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Posts
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Quote:Will we be able to slot the new KB to KD set into APP or PPP? I really like to be able to pick up Energy Torrent in the Energy Mastery APP.
My guess is that it wont since the other ATO's are unslottable in APP/PPP.
Um.....
Energy Torrent in Energy Mastery already does KnockDOWN. -
Quote:That's probably the key. Ageless Radial for Debuff protection is HUGE. I talked my friend into going with it for his WP Brute, and he raves about it now.I do have and use Ageless, which helps a ton vs. the end drain and debuffs though. Just trying to figure out the differences in our perceptions.
It's phenomenal how being able to basically wipe off debuffs with a click can help. Even at it's lowest values in the second minute, it's still awesome.
Most folks don't seem to like it, preferring Barrier, but Ageless Radial is my favorite Destiny power. It may also be what the OP needs to get over the hump. Don't know why I hadn't thought to suggest it already. -
Quote:I was talking about Kinetic Melee's Repulsing Torrent, which is currently auto-skipped by most due to KnockBack.Does Energy Torrent have KB in Tanker Ancillaries? If so, I am SO confused by how the devs set up that power... Controllers, Brutes (and I believe Doms) all have KD in that power... not sure why they didn't spread that to tanks. At any rate, it's a nice opener for my StJ/EA Brute on the DA mobs.
Energy Torrent (ancillary) is KnockDown already. -
Quote:Something else to try, as a constructive suggestion, is the temp power Stun Grenades. They are a short (11s) mag 3 stun, meaning they will stun Lts.I really loved WP up until the new DA came out. Perhaps I just need to learn the enemy groups better, and set up some custom target binds.
Most of the horrible debuffs come from Lts., so make a target bind and hit them with a grenade, then kill them first.
It might help enough to get by.
edit: And, the new (coming soon) KB to KD proc might make Repulsing Torrent worth having, too. -
The build shows the ATE set in Blazing being +3. Is it possible to combine these? I didn't think you could, or that you could apply EBs to them.
Is this just an accident of applying +3 to everything? -
Cold, Rad, and Dark all have fantastic debuffs for doing AV fights. They are pretty much the perfect sets for doing them.
Having one of each, assuming you are correct in remembering what you had, meant you WERE a superteam capable of doing it, even if configured as such by accident. -
With those fixes, the build seems fairly solid to me. I don't see anything else that jumps out at me.
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Actually, the Incarnate soft-cap is 59%.
Running DN should effectively get you there versus most things. Other than your accuracy being way lower than what I would like, I would think you should do mostly ok with that build.
Here are the questions I would ask about the build, looking for improvement:
Why is the Glad. Rech/Resist in Tough? I'm not sure I understand that versus a End/Res or pure Res.
I also notice that you are over the rule of 5 on two different HP bonuses.
I'm also not sure why you went for the 5th Eradication versus frankenslotting the 5th slot. -
Here is something to look at and get ideas from. I would actually like a Panacea myself, as the small HP heal is nice for SR/. 2839 HP (w/ accolades). I slotted in a musculature radial, as that would be my choice. But, other alphas could work fine (end-redux/resist wouldn't be amiss, for example).
I would also use a few Boosters to +5 the D/E in the purple sets.
Anyway, it's not perfect, but it might give you some useful ideas.
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You have two purple sets (kinda expensive), but even so I feel the need to ask...
What is your budget? More HP is possible (~2700), but it isn't cheap.
As to Incarnate powers, Musculature would be my suggestion of Alpha. You don't need much else, or benefit hugely from it.
Destiny is a toss-up. Rebirth is obviously nice (heal/regen path), and normally very hard to resist. But, you have Aid Self and may not need it.
Ageless (with debuff resistance) would be nice for an End heal and end-drain resist and to-hit debuff resist.
Any interface with 75% DoT is, of course, the way to go. -
Why did you 3 slot SS for +5 cold resist and a movement bonus?
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Help yourself out with Stealth (and similar powers that suppress in combat). Open up Mids, open up Options->Configuration, go to the Effects & Math tab, and check the box on the right-hand edge called "Attacked". Hit the OK button.
Mids will now show you the suppressed value, which is all that anyone should ever care about. -
Quote:I cancel and resubscribe each month, since I sometimes let my account lapse for a day or two before resubscribing. This month (as usual), I didn't receive my points with my subscription. Due to this post, I sent in a ticket. I just received a reply directing me to this Knowledge Base article (which is older than your post), and told that I won't get my points until the 13th, and to resubmit a ticket if I don't get them then.
So which is it? Do I get my points when I resubscribe, or do they still show up whenever the heck they feel like it?
After the post by BP, I sent in a ticket and got a response saying that his post didn't mean what I thought it did. My bill date is the 15th, I get the points over 10 days later.
So, yeah. -
Quote:This will also have a negative effect on those run Radiation, Kinetics or any other power that speeds up recharge of skills. In a league when you have some that want the recharge and others that don't and these are now AoE. Someone(s) aren't going to be happy with the outcome.
Clearly this has wide reaching implications and will have to be further examined when beta opens.
You seem to have missed a majority of the thread. Particularly, the part where Global Recharge isn't going to affect the PPMs at all. -
DataLink not working. Need data-chunk.
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Quote:CoD is base 0.26/s, just like most armor toggles.Given how situational Cloak of Darkness is, why does it cost .52 base?
CoF is the only toggle in DA with an abnormal end cost at 0.52/s. And, most builds I see skip it anyway. It and Oppressive Gloom (cheap cost) are pretty redundant.
edit: Most of the End problems with Dark Armor come from the 33 End heal, which can be largely mitigated with one IO. -
Energy melee doesn't get a heal. Energy Transfer does damage TO you.
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Electric Armor, built well, can work with any secondary.
Energy melee is currently a very out of favor set. It's single target damage per time is very mediocre. It's AoE damage per time is poor.
Stone melee is going to be better in every respect than Energy melee.
Fire melee would be better damage than Stone, especially in AoE, but would lose the bonus mitigation that Fault offers. -
There is some confusion going on with the acronym usage here.
For Tanks, the Defense set is primary and comes first. The Attack set is secondary and comes second.
EA = Energy Aura, which as LSK noted, Tanks don't get. Unless you meant Electric Armor, which is usually abbreviated ELA to avoid confusing the two.
To clear up which sets you are asking about, perhaps you could spell it out, instead of using acronyms which don't seem to be coming out well.
The first post looks to be asking about:
Elec.armor/Ice melee
Ice armor/Fire melee
Elec.armor/Fire melee
Elec.armor/Stone melee
Your second post appears to have reversed the proper tank order and put the armor set second.
edit: Wanted to add, Elec/Stone would be very durable when built for S/L defense. The KD from Fault would add a ton of mitigation. -
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My biggest want is actually a "fix". My main would be using the male Ice hairstyle.
However, anytime he is affected by a AoE stealth field, his head becomes see-through. The hair ends up floating above the face with a gap visible through it.
So, I use another hair style, because I can't abide having a see-through head. -
Quote:For everyone claiming the recharge thing is bad, has it been stated what the MINIMUM chance to proc will be?
I believe Synapse posted the current working idea for Min chance was 5%+1.2% per PPM rating.
So, on a current 20% chance proc, the minimum will be around 8.5-9%.
Several tier 1 attacks will be well below 20% chance in this case.
Example: Scorch at +100% enhanced recharge will be ~12.5% proc chance at 3PPM.
edit: Incinerate (also at +100% enhanced recharge), on the other hand, will go from up to ~32.5% at 3PPM. It's a give and take. The funny thing is, the most uber min-max chains will probably all improve fairly dramatically. -
As a slight aside, while converting things to PPM, I hope they standardize Touch of Death's proc to equal the other 20% procs.
I've never understood why it was 15% instead of 20%. If it was because it was NE damage, that got broken when Cloud Senses proc came out. -
Quote:It sounds like my main is set up like yours (SP-Smite-SP-Shadow Maul). I, too have a Hecatomb proc in Shadow Punch, and this is going to affect me the same way.
When they increased the activation time on Shadow Punch, it had a very large impact on my DPS. When they improved Midnight Grasp, it did nothing for me, because I don't have it for the same reason you don't.
It's a price we're paying for sticking to concept instead of min-maxing. I wish individual powers were balanced better within the set, so that we had more freedom to choose powers based on aesthetics without worrying about performance. I don't recall the exact reason for the change in animation time to Shadow Punch, but if it had to do with abusing procs, maybe they'll revisit it now that procs won't be able to be abused in that manner.
I still support this set of changes to procs because I think it's more balanced, overall, but it would be nice if they'd examine some of the fast recharging powers and figure out how they can still be valuable in a game where good attack chains don't use them at all. Lowering their animation time would be a good option, where possible.
After reflecting on this change overnight, my one and only real complaint is how it FURTHER marginalizes pretty much every Tier 1 attack in the game.
I just don't understand it. Min-Max already avoids the Tier 1 attacks. It's not like Purple procs make these into Uber DPA or anything.
It just doesn't compute for me. -
Quote:Setting aside the cap, which seems imposed by a design imperative that has nothing to do with rate calculations, the impetus behind the change seems two-fold. (1) To make longer-cycling powers more attractive places to slot procs for reasons beyond getting a six-piece set bonus. (2) To slightly reduce the performance of high-chance procs in fast cycle time powers.
So it is explicitly a buff to some powers and a nerf to others, with the goal that most stuff in between the extremes won't change much.
With the side effect (due to the AoE penalty diminishing) that most AoE powers (possibly excluding patches/rains) actually seem to improve a decent bit in proc use, too.
Given the general feeling that AoE rules when grouping, this may be a huge buff to a lot of builds (not mine unfortunately). AoE farmers are likely to enjoy it a lot, too.