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After 700 DPS Troller time for my next project


Maxzero

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27 minutes ago, Hjarki said:

Running Tactics constantly with 6 pets, I see ~10% uptime.

 

There might be an issue where Tactics checks each target on activation but the aura itself only checks the individual with Tactics. However, I'm not sure that's particularly helpful since it just means you have a less reliable version of Aim.

 

I'm also not sure it's terribly relevant since the Mastermind's personal damage makes up such a low percentage of their overall dps - and the proc only affects that personal dps.

 

 

If I wasn't Storm it wouldn't matter. But this build is so it does

 

Frosticus is already hitting sub 50 second pylons (900+ DPS) with Demons/Storm with a build that was still a work in progress.

 

All these tricks are just upping the damage more and more.

 

As of right now my build is fully complete and IOed and I only have to finish some accolades then T3 to T4 Alpha, T3 to T4 Degen then a T4 Hybrid from scratch. After I am going to see if I can pass 1 thousand DPS on a pylon.

 

I went for a max DPS varient that replaced Fly and Afterburner for Assault and Vengence. Not only is it more DPS it's more team friendly since it runs full Leadership toggles, Steamy Mist, Vegeance and lots of -def/-res

 

Unfortunately (not really) I am going on a holiday for a week to the Gold Coast so those last few tweaks will have to wait.

Edited by Maxzero
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49 minutes ago, Maxzero said:

 

If I wasn't Storm it wouldn't matter. But this build is so it does

 

Frosticus is already hitting sub 50 second pylons (900+ DPS) with Demons/Storm with a build that was still a work in progress.

 

All these tricks are just upping the damage more and more.

 

As of right now my build is fully complete and IOed and I only have to finish some accolades then T3 to T4 Alpha, T3 to T4 Degen then a T4 Hybrid from scratch. After I am going to see if I can pass 1 thousand DPS on a pylon.

 

I went for a max DPS varient that replaced Fly and Afterburner for Assault and Vengence. Not only is it more DPS it's more team friendly since it runs full Leadership toggles, Steamy Mist, Vegeance and lots of -def/-res

 

Unfortunately (not really) I am going on a holiday for a week to the Gold Coast so those last few tweaks will have to wait.

The absolute limit of Gaussian's up-time should be 55% because the proc only lasts 5.5 sec and can only trigger once every 10 secs. With just your 6 pets out, you've got ~33% chance to proc each tick so you should be experiencing ~20% uptime if the math all checks out.

 

In terms of Storm, the Build Up proc isn't particularly useful. Storm has 4 damage dealing powers:

  • Gale. This is rarely used for damage (except via procs) and it doesn't deal meaningful damage.
  • Freezing Rain. Again, the damage is too low to bother buffing.
  • Tornado. This is unaffected by Build Up in any way.
  • Lightning Storm. If you summon a Lightning Storm while the proc is active, you will get a damage bonus for as long as the proc is active. However, after it fades, you no longer get the damage bonus and you do not get a damage bonus on previously summoned Lightning Storms if you get a proc while one is out.

There's no reason not to put the Gaussian's proc in Tactics. However, I don't believe it's going to yield the results you're expecting. If you were forced to choose between Tactics + Gaussian's and Assault, Assault would very likely be a better choice. Likewise, if you were able to choose between Aim and Tactics to slot Gaussian's, the former would usually be a better choice.

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8 hours ago, Hjarki said:

Running Tactics constantly with 6 pets, I see ~10% uptime.

 

There might be an issue where Tactics checks each target on activation but the aura itself only checks the individual with Tactics. However, I'm not sure that's particularly helpful since it just means you have a less reliable version of Aim.

 

I'm also not sure it's terribly relevant since the Mastermind's personal damage makes up such a low percentage of their overall dps - and the proc only affects that personal dps.

 

 

Tested and you are right. So I replaced Tactics with Empty Clips (wanted another FF +recharge procer and more AoE). Nothing worse then sitting around doing nothing.

 

Such a pity.

 

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Missing IOs:

 

Shieldbreaker proc

Lotg Defense +5

Lotg Global Rch +5

 

Between Thugs, Storm and Empty Clips I have all the AoE in the world. Tornado over a 1000 damage a cast (LS about 1300).

 

Dual Wield with Empty Clips, PPP Hold to fill in for ST. A bit of damage (especially from Hold) and 2 x proc recharge fishing.

 

And now off to catch a plane!

Edited by Maxzero
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You still have an Overwhelming Force in Tornado instead of Sudden Acceleration, (despite having read how overwhelming is only a *chance* of turning KB into KD I tested it to be sure and it worked just fine in Tornado, with the bonus of adding damage to it) and do you really feel that replacing Tactics is a good gamble? Your pets will be -1 and -2 and you haven't particularly slotted them for accuracy.

Edited by Sovera
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On 8/9/2019 at 5:04 PM, Sovera said:

You still have an Overwhelming Force in Tornado instead of Sudden Acceleration, (despite having read how overwhelming is only a *chance* of turning KB into KD I tested it to be sure and it worked just fine in Tornado, with the bonus of adding damage to it) and do you really feel that replacing Tactics is a good gamble? Your pets will be -1 and -2 and you haven't particularly slotted them for accuracy.

Remember Enforcers have +7.5 (2x 3.75) to hit for all Thugs.

 

Enforcers, Freezing Rain and Tornado all do -Def which is buffed by the Alpha. FR is -30% per each casting Tornado -20%. Enforcers is about -5-10% per attack.

 

Even against AVs or +4s its more then enough.

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Enforcer Tactics is 2.5% base. 

 

My copy of Pine's loads your build with a 3 enhancement gap in Call Enforcer, between the two Superior Mark of Supremacys and the Lady Grey, I assume you must have at least two Cytoskeleton Exposures in there, if you're getting 3.75

 

That said, I wouldn't consider 7% ToHit anywhere near enough, personally. I don't like relying too heavily on debuffs, because then you run into something with 90% Defense Debuff Resistance and it ruins your day.

 

Here's my Thugs/Storm, if you're interested at all. You probably won't like it as I skipped the Primary attacks entirely, but I didn't feel I'd need them with Storm. Personal defenses are also a bit low, but the pets are soft-capped, and I intend to use Knockdown as my primary mitigation. Got to level 27 in just one day of playing today, and already works nicely.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Heat Mastery

Villain Profile:
Level 1: Call Thugs -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg(3), SvrRgh-Acc/Dmg(3), ExpRnf-Acc/Dmg(5), SuddAcc--KB/+KD(5), SlbAll-Build%(7)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), Acc-I(25), Acc-I(50)
Level 2: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(17)
Level 4: Snow Storm -- PcnoftheT-EndRdx/Rchg/Slow(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(31), LucoftheG-Def/EndRdx(31)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(39), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(42)
Level 12: Call Enforcer -- SprMarofS-Dmg(A), SprMarofS-Acc/EndRdx(13), HO:Cyto(13), HO:Cyto(15), SprCmmoft-Acc/Dmg(15), GssSynFr--Build%(17)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(39), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(46), AdjTrg-ToHit/EndRdx(50)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(42), EndRdx-I(42), SprFrzBls-Rchg/ImmobProc(43), Ann-ResDeb%(43), AchHee-ResDeb%(43)
Level 18: Gang War -- EdcoftheM-PetDef(A), CaltoArm-+Def(Pets)(34), SvrRgh-PetResDam(34), ExpRnf-+Res(Pets)(37)
Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(21), DarWtcDsp-ToHitDeb/EndRdx(21), DarWtcDsp-Slow%(23), FrcFdb-Rechg%(23), SuddAcc--KB/+KD(25)
Level 22: Injection -- RechRdx-I(A)
Level 24: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(34)
Level 26: Call Bruiser -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(27), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/Rchg(29), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SuddAcc--KB/+KD(31)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), SuddAcc--KB/+KD(37), AchHee-ResDeb%(37)
Level 38: Bonfire -- Ann-Dmg/Rchg(A), JvlVll-Dam/Rech(46), PstBls-Dmg/Rchg(48), FrcFdb-Rechg%(48), Ann-ResDeb%(48), SuddAcc--KB/+KD(50)
Level 41: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46)
Level 44: Lightning Storm -- Acc-I(A)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(19)
------------
------------
Set Bonus Totals:

  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 10% Defense
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.35% Max End
  • 102.5% Enhancement(RechargeTime)
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 24% Enhancement(Accuracy)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 72.29 HP (9%) HitPoints
  • MezResist(Confused) 26.25%
  • MezResist(Held) 26.25%
  • MezResist(Immobilized) 26.25%
  • MezResist(Sleep) 26.25%
  • MezResist(Stunned) 26.25%
  • MezResist(Terrorized) 26.25%
  • 9% (0.15 End/sec) Recovery
  • 180% (6.02 HP/sec) Regeneration
  • 37.25% Resistance(Smashing)
  • 37.25% Resistance(Lethal)
  • 44% Resistance(Fire)
  • 44% Resistance(Cold)
  • 39.5% Resistance(Energy)
  • 39.5% Resistance(Negative)
  • 35% Resistance(Toxic)
  • 35% Resistance(Psionic)

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1 hour ago, kelly Rocket said:

Enforcer Tactics is 2.5% base. 

 

My copy of Pine's loads your build with a 3 enhancement gap in Call Enforcer, between the two Superior Mark of Supremacys and the Lady Grey, I assume you must have at least two Cytoskeleton Exposures in there, if you're getting 3.75

 

That said, I wouldn't consider 7% ToHit anywhere near enough, personally. I don't like relying too heavily on debuffs, because then you run into something with 90% Defense Debuff Resistance and it ruins your day.

 

Here's my Thugs/Storm, if you're interested at all. You probably won't like it as I skipped the Primary attacks entirely, but I didn't feel I'd need them with Storm. Personal defenses are also a bit low, but the pets are soft-capped, and I intend to use Knockdown as my primary mitigation. Got to level 27 in just one day of playing today, and already works nicely.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Heat Mastery

Villain Profile:
Level 1: Call Thugs -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg(3), SvrRgh-Acc/Dmg(3), ExpRnf-Acc/Dmg(5), SuddAcc--KB/+KD(5), SlbAll-Build%(7)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), Acc-I(25), Acc-I(50)
Level 2: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(17)
Level 4: Snow Storm -- PcnoftheT-EndRdx/Rchg/Slow(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(31), LucoftheG-Def/EndRdx(31)
Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(39), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(42)
Level 12: Call Enforcer -- SprMarofS-Dmg(A), SprMarofS-Acc/EndRdx(13), HO:Cyto(13), HO:Cyto(15), SprCmmoft-Acc/Dmg(15), GssSynFr--Build%(17)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(39), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(46), AdjTrg-ToHit/EndRdx(50)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(42), EndRdx-I(42), SprFrzBls-Rchg/ImmobProc(43), Ann-ResDeb%(43), AchHee-ResDeb%(43)
Level 18: Gang War -- EdcoftheM-PetDef(A), CaltoArm-+Def(Pets)(34), SvrRgh-PetResDam(34), ExpRnf-+Res(Pets)(37)
Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(21), DarWtcDsp-ToHitDeb/EndRdx(21), DarWtcDsp-Slow%(23), FrcFdb-Rechg%(23), SuddAcc--KB/+KD(25)
Level 22: Injection -- RechRdx-I(A)
Level 24: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(34)
Level 26: Call Bruiser -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(27), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/Rchg(29), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SuddAcc--KB/+KD(31)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), SuddAcc--KB/+KD(37), AchHee-ResDeb%(37)
Level 38: Bonfire -- Ann-Dmg/Rchg(A), JvlVll-Dam/Rech(46), PstBls-Dmg/Rchg(48), FrcFdb-Rechg%(48), Ann-ResDeb%(48), SuddAcc--KB/+KD(50)
Level 41: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46)
Level 44: Lightning Storm -- Acc-I(A)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(19)
------------
------------
Set Bonus Totals:

  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 10% Defense
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.35% Max End
  • 102.5% Enhancement(RechargeTime)
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 24% Enhancement(Accuracy)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 72.29 HP (9%) HitPoints
  • MezResist(Confused) 26.25%
  • MezResist(Held) 26.25%
  • MezResist(Immobilized) 26.25%
  • MezResist(Sleep) 26.25%
  • MezResist(Stunned) 26.25%
  • MezResist(Terrorized) 26.25%
  • 9% (0.15 End/sec) Recovery
  • 180% (6.02 HP/sec) Regeneration
  • 37.25% Resistance(Smashing)
  • 37.25% Resistance(Lethal)
  • 44% Resistance(Fire)
  • 44% Resistance(Cold)
  • 39.5% Resistance(Energy)
  • 39.5% Resistance(Negative)
  • 35% Resistance(Toxic)
  • 35% Resistance(Psionic)

 

 

Always thought it was 3.75% base. Either way my pets never have trouble hitting. I assume you 90% defense debuff you mean 87% for +4 AVs and 50% resistance from +4 enemies.

 

I can triple stack stack FR and double stack Tornado.

 

That's -130% Defence x 0.5 x 0.13 which is still a -8.45% defence debuff which is better that Tactics. It is the worse case scenario and does not include the defence debuffs from 2x Enforcers.

 

As for your build you have Tornado, Bonfire and LS you have no way to keep those very same AVs from simply running away. Let me tell you from personal experience on my Ill/Storm Troller who also has no Immobilization: its a major issue. 

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Those resistances are the default debuff resistances for any +4 mobs or AVs... But some mobs actually have specifically coded debuff resists that are added to those defaults. The actual Defense Debuff Resistance cap is 95%, so it's actually possible to run into mobs that have 95% Defense Debuff Resistance. If they're an AV, they only need a 7% Defense Debuff Resistance auto power to hit that 95% cap.

 

And yeah, my build isn't designed for soloing AVs. I have my Bots/Time for that, and he manages it fine. Against normal mobs, and even EBs, the Bonfire/FR/Snow Storm combo should be more than sufficient to keep them stuck in place. I wanted to do a build that used Bonfire instead of an AoE immob, and Storm for the Bonfire+FR+Tornado combo seemed to be ideal, and then I picked Thugs because Thugs are so easy to soft cap that even Storm can do it.

 

Also, on a side-note, my Bots/Time uses Mace Mastery, of course, because you don't do Time without Power Boost... And I actually find that even with Web Envelope it's quite hard to keep an AV locked down, and with most Monster/Giant Monster enemies you simply can't do it at all.

 

I still beat Jurassik, but it was a nightmare of chasing him around.

 

Edited by kelly Rocket
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2 hours ago, kelly Rocket said:

Those resistances are the default debuff resistances for any +4 mobs or AVs... But some mobs actually have specifically coded debuff resists that are added to those defaults. The actual Defense Debuff Resistance cap is 95%, so it's actually possible to run into mobs that have 95% Defense Debuff Resistance. If they're an AV, they only need a 7% Defense Debuff Resistance auto power to hit that 95% cap.

 

And yeah, my build isn't designed for soloing AVs. I have my Bots/Time for that, and he manages it fine. Against normal mobs, and even EBs, the Bonfire/FR/Snow Storm combo should be more than sufficient to keep them stuck in place. I wanted to do a build that used Bonfire instead of an AoE immob, and Storm for the Bonfire+FR+Tornado combo seemed to be ideal, and then I picked Thugs because Thugs are so easy to soft cap that even Storm can do it.

 

Also, on a side-note, my Bots/Time uses Mace Mastery, of course, because you don't do Time without Power Boost... And I actually find that even with Web Envelope it's quite hard to keep an AV locked down, and with most Monster/Giant Monster enemies you simply can't do it at all.

 

I still beat Jurassik, but it was a nightmare of chasing him around.

 

 

Honestly there isn't a huge difference between 87% and 95%. AVs are pretty much the hardest target you will fight. Every else will be 95% chance to hit.

 

Immobilizing a AV shouldn't be hard - only mag 3 Immo protection. GMs is impossible (75 protection).

 

Immobilizing EBs is actually harder.

 

Edited by Maxzero
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Okay back from holidays and latest revision:

 

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Using the latest Mids.

 

Missing IOs in Enforcer are: Lotg Defence +5, Lotg global recharge +5, Shieldbreaker proc.

 

I wanted more AoE but I found Empty clips really lackluster. So I looked a Mace Beam Volley. It's CD is perfect for messing with procs too.

 

So with 12.5% -res (75% chance to proc), FF +recharge (48% chance to proc) and 2x damage procs (85% chance to proc) I found a really impactful AoE with decent arcs (35*) and range (50') and a 16 target cap. Feels really good.

 

Build wise I am about done. All I need to do is get T4 Interface and Hybrid and do some Pylon tests but honestly I am not too fussed. It's damage is clearly way above my Controller, it exemplars better, AoE's better (AoE Immo) and is better in groups. Really happy how it turned out.

Edited by Maxzero
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On 8/3/2019 at 12:41 AM, Unruly said:

I notice that you have taken kick so you can get tough and weave.  These only benefit you and by leaving the pets on defensive, they share all of your damage and so tough and weave will not be doing much.  Without those three, you could fit in assault and tactics which help your pets also.  And you would have an extra space for hurricane. I ran a bots/storm back on live, and the ranged pets like bots and thugs do not care about knockback so much and hurricane can the very useful for simply denying any melee mobs from touching your pets until you get into the very high end mobs in the late game.

Weave is godly, tactics is useful but assault is nearly useless especially as a solo mm

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Storm does a bunch of damage. Thugs does a bunch of damage. You puts thugs and storm together and they do bunches of damage.

Edited by Sovera
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9 hours ago, zohawn said:

I dont get how your damage is so high. Mind breaking it down Barney style?

 

Basically you cast multiple Tornado, Lightning Storms and Freezing Rains and all their damage/debuffs stack. You can do this with high recharge. While they are on cooldown you use personal attacks which while only doing okay damage can proc FF +recharge IOs that help your big hitters recharge faster. While all this is happening your pets are DPSing independently of you. 

 

If I get around to finishing my Hybrid Incarnate I will be hitting up the pylons for some videos. I honestly expect 1000+ DPS to be doable if Frosticus' attempts are anything to go by.

 

Unfortunately my Astra Militarum army (table top wargame) won't paint and play itself so I am a bit busy at the moment.

Edited by Maxzero
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On 8/15/2019 at 7:50 AM, Maxzero said:

 

Okay back from holidays and latest revision:

 


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Using the latest Mids.

 

Missing IOs in Enforcer are: Lotg Defence +5, Lotg global recharge +5, Shieldbreaker proc.

 

I wanted more AoE but I found Empty clips really lackluster. So I looked a Mace Beam Volley. It's CD is perfect for messing with procs too.

 

So with 12.5% -res (75% chance to proc), FF +recharge (48% chance to proc) and 2x damage procs (85% chance to proc) I found a really impactful AoE with decent arcs (35*) and range (50') and a 16 target cap. Feels really good.

 

Build wise I am about done. All I need to do is get T4 Interface and Hybrid and do some Pylon tests but honestly I am not too fussed. It's damage is clearly way above my Controller, it exemplars better, AoE's better (AoE Immo) and is better in groups. Really happy how it turned out.

This build sounds amazing. When I load this into Mids(1.96) the first two slots of call thugs, the first 5 slots of enforcer, the first two slots of call bruiser, and the last 3 slots of mace beam arent showing at all. Is there a new mids I should DL or did I do something wrong/can you fill the gaps in for me <3? 😄 

Edited by wonderbread
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6 minutes ago, wonderbread said:

TY

Yes and if you run the "check for updates" then the protector bots bubbles show up as affecting the MM.    Additionally, part of the demons resist shields do also, but the demons is only partial and sometimes it won't activate correctly.

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I had a 50 bots/storm on live which I loved, and I just PLed him back to 50, my old build was i22, so I tried to make a build based on Maxzeroe's.  I stopped at 40 and did BS patron arc, which was fine, I seemed to be doing better than others I teamed with, and then tried an AE s/l no ambush farm at 0/x8 at 45 (no purples or most expensive stuff) had to turn off bosses with them, couldn't handle anything higher than that, so in that respect it's not going that great.  I remember it feeling a lot more fun with all the KB, tempted to unslot all that.  I tried to work back in hurricane, which was goon on the patron arc, but felt near useless on the farm - they seemed to resist the repel too much.  I also wanted O2 boost to be more useful on teams, and help keep the bots up.  I don't have any incarnates yet, and haven't tried the pylon either. 

 

Slight update, tried the Pylon.  I brought a few end inspirations, whatever I had on me, I used those up, then I ran out of end 3 times, on the third time my bots and I bit the dust before I had enough end to get my defense toggles back up, that was somewhere around minute 4, I think the pylon was a bit more than 1/4 health left.   I tried my axis s/l '50' test farm again, I must have mis-remembered, I couldn't even do it at 0/x8 with bosses off, I tried 0/x4 no bosses and even that was too much.   I went street sweeping in the fab, and that went o.k. though I died once when I jumped into an area with a whole lot of mobs.   I really don't remember my old character being this bad - and I know it was before incarnates were there.  I may have to try my old build and see how that goes, maybe there was a lot more end reduction in it or something.

 

Also can't slot Shield Breaker in Protector bots.

 

Any suggestions on this? 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Robo Vanem: Level 50 Natural Mastermind
Primary Power Set: Robotics
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Battle Drones -- SprMarofS-Acc/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(3), ExpRnf-+Res(Pets)(3), CaltoArm-+Def(Pets)(5), OvrFrc-Dam/KB(5), SprCmmoft-Rchg/PetAoEDef(7)
Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), EndRdx-I(9), Ann-ResDeb%(9)
Level 2: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(11)
Level 4: Pulse Rifle Burst -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(13), Thn-Dmg/EndRdx(15), FrcFdb-Rechg%(15)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17)
Level 10: Steamy Mist -- RedFrt-Def(A), RedFrt-Def/EndRdx(17), RedFrt-Def/Rchg(19), RedFrt-Def/EndRdx/Rchg(19), RedFrt-EndRdx(21), RedFrt-EndRdx/Rchg(21)
Level 12: Protector Bots -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg(23), Empty(23), Empty(25), Empty(25), SvrRgh-PetResDam(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Freezing Rain -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/EndRdx(29), TchofLadG-Rchg/EndRdx(29), UndDfn-Rchg/EndRdx(31)
Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def/EndRdx(31)
Level 20: Hurricane -- FrcFdb-Rechg%(A), EndRdx-I(33)
Level 22: Tactics -- GssSynFr--Build%(A), EndRdx-I(33)
Level 24: Kick -- FrcFdb-Rechg%(A)
Level 26: Assault Bot -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(33), SlbAll-Dmg/EndRdx(34), SlbAll-Build%(34), ExpStr-Dam%(34), SuddAcc--KB/+KD(36)
Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36)
Level 30: Weave -- RedFrt-Def(A), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(37), RedFrt-EndRdx(37), RedFrt-Def/EndRdx/Rchg(39)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Tornado -- SuddAcc--KB/+KD(A), SlbAll-Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39), SprCmmoft-Dmg/EndRdx/Rchg(40), AchHee-ResDeb%(40), FrcFdb-Rechg%(40)
Level 38: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/Rchg(43), FrcFdb-Rechg%(43)
Level 41: Web Envelope -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Acc/Rchg(43), GrvAnc-Immob/EndRdx(45)
Level 44: Mace Beam Volley -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dmg/EndRdx(45), PstBls-Dam%(45), Ann-ResDeb%(46), ExpStr-Dam%(46), FrcFdb-Rechg%(46)
Level 47: Web Cocoon -- ImpSwf-Dam%(A), UnbCns-Dam%(48), GldNet-Dam%(48), NrnSht-Dam%(48), GhsWdwEmb-Dam%(50), GhsWdwEmb-Acc/EndRdx(50)
Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
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 -- Clr-Stlth(A)
Level 1: Supremacy 
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 0: Task Force Commander 
Level 0: Freedom Phalanx Reserve 
Level 50: Musculature Radial Paragon 
------------

 

Edited by Justisaur
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On 8/23/2019 at 3:24 PM, wonderbread said:

This build sounds amazing. When I load this into Mids(1.96) the first two slots of call thugs, the first 5 slots of enforcer, the first two slots of call bruiser, and the last 3 slots of mace beam arent showing at all. Is there a new mids I should DL or did I do something wrong/can you fill the gaps in for me <3? 😄 

What exactly were your incarnates?

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On 8/2/2019 at 12:28 AM, Maxzero said:

Okay since Ill/Storm Controller is now complete (until Utility Belt power pool comes out) its time for my next project.

 

Things I liked on my Troller:

 

Storm

 

Things I didn't like:

 

No Immobilize

Very little out of my primary (Phantom Army, proc slotted Blind and everything else is a mule).

 

Of that 700 DPS I suspect that around 600 or so came from Storm. Always felt a little disappointed in the lack of interactivity with Illusion. Minimal CC, invincible but unbuffable pets and fairly lackluster attacks. If I was moving between packs and my PA got left behind (happened often in fast moving groups) then I was basically just using Storm (with no Immobilize) to kill enemies. Imagine having a second powerset that provided a bit more? Could I kill a AV without using my Primary?

 

So I want to make a new character using Storm. First thoughts were Defender or Corrupter. They both have damage sets to go with Storm so more useful right? I didn't choose Defender is because Storm Defenders aren't really any better then Storm taken with other archetypes because they all summon the same pseudo pets so Defender gets very little bonus from having Support as primary (only a small boost to Steamy Mist). Finally both Corrupters and Defenders damage sets are click intensive. There are rotations (bleh) to follow and your nifty Storm powers have to fit in between.

 

So what else has Storm? MMs do! MMs were the reason I started playing CoH way back when as well.

 

Pros of MMs:

 

Primary works somewhat independantly of me. While I do have to keep an eye on them and use bindings, etc they don't take up any of my activation time.

They contribute to both tanking and DPS

They allow for some good proc slotting opportunities

 

Negs:

 

Fast moving groups can leave them behind (but I am used to that with Phantom Army)

Doorways, caves, stairs (thats life)

Annoying sound effects (Demons only but Dark Control has the same issue)

 

So since I can deal with the negs which primary? I am a powergamer at heart so I wanted a powerful set. Both good ST and AoE damage, proc options and somewhat self sufficent defensively. To me the only set that fills that is Thugs. Double Enforcer auras are both very good for my pets defensively and don't take up attack time nor have downtime like Bot shields. Good DPS both ST and AoE with a good proc options.

 

So the build:

 


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Empty slot is Shieldbreaker.

 

Basically the idea is pets are softcapped to all (38.8% all before Mist and Leadership) and do their own thing. I cast FR, Tornado and LS and use Dual Wield to fish for FF +recharge procs. Yes I know the proc chance is low but its something. I have a proc nuke for extra ST damage (my calculations put it around 337 damage on a 10 sec CD). Softcapped S/L/E and a small purple will softcap range. Will be running Ageless Destiny Incarnate (compulsory for high recharge Storm).

 

Pistols is to fill up a ST rotation when I have free activation time. It may seem silly by just by alternating Dual Weild and Pistols you get 40 DPS before -resist. Not too shabby if you think about how many of our pets hover around this amount.

 

Any thoughts? My budget is unlimited.

 

 

actually my question was for you Max, what incarnates did you pick?

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51 minutes ago, zohawn2 said:

actually my question was for you Max, what incarnates did you pick?

 

Radial Muscle for Alpha

Core Ageless for Lore

Radial Banished Panth for Lore

Radial Degenerative for Interface

Radial Assault for Hybrid

Core Ion for Judgement

 

Doing them in that order too. Almost got Hybrid done so I can do some testing but I have been doing other things.

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