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Pylon Damage Thread


Project_X

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Here is the latest from my Beast/Nature MM.  this is a xpost from the MM forum.

 

Did a run with my beast/nature MM.  Only Incarnate I have is Tier 2 "Musculature Core Boost".  I started the timer right as i was casting the second of the 4 buffs and them moved right in.  Buffing occurs about 70 yards out.  No inspirations used.

 

Time 1:  3 minutes 3 seconds.  I lost 1 dog.  I also realized that i didn't have Hasten on auto!!!! So I couldn't pop overgrowth when i wanted and ran low on endo!!!

Time 2:  2 minutes 33 seconds.   Much better.  I remembered Hasten this time.   I did learn that more than 2 of my buff cycles and I am dry.  The nature buffs use a lot of endo!  I'm constantly spamming Swarm and Hawk.

Time 3:  2 minutes 41 seconds.     roughly the same.  I tried to run with Hover off, just to conserve a bit of endo, that way my lifegiving spores could regen me a bit faster.  but I got knocked back two times.  So i turned it back on.   

 

 

Build used:

Spoiler

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

Crazy Nature Stuff: Level 50 Science Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Leadership
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Summon Wolves    
 (A) Superior Mark of Supremacy - Accuracy/Damage
 (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
 (3) Soulbound Allegiance - Accuracy/Damage/Recharge
 (5) Shield Breaker - Chance for Lethal Damage
 (5) Soulbound Allegiance - Chance for Build Up
 (7) Touch of Lady Grey - Chance for Negative Damage


Level 1:    Corrosive Enzymes    
 (A) Accuracy IO


Level 2:    Regrowth    
 (A) Panacea - Heal/Endurance
 (7) Panacea - Endurance/Recharge
 (9) Panacea - Hea/Recharge
 (9) Panacea - Heal/Endurance/Recharge
 (11) Panacea - Heal


Level 4:    Wild Growth    
 (A) Steadfast Protection - Resistance/+Def 3%
 (13) Steadfast Protection - Knockback Protection
 (15) Steadfast Protection - Resistance/Endurance
 (15) Unbreakable Guard - +Max HP
 (17) Gladiator's Armor - TP Protection +3% Def (All)


Level 6:    Train Beasts    
 (A) Endurance Reduction IO


Level 8:    Call Swarm    
 (A) Achilles' Heel - Chance for Res Debuff
 (17) Apocalypse - Damage/Endurance
 (19) Apocalypse - Accuracy/Damage/Recharge
 (19) Apocalypse - Accuracy/Recharge
 (21) Apocalypse - Damage
 (21) Apocalypse - Chance of Damage(Negative)


Level 10:    Call Hawk    
 (A) Force Feedback - Chance for +Recharge
 (23) Cloud Senses - Chance for Negative Energy Damage
 (23) Cloud Senses - ToHit Debuff
 (25) Cloud Senses - Accuracy/ToHitDebuff
 (25) Cloud Senses - Accuracy/Endurance/Recharge
 (27) Gladiator's Javelin - Chance of Damage(Toxic)


Level 12:    Summon Lions    
 (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
 (27) Superior Mark of Supremacy - Damage
 (29) Call to Arms - Accuracy/Damage/Recharge
 (29) Call to Arms - Damage/Endurance
 (31) Call to Arms - Accuracy/Damage
 (31) Call to Arms - Defense Bonus Aura for Pets


Level 14:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (31) Red Fortune - Defense
 (33) Red Fortune - Defense/Endurance
 (33) Red Fortune - Defense/Recharge
 (33) Red Fortune - Endurance/Recharge
 (34) Red Fortune - Defense/Endurance/Recharge


Level 16:    Lifegiving Spores    
 (A) Panacea - +Hit Points/Endurance
 (34) Panacea - Heal/Endurance
 (34) Panacea - Hea/Recharge
 (36) Panacea - Heal/Endurance/Recharge
 (36) Panacea - Heal
 (36) Panacea - Endurance/Recharge


Level 18:    Fortify Pack    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 20:    Wild Bastion    
 (A) Preventive Medicine - Heal
 (37) Preventive Medicine - Heal/Endurance
 (37) Preventive Medicine - Endurance/RechargeTime
 (37) Preventive Medicine - Heal/RechargeTime
 (39) Preventive Medicine - Heal/RechargeTime/Endurance
 (39) Preventive Medicine - Chance for +Absorb


Level 22:    Spore Cloud    
 (A) Dark Watcher's Despair - To Hit Debuff/Endurance
 (39) Dark Watcher's Despair - To Hit Debuff


Level 24:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 26:    Summon Dire Wolf    
 (A) Superior Mark of Supremacy - Damage/Endurance
 (40) Superior Mark of Supremacy - Accuracy/Endurance
 (40) Superior Command of the Mastermind - Accuracy/Damage
 (40) Superior Command of the Mastermind - Accuracy/Damage/Recharge
 (42) Superior Command of the Mastermind - Damage/Endurance
 (42) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura


Level 28:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 30:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (42) Gaussian's Synchronized Fire-Control - To Hit Buff
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
 (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 32:    Tame Beasts    
 (A) Endurance Reduction IO


Level 35:    Entangling Aura    
 (A) Superior Entomb - Recharge/Chance for +Absorb
 (45) Superior Entomb - Accuracy/Hold
 (45) Superior Entomb - Hold/Recharge
 (46) Superior Entomb - Accuracy/Hold/Endurance
 (46) Lockdown - Chance for +2 Mag Hold


Level 38:    Overgrowth    
 (A) Recharge Reduction IO
 (46) Recharge Reduction IO


Level 41:    Scorpion Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Red Fortune - Defense/Endurance
 (48) Red Fortune - Defense
 (48) Red Fortune - Defense/Recharge
 (50) Red Fortune - Defense/Endurance/Recharge
 (50) Red Fortune - Endurance


Level 44:    Assault    
 (A) Endurance Reduction IO


Level 47:    Power Boost    
 (A) Recharge Reduction IO


Level 49:    Hasten    
 (A) Recharge Reduction IO
 (50) Recharge Reduction IO


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:    Sprint    
 (A) Run Speed IO


Level 1:    Supremacy    
Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Flight Speed IO


Level 2:    Health    
 (A) Miracle - +Recovery
 (11) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (13) Performance Shifter - EndMod


------------

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|

Edited by SmalltalkJava
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On 9/12/2019 at 5:59 PM, BrandX said:

 

Mind running that again with a different T4.  Like Preemptive, to see what the difference is between more proc damage and no -HP?  Or have you already?  

I was testing a bane build today and noticed the pylons are back to normal suddenly, so I swapped to preemptive per your request and did two runs:

(hybrid not toggled)

1:10 for 676

1:22 for 595

 

Also a side note on survivability, did a moonfire tf with this guy on live last night. Ran off by myself, totally fine until I hit large packs of pure Galaxy Archons (all negative damage) at a higher level and with bosses. Negative is one of the lower resistances for /electric and they were also using almost all range attacks, so it required Eye of the Magus. If there were a few Galaxies in the group, it wasn't a problem at all, just when the entire group or entire room was Galaxy Archons. Had I had Power Surge at that level it would have been ok too, but would have had to time the crashes.

 

As for the bane, did one run with him. I had a bane on live but have forgotten what to do with them, so it's probably not optimal. But I attempted a mostly proc build with him:

T4 Musc Core

T4 Degen Core

(no other incarnate)

2:44 for 362

 

I will probably do more runs later. I have to figure out the correct order to use things, because the -res debuffs don't stack so you really don't want to spam those. I hit Surveillance and Shatter Armor too often and Pulverize not often enough. He also had no issue with +4/x8 Rikti, although when a boss did hit him it hurt a lot. I think he would be up a creek against anything with -def debuffs, as I remember this being an issue with my bane on live, and I am only slightly over softcap.

 

Edit: messed up the dps on the bane...

 

Edited by Microcosm
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And one more... did a procced out warshade to see what it could do. I didn't expect much out of this one as warshades are simply not made for sustained single target encounters. Did two runs, one without pets and one starting with three pets, but got exactly the same time. The pets would add a significant amount of damage if they survived, but they always rush the pylon and die pretty quickly to the aoe. I stopped using sunless mire because against a single target it was eating more dps than the dmg buff was worth.

 

T4 Misc core

T4 Ageless core

T4 Degen core

227 dps, both runs.

 

This is a human-only proc shade, built for this task or standing up to an AV indefinitely with no other buffs and no ability to leach from large mobs. As such it's softcapped to Melee, and nearly hard capped to s/l/e/n with a single application of eclipse. F/c @ 67, t @49 and psi @ 30. No desire to use this in actual play, but it's interesting.

 

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4 hours ago, Microcosm said:

I was testing a bane build today and noticed the pylons are back to normal suddenly, so I swapped to preemptive per your request and did two runs:

(hybrid not toggled)

1:10 for 676

1:22 for 595

 

Also a side note on survivability, did a moonfire tf with this guy on live last night. Ran off by myself, totally fine until I hit large packs of pure Galaxy Archons (all negative damage) at a higher level and with bosses. Negative is one of the lower resistances for /electric and they were also using almost all range attacks, so it required Eye of the Magus. If there were a few Galaxies in the group, it wasn't a problem at all, just when the entire group or entire room was Galaxy Archons. Had I had Power Surge at that level it would have been ok too, but would have had to time the crashes.

 

As for the bane, did one run with him. I had a bane on live but have forgotten what to do with them, so it's probably not optimal. But I attempted a mostly proc build with him:

T4 Musc Core

T4 Degen Core

(no other incarnate)

2:44 for 347

 

I will probably do more runs later. I have to figure out the correct order to use things, because the -res debuffs don't stack so you really don't want to spam those. I hit Surveillance and Shatter Armor too often and Pulverize not often enough. He also had no issue with +4/x8 Rikti, although when a boss did hit him it hurt a lot. I think he would be up a creek against anything with -def debuffs, as I remember this being an issue with my bane on live, and I am only slightly over softcap.

 

 

So, there doesn't seem to really be much of a change between using -HP Proc and using a Damage Proc like Preemptive.

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5 minutes ago, TheAdjustor said:

Are you using waterspout as a pet and with or without procs if so ?

Not sure what you mean by as a pet, I'm using it the same way as before which is summon to start the fight and then not resummoning it. I've got a FF +rech proc and both -res procs in it, along with three of the Superior Frozen Blast set (all the recharge ones except the proc).

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1 minute ago, Microcosm said:

Not sure what you mean by as a pet, I'm using it the same way as before which is summon to start the fight and then not resummoning it. I've got a FF +rech proc and both -res procs in it, along with three of the Superior Frozen Blast set (all the recharge ones except the proc).

Sorry my fault I should have said as the pet. Thank you for that

Edited by TheAdjustor
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Rad/EA Br00t.

 

After an abysmal 6-7 minute pylon run with a Rad/Bio I wanted to try to improve it but nothing seemed to really help with Bio being so tight for slots.

 

Energy Armor gave me a lot of leeway and after loading up in procs I got 3:10 with Musculature 33%, Degenerative, Ageless and Assault not clicked.

 

I find that perfectly acceptable considering the best Brute time is a piano build with stuff like 

 

Spoiler
On 7/12/2019 at 2:56 AM, Kanil said:

TW/BIO Brute

t4 muscle core, t4 degen core, t4 ageless core, t4 assault radial

my time's 1:40 (or so?). generalist build that's built around content so it's got pretty good def/res/rech as well.

 

 

 

edit:initially uploaded wrong vid w/ slower time, roughly 1m52s or so? high variation from whiffing/starting position changing string/time.

i think the starting position of being next to the pylon vs. not changes a lot for TW due to losing out on a FT during the initial BM string

slower time example:

 

 

 

 

my string is separated into two basic strings i try to follow w/ some adaptation depending on how the followups go

 

Build Momentum String:

BM, FT, RA, AoD, FT, CB, RA, FT

 

into Regular string:

CB, FT, RA, AOD, FT

 

depending on the followup/whiffs and when BM recharges ( don't pop BM mid-string only pop it where you would use FT anyways) i can change the string to  the alternate ones, which you see me do.

 

alternate BM string:

FT, RA, CB, FT, AOD, CB, RA, FT

 

my momentum-builder move (aka CB) whiffs i immediately supplement it by hitting titan sweep instead and keep going w/ the string

 

i have a STJ/EA stalker that gets like 2m30-2m40 times that i'm pretty bothered by tbh because i saw that 1m40s time early in the thread and have been just tryin to wrap my head around how to crank my damage that high w/ StJ on a stalker, haha

 

 

Where with the Rad/EA it was basically Radioactive Smash, Radiation Siphon, Radioactive Smash, Devastating Blow. We pay for the simplicity with double the time, but I'm okay with it. The AoE is also pretty decent with the damage aura, Atom Smasher big unf and Electrifying Fences + Ball Lightning. For a single hard target Radiation Siphon does an amazing job at topping our HP but...

 

Less okay was how incredibly squishy EA turned out to be when put under stress testing. Despite all the glory sung to it EA folded like wet paper when I stress tested it against a +4x8 lethal Comic Con. As I predicted in my head each time I looked at EA a single heal every 35+ seconds just did not cut it. Which is a pity because I was ready to embrace this as my new toy, but I don't know how to improve the survivability.

 

 

The build:

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.4
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Brute
Primary Power Set: Radiation Melee
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Radioactive Smash -- TchofDth-Dam%(A), TchofLadG-%Dam(3), HO:Nucle(3), HO:Nucle(5), PrfZng-Dam%(5), Mk'Bit-Dam%(7)
Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(7), Rct-Def/EndRdx(9)
Level 2: Dampening Field -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(9), RctArm-ResDam/EndRdx(11), RctArm-EndRdx(11), RctArm-ResDam(13), UnbGrd-Max HP%(50)
Level 4: Power Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(17), Rct-Def(17)
Level 6: Fly -- Empty(A)
Level 8: Radiation Siphon -- Hct-Dam%(A), TchofDth-Dam%(19), TchofLadG-%Dam(19), TchoftheN-%Dam(21), HO:Nucle(21), HO:Nucle(23)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Hover -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
Level 14: Afterburner -- Flight-I(A)
Level 16: Energy Protection -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(25), RctArm-EndRdx/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27)
Level 18: Irradiated Ground -- Arm-Dam%(A), FuroftheG-ResDeb%(29), AchHee-ResDeb%(29), Obl-%Dam(31), TchofLadG-%Dam(31), Erd-%Dam(31)
Level 20: Energy Cloak -- LucoftheG-Def/EndRdx(A), Rct-Def(33), Rct-Def/EndRdx(33)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(33), Rct-Def(34)
Level 24: Boxing -- Empty(A)
Level 26: Devastating Blow -- HO:Nucle(A), PrfZng-Dam%(34), HO:Nucle(34), TchofDth-Dam%(36), TchofLadG-%Dam(36), ShlBrk-%Dam(36)
Level 28: Energy Drain -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(37), EffAdp-EndMod/EndRdx(37)
Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(37), RctArm-ResDam(39)
Level 32: Atom Smasher -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury(39), SprBrtFur-Acc/Dmg/Rchg(39), SprBrtFur-Dmg/EndRdx/Rchg(40), SprBrtFur-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(40), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(42)
Level 38: Electrifying Fences -- OvrFrc-Acc/Dmg(A), OvrFrc-Dam/KB(43), OvrFrc-Acc/Dmg/End(43), OvrFrc-End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(45), Ann-ResDeb%(45)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46), Ann-ResDeb%(48)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(48), Rct-Def(50)
Level 49: Fusion -- RechRdx-I(A), GssSynFr--Build%(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Rchg(15)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 0: Freedom Phalanx Reserve
Level 50: Ageless Core Epiphany
------------

 

 

 

 

My next pondering is a Rad/SR for the same slotting reasons, but I'm forced to take Aid-Self since the set has no heals, and no endurance recovery, and the quadruple proc approach is super endurance hungry, and it also has no taunt aura, so overall not great for a tank character.

Edited by Sovera
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1 hour ago, Sovera said:

My next pondering is a Rad/SR for the same slotting reasons, but I'm forced to take Aid-Self since the set has no heals, and no endurance recovery, and the quadruple proc approach is super endurance hungry, and it also has no taunt aura, so overall not great for a tank character.

SR needs no aidself at +4/x8. As for taunt aura, go brute and you get one but damage suffers quite a bit in comparison to scrapper claws output.

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53 minutes ago, Bill Z Bubba said:

SR needs no aidself at +4/x8. As for taunt aura, go brute and you get one but damage suffers quite a bit in comparison to scrapper claws output.

Why does it need no aid self...? Are we talking of chugging green insps or..?

 

And which power in SR acts as a taunt aura?

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3 hours ago, Sovera said:

Why does it need no aid self...? Are we talking of chugging green insps or..?

 

And which power in SR acts as a taunt aura?

Brute and tank SR Evasion provide a taunt aura. From in game info: +400% taunt on target.

 

It needs no aid self because it's easy to soft cap against all positions and ends up with 95% Defense Debuff Resistance so it doesn't get debuffed. Throw some extra regen and health in health and physical perfection and you're good to go. Edit: Oh yea, plus the scaling damage resistance in the passives. That helps, too.

 

I'll post a vid shortly.

 

 

Edited by Bill Z Bubba
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5 hours ago, Sovera said:

Less okay was how incredibly squishy EA turned out to be when put under stress testing. Despite all the glory sung to it EA folded like wet paper when I stress tested it against a +4x8 lethal Comic Con. As I predicted in my head each time I looked at EA a single heal every 35+ seconds just did not cut it. Which is a pity because I was ready to embrace this as my new toy, but I don't know how to improve the survivability.

That seems like something is wrong... you're softcapped to s/l, with 46% resist to s/l +energize and +radiation siphon. That should be pretty darn beefy. Maybe change the slotting on radiation siphon for extra healing? Do the mobs in that farm have +tohit or something?

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Sovera's experience sounds accurate to me. Farm mobs may be weak individually, but you end up with 10+ bosses whacking on you. Softcapped defense + ~75% resistance to their damage type seems to be the breakeven point to survive on the edge, without significant regen/healing or active control (KD etc.).

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5 hours ago, Bill Z Bubba said:

Brute and tank SR Evasion provide a taunt aura. From in game info: +400% taunt on target.

 

It needs no aid self because it's easy to soft cap against all positions and ends up with 95% Defense Debuff Resistance so it doesn't get debuffed. Throw some extra regen and health in health and physical perfection and you're good to go. Edit: Oh yea, plus the scaling damage resistance in the passives. That helps, too.

 

I'll post a vid shortly.

 

 

It's like I said though, your HP went down to 30% at one point salvaged by the fact you had killed the rest fast enough. Had a second pack been pulled by accident or on purpose and I don't think you would have survived. But for regular one-pack-at-a-time it went great. In any case SR has an easy time to softcap so it does not require extra powers which does make fitting in aid-self easier. I'll go back to it and tinker.

 

I will also have to test the damage resistance scaling to see how much it grants. And thanks for the tip on Evasion, Bill!  I triple checked all the toggles tooltips but once you pointed out it was Evasion I changed to 'Effects', and sure as rain Evasion had a taunt effect.

 

5 hours ago, Microcosm said:

That seems like something is wrong... you're softcapped to s/l, with 46% resist to s/l +energize and +radiation siphon. That should be pretty darn beefy. Maybe change the slotting on radiation siphon for extra healing? Do the mobs in that farm have +tohit or something?

 

As Bill showed the build I posted would work fine for regular play. Find one pack, jump in, kill things dead.  Cooldowns cool down as we move to the next pack. I did say stress test and that's going into the Comic Con AE and sit in the middle while packs and packs wander around and we are completely saturated for 2-4 minutes while we kill kill kill (Bill. Not you, Zubba). The /Bio handles that without a sweat (70%+ S/L res, one absorb shield, one health/regen clickie). EA, not so much though as you pointed it might just need some tweaks in survival.

 

For example on my second attempt I switched one of the lower damage procs from Irradiated Ground to a Superior Avalanche KD proc. While the recharge made the procs in Irradiated Ground less reliable it did add a layer of soft CC with the KD that is aided by Ball Lightning's Kd. Not enough to survive the second attempt though.

 

But stress testing is like pylon times. They are not particularly practical metrics that matter in the real game.

 

For the Rad to do the extragood I require four attacks whose slotting I can frankenslot. Something I'm working next expecting the tank changes is a Rad/Rad tank. It has 90% S/L and pretty close to 90% on the rest (with the exception of cold and negative), while also having 45% defense to melee, while also having those four free attacks so I can frankenslot them.

Edited by Sovera
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I never run Aid Self on my SRs either.  Just Tough+Unique Res IOs+Sets+Health Uniques

 

Sometimes they will tag you a bit but when you are at 30% health you take less damage so usually you can just ride it out.

 

Works even better on my Tank, maybe the scaling resists are based on Tanker scale.  Never really bothered to figure it out.  

  

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38 minutes ago, Haijinx said:

Works even better on my Tank, maybe the scaling resists are based on Tanker scale.  Never really bothered to figure it out.  

  

Tank SR is absurd simply because you stack +12% to +18% res from your ATO and +12% res from ATO set bonuses, on top of higher Tanker values on Tough. Hitting the 90% S/L resistance cap at low health is common, and coupled with incarnate softcap defenses and capped DDR that's essentially immunity against the most common damage types.

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After this talk I decided to try a SR/Rad Tank.

 

- Softcapped at level 25 is like, whoa, da heck.

- No idea what Field Medic actually *does*, if it does anything. I posted over the Bug forums just in case someone can clarify it.

- No AoEs until 28, ugh, and then a feast from 35 to 41.

- SR scaling resist starts at 10% under 50% all the way to 50% res at 10-15% HP. Psi and toxic nor included.
- The Scaling Resist IO starts at 90% with 4% (3% base) to 6% at 50% and 12% at 10%. Psi and toxic included.

- Stress tested. Went into the red many times but Lethal/Smash at 90% + Aid-Self + softcap made it near impossible to kill in a S/L environment.

- Pylon kill in 4 minutes on the dot. Far from the Bio/TW  2:20 times of Auroxis, but simplicity has a tax. There may be improvements such as removing two procs from Irradiated ground and give it two Nucleous as well as it may be missing and I don't know.

- No endurance problems (mostly because of tanker buffs I reckon). To give an idea the Rad/EA brute, with the same attack slotting and both having Ageless and using it, had to use Energy Drain to not go dry once Ageless was at its minimum.

 

 

So with caveats due to being PTS and tanker changes still in flux here is the build:

 


 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.4
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Radiation Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), Rct-Def(3), Rct-Def/EndRdx(3)
Level 1: Contaminated Strike -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(7), SprMghoft-Rchg/Res%(9)
Level 2: Radioactive Smash -- HO:Nucle(A), HO:Nucle(9), TchofLadG-%Dam(11), TchofDth-Dam%(11), PrfZng-Dam%(13), Mk'Bit-Dam%(13)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(19), Rct-Def(21)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 8: Super Jump -- Empty(A)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Evasion -- LucoftheG-Def/Rchg+(A), Rct-Def(21), Rct-Def/EndRdx(23)
Level 14: Dodge -- ShlWal-ResDam/Re TP(A), ShlWal-Def(33), ShlWal-Def/EndRdx(34)
Level 16: Radiation Siphon -- HO:Nucle(A), HO:Nucle(23), TchofLadG-%Dam(25), TchoftheN-%Dam(25), TchofDth-Dam%(27), PrfZng-Dam%(27)
Level 18: Agile -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(33)
Level 20: Lucky -- Rct-EndRdx/Rchg(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(34)
Level 26: Aid Other -- Empty(A)
Level 28: Irradiated Ground -- Erd-%Dam(A), Arm-Dam%(37), FuroftheG-ResDeb%(37), AchHee-ResDeb%(39), TchofLadG-%Dam(39), SprAvl-Rchg/KDProc(39)
Level 30: Aid Self -- Prv-Heal(A), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(36), Prv-EndRdx/Rchg(36), IntRdx-I(36), IntRdx-I(37)
Level 32: Field Medic -- Empty(A)
Level 35: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rchg(40), PstBls-Dam%(40), PstBls-Acc/Dmg/EndRdx(42), Ann-ResDeb%(42)
Level 38: Atom Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg/Rchg(43), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(45)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Ann-ResDeb%(50)
Level 44: Devastating Blow -- HO:Nucle(A), HO:Nucle(45), TchofLadG-%Dam(48), TchofDth-Dam%(46), PrfZng-Dam%(46), Hct-Dam%(46)
Level 47: Quickness -- Flight-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(15), Prv-Absorb%(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), PrfShf-EndMod/Acc(19)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Ageless Core Epiphany
Level 0: Freedom Phalanx Reserve
------------

 

 

 

Edited by Sovera
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7 hours ago, Sovera said:

Had a second pack been pulled by accident or on purpose and I don't think you would have survived

Later in that mission I had two spawns with 5 death mages and 3 behemoth overlords trying to kill me. You have to also note that at no time in that video did I ever use an inspiration. Or barrier. And doesn't rad melee have an attack with a heal?

I also have an SR/FM tank. The only time he's died was when he turned into a monkey with a fresh spawn on his head.

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I made a video of one of my recent Beast/Nature MM.  Depending on where you start the timer, it took about 2:24 or less.  Depending on the rules, you could probably trim about 15-20 seconds off the time.  It depends if you start when I buff or when i first make contact with the pylon.   But the log shows it all.    I left the combat log on my MM personal attacks so everyone can see that the damage does build up if you use the MM's attacks.   

 

 

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8 hours ago, Sovera said:

After this talk I decided to try a SR/Rad Tank.

 

- Softcapped at level 25 is like, whoa, da heck.

- No idea what Field Medic actually *does*, if it does anything. I posted over the Bug forums just in case someone can clarify it.

- No AoEs until 28, ugh, and then a feast from 35 to 41.

- SR scaling resist starts at 10% under 50% all the way to 50% res at 10-15% HP. Psi and toxic nor included.
- The Scaling Resist IO starts at 90% with 4% (3% base) to 6% at 50% and 12% at 10%. Psi and toxic included.

- Stress tested. Went into the red many times but Lethal/Smash at 90% + Aid-Self + softcap made it near impossible to kill in a S/L environment.

- Pylon kill in 4 minutes on the dot. Far from the Bio/TW  2:20 times of Auroxis, but simplicity has a tax. There may be improvements such as removing two procs from Irradiated ground and give it two Nucleous as well as it may be missing and I don't know.

- No endurance problems (mostly because of tanker buffs I reckon). To give an idea the Rad/EA brute, with the same attack slotting and both having Ageless and using it, had to use Energy Drain to not go dry once Ageless was at its minimum.

 

 

So with caveats due to being PTS and tanker changes still in flux here is the build:

 


 

  Reveal hidden contents

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.4
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Radiation Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), Rct-Def(3), Rct-Def/EndRdx(3)
Level 1: Contaminated Strike -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(7), SprMghoft-Rchg/Res%(9)
Level 2: Radioactive Smash -- HO:Nucle(A), HO:Nucle(9), TchofLadG-%Dam(11), TchofDth-Dam%(11), PrfZng-Dam%(13), Mk'Bit-Dam%(13)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(19), Rct-Def(21)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 8: Super Jump -- Empty(A)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Evasion -- LucoftheG-Def/Rchg+(A), Rct-Def(21), Rct-Def/EndRdx(23)
Level 14: Dodge -- ShlWal-ResDam/Re TP(A), ShlWal-Def(33), ShlWal-Def/EndRdx(34)
Level 16: Radiation Siphon -- HO:Nucle(A), HO:Nucle(23), TchofLadG-%Dam(25), TchoftheN-%Dam(25), TchofDth-Dam%(27), PrfZng-Dam%(27)
Level 18: Agile -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(33)
Level 20: Lucky -- Rct-EndRdx/Rchg(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(34)
Level 26: Aid Other -- Empty(A)
Level 28: Irradiated Ground -- Erd-%Dam(A), Arm-Dam%(37), FuroftheG-ResDeb%(37), AchHee-ResDeb%(39), TchofLadG-%Dam(39), SprAvl-Rchg/KDProc(39)
Level 30: Aid Self -- Prv-Heal(A), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(36), Prv-EndRdx/Rchg(36), IntRdx-I(36), IntRdx-I(37)
Level 32: Field Medic -- Empty(A)
Level 35: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rchg(40), PstBls-Dam%(40), PstBls-Acc/Dmg/EndRdx(42), Ann-ResDeb%(42)
Level 38: Atom Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg/Rchg(43), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(45)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Ann-ResDeb%(50)
Level 44: Devastating Blow -- HO:Nucle(A), HO:Nucle(45), TchofLadG-%Dam(48), TchofDth-Dam%(46), PrfZng-Dam%(46), Hct-Dam%(46)
Level 47: Quickness -- Flight-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(15), Prv-Absorb%(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), PrfShf-EndMod/Acc(19)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Ageless Core Epiphany
Level 0: Freedom Phalanx Reserve
------------

 

 

 

I teamed with you on a couple of TFs with my SR/SS tanker Starmist

 

I was the tanker not dying while that stone tanker farmed debt badges.

 

 

 

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StJ/Nin/Mu

 

Tier 4 Preemptive Radial Flawless Interface

Tier 4 Assault Radial Embodiment Hybrid

Tier 4 Musculature Radial Paragon Alpha

 

5:24 (246.17 DPS) w/out Hybrid Toggled

3:57 (289.62 DPS) w/ Hybrid Toggled

 

Crushing Uppercut > Heavy Blow > Shin Breaker > Rib Cracker > HB > SB > .608 Pause > Repeat

 

I'd use Combat Readiness during that pause or my End Recovery Power.  I do have Zapp, not sure if it would help.  I don't have Hasten, and I'm thinking if I went Body I could put in Physical Perfection and Conserve Power.  But, you know, wanted Zapp and Shackles for the concept and I like having the range and hold for LGTF.

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Demons/Nature - Only incarnate is second tier Musculature. So no level shift.  I fired Hell on Earth near the beginning.  Pretty consistent times.

  • 2:44
  • 2:50
  • 2:50
  • 2:44
  • 2:47

 

So given this particular build and the port over from my Beast/Nature.  Demons are a little slower for single target,  but better for close range AOE when looking at my test runs on the PI groups.  They shred the PI groups at +3x8 (not +4 because I'm not level shifted)

 

For this build the Power Boosted Absorb granted is 680.7 HP to myself and the pets.

Unboosted:  511 HP

 

Build as played:
 

 

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Demons Nature Stuff: Level 50 Science Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Nature Affinity
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Summon Demonlings    
 (A) Superior Mark of Supremacy - Accuracy/Damage
 (3) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
 (3) Soulbound Allegiance - Damage
 (5) Soulbound Allegiance - Accuracy/Damage/Recharge
 (5) Soulbound Allegiance - Chance for Build Up
 (7) Impeded Swiftness - Chance of Damage(Smashing)


Level 1:    Corrosive Enzymes    
 (A) Accuracy IO


Level 2:    Regrowth    
 (A) Panacea - Heal/Endurance
 (7) Panacea - Endurance/Recharge
 (9) Panacea - Hea/Recharge
 (9) Panacea - Heal/Endurance/Recharge
 (11) Panacea - Heal


Level 4:    Wild Growth    
 (A) Steadfast Protection - Resistance/+Def 3%
 (13) Steadfast Protection - Knockback Protection
 (15) Steadfast Protection - Resistance/Endurance
 (15) Unbreakable Guard - +Max HP
 (17) Gladiator's Armor - TP Protection +3% Def (All)


Level 6:    Enchant Demon    
 (A) Endurance Reduction IO


Level 8:    Corruption    
 (A) Gladiator's Javelin - Chance of Damage(Toxic)
 (17) Apocalypse - Damage/Endurance
 (19) Apocalypse - Accuracy/Damage/Recharge
 (19) Apocalypse - Accuracy/Recharge
 (21) Apocalypse - Damage
 (21) Apocalypse - Chance of Damage(Negative)


Level 10:    Lash    
 (A) Crushing Impact - Accuracy/Damage
 (23) Crushing Impact - Damage/Endurance
 (23) Crushing Impact - Damage/Recharge
 (25) Crushing Impact - Accuracy/Damage/Recharge
 (25) Crushing Impact - Accuracy/Damage/Endurance
 (27) Force Feedback - Chance for +Recharge


Level 12:    Summon Demons    
 (A) Superior Mark of Supremacy - Accuracy/Damage/Endurance
 (27) Superior Mark of Supremacy - Damage
 (29) Call to Arms - Accuracy/Damage/Recharge
 (29) Call to Arms - Damage/Endurance
 (31) Call to Arms - Accuracy/Damage
 (31) Call to Arms - Defense Bonus Aura for Pets


Level 14:    Spore Cloud    
 (A) Dark Watcher's Despair - To Hit Debuff/Endurance
 (46) Dark Watcher's Despair - To Hit Debuff


Level 16:    Lifegiving Spores    
 (A) Panacea - +Hit Points/Endurance
 (31) Panacea - Heal/Endurance
 (33) Panacea - Hea/Recharge
 (33) Panacea - Heal/Endurance/Recharge
 (33) Panacea - Heal


Level 18:    Hell on Earth    
 (A) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
 (34) Superior Command of the Mastermind - Damage/Endurance/Recharge
 (34) Soulbound Allegiance - Accuracy/Recharge


Level 20:    Wild Bastion    
 (A) Preventive Medicine - Heal
 (34) Preventive Medicine - Heal/Endurance
 (36) Preventive Medicine - Endurance/RechargeTime
 (36) Preventive Medicine - Heal/RechargeTime
 (36) Preventive Medicine - Heal/RechargeTime/Endurance
 (37) Preventive Medicine - Chance for +Absorb


Level 22:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (37) Red Fortune - Defense
 (37) Red Fortune - Defense/Endurance
 (39) Red Fortune - Defense/Recharge
 (39) Red Fortune - Endurance
 (39) Red Fortune - Defense/Endurance/Recharge


Level 24:    Hasten    
 (A) Recharge Reduction IO
 (40) Recharge Reduction IO


Level 26:    Summon Demon Prince    
 (A) Superior Mark of Supremacy - Damage/Endurance
 (40) Superior Mark of Supremacy - Accuracy/Endurance
 (40) Superior Command of the Mastermind - Accuracy/Damage
 (42) Superior Command of the Mastermind - Accuracy/Damage/Recharge
 (42) Superior Command of the Mastermind - Damage/Endurance
 (42) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura


Level 28:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 30:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
 (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 32:    Abyssal Empowerment    
 (A) Endurance Reduction IO


Level 35:    Entangling Aura    
 (A) Basilisk's Gaze - Accuracy/Hold
 (45) Basilisk's Gaze - Endurance/Recharge/Hold
 (46) Basilisk's Gaze - Recharge/Hold
 (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold


Level 38:    Overgrowth    
 (A) Recharge Reduction IO
 (48) Recharge Reduction IO


Level 41:    Scorpion Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Red Fortune - Defense/Endurance
 (48) Red Fortune - Defense
 (50) Red Fortune - Defense/Recharge
 (50) Red Fortune - Defense/Endurance/Recharge
 (50) Red Fortune - Endurance


Level 44:    Assault    
 (A) Endurance Reduction IO


Level 47:    Power Boost    
 (A) 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:    Sprint    
 (A) Run Speed IO


Level 1:    Supremacy    
Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO


Level 2:    Health    
 (A) Miracle - +Recovery
 (11) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (13) Performance Shifter - EndMod


Level 0:    Ember Shield Owner    
Level 0:    Ember Shield    
------------

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|D65|
|-------------------------------------------------------------------|

 

 

 

 

Edited by SmalltalkJava
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Radiation/Bio Scrapper.

 

I've lifted the build from honorable @Auroxis from here. Quoting his times from here:

 

On 8/19/2019 at 8:29 PM, Auroxis said:

(...)

Hybrid Off:

1:48
1:47
2:11
2:17
1:55

 

Peaked at 1:47, 486 DPS

 

(...)

 

I have been rather enamored with his results but I found his build to be a quick PTS thing which I wanted to optimize. I started by copying his build verbatim and trying it on the PTS and got a 2 minute time proving everything was in place.

 

Then I started tinkering to fit it into a generalist build. Moonbeam was not necessary since I already had enough enough attacks. Shadow Meld is great... but such a short duration and it has a 3.1 animation time... So I messed with the slotting to achieve 40% defense. Which means I needed a ton of Recovery to.. er.. recover from not having Ageless. With Barrier I get the last 5% defense and also the last 5 points to cap-ish S/L (capped at 90% HP when the Scaling Resists IO kicks in).

 

To my surprise as I kept on getting short on slots and removing procs.... they made no difference. Procs are a drop in the ocean that are Scrapper crits. Certainly wanted because they *do* improve on times, buuuuut...

 

Proof is in the pudding as some say.

 

2:13
2:25
1:45
2:15 attempting Devastating, Siphon, Smash even with gaps. Less endurance cost.
2:10
1:54 with Devastating, Siphon, and Smash again. It's also cheaper on the EPS.

 

Basically whiffing on a Devastating Blow during Fusion + Gaussian proc makes or breaks the 2 minute mark.

 

Also gave it the ol' stress test of Comic Con at +4/8 and it came out with flying colors. Unlike the Brute that had Ball Lightning and Electrifying Fences to add to the AoE chain, the Scrapper finds itself with just Atom Smasher and both damage auras.... and it made no difference. The crits made up for it and the Contamination mechanic added a bit of AoE (don't use Siphon during the AoEing as to not lose it) since instead of casting the Mu AoEs I was using my Rad melee ST attacks.

 

 

Thoughts:
 

Spoiler

- My recharge is much worse than his with Hasten at 128 without Ageless and perma with it. Mine sits at 143, though the FF proc in Radiation Smash helps. I wouldn't mind more, but I'm not starved for it either.

 

- Barrier is not required for regular play. Think of it as a T9. If not in a situation of stress testing or entering a death trap (last room in LGTF, for example, or sewers in the Tinpex runs) then it can sit there and not be popped on CD. One pack of regular mobs or even a pylon simply does not hurt enough. Radiation Siphon is pretty OP.

 

- I believe Auroxis' build as is would achieve even better times by keeping Shadow meld and switching Tactics for Fusion with a Gaussian to avoid the convoluted slotting I went for.

 

- Tactics is just a mule and isn't toggled on due to endurance woes. My accuracy looks a bit low but I'm partly relying on the Radiation attacks lowering defense. YEAH, SUCKAHS, HOW DOES IT FEEL TO BE ON THE OTHER END OF CASCADING FAILURES!!

 

- Most of the time Conserve Power is not needed (especially with the Devastating, Siphon, Smash rotation). And sometimes it is when endurance procs don't go off. But my endurance invariably lasted until the 2 minute mark or a bit short when I, sometimes, had to use Conserve Power. But other times it lasted until the pylon was destroyed.

 

- Since we rarely, if ever, hit something for 2-3 minutes Conserve Power could go. But then what do we fit in its place? Another attack? We're good on attacks. Another AoE? I'd love another AoE  but then I need to take an useless attack (since I already have enough attacks). And losing Conserve Power means I can't have Physical Perfection which is another 0.40 EPS + Performance Shifter proc.

 

Endurance is not a problem during regular play with DNA Siphon on corpses tipping (easily) the balance. This is all conspiring to just ditch the Body Mastery pool and maybe grab the Mu pool but  there would not be slots for it (one from Conserve and the other from Perfection, with one base, not much to be done with an attack with just three slots).

 

- What I did do for a personal tweak that I did not post, was remove Conserve Power. Switch for Focused Accuracy. Remove Tactics. Give the mule IOs to Focused Accuracy (not to be turned on). Then switch the Leaping pool for the Flying pool 🧡 because my love for flying is well documented, and Afterburner fits my 5th LotG I did not have room for in the posted build. As a bonus it frees one slot to do what we'd like with it. I threw it at Hardened Carapace for the 7.5% HP IO which added exactly 100 HP more.

 

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Radiation Melee
Secondary Power Set: Bio Armor
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Radioactive Smash -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), FrcFdb-Rechg%(7)
Level 1: Hardened Carapace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(7), RctArm-ResDam(9), StdPrt-ResDam/Def+(9), GldArm-3defTpProc(11), UnbGrd-Max HP%(50)
Level 2: Inexhaustible -- PrfShf-EndMod/Acc(A), PrfShf-EndMod(11), PrfShf-End%(13)
Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(17), Rct-Def(19)
Level 6: Fly -- Empty(A)
Level 8: Radiation Siphon -- SprScrStr-Dmg/Rchg(A), SprScrStr-Dmg/EndRdx/Rchg(19), SprScrStr-Acc/Dmg/Rchg(21), TchoftheN-Acc/EndRdx/Heal/HP/Regen(21), TchofDth-Dam%(23)
Level 10: Adaptation
Level 12: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
Level 14: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)
Level 18: Irradiated Ground -- FuroftheG-ResDeb%(A), TchofLadG-%Dam(31), Obl-%Dam(33), Erd-%Dam(33), Arm-Dam%(33), AchHee-ResDeb%(34)
Level 20: Evolving Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam(34), RctArm-ResDam/Rchg(36)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(27)
Level 24: Fusion -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--Build%(36), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(37)
Level 26: Devastating Blow -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Dam%(40), SprCrtStr-Rchg/+50% Crit(40)
Level 28: DNA Siphon -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod/Acc/Rchg(40), EffAdp-EndMod/EndRdx(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Atom Smasher -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(42), SprScrStr-Rchg/+Crit(43), Arm-Dmg/EndRdx(43), FuroftheG-Acc/End/Rech(43)
Level 35: Genetic Contamination -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(46), RctArm-ResDam/EndRdx/Rchg(48)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48)
Level 47: Focused Accuracy -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(50)
Level 49: Physical Perfection -- PrfShf-End%(A), PrfShf-EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
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 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(15), PrfShf-EndMod(17)
Level 10: Defensive Adaptation
Level 10: Efficient Adaptation
Level 10: Offensive Adaptation
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Void Radial Final Judgement
Level 50: Assault Radial Embodiment
Level 50: Banished Pantheon Core Superior Ally
Level 50: Degenerative Radial Flawless Interface
Level 50: Musculature Radial Paragon
Level 50: Barrier Core Epiphany
------------

 

 

 

 

Edited by Sovera
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