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About Me

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  1. For anyone who wants to refer to the prior versions of my Warshade builds, and there is still some useful info to be found in those older posts, they can be found in the links below: Leveling Tri-Form Warshade [v2.0] Leveling Tri-Form Warshade [v3.0.0] Evolving Tri-Form Warshade So I made a mathematical discovery regarding a matrix of recharge possibilities in which you can achieve perma Light Form or Eclipse without needing Hasten and then proceeded to take that insight to its logical conclusion so as to develop a Tri-form Peacebringer and Warshade build that would not need to rely on Hasten to "close the recharge gap" on Light Form or Eclipse (although Eclipse is a little trickier in this regard since it is dependent upon having $Targets to drain for the buffing, just like the Warshade Mire powers). I'll be reposting the chart for that info below, but I wanted to provide the impetus for why this (new?) build is being posted. And yes, there will be a Peacebringer counterpart to this post, since although the two Kheldians do share some (some...) similarities they also have some pretty radical differences that have pretty dramatic impacts on their respective builds. So while they can "mirror" each other to a certain degree, there are also points of divergence that keep the "mirroring" from being a straight up one to one translation between them. For one thing, Warshades have more Human form powers that are useful enough to warrant slotting ... So, with all of that said, you know what time it is (again) ... WALL OF TEXT CRITS YOU!!! Yes … You Have Been Warned … again … ... it keeps being necessary for some reason ... So ... first things first. Here's the important thing you need to know about how to perma Eclipse without resorting to use of Hasten. In the build plans you'll be seeing below (one for leveling and the other as a "finished" Superior/Purple 50 build) there are essentially two breakpoints from the above chart that are relevant to how this build will play when fully slotted. Prior to Superior/Purple 50 completion, the build will have +102.5% global recharge. Add that to the +78.55% recharge enhancement slotting in Eclipse (which isn't +5 boosted yet because, leveling) and you get +181.05% recharge with Level 50 set enhancements. This falls about midway between rows 9 and 10 of the above chart ... so use the (lower) 10 Force Feedback procs required per 90s line that lies just under that amount at +177.78% total recharge. So with 10 Force Feedback procs per 90s (approximately 1 every 9s) you can re-cast Eclipse before the 90s buff duration expires (assuming you're in a location where there are plentiful $Targets for that to make sense at that time). This is likely not sustainable except in Nova or Dwarf forms. However, the Superior/Purple 50 version of the build will have +120% global recharge. Add that to the 94.56% recharge enhancement slotting in Eclipse (which is now using +5 boosted frankenslotting) and you get +214.56 recharge with Level 50+5 set enhancements. This falls about midway between rows 3 and 4 of the above chart ... so use the (lower) 4 Force Feedback procs required per 90s line that lies just under that amount at +211.11% total recharge. So with a mere 4 Force Feedback procs per 90s (approximately 1 every 22.5s) you can re-cast Eclipse before the 90s buff duration expires (assuming you're in a location where there are plentiful $Targets for that to make sense at that time). This should be relatively trivial to achieve, regardless of which form you're in. So to summarize, being able to increase the global recharge by an additional +17.5% above the leveling build baseline resulted in a 60% reduction of the number of Force Feedback procs needed to perma Eclipse without needing to rely on Hasten. I would also point out that, all else being equal (which it wouldn't be, but this is a counterfactual thought experiment) ... if Hasten's +70% recharge were layered on top of the +120% recharge of the Superior/Purple 50 version of the build, the recharge time for Eclipse would fall to ~78.01s which is just barely 12s shy of the 90s duration. That would allow for a bit more "margin" within which to refresh Eclipse on a fresh set of $Targets and would amount to a difference of 17.36s without Force Feedback procs factored in (which, of course, moves the goalposts, so to speak, when factoring those procs into the equation). But relative to Eclipse's duration of 90s, that 12s gain on recharge probably isn't as valuable as it might at first appear given then you aren't necessarily going to have a $Target rich environment around you "reliably" (like Clockwork?) just in time every 90s to use Eclipse on. That's also not including the additional complicating factor that the 120s duration of Hasten does NOT conveniently align with the 90s duration of Eclipse ... meaning that if you're not in Human form at exactly the right moment(s) to recast Hasten "for" Eclipse, you wind up with a markedly less efficient means of recharging Eclipse. Without Hasten, you only need to be in Human form briefly enough to cast Eclipse (and presumably Sunless Mire immediately after that) at which point you are free to assume any form(s) you want for any reason at any time. But with Hasten, you need to return to Human form for both Eclipse AND Hasten ... and since their recharge and duration times do not align with each other that means you're "forced" to revert to Human form to use one or the other (or both) more frequently than you might like or is practical given the circumstances you're playing in. By removing Hasten from the "requirements" for perma Eclipse, you have less ... demand ... for reverting to Human form just to maintain/sustain perma status on Hasten in addition to Eclipse. This simplification reduces "form pressure" to be in particular forms at specific intervals in order to maintain and sustain peak performance. For casual players like me, that is sufficient benefit to have a more freewheeling Tri-form gameplay experience. I would rather have to score 4 Force Feedback procs, via ANY form, every 90s than I would prefer to have to keep reverting to Human form to perma Hasten AND Eclipse on dissimilar recharge schedules that do not synchronize all that well. A few other changes have cropped up in the current build relative to the v3.0.0 posting. For one, the slot pressure became even more acute such that I had to pull slots out of Sunless Mire and Quasar(!) in order to achieve the necessary objective of rebalancing and reshuffling slots in order to add a Force Feedback proc to both Dark Nova Detonation and Black Dwarf Strike so as to have a Force Feedback proc slotted into all three forms. Shifting the slots around in this manner is what then enabled a whopping +20% global recharge gain on the leveling build and an almost incomprehensible +37.5% global recharge gain in the Superior/Purple 50 "finalized" build relative to the performance in the previous v3.0.0 build. At the same time though, core slotting priorities have been preserved (and in a number of ways improved upon) so as to yield an even "tighter" completed whole compared to the prior effort. Another point that kind of blew my mind is that by sacrificing a mere +2.5% global recharge on the Superior/Purple 50 build out (so needing 4 Force Feedback procs instead of only 3 in order to perma Eclipse) I was able to pour a considerable increase to overall build damage production into the mix. While the leveling build retains its +24% global damage set bonus, the Superior/Purple 50 pushes that up to a whopping +33.5% global damage set bonus, which quite possibly may be the highest I've ever been able to cram onto a build with as much recharge as this one has going for it. However, in order to achieve that I did need to sacrifice a smidgeon of global recharge ... but all other factors being equal, I figure that an additional +3% damage is better for the build overall than another +2.5% recharge, all things considered. However, all of these factors mean that unlike with most of my builds, the Superior/Purple 50 structure is the intended "end state" of the build that is intended to be played in perpetuity as the "finished" version of the build. So with that in mind, I've structured the pre-50 leveling version of the build to lead into/feed into the Superior/Purple 50 endgame upgrades with the minimum amount of hassle. Consequently, most of the slotting in the build is intended to be Attuned rather than Fixed to specific levels, and I've tried to reflect that on the leveling build by showing "minimum attuned" levels where possible so as to give a sense of when various enhancements need to be acquired while leveling up so as to "grow into" the build over time. That way, by the time you reach Level 50, the only thing left to acquire are Common 50 IOs, HOs, Boosters, Catalysts, and Purple 50 set IOs ... and there won't be an endless shopping list for those, so it ought to be manageable. Another thing to note is that in this version I actually succeeded in cramming in additional global set bonuses to Range (courtesy of the new Bombardment set!), HP, Regeneration, Resistances and even Running Speed (so Dwarf form isn't quite as much of a slowpoke!). Overall, I'm very happy with where everything "settled into place" since it yields a better balanced and more cohesive combination of powers and capabilities that enables three "strong" forms which each have their own identities but which are also mutually supporting. The last thing I'll mention here is that I'm really disappointed in myself for not seeing what has been sitting in my blind spot for Kheldians almost this whole time here on Homecoming. The Flight pool. Specifically ... Hover. One of the frustrations of playing Human form Warshade, particularly pre-Nova form, has always been the fact that Peacebringers can Fly from Level 1 in Human form, but Warshades were firmly nailed down to the ground (and originally couldn't even get Combat Jumping until Level 6 when you'd be wanting to get Nova form anyway). But now, here on Homecoming, you can pick up your first Pool powers starting at Level 4 ... and being able to Hover as a Warshade who can use Ebon Eye and Gravimetric Snare, so as to play "Keep Away" and not be vulnerable to melee swarming, is simply HUGE for how much of a difference it makes in the lower levels when you're first starting out! It also makes it possible/feasible/viable to stay in Human form for hover blasting so as to prevent runners ... because Gravimetric Snare is an Immobilize power, allowing you to "park" $Targets so they can't get away from you while you sequentially blast them from "on high" above them (where they can't reach you to melee you). This opens up a whole range of vertical movement and tactics that simply doesn't exist without access to Hover! Additionally, you're a Warshade ... you've got Shadow Step from Level 1 and can Teleport. Combine that with Hover at Level 4 and you've got your travel power combination that Exemplars from 1-50. And then once you reach Level 22 you can slot an Attuned Luck of the Gambler global recharge IO into Hover and just keep on cruising. When I was working in the build planner I kept thinking I needed a 5th Defense power beyond Shadow Cloak, Grant Invisibility, Maneuvers and Vengeance (so as to slot that last Luck of the Gambler) and at first thought I'd need to take Stealth ... which was totally redundant since Shadow Cloak and Stealth are mutually exclusive, but I only needed a One Slot Wonder™ mule power. Then I figured I could swap out Stealth for Combat Jumping, but still hadn't realized that Hover was also available (now). It took a couple of rounds of revision before it finally dawned on me that Hover would be WAY MORE USEFUL to my Human form than Combat Jumping EVER could (see: hanging in the sky the way that bricks don't) and that's when a number of other things started falling into place. After all, I didn't "need" Hover in order to get around for travel ... but having Hover synergized just too well both for offense and travel that I've been kicking myself ever since for being so hidebound and Olde Skool that I was still thinking that Warshades were still locked out of the Flight pool, when in fact they aren't. So yay! Hover made it into the build! Hello Hover+Shadow Step for all my long distance travel needs! And even better yet, that +10% Range global set bonus from slotting Bombardment into two Nova powers also boosts the range of Shadow Step and Black Dwarf Step! Win-Win-WIN! 😎 I think that's enough pontificating and preamble on what's going on in the build posts you'll see below. However, because I've had to modify some of my keybind files to accommodate the new changes, I'll be including an update to the more modern structuring of my keybinds in this build post also. Also, please note that the attached .mxd file has both builds in it. Use the Alternate Slotting feature to flip to the other build once you've imported from the .mxd file. Also, since this build is using the (current as of 14 May 2020) bleeding edge update to MRBU ... so if you're having trouble opening the build from the attached .mxd file (it's the same file on both builds) you'll want to download/update your build planner using LINK and LINK for updates. Enjoy!
  2. For anyone who wants to refer to the prior versions of my Peacebringer builds, they can be found in the links below: Leveling Tri-Form Peacebringer [v2.0] Leveling Tri-Form Peacebringer [v3.0.3] Evolving Tri-form Peacebringer So I made a mathematical discovery regarding a matrix of recharge possibilities in which you can achieve perma Light Form or Eclipse without needing Hasten and then proceeded to take that insight to its logical conclusion so as to develop a Tri-form Peacebringer and Warshade build that would not need to rely on Hasten to "close the recharge gap" on Light Form or Eclipse (although Eclipse is a little trickier in this regard since it is dependent upon having $Targets to drain for the buffing, just like the Warshade Mire powers). I'll be reposting the chart for that info below, but I wanted to provide the impetus for why this (new?) build is being posted. And yes, there already is a Warshade counterpart to this post, since although the two Kheldians do share some (some...) similarities they also have some pretty radical differences that in turn have pretty dramatic impacts on their respective builds. So while they can "mirror" each other to a certain degree, there are also points of divergence that keep the "mirroring" from being a straight up one to one translation between them. For one thing, Warshades have more Human form powers that are useful enough to warrant slotting ... However, as you'll see below ... Peacebringers can be much more "self-contained" (go figure...) when building for recharge ... so much so that this latest build practically leaves my Warshade counterpart build "in the dust" when it comes to global recharge. So, with all of that said, you know what time it is (again) ... WALL OF TEXT CRITS YOU!!! Yes … You Have Been Warned … again … ... it keeps being necessary for some reason ... So ... first things first. Here's the important thing you need to know about how to perma Light Form without resorting to use of Hasten. In the build plans you'll be seeing below (one for leveling and the other as a "finished" Superior/Purple 50 build) there are essentially two breakpoints from the above chart that are relevant to how this build will play when fully slotted. Prior to Superior/Purple 50 completion, the build will have +122.5% global recharge. Add that to the +78.55% recharge enhancement slotting in Light Form (which isn't +5 boosted yet because, leveling) and you get +201.05% total recharge with Level 50 set enhancements to Light Form. This falls about midway between rows 5 and 6 of the above chart ... meaning that if there were any Force Feedback procs slotted into the build (spoiler alert: there aren't any!) then while leveling you would need to have 6 Force Feedback procs per 90s (an average of one proc every ~15s) to close the gap on making Light Form perma. However, the Superior/Purple 50 version of the build will have a simply incredible +140% global recharge(!). Add that to the +94.56% recharge enhancement slotting in Light Form (which is now using +5 boosted frankenslotting) and you get +234.56 recharge with Level 50+5 set enhancements. This amount of total recharge means that the build can make Light Form (and Essence Boost too, as it turns out) perma without any Force Feedback procs at all ... because +234.56% exceeds the +233.34% threshold needed to perma Light Form as noted above. Additionally, Inner Light is only 0.72s shy of being perma as well! So to summarize, being able to increase the global recharge by an additional +17.5% above the leveling build baseline resulted in a complete elimination of the need for Force Feedback procs to be able to perma Light Form (and Essence Boost) without needing to rely on Hasten or Incarnate slotting(!) to achieve this result. Additionally, this rather extreme performance (basically "double Hasten without Hasten!") is something that is possible to realize on a Tri-form Peacebringer but would be extremely difficult (if not impossible) to replicate on a Warshade ... simply because Peacebringers have access to more powers with Knockback, and those Knockback powers are better "arranged" throughout the build on a Peacebringer in a way that demands fewer slots in Human form than a Warshade does when making a direct cross comparison. This in turn then enables a Peacebringer to spend more of their slots on enhancement sets like Reactive Defenses and Preventative Medicine for their massive +8.75% global recharge set bonuses, which in combination with everything else are simply too enormous to ignore or pass up. And just in case anyone is curious ... I did start with the more "conventional" arrangement that you see on my Tri-form Warshade Symbiosis build involving 5+1 set slotting (with the +1 being a Force Feedback proc), but I was just getting frustrated by seeming to peak out at around +131.75% or even +133.75% without ever being able to find any other alternatives that could push the build just another +5% faster (or more) so as to reach a seemingly mythical +138.75% global recharge threshold for no longer needing Force Feedback procs at all. So I was basically about 5-7% global recharge short of my "stretch goal" of not needing Force Feedback procs AT ALL. But that was theoretically a far easier goal to reach on a Peacebringer (another 5-7%) than on a Warshade (where I'd need to scrounge up another 18.75% or more!). I was just SO CLOSE that I had to know, just for my own sake, that I'd done everything I possibly could and had run out of "UP" to reach for. And that's when I remembered that Knockback sets (two of them, actually) feature a +7.5% global recharge set bonus in them. So on a lark, I decided to see "what would happen" if I swapped out a set (or two or few) for Kinetic Crash ... because I'm just really Old Skool that way. The problem, obviously, is that on a Peacebringer with "too much Knockback already" loading up powers with Kinetic Crash was simply trading one problem for another ... and I knew that I would HATE having to deal with all that Knockback, let alone to what it would do on teams. And then I noticed that ... hey wait a minute ... Sudden Acceleration ALSO offers a +7.5% global recharge set bonus ... AND that will allow me to slot the Knockback to Knockdown "proc" from the set into Knockback powers that will offer the necessary measure of moderation I'm looking for in the build into the bargain! In case anyone is wondering (or has forgotten, like I had) what the set bonuses for Sudden Acceleration are ... well ... Sudden Acceleration 2: 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 3: 2.25% Max End 4: 2.5% DamageBuff(All) 5: 24.1 HP (2.25%) HitPoints 6: 7.5% Enhancement(RechargeTime) Wait. Hold on ... ALL of those set bonuses are REALLY GOOD to have on a Kheldian ... Peacebringer or Warshade ... especially if you're stacking them up multiple times(!) to try and squeeze that last little bit of extra global recharge out of a build. The downside, of course, is that the Sudden Acceleration set is "weaker" on just about every single enhancement value (aside from Knockback) relative to using a (proper?) Damage set in the same powers. On damage specifically, the loss is around -30% ... which is pretty steep loss on damage ... but that is partially compensated for (partially) by the fact that you're getting global damage buffs from the Sudden Acceleration set, and those global damage buffs can be stacked ... and those stacked global damage buffs affect more than just the powers being slotted with the Sudden Acceleration sets. The net result is a sort of "shifting of the balance point" in terms of which powers do how much damage out of the build. Some powers do less damage (the ones slotted with Sudden Acceleration) while others do more (everything else), causing a sort of "a few 2 steps backwards with lots of 1 step forwards" going on when seen from an entirety of the build perspective. On top of all of that, the Sudden Acceleration set offers increases to Max Endurance as well as Max Hit Points, both of which increase Endurance Recovery (indirectly) and Regeneration (also indirectly), thereby aiding build longevity on both the blue bar and the green bar. And the icing on the cake is the increase to movement speeds. One of the configurations I experimented with involved slotting up Gleaming Blast with a fifth Sudden Acceleration set, which yielded a total global recharge bonus of +138.75%(!) ... but also meant that I was "wasting" one +7.5% movement speed set bonus due to how I was slotting Stamina. Unfortunately, both the Synapse's Shock and Performance Shifter sets have a +7.5% movement speed set bonus for 2 slots ... and I am rather loathe to waste ANY set bonuses at all in my builds! But the real deciding factor was that although +138.75% global recharge was basically what I was aiming for ... I didn't like what it did to the build overall, especially since Gleaming Blast wasn't going to be getting used all that much except as a "filler" attack at low Exemplar Levels. Also, it meant that I was (ironically) +0.03%(!) global recharge short of being able to (actually) perma Light Form. Okay, just for anyone playing the home game ... at +138.75% global recharge coupled with +94.56% recharge (after ED) slotted into Light Form ... that meant that Light Form recharged in ... 90.01 seconds. Now, I know that for most of us, that last remaining 0.01 seconds wasn't going to be something worth quibbling over ... and I would have been satisfied, if it hadn't been for that +7.5% movement speed bonus going to waste due to the Rule Of Five for set bonuses. So I pulled the slots from Gleaming Blast, reassigned them back to Maneuvers (that I'd cannibalized them from), slotted Maneuvers back up with Reactive Defenses ... and could scarcely believe what I was seeing when the Set Bonuses window showed no set bonus conflicts ... and a +140% global recharge total(!). To put it mildly, I very nearly fell out of my chair seeing that. And mind you, this is WITHOUT any Incarnate slotting! I needed to check my math multiple times, just to make sure that everything was adding up right and this wasn't a fluke or an error. I even went so far as to rebuild from scratch, just to guard against any edge case "weirdness" of data corruption. And it was at this point that I was basically reduced to feeling like this about my Peacebringer build ... So to recap ... I started out by trying to find a way to perma Light Form through use of Force Feedback procs without needing Hasten ... and was able to do that on my Warshade ... but "failed" to replicate that performance in the best possible way to fail on my Peacebringer, because I found a build that needed NEITHER Force Feedback procs NOR Hasten in order to perma Light Form (and Essence Boost, as it turns out). The combination also very nearly makes Inner Light perma too, with an uptime gap of only 0.72 seconds ... for a theoretical uptime of 97.66% ... which is kind of insane for a build that doesn't have (or need) Hasten in it. All things considered, the build turned out QUITE different from where I thought it would go, but once I made that final breakthrough realization of switching to slotting Sudden Acceleration sets, I finally accepted the notion that I had run out of "UP" for how much more global recharge I could cram onto the stack in this build. It was rather ... humbling ... to recognize that the potential had been lying there all along, just waiting for someone to come along and discover it. I think that's enough pontificating and preamble on what's going on in the build posts you'll see below. However, because I've had to modify some of my keybind files to accommodate the new changes, I'll be including an update to the more modern structuring of my keybinds in this build post also. Also, please note that the attached .mxd file has both builds in it. Use the Alternate Slotting feature to flip to the other build once you've imported from the .mxd file. Also, since this build is using the (current as of 14 May 2020) bleeding edge update to MRBU ... so if you're having trouble opening the build from the attached .mxd file (it's the same file on both builds) you'll want to download/update your build planner using LINK and LINK for updates. It may also take me ... awhile ... to be able to get everything posted. As usual, there's a LOT to get written up! Enjoy!
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