Jump to content

Recommended Posts

Posted (edited)

In my eternal tinkering with pure mace Bane builds. I decided to try out the new Sorcery pool changes.

 

Turns out they work great, providing some decent AOE and a solid ranged attack.

 

Enflame is so much better now that it's a 60 sec toggle. Arcane Bolt is a good ranged attack once the new build up mechanic fires.

 

I can talk numbers instead of impressions now, since this exists.


 

  Reveal hidden contents

 

I was in a 4x8 kill most Market Crash with a strong team. The tank loved to gathering up mobs.

 

Of my damage, 27% from was Enflame. It appears to tick between 3-4 times a second from 10-17 damage for 8' around the target.

 

Crowd Control, my bread and butter attack, was only 17%. Side note, if anyone was in doubt about how ridiculous OP Ion judgement is, it was 23% of my damage with only 17 casts.

 

The build is nice solid solo/team mace bane. Running both maneuvers, assaults, and TT:tactics. I do not have end issues, even running low level TFs like Yin. Of course, that's with a fully setted out build. The only time end becomes an issue is things like Pylon tests. Most everything else dies before end even remotely becomes an issue.

 

Soloing is easier because of the extra Enflame damage. Nicely, Enflame does not cause re-draw, but Arcane Bolt does. Can't win them all.

 

Build:

  Reveal hidden contents

 

 

 

 

 

Edited by KaizenSoze
  • Like 2
Posted

Remember you can also share your Parses using the Share box : https://www.carnifax.org/?uuid=590b0d75-368d-40e3-81b2-676699fcd641

 

Looking at yours Crowd Control is actually around 20% cos you've also got the Armageddon proc in there. Log-wise they are counted seperately generally (unless the proc is in a pseudopet, if it is it'll be wrapped into the pseudopet damage along with its other powers, because of how the Logs records those). 

 

How were you using Enflame? Was it "Cast on a boss of some sort" or "Cast on a pet / teammate"? Just wondering from an efficency PoV where's best for it. I'm strongly considering rejigging my Thugs / Traps again for an Enflamed Bruiser. 

 

 

Posted (edited)
  On 5/4/2021 at 12:04 PM, Carnifax said:

Remember you can also share your Parses using the Share box : https://www.carnifax.org/?uuid=590b0d75-368d-40e3-81b2-676699fcd641

 

Looking at yours Crowd Control is actually around 20% cos you've also got the Armageddon proc in there. Log-wise they are counted seperately generally (unless the proc is in a pseudopet, if it is it'll be wrapped into the pseudopet damage along with its other powers, because of how the Logs records those). 

 

How were you using Enflame? Was it "Cast on a boss of some sort" or "Cast on a pet / teammate"? Just wondering from an efficency PoV where's best for it. I'm strongly considering rejigging my Thugs / Traps again for an Enflamed Bruiser. 

 

 

Expand  

 

 On teams I always stick on a melee with a taunt aura. I will actually look at their powers to figure that out. 🙂 Only AVs get enflame in teams.

 

Solo of course, I stick it on the boss or maybe an important lt. Crowd Control knockdown keeps most of the running under control.

 

I also made this char to utilize the Sorcery changes.

 

Edited by KaizenSoze
Posted (edited)
  On 5/4/2021 at 1:10 PM, Carnifax said:

VEATs are a good choice for Enflame : https://cod.uberguy.net/html/power.html?power=pets.enflame.enflame&at=minion_pets

 

5.56 damage every 0.7 seconds. Yum

 

And Domis look like an excellent candidate for it, especially those with Tankier pets who like to get in close. 

 

Expand  

Oh yes on the Doms. Stick Spirit Ward and Enflame on the grav pet. Serious tankness and burnation!

 

I have a grav/psi/ice dom with sorcery. That where I got the idea for this build.

 

Also, blasters get the best damage, must work off range damage. I am working on rebuilding my mothballed ar/dev blaster. Stacking toggles on the gun drone sounds temping.

Edited by KaizenSoze
Posted
  On 5/4/2021 at 1:10 PM, Carnifax said:
Expand  

 

 Thanks for that link. I was trying to figure how to see the damage.

 

 It is also valuable to note that VEATs have possibly the worst heal modifiers in the game.

 

 https://cod.uberguy.net/html/power.html?power=pool.sorcery.spirit_ward&at=arachnos_soldier

 

 The absorb value for Spirit Ward 16.1% which is lower than any other AT I checked, even blasters. 🙂

 

  I wasn't planning on taking it, now I never will.

Posted

I (only) have Spirit Ward on a Controller, but it is pretty much exclusively as (a) a mule for Preventive Medicine's %Absorb and (b) a casual power to back up that character's otherwise half-hearted ability to protect allies via heals/absorb and (c) a stepping stone to Rune of Protection. This is a pretty selfish/self-oriented build. I didn't have the power choices or slots to do 'better' than muling an important enhancement, and I didn't need (and couldn't leverage) Arcane Bolt for offense. I have trouble imagining how to fit the power in on a VEAT.

Posted
  On 5/6/2021 at 10:34 AM, tidge said:

I (only) have Spirit Ward on a Controller, but it is pretty much exclusively as (a) a mule for Preventive Medicine's %Absorb and (b) a casual power to back up that character's otherwise half-hearted ability to protect allies via heals/absorb and (c) a stepping stone to Rune of Protection. This is a pretty selfish/self-oriented build. I didn't have the power choices or slots to do 'better' than muling an important enhancement, and I didn't need (and couldn't leverage) Arcane Bolt for offense. I have trouble imagining how to fit the power in on a VEAT.

Expand  

Arcane Bolt wasn't too hard on my Bane build. I even have it on a Night Widow build on the beta server. I wanted to test Enflame out as extra AOE.

 

AB is good for tagging runners and provides from energy damage for lethal, smash, or psi resistant targets.

 

Now, slotted out spirit ward on my defender is amazing protection. A full Preventative Medicine set will give the target a 40% absorb shield that constantly rebuilds itself.

 

 

 

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...