DreadShinobi

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  1. I think they could have done alot better with the finale, just my two cents.
  2. Quote:
    Originally Posted by Microcosm View Post
    Even if the AS granted hidden every time km will still be behind stj. Stj is quite strong now, partially because AS grants 2 combo points.
    That's hard to say. If the ATO proc worked properly, KM would be capable of keeping 160% dmg buff on both AS and CS, and 80% on SB and BB (in addition to relatively frequent Gaussian BU procs). Of course this obviously means StJ will have a greater top end because it has much more room to recieve damage buffs, but unbuffed worst case scenario the 2 sets should be even in ST dps if the ATO proc worked properly. And that's not even factoring in 100% crit chance on Burst, which puts KM way ahead on aoe.
  3. Quote:
    Originally Posted by Hopeling View Post
    Does this mean TW/Fire is twice as viable as the other combinations? ;P
    They weren't listed in any particular order, also as Khasei mentioned, Claws also works.

    edit: Oh, I just realized I said TW/Fire twice... One of those was supposed to be SS/Elec. I was kinda out of it last night.
  4. Quote:
    Originally Posted by Shred_Monkey View Post
    You forgot to mention that the AS out of hide has a much lower animation time then the other sets making it not just awsome, but stupid awsome... (supposedly this is getting a fix someday). It's actually so fast that after playing a KM stalker to level 38, I still dont really know what it is... Most of the time it looks like it just adds a bunch of extra big orange numbers to your previous attack.
    Yeah I didn't mention it purposefully because it is on the "eventually will be fixed list"



    Quote:
    Originally Posted by Zyphoid View Post
    Seems to me KM would take the lead because CS causes instant recharge of BU when it crits. With the ATIO proc you can crit a LOT, and therefor have BU up more.
    StJ is going to be outperforming KM.

    I know I have been flaunting around KM as really good lately, however in recent tests, this just is not the case.

    The top* attack chain for KM would be BU>AS>CS>SB>BB. However there is an issue with this that isn't apparant when you first look at it. This attack chain worked before because the stalker ATO was triggering multiple times, so it would semi-reliably give you crit CS's (as well as making a whole load of other attacks crit, as well as cause AS's long animation in the middle of your attack chain. This was a bug and it has been fixed, the ATO proc will now only trigger once after using AS. After triggering it will place a "buff" on you putting you in the hidden state. This buff will last for a set duration and will not expire even if you consume it's hidden status. After you consume the hidden status that the proc grants the "buff" will stay on you, it will not be doing anything beneficial for your character except that it will prevent you from triggering the ATO proc again until it wears off. Yes, this means if your AS (which the ATO proc should be slotted in) recharges faster than the hide proc lasts, it will automatically fail to trigger again until the next attack chain.

    For KM this completely wrecks it's top attack chain. If you can't reliably trigger the AS proc, you can't get your crit CS. If your CS doesn't crit, you don't get your BU recharged. Without BU recharged you lose huge dps and it leaves your attack chain with a massive gap in it. Basically if they don't change it so that the proc doesn't have that lockout window preventing it from triggering again, KM will never be a top Stalker primary. It will still be good, but it's biggest niche isn't possible right now.
  5. SS/Fire
    TW/Fire
    TW/Elec
    TW/Fire
    Fire/Fire

    Fire/Kin trollers also work exceptionally well on just SOs for farming (there is a reason they were the most common farmer pre IOs)
  6. 1)Get rid of the Hecatomb: Damage (the single enhancement); keep the proc.
    2)Add an Unbreakable Restraint: Chance for Smashing damage to the now open slot in KoB.
    3)Put the Forcefeedback proc in Foot Stomp.
    4)???
    5)Profit.
  7. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Feel free to suggest different sets. I don't know why it's not a good comparison. The argument presented by most has been "Blasters don't keep up with other damage AT's." Followed by "If you use IO's, that doesn't count." "If you're only considering level 50 content, it doesn't count." This seemed like a fair way for me to gauge the level up performance. Of course it's a lose/lose because no matter what, people will still find excuses and ways to say there's something wrong with Blasters. I guess that's the ultimate point of the experiment, to show that no matter what actually playing the game has to say, when people are intent on begging for a buff to an AT that is overall fine, with yes, some secondaries that need work done, people are going to keep doing it no matter what.
    The sets are fine, I just don't think stalkers were the right AT to compare blasters to, as the two ATs have completely diffirent spectrums of what is challenging and what is easy. The Stalker is going to take advantage when solo by having mez protection, armor, and the utility to remove any hazardous enemy from play. The Blaster should outperform on teams with more effective aoe.

    Honestly what I would have done was have used a corruptor or defender to compare to a blaster. On the corr/def use a secondary without mez protection (no sonic, no traps), and no massive tohit debuffing to avoid all mez (no dark, rad, storm, etc). Each AT would be able to use the same primary. So say, the closest comparison to a DP/Dark (the blaster you chose from the original post) could be compared to a DP/Kin Corr. Kinetics would offer healing, damage buffs, and end management later on, while not offering immense mitigation values that would obviously make the blaster look bad.

    However, as others have said, you can do this, and share your results, and hope others share results as well, but bottom line is, the devs are going to datamine for the numbers they need anyways. This test alone, even if 10 people did it, wouldn't be enough to make changes to the game. It can get the devs to look into it, but they're gonna end up pulling their own data anyways.
  8. Quote:
    Originally Posted by Pinny View Post
    All three of those ATs already have it. It's called Dark Miasma, and it's equally good, but in different ways :P
    I'm well aware. Dark Affinity is quite a bit different than Dark Miasma.
  9. The Stalker will outperform the Blaster doing solo content. The Blaster will outperform the Stalker doing team content. It's really not a good comparison, and the results are already pretty obvious.
  10. Quote:
    Originally Posted by PleaseRecycle View Post
    It looks like you'd be a good person to ask: does tier 4 core lore have any advantage over tier 3 core? Looking at the powers in the info window they appear to be completely identical, even though it claims that tier 4 gets a damage boost. Thoughts?
    Yeah, as Hopeling said, the t4 versions get a 25% dmg boost. It's nothing special, and at best is just barely enough to keep them away from being called identical.

    Quote:
    Originally Posted by UberGuy View Post
    It can be important to factor in what time you're doubling. If your server regularly runs large numbers of successful trials per day, especially the newer trials with higher chance of (or "guaranteed") Rare/VR drops, 60-thread bonuses, and extra Empyrean Merits, then the time you might be doubling could be measured in a few days. For someone like me, who's a "completionist" and a min/maxer, that's an acceptable investment in additonal time.
    Yeah that is also important to note. If all your server does is run Lam/Baf then getting your toon to t4 is going to be immensely more consuming than getting your toon to t4 on a server that also incorporates running the other more challenging trials which come along with better rewards.

    I fully T4'd my TW/Elec in 5 days because TW was released at the same time as MoM and TPN, so my TW/Elec farmed those two trials non stop. Compared to if I had been doing the same with Lam and Baf, I would not have T4'd him out in the same amount of time.
  11. The temporary analyzer mk III is very useful for viewing combat attributes of enemies. I try to keep 1 crafted on each of my toons.

    I also occassionally use recovery serums for things like Pylon Tests.

    Otherwise they're all trash.
  12. Quote:
    Originally Posted by Draeth Darkstar View Post
    Exactly how much recharge does it take to maintain the optimal chain for TW? I'm not even sure what, exactly, it is.
    There are a few good mentions of key recharge numbers in the first page of this thread. Which mainly focuses on getting FT recharged as quickly as possible.

    I personally haven't run numbers since the set initially came out even for my own TW/Elec. I run something along the lines of RA>FT>AoD>WS/CB>FT, with a different attack chain for when under Build Momentum. I haven't really played my TW/Elec much since after finishing up all his incarnate stuff, so the stuff isn't very fresh in my head and at almost 1:30am I'm not up to working out the maths right now.
  13. Thanks for compiling and posting these numbers

    And yeah I've really been noticing the 75% Psi res on Siege and NS on my new plant/psi dom -_- I typically play fire based characters so I'm not used to having anything being resisted. Actually the overall resist numbers are alot higher than I thought they were, again mainly because I so rarely play toons that deal non fire damage.
  14. I've fully T4'd something like 9 toons now, and going on to T4 2 more toons. All those toons have 2-4 T4 Destiny Powers, and a couple have 2 T4 Alpha powers, and 1 has 2 T4 Lore powers. I definitely consider getting your powers to T4 to be worth it (and I of personal preference like having everything maxed out).

    T3 is going to be your biggest performance boost, especially for Alpha, Destiny, and Lore as they give you your level shifts. For a more casual player getting fully T3'd I'd say is good enough to call yourself "done".

    However getting to T4 does make a difference. It's not worth all the work it takes when you compare how much the T4 abilities will improve your character to the T3 abilities, but it is nice if you want that character to go the extra mile and get it all complete and shiny, especially if it is your main character.

    Of important note, if you aren't looking to put in all the work to fully T4 a character but you have a very rare component drop that you want to make use of, getting your Destiny and Alpha abilities to T4 will be the best way to use it. T4 Destiny compared to T3 Destiny typically means a duration boost, a power boost, or a radius boost, or all of the above. All of which is very useful. T4 Alpha is also important because it ignores more of E.D. (2/3s vs 1/2 ignored). If anything is going to be T4'd on a character make it T4 Destiny and Alpha, they are absolutely worth T4'ing. On the other hand, Interface, Judgment, and Lore are typically fine at T3.
  15. DreadShinobi

    Is it justified?

    I'm fine with paying for powersets as a VIP, especially because they are still occassionally granting free sets as well.
  16. Yes, Dark Affinity is very good.

    WTB Dark Affinity for Corrs, Defenders, and MMs.
  17. Quote:
    Originally Posted by Draeth Darkstar View Post
    As the subject indicates, I am looking to build a Titan/Fire Brute with enough survivability to feel durable, while maintaining the recharge necessary for the optimal attack chain.

    My ideal survivability goal would be soft-capped defense to either S/L or Melee in addition to ED capped resistances + Healing Flames.

    I am not opposed to going Spiritual or Agility for the Recharge (and +Heal or +Defense) to make that happen if necessary; however Cardiac seems like a better choice if it can be done.

    Is this kind of build mechanically achievable?
    Absolutely.

    45% S/L defense on Fiery Aura is (deceptively) extremely survivable. 45% S/L defense + Solid Resistances + Healing Flames + ~2000 HP is really good when it comes to layered mitigation.

    Even going 45% S/L Defense you should still be able to get 80% rchg before hasten as well as having rolling Forcefeedback procs to boost your recharge further. For a cheaper build or potentially more offensive build you could go 32.5% S/L defense for an easy softcap with 1 small purple insp, however I would definitely reccomend trying to get a 45% S/L defense build first as it is very noticeably better, rather I would suggest a 32.5% S/L defense build as a fallback if you can't get the offense you desire from a 45% S/L Defense build. Barrier can also be used to assist with softcap.

    TW/Fire is going to be very end heavy. You will need either Cardiac/Vigor or Ageless to be sustainable.

    On my 45% S/L SS/Fire (which has fairly comparable end usage to TW/Fire, albeit not quite as much) I have both Spiritual and Vigor as well as all 4 destiny powers, all t4. When soloing or on small teams I use Spiritual and Ageless for maximum recharge while using Ageless's recovery to stay sustainable. On large teams/trials I will use either Barrier, Rebirth, or Clarion depending on what the team/task needs most and then use Vigor to keep myself end sustainable. Basically you need 1 or the other or you're blue bar will get devoured.
  18. Quote:
    Originally Posted by Blue_Fenix View Post
    Is fire resistance notably absent among the iTrial AVs?
    Fire is notably absent among alot of things. Fire is generally not going to be resisted at all unless you're fighting CoT or Praetorian Demons. It's just another contributing factor as to why Fire is such a good offensive damage type. It doesn't suprise me at all that it's absent in trials.

    Doesn't change the fact that I would like to see the combat attributes of all the trial AVs Since I'm usually too busy leading to record them myself. So I look forward to seeing them if Blood Red Arachnid (was going to abbreviate your name, but i caught myself on that one, lol) does get around to posting them.
  19. Quote:
    Originally Posted by TwoHeadedBoy View Post
    So, since the Devs have decided to start selling purple IO's in the paragon market soon, I have decided that I will no longer be sharing builds with the general public. I'm starting this thread to bring attention to that fact (that means no more "Can I see your build?" PM's, lurkers) and to share one last pair of builds for old time's sake, before these abominations go live.
    Secret builds are lol.
    Keeping builds secret just because slightly more people will have access to the same purple IOs you have is even more silly.

    I used to be pretty hush hush with the builds I made as I:
    A) liked my toons to be unique
    B) didn't like people taking my hardwork
    C) didn't like giving them a pass to success before they learned how to play their toon
    D-Z) Various other points of silly reasoning

    This was mostly when the invention system was still relatively young.

    Now a days though, looking at the bigger picture, helping to improve the community as a whole is much better than keeping ideas to yourself (Silas being one of the main people that helped me see this way after more than a few conversations ). If there are more people out there running around with good builds, supposing of course that they know how to play their toons, will make for a stronger game community, which is a good thing. Super awesome amazing build or not, it's not going to teach them how to play their toon, the 2 things aren't related. You can help people learn about and how to play a power set, and you can help them learn how to play the game better, and you can help people with their builds, each is different. Helping them with one isn't going to automatically make them awesome with the other 2, but getting them on their way with what they need help with is great to be able to do when you can.
  20. Quote:
    Originally Posted by ball basher View Post
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    Now what i want for the build is perma hasten and perma heatloss ( on heatloss some 5 secs off is not so bad) (the endurance doesnt have to be sustainable otherwise, they made inspirations with a reason)and i want 45% smash/lethal defence, without gimping my aoe ( and st) damage output. I just cant seem to reach it on the build with dark mastery. the only options i manage to see are:
    -I've got to sacrifice a travel power ( is travelling with ninja run and speed /other temps doable?)
    -I need to sacrifice one of the ice shields (both this and the option before is to make room for another kinetic combat set)
    -drop permahasten by using agility instead of spiritual as alpha, and then getting the obliteration set on spring attack

    Now, none of these options really appeal to me ( i guess the travel power sacrifice might be most bearable). That's why i came to the forums for help/advice, does anyone see any other options or better ways to make this build work the way i want it? The budget for this is unlimited, there are enhancement boosters for every io, and every alpha choice is viable (i do not want to pick barrier as destiny for the 5% defence tough, rebirth is a lifesaver). Any help would be much appreciated
    Hey, alright you've got a pretty good build going.

    These are some things I would do with it:

    General slotting:
    Switch your slotting of Fire Blast and Blaze. Blaze will benefit more from the SuperiorATO proc compared to the Apoc Proc. In blaze it's an 83.3% chance to proc 107 dmg vs the Apoc proc's 33% chance to proc 107 dmg. In Fire Blast there is no advantage over the Apoc proc for slotting the ATO proc.

    benumb needs 1 acc IO. You need to be able to hit higher level AVs with this ability with this ability, and you want to still be able to hit an AV with it if they go into a defensive godmode.

    No damage resistance slotting in Arctic Fog is . I would move your reactive Armor set from Tough to this power. The dmg res in Fog is more valuable especially as it also buffs your team.

    6 Oblits is really nice in Soul Drain. It gives the same defense bonus as Rectified Reticle and will max out it's recharge, as well as giving you valuable acc, rchg, and dmg set bonuses. The base damage is also quite nice on Soul Drain, and I do consider slotting for it to be worth it. Soul Drain on top of sleet actually does very respectable damage.

    2x rchg/end IOs in Sleet

    Knockback protection: You want either 4 or 12 protection, 8 isn't going to do much for you though.

    Power Picks:
    Drop Spring Attack for Aim. You've got plenty of AoE damage between Fireball, Fire Breath, RoF, Sleet, and Soul Drain, as well as knockdowns from sleet, Spring attack isn't doing much for you. Aim will be a nice damage buff, especially when you use it when moving between spawns so you're not eating up in combat time with it. Aim can also take 2 rectified reticle for that S/L def you were needing.

    I would not drop either Shield. They are very valuable to teams. Teams without alot of buffers on them will flat out love the defense they are giving. Teams that are already at the 45% softcap will enjoy getting to the incarnate softcap of 59% during incarnate content or simply having an effective buffer against defense debuffs. (if you are at 55% defense, and you're hit with a 10% defense debuff, that debuff won't be dangerous to you until you're hit with another debuff before the previous wore off.

    Challenge, not sure why you took this. If you took it for the set bonuses though, I'd drop it. Maneuvers slotted with 1 lotg and 5x red fortune (or just 5 red fortunes, since you've got your 5 lotgs already) will give you way more defense. Switching to Maneuvers from Challenge will give you enough defense to get rid of the 4 curtailed speed and still have over 45% defense with the other changes mentioned, giving you 3 more slots to play with.

    Incarnates:
    I would switch from Spiritual to Agility. I had Spiritual on my fire/cold orignally (as agility wasn't available at the time) as well, but agility just makes such an amazing difference it really is worth it. It's going to boost your defense making for an easier softcap, it's going to boost your team defense buffs, it's going to help Stamina and Heat Loss, and it's not that far behind Spiritual in recharge. The healing and stun really aren't going to be doing much for you with Spiritual.


    Quote:
    Originally Posted by slainsteel View Post
    Getting to 45% s/l seems, um, wasteful. Rebirth is 'nice' but barrier is as much of a life saver as rebirth can be; sometimes more (considering your resistance is so high that chances of getting 1 shot are much lower - rebirth is only buffing your regen, which is no good in case of taking 2 hits of > 1/2hp each).

    I would drop one of the shields if the choice were up to me; the shields are useful but defense really, is available in crazy chunks around (VEATs, Barriers, Leadership).

    Hell when I team, I am rarely below 50% defense 'without' my barrier fired (40% with self-buffs), and often at 70%+
    That's not great advice. Going S/L defense is fine and I would not call it wasteful. Honestly going softcap M/R defense on a resistance based fire/cold is way overkill in most situations. S/L defense and rebirth works extremely well with S/L defense. And if you're getting hit for more than 50% of your hp (which is extremely rare with the amount of resistance a cold can have) then you should be using insps to avoid such a situation of getting 2 shotted.

    SL defense on a fire/cold is completely viable. (Kahlan's fire/cold corr used a S/L based fire/cold corr with scorpion shield, and he's solo'd the apex, tin mage, itf, etc with it as well) However there will be alot more getting through compared to going Melee/Ranged defense, and since Cold doesn't have any healing of it's own to patch up what does get through, Rebirth works very well when going S/L defense. S/L defense will be your primary mitigation, and Rebirth (and an occassional green insp) will cover whatever slips through your S/L defense.

    Rebirth is much more valuable than Barrier if you are not using Barrier for softcap. Rebirth will not only get you to full, but keep you there for a good 10-15 seconds minimum. Past that it will still be a solid regen buff that will continue to pad your layered mitigation. Even on my own fire/cold that has 40% M/R defense before Barrier, I almost always switch to Rebirth or Clarion on teams (depending on the task and team) because with softcap (which is easily acquired from a couple of team mates with maneuvers) Rebirth is plain and simple going to do more for you and your team than barrier.
  21. Either go S/L Defense or Melee/Ranged defense. I would not however go for Ranged/AoE defense. As mentioned before, melee attacks typically hit much harder than ranged ones, leaving yourself open to them on a melee toon is just asking for a rough time.
  22. If someone is waiting on me I won't do it, if no one is waiting on me then I'll run through it.
  23. Quote:
    Originally Posted by T_Immortalus View Post
    Oh yeah, I don't have access to IOs.

    So yeah, it has to be good on SOs/HOs(preferrably SOs since HOs have to wait until 50).
    I'd go Sonic/Time then.
  24. Quote:
    Originally Posted by Necrotech_Master View Post
    i sometimes say "woo veng" or something to that effect if veng came at an opportune time, if its not providing a ton of benefit at the time then i dont usually say anything just hit it and rez the person or hit it and keep steamrolling
    Pretty much this for me as well.

    If it was used at a time when it was really needed then I might say something, or if we got double stacked veng :3

    Otherwise, meh. I don't really care about announcing what powers you're using, especially the silly gather for RAs/AM deal. If you use it, you use it, things will keep dieing either way :P