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Posted
6 hours ago, nihilii said:

After a long and fruitful discussion with @marcussmytheon highend solo challenges, we* naturally concluded the new meta for these endeavors would be fully ranged stalkers skipping Assassin's Strike.

*half of our PMs were lost in the forum migration, and I picture Marcus as a sophisticated gentleman type too polite to correct my delusions.

Ergo, I built a claws/bio stalker running Focus - Shockwave - Dark Blast - Focus - Shockwave - Moonbeam, with a Night Widow pet on call.

Apocalypse in Moonbeam, Decimation in Dark Blast, Assassin's Mark in Focus, Stalker's Guile + Annihilation -RES in Shockwave.

First attempts with Hybrid Assault T3 (active), Musculature T3, Degen T3 (-maxHP):
4:24 = 273 DPS
4:57 = 256 DPS

A bit hectic as I was building muscle memory for the attack chain... and having heavy end problems. This won't do.

 

So I got one end accolade, swapped 2 damage procs for plain endurance reduction IOs, threw some boosters at the build whenever applicable.

3:13 = 326 DPS
3:12 = 327 DPS

Without the Night Widow
4:56 = 257 DPS

Still got some end woes, to the point I'm running without Tough and Maneuvers which feels a little stupid. As much as I wanted to go Barrier (and went and got the full T4 crafted...), perhaps I should just bite the bullet and grab Ageless, which would plug the Moonbeam gap as well. Shadow Meld stacked on /bio might be good enough mitigation for hard content.

Id be curious what we look like if we slide into and out of melee, using range as mitigation when necessary... but this -seems- to be putting out less damage than your Fire/Rad Sentinel, which rather defeats the purpose.  Ill note that on my Bio Scrapper, which can effecitely ‘hoverblast’ Mynx, she was still dangerous with just her Shockwave and Focus unless I had supplemented my resistance.  Similarly my limited RES to energy caused Neuron to be potentially dangerous.

 

But I think it comes to damage.  If Stalker Bio cant match Sentinel Radiation at ranged damage, then we may have to look at moving back into melee range - which suggests Brutes for the higher Res cap - or seeing if we can squeeze more damage out of Sentinel without compromising survival.

  • Like 1

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted

To be fair, a fire/rad/psi has to hop in melee to use Mind Probe. A claws/bio/soul stalker with AS would spend the same amount of time in melee, and throwing AS into the mix should significantly boost DPS.

 

With my current build, I'm being dumb for the sake of being dumb (and intend to keep at it until that stalker is all T4ed out). But there might be something legit to be made out of the silliness. 🙂

Posted

Keep in mind any Stalker pylon time could be up to 20% below actual values, due to the inherent giving a big crit chance boost while in teams (+3% per nearby teammate).

Posted
1 hour ago, Auroxis said:

Keep in mind any Stalker pylon time could be up to 20% below actual values, due to the inherent giving a big crit chance boost while in teams (+3% per nearby teammate).

I know where Nihilii is headed with this.  Where hes going, he wont need eyes... err... teammate buffs.  🙂

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted (edited)

Speaking of proc monster I have to thank Orbitus for his help with my Ill/Storm Troller. Replaced my Cardiac with Muscle, got my T4 degen and souped up my build big time.

 

End result from just 1 attempt: 73 seconds 653 DPS.

 

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Simple priority system: FR, Tornado, LS then Blind/Arcane Bolt alternate, FR, Tornado and LS on CD.

 

T4 Assault, T4 Muscle, T4 Ageless

 

Pretty much it.

Edited by Maxzero
  • Like 1
Posted
4 hours ago, Maxzero said:

Speaking of proc monster I have to thank Orbitus for his help with my Ill/Storm Troller. Replaced my Cardiac with Muscle, got my T4 degen and souped up my build big time.

 

End result from just 1 attempt: 73 seconds 653 DPS.

I have to ask, are you bothering with Phantasm in this scenario? Given his tendencies, and how much I see it get brought up lately about how suicidal he is, is this time attempting to use him, or did you potentially just scrap using him altogether?

Posted
7 hours ago, Sir Myshkin said:

I have to ask, are you bothering with Phantasm in this scenario? Given his tendencies, and how much I see it get brought up lately about how suicidal he is, is this time attempting to use him, or did you potentially just scrap using him altogether?

 

I start with him but after he dies I don't bother. I find in harder content I just don't bother. He has no real resistances or defences and just dies way too easily.

 

It's why not having the smashing damage proc in it is no real big deal.

Posted

First time tried and successful:

 

MA/SR Scrapper.  I use Storm kick, Dragon's tail, Eagles Claw, Cobra Strike, and Crane kick with Muscular Alpha and Diamagnetic Interface.  I also use Support hybrid for the END discount.  I know my attack chain isn't optimal for this sort of thing, but my playstyle has all my attacks set to Target the nearest enemy and then trigger the attack.  It makes it fun to jump into a huge pack of mobs and watch my soft controls (stun, knockback, etc) take mooks out of the fight while I just switch to the next target for the next attack.  When they wander back, I rinse and repeat.

 

Time: 9:45

 

193 DPS

 

It might have gone faster if I had not spammed attacks so hard that I neglected to allow my Practiced Brawler to autofire.  I got hit and knocked back three times.

 

Pretty neat experiment though.  I used to read about Scrappers doing this on live, and I never thought I could ever actually pull it off.

  • Like 1
Posted
14 hours ago, Maxzero said:

Speaking of proc monster I have to thank Orbitus for his help with my Ill/Storm Troller. Replaced my Cardiac with Muscle, got my T4 degen and souped up my build big time.

 

End result from just 1 attempt: 73 seconds 653 DPS.

Borrowed your build out of curiosity and went over to Test, swapped out Arcane Bolt for Poisonous Ray (and consequently the entire Epic) with similar slotting to see if the extra -18.75% would add anything of value. Turns out, no. In fact, I couldn't really get a time close to 1:13 in general despite the fact I even added a pet to the equation (Tarantula).

 

Only thing I walked away with was a pretty consistent time window. Only thing I really noticed was that if I walked into the Pylon pre-loaded with all the pets in tow, it was marginally faster than summoning the Army at the Pylon. Basically, start the timer the moment I swooped in and hit Freezing Rain, versus PA and then Rain. Followed the same principle of FR > T > LS.

 

Times:

1:51 - 473 - Figuring it out

1:34 - 535

1:33 - 540

1:20 - 607 - Swooped In (relatively close to the previous Pylon, was kinda just sweeping the zone)

1:28 - 563

1:30 - 553

 

Average DPS of 559, average time of 1:29

 

I did periodically summon Phantasm and Tarantula back into the fray when I had a 3/s window to do so, but didn't make a concerted effort on their survival. At least two Pylon times I didn't bother summoning him at all (:34 and :33). The 1:20 time was the only abnormality, and incidentally was also one that the pets got Nuked by the Dropship about 30/s in, so anything that wasn't Army still alive, wasn't wiped out. Lucky me for being above the AoE apparently, as I completely avoided it somehow (is auto-hit).

Posted (edited)

Fire/Atomic/Pyre blaster (Justin) made following @Obitus' thoughts here:


Musc, Degen, Hybrid, Ageless (all T4)
Theorycraft attack chain: Blaze -> Blazing Bolt -> Char -> Blaze -> Positron Cell -> Fireball
(In practice, Fireball was always replaced by whichever click needed to be used. Which would be: Aim, Build Up, Inferno, Melt Armor, Ageless, Pyronic.)

PROCS
Blaze: Apoc + Blaster's Wrath
Blazing Bolt: Sting of the Manticore + Gladiator's Javelin
Char: Unbreakable Constraint + Ghost Widow's Embrace + Neurotic Shutdown + Gladiator's Net
Positron Cell: Ghost Widow's Embrace + Neurotic Shutdown + Gladiator's Net + Cloud Senses
Inferno: Armageddon + Fury of the Gladiator
Beta Decay: Achilles' Heel
Melt Armor: Achilles' Heel
Aim: Gaussian BU
Fireball: Annihilation

TIMES
1:39 = 515 DPS (above attack chain, active Hybrid)
2:02 = 442 DPS (clicking whatever is up, Hybrid on downtime)
1:38 = 519 DPS (skipped Positron Cell as much as possible, active Hybrid)
1:40 = 511 DPS (clicking whatever is up, active Hybrid)
2:02 = 442 DPS (regular attack chain, Hybrid on downtime)
1:46 = 489 DPS (regular attack chain, active Hybrid)
1:55 = 461 DPS (regular attack chain, Hybrid on downtime, no Beta Decay)
1:58 = 452 DPS (regular attack chain, active Hybrid, no Beta Decay, no Inferno)
2:12 = 418 DPS (regular attack chain, Hybrid on downtime, no Beta Decay, no Inferno)
1:47 = 486 DPS (regular attack chain, active Hybrid)

Some thoughts:


- these times are so low it's hard to draw a conclusion on the relative effect of anything. Player error and luck streaks can account for huge differences when 1 second means ~4 DPS.


- my modus operandi with pylons is to hop in and start the timer in melee range before activating any power. This blaster build has no survivability whatsoever beyond ~20% def and ~50% S/L, which is obviously not enough for a pylon. So here I popped 2 lucks, got in melee range, then started the timer.

 

- I tried runs without Beta Decay, then without Beta Decay and Inferno, to see how the blaster would perform purely at range. While this would need WAY more runs for hard data, what we have here suggests this blaster might consistently do 400+ DPS from 60 feet away, and all of that unconditionally. Wow!


- there's always something to click, to the point even though leveraging Positron Cell in /atomic was the idea, I don't know if it even did all that much. In my best run I actively avoided using Positron Cell unless I had to! With a 1.848s cast, it's a lesser version of Char. On the flipside, /atomic still brings useful +recharge buffs and a sustainance toggle (which beats having to click something).

 

Fire/plant could be an interesting alternative. If I'm reading the Pine description right, Toxins add extra damage Bio-style rather than +damage, which could make for dramatic burst with all the damage buffing a blaster can get. Wild Fortress seems like a fairly useful sustain with +absorb, and Spore Cloud adds a few points of DPS through -regen.

 

Edited by nihilii
  • Like 1
Posted (edited)
4 hours ago, Sir Myshkin said:

Borrowed your build out of curiosity and went over to Test, swapped out Arcane Bolt for Poisonous Ray (and consequently the entire Epic) with similar slotting to see if the extra -18.75% would add anything of value. Turns out, no. In fact, I couldn't really get a time close to 1:13 in general despite the fact I even added a pet to the equation (Tarantula).

 

Only thing I walked away with was a pretty consistent time window. Only thing I really noticed was that if I walked into the Pylon pre-loaded with all the pets in tow, it was marginally faster than summoning the Army at the Pylon. Basically, start the timer the moment I swooped in and hit Freezing Rain, versus PA and then Rain. Followed the same principle of FR > T > LS.

 

Times:

1:51 - 473 - Figuring it out

1:34 - 535

1:33 - 540

1:20 - 607 - Swooped In (relatively close to the previous Pylon, was kinda just sweeping the zone)

1:28 - 563

1:30 - 553

 

Average DPS of 559, average time of 1:29

 

I did periodically summon Phantasm and Tarantula back into the fray when I had a 3/s window to do so, but didn't make a concerted effort on their survival. At least two Pylon times I didn't bother summoning him at all (:34 and :33). The 1:20 time was the only abnormality, and incidentally was also one that the pets got Nuked by the Dropship about 30/s in, so anything that wasn't Army still alive, wasn't wiped out. Lucky me for being above the AoE apparently, as I completely avoided it somehow (is auto-hit).

 

What kills it is you the DPA of Poisonous Ray. While I does give a -res debuff (which is reduced by 50%) it does not do much else beside it. So it costs you the ability to cast something else and is only support itself. It's the same reason why I don't use Psionic Tornado on ST.

 

The pets just die too much on Pylon unfortunately. Mu and Soul Mastery are the exceptions cause they stay ranged.

 

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Currently testing Enflame. Very high DPA plus applies Devestation -res proc (which does not get resisted). Kudos to bopper for his help.

 

72 and 71 so far. Rotation is FR, Tornado, Enflame, LS with Blind and AB to fill in the gaps. If I feel i can squeeze in an extra Blind or AB (even if it costs me 1/2 second delay) I do it.

 

At this point it a bit luck based. Just did 2 more tests:

 

74 on the first.

65 on the second.

 

What was the difference? Managed to get a few lucky procs and killed it before the Pylon had a 'regen tick' at about 67-68. The first I got a little unlucky.

 

But ill take the 65 seconds for 717 DPS even if it was a lucky run.

 

So how much do you 'fish' for the perfect runs? The perfect run would be with lucky proc chance, ignore the resummoning of PA at 60 seconds (saving 3 seconds of casting) and just eat the hits and burn it down. Risking your life for pylon glory.

 

Edited by Maxzero
  • Like 1
Posted

Fire/Plant/Pyre (on Justin), same idea as previous post. Same slotting, with a plain swap of Strangler for Positron Cell, and Spore Cloud for Beta Decay.

(Also snuck a Decimation proc in Char, which somehow I had forgotten about. I gave the Fire/Atom one more run, which came at 479 DPS. Didn't seem to matter too much either way.)

1:50 = 476 DPS (active Hybrid)
1:48 = 482 DPS (active Hybrid)
1:55 = 461 DPS (Hybrid on recharge)
1:50 = 476 DPS (active Hybrid)
2:02 = 442 DPS (Hybrid on recharge)
2:02 = 442 DPS (active Hybrid)
1:52 = 470 DPS (Hybrid on recharge)
1:39 = 515 DPS (active Hybrid)

Those times are all over the place, with non-Hybrid runs sometimes topping Hybrid runs. I don't know if Toxins help as much as regular BU, and I could feel the missing recharge from /atomic.

On the other hand... Wild Fortress is a beast. +120 absorb every 3 seconds comes out to 40hp/s. Better, in reality, because it's HP you get on top of your normal HP, a shield protecting you while your normal regeneration is doing its thing. Whereas the fire/atomic would go down without purple insps, here I frequently forgot to reup lucks after the first minute and finished every run just fine.

Spore Cloud didn't get to play much of a role, because a 3.3s cast during which you don't attack is ~1500 damage lost, while its -112.5% regen after AV resistance might come out to 10 DPS or so. In a ~2 minute fight, ir's more or less a wash. Against a tougher target, it would help.

Posted (edited)
36 minutes ago, nihilii said:

Fire/Plant/Pyre (on Justin), same idea as previous post. Same slotting, with a plain swap of Strangler for Positron Cell, and Spore Cloud for Beta Decay.

(Also snuck a Decimation proc in Char, which somehow I had forgotten about. I gave the Fire/Atom one more run, which came at 479 DPS. Didn't seem to matter too much either way.)

1:50 = 476 DPS (active Hybrid)
1:48 = 482 DPS (active Hybrid)
1:55 = 461 DPS (Hybrid on recharge)
1:50 = 476 DPS (active Hybrid)
2:02 = 442 DPS (Hybrid on recharge)
2:02 = 442 DPS (active Hybrid)
1:52 = 470 DPS (Hybrid on recharge)
1:39 = 515 DPS (active Hybrid)

Those times are all over the place, with non-Hybrid runs sometimes topping Hybrid runs. I don't know if Toxins help as much as regular BU, and I could feel the missing recharge from /atomic.

On the other hand... Wild Fortress is a beast. +120 absorb every 3 seconds comes out to 40hp/s. Better, in reality, because it's HP you get on top of your normal HP, a shield protecting you while your normal regeneration is doing its thing. Whereas the fire/atomic would go down without purple insps, here I frequently forgot to reup lucks after the first minute and finished every run just fine.

Spore Cloud didn't get to play much of a role, because a 3.3s cast during which you don't attack is ~1500 damage lost, while its -112.5% regen after AV resistance might come out to 10 DPS or so. In a ~2 minute fight, ir's more or less a wash. Against a tougher target, it would help.

 

I think the more proc heavy you go the more your results can vary. Especially as you get to lower times. The difference between in a low proc rate versus a high proc rate in 1-2 min time region is massive.

Edited by Maxzero
Posted
24 minutes ago, Maxzero said:

 

I think the more proc heavy you go the more your results can vary. Especially as you get to lower times. The difference between in a low proc rate versus a high proc rate in 1-2 min time region is massive.

Ive seen similar things with Scrapper runs (much more variable than my Brute - Cause Crits or Dont).  Sets with mechanics that require you to hit to make the mechanic work are also more swingy - missing a momentum-starter swing on TW can lop 5+ seconds off your final time per miss.

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted

Yeah, possibly. On that type of blaster build, proc rate doesn't vary so much because it's all fairly high%; but the inevitable misses on critical powers affect things significantly. i.e., a single Inferno miss is over 2000 damage down the drain, >3% of the entire damage done in a 2 minute fight.

 

'Tis the nature of the beast regardless of specifics I think, if we take down the target in 1/3 of the time it's going to take 3x as many tries for the same level of accuracy. On top of that, short duration fights amplify the effect of anything that isn't perma. Ideally, we'd want to find something that takes 5+ minutes to take down even at high DPS (Nemesis Mole Machines come to mind).

Just for fun, I respecced the Fire/Atomic/Pyre into Negatron Slam, also moving slots around to be able to run Blaze BB NS gapless. Heca + Force Feedback in Negatron. Ended up mostly running Blaze BB NS Blaze BB Char *, where * is a click.

1:36 = 527 DPS
1:50 = 476 DPS (no Hybrid)
1:37 = 523 DPS

1:38 = 519 DPS (no Hybrid (!))
2:01 = 444 DPS (active Hybrid; beyond Hasten and Ageless, used nothing but Blaze BB NS - no build up, no aim, no char, no inferno, just plain spamming the same three powers)
1:44 = 496 DPS

Doesn't seem worth it to go in melee, especially as part of the increase may have been from using Blazing Bolt more often. Although this BB frequency caused a janky attack chain where clicks were harder to fit in and generally less comfortable.

Posted (edited)

 

Also as times go down I think HP regen tick for the pylon has a bigger and bigger effect. A tick comes every 15 seconds and for a 30k HP pylon each healing tick is like 1.5k HP.

 

I was stuck in a bit of rut at around the 1.10 mark because every time I got close to a kill the tick would happen and add a few seconds on and the kill times wouldn't change. But once I got enough DPS to beat the tick suddenly I gained several seconds.

 

There are definate breakpoints on the pylons.

Edited by Maxzero
Posted
20 hours ago, Maxzero said:

Speaking of proc monster I have to thank Orbitus for his help with my Ill/Storm Troller. Replaced my Cardiac with Muscle, got my T4 degen and souped up my build big time.

 

End result from just 1 attempt: 73 seconds 653 DPS.

As I said in the other thread, this number is astounding.  Can't tell you how impressed I am, Max.  It's a great build, but clearly you executed perfectly too.

4 hours ago, nihilii said:

Fire/Atomic/Pyre blaster (Justin) made following @Obitus' thoughts here:

Thanks for testing it out, Nihilii.  Very interesting results!

 

After playing around some more with my Fire/Temporal Blaster, I think Atomic is still better even if we disregard Positron Cell.  Just a ton of utility in that secondary.  Too bad that Positron Cell can't slot Achilles' Heel like you'd expect; then it'd always be well worth using.  (Imagine increasing Nihilii's scores by 15-20%!)

 

Regardless, I'm really enthused about Blasters finally being able to put out truly impressive single-target numbers purely from range.  It's been a long time coming.  Even at that, though, this proc-monster approach to the game requires trade-offs.  You almost have to build like a Scrapper (or, I suppose, as a Sentinel), in the sense that there's a larger focus on just establishing a core attack repertoire; hard to find the build resources to take things like Fire Breath and proc out a beastly single-target chain and achieve sufficient global recharge and soft-cap to key positions.

  • Like 1
Posted (edited)
On 7/30/2019 at 4:16 AM, Maxzero said:

So how much do you 'fish' for the perfect runs? The perfect run would be with lucky proc chance, ignore the re-summoning of PA at 60 seconds (saving 3 seconds of casting) and just eat the hits and burn it down. Risking your life for pylon glory.

I am--officially--sick of testing Ill/Storm.

I ran around with a build nearly identical to yours and I have to say I spent more time trying to just clear a Pylon in 1:30 than anything, and I was doing a lot of that without Phantasm, or letting him die early and saying "screw it" and moving on, just trying to get a baseline. The thing I did add differently was Ice Storm since it was something I could drop in two seconds right off the bat and get 400 points of "free" damage essentially, and there are plenty of lulls that make that reasonable.

 

In the end I noticed a few things, some that I suspect are probably not working as intended.

  • Arcane Bolt is hitting for double damage (it appeared to be no-matter-what). So the some-odd 100-110 damage we can see in Mid's, is applying twice, and not with a containment notifier or anything, just "This power hit for XXX damage" (but twice). I also feel like it was probably procing the FF+Rech more than it should've. I got into the habit of cycling it constantly and watching the proc ratio and seeing it spike up a lot after Arcane. (Question if this is WAI) - Edit in: Maxzero pointed something out that didn't occur to me: Pylon auto-containment. I test so very few Scrappers against a Pylon that containment didn't even occur to me.
  • With all the proc bonuses spiking around on +Rech, I ended up at 187%, 197%, 287%, and 297%, from a base of 177%. Something that I'm apparently vastly missing, kept giving me +10% (doubling), and then I was getting the FF+Rech 100% on top of that altering value. I also spent a lot of time at 287%, and I can say that's a big contributor to whether Storm can get a better time. (Something broken there, honestly have no idea what was/is causing the oddity of +10/20%) I totally forgot about Ageless being active, duh moment for me. 🙂
  • Enflame pretty much has to be the first thing fired after Phantom Army, and then FR > T > LS
  • Facing the Pylon, towards the top, dropping PA behind the Pylon, and then summoning Phantasm behind myself was the only way to keep the Phantasm in the fight longer. Without Phantasm present through the majority of the "fight," there's just no way to creep close to 60-75/s. He may die, but he is unfortunately far too pivotal to make it happen. If he dies before at least 30/s in, might as well restart.

So T4 Degen Core, T4 Musculature Core, T4 Ageless Core, No Insp, No Temps

Ageless activated in Advance, with Hasten.

I summoned Phantom Army, which is 3.3/s, then Phantasm, which is 2.2, a collective of 5.5/s. So feel free to assume whether that should be "pre pull" or not, and then dropped Enflame -> Everything else. So if you want to include the 5.5/s, then my best time was 66/s, or 708 DPS. If we call some, or part of that "pre pull," then I'll say my time was 61/s, at 756 DPS.

Edited by Sir Myshkin
adding notes, mentions, and admitting I was pretty tired when I originally posted this
Posted (edited)
41 minutes ago, Sir Myshkin said:

I am--officially--sick of testing Ill/Storm.

I ran around with a build nearly identical to yours and I have to say I spent more time trying to just clear a Pylon in 1:30 than anything, and I was doing a lot of that without Phantasm, or letting him die early and saying "screw it" and moving on, just trying to get a baseline. The thing I did add differently was Ice Storm since it was something I could drop in two seconds right off the bat and get 400 points of "free" damage essentially, and there are plenty of lulls that make that reasonable.

 

In the end I noticed a few things, some that I suspect are probably not working as intended.

  • Arcane Bolt is hitting for double damage (it appeared to be no-matter-what). So the some-odd 100-110 damage we can see in Mid's, is applying twice, and not with a containment notifier or anything, just "This power hit for XXX damage" (but twice). I also feel like it was probably procing the FF+Rech more than it should've. I got into the habit of cycling it constantly and watching the proc ratio and seeing it spike up a lot after Arcane. (Question if this is WAI)
  • With all the proc bonuses spiking around on +Rech, I ended up at 187%, 197%, 287%, and 297%, from a base of 177%. Something that I'm apparently vastly missing, kept giving me +10% (doubling), and then I was getting the FF+Rech 100% on top of that altering value. I also spent a lot of time at 287%, and I can say that's a big contributor to whether Storm can get a better time. (Something broken there, honestly have no idea what was/is causing the oddity of +10/20%)
  • Enflame pretty much has to be the first thing fired after Phantom Army, and then FR > T > LS
  • Facing the Pylon, towards the top, dropping PA behind the Pylon, and then summoning Phantasm behind myself was the only way to keep the Phantasm in the fight longer. Without Phantasm present through the majority of the "fight," there's just no way to creep close to 60-75/s. He may die, but he is unfortunately far too pivotal to make it happen. If he dies before at least 30/s in, might as well restart.

So T4 Degen Core, T4 Musculature Core, T4 Ageless Core, No Insp, No Temps

Ageless activated in Advance, with Hasten.

I summoned Phantom Army, which is 3.3/s, then Phantasm, which is 2.2, a collective of 5.5/s. So feel free to assume whether that should be "pre pull" or not, and then dropped Enflame -> Everything else. So if you want to include the 5.5/s, then my best time was 66/s, or 708 DPS. If we call some, or part of that "pre pull," then I'll say my time was 61/s, at 756 DPS.

 

Pylons give automatic Containment damage.

 

Just did two runs (tweak to build for more DPS): got a 1.01 (after a 1.24 horror run previously). I know its accurate because I didn't bother to resummon PA and killed Pylon before they disappeared.

 

Time for a video I guess.

Edited by Maxzero
Posted
19 hours ago, nihilii said:

Fire/Plant/Pyre (on Justin), same idea as previous post. Same slotting, with a plain swap of Strangler for Positron Cell, and Spore Cloud for Beta Decay.
 

 

Can you show us your build, @Nihil? Something sturdy enough to take a Pylon without insps and do those numbers purely at range is something I'd like to dissect to see what makes it tick.

Posted (edited)

 

I said I would give a video and here it is:

 

 

Start summoning Phantom Army at 16 seconds, Pylon explodes at 80 seconds for a 64 second kill for 726 DPS. Pity I didn't get my 61 sec recorded. Had a super good run ruined by the damn drop ship killing me out of nowhere as well which wasn't ideal.

 

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Running Degen T4, Ageless T4, Assault T4.

Edited by Maxzero
  • Like 3
  • Thanks 1
Posted
2 hours ago, Sovera said:

 

Can you show us your build, @Nihil? Something sturdy enough to take a Pylon without insps and do those numbers purely at range is something I'd like to dissect to see what makes it tick.

Build to follow, but I must apologize if my previous wording was confusing: just like the fire/atomic, I tested this fire/plant by popping 2 lucks (starting from 20% def), standing in melee, then starting the timer.

 

The difference with the fire/atomic blaster lies in not having to use additional insps after the first minute, I would just finish the fight.

 

Because most fights are under 2 minutes, she only had to survive for a minute. She probably wouldn't last more than 2-3 minutes taking pylon hits without additional mitigation.

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Posted

Good morning everyone,

 

First of all I wanted to give you a huge thank you for all the testing you have done here, amazing work, very interesting! I have been a dabbler since alpha with COH/COV my on again, off again partner, finding homecoming was an incredible moment! I have my original Statesman collectible card sitting in front of my keyboard :).

 

My first alpha character was a blaster modeled after Sgt Slaughter and I loved that toon even though the power sets were not very good AS/Dev.

 

Are there any gun builds that are viable / effective? I know, I know you can play anything, but you the gurus may have advice for a solid ranged build using firearms / xxxx ? 

 

Thank you in advance and I'll keep following the thread great stuff, TY! 

Posted

Can there be some rules on incarnate usage or just a standard set.  I keep seeing people say ill/storm is the king yet in the tests hybrid assault is running while in the TW/Bio or StJ/SR the assault hybrids are not toggled which of course would make their time even better.  Apples to watermelons comparison.

Posted (edited)

Tested /fire (and /mace) instead of /ice on my ill/cold. Got a BIT higher DPS (412 first attempt with /ice -> 470 best attempt with /fire), but lost a ton of survivability doing it.

 

I'm trying to find a better build since I hit a wall with 54 Diabolique, but I think she'll be the death of me.

 

Ill/Cold/Fire
---------------
T4 Agility Core
T4 Degenerative Radial
T4 Assault Radial (off)
 
2:04 (124s) = 437.070 DPS
1:52 (112s) = 470.204 DPS
2:10 (130s) = 422.798 DPS
 
Edited by doyler

UJL // Pirate Hookers // CrueL // A.S.S. // T.I.T.S. // dUmb // FAP // BoP // Laser City Jesus Eyes TPVPL // Renegades et al.

 

CoH Youtube

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