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Mechanics of Shifting Tides and my Thugs/Marine build


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Hello long lost coh friends! It's been a while (I've been digging away at FFXIV for a few months), but the latest issue caught my eye, and Marine Affinity is of course all the rage.

 

I've noodled on a few different Thugs combinations in the past, and this one seems the perfect synergy, as well as the ideal opportunity to lean into a pirate fantasy : ).

 

I know we all have a lot to learn about the practicalities of this new set in practice. I want to first talk about Shifting Tides specifically. What does this power need?

 

I haven't seen other builds out there slotting it for any accuracy at all, but as far as I can see in CoD, it looks like the bonus damage mechanic maybe needs accuracy to hit? Am I missing something here? I'd love to save the slots if possible, but as it stands I've devoted some accuracy attention to it.

 

Also - has anyone tested the Gaussian proc in it? I would guess that it works similar to tactics, in that it would buff the caster only, but the chances would be strong every 10 second pulse due to many enemy targets generating little blips of shifting tides buffs. However, maybe there are some odd shenanigans with how the buffs are generated, and something more interesting happens.

 

I'm also curious how impactful the bonus damage itself is, and how worth enhancing. Looking at CoD, I can't quite parse the % chance that scales with rising tides stacks, so am not really clear on how often it triggers, and if perhaps the % and/or damage scale is in proportion to the attack used.

 

On to the build section!

 

Here is my pirate dude for your dissection and enjoyment.

Mastermind (Thugs - Marine Affinity).mbd
 

Primary Goals:

  • Gotta have at least one pistol power - he's a pirate.
  • Leviathan is also required for theme. I will be a pistol shooty, punchy, shark bitey kinda guy.
  • Maximize personal and pet damage through procs where possible.

 

Secondary goals:

  • Maximize personal resist across the board.
  • As much recharge as possible without sacrificing primary goals.
  • Max hit chance against +3's.
  • As much slow resist as I can squeeze in without sacrificing the above.

 

I'm pretty happy with the result! The current build hits ~41% defense (more for aoe of course) for my pets with the enforcer buffs, with very healthy resists to support. Between that and my heals, regen, and bit of absorb, I think they should be pretty sturdy.

 

Neat tricks in the current build:

  • Overwhelming KD proc in thugs is super fun and powerful! 
  • Extra KD proc in shifting tides should add to the passive mitigation.
  • Panacea in Power of the depths should juice me and my minions in an aoe, and if it works like similar powers, provide a continuing chance of further procs over the duration. Any confirm of your experience here would be great.

 

Where I'd love to improve:

  • I am relying on a few click powers for endurance management. Could put me in awkward spots at times. Devoting slots to health/stamina would be nice, but I think not necessary.
  • Would be neat to try out Gaussian in shifting tides. 
  • Would be nice to have room for the damage proc in Brine. Not sure that I'll use it much outside of EB/AV though.
  • More room to slot out Soothing Wave would be nice.
  • 1-2 extra -KD IOs would be nice.
  • Do you think it's a real miss to skip Shoal Rush? It seems pretty lacklustre, even procced out. I see that it was improved over the course of testing, but it still seems pretty redundant, and the easiest skip in the set.

 

Note that I have shifting tides set to max right now. I have a little extra global acc that on the surface appears unnecessary, as I'd like to keep good chances to hit without full saturation.

 

Chunk:

Spoiler

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Text:

Spoiler

Villain Mastermind
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Thugs
  • Secondary powerset: Marine Affinity
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Flight
  • Ancillary powerset: Leviathan Mastery

──────────────────────────────

Powers taken:

Level 1: Call Thugs

  • A: Superior Mark of Supremacy: Accuracy/Damage/Endurance
  • 21: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
  • 34: Expedient Reinforcement: Accuracy/Damage
  • 40: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 42: Soulbound Allegiance: Chance for Build Up
  • 48: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 1: Soothing Wave

  • A: Preventive Medicine: Heal
  • 3: Preventive Medicine: Heal/Endurance

Level 2: Dual Wield

  • A: Superior Winter's Bite: Accuracy/Damage
  • 3: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 9: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
  • 9: Apocalypse: Chance of Damage(Negative)
  • 21: Gladiator's Javelin: Chance of Damage(Toxic)
  • 33: Explosive Strike: Chance for Smashing Damage

Level 4: Toroidal Bubble

  • A: Aegis: Resistance/Endurance
  • 5: Aegis: Resistance/Recharge
  • 5: Aegis: Resistance
  • 7: Aegis: Psionic/Status Resistance

Level 6: Equip Thugs

  • A: Invention: Endurance Reduction

Level 8: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • A: Reactive Defenses: Scaling Resist Damage

Level 10: Whitecap

  • A: Superior Avalanche: Accuracy/Damage
  • 11: Superior Avalanche: Accuracy/Damage/Endurance
  • 11: Eradication: Chance for Energy Damage
  • 43: Obliteration: Chance for Smashing Damage
  • 46: Armageddon: Chance for Fire Damage
  • 48: Fury of the Gladiator: Chance for Res Debuff

Level 12: Call Enforcer

  • A: Superior Mark of Supremacy: Accuracy/Damage
  • 13: Superior Mark of Supremacy: Damage/Endurance
  • 13: Sovereign Right: Accuracy/Damage/Endurance
  • 15: Touch of Lady Grey: Chance for Negative Damage
  • 43: Achilles' Heel: Chance for Res Debuff
  • 43: Cytoskeleton Exposure

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 15: Invention: Recharge Reduction

Level 16: Tide Pool

  • A: Ice Mistral's Torment: Chance for Cold Damage
  • 17: Ice Mistral's Torment: Endurance/Slow
  • 17: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 37: Impeded Swiftness: Chance of Damage(Smashing)

Level 18: Gang War

  • A: Superior Command of the Mastermind: Accuracy/Damage
  • 19: Superior Command of the Mastermind: Accuracy/Damage/Recharge
  • 19: Superior Command of the Mastermind: Damage/Endurance/Recharge
  • 27: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge
  • 34: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
  • 34: Edict of the Master: Defense Bonus

Level 20: Brine

  • A: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb

Level 22: Call Bruiser

  • A: Superior Mark of Supremacy: Accuracy/Endurance
  • 23: Superior Mark of Supremacy: Damage
  • 23: Sovereign Right: Accuracy/Damage/Endurance
  • 25: Sovereign Right: Resistance Bonus
  • 25: Call to Arms: Defense Bonus Aura for Pets
  • 27: Explosive Strike: Chance for Smashing Damage

Level 24: Shifting Tides

  • A: Ragnarok: Damage/Endurance
  • 50: Ragnarok: Damage
  • 50: Ragnarok: Recharge/Accuracy
  • 50: Ragnarok: Chance for Knockdown

Level 26: Upgrade Equipment

  • A: Invention: Endurance Reduction

Level 28: Barrier Reef

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 29: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 29: Shield Wall: Defense/Recharge
  • 33: Shield Wall: Defense/Endurance/Recharge

Level 30: Power of the Depths

  • A: Panacea: Heal/Endurance
  • 31: Panacea: Endurance/Recharge
  • 31: Panacea: Heal/Recharge
  • 31: Panacea: Heal/Endurance/Recharge
  • 33: Panacea: +Hit Points/Endurance

Level 32: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 35: School of Sharks

  • A: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 36: Superior Frozen Blast: Damage/Endurance
  • 36: Positron's Blast: Chance of Damage(Energy)
  • 36: Javelin Volley: Chance of Damage(Lethal)
  • 37: Bombardment: Chance for Fire Damage
  • 37: Trap of the Hunter: Chance of Damage(Lethal)

Level 38: Knockout Blow

  • A: Hecatomb: Damage
  • 39: Hecatomb: Damage/Recharge/Accuracy
  • 39: Hecatomb: Recharge/Accuracy
  • 39: Hecatomb: Damage/Endurance
  • 40: Hecatomb: Chance of Damage(Negative)
  • 40: Touch of Death: Chance of Damage(Negative)

Level 41: Shark Skin

  • A: Gladiator's Armor: End/Resist
  • 42: Gladiator's Armor: Resistance
  • 42: Gladiator's Armor: TP Protection +3% Def (All)
  • 48: Steadfast Protection: Resistance/+Def 3%

Level 44: Spirit Shark Jaws

  • A: Gladiator's Javelin: Accuracy/Damage
  • 45: Gladiator's Javelin: Chance of Damage(Toxic)
  • 45: Neuronic Shutdown: Chance of Damage(Psionic)
  • 45: Unbreakable Constraint: Chance for Smashing Damage
  • 46: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 46: Gladiator's Net: Chance of Damage(Lethal)

Level 47: Tactics

  • A: Adjusted Targeting: To Hit Buff/Endurance

Level 49: Super Jump

  • A: Winter's Gift: Slow Resistance (20%)


──────────────────────────────

Inherents:

Level 1: Supremacy


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Miracle: +Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End

Level 49: Double Jump


Level 22: Bruiser's Fury


 

 

Picture:

Spoiler

image.thumb.png.d1f1f242d9bb37571d509f0eb328e1f5.png

 

Edited by Onlyasandwich
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1 hour ago, Onlyasandwich said:

I know we all have a lot to learn about the practicalities of this new set in practice. I want to first talk about Shifting Tides specifically. What does this power need?

 

I haven't seen other builds out there slotting it for any accuracy at all, but as far as I can see in CoD, it looks like the bonus damage mechanic maybe needs accuracy to hit? Am I missing something here? I'd love to save the slots if possible, but as it stands I've devoted some accuracy attention to it.

 

Also - has anyone tested the Gaussian proc in it? I would guess that it works similar to tactics, in that it would buff the caster only, but the chances would be strong every 10 second pulse due to many enemy targets generating little blips of shifting tides buffs. However, maybe there are some odd shenanigans with how the buffs are generated, and something more interesting happens.

I just threw together a build last night, haven't played it yet, but I'm planning on 6 slotting Gaussian in there. It looks like it gets 0.6% tohit per enemy up to 16 enemies, so that's 9.6% tohit before slotting. I figure it would have an interaction like how the gaussian proc plays in tactics having a chance to proc off those affected as well but I can't confirm.

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I have a full Gaussian set in Shifting Tides on my Necro/Marine MM, although more for the set bonus.  That proc goes off a bunch per my buff bar, so apparently it’s trigger effect is influencing my own damage as well as other pets within the area of effect of Shifting Tides.  So I can vouch for that, albeit on an MM, having extra damage for your own attacks is meh at best.

 

 

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Thank you @Crysis and @SeraphimKensai for your input on the Guassian proc!

 

Indeed I did suspect that it was sort of similar to putting it in tactics (buff hits the MM, and gets a chance for every target hit). Some part of me was hoping that it somehow would buff the target I anchor it to, but of course that doesn't make any sense.

 

55% uptime for buildup proc sounds nice, but ultimately doesn't come out to all that much with poor base damage on MM, so I don't think I'll devote the slot.

 

I'd love to hear more perspective on how you slot the power overall! Especially whether accuracy is necessary. From what I see, it would be necessary for the bonus damage to hit.

 

I'm loving the build so far! Any insight there is welcome as well if you see anything you'd do differently :). 

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7 hours ago, Onlyasandwich said:

Thank you @Crysis and @SeraphimKensai for your input on the Guassian proc!

 

Indeed I did suspect that it was sort of similar to putting it in tactics (buff hits the MM, and gets a chance for every target hit). Some part of me was hoping that it somehow would buff the target I anchor it to, but of course that doesn't make any sense.

 

55% uptime for buildup proc sounds nice, but ultimately doesn't come out to all that much with poor base damage on MM, so I don't think I'll devote the slot.

 

I'd love to hear more perspective on how you slot the power overall! Especially whether accuracy is necessary. From what I see, it would be necessary for the bonus damage to hit.

 

I'm loving the build so far! Any insight there is welcome as well if you see anything you'd do differently :). 

 

Haven't tried it with thugs yet, mercs and necro so far and mercs is a clear winner at the moment. Your barrier reef doesn't need the recharge in it a def and a def/end piece would do. Have to say yours looks like a lot more fun, you have all the extra slots to play with where i stuck all mine in the t1+2 upgrades so i couldn't fit in epic attacks but i have squeezed fold space into the necro. Kind of surprised you aren't having end issues my necro is killing the blue bar and i have an extra slot in stamina.

 

Brine needs more accuracy in it i think. I'm running a kismet as well and i tried 1 slotting with the same piece.

 

Is 3 points kb protection enough? I've only got 7 in my mercs and it isn't, i put 10 in the necro.

 

Not sure about the rag kd in shifting tides, i am also using that but haven't got enough playtime to know if its doing anything. Got 5 rags in for the recharge on necro so i figured i'd give it a go. Its a power i feel really needs a small amount of recharge in it, run up a lift on a map and my mercs has 7-8 seconds wait before it recharges so i may adjust its slotting.

Edited by Meknomancer
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Posted (edited)
18 hours ago, Meknomancer said:

Is 3 points kb protection enough?

That is one of the areas I'd love to improve if I can find any slot efficiency that's worth the trade.

 

One potential solution on my mind is swapping Brine for Acrobatics. This brings me up to 12 KB prot, along with some bonus hold protection. I've seen a lot of folks skipping Brine, but I'm inclined to keep it I think. On a MM especially, the force multiplier for hard targets seems well worth it. With its current one slot, it's at 95% hit chance for +3's on only one stack of shifting tides. I'm good with this.

 

Good point on Barrier Reef! That gives me an extra little nudge on defense totals. I also swapped the Cyto in Enforcers to a straight up +5 Defense IO. The tohit benefit is very marginal here (only .5 tohit), and the extra defense edge is nice, alongside some influence savings with the cheaper option.

 

Pets are now at 44.1% defense, just barely shy of softcap! A meaningful step forward. I could hit official softcap with another Defense IO in Enforcers, but I don't think it's worth losing a proc or the extra bit of acc/dam/end from my +5 Sovereign right.

 

Latest version with these small updates:

Mastermind (Thugs - Marine Affinity).mbd

Edited by Onlyasandwich
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2 hours ago, Onlyasandwich said:

That is one of the areas I'd love to improve if I can find any slot efficiency that's worth the trade.

 

One potential solution on my mind is swapping Brine for Acrobatics. This brings me up to 12 KB prot, along with some bonus hold protection. I've seen a lot of folks skipping Brine, but I'm inclined to keep it I think. On a MM especially, the force multiplier for hard targets seems well worth it. With its current one slot, it's at 95% hit chance for +3's on only one stack of shifting tides. I'm good with this.

 

Good point on Barrier Reef! That gives me an extra little nudge on defense totals. I also swapped the Cyto in Enforcers to a straight up +5 Defense IO. The tohit benefit is very marginal here (only .5 tohit), and the extra defense edge is nice, alongside some influence savings with the cheaper option.

 

Pets are now at 44.1% defense, just barely shy of softcap! A meaningful step forward. I could hit official softcap with another Defense IO in Enforcers, but I don't think it's worth losing a proc or the extra bit of acc/dam/end from my +5 Sovereign right.

 

Latest version with these small updates:

Mastermind (Thugs - Marine Affinity).mbd 41.17 kB · 1 download

 

Forgot to ask if you'd considered 5 rags in shifting pulling a slot from tide pool that would allow you to fully proc out ko blow. And for some reason when i click on your downloads its only showing thugs slotting and not marines. I may need an update but i have marine affinity in my mids.

 

Yup it was me it just updated nvm.

 

Its only a couple slots shifted but it gets you to 95% slow res with same recharge. Maybe older mids version but it should pop.

THUGS MARINE ONLYASANDWICH - Mastermind (Thugs - Marine Affinity).mbd

Edited by Meknomancer
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1 hour ago, Meknomancer said:

Its only a couple slots shifted but it gets you to 95% slow res

It's not a bad trade!

 

I think the extra global acc is worth keeping though, given that I'm relying on it to hit with some of my more heavily procced powers. It's not a bad concept to keep in my back pocket if I do significant shifts elsewhere in the build.

 

I'm wondering if maybe I just drop the +def uniques (not the pet uniques, but for personal defense). This would give me room for more procs, slow resist, or to shore up my KB protection. Since I'm not anywhere near personal softcap, they aren't doing as much work as normal. There again, they put me that much closer to softcapping with purples or outside buffs.

 

 

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16 hours ago, Onlyasandwich said:

It's not a bad trade!

 

I think the extra global acc is worth keeping though, given that I'm relying on it to hit with some of my more heavily procced powers. It's not a bad concept to keep in my back pocket if I do significant shifts elsewhere in the build.

 

I'm wondering if maybe I just drop the +def uniques (not the pet uniques, but for personal defense). This would give me room for more procs, slow resist, or to shore up my KB protection. Since I'm not anywhere near personal softcap, they aren't doing as much work as normal. There again, they put me that much closer to softcapping with purples or outside buffs.

 

 

 

I sort of agree on the possibility of dropping the steadfast and glad uniques, i put them in everything and its a hard habit to break. On the other hand i'm always glad to have them on harder content when there's 4-5 stacks of leadership around.

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  • 2 weeks later

Ive been racking my brain trying to decide between thugs, bots, and mercs with marine. Mercs/marine is nice for off-shifting serum and power of the depths, the mercs just aren't going to die, and for mercs and bots that slow field and shoal rush's slow will help keep the enemies at range for them. Thugs/marine obviously for the more melee-centric bonuses, plus they'll be really tough between their leadership and the marine buffs. And bots/marine, honestly is the top contender, since the defense from the bot shield plus all of marine puts them at 42% defense, so they'll also mostly never die, but a big note for it too, is that they add the -regen that marine lacks, so the combo will cover pretty much everything, especially if you go clarion for mez protection in the epic.

 

So far here is the thug/marine build i have slated: I also wanted the sharks, but they help a lot, especially when using them with empty clips when you wanna do a little ranged aoe, but  themes well too, just wish they'd at least let us use mako's head costume piece already, and add a back dorsal fin in the backpacks. Knockout blow with the FF proc helps recharge the powers as well, and the st hold is handy too. (though for another toon i want to do it really should have -kb in it since the shark is holding them in place grrr)

Thugs Marine Sharks - Mastermind (Thugs - Marine Affinity).mbd

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I went Necro/Marine for thematicmarine corpse v7.mbd reasons and frankly it's doing pretty well.  42-second pylon time without using temps or Judgement.  Base def for pets is in the 20%s with high resists (90% in many cases).  On teams, the "missing" defense generally gets covered by other players via maneuvers , powers, Destiny.

Edited by brasilgringo
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On 8/4/2024 at 9:47 AM, Meknomancer said:

 

I sort of agree on the possibility of dropping the steadfast and glad uniques, i put them in everything and its a hard habit to break. On the other hand i'm always glad to have them on harder content when there's 4-5 stacks of leadership around.

I would never skip these, on any build i've ever made. It's not just a habit, but it's useful on every single one, but especially on squishies because, well you need the survival most of the time, but also because that means you're avoiding MEZ more which is a huge PITA, especially with marine that has none, only gets defense from barrier reef, and generally needs to be pretty active.

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What I have learned about Shifting Tides (on a Controller) is that it is a decent (but not awesome) %proc toggle, if it has accuracy slotting. (Global Accuracy doesn't help %procs, just the power they are slotted in.)

 

For Masterminds, I would not recommend the Gaussian's set for the standard reason that the %Build Up isn't improving net DPS very much... because the MM's attacks simply aren't that much compared to the henchmen. My recommendation for a 6-slot of Shifting Tides would be 6x Annihilation, as it has a %-Res piece (keep reading) and set bonuses are pretty good for MMs.

 

What I like about the Annihilation %-Res is that this piece can be slotted into several other attacks, and while the -Resistance (from the same %proc source) doesn't stack, it will extend the duration of any -Resistance from that %proc source. Normally I don't like %-Res for most AT because of the short 10 second duration, but the MM henchmen will be making a lot of attacks during those 10 seconds. With Shifting Tides up, it is possible to get good recharge times on Brine, without worrying about slotting Brine for recharge. Marine affinity should be melting opposing critters in ways that other sets wish they could.

 

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  • 3 weeks later
On 8/23/2024 at 8:04 AM, tidge said:

 

 

 

 

What I like about the Annihilation %-Res is that this piece can be slotted into several other attacks, and while the -Resistance (from the same %proc source) doesn't stack, it will extend the duration of any -Resistance from that %proc source. Normally I don't like %-Res for most AT because of the short 10 second duration, but the MM henchmen will be making a lot of attacks during those 10 seconds. With Shifting Tides up, it is possible to get good recharge times on Brine, without worrying about slotting Brine for recharge. Marine affinity should be melting opposing critters in ways that other sets wish they could.

 

 

But if you had the Annihilation Proc in one power, and Achilles' heel in another, and they both go off, those WOULD stack, correct? So you'd get 32.5% Resistance debuff?

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57 minutes ago, Xandyr said:

 

But if you had the Annihilation Proc in one power, and Achilles' heel in another, and they both go off, those WOULD stack, correct? So you'd get 32.5% Resistance debuff?

 

Yes it is possible to have debuffs from different sources stack, but only for the overlap period. Keep in mind that the %-Res is:

  1. Only once per source (and the source is the %proc, not player or power)
  2. Only 10 seconds (barring extensions) duration ... so better for MMs than other solo ATs
  3. Subject to the %proc rate and accuracy of the %proc
  4. "Resistance resists resistable resistance debuffs" (so maybe an off-flavor %damage would be better, like Negative or Smashing)

My own opinion is that the Annihilation set typically offers more useful set bonuses, and power attribute enhancements (Schedule A) for the powers that take it.

 

My personal practical experience has been that the Achilles' Heel %-Resistance is less useful that the Annihilation %-Resistance (or %damage), except for a few corner cases. The factors that I have found work against the Achilles' Heel piece (in practice) involve the nature of the power that would take it:

  • Single-Target v. AoE (AoE have generally lower %proc chances, but more -Res on a single target may be wasted)
  • Accuracy (for %proc ToHit) and Recharge Time (for %proc chance)
  • Does the power already apply -Resistance? (if so, a %damage might be better)
  • What else those powers could slot instead, or could the slot be better used somewhere else in the build
  • Are there enough powers that could reliably apply the Achilles' Heel %proc to extend its duration? (Range AoE are generally more common, and often %proc friendly)

I was surprised how little effect the Achilles' Heel piece had (for clear times) in various Rad builds!

 

One of the corner cases that I will use the Achilles' Heel %-Res piece is on Tankers in Weaken Resolve... I like the Force of Will set, so that power is an easy pre-requisite pick that I can also slot for Accuracy and doesn't take many slots. Tankers can use the power against (single) hard targets that they are holding anyway for their teammates to capitalize on.

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It's worth testing, but my guess is for a lot of content it could be (at best) a wash.

 

What I like:

  • All(?) of the Soldier attacks will have a chance to trigger the %-Res
  • There are three Soldiers, so more attacks

What is probably neutral:

  • You will probably have to make sure the henchmen are focusing fire to get maximum utility from the %proc

What I don't like:

  • T1 henchmen need enhancements more than %procs (level shift!)
  • Almost all of the attacks are single-target, IIRC only one of the attacks that could trigger it is an AoE
  • The individual %proc chances don't look to be that good

I like the Soulbound Allegiance %BuildUp, and/or the Overwhelming Force KD more than any other %proc for the T1 henchmen. Each of those %procs have a chance to fire on every attack made by the henchmen.

 

51 minutes ago, Xandyr said:

I'm running mercs/marine. I have an Achilles in Soldiers, and was tempted to put the Annihilation proc in shifting to stack even more -resistance.

 

The cool thing about %procs in Shifting Tides is that they will still %proc (in the AoE) until the anchor body de-rezzes. A Tide Pool can help to keep enemies huddled.

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