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Posted
3 hours ago, Scientist said:

Running a Storm/Ice defender, lots of procs in the two holds work great, snipe level damage in a Hold is very handy.  I think I can free up one slot, would an Achilles be better in Freezing Rain or Tornado?  I'm not entirely sure how to calculate the chance in either, since they are both pseudo-pet based.  

 

It's far better in Tornado.

1: Freezing Rain's DEBUFFS last for 30 seconds after the 15 second period of rain, but that's the debuffs. Achilles will only check while the rain is going on, which means that you get to check at 0 seconds (upon summons) and at 10 seconds. So you get 2 checks from each cast. Meanwhile, Tornado lasts for 30 seconds, so you get 4 checks per cast.

2: Each check has a lot higher probability to occur from Tornado, since it's a smaller radius. So you're getting more checks with a higher chance, so a lot more total activation of the debuff on a hard target.

 

Note that putting it in FR will have one big benefit: with a larger area, it will roll on more targets. Given how few targets will be hit by Tornado, if you're asking for AoE reasons rather than AV reasons, then FR is definitely better, just because Tornado isn't really an AoE power unless you can manage to corner-pin a spawn, or unless you're a Gravity/Storm.

  • 3 weeks later
Posted (edited)

New Set Update: Electrical Affinity

 

Proc Update April 7th, 2020: Updated info on Rejuvenating Circuit, Empowering Circuit and Energizing Circuit in regards to proc triggers with these abilities.

 

With the advent of this new content having settled in a couple days, and people getting their feet wet, lets talk about the set. This one does come with the inclusion of three new IO Enhancement sets to the game, two of which do have a Unique/Proc included in them. As a whole Electrical Affinity doesn't have a whole of of proc-unique utility because the majority of the set is focused on End Modification based sets, and there's not a ton there, especially not from an enemy-facing standpoint. Since there's a nice list in the patch notes, I'm going to pull from that really quick:

 

Powers

  • ShockTherapy_Shock.png.47ac6e7922aa47a49b8a4f9b0a01c904.png T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen)
    • This little gem is decent to toss down on stronger enemies, especially EB/AV's, but that's about where the end of its utility is going to find normal play. If you're going to use it, tossing the new Power Transfer: Self Heal proc would be nice way to roll for a bit of green. Thus far the power taps out on just a couple of End Mods, so it doesn't require much for slotting to begin with, and has no other utilities.
  • ShockTherapy_RejuvenatingCircuit.png.9d37e1718186c520d2153b9a61fdfe38.png T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static)
    • Full Update: None of the uniques pass their effect over to those that get hit with the chain. I stand by Preventative Medicine probably being the best set to place here from a set bonus stand point, but it won't uniquely do anything abnormal with the Absorb Unique (it statically works on its own outside of the ability trigger). Given there's no potential pass through, any method of slotting is probably fine here.
  • ShockTherapy_GalvanicSentinel.png.b58b41d878755ee68754ec83933028a7.png T3 (Defenders, Controllers and Corruptors): Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special)
    • This little guy is a bit of a Tank given what it is, so you can expect it to stick around for most (if not all) of its two minute duration. Energy Manipulator: Chance for Stun would be a good one to drop into this ability for Discharge going off every two seconds. I haven't fully tested this yet, and will edit if this otherwise proves to be poor chance or doesn't work like it should.
  • ShockTherapy_EnergySink.png.fa738ffe201d15a1ff2049e3d40dea86.png T3 (Masterminds): Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, -Recovery, -Regen)
    • Just like Galvanic, good place to drop the EM: +Stun to knock out Minions in the AoE field. Ideally in a spawn of 10+ should knock out at least two or three minions on average per activation, and stack well with Controller stun efects, or secondary effects from blast sets like Dark Pit and the like to take out Lieut/Bosses (potentially). Since this version is MM specific and coming from the player, the new PT: +Heal would be good too as a surplus bonus heal.
  • ShockTherapy_EnergizingCircuit.png.8a9a5dc9b610aae36727dab25de5034b.png T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static)
    • Full Update: This ability, as previously stated, is like having a miniature on-tap Ageless built into a set. After testing a few procs in the ability I had to revise my expectations for how this power worked, and personally move some slots in a build to accommodate!
    • Power Transfer: +Heal will trigger its opportunity off any individual hit within the chain since it is attributing the chain back to you. Whether this is a "working as intended" feature or not, it is currently the way it is working. As such (and especially for MM's), it can have a chance to spike its heal several times over its chain and it stacks very quickly. Ran into AP around Ms. Liberty and fired it off a few times and get stacks from 3 up to 7 feedback heals on myself.
    • Performance Shifter: +End, unlike Power Transfer, this proc will apply to the target hit with the chain, and grant them the 10% endurance spike, and it does adjust according to their max end. Just like with PT:Heal, I saw a lot of hits as the chain jumped around (at least half of the targets, on average). Definitely worth tossing both procs into the power.
  • 23345712_index(1).png.1b4c0554c35eefaf23422283a20502cc.png T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End))
    • Not a proc focused ability, but I will mention that the best set (in my opinion) to slot here is Unbreakable Guard because it offers three resist bonuses.
  • ShockTherapy_EmpoweringCircuit.png.1fea10aa19ad95294de2f3546ddb6384.png T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static)
    • One could drop Gaussian's +BU into this power, but (in a team scenario) that's better served in Tactics more commonly. Update: Upon further testing with the proc in Empowering, solo it may not go off nearly as often with just the core pets (either just Galvanic for non MM, or the MM pets for MM's), but adding in a couple of additional bodies (8-10 targets) did increase the probability of success. The proc will go off quite a bit so long as the player continues spamming the power. This can be both good, and bad from a "is this worth it" stand point. Also has a chance of firing multiple times, so possible to stack it.
  • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery)
    • One of only a few enemy-targeted abilities, and one of the only ones that isn't locked into just End Mod, we have access to Sleep sets and Call of the Sandman's +Heal, meaning we can stack two +Heal chances in this ability! With the recharge packed on this ability, if the slots are free to do it I'd easily stick CotS: +Heal, PT: +Heal, EM: +Stun, PS: +End along with just one Rech Reduc IO to bring it down into a more regular-use range. All of those procs will hit their 90% probability leaving for a good chance to get a significant heal, 20 pts of End, and, if desired, that Mag 2 Stun on a few minions. I will mention that having a +Stun Proc in a power that hits with a Mag 3 Sleep and a (potentially static stack) long duration, unless an AoE goes off the spawn is unlikely to hit back anyway, so two or three minions being dazzed won't be such a big win or loss either way.
  • index.png.f5fb8575eb7ab70f373c9a5d7f5f6319.png T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static)
    • Same as Rejuvenating Circuit here, but I'd personally say keep the Absorb proc in Rejuvenating with the entirety of the set. Insulating doesn't need much enhancement to hit its cap performance as it taps out at 550% Absorb, and just Heal and Heal/End/Rech combo puts it at 490% and depending on global rech, somewhere between 10-15/s recharge, Energizing will help sap that down further if it's caught in the cast.
  • ShockTherapy_AmpUp.png.9996c312ee1471de094ef91f460cef0e.png T9: Amp Up (Ranged, Ally +Special, +Recharge)
    • Power Boost an Ally! If you take it, stick a 50 Rech IO in it and call it a day. Cast it on a fellow support toon if you want, but I'd sooner turn it on a Blaster or Melee and really super-charge all those Mag2 secondary effects in their abilities and see how much that really changes the dynamic of their attack cycle. This power also really ahem amps up Galvanic Sentinel's Discharge ability and allows it to single-handedly sap an even-con level spawn within 30/s.

 

Impressions: Proc Worthiness and "Defense v Resistance"?

Overall not a ton of potential going on here, but what I will say is that it does leave for a lot of slots to go towards its paired set (Secondary for Defenders, or Primary for Controllers/Corruptors). As it stands, with the value bump of Defender stats, getting higher total results for Resistances is more feesible, but the offset between Defenders and other AT's won't be too high as the majority of the earned values are going to be sourced from set bonuses to get there. My strongest suggestion for an Epic shield would probably be either Electric/Mu for Charged Armor (more easily get to cap on Energy Resistance), or to actually go with Psychic and take Mind Over Body to push S/L/Psi to the cap (psi just needs a slight push).

 

With the amount of healing, -Dam effects in Discharge/Shock, and Absorb triggers this set should fair pretty well as just a Resistance-focused set without trying to shove a ton of Defense into it. Given how little is actually available to bonus from, trying to do Defense based building will be more troublesome and ultimately not worth the same value as getting an added 20-30% F/C/E/N resists would provide much easier. The other reason I say that is because there's a lot in the set worth taking, and if it's on a non-Defender, we can't skip Shock which means one more power from the "maybe not" column is stuck in the build. Depending on what gets taken from the paired set, there wont be a lot of power pool options available, and to me that leans heavily in skipping Fighting altogether as its three powers (two of which likely not being used) for one, and digging up set bonuses from attack powers which is not proc-fu friendly.

 

A Build:

I have put together a proc-minded build based on initial testing pre-release in what I found to be the most universal to solo and team function, but is focused on being a bit at-range to add into minimizing incoming damage. The Galvanic Sentinel is pretty tanky, so using it to alpha and sit in a spawn to attract attention is viable while bouncing chains off it from a 10'+ distance (I've seen the chains hit all the way up to 30-40 feet so far, so there's plenty of "gimme" room). In this build I did go Psychic, and took gasp Mass Hypnosis! I'm sure somewhere along the lines someone has read that I generally dislike Sleep based powers, but Sentinel Discharge doesn't wake the enemy (as I've noticed), so this would give a nice "shut down" mechanic to sleep-sap a spawn alongside Defibrillate.

 

I reached back into the ol' testing for a blast set that played into all these considerations too, and grabbed Dark Blast. Lots of range potential, and cones that can favor both ground and flight based players to move in and around spawns effectively, and control abilities. Control was the biggest desire as being 100% reliant on Resistance, any form of stacked control will help, and we can get both a mass immobilize and a mass KD alongside some of the strongest blast attacks available, including Dominate as one of the best proc-crazy ST hitters (for the time being, pending eventual review of dev team). This was a personal choice with Dark Blast, but I know that the build's IO choices can translate to pretty much any Blast set and keep the same global values (give or take a bonus or two).

 

For Incarnate function, with the drive to try and get to the resist cap, of which I tapped out at 60% on F/C/E/N (and close to cap on Psi at 71%) these are the choices I consider optimal: Barrier, at its weakest, is 5%, and if that's paired with Melee Core Hybrid there will be some good up time on being capped to all resists but Toxic. Melee Core will likely cap the character on its own, so Barrier becomes the filler during the two minute cooldown. Not very often we see a Defender running around with "full" 75% resists, a massive absorb shield, and a 30-40% heal every 5/s. A very Tanky set.

 

Spoiler

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

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: zn_Electrical Affinity
Secondary Power Set: Dark Blast
Power Pool: zn_Experimentation
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(15)
Level 1: Dark Blast -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/Rchg(3), SprVglAss-Dmg/EndRdx/Rchg(31), Dcm-Acc/EndRdx/Rchg(31), Dcm-Build%(43)
Level 2: Galvanic Sentinel -- SynSck-EndMod(A), SynSck-Dam/Rech(3), SynSck-EndMod/Rech(5), SynSck-Dam/Rech/Acc(5), SynSck-Dam/Acc/End(7), SynSck-EndMod/+RunSpeed(7)
Level 4: Shock -- Acc-I(A)
Level 6: Energizing Circuit -- RechRdx-I(A)
Level 8: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48)
Level 10: Gloom -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(11), SprVglAss-Rchg/+Absorb(25), Dcm-Acc/Dmg(33), Dcm-Dmg/EndRdx(43), GldJvl-Dam%(43)
Level 12: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(19), AdjTrg-EndRdx/Rchg(31)
Level 14: Moonbeam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40), StnoftheM-Dam%(40)
Level 16: Tenebrous Tentacles -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(17), SprFrzBls-Acc/Dmg/EndRdx(25), TraoftheH-Dam%(33), PstBls-Dam%(33), Bmbdmt-+FireDmg(34)
Level 18: Defibrillate -- RechRdx-I(A), CaloftheS-Heal%(21), PwrTrns-+Heal(21)
Level 20: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(37)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), ShlWal-Def/EndRdx(23), ShlWal-Def(34), ShlWal-Def/Rchg(34), ShlWal-ResDam/Re TP(36)
Level 24: Toxic Dart -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(27)
Level 26: Insulating Circuit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(27)
Level 28: Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx/Rchg(29), Ann-ResDeb%(29), Bmbdmt-+FireDmg(45), FrcFdb-Rechg%(46), SuddAcc--KB/+KD(46)
Level 30: Assault -- EndRdx-I(A)
Level 32: Amp Up -- RechRdx-I(A)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(37), UnbCns-Dam%(46), GldNet-Dam%(50)
Level 38: Mass Hypnosis -- FrtHyp-Acc/Rchg(A), FrtHyp-Sleep/Rchg(39), FrtHyp-Acc/Sleep/Rchg(39)
Level 41: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), ImpArm-ResPsi(42)
Level 44: Blackstar -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(45), ScrDrv-Dmg/Rchg(45)
Level 47: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(50), AdjTrg-EndRdx/Rchg(50)
Level 49: Adrenal Booster -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19)
Level 50: Musculature Radial Paragon
Level 50: Melee Core Embodiment
Level 50: Barrier Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Preemptive Core Flawless Interface
------------

 


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I also looked at doing something for a MM as well, and put together a Ninja/Electrical Affinity build that does a little bit of "Mad King Special" in its survival technique. A bit lower on the Resistance side of things compared to Defender option, and really hones into being a 45+ build, but it should do decently at trying to keep the little buggers alive using the same Incarnate Destiny/Hybrid cycle as the Defender:

 

Spoiler

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

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: zn_Electrical Affinity
Power Pool: zn_Experimentation
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Field Mastery

Hero Profile:
Level 1: Call Genin -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(3), SvrRgh-PetResDam(3), SprMarofS-EndRdx/+Resist/+Regen(5), SprMarofS-Acc/Dmg(5), SlbAll-Build%(7)
Level 1: Shock -- Acc-I(A)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
Level 4: Discharge -- SynSck-EndMod(A), SynSck-Dam/Rech(25), SynSck-EndMod/Rech(25), SynSck-Dam/Rech/Acc(33), SynSck-Dam/Acc/End(33), SynSck-EndMod/+RunSpeed(33)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(34)
Level 10: Energizing Circuit -- RechRdx-I(A)
Level 12: Call Jounin -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(13), SlbAll-Dmg/EndRdx(13), SlbAll-Acc/Dmg/Rchg(15), TchofLadG-%Dam(15), AchHee-ResDeb%(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(21)
Level 18: Toxic Dart -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), Dcm-Dmg/EndRdx(43), Dcm-Acc/Dmg(46)
Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(34)
Level 22: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), ShlWal-Def/EndRdx(37), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(40), ShlWal-ResDam/Re TP(40)
Level 26: Oni -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SprCmmoft-Acc/Dmg(29), SprCmmoft-Rchg/PetAoEDef(31)
Level 28: Defibrillate -- RechRdx-I(A), CaloftheS-Heal%(31), PwrTrns-+Heal(31)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Insulating Circuit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(36)
Level 38: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), ImpArm-ResPsi(39), Ags-Psi/Status(50)
Level 41: Energy Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx(42), Ann-ResDeb%(42), Bmbdmt-+FireDmg(42), FrcFdb-Rechg%(43), SuddAcc--KB/+KD(43)
Level 44: Explosive Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Rchg/ImmobProc(45), Bmbdmt-+FireDmg(45), FrcFdb-Rechg%(46), OvrFrc-Dam/KB(46)
Level 47: Power Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), Dcm-Dmg/EndRdx(48), Dcm-Acc/Dmg(48), Apc-Dam%(50), SuddAcc--KB/+KD(50)
Level 49: Adrenal Booster -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23)
Level 1: Genin
Level 12: Jounin
Level 26: Oni
------------

 


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		|4F2112B28E7FE1042CAAE3A9CB9EFDE5A2BA5559EB3E4C14C37F2314972A33F7553|
		|98CF7AA1BE17FACD42FD5DF4A66E11CC24B486F23F2E6B58CD7DF4D6889A7B89ADF|
		|FF0D5FE5F|
		|-------------------------------------------------------------------|

 

 

Edited by Sir Myshkin
found a typo, updated for proc performance
  • Like 2
Posted

Up until they made a late correction on Chain Procs, I was using Insulating Circuit as a sweet Panacea proc power. Early beta testing had an AF = 1, which was giving everyone in my chain a 90% chance to get HP and End to go along with the Absorb shield. Now I think it is using a maxtarget of 5 as its area factor which equates to 1 + 0.75 * 5 = 4.75. After dampening, it turns in an Area Modifier of 3.8125 (equivalent to a 25 ft radius AoE). So it's not nearly as powerful as it could have been, but it was fun while it lasted on Beta. Gaussian in Empowering Circuit also was a sweet tool for MMs as it was near guaranteed build up every 7 seconds or so. A 26% chance to proc on each pet will do that.

 

But, that was all Beta. Now all those probabilities are roughly a quarter of what they once were making a potential proc monster set into a meh set, imo.


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Posted
On 4/3/2020 at 5:23 PM, Sir Myshkin said:

I reached back into the ol' testing for a blast set that played into all these considerations too, and grabbed Dark Blast. Lots of range potential, and cones that can favor both ground and flight based players to move in and around spawns effectively, and control abilities. Control was the biggest desire as being 100% reliant on Resistance, any form of stacked control will help, and we can get both a mass immobilize and a mass KD alongside some of the strongest blast attacks available, including Dominate as one of the best proc-crazy ST hitters (for the time being, pending eventual review of dev team). This was a personal choice with Dark Blast, but I know that the build's IO choices can translate to pretty much any Blast set and keep the same global values (give or take a bonus or two).

 

I was trying to figure out if I wanted to make this build as a Def or a Corr. Which do you think would be more viable? Does the Corr version make it more difficult to reap the buff/debuff benefit? I know Defenders get the highest buff/debuff levels but I was concerned about the damage output. 

Posted
5 hours ago, Gammos said:

 

I was trying to figure out if I wanted to make this build as a Def or a Corr. Which do you think would be more viable? Does the Corr version make it more difficult to reap the buff/debuff benefit? I know Defenders get the highest buff/debuff levels but I was concerned about the damage output. 

Depends on the paired blast set, what type of content you plan on playing, and how quickly you want all of your attacks, or if you'd rather be more support-centric. Electrical Affinity gets most of its sauce by 20 as a Secondary, so you can kind of "best of both" with a Corruptor. Since Faraday and the Epic Shield are the two main focuses of of Resistance, the difference between the two won't be too dramatic, like 4-5%. When I built out for bonuses, nearly 30-35% was coming from IO sets on F/C/E/N. For me that's still enough to warrant personal survival, I'd probably still role a Defender as I still team a lot more than anything else. If you want Solo function though, going as a Corruptor may not be a bad call as it'll get more of that long-term damage from Scourge since there's not really any debuffs to leverage out of EA.

Posted
11 hours ago, Sir Myshkin said:

Depends on the paired blast set, what type of content you plan on playing, and how quickly you want all of your attacks, or if you'd rather be more support-centric. Electrical Affinity gets most of its sauce by 20 as a Secondary, so you can kind of "best of both" with a Corruptor. Since Faraday and the Epic Shield are the two main focuses of of Resistance, the difference between the two won't be too dramatic, like 4-5%. When I built out for bonuses, nearly 30-35% was coming from IO sets on F/C/E/N. For me that's still enough to warrant personal survival, I'd probably still role a Defender as I still team a lot more than anything else. If you want Solo function though, going as a Corruptor may not be a bad call as it'll get more of that long-term damage from Scourge since there's not really any debuffs to leverage out of EA.

Thanks for your input. I enjoy teaming also so I think I might make it a Defender after all. I love my Cold/Sonic and its been a while since I rolled a Def :)

Posted
On 4/3/2020 at 5:32 PM, Bopper said:

Gaussian in Empowering Circuit also was a sweet tool for MMs as it was near guaranteed build up every 7 seconds or so. A 26% chance to proc on each pet will do that.

This looks to still be possible. Tested a bunch of the uniques just to see for myself what was and wasn't going on with the chain effects. Only thing I haven't tried out was Panacea because I'm budgeting the character out. Updated my previous post with inclusions, but specific to your post the Gaussian's still goes off. Ran across two interesting things when testing the procs...

 

First is that this is just one sample of having the Power Transfer: Heal proc in Energizing Circuit. It's trigger chance is occurring per target hit, back on the caster for a heal.

image.png.75b21a2970ce5f7ef516f04720c9ab9c.png

 

What was the more interesting thing I ran into, however, was back to the Gaussian's thing:

image.png.58c89fdd280976b920c4602c3487fcf8.png

 

Yes, double proc on a single activation. So long as I had a couple of non-pet bodies in the mix, getting at least one was fairly consistent, the double aspect I'm going to explore a bit more and see what I can push with chain counts.

  • Like 1
Posted
6 minutes ago, Darkir said:

Value bump for defender stats? Was something changed for defenders in the recent patches? I looked and could not find anything. Are you simply referring to the normal higher defender modifiers on powers? 

Yes. Defender Faraday Cage starts out at 15% whereas Corr/Cont/MM 11.25%, which isn't a huge difference. There are, of course, the considerations of the heals and endurance mods being different too, but across the board it's not a huge variance. When I tried maxing potential on F/C/E/N, I ended up with 25-30% in bonuses for those values, which is more than Faraday itself even gives. At max value with same slotting, Defender hit 23.6% where the counterparts hit 17.7%. For Defenders I was able to get up to 61% F/C/E/N Resists, and by using Mind Over Body, cap S/L/Psi. Thus far on one MM build I've managed 55 F/C and 50% E/N for one build, and by taking Charged Armor on another, cap S/L/E and thanks to Ember Shield off Demons, cap F/C, and those are working from a technical deficit when compared to Defenders.

Posted (edited)
2 hours ago, Sir Myshkin said:

This looks to still be possible. Tested a bunch of the uniques just to see for myself what was and wasn't going on with the chain effects. Only thing I haven't tried out was Panacea because I'm budgeting the character out.

It looks like you're seeing all the stuff I saw on Beta. You'll likely find Panacea works like Performance Shifter, giving the proc to the target. I never went back and tested proc performance after they said they changed the PPM formula to properly use Chain Area Factor instead of Single Target Area Factor (imagine the fun I had seeing Panacea hit 90% of the time on every ally with Insulating Circuit). Anyways, I digress. I am curious as to whether or not the procs are triggering at a rate expected for a 5 max target chain. That's what the devs said it would do, but I didn't bother confirming it with hours of testing.

 

The Power Transfer is a very interesting find. I always wondered if it would proc more than once in a chain and you confirmed that suspicion. My guess is its not WAI, but enjoy it while its here. I don't think Defibrillate is a chain, but it might be worth testing Call of the Sandman in it.

 

As for the Gaussian double stack, I've seen that too a few times but I had a hard time getting it to reliably do it. That was when it had a 26% chance to proc on each target, so I'm surprised you're seeing it if it has a supposedly much lower chance to proc (7%ish?). If you're seeing much higher proc probabilities than that, then I should revisit the set to see what the devs really changed.

Edited by Bopper

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Posted
7 hours ago, Sir Myshkin said:

Yes, double proc on a single activation. So long as I had a couple of non-pet bodies in the mix, getting at least one was fairly consistent, the double aspect I'm going to explore a bit more and see what I can push with chain counts.

 

I wonder what a Thugs/EA build can do with Gang War active. Not that the Pistols attacks are all that great, though, but it could be funny to fire off Knockout Blow with triple-stacked Gaussian and watch a MM hit for max damage. Plus 6 damage procs, for about 900 base damage. 😄

Posted
8 hours ago, Bopper said:

The Power Transfer is a very interesting find. I always wondered if it would proc more than once in a chain and you confirmed that suspicion. My guess is its not WAI, but enjoy it while its here. I don't think Defibrillate is a chain, but it might be worth testing Call of the Sandman in it.

It definitely feels like it shouldn’t be WAI, but at the same time I feel like it’s a nice kicker for Electrical Affinity to keep its caster alive. I’m going to have to try slotting it into Ball Lightning and see if it causes a similar feedback, which would be a pretty big nail in the coffin of “broken or not” I think. I could totally see it being an Affinity-Only feature.

 

I did test out Sandman in Defibrillate before and it was a one-off heal with Power Transfer, but might just double check now that it’s live.

 

3 hours ago, Coyote said:

triple-stacked Gaussian

So far this is looking to be a pretty hard thing to achieve. Did a quick Yon last night and didn’t catch a ton of double stacking, but admittedly I wasn’t 100% focused on watching it because we were moving pretty quick. Still looking at this.

Posted

I figure this is as good as any place to ask this - I saw someone saying somewhere that pseudopets only use accuracy that is slotted directly into them and not global accuracy bonuses. Is this correct? Does anyone know if they are affected by tactics? I'm trying to work out how best to slot Acid Arrow in Trick Arrows - it can take so many procs that I'd like to use 5 damage procs and an achilles heel and simply use my global acc and to-hit to make it hit. But I imagine it is a pseudopet? Or is the initial effect a normal attack and the continuing effect a pseudopet?

Posted

Acid Arrow doesn't use a pseudopet, it's just direct power effects, some instant and some over time. So Tactics and global accuracy will help with it.

Pseudopets aren't affected by tactics. Well, they are, for the duration of one Tactics pulse, which I think is 2 seconds.

  • Thanks 1
Posted
30 minutes ago, Coyote said:

Acid Arrow doesn't use a pseudopet, it's just direct power effects, some instant and some over time. So Tactics and global accuracy will help with it.

Pseudopets aren't affected by tactics. Well, they are, for the duration of one Tactics pulse, which I think is 2 seconds.

Great - thanks for that. Good news for my build :).

Posted
12 hours ago, parabola said:

Great - thanks for that. Good news for my build :).

Just keep in mind the value of the accuracy you are floating out there. It's somewhat difficult to get a sustained amount of accuracy (globally) that allows you to successfully hit a +3, let alone a +4 enemy without some accuracy in the power itself. Typically global accuracy and +ToHit from Kismet/Tactics (depending on the build) will only carry an average ability up to +2 at best.

Posted
Just now, Sir Myshkin said:

Just keep in mind the value of the accuracy you are floating out there. It's somewhat difficult to get a sustained amount of accuracy (globally) that allows you to successfully hit a +3, let alone a +4 enemy without some accuracy in the power itself. Typically global accuracy and +ToHit from Kismet/Tactics (depending on the build) will only carry an average ability up to +2 at best.

I'm probably going to post my build at some point, I'm still levelling and refining it but it is already turning into an absolute monster. If mids is to be believed when I've got the final pieces in place I should have enough accuracy/to-hit to reliably hit +4 enemies even when a power doesn't have any accuracy of its own. How endurance sustainable the whole thing is going to be remains to be seen...

Posted
On 4/13/2020 at 1:42 AM, Sir Myshkin said:

Just keep in mind the value of the accuracy you are floating out there. It's somewhat difficult to get a sustained amount of accuracy (globally) that allows you to successfully hit a +3, let alone a +4 enemy without some accuracy in the power itself. Typically global accuracy and +ToHit from Kismet/Tactics (depending on the build) will only carry an average ability up to +2 at best.

In most builds with 5 +10% recharge bonuses and Tactics, you'll hit 95% vs. +3 as a matter of course.

Posted
On 4/15/2020 at 10:19 PM, Nferno said:

Sir Myshkin,

is the TA/A/Mace in the OP, your most updated version?

Thanks!

It should be, yes.

 

23 hours ago, Hjarki said:

In most builds with 5 +10% recharge bonuses and Tactics, you'll hit 95% vs. +3 as a matter of course.

Going to take a leap and assume you're talking about the Purple Sets in this case, which not all of them pack a +15% Accuracy adjustment and many builds will find it hard to collect five sets into one build that still maintains logical slotting choice. For Defenders specifically, Apocalypse (Ranged Purple) doesn't have this bonus, and already puts that notion at a disadvantage. One of the Defender ATO sets does have the bonus, but is a set commonly broken into 3's for its 10% Rech value, meaning the 4th set bonus (Acc) is never achieved. Typically a build is likely only to get one or two of those +15% values, if even that. I pulled up my own TA/Arch (relevant to topic with Parabola), and it only has 24% Accuracy bonus.

 

I did the "math" on what it would take to achieve a successful accuracy hit on +4, 75% Global Accuracy and 15% +ToHit to achieve the ability to not slot any accuracy into an ability (95%), assuming it starts at default value. To accomodate +3, either 45% Global Accuracy and 20% +ToHit, or 60% Global Accuracy and 15% +ToHit, or the more sane choice of just putting at least 30% Acc Enhancement into the power and have 30% Global Accuracy and 15% +ToHit. All of these circumstances require taking Tactics, and any other AT besides a Defender having to also taking Kismet +Acc (ToHit) to get to the 15% marker.

 

When it comes to a proc-focused build it's rather unlikely for the build to carry five full Purple Sets, some compensation has to be made either in minor slotting, or taking an Alpha Incarnate that boosts accuracy. One reason they work as well as they do on a Defender is because of how much +ToHit Defenders can squeeze out of Tactics that gives them a ton of breathing room, but it still doesn't change my original suggestion to Parabola to check it. To avoid any accuracy slotting at all, and expect an ability to hit +4 is asking a ton out of a build.

 

On 4/13/2020 at 12:59 AM, parabola said:

If mids is to be believed when I've got the final pieces in place I should have enough accuracy/to-hit to reliably hit +4 enemies even when a power doesn't have any accuracy of its own.

You'd need 22% +ToHit out of Tactics and Kismet +Acc combined plus 60% Global Accuracy for Acid Arrow to fire off at 95% against +4's, assuming you're not using an Alpha like Nerve to fix your accuracy.

Posted (edited)
2 hours ago, Sir Myshkin said:

When it comes to a proc-focused build it's rather unlikely for the build to carry five full Purple Sets, some compensation has to be made either in minor slotting, or taking an Alpha Incarnate that boosts accuracy. One reason they work as well as they do on a Defender is because of how much +ToHit Defenders can squeeze out of Tactics that gives them a ton of breathing room, but it still doesn't change my original suggestion to Parabola to check it. To avoid any accuracy slotting at all, and expect an ability to hit +4 is asking a ton out of a build.

 

On 4/13/2020 at 6:59 AM, parabola said:

If mids is to be believed when I've got the final pieces in place I should have enough accuracy/to-hit to reliably hit +4 enemies even when a power doesn't have any accuracy of its own.

You'd need 22% +ToHit out of Tactics and Kismet +Acc combined plus 60% Global Accuracy for Acid Arrow to fire off at 95% against +4's, assuming you're not using an Alpha like Nerve to fix your accuracy.

I've done a bit better - 25.7% to hit and 69% acc:

 

Spoiler

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

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flash Arrow -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(3), DarWtcDsp-ToHitdeb/Rchg/EndRdx(3), DarWtcDsp-ToHitDeb/EndRdx(5)
Level 1: Dark Blast -- CldSns-%Dam(A)
Level 2: Gloom -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(5), SprVglAss-Acc/Dmg/EndRdx(7), SprVglAss-Acc/Dmg/EndRdx/Rchg(7), SprVglAss-Rchg/+Absorb(9), CldSns-%Dam(9)
Level 4: Moonbeam -- Thn-Dmg/EndRdx(A), Thn-Acc/Dmg/EndRdx(15), CldSns-%Dam(15), GldJvl-Dam%(17), Apc-Dam%(17), StnoftheM-Dam%(19)
Level 6: Ice Arrow -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(19), NrnSht-Dam%(21), ImpSwf-Dam%(21), GldNet-Dam%(23)
Level 8: Poison Gas Arrow -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(23), FrtHyp-Acc/Sleep/Rchg(25), FrtHyp-Acc/Rchg(25), FrtHyp-Sleep/EndRdx(27)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27)
Level 12: Acid Arrow -- JvlVll-Dam%(A), PstBls-Dam%(29), Bmbdmt-+FireDmg(29), TchofLadG-%Dam(31), AchHee-ResDeb%(31), ShlBrk-%Dam(31)
Level 14: Super Speed -- BlsoftheZ-ResKB(A), Clr-Stlth(33)
Level 16: Tenebrous Tentacles -- HO:Centri(A), HO:Centri(33), PstBls-Dam%(33), Bmbdmt-+FireDmg(34), TraoftheH-Dam%(34), CldSns-%Dam(34)
Level 18: Disruption Arrow -- EndRdx-I(A)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
Level 24: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(39)
Level 26: Oil Slick Arrow -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/EndRdx(40), Rgn-Acc/Rchg(40), TchofLadG-%Dam(40)
Level 28: Torrent -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(42), PstBls-Dam%(42), Bmbdmt-+FireDmg(42), CldSns-%Dam(43), ExpStr-Dam%(43)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45)
Level 38: Blackstar -- Arm-Dam%(A), Arm-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(46), Arm-Dmg/EndRdx(46), Erd-%Dam(48)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48)
Level 44: Victory Rush -- EndMod-I(A)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: EMP Arrow -- BslGaz-Acc/Rchg(A), BslGaz-Acc/EndRdx/Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Rchg/Hold(50)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(13)
------------

I've still not finished leveling her so don't have the purples in place but she has all the core powers and slotting. On the plus side she is an absolute beast damage wise. She can rotate Oil Slick on one spawn with Blackstar on the next (depending of course on the speed of the team). Acid Arrow, Torrent and Tenebrous Tentacles all have two procs each that can light Oil Slick. And on the single target side Moonbeam does absurd damage even without the purple proc and of course Ice Arrow hits very hard indeed as well.

 

The problem is as I feared it would be - endurance use. The aoe rotation of TT, Torrent and Acid Arrow burns through endurance. I was basically fine until I had all the defence shields in place, running these alongside firing off powers with no end slotting in them is just too much. So, it looks like my hopes of using Intuition Radial are out the window and I'm going to have to use Cardiac or Vigor. As discussed the accuracy situation is fine so Vigor seems unnecessary leaving Cardiac Core as probably the best bet.

Edited by parabola
Posted
5 hours ago, parabola said:

The problem is as I feared it would be - endurance use. The aoe rotation of TT, Torrent and Acid Arrow burns through endurance. I was basically fine until I had all the defence shields in place, running these alongside firing off powers with no end slotting in them is just too much. So, it looks like my hopes of using Intuition Radial are out the window and I'm going to have to use Cardiac or Vigor. As discussed the accuracy situation is fine so Vigor seems unnecessary leaving Cardiac Core as probably the best bet.

Cardiac core is great with dark blast.  The extra range is a nice boost to TT.

Posted

If you set Mids->options->config->exemp_math->base_to_hit=48, that will take care of 50+1 vs 54s automatically for most powers and builds.  Of course always double check, mids does have it's issues.

  • Like 1

AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

Posted
On 7/28/2019 at 6:13 PM, Sir Myshkin said:

(Rain effects don't appear to proc currently, at all).

Is this still the case?

Posted
4 hours ago, xl8 said:

Is this still the case?

No


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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