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Pylon Damage Thread


Project_X

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10 minutes ago, Bill Z Bubba said:

O.o

That's a whole lotta form shifting. Or am I missing something?

It is a lot of form shifting yes, but intentionally so. I use macros for my attack chain so when I activate the powers, regardless of what form I'm in, it will drop me into the required form to activate that power, usually requires some timing and double or tripple tap to capitalize on the macros though but with practice it works well.

I slotted Gaussian's and Power Transfer heal proc in Nova Form and weave Nova Blast in between every attack to activate those passively during my chain. It gives me some supplemental healing to minimize downtime of using other powers outside my chain and gives me a chance to roll Gaussian's about every 1.5ish seconds for the build-up. I sometimes see Gaussian's stacked so I keep my health/buff bar below my character so I can keep an eye on when the  BU buff icon appears and try to time my Seekers accordingly.

The build I used doesn't have any defense really, just Steadfast + Glad's armor (6% def to all combined) so the extra healing from PT on top of Capped resists from LF are enough to allow me to solo a pylon without really breaking a sweat.

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MA/SD Scrapper

Eagle Claw -> Storm Kick -> Crippling Axe Kick -> Cobra Strike -> Storm Kick

Clicks replace Cobra Strike as needed

 

Musculature T3, Hybrid T4, Degen T3

 

hybrid off

2:22 = 397 DPS

 

Degen T4

 

hybrid on

1:59 = 450 DPS

 

hybrid off

2:37 = 372 DPS

 

Build

Spoiler

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--

Bio/Claws Tanker

Follow Up -> Slash -> Focus -> Strike

+ Swipe whenever Hasten is down

 

Musculature T4, Hybrid T4, Degen T4

 

hybrid on

3:36 = 305 DPS

3:10 = 329 DPS

 

Build

Spoiler

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I've been doing some bug testing over the past few days using Pylons, and that gave me an excuse to test some "proc-light" builds. These are builds that try to use as few procs as possible while maintaining a reasonable damage output.

  • Storm Summoning/Dark Blast Defender: 150 seconds (383 DPS), Alpha: Musculature Radial T4, Hybrid: Assault Radial T4 (slotted, not clicked).
  • Radiation Armor/War Mace Tanker: 195 seconds (324 DPS), Alpha: Musculature Core T4, Hybrid: Assault Radial T4 (slotted, not clicked).
  • Psychic Blast/Cold Domination Corruptor: 166 seconds (358 DPS), Alpha: Musculature Core T4, Hybrid: Assault Core T4 (slotted, not clicked).

My older proc monster builds are capable of dealing higher damage, but these are pretty good times for builds that do not use procs to provide a significant source of their damage. Obviously, clicking Hybrid: Assault improves these.

 

I may craft a Hybrid Assault: Core T4 for the Tanker. Hybrid: Assault Core T4 produces better Pylon times on the test server (and therefore as a solo player), but Hybrid: Assault Radial is more helpful when I play in groups where I often find my character at the damage cap.

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@Sovera talked me into respecing my FA/EM Tank. Now cruising with ET/BS/TF/Burn, using whatever is up.

Hit a few pylons, averaging 3:30 with assault core fired off to start.

Not bad for a tank. Kicks the crap out of my SR/Claws tank's times. Hell, it's better than the Claws/SR brute's average time. Fiery Embrace backed ET and TF are nice.

 

Edit: Respec knocked over an hour off my solo max diff ITF time.

Edited by Bill Z Bubba
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  • 3 weeks later
1 hour ago, BrandX said:

Is there a list of top Melee DPS?

Individual variations will swamp most differences between specific powersets.  More broadly (IMHO, YMMV):

Stalker>Scrapper>Brute>Tank

 

Bio>Fire>Rad Armors

 

Titan Weapons>Everything (Mace, SS are the closest to TW, IIRC.  This changes on Stalker, with I think? StJ being the top Stalker for single target?)

 

Titan Weapons is so strong in this that though Stalkers are generally better single target, TW/Bio scrap is the highest performer.  Note TW is probably in line for an adjustment.

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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

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12 hours ago, marcussmythe said:

Individual variations will swamp most differences between specific powersets.  More broadly (IMHO, YMMV):

Stalker>Scrapper>Brute>Tank

 

Bio>Fire>Rad Armors

 

Titan Weapons>Everything (Mace, SS are the closest to TW, IIRC.  This changes on Stalker, with I think? StJ being the top Stalker for single target?)

 

Titan Weapons is so strong in this that though Stalkers are generally better single target, TW/Bio scrap is the highest performer.  Note TW is probably in line for an adjustment.

 

Has Dark Melee gone done the list then?

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DM is still good - but its top performance back in the day was based on the old proc rules and the buzzsaw approach.  I still like Dark, because of its fast animation, early maturity (handy if you like to run a lot of low level content), self heal, and accuracy debuff (huge on mixed and def focused sets).   I really love DM with SR, Inv, or Shield, in particular.

Edited by marcussmythe

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

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2 hours ago, BrandX said:

 

Has Dark Melee gone done the list then?

It was never far up the list unless you took the time to saturate souldrain.

The shift in play has moved most people more into a "minimal prep time" style to the extent that people are even pushing to count the time a MM takes to summon pets, so herding up spawns for souldrain is questionable.

 

It's still a good to great set regardless of how it fits into the pylon game. 

 

 

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21 hours ago, marcussmythe said:

Individual variations will swamp most differences between specific powersets.  More broadly (IMHO, YMMV):

Stalker>Scrapper>Brute>Tank

 

Bio>Fire>Rad Armors

 

Titan Weapons>Everything (Mace, SS are the closest to TW, IIRC.  This changes on Stalker, with I think? StJ being the top Stalker for single target?)

 

Titan Weapons is so strong in this that though Stalkers are generally better single target, TW/Bio scrap is the highest performer.  Note TW is probably in line for an adjustment.

With all due respects, IMHO,  your list is true for solo 🙂 any Fiery armor built for TEAMPLAY ONLY AKA full recharge / dmg + Adrenal (thus almost inexistant IO for solo but 1 or 2 panic button as shadow meld, hibernate and tons of juicy temporary power as smoke or etheral) will outdamage any amor with ton of self survival.

 

Savage stalkers can "hold the beer" to STJ stalkers.

 

Stalkers are Top SINGLE TARGET dps in team, Scrappers (with the exception of the tree hiding the forest : Titan Weapons) tends to shine with aoe (but far behind Tankers and Blasters) / survival

 

In team / Multi target content, Shield Armor can be a very powerfull kick ass armor too.

 

EDIT : the best mélée DPS is Gang War² 😄

Edited by Tsuko

Just another French Player

So Excuse my old, bad and too french English !

 

Join THE COSMIC COUNCIL !!!

https://discord.gg/DVksJ4N

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23 hours ago, BrandX said:

Is there a list of top Melee DPS?

If by Mélée, you think : AT with mélée attacks, IMHO, at the moment, the most usefull and violent toon could be a Crab with pets, Venom grenade / Shatter armor for top instant spam of debuf resistance + frag grenade for FF recharge sustain under musculature core / ageless core / Reactive dots

Edited by Tsuko

Just another French Player

So Excuse my old, bad and too french English !

 

Join THE COSMIC COUNCIL !!!

https://discord.gg/DVksJ4N

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11 minutes ago, Tsuko said:

With all due respects, IMHO,  your list is true for solo 🙂 any Fiery armor built for TEAMPLAY ONLY AKA full recharge / dmg + Adrenal (thus almost inexistant IO for solo but 1 or 2 panic button as shadow meld, hibernate and tons of juicy temporary power as smoke or etheral) will outdamage any amor with ton of self survival.

 

Savage stalkers can "hold the beer" to STJ stalkers.

 

Stalkers are Top SINGLE TARGET dps in team, Scrappers (with the exception of the tree hiding the forest : Titan Weapons) tends to shine with aoe (but far behind Tankers and Blasters) / survival

 

In team / Multi target content, Shield Armor can be a very powerfull kick ass armor too.

 

EDIT : the best mélée DPS is Gang War² 😄

This is certainly possible.  Ive not tested FA against Bio if both ignore survival for damage - I find in general play, I have to build more survival into Fire Armor than I do into Bio to reach my own personal survival goals - leaving Bio more headroom to leverage for offense.  I suppose it comes down to whether Bios multiplier effects (though it does have some linesr damage addition) are outperformed by Fires very large linear damage bonus (though we must respect firey embrace as a second build-up style effect)

 

Given the synergy of fiery embrace with fire melee, and fire melees overall place as a very solid damage set, Im frankly surprised that fire/fire does not hold pride of place at the top - arguably it *should* in terms of justice, but likely the extreme value of TW coupled with the multiplier effects of Bio are what swamps it.  If TW gets detuned, and maybe GFS gets its soul destroying animation looked at, this may change.
 

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

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3 minutes ago, marcussmythe said:

This is certainly possible.  Ive not tested FA against Bio if both ignore survival for damage - I find in general play, I have to build more survival into Fire Armor than I do into Bio to reach my own personal survival goals - leaving Bio more headroom to leverage for offense.  I suppose it comes down to whether Bios multiplier effects (though it does have some linesr damage addition) are outperformed by Fires very large linear damage bonus (though we must respect firey embrace as a second build-up style effect)

 

Given the synergy of fiery embrace with fire melee, and fire melees overall place as a very solid damage set, Im frankly surprised that fire/fire does not hold pride of place at the top - arguably it *should* in terms of justice, but likely the extreme value of TW coupled with the multiplier effects of Bio are what swamps it.  If TW gets detuned, and maybe GFS gets its soul destroying animation looked at, this may change.
 

Running both TW bio and TW fiery with old friends, it means we always have a good kin with enough buff (crab and or cold buff/debuff) to allow any scrappers to "tank" : the result is RSF in less than 16 minutes being a standard.

 

In those quite optimal conditions, i can just certify that both Rend armor / Bio and Rend armor / Fiery can one shot bosses, i just FEEL Fiery armor can one shot "more" 😄

 

when each AV died in less than 1 minute, Fiery embrace on any AT at cap damage win the "stupid burst" award of the decade.

Just another French Player

So Excuse my old, bad and too french English !

 

Join THE COSMIC COUNCIL !!!

https://discord.gg/DVksJ4N

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8 hours ago, Frosticus said:

It was never far up the list unless you took the time to saturate souldrain.

The shift in play has moved most people more into a "minimal prep time" style to the extent that people are even pushing to count the time a MM takes to summon pets, so herding up spawns for souldrain is questionable.

 

It's still a good to great set regardless of how it fits into the pylon game. 

 

 

 

I was just curious to ST DPS top sets when solo 🙂  

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Demon/Cold MM:

 

T4 Musculature Core

T4 Degenerative Radial

T4 Assault Radial

 

Hybrid ON:

 

0:44  0:48  0:46  0:48  1:00  0:47  0:49  0:50  0:50  0:52  = 49.4 second average = 904 DPS

 

Hybrid OFF:

 

1:14  1:18  1:00  1:05  1:01  1:14  1:02  0:53  1:04  1:14 = 66.5 second average = 704 DPS

 

And for fun, Hybrid + Lore (T3 Rularuu):

 

0:27 = 1549 DPS

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On 6/13/2019 at 7:16 AM, marcussmythe said:

Looks like the mean on each condition is about the same - moving Water Spout from ‘DPS Increase’ to ‘Not going to hurt you, use if you like it’.

 

Thats cool.

not only that but also, adds AoE w/o hurting ST damage, so it's win win.

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  • 2 weeks later

Shield Defense/Martial Arts/Soul Mastery Tanker

 

Storm Kick -> Crippling Axe Kick -> Storm Kick -> Gloom -> Thunder Kick

 

T4 Assault Core (used)
T4 Reactive Radial
T4 Cardiac Core
no Lore

saturated Against All Odds


3:35 3:33 3:24 3:36 4:07
3:34 3:50 3:49 3:51 3:34


2213 total seconds
221.3 average seconds
301 DPS

 

Testing done on beta. Currently leveling the character.

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

301 DPS 10 runs: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(5), UnbGrd-Max HP%(5), GldArm-3defTpProc(7)
Level 1: Thunder Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(7), SprGntFis-Acc/Dmg/Rchg(9), SprGntFis-Dmg/EndRdx/Rchg(9), SprGntFis-Acc/Dmg/EndRdx/Rchg(11), SprGntFis-Rchg/+Absorb(11)
Level 2: Storm Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Acc/Dmg/EndRdx/Rchg(15), SprMghoft-Rchg/Res%(17)
Level 4: Battle Agility -- ShlWal-Def/EndRdx(A), ShlWal-Def(27), ShlWal-Def/Rchg(27), ShlWal-Def/EndRdx/Rchg(29), LucoftheG-Def/Rchg+(29), Rct-ResDam%(31)
Level 6: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), Prv-Heal/EndRdx(33), Prv-Heal(33), StdPrt-ResDam/Def+(33)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(34)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(34)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Boxing -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Rchg/HoldProc(36)
Level 16: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam(36)
Level 18: Weave -- ShlWal-Def(A), ShlWal-Def/Rchg(37), ShlWal-Def/EndRdx(37), ShlWal-Def/EndRdx/Rchg(37)
Level 20: Dragon's Tail -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), FrcFdb-Rechg%(40)
Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 24: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 26: Shield Charge -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42)
Level 28: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(43), ShlWal-Def/EndRdx/Rchg(43), ShlWal-ResDam/Re TP(43)
Level 30: Tactics -- HO:Cyto(A)
Level 32: Focus Chi -- GssSynFr--Build%(A), AdjTrg-Rchg(34), AdjTrg-ToHit/Rchg(40), AdjTrg-ToHit/EndRdx/Rchg(50)
Level 35: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46), GldJvl-Dam%(46)
Level 38: Crippling Axe Kick -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg(48), Hct-Dam%(48), AchHee-ResDeb%(50)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: One with the Shield -- ImpSki-Status(A)
Level 49: Darkest Night -- EndRdx-I(A)
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17), NmnCnv-Regen/Rcvry+(19), Prv-Heal(19), Prv-Heal/EndRdx(21), Prv-Absorb%(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23), PrfShf-EndMod/Acc(23), PrfShf-EndMod/Rchg(25), PwrTrns-+Heal(25)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Mighty Radial Final Judgement 
Level 50: Banished Pantheon Core Superior Ally 
Level 50: Reactive Radial Flawless Interface 
Level 50: Cardiac Core Paragon 
Level 50: Ageless Radial Epiphany 
Level 50: Assault Core Embodiment 
------------


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		|4BB425EF7A5AF2B4497ED29469062FC22DF93F28F1FE4F|
		|-------------------------------------------------------------------|

 

Edited by Werner
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Thugs/Traps MM

 

T4 Musc core

T4 Support Core

T4 Barrier Core

T4 Reactive radial

 

I just did it once, timed it by my barrier, and from casting barrier on a nearby rooftop to pylon death was 80 seconds. So going with that, 607 DPS

 

That's without an assault hybrid, without lore pets, without gang war, without using burnout to drop extra traps, and on an MM build with 0 personal attacks.  I think I accidentally clicked the blackwand once lol. 

Edited by TheSpiritFox
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On 8/16/2020 at 12:30 PM, Frosticus said:

The shift in play has moved most people more into a "minimal prep time" style to the extent that people are even pushing to count the time a MM takes to summon pets, so herding up spawns for souldrain is questionable.

 

 

 

 

Thats silly. That's like are you really going to count your "rate of damage" to include the time it takes to toggle on all of your powers? That has nothing to do with doing damage. IMO prep time shouldn't matter you just note what prep is done so you can understand what contexts it is possible to do the DPS you end up achieving. 

 

As an MM player no pet summon time has nothing to do with DPS, you do not ever go into a fight and then start summoning pets. 

Edited by TheSpiritFox
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On 9/21/2019 at 1:41 PM, Microcosm said:

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.

I was wondering if you ever figured this out?   What sort of attack chain were you using?   Did you use the pets?   

Guardian survivor

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10 hours ago, TheSpiritFox said:

Thats silly. That's like are you really going to count your "rate of damage" to include the time it takes to toggle on all of your powers? That has nothing to do with doing damage. IMO prep time shouldn't matter you just note what prep is done so you can understand what contexts it is possible to do the DPS you end up achieving. 

 

As an MM player no pet summon time has nothing to do with DPS, you do not ever go into a fight and then start summoning pets. 

What Frosticus is referring to is a wider evaluation of realistic performance expectations that go beyond just a raw DPS value. I am one of the early players that pushed the idea of "prep" on Masterminds because it does demonstrate two different scenarios and gives better perspective to the performance and ability of a given set/combination. A MM that beams their entire squad onto a Pylon and drops all their buffs in one fatal swoop against that static object is going to walk in with a huge amount of burst, and try to carry it forward. If your pets wipe though, many would restart the run all over, some might just resummon if it's just one or two. In an AV fight, are you going to run and give up your gains, or try and refortify as fast as possible and keep going? Sometimes the AV's show up unexpectedly (get missed, spawn, whatever) and catch players off guard with a squad wipe.

 

For MMs specifically it becomes a measured metric of the net survival and performance than just raw DPS. How efficiently can they get moving and how effective is that damage while under fire? Can you get your entire squad up, running, and dishing pain faster than a Scrapper or Stalker could've just annihilated the target on their own and bypassed your efforts? Not saying you'd walk in with no toggles and absolutely zero prep, but the idea is practicing more of the in-combat ideal and getting your squad summoned on the fly, buffed, and fighting; what kind of time does that generate?

 

For comparisons sake I did this with my Robotics/Kin a long while back. Tackling a Pylon wasn't initially an intentional thing, I was just running through the RWZ after an MSR and got tagged by a Pylon. I had nothing summoned and only my core toggles active, but in that moment I wanted some honest pay back. I zipped over to the Pylon, spawned everything while under fire, buffed, and went to town. The whole process lasted a simple seven minutes and change (as I recall, and with very little Incarnate progress beyond Alpha). Pet summon time is an integral aspect of a MM's game play, they need to know what extreme they can survive with their pets, and also what they can survive without them in order to get the squad back to full. If an AV topples your T3 and a couple of your T1's, your DPS tanks and that is why pet summon time has everything to do with DPS.

 

It's one thing to understand what your isolated DPS is, but another thing to know what it takes to get it moving and whether you can survive the intake process, and this is what more and more people are starting to look at. What's the survivability on the other side of that DPS coin?

Edited by Sir Myshkin
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Placed this on the Tanker forums but it's pylon testing, so hey!

 

 

  

So I decided to try a monstrosity of a procced out build. As usual when i do this on a Fire Armor Tanker I cheat with the base empowerment buffs for KB protection (regular content the small KB protection I have works, but not against pylons) and using Recovery Serum to not waste time using Consume.

 

 

My previous times were on a 3:15 - 3:30 with regular slotting.

 

3:07 - Not much change.
3:10 - Still not much change. Too many gaps in the rotation.
3:03 - Swapped from Reactive to Degenerative. As usual little difference between Reactive and Degenerative.
2:40 - Swapped from Barrier to Ageless. Now that fixed the gaps alright! But I'm not intending to play without Barrier.
2:05 - Ageless and Assault and Degenerative.
2:20 - Ageless and Assault and Reactive.
3:15 - Went back to the original slotting and just kept the procced out Burn. No appreciable difference.
2:56 - Swapped one of the damage procs in Burn for the Fury. It seems like a much better choice as I almost got the pylon at the 2:45 before it ticked.
3:05 - So... many... misses...
3:02 - Kinda frustrating to see the damn pylon tick at the last moment.
3:30 - Changed the Gaussian for a damage proc.
2:49 - Re-procced Slash on the fact that the gap came from Focus having a higher base recharge. Maybe a fluke.
2:46 - Maybe not a fluke.
3:05 - The 5% chance to miss can go die in a fire. It is near impossible to test small changes with whiffs at crucial moments.
2:46 - Horrid start and even so. Seems like this is the new average.
3:05 - Dontcha hate trying to beat times and hear the lack of sound meaning you're hitting something front of your nose but missed?
2:30 - Degenerative. Slight change in rotation is giving dividends. I've been using Focus second and Slash third. But often I'd use Burn after Focus which wastes the FF proc for the animation time of Burn. This is dumb. I'm dumb. Always using Burn after Slash from now on.
2:41 - Reactive. So small a difference it can be attributed to whiffing.
2:42 - Replaced the Fury in Burn by a Scirroco. This is burstier than the -res proc and the gain/loss seems minimal.
2:30 - Either Fury in Burn or Scirroco times are not dramatically apart. The change in rotation did more than the slotting.
2:46 - Decided to test the theory that the rotation did more than the slotting and returned to the original Burn.
3:37 - Tried to return to Slash's original slotting. Seems like this one does make a difference.
2:43 - Returned to procced out Burn and Slash.
2:47 - This is the new average.

 

 


So, the summary is:

 

- First of all testing something in this game is a nightmare. Missing a few hits can change everything. We have this in other games and can divert stats to reach a 100% hit chance but not in CoH. Here we get to sigh and 'enjoy' it. After I changed the rotation both 2:30 times is when I did not miss as much with the 2:45 as the regular amount of misses.


- Second, Slash can and should be procced. It recharges fast enough and is low in endurance cost that neither stat is needed.


- Third, Focus and Follow-Up ought to stay properly slotted since neither has the recharge to withstand the tight rotation. With infinite slots (and endurance, or not bothered with trying to build defense) Shockwave could be added.


- Burn is six of one and half a dozen of another. All procced up it is trrrremendous burst. But then we throw fewer of them over a long fight. Properly slotted it only gains three seconds though, and the Fury of the Gladiator in Blazing Aura brings very little dividends where instead it sits much better in Burn. But Burn takes to damage procs pretty well with the double chance of them going off and this plays more with the short nature of fights in CoH. If someone has Fury and uses it ours now does nothing. So despite being near sacrilege, yeah, I'm thinking to just dump the Fury. Burn just seems to prefer damage procs and in Blazing Aura it has a pretty limited chance to go off to the point where testing with or without it there showed a difference (but it's difficult to test due to whiffs).

 

- The best times came with having Fury in Burn and Degenerative. Basically Degenerative is sliiiightly better and gains a few seconds, and Fury in Burn sliiiightly edges ahead by a few seconds. Both combined are enough to beat a pylon before it gets an extra regen tick. This is almost build-for-pylon instead of regular play. For regular play I'd still go with Reactive since regular mobs don't have the HP pool of an AV for the -HP to make a difference, and a Scirroco since burst damage reigns in CoH. Though to be fair I think Fury is fine too. IF no one has it slotted then we are helping the whole team.

 

- New rotation is Follow-up, Slash, Burn, Focus. Or Follow-up, Burn, Slash, Focus. But trying not to do Focus and then Burn as the animation of Burn wastes half the FF proc.

 

 

 

This is going to be the new official build. Since I exemplar a lot to help friends with their alts and solo/duo TFs I'm keeping the Fury in Burn. I don't think there is a correct answer for this slotting.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Claws
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Swipe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Dmg/EndRdx(48)
Level 2: Healing Flames -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(13), Prv-EndRdx/Rchg(13), Prv-Heal/EndRdx(15), Prv-Heal(15), Prv-Absorb%(50)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 6: Slash -- HO:Nucle(A), HO:Nucle(19), TchofLadG-%Dam(21), AchHee-ResDeb%(21), TchofDth-Dam%(23), Hct-Dam%(23)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(25), Ksm-ToHit+(27)
Level 10: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(29), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(31)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), StdPrt-ResDam/Def+(33)
Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(34), SynSck-Dam/Rech(34), SynSck-EndMod(34), SynSck-Dam/Acc/End(36)
Level 16: Spin -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37)
Level 18: Burn -- HO:Nucle(A), HO:Nucle(39), Obl-%Dam(39), FuroftheG-ResDeb%(39), Arm-Dam%(40), Erd-%Dam(40)
Level 20: Follow Up -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(42), SprMghoft-Dmg/EndRdx/Rchg(42), TchofDth-Dam%(42), GssSynFr--Build%(50)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(43)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 28: Focus -- Apc-Dmg(A), Apc-Dmg/EndRdx(43), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dam%(45), FrcFdb-Rechg%(46)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46)
Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48)
Level 35: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A)
Level 38: Tough -- EndRdx-I(A)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(11)
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
------------

 

 

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Attempted it on my cold/fire def and got a time of 3.54 with only tier 3s and none toggled on.

Only one attempt and won't try again till tier 4s.

I also have no idea of optimal attack chain so was using snipe, fire blast, blaze, fire blast.  Throwing in the nuke and debuffs whenever they were available.

Edited by Sweetcake
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i got curious about the proc potential of corrosive vial and decided to try it out on test on my KM/Bio stalker. i then got carried away with proccing out every attack as much as i could and incorporating a snipe into the chain to see how hard i could push it. i then ran *a lot* of pylons. the results were pretty damn surprising. keep in mind, this build would be pretty rough to play in actual gameplay and corrosive vial is a bit less effective against non-pylon targets (though the large amount of its usefulness is frontloaded in the procs).

 

t4 assault core (untoggled), t4 musc core, t4 degenerative core. for reference, the live version of this build without vial or snipe and a bit less proccage in its attacks has managed a lowest time of 113 seconds. ordered from slowest to fastest, for your viewing pleasure:

 

100
99
99
97
96
95
95
94
94
94
94
92
91
90
90
90
89
89
88
87
85
85
85
84
82
82
80

 

so far I tried using a procced out vial with stj/ena, which saw decent but not nearly as significant gains. i've done some testing with ice/bio as well, which did pretty well but i was unable to push it under 87 seconds so far. i suspect with a bit more troubleshooting and fine tuning, it might be able to beat out some of these KM/bio times.

Edited by flip
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