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Posted (edited)

I've been toiling with the below build for a solo beam/time/elec AV-killing machine. On paper it seems nuts... perma-hasten, perma-Farsight, perma-Chrono Shift, perma-insta-snipe... perma, perma, perma! The plan is to suppress regen with Distintegrate, Single Shot, and Time Stop, while applying Lancer Shot and insta-snipe every three seconds for massive damage. Distortion Field (can have two at once) helps control the trash mobs, while Overcharge and Thunder Strike provide some AoE for taking aforementioned trash to the curb. Ranged defense is soft-capped, and all defenses are at least mid-30's, thanks to Farsight. S/L resist, even without Rune is almost 50%. With Rune, S/L is hard-capped. And there's Temporal Mending to patch what damage trickles through.

 

Still, is that enough control and AoE to keep the trash from getting out of hand? Also, I still have to juggle break-frees, because Rune will be down 44% of the time (70 seconds out of 160). That might go as low as 25% (30 seconds out of 120), depending on how often the FF -recharge procs fire; I'm not sure how the math works out there. Also, am I gonna just plain run out of endurance after 60 seconds? 

 

Plus, what else did I miss? Your insight is greatly appreciated!

 

 

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!

Deepsight: Level 50 Magic Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Time Manipulation
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Villain Profile:
Level 1: Single Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Recharge
  • (5) Force Feedback - Chance for +Recharge
  • (13) Thunderstrike - Damage/Endurance

Level 1: Time Crawl

  • (A) Recharge Reduction IO

Level 2: Temporal Mending

  • (A) Preventive Medicine - Heal
  • (3) Preventive Medicine - Heal/RechargeTime/Endurance
  • (11) Panacea - Heal/Endurance/Recharge

Level 4: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Disintegrate

  • (A) Apocalypse - Accuracy/Damage/Recharge
  • (7) Apocalypse - Accuracy/Recharge
  • (7) Apocalypse - Damage
  • (9) Apocalypse - Damage/Endurance
  • (9) Apocalypse - Damage/Recharge

Level 8: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (11) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (15) Luck of the Gambler - Defense/Endurance
  • (17) Luck of the Gambler - Defense/Endurance/Recharge

Level 10: Aim

  • (A) Recharge Reduction IO

Level 12: Arcane Bolt

  • (A) Force Feedback - Chance for +Recharge

Level 14: Lancer Shot

  • (A) Superior Malice of the Corruptor - Accuracy/Damage
  • (15) Superior Malice of the Corruptor - Damage/Recharge
  • (19) Superior Malice of the Corruptor - Damage/Endurance/Recharge
  • (19) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
  • (21) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage
  • (21) Superior Malice of the Corruptor - Accuracy/Damage/Recharge

Level 16: Distortion Field

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (27) Basilisk's Gaze - Accuracy/Recharge
  • (31) Basilisk's Gaze - Recharge/Hold
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

Level 18: Penetrating Ray

  • (A) Scourging Blast - Accuracy/Damage
  • (23) Scourging Blast - Damage/RechargeTime
  • (23) Scourging Blast - Accuracy/Damage/RechargeTime
  • (34) Scourging Blast - Damage/Endurance/RechargeTime
  • (34) Scourging Blast - Accuracy/Damage/Endurance/RechargeTime
  • (37) Scourging Blast - RechargeTime/PBAoE +End

Level 20: Time Stop

  • (A) Lockdown - Accuracy/Hold
  • (34) Lockdown - Chance for +2 Mag Hold
  • (40) Lockdown - Accuracy/Recharge
  • (40) Lockdown - Recharge/Hold
  • (40) Lockdown - Endurance/Recharge/Hold
  • (48) Lockdown - Accuracy/Endurance/Recharge/Hold

Level 22: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 24: Rune of Protection

  • (A) Aegis - Resistance/Recharge
  • (25) Gladiator's Armor - Recharge/Resist
  • (25) Unbreakable Guard - +Max HP
  • (27) Steadfast Protection - Resistance/+Def 3%
  • (31) Unbreakable Guard - RechargeTime/Resistance

Level 26: Kick

  • (A) Empty

Level 28: Farsight

  • (A) HamiO:Cytoskeleton Exposure
  • (29) HamiO:Cytoskeleton Exposure
  • (29) HamiO:Cytoskeleton Exposure
  • (31) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 32: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (33) Unbreakable Guard - Resistance/Endurance
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (42) Unbreakable Guard - Resistance
  • (43) Unbreakable Guard - Endurance/RechargeTime

Level 35: Weave

  • (A) Reactive Defenses - Defense
  • (36) Reactive Defenses - Defense/Endurance
  • (36) Reactive Defenses - Endurance/RechargeTime
  • (36) Reactive Defenses - Defense/RechargeTime
  • (37) Reactive Defenses - Defense/Endurance/RechargeTime
  • (37) Reactive Defenses - Scaling Resist Damage

Level 38: Overcharge

  • (A) Ragnarok - Damage
  • (45) Ragnarok - Damage/Recharge
  • (46) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (50) Ragnarok - Damage/Endurance

Level 41: Chrono Shift

  • (A) Numina's Convalesence - Heal/Recharge
  • (42) Performance Shifter - EndMod/Recharge
  • (42) Performance Shifter - EndMod
  • (45) Numina's Convalesence - Heal/Endurance/Recharge
  • (45) Recharge Reduction IO

Level 44: Thunder Strike

  • (A) Armageddon - Damage
  • (46) Armageddon - Damage/Recharge
  • (48) Armageddon - Accuracy/Damage/Recharge
  • (50) Armageddon - Accuracy/Recharge
  • (50) Armageddon - Damage/Endurance

Level 47: Charged Armor

  • (A) Endurance Reduction IO

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Scourge 


Level 1: Sprint

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Edited by rewcubed
Posted

I think that soul mastery will serve you far better as a master than electric. You get soul drain, dark embrace, AND powerboost. This enables you to use powerboost+farsight (around 22% defense to all alone) or clarion radial+powerboost+farsight (around 30% defense to all). Doing this also allows you to focus on a solely proc focused build which will do far more dmg and get a lot more FF recharge procs to boot. By boosting farsight you also get about +30 tohit and then add tactics and you won't need anything else in terms of acc really. Also the AV killing power of time stop is really subpar even when its boosted with time's crawl, I think you will find that slowed response with an achilles -res proc will allow you to kill an AV much faster. I would also proc out distortion field and test it out for yourself as I have a varied experience with it and so have others, so see if you like it yourself. You can also split scourging blast to take advantage of the increased end and 10% recharge twice. I messed with your build a little to get powerboost and clarion radial (plus musculature), but I did not proc it out or change many powers. Its late and I'm tired, maybe I'll edit this tomorrow.

  • Like 2
Posted (edited)

Thank you, Darkir, that's awesome advice! Don't sweat too much editing this draft; I'm reviewing the BR/Time you just tweaked for subbacultchas like two posts ago, so that shows me a lot of how to proc out the attacks, plus some of the other factors you mentioned. I'll use that build and your advice above as a guide for my next draft. Thanks again!

 

edit: Oh, I get it... I took elec for the AoE of Thunderstrike, but if I put damage procs in Distortion Field and Slowed Response, that makes them AoEs. So maybe if I proc those for damage, I don't need to bring back Cutting Beam to replace Thunderstrike?

Edited by rewcubed
I realized something.
Posted

Here's a new version. Defense overall dropped, obviously, with the expectation that Power Boost will push everything over soft cap when it's on (about 50% of the time). For the 50% off-time, I brought back Time's Juncture, with the expectation that I'll be effectively soft-capped against anything in its radius (so long as I don't get stunned). A small purple will soft-cap, too. Except AoE. Hmm. Might need an Aegis somewhere. The procs in Distortion Field and Slowed Response now serve as my AoE, along with Overcharge, of course..

 

Whatcha think?

 

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!

Deepsight: Level 50 Magic Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Time Manipulation
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Single Shot

  • (A) Superior Scourging Blast - Accuracy/Damage
  • (5) Superior Scourging Blast - RechargeTime/PBAoE +End
  • (5) Force Feedback - Chance for +Recharge
  • (13) Superior Scourging Blast - Accuracy/Damage/RechargeTime
  • (34) Apocalypse - Chance of Damage(Negative)
  • (40) Gladiator's Javelin - Chance of Damage(Toxic)

Level 1: Time Crawl

  • (A) Recharge Reduction IO

Level 2: Temporal Mending

  • (A) Preventive Medicine - Heal
  • (3) Preventive Medicine - Heal/RechargeTime/Endurance
  • (11) Panacea - Heal/Endurance/Recharge

Level 4: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 6: Disintegrate

  • (A) Superior Malice of the Corruptor - Accuracy/Damage
  • (7) Superior Malice of the Corruptor - Damage/Recharge
  • (7) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
  • (9) Superior Malice of the Corruptor - Damage/Endurance/Recharge
  • (9) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
  • (50) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage

Level 8: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (11) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (15) Luck of the Gambler - Defense/Endurance
  • (17) Luck of the Gambler - Defense/Endurance/Recharge

Level 10: Time's Juncture

  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (29) Endurance Reduction IO
  • (36) Dark Watcher's Despair - Recharge/Endurance
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (39) Dark Watcher's Despair - To Hit Debuff

Level 12: Arcane Bolt

  • (A) Force Feedback - Chance for +Recharge

Level 14: Lancer Shot

  • (A) Decimation - Accuracy/Damage
  • (15) Gladiator's Javelin - Chance of Damage(Toxic)
  • (19) Decimation - Damage/Endurance
  • (19) Decimation - Chance of Build Up
  • (21) Decimation - Damage/Recharge
  • (21) Decimation - Accuracy/Damage/Recharge

Level 16: Distortion Field

  • (A) Gladiator's Net - Chance of Damage(Lethal)
  • (27) Unbreakable Constraint - Chance for Smashing Damage
  • (31) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (36) Impeded Swiftness - Chance of Damage(Smashing)
  • (36) Lockdown - Chance for +2 Mag Hold
  • (43) Neuronic Shutdown - Chance of Damage(Psionic)

Level 18: Penetrating Ray

  • (A) Superior Scourging Blast - Damage/RechargeTime
  • (23) Sting of the Manticore - Damage/Endurance/Recharge
  • (23) Sting of the Manticore - Damage/Endurance
  • (34) Superior Scourging Blast - Damage/Endurance/RechargeTime
  • (34) Sting of the Manticore - Chance of Damage(Toxic)
  • (37) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime

Level 20: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 22: Tactics

  • (A) Adjusted Targeting - To Hit Buff
  • (37) Adjusted Targeting - To Hit Buff/Recharge
  • (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (43) Adjusted Targeting - Endurance/Recharge
  • (46) Adjusted Targeting - To Hit Buff/Endurance

Level 24: Rune of Protection

  • (A) Aegis - Resistance/Recharge
  • (25) Unbreakable Guard - Endurance/RechargeTime
  • (25) Unbreakable Guard - +Max HP
  • (27) Steadfast Protection - Resistance/+Def 3%
  • (31) Unbreakable Guard - RechargeTime/Resistance
  • (37) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 26: Tough

  • (A) Gladiator's Armor - End/Resist

Level 28: Farsight

  • (A) HamiO:Cytoskeleton Exposure
  • (29) HamiO:Cytoskeleton Exposure
  • (31) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 32: Weave

  • (A) Reactive Defenses - Defense
  • (33) Reactive Defenses - Defense/Endurance
  • (33) Reactive Defenses - Endurance/RechargeTime
  • (40) Reactive Defenses - Defense/RechargeTime
  • (42) Reactive Defenses - Defense/Endurance/RechargeTime
  • (43) Reactive Defenses - Scaling Resist Damage

Level 35: Slowed Response

  • (A) Touch of Lady Grey - Chance for Negative Damage
  • (40) Shield Breaker - Chance for Lethal Damage
  • (50) Achilles' Heel - Chance for Res Debuff

Level 38: Overcharge

  • (A) Ragnarok - Damage
  • (45) Ragnarok - Damage/Recharge
  • (46) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (50) Ragnarok - Damage/Endurance

Level 41: Chrono Shift

  • (A) Numina's Convalesence - Heal/Recharge
  • (42) Performance Shifter - EndMod/Recharge
  • (42) Performance Shifter - EndMod
  • (45) Numina's Convalesence - Heal/Endurance/Recharge
  • (45) Recharge Reduction IO

Level 44: Dark Embrace

  • (A) Unbreakable Guard - Resistance/Endurance
  • (46) Gladiator's Armor - End/Resist
  • (48) Gladiator's Armor - TP Protection +3% Def (All)

Level 47: Power Boost

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Scourge 


Level 1: Sprint

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Posted
1 hour ago, rewcubed said:

Defense overall dropped, obviously, with the expectation that Power Boost will push everything over soft cap when it's on (about 50% of the time). For the 50% off-time, I brought back Time's Juncture, with the expectation that I'll be effectively soft-capped against anything in its radius (so long as I don't get stunned)

You don't get Power Boost for using whenever it's on cooldown. You use it to pair with Farsight. Farsight lasts for 2 minutes, so when you cast Power Boost right before Farsight, the 78.672% boost lasts for the entire duration of Farsight.

 This basically will add 7.3755% defense on top off whatever you had before (also adds 7.8672% ToHit).

 

So when building your character in Mids, turn off Power Boost, but just know to add those totals to whatever you achieve in your build. So the goal would be to get to 45% - 7.3755% = 37.63% defense. If you achieve that, then you'll know you'll be permanently softcapped with power boosted Farsight.

 

Now, you always want to have Power Boost on the ready for Farsight, but if you want to use Power Boost for other things in between, you can. Just monitor it. Personally, I use the Countdown Timer on my powers (you can enable that in your options, if you haven't done so already). Then I use Destiny with my Farsight, because Destiny is always a 2 minute cooldown, it tells me when I need to recast Power Boost and Farsight again.

 

I watch that timer to let me know if I can use Power Boost on other things, such as wanting to Boost a mez attack or do a super strong heal. If I don't think Power Boost will recharge before I need to cast Farsight again, then I wait. 

  • Like 1

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Posted
15 minutes ago, Bopper said:

 Farsight lasts for 2 minutes, so when you cast Power Boost right before Farsight, the 78.672% boost lasts for the entire duration of Farsight.

 This basically will add 7.3755% defense on top off whatever you had before (also adds 7.8672% ToHit).

Holy crap, that's awesome. So, once I have Power Boost, I don't need Tactics for the instasnipe, I guess?

Posted
Just now, rewcubed said:

Holy crap, that's awesome. So, once I have Power Boost, I don't need Tactics for the instasnipe, I guess?

You probably won't.  Farsight will be perma 17.8672% to hit. With a base of 75% that leaves you a little short, but you might cover the rest with accuracy boosts.  

 

However, if you are playing against +4 level enemies, your base ToHit will be 39%. So always keep in mind the fact the base 75% to hit is assuming +0 enemies.

 

Here is a link to attack mechanics if you want to scroll to the bottom and look at these numbers for other levels.

 

https://paragonwiki.com/wiki/Attack_Mechanics

  • Like 1

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                       

Posted
7 minutes ago, Bopper said:

... if you are playing against +4 level enemies, your base ToHit will be 39%. So always keep in mind the fact the base 75% to hit is assuming +0 enemies.

Oh, excellent point. And an AV is not a +0 enemy. Even if they are +0. 🙂

Posted
3 hours ago, Bopper said:

You probably won't.  Farsight will be perma 17.8672% to hit. With a base of 75% that leaves you a little short, but you might cover the rest with accuracy boosts.  

 

However, if you are playing against +4 level enemies, your base ToHit will be 39%. So always keep in mind the fact the base 75% to hit is assuming +0 enemies.

 

Here is a link to attack mechanics if you want to scroll to the bottom and look at these numbers for other levels.

 

https://paragonwiki.com/wiki/Attack_Mechanics

He'll need the kismet IO (+6% tohit), not acc bonuses. You can have all the ACC bonuses you want and not get instasnipe. Instasnipe only activates at 22.1% tohit, regardless of the amount of accuracy. I use 48 base tohit because that is +3 mobs and I always count on having the tier 3 alpha giving me the +1 lvl shift. So, you can either use kismet or tactics to get there. Another option is to use soul drain, but then you can't perma the soul mastery version. You can perma the dark mastery version, but then you don't get powerboost. It is better to go soul mastery and use a kismet IO or tactics. 

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Posted
25 minutes ago, Darkir said:

You can have all the ACC bonuses you want and not get instasnipe.

Good to know, I haven't played with insta-snipe yet, so I wasn't sure if it required "To-Hit" or if is was "Chance to hit".


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Posted
16 hours ago, rewcubed said:

Oh, excellent point. And an AV is not a +0 enemy. Even if they are +0. 🙂

For the purposes of hit chance calculation, they are +0, though.

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Posted
8 hours ago, DSorrow said:

For the purposes of hit chance calculation, they are +0, though.

True enough, thanks. I only realized that fact after reading the combat mechanics guide more closely... that hit-chance is calculated independent of rank, just purely on combat level.

Posted
On 8/18/2019 at 1:15 PM, rewcubed said:

Holy crap, that's awesome. So, once I have Power Boost, I don't need Tactics for the instasnipe, I guess?

Not usually, but I like to slot a Kismet +Acc just in case because you will run across debuffs.

Posted

Looks good and glad my build could help.

One thing I'd note is that Temporal Mending I find to be better slotted with combination of heal/recharge and heal/recharge/end, then boosting them to +5s. With 4 heal/recharge/ends at +5, you will cap each of those aspects in your powers. I only use three because the vigor alpha gives enough heal/end to cap it, and global recharge makes the final 25% or so not necessary.

Best of luck!

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