc now reduced its average Cooldown to 9.93s which is equivalent to having +152% recharge (effectively a 43% global recharge buff to KoB, as well as other powers). Ok...I admit...that's a vomit of math and I didn't really try to make it clear. The point of showing that is the fact the procs and buffs act as equivalent global recharge...and when we can chain together many of these procs, we can help close the gaps of the build. I won't bombard you with the math...instead, I'll let a combat log do the talking. This is simply me against a Pylon. One on One. No AoE benefits for Force Feedback, just non-stop attacks. My slotting for this run is slightly different than the build, but not by much. But in terms of analyzing the recharge capabilities of the build, it is exactly the same. This test includes the 20% Recharge Buff from Base Empowerment, and Cross Punch is fitted with the Armageddon DMG/END, Armageddon Proc and FotG Proc, while Foot Stomp has Armageddon DMG and 4 3.5 PPM procs. I had T4 Degenerative Core Interface slotted, and T4 Assault Radial Hybrid slotted (but not used). I say this all because in an effort to simply do a pylon test as a means to show the fluid attack chain of the build, I did something I didn't think was possible... I defeated the Pylon in 3:01 (340 DPS). I repeat: 340 DPS for a GRANITE TANK!!! This wasn't necessarily an outlier either, as a few runs prior I hit a 3:03 time, however my combat log didn't save...so I had to try for it again. Cleaned up Combat Log Table. Full Combat Log CSV file embedded beneath the table. The purpose of the analysis is to try to identify major gaps, so I parsed the combat log to find any instance where the time between the HIT/MISS of a previous attack and the activation of the current attack is 2 or more seconds. I highlighted those in yellow, and I scrubbed anything that wasn't a problem as green (like attacks following the activation of Rage...where it did not have a HIT/MISS for me to check. For the entire run, only 4 times was there a gap of significance, and I could probably chalked half of those as human error. Also worth noting, Hasten was nearly perma on this run...and it might have been and I was too focused on my attacks. This is not atypical, I regularly have Hasten reaching perma-levels on pylon runs. It just goes to show how much of an engine the FF procs can be. Final Thoughts: I'm not sure what else to say about the build. It's fun, if you can work with the movement penalties. It's different...which is why I wanted to make it in the first place. But most importantly, it's not cookie cutter. This build is a nonconformist take on how to be a DPS character without being a DPS AT. To be a DPS character in a powerset that tries to prevent you from doing so. This build isn't just Punk Rock, it's Proc-Rocks. Build Data Link: (Full Damage version, and slightly more Endurance friendly version) Build Details: (my version...KoB max dmg, the rest balanced) (Original Build for this topic, kept here for historical purposes) Build Data Link: Build Details: Build Totals: Proc-Rocks - Stone-SS-Soul-Run Version Page5 - Offensive Build v5.mxd
  5. I've been on quite the Widow kick lately. Previously, I had never played a Widow but I admired them from a far. Over a year ago Modest and I were working on a build for pylon testing and I came away enamored by its many playstyle capabilities. Life and other priorities always got in the way of taking the time to build a Widow character, but recently I found the time and wound up loving the character. Loved it enough to make 3 separate IO'd out builds for it (something I've never done on a character). It's easy to do when there are so many playstyles I wanted to try. So much in fact, I'd probably need 6 build slots to make everything I want to make (guess I'll have to make a 2nd Widow). Anyways, opening paragraph has gone on long enough, time to share some builds. But before I do, I'll share one thing common between all these builds that way those who don't like my style can check out early. I skipped fighting pool on all my builds in favor of Sorcery pool. I did this for a few reasons... the toggles of Tough and Weave are costly and Widows are already a bit of an endurance hog. I found the resistance from Tough not to be worth it as my defense rarely had hits coming in anyways. I also found enhancement slots hard to come buy and I wanted a mule for Preventative Medicine (which pairs nicely with the scaling resistances of a Widow), so taking Spirit Ward allowed me to have a token support tool while also providing me a free slot to drop in PM: Absorb. Most importantly, I wanted to have an on-demand "oh-shit" button. Now that Rune of Protection is a fixed uptime of 33%, I saw it as a perfect two slot wonder (those slots being two +5 IOs). With a base of 25% resistance (tied with Defenders as the highest base resistance amongst ATs) and 57.54% slotted enhancement, that gives me 39.14% resistance to all when needed. It's like getting to use 2 Robusts together every 3 minutes. Very useful, especially when at ~half life. For a quick example, let's assume my build has 15% resistance to everything via set bonuses. With Reactive Defenses scaling up to an extra 1% for every 10% HP lost and a Widow's resistance scaling 4% for every 5% HP lost below 75% HP, we will have the following resistances (in parenthesis is the total resistance with active RoP at 39% resistance.) At 100% HP: 15% (54%) 75% HP: 17.5% (56.5%) 70% HP: 22% (61%) 60% HP: 31% (70%) 50% HP: 40% (79%) 40% HP: 49% (85%) 30% HP: 58% (85%) 20% HP: 67% (85%) 10% HP: 76% (85%) 0% HP : 85% (85%) In other words, clicking RoP is equivalent to having my scaling resistances get to reach its cap at 43.3% HP instead of at 0% HP. Having softcapped defenses and near capped resistances makes me not fear my low health. With Preventative Medicine as a fallback, I can comfortably fight without fear of dying while RoP is active. Ok...ok, now here's the builds. Siren's Night (Single Target focused Night Widow build) Siren's Night (Night Widow build with 3 AoEs) Siren's Night (Proc heavy version of Night Widow) Siren's Blood (Hybrid/Control/Support) Siren's Blood (ST focused Proc Build - Soul Mastery) Siren's Blood (AoE focused Proc Build - Mu Mastery) Siren's Blood (Proc Heavy DPS - Soul Mastery) Siren's Night: ST Melee/Support Highlights: 64%+ Defense to all Perma-Hasten 49%+ Resistance to all when RoP active Team Support: +29% Def, +30% Dmg, +5% To-Hit, +30% Psi Res 75% Slow Resistance (can get another 41.25% from Ageless Radial and Base Empowerment) This build is mostly thematic. Almost like what if a Stalker could buff teammates. With double maneuvers, double assault, and Mind Link, you're giving teammates significant buffs. To stay on theme, I chose Eviscerate over Spin. That may not be a popular choice for most, but ultimately I find the extra damage and proc chance from Eviscerate to allow me to use it in ST attacks without feeling too inefficient. Also, I tend to jump attack so the cone shape of Eviscerate can still perform as approximately a 5' radius PBAoE equivalent. Not the best, certainly, but retaining a 45% chance to proc the FotG is nice when used as my opener. But feel free to swap this out for Spin, this is mostly just user preference for a little bit of AoE while staying on ST focus. The build also has a net +2.42 end/sec so endurance drain is not too bad. Factoring in Panacea and Performance Shifter, it's about +3.108 end/sec. This is why I chose Ageless Radial instead of Ageless Core, I desired the debuff resistance moreso than the Recovery. Speaking of debuff resistance, the build has 75% resistance to slows. So if you grab the 20% base empowerment and have Ageless Radial's permanent 10%, slow debuffs will completely not work against you. Nice as the build is perma-hasten. Note: This build doesn't really need hasten. Mind Link is perma without it and there are no other long recharge powers in the build. So feel free to replace Hasten with Darkest Night if you want a power that can help draw in aggro and provide an extra layer of survivability with its damage/tohit debuff. Siren's Night: ST Melee/Support (v2 - Replaced Super Leap with Spin) Highlights: 64.5% Melee/AoE, 63% Range Defense Perma-Hasten 49%+ Resistance to all when RoP active Team Support: +29% Def, +30% Dmg, +5% To-Hit, +30% Psi Res 75% Slow Resistance (can get another 41.25% from Ageless Radial and Base Empowerment) This build is practically the same as the previous version. I decided to remove Super Leap (not needed since I already have Mystic Flight), and replaced it with Spin. I then replaced the set bonuses that came from having two BotZ (+2.5% Range Defense, +3.75% AoE Defense) and gave Spin 6-slot Eradication which comes with 1.56% Range Defense, 3.13% AoE Defense along with extra regen, HP, and max endurance. This makes for a net of +2.49 end/sec, and a max HP of 1578. Overall, I'd say this is a superior build to the previous one as there are now 3 AoEs in the build: Spin, Eviscerate, and Dark Obliteration while adding to survivability despite a slight decrease in range defense. Note: some may wonder why I am willing to slot Mystic Flight with only the Winter Gift Slow Resist IO (thus, unenhanced fly). I do this because I only use Mystic Flight as a travel power and rarely use it in missions. When I use it as a travel power I have Jump Pack which will boost my fly speed strength such that Mystic Flight hits the 87.95 mph fly speed cap for 30s. That's more than enough time for me to get across a zone. Siren's Night - Proc Build: Highlights: 62% Melee Defense, 54.5% Range/AoE Defense, Not Perma-Hasten (about 5.5s downtime when factoring in Ageless. About 14.5s without Ageless) 49%+ Resistance to all when RoP active Team Support: 29.2% Def, 30% Dmg, 17.3% To-Hit, 30% Psi Res 75% Slow Resistance This is very much like the previous build, however I sacrifice perma-hasten, 9% Range/AoE defense and some slow resistance to gain crazy amounts of proc damage. Some attacks average 100-200 more damage than the previous version. And although follow up will not be up as often along with some of the big hitters, more frequent build up procs and the occasional strike/dark obliteration can fill out the attack chain when needed. This build also has the same net endurance recovery of 2.42 end/sec, however the use of proc slotting will make it drain a bit faster. Example of attack chain damage: Follow Up (238 dmg, +30% DMG for 10s, 21.4% chance at BU proc) > Slash (601.5) > Lunge (615.9) > Gloom (489.7, 21.8% chance at BU proc) > Dark Oblit (299.2, 61.4% chance at -Resistance proc) = 2,244 DMG in 6.204s (362 DPS). This includes the 30% damage from Follow Up but not the BU procs nor the -res debuff proc. At this time, the chain can repeat however Slash will shift a slot while it remains on cooldown longer. Follow Up (253.2) > Lunge (653) > Slash (651.2) > Gloom (519) > Strike (360.4) = 2437 DMG in 6.336s (385 DPS). From there, the chain repeats itself with Dark Oblit and Strike swapping while Slash slowly slips along. Finally, the endurance consumption of the above was 70.71 end in 12.54s (5.64 end/sec). With a net endurance consumption of 3.13 end/sec, this chain will typically run out of endurance after 44s. So keep this in mind when choosing a preferred Destiny. Update: Made a change to the build. I originally had Membranes in Mind Link, however the recharge doesn't work. So I moved some things around and updated to words above. Siren's Blood: Melee/Tank-Control/Support Highlights: 64.7% Melee, 63.5% Range, 61.6% AoE Defense Perma-Hasten 50%+ Resistance to all when RoP active Aura of Confusion, Total Domination, and Psichic Wail for Crowd Control Team Support: 28.4% Def, 5% To-Hit, 30% Psi Res Plays in Melee This is a possibly untraditional build and it certainly won't be for everyone. Ultimately I envisioned a Widow that can stand toe-to-toe with anyone with its defense while also not needing to with its ability to use one of its three crowd control powers. Psychic Wail is a nuke and will likely defeat its enemy in one shot...nonetheless it's a mag 3 stun with a massive recharge debuff to help slow down the opponent. Next there is Aura of Confusion that will be up every few mobs. I like to pair Wail with Confusion, putting a dent in bosses then having them turn on each other for a few moments. Finally, there is Total Domination which is on a similar cooldown to Aura of Confusion. It too can control bosses thanks to its Lockdown proc. It won't be for too long, but long enough if anything gets dicey. Note, there is alternate slotting for Spin and Strike where a damage proc is added at the loss of the defense from the 6th slot. You will still be at 60%+ defense to all if you choose this slotting. Also, this will be a very unpopular build as it does not take Assault. Don't worry, I have more fun builds on the way. Siren's Blood: ST Focused Proc-Heavy Fortunata Highlights: 60.5% Melee, 58% Range, 53% AoE Defense +2.89 Net End/Sec 50% Slow Resistance 47%+ Resistance to all when RoP active Team Support: 28.9% Def, 15% Dmg, 5% To-Hit, 30% Psi Res This build is far more offensive than the previous. It incorporates extreme proc usage and uses Psionic Tornado as a recharge engine to help drive the cooldown of Hasten, Wail, Confusion, and Aim. Total Domination is replaced by Dominate to help solidify the ST attack chain: Follow Up>Lunge>Dominate>Gloom>AoE. The AoE chain is mainly Aim>Wail>Dark Oblit>Psinado. Anything still alive will not be for long as the proc'd out ST attacks will clean up the rest while Psinado and Dark Oblit are on cooldown. Note: This is mostly a build that is designed for +3 content. Even with Follow Up, some attacks will lack the accuracy to hit +4 at 95%. Nonetheless, it should still be strong even in such content. Also, you may notice, I sometimes +5 enhancements. I do this knowing that I'll lose set bonuses when exemplared. I fear not, nor should you, as the set bonuses lost are usually regeneration and at lower levels my defense is strong enough to rarely have a need for the extra regen. Siren's Blood: AoE Focused Proc-Heavy Fortunata Highlights: 60.5% Melee, 58% Range, 53% AoE Defense +2.92 Net End/Sec 50% Slow Resistance 47%+ Resistance to all when RoP active Team Support: 28.9% Def, 15% Dmg, 5% To-Hit, 30% Psi Res I'm short on time, so I'll finish the write-up later. In short, I subbed out Soul Mastery for Mu Mastery so that I could proc out more AoE attacks. The loss of Gloom certainly hurts the ST potential of the build but the AoE chaos is certainly fun. Aim>Wail>Fences>Ball Lightning>Psinado...that's a lot of AoE. As for the ST attack chain, it's mostly Follow Up> Lunge>Dominate>then pick two between Strike and the AoEs. Siren's Blood: Proc-Heavy DPS Fortunata Highlights: (Added 7/4/2021) 59.7% Melee, 57.2% Range, 52.2% AoE Defense +2.98 Net End/Sec 50% Slow Resistance 47%+ Resistance to all when RoP active Team Support: 28.9% Def, 5% To-Hit, 30% Psi Res ST: Follow Up, Lunge, Gloom, Dominate AoE: Psi Wail, Psinado, Dark Obliteration, Spin This build is a variant of the ST-focused proc heavy build. From playtesting I found myself removing Strike from my power tray altogether. Its sole purpose was for optimal use of ST DPS against an AV. That felt unworthy of keeping as a mule, so instead CT: Offensive replaced Strike and Total Domination replaced Assault. I had to weigh the impact of replacing a power like Assault and I finally settled on the fact Widows have only a 400% damage cap and my build has numerous scenarios where it can reach those caps without inspirations. I don't personally chomp on red skittles non-stop, but I will sprinkly them into my diet every so often so it ultimately felt like what's the point of having Assault if there are times when it provides me nothing? So, I'm choosing to remove it for the sake of adding another hybrid concept to this build. Already the build is offensive: Follow Up>Lunge>Gloom>Dominate is a strong sequence of ST damage (about 400 DPS). Even though that chain is not seamless in this build, sprinkling in Dark Obliteration or Aim into the gaps will do just fine. On the AoE side, there is Psychic Wail, and proc'd out Psinado and Dark Obliteration to give a nice 1-2-3 punch. All of them hit atleast 12 targets, all with radiuses greater than 15'. Very useful as enemies aren't going to bunch up tight for me naturally. Spin was added to replace Strike for a little extra AoE. Aside from the offense, the build is tough as well: 52-60% defense to each positional at end game. Exemplared (losing Maneuvers and Combat Jumping) Melee and Range are still softcapped while AoE is on the cusp. Although there is not much resistance (except Psi) in the build, the use of Rune of Protection for "oh-shit" moments will help keep you tanky even if your health bar no longer looks green. FWIW, I also have Demonic Aura and Force of Nature accolades unlocked which I treat as a back-up RoP when it's on cooldown. Using Demonic Aura and Force of Nature together, DA absorbs the -defense FoN causes and I get 60s of +100% recharge, +25% ToHit, +800% Recovery, +30% Res(all but psi), +40% Def(all types but psi). Note: Spin is very optional. This build can replace it for Total Domination or Confuse if the user so prefers. In such a scenario I would give the 5-piece Dominon of Arachnos to Telekinetic Blast (it still keeps the ATO global in the 6th slot), then 2-slot Total Domination or Confuse.
  6. In a previous thread, I showcased numerous Widows that I designed and played. One of those builds got me hooked and I kept tweaking little details slightly to provide new flavors of the same concept. This became such a common practive of mine that I simply created a Template build in Mids and have been sharing it with others. The concept of the template is simple: I typically take the same base build, but I am left with 2 power selections and 6 enhancement slots. With those choices, I create a new version of the build. Here is the template: The build leaves you with very strong defenses and lots of proc damage. From there, you can finish it however you like: The last power does not need to be selected at level 49, feel free to move that to wherever is appropriate. The Level 2 power is set, however. Typically I look to take either Strike, CT:Offensive, or Subdue with that selection. With the other, I either look at Spin, Confuse, Total Domination, Confront, Darkest Night, or TT:Assault. But really, the choice is yours. Quick Details on the build: ST approach: Follow Up > Lunge > Dominate > Gloom > repeat or AoE AoE approach: Aim > Psychic Wail > Dark Obliteration > Psionic Tornado > switch to ST attacks to finish off hard targets Control approach: Psychic Wail > Aura of Confusion. What's not dead or stunned gets confused and starts attacking eachother. Oh Shit buttons: Rune of Protection and Demonic Aura (Eye of the Magus). RoP has a 33% uptime, so it's my first line of defense when I need to absorb some hits. If it's on cooldown, then Demonic Aura is my next fallback. These powers provide extremely strong resistances that pair perfectly with your scaling resistances. Plenty of times I have been softcapped and at 85% resistance to all and had nothing to fear despite my low health bar.
  7. Notes from the Author Edits made to the build: 2021 Feb 28: 2021 Feb 19: Design Goals: High Recharge: I want to have near perma-Hasten while also having my best attacks up more often Be surviable: Softcapped Defenses (45+% to S/L/E/N/F/C), Decent Regeneration (400+%, 25+ HP/sec), No Endurance Issues, Decent Resists (40+% S/L, 30+% in F/C/E/N) DPS for anything: Single Target (wreck Bosses+) AoE (mow through Minion/LT packs) Range (I don't always want to chase, so hurt them from afar) How did those goals work out?: High Recharge: Hasten coolsdown in 120.9s (114.8s when Base Empowerment: Increased Attack Speed is active). 188.75% global recharge (208.75% with base empowerment) Also built in 70% resistance to Slows (90% with Base Empowerment), so no fear of debuffs to my movement or recharge Survivability: Defenses - S/L: 54%, F/C: 53%, E: 53%, N: 43% (Energy Drain can increase this more) Regeneration - 389.5% (26 HP/sec), also Energize is able to heal 600 HP every 33s) Endurance - Energize is nearly perma'd and Energy Drain is on a 21s cooldown, rarely any endurance issues Resists - S/L: 47%, F/C: 44%, E: 28%, N: 25%, T: 22% (a little short on my E/N goals, but acceptable) DPS for anything: Single Target Can burst TF (hide) > ET (fast) > AS (fast) for 2100 damage in 5.15s (~410 DPS) Can chain TF > ET (fast) > AS (fast) while using EP Zapp as filler for sustained chunky damage For big fights: PC > AS > TF > ET (fast) > AS > Zapp > ET. The 71% chance to debuff will create on average 14% more damage for the chain, pushing numbers to approximately 385 to 443 DPS. Without factoring in BU or Hide proc. AoE Can burst PC (hide) > Ball Lightning > Cross Punch for ~185 AoE DPS, and sprinkle in fast AS for bosses PC (hide) > Ball Lightning > Assassins Strike. The AoE does on average ~850 damage in a little over 3s of animation time. With enough targets clustered there's a high probability of getting BU to proc and use it before AS. Range Have Zapp (7s cooldown), Mu Bolts (2s) and Ball Lightning (11s). Zapp is utilized in my ST melee attack chains while Ball Lightning is used in my AoE chains. Mu Bolts is mostly there as filler for when I am truly stuck at range. How does it play?: Updated: I've been playing this character a lot more lately and have definitely played around with some of the ideas mentioned in the comments and most importantly tried various forms of game play to get a feel for what works and what doesn't. Sadly, Cross Punch just didn't work for me. Enemies scatter too often and rarely do they aggro tight enough for me to take advantage of the AoE. So it's gone. The good news, I think my AoE potential is far improved now that I created a build that is able to emphasize more procs and recharge. Power Crash is now strong enough to where I could use it in my ST attack chain and not miss a beat. I might revisit Cross Punch, but I would have to test it with Fold Space and see if I can make good use of it. I have playtested this toon in Fire and S/L farms, and the survivability is very good. It also allowed me to test out Power Crash and Ball Lightning together and wow, the BU proc fires at a fantastic rate. If/when I can hit 16 targets with Ball Lightning, BU will recharge 56% of the time. With Power Crash, 5 targets will recharge BU 23% of the time, and with 10 targets it becomes 40% of the time. I'm not saying this toon is intended to be a farmer, just saying in highly saturated scenarios, the AoE of this build can blossom into something very capable. I often use TF and AS as filler while I wait for PC to come off cooldown. I'm also not sold on Ragnarok as the set for Ball Lightning. I'm very tempted to go with Positron's Blast and get one more proc into the attack. The recharge would go from 8.4s to 11.1s, but the average damage would go up from 169 to 245. Right now I have it in the build as alternative slotting scratch that, I'm going with Positron over Ragnorak. In regular content, I mostly adapt to the situation. I'll usually start with Power Crash on mobs to hopefully one shot Minions and possibly LTs (if I crit and get some procs), then roll into my ST chains. Bosses are dead before a chain ends, Elite Bosses might last up to two chains...might. One of the things I changed from the first build, I went back to using Miracle's recovery in my build. I just didn't like needing to use Energy Drain and/or Energize to fix my endurance issues...I wanted to keep punching. So I threw it back in and feel pretty good about the results so far. Mu Bolts...it's there as a mule. BUT, there are times where I don't mind having the extra range attack. Running a BAF and picking off Prisoners from a far, it's useful. It's nothing more than that, situational utility. Right now, I'm still trying to decide what I want to do to polish off the build. I'd love to find two or three more enhancement slots to patch a few more things. But, I like where it's at. It's tanky, it hits really hard, and it is fun. It solos well and it shines in team content (where others debuffs helps highlight the characters raw damage potential). For exemplaring, I'd probably do some things differently, but given that I usually don't exemplar below level 30, this build fits me well. Original: I'll update this more when I play more. For now, I just want to share the build and get comments/feedback. The Build: Below this line is the original build. Mids build link: Images for the build:
  8. I’ve been getting a lot of PMs lately requesting to see my builds. Normally I don’t advertise them (not recently anyways), but since I expect Time Manipulation to get tweaked/nerfed in the future, I figure I might as well share before the builds become irrelevant. My builds aren’t for everybody…they’re for me, technically, and how I want to play. But I happily will share what I built for those who want to consider outside the box options. Some minor backstory, these builds actually were designed back before I wrote the PPM Guide, in fact these builds are the motivation for why I wanted to learn about PPM. I saw potential in Dual Pistols doing awesome damage (for a defender) by incorporating procs, as well as the FF proc for high recharge compensation. I also saw amazing potential with Time Manipulation covering holes where a proc build would have (accuracy from Power Boosted Farsight, defense from Power Boosted Farsight, and Recharge/Recovery from Chronoshift). So, these builds have been around for a while, but I’ve been adapting them recently after the new enhancements from Page 5, in fact I’m pausing as I write this to make some additional tweaks to my */Soul build. At end game, when I have Clarion Radial combined with Power Boost, I reach some awesome levels of team buffs with Farsight…so incarnate softcap (58.75% defense) is also easily reached with that combo. I said it previously, but I’ll say it again, these builds aren’t for everybody. First off, I don’t take Travel Powers…I won’t waste a power selection on something I don’t need. Hover+Jump/Steam Pack = Fly speed, and my Ninja Run can reach decent enough speeds as well. I also have Mission Transporter, Team Teleport, and Base Teleport for additional transportation options. If you feel the need to have a Travel Power, have at it, but I’ll leave it to you on what to cut out. I will also compensate my build with Base Empowerments. For those that don’t know, Base Empowerments give a 90-minute buff for practically nothing (common and sometimes uncommon salvage). You want damage type resistance (5% to cold, smash, whatever), it’ll cost you a couple common salvage. If you want some mez resistance (~15% to stun, hold, whatever), it’ll cost you one or two common salvage. If you want movement speed boosts (jump speed boost will improve Ninja/Beast run) it’ll cost you one common salvage. For me, I like getting the 20% recharge boost, the 17% recovery buff, the 20% strength to jump speed, and the +10 KB protection. When the situation calls for it the 20% endurance drain resistance, 20% slow/recharge resistance, and 100 ft perception increase are also useful. These builds are mostly end-game centric. It is capable for exemplared content, but it’s not optimized for it and I haven’t wasted brain cells trying to optimize for it as most exemplared content is done in teams and I feel less of a need to do all the heavy lifting. As mentioned earlier, these builds center on Power Boost (or Power Buildup) for survivability and accuracy, so exemplared below those power’s availability will be limiting (but not impossible… you still can do awesome proc damage solo, and you still have Farsight). Finally, I don’t take Time Crawl in my builds and Time Stop is only taken as a mule. The regeneration debuff is not strong enough to interest me and the animation times are slow, so I skip them. I also usually don’t take Temporal Selection because honestly, I think I bring enough to a team already and Temporal Selection doesn’t help me in solo play…but don’t worry, I have a build that uses it that I’ll share. Alright, over 600 words have been wasted, let’s just move onto the stuff you care about: Build 1: Time/DP/Soul – AoE (with Temporal Selection) This is an AoE-centric build. Almost every AoE power is proc’d out, with Slowed Response being your fight starter, Soul Drain and Hail of Bullets being your nuke, and Empty Clips + Bullet Rain are your main AoE rotation attacks. Even Distortion Field will do so proc damage while it serves as a nice soft/hard control power. Highlights of the build: everything has 95% chance to hit against +4s when using Power Boost + Farsight. Your have a strong AoE rotation with Bullet Rain and Empty Clips, with Executioner’s Shot and Pistols sprinkled in the gaps. You have a strong ST rotation with Executioner’s Shot, Pistols, Empty Clips, and/or Bullet Rain. AoE attack sequence: Slowed Response > Soul Drain > Bullet Rain > Hail of Bullets > Bullet Rain > Empty Clips, then cycle through your BR and EC with Executioner’s Shot and Pistols filling the gaps. ST attack sequence: Executioner’s Shot > Pistols > Empty Clips > repeat. If Empty Clips doesn’t have the range (40 feet), use Bullet Rain. ES > P > BR > P > ES > P. If by that time you haven’t closed the gap on your enemy, maybe you have better things to do. As for the ES > P > EC rotation, that’s on average 880 damage in 4.95s (178 DPS before resistance debuffs). Resistance debuffs: Slowed Response with an Achilles’ Heel proc gives you a 90% chance at 20% resistance debuff for 10 seconds and comes with the additional 30% resistance debuff for 30 seconds (which can be perma). Pistols also carries an Achilles’ Heel proc to potentially sprinkle in the debuff again during Slowed Response’s downtime. It would be perfectly acceptable to remove a damage proc from Empty Clips to add the achilles’ to it (and remove the one from Pistols). That would give you an extra slot to consider elsewhere. Bullet Rain provides an Annihilation debuff proc and is the reason why I go Slowed Response > Soul Drain > Bullet Rain > Hail of Bullets, because I hope to have both the Achilles’ and Annihilation proc trigger and get to 62.5% resistance debuff before I drop Hail of Bullets, which has its own Fury of the Gladiator proc that will bump that up to 82.5% resistance. The beauty of having FotG proc in Hail of Bullets, HoB does up to 12 ticks of damage and the proc will fire on the first tick, so you’ll still have up to 11 ticks of damage that will benefit from the FotG proc. In the less than 10 seconds after applying Slowed Response (when Achilles is active), you could have done 129.15 damage from Slowed Response, 247.1x1.50 = 370.60 from Soul Drain, 211.8x1.50 = 371.7 from Bullet Rain, 107.1x0.90x1.625 + 35.70x0.60x1.625 + 11x35.70x0.60x1.825 + 5x15.73x1.825 = 764.98 damage from Hail of Bullets. That’s a total of 1636 damage over ~12 seconds, per target in your AoE. Those numbers are just approximate, as I have some minor errors in the math, but it’s still a good ball park of what you are likely to do. Also, those numbers assumed Incendiary Ammo, but no Vengeance. Defense: With no defensive toggles turned on, Farsight gives 19.68% defense and Power Boost will turn that into 31.98% defense. With 6% from global IOs, this leaves 7.02% defense needed to reach softcap. Weave (5.8%) and Hover (2.9%) will get you to 45% softcap defense. When you have Clarion + Power Boost + Farsight (in that order), you will get 50% defense from Farsight (capped at +300%), 6% from Global IOs, and 2.9% from Hover gets you to 58.9% defense (incarnate softcap). Fun side note, you might wonder why I take Stealth and Grant Invisibility instead of Maneuvers. One, Stealth + Stealth IO gives me full stealth (nice for …stealthing missions), but also Clarion + Power Boost + Grant Invisibility is a strong combination. I can give any teammate +9.32% defense (plus stealth) with that combo for 2 minutes…and that’s assuming they’re attacking (double it if they’re staying hidden). Maneuvers can’t do that. Sure, Maneuvers is easy mode, I like the extra utility I gain by letting my teammates stealth with me. Without Power Boost, you will sit at 37.28% defense with Hover, Weave and Stealth active. Combine that with the -22.44% ToHit debuff from Time’s Juncture (purple patch makes this 10.77% against +4 enemies), you will still feel safe in any exemplared content. Resistance: You have capped S/L resistance (75%), with solid F/C resists (29%), NE resists (33.4%), and Toxic resists (31.2%). Energy and Psionic will be your biggest problem, but you have defense and Base Empowerments to help with that. Perma’s? Yup, Hasten is permanent with just one +5 Recharge IO. Chrono Shift is easily perma’d with a recharge of 86s. This does not include the FF proc in Hail of Bullets (which I leave mostly as a recharge enhancement for Hail of Bullets, as its 0s cast time allows for immediate recharging benefits…also, it’s nice having a backup if I get debuffed with slows. Overall: This is my favorite build to play. I can farm with it, I can solo with it, I can team with it. Endurance consumption is a problem, but I welcome it as I don’t always want to feel like I’m playing on easy-mode. It keeps me from getting complacent. I could shore up some of the endurance issues by taking out a single proc from each attack…but what’s the fun in that? This build I went unconventional by putting Miracle in Temporal Selection, which basically means I am only getting its benefit if I have a teammate/ally (when cast, it will last for 120s…but I need to be able to cast it). If I feel I am not teaming enough to warrant this slotting and/or power selection, I could move the Miracle to Chrono Shift (will still be perma with FF proc) and slot Temporal Selection differently (or sub in Time Crawl as a one-slot wonder). Build #1a: Time/DP/Soul – ST (no Temporal Selection) There is a variant you could do with the Time/DP/Soul, which is make it ST centric. This will substitute Empty Clips to be more of a set mule, without neutering its AoE uses. I replace Temporal Selection with Suppressive Fire, take the procs out of Empty Clips and turn it into 5-piece Ragnorak, then turn Distortion Field into a one-slot wonder that grants a 15% absorb shield every time I cast it (well, 90% of the time). Benefits…Single Target attack chain just got an upgrade. SF > ES > Pistols > BR > ES > Pistols > repeat. Suppressive Fire is a proc monster that offers up a 36% chance at a 5.25s Build Up window. That window is just long enough to fit in Executioner’s Shot twice, plus Pistols and Bullet Rain as 1.848+1.188+1.848 = 4.884s, leaving just enough gap to let Executioner’s Shot get the +80% damage bonus when you activate it. This chain actually isn’t gapless with Executioner’s Shot (need 3.036 recharge, ES has 3.1s, so it would require the 20% Recharge buff from Base Empowerment to ensure gapless chain. The chain (gapless) is 9.768s long, and will average (assuming no Vengeance and Incendiary ammo), 359.5 + 425 + 179.9 + 211.8 + 425 + 179.9 = 1781.1 (182 DPS). Now let’s assume we did Slowed Response and got the Achilles’ Heel proc to fire, that number goes up by 50% (2671.7 Damage, 273.5 DPS). This does not factor in the Buildup Proc nor Vengeance (if you’re playing solo), nor interface proc damage. That’s a nice chain…and I will often sub in the Slowed Response for Bullet Rain when it comes off cooldown during the attack chain. FWIW, the Buildup Proc will add on average 28.9% damage enhancement to all the Executioner’s Shots in the chain, the Bullet Rain, and one of the Pistols. Detriments… The alpha AoE stays the same (SR > SD > BR > HoB > BR), however when you get into your Empty Clips and Buller Rain cycle, the Empty Clips is only 56% the damage it used to be when proc’d out (but you gain a chance to knock down and use less endurance). Build #2: Time/DP/Power This build is very similar to Build #1a. It has the same ST attack chain, however we lose Soul Drain but gain Conserve Power. Also, we gain Power Buildup (which mostly mimics Power Boost for my purposes) at level 35, which makes for exemplaring down to level 30 all the better. The biggest trade-off with this build comes from losing the AoE alpha attack of SR > SD > BR > HoB > BR. That beefiness of Soul Drain for that combo is a big reason why I prefer playing the /Soul version, despite the fact all Endurance issues are gone with Conserve Power in the mix. We also gain a proc’d out Empty Clips again, which is nice when cycling Bullet Rain and Empty Clips together…but again, it’s just not the same. Beyond that, nothing much changes as you will still hit the Defense caps using the same Power Buildup + Farsight combos, however the Clarion + Power Buildup + Farsight is not as strong (this is because Power Boost can be enhanced by outside buffs, whereas Power Buildup ignores them). With all your defensive toggles on, you will come just short of the incarnate softcap (58.3% when you need 58.75%), but with Time’s Juncture you won’t notice it. The S/L resistance is still capped at 75%, while F/C remains at 29%. Everything else is 10.3% or less. Hasten and Chronoshift is still perma’d, and Conserve Power has a 63% uptime (assuming no FF procs). In the 53 seconds (or less) that Conserve Power is down, you should be able to manage not running out of endurance, which is why I changed the slotting of Chrono Shift to 5-piece Panacea instead of Synapse’s Shock. With all that, there’s not really much else to add. But just in case, I made some guesses as to what questions you may have for me, which I provide below. Do I use Piercing Rounds? Nope. It’s a mule for 10% recharge. It’s there for situational purposes only…mainly applying a 15% resistance debuff while on a team (of course this requires me to switch to Standard Ammo, then back to either Chemical or Incendiary). What Ammo do I use? Mostly Incendiary, but for harder content I go with Chemical Ammo. My Resistances and Defenses are good, so the next layer of survivability to add is damage debuffs, which I do with Chemical Ammo, Time’s Juncture, Paralytic Radial Interface and Void Radial. Combine that with all of the resistance debuffs (which effectively buffs damage debuffs, shout out to Frosticus for detailing that one) I can achieve the cap of 90% damage debuff on +4 single targets, and sometimes entire mobs (it fluctuates, honestly). What Incarnates do I use? Alpha I almost always go with Musculature Radial for the Damage, ToHit Debuff, Defense Debuff, and Endurance Modification. However if I’m on a team where endurance won’t be an issue, I will swap out for Intuition Radial as I still get the same Damage, ToHit Debuff, and Defense Debuffs, but I also gain Hold Buffs (Distortion Field), Range (Empty Clips), and Slow Movement (almost everything). My preference is obviously Intuition Radial, however Endurance issues will cause me to go with Musculature if solo’ing. Really, the range is what I mainly lose out on as Distortion Field isn’t much of a hold power and I usually already floor my enemy’s movement speeds. Judgement, I almost always go with Void Radial because I love the Damage Debuff and a PBAoE fits my Soul Drain/Hail of Bullets playstyle, and Negative Energy matches my */Soul Mastery theme. The only other option to consider is Ion, because it’s the easiest to use and you can hit up to 40 targets. Interface, I get almost all of them and switch them out for what I need. Paralytic Radial is used when I am going for Damage Debuffs to pair with my Chemical Ammo. Reactive Radial is used for max damage. Degenerative is also used. Lore, I go with Longbow. Debuffing Regeneration is my only hole (self-inflicted as I don’t take Time Crawl nor Time Stop), so I go with Longbow solely for that purpose. Destiny, I go with Clarion Radial. Come on, it gives me a second Power Boost and it gives me status protection for 90 out of 120 seconds. Things can get dicey in those final 30s, but Farsight helped keep me safe while mezzed, and Clarion works as a break free once it is back up. Hybrid, I go with Assault Core because I am AoE heavy and most of my attacks are relatively quick recharge. When I’m not trying to DPS, Support and Melee both can offer up options that fills holes or amplifies what I’m already doing. Can I solo an AV or GM? Eh…probably not. I haven’t honestly tried. I think I tried to take down a Rikti Pylon solo one time, and in my sloppy attempt at a rotation, I think I killed it in about 6 minutes. Nothing special, but nothing I was trying to optimize. It was more a survivability test.
  9. I introduce to you my Super Strong Rock Star with just a touch of Soul: Proc-Rocks, my first tanker Proc-Star. Upfront Disclaimer: This build is intended for level 50 content only and has no cost/influence limitations. I would love feedback, but any criticism in regard to how it plays while leveling or its massive Psionic hole is not needed here. We get 3 builds for our characters, and content that pertain to either of those two matters can and will be solved in other build designs. Highlights: 45% Defense S/L/E/N/F/C, 90% Resistance S/L/E/N/F/C, Capped HP (3534 HP), 476% Regeneration, 225+ DPS I had been away from the game for awhile due to a bad luck streak of illnesses (pneumonia followed by flu), a change in job positions, fantasy football, and fatherhood in general. Due to that, I have not logged on much over the last couple months. Nonetheless, I started getting the itch again and decided I wanted to theory craft a tank that I could turn into a Proc-Star. My main goal was to maximize survivability…I mean truly maximize. Soft-capped defenses, hard-capped resistances to everything, capped HP, and very good regeneration (hey, can’t have it all…regeneration benefits linearly wheras defense and resistance benefits exponential-like, so I don’t mind not maximizing regeneration). My secondary goal was to be adequate at damage. I’m not trying to solo AVs/GMs or anything, but I do want to impose my will on anything below that. For me, the obvious choice was to make a Granite Armor Tank. Sure, it comes with major hindrances (can’t move, -30% damage debuff, -65% recharge debuff), but in as little as two power selections (Earth’s Embrace and Granite Armor) you can achieve capped defenses, capped resistances, and capped HP. Sure, it will take some IO bonuses and Weave to get there, but that’s a relatively small price to pay for that much survivability. Throw in the fact Granite Armor comes with 43.3% defense debuff resistance (DDR), there is nothing to take it down. Well… psionic attacks can, but as mentioned in my disclaimer I will leave that for a non-proc based build. For what it’s worth, I have designed Stone Tanks that can swap out of Granite and still achieve over 80% psi resistance with capped psi defense… but it comes at a cost of damage. To pair with Granite Armor, I wanted to go with something that can counter the debuffs from Granite Armor and the obvious choice became Super Strength. Rage is unpopular for its crash, but the crash won’t be enough to take down a Granite Tank. Plus, with all the procs I’ll be using, I won’t be completely worthless when attacking while crashed (those procs aren’t subject to the damage debuff from granite armor, which is more reason to not be scared off). Also, Super Strength comes with the 2nd most efficient power for using the Force Feedback (FF) +Recharge Proc: Knock Out Blow (KOB). To achieve at least 90% probability to proc, FF needs to be used in a power that offers up a Modified Recharge Time (MRT) + Cast Time of 27 seconds. KOB has a 25s base recharge and 2.23s cast time, so if I don’t add any recharge enhancements, it will proc FF 90% of the time. Throw in the fact Foot Stomp is already an FF proc darling, I should be able to achieve consistent levels of +100% recharge boost. Since I have used so few spots to achieve my survivability goals, and I had no need to take Tough, but still needed to take Weave, I decided to go ahead and take all 3 attacks from the Fighting Pool to maximize the abilities of Cross Punch. When used, Cross Punch will give me a temporary 10% recharge boost and will have its base damage increased by 30%. It can also take the FF proc and numerous damage procs to help make it a viable attack power. Once the tanker AoE changes go live, it could become very useful in the right situations. For Ancillary, I decided to stick with my theme of a max survivability Proc-Star by selecting Soul Mastery. Darkest Night is a no brainer for a Tanker as it basically acts as additional resistance despite being resistance capped while also debuffing the enemies’ damage which will be useful in incarnate content. For a Tank, Darkest Night affects enemies in a 25 ft radius with -30% damage debuff and -15% to-hit debuff(-23% when enhanced). Pretty sweet. On top of that, Gloom is a fantastic attack as it has a high enough recharge to provide strong Proc performance but low enough recharge to fit it into almost any reliable attack chain. Dark Obliteration provides similar Proc performance as gloom (~72% probability) and hits in a solid 15 ft radius. To top it off, each use Negative Energy which is fairly exotic when it comes to enemy resistance. With all that said, I still had a ton of powers to pick. So I went with the standards: Hasten (gotta make up for the granite debuff), Teleport (gotta make up for the granite debuff), Rooted (if I can’t move anyways, why not regen like crazy…and get some set bonuses and DDR out of it), Mud Pots (let’s face it, I was always gonna take mud pots), Summon Widow (free DPS, why not), and finally Taunt (yeah…I was always gonna take this too, obviously). In the end, I also wound up taking every power from Stone Armor as they were needed mules for LotG and Uniques. For Incarnates, I have gone with T4 Intuition Radial for its enhanced damage, range (makes teleport more effective), slows (makes mud pots more effective), and to-hit debuffs (makes my Soul powers more effective). For Destiny, T4 Ageless Core was the obvious pick. Running toggles and focusing on Procs makes for a very endurance hungry build, so the boost to recovery and endurance makes up for it. Not to mention, the recharge boost is important given the granite debuffs. For Judgment, I went with T4 Vorpal Radial Final as the +30% defense will come in handy during a rage crash (note, the build shows Vorpal Core only because I didn’t want the +30% defense to show in the Totals). As for the other incarnates, I left that to personal preference. Assault Core Hybrid for more damage, Longbow Superior Core Lore for -regen. That’s it, basically the entire thought process behind the build. With nothing left to say, here it is: Build Data Link: Build Details: Build Totals:
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