Flux_Vector

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  1. Flux_Vector

    i20 Questions

    Quote:
    Originally Posted by Antares_NA View Post
    Returning to the game after a long absence I (re)discovered that I have a lvl 30 PB! I've also started a new WS that i plan on taking to Redside. The boards seem very...dead. Where is everyone?
    Playing other ATs, probably. Except for top-notch warshades the incarnate content has once more pointed out how far behind kheldians are on the power curve.

    Quote:
    But, I have questions:

    PB - lvl 30
    1. How should I level? Tri-Form? Dwarf/Human?
    2. How should I slot? 3 slots per power as I level? What should I slot in each? End Reduc? Acc? Dmg?
    3. 3. When should I take each power?
    1 - Human/nova. White Dwarf is a trap! Carry breakfrees for status protection and stay away from the rhinolobster. His damage output is terrible and his "real" survivability is poor. Don't be fooled by people telling you he can tank. Against modern, debuff-heavy content he cannot.

    2 - Slot your attacks and self-healing powers first. Slot other powers later. I like to have 4-5 slots in my attacks and 3-4 slots in my self-heals. Acc/3 dam/1 recharge in attacks, 2-3 recharge, 1-2 heal in my heals. Get 3-slotted stamina quickly, and 3-slotted hasten as you can. Then add the last few slots to attacks and heals before starting to slot up other powers.

    3 - Depends on the power. Most you want to take right when they become available. Nova form take at 6. Essence boost at 4. Radiant strike at 8, incandescent at 18, reform essence and pulsar in that order as quickly as possible in the 20s. Other powers you have wiggle room in when you take. Take hasten early.

    Quote:
    WS - lvl 1
    1. How should I level? Tri-Form? Dwarf/Human?
    2. How should I slot? 3 slots per power as I level? What should I slot in each? End Reduc? Acc? Dmg?
    3. When should I take each power?

    Hopefully, someone answers me!
    1. Nova/dwarf. For warshades dwarf form is pretty good. Your human form is wonky and hard to use. Use your human form to buff yourself with mire and eclipse for nova as much as possible, and then use dwarf if things get really ugly. Use human form to recover with stygian circle, and to summon your extracted essences. Otherwise, if you aren't buffing or recovering or making pets, you probably shouldn't be in human form.

    2. See above. Favor your attacks. Slot other powers as you can. Extracted essence should get slot love.

    3. See above. Forms as soon as they're available. Extracted essence and stygian circle asap also.
  2. Flux_Vector

    MA/SD Build

    Red fortune x5 nets you a 2% damage buff and 5% recharge buff from set bonuses. I didn't see anything particularly better to do with those slots, off-hand.
  3. Quote:
    Originally Posted by DuceyKins View Post
    I understand the fears in an all rech based toon, but remember there are two of us, with 4x Manuevers 4x Assaults and 2x Mind links we buff the S@$%! out of each other. Since the changes our toons eat through mobs like mad and hardly ever need to stop for anything.
    That's fine, but you won't be doubled up if your team splits and you go different ways, or if your league leader splits you up onto different teams in a trial. When I lead trials I make an effort not to put more than 1 SOA or kheldian onto the same team to spread around the buffs from the SOAs and to maximize the kheldian's buffs from their inherent, respectively. I'd expect a lot of trial leaders who run premades would do the same, so unless you trial with a surplus of SOAs, you may not be kept together that often in the endgame.

    And in the endgame is when you're going to need higher than minimal defenses - the 'soft cap' to incarnate trial content is 59% defense, not 45%, and since widows don't have effective -def resistance, I feel 'most comfortable' at 70% or so, so that I can soak a -def hit or one of the tohit buffing Battle Orbs summoned by the IDF before I start cascading. Nobody really plans around getting 70%+ defense on their own, but with a more 'standard' widow build you will be pretty comfortably 'doubling up' with your partner to a trial-friendly defense number on those times you are kept together, like say if you plan on requesting it of your leader or leading yourselves.

    As far as recharge, it's only really good to a point. That point being 'where your desired attack chain has no gaps.' After that, recharge doesn't improve your damage output anymore, and with the amount of recharge it already takes to run a 'top tier' or even 'second tier' attack chain in most builds, adding more is only going to have a minor effect on other powers. Lately I've been looking at my build with an eye towards getting the minimum necessary recharge and then seeing what I can gain by diversifying - in the above-posted build from me ,you get +16% damage from set bonuses, for example, which itself is roughly equal to having an second (or third) assault going, but for no end cost.

    Still, if you're happy, you're happy. I'm just giving you some advice on optimization based on my experiences. Good luck
  4. Flux_Vector

    MA/SD Build

    Dump the KB resist steadfasts. Get a 3% def steadfast instead, put active defense on autofire instead of hasten.

    You weren't soft-capped to normal content... and incarnate trials have enemies with 14% higher base to hit.

    I took the liberty of revising your build a bit. The new build is quite comfortably softcapped to ranged and melee, but not to AOE. Maybe somebody who's better with shield than I am can do more with it. Personally I'd be a little concerned about the endurance consumption here if I were you, but you've got some extra end management powers... still I'd probably turn off tough a lot, myself.

    A barrier or rebirth destiny, or working in aid self, would help you a lot too. When you trial as it is, I'd say carry 2 columns of purples and 3 of greens to cover yourself with. Maybe switch to 3 of purples and 2 of greens.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(50)
    Level 1: Deflection -- LkGmblr-Rchg+(A), RedFtn-Def(46), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50)
    Level 2: Cobra Strike -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(9), Mako-Dam%(46)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), RedFtn-Def(11), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36)
    Level 6: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(29), GSFC-Build%(45)
    Level 8: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(19)
    Level 10: Fly -- Flight-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: True Grit -- Heal-I(A), Heal-I(25), Heal-I(25), S'fstPrt-ResDam/Def+(27), ResDam-I(36)
    Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(33)
    Level 20: Active Defense -- RechRdx-I(A)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A)
    Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 30: Kick -- Empty(A)
    Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
    Level 38: One with the Shield -- Heal-I(A)
    Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(43)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(46)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(27), P'Shift-EndMod/Acc(37), P'Shift-End%(37), P'Shift-EndMod(37)



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  5. Redraw does hurt dps. I'm really not a fan of any patron pool attacks for night widows at this juncture as a direct result of having tested that out. Shatter armor might work, because its debuff has a long duration, but you're trading 2 powers and an intrusive double-weapon draw to get it. Plus anything really worth using it on (ie, archvillains) will probably resist the debuff anyway (resistance resists -res innately). Musculature alpha's pretty much 'invisible' to your play, comparatively. Since my widow's my main, I've made the effort to get both a musculature and cardiac very-rare alpha, and now I'm looking at having the choice between at least a rare of ageless core, rebirth radial, and barrier core destiny buffs depending on the situation I'm in.

    So far I've only been using barrier, and mainly in the incarnate trials themselves, but it's been extremely good to me. In more normal content I'd say rebirth is probably a better choice, while for pylon testing or 'pure dps' it'd be ageless + musculature all the way.

    Follow up beats the pants off of build up. And then spanks it. And sends it to daddy for the belt after that. Buildup is a 20% tohit buff, 80% damage buff for widows. It lasts 10 seconds and will have a 20-25 second recharge time. Followup double-stacks to 20% tohit, 60% damage, permanently. You can also put the gaussian proc into follow-up and have the chance of it firing every time you use FU, which is more often than once every 10 seconds like you get in TT: Leadership, and unlike TT: Leadership in FU it will always fire while you're attacking and thus will benefit from it.

    The best seamless, practical attack chain I've tested for widows is FU-Slash-Lunge-Strike-Swipe. Without any incarnate powers or external buffs, this was doing 222.5 DPS (6:45 kill time) in pylon testing for me while having a friend tank the pylon so I was just purely attacking (this was the same test session I just did to determine that using gloom actually would be bad...). I was running TT: assault and had +16% dam buffs from my IO build (total +31% damage, and then 60% from FU, and more from the occasional gaussian proc), and I used Recovery Serum to make end management a nonissue for the sake of the test (cardiac or ageless should cover that just fine too). Using a reactive very rare interface and musculature core paragon, I later managed to get the pylon down in 5 minutes flat with that chain.

    I've been unable to make a 4-power attack chain with Slash that doesn't rely on unsustainably high +recharge buffing. I've been able to run FU-Slash-Lunge-Strike with Force of Nature or Adrenaline Boost buffing my recharge, but only briefly with an Ageless - when it's first fresh.
  6. In my opinion the most recent build posted has a lot of problems - the most glaring of which is not taking Lunge. Lunge has the highest damage per animation speed of any widow attack - that makes it the best attack widows get. Every widow should have lunge, always.

    Overall, in a lot of cases it looks like you were just chasing every recharge bonus you could, whether or not it was a particularly good idea to. Recharge isn't a bad thing to build for, but it's not the only thing to build for - a build is like a car engine, many parts going together. Your recharge has to be backed up by survivability, in particular, and your build seems weak on that front - the very minimum acceptable, in fact. While you probably are planning on being in a duo and buffing, realize that in some situations you'll be split up from your partner, and you'll both need your defenses to stand on their own feet during that time.

    Other things that stand out to me are the use of an epic pool: epic pool attacks cause redraw, and I literally just last night confirmed on the test server that redraw hurts your damage output. The patron pets are a mediocre gimmick at best, and can usually be replaced with other powers that are more useful.

    Two travel powers are completely unnecessary, especially with the availability of temp power jetpacks and boosterpack powers like ninja run. Slotting combat jumping and super speed, and indomitable will, are all also questionable choices. Double leadership isn't necessarily a bad idea, but it's again over-slotted here.

    Here's a build I've given to several friends that has helped them be very successful with their night widows. Advice regarding using or adapting this build to suit your desires:

    It seems that the best practical attack chain for a night widow to use is follow up - slash - lunge - strike - swipe. This attack chain really beats your endurance up though, especially if you don't have a cardiac alpha. Follow up - lunge - strike - swipe is much easier on the end bar, and isn't that much worse damage. Consider using Slash optionally - both as an opener from hide for the crit, and otherwise as a 'gear shift' in your sustained attack chain - when your end bar is happy, start using slash. When your end bar is hurting, omit it and rock the other four attacks.

    The build's 5 seconds off from perma-hasten. You may want to look for a way to sneak some extra recharge into it, but really, I don't consider that a dealbreaker. Slash however is really on the very edge of the recharge needed to make the FU-Slash-Lunge-Strike-Swipe chain work. So be a little wary there.

    Eviscerate is actually an optional power - it's there cause my one friend really likes its animation and feel, but statistically it's a bit of an under-performer. If you're looking for someplace to liberate slots for other powers, or a power to replace, this is the first attack I'd put on the chopping block. Changing it out for poison dart would let you get a ranged option to pull or peg runners with, and a decimation set for a smidge of extra recharge.

    Placate's optional. It's a very useful power if you use it well, and for certain things, but I rarely use it in practice. It'd be the first power I replaced in this build, especially if you don't look into forum researching nifty placate tricks (such as placating to get a crit from Spin, or placating and changing targets as a form of crowd control). It really wouldn't be a terrible idea to replace it with regular-leadership's Assault, especially if you're going Cardiac alpha.

    Elude is how you deal with -defense, and get an extra burst of end recovery if you really need it. I don't use it that often, but when I do I'm really glad I have it.

    Aid self is not really optional, unless you take the Rebirth Destiny buff on its Radial (regeneration) line later in life. But otherwise, Aid Self will save your bacon a lot when that lucky hit lands and takes a big chunk out of your hp bar.

    Good luck and I hope this helps

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine

    Villain Profile:
    Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(42)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(43)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(39)
    Level 6: Dart Burst -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Acc/Dmg(17), Posi-Dam%(19), Posi-Dmg/Rng(45)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), GSFC-Build%(13)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
    Level 12: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23), Mako-Dam%(45)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 18: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), RechRdx-I(45)
    Level 20: Super Jump -- Jump-I(A)
    Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(43)
    Level 24: Mind Link -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27)
    Level 26: Mental Training -- Run-I(A)
    Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50)
    Level 30: Mask Presence -- LkGmblr-Rchg+(A)
    Level 32: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dam%(33), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34)
    Level 35: Spin -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 38: Aid Other -- Heal-I(A)
    Level 41: Aid Self -- IntRdx-I(A), Numna-Heal(42), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(50), Dct'dW-EndRdx/Rchg(50)
    Level 44: Tactical Training: Assault -- EndRdx-I(A)
    Level 47: Placate -- RechRdx-I(A)
    Level 49: Elude -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 1: Conditioning
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43), Numna-Heal(46), Numna-Heal/EndRdx(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
    ------------



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  7. Flux_Vector

    LF NW chain

    I'd rather test things out and then man up and admit I'm wrong, than have my name get put on bad advice

    Goodluck with your widow. For the record, I'm kinda turning into a fan of the FU-Lunge-Strike-Swipe chain. It was doing quite well when I added my incarnate powers (with the 75% reactive DOT rare, it took down a pylon in 5:09), and it's a lot friendlier to the end bar. It'd probably be very practical to shift between using slash, and not using slash, depending on if you're having end problems at the moment.

    I also tested 'filling with gloom instead of swipe, but only when I had a gap' - that came out to 7:45. And I tested filling with placate, which came out to 7:57, possibly because placate was only up for 1 gap out of 3. Maybe alternating placate and swipe for filler would be an improvement, but my friend who was tanking was getting tired. Placate at least doesn't cause redraw.
  8. Flux_Vector

    LF NW chain

    Came back to share some test results and correct myself:

    Gloom isn't a particularly good attack for widows. Some pylon testing on Test whlie a friend tanked for me so I was purely attack, confirms that redraw does have a negative impact on widow damage output. I respecced into gloom, took out my musculature and reactive incarnate powers, and did two trials of each attack chain.

    Running FU-Lunge-Strike-Swipe, in two runs, I downed the pylon in 8 minutes each time (as in, 8:01 and 7:58). Running FU-Lunge-Strike-Gloom I downed the pylon in 8:50 and 8:15. Since I was expecting a DPS increase of 20-25% for using gloom, the fact that my times got slightly worse is a strong indicator that redraw's impact on DPS isn't a myth, or at least, it's not for night widows. FU-Slash-Lunge-Strike-Swipe yielded 6:46 and 6:45 times on the pylons, for reference. Of course, end management becomes a throttle - I ended up using the recovery serum temp power to keep myself from bottoming out with that chain, even after adding a cardiac alpha so I wouldn't have to concentrate as much on end management.

    Maybe mixing in shatter armor would be worth it, maybe not.

    So, while it's not really a scientific number of trials, it was enough to convince me. Don't redraw with your widow.
  9. My widow's able to solo all of the crates/chambers on the 2nd phase of lamba without being incarnate softcapped on her own (she's at 55 melee/50 ranged/50 AOE defense). It's not always clean and easy, I'm not doing it without using insps, aid self, and occasionally elude or demonic, but I can do it if I have to.

    Like say if I have those incompetent teammates who run off on their own to die instead of hugging the buff-widow like they should already be trained to by all those great SOAs who take all their leadership toggles and mind link and use them to help their teams... oh wait, that's my fantasy world

    Seriously, though. Between insps, tier 9s, destiny, and demonic you should be able to take a nice chunk out of the phase 2 of lambda even before you're level shifted fully. Once you are level shifted fully you should be cruisin'. The key for me really was practice and experience. Knowing to take down the battle orbs is one help, knowing that the psychics can use drain psyche and that the victorias and ACUs do a pbaoe end drain/-recovery on death, is another.
  10. Group Energy Flight... first, ought to be made a click pbaoe power and have its penalties removed. As it stands the way people need to stay near you pretty much kills any benefit the power 'might' even have. Even when there weren't lots of temp powers that replicated it, back in the day there were a lot of people getting dropped in the shadow shard trying to use it. Until people stopped going there at all because rularuu were hard and dumpster puppies were not. But even once it's a click and thus won't drop people who happen to lag a bit... a lot of powers require the user to be on the ground - including solar flare or white dwarf flare - so flying actually isn't necessarily a buff to a wide range of characters. If I had to choose between flying and using foot stomp on my super strength brute, foot stomp would win every time. Therefore... instead of making it actually grant flight, make it a flight speed buff instead of granting flight. And since that's still pretty weak, give it some actual stat buffs. Since it's 'energy,' potential things it could buff based on that are recovery, regen, recharge, and damage - maybe even be a little unique by adding an energy proc to attacks, like fiery embrace. Since it's 'flight' it could also buff defense, though I think defense is running amok in the game right now and wouldn't be surprised if the devs were hesitant to give out more, except maybe in token amounts that wouldn't be much of a help at all to peacebringers.

    Bottom line... I'd personally like to see group energy flight become a click pbaoe +fly speed, +recovery, +regen buff. I'd take that power, and use it as something other than exhibit one of what's wrong with peacebringers. Just sayin'.

    I saw a suggestion awhile ago, that wasn't my idea, to make PB buildup a 'mini rage' type of power before - give it a longer duration, take away some of the buff. Something like a 1-minute uptime 5-10% tohit, 60% damage buff with a 3-minute base recharge speed would probably work out okay. A shorter base recharge would have to be compensated by not making it stack, I think, since the only thing that keeps stacking rage from being completely out of hand is is damage crash. I don't think that kind of intrusive, red light/green light mechanic needs to be repeated anywhere (even though I quite enjoy my super strength brute). Anyway, I definitely am behind that idea. I haven't mathed up how much it would help, but it'd be a lot friendlier to shapeshifting than BU is, and that's a start.

    If we could get dwarf powers in lightform... I'd have to renew the cry for solar flare and radiant strike to do knock down instead of knockback. You couldn't chain dwarf flare and solar flare very well when solar flare made them fly all over. And radiant strike's KB can hurt your 'practical' DPS as you have to chase your target down to hit again with your much-stronger human melee attacks. Melee ATs had most of their KB turned to KD for a reason. I'd probably even hate super strength if it still KB'd!

    Photon seekers... as they stand... just don't do what we need them to. Which is compete with extracted essence. Since I doubt the devs will actually make them essence-like pets, I would like to see them made over into a more effective AOE. The electric control set and now the ion judgement have inspired the idea in me to make photon seekers a 'chain' or 'jumping' AOE power, where you zap out a couple kooshballs that immediately hit something, and then jump around from there. Same sort of 'glowy balls seeking things out' theme, but that works instantly and without the current seekers' wonkiness on going off, hitting targets, hitting the same targets, or having a too-small radius. Seekers' recharge time and damage actually are already balanced around being a "nuke" power, the biggest problem I've always had with them is that despite their long recharge and unreliability they've got a terribly small radius compared to other nuke powers. Solving that in this manner doesn't change the character or appearance of the power much, just makes it effective for its apparent purpose.

    Probably still wouldn't close the gap with warshades, though.

    Edit: What probably would work, and make peacebringers a pretty snazzy AT in one fell swoop, would be to make it over into a full auto/rain of arrows type of nuke, that could be gotten down to a 30 second or shorter recharge time without enormous IO investments. Even 45 seconds to a minute, like hail of bullets, would be a pretty huge improvement to the AT. (Yes I know those nukes can be up even faster if you want to make them be). In fact, thinking about it more, this seems almost like a magic bullet of a change: Photon seekers get turned into a "jumping chain lightning" type nuke with a longer cast animation, 16 target cap, and 90 to 120 second base recharge.
  11. The 59% softcap comes from the fact that the mobs in the incarnate trial were checked out with the Surveillance power to have a 64% base to-hit, compared to the usual NPC 50% base to-hit.

    They don't, apparently, have an actual to-hit buffing power on them, but a higher starting value. If they were to get tohit buffed they'd get even more, in short.

    I have little doubt that this is because the ease with which people are soft-capping and its prevalence among all characters is considered a balance issue in end-game play. That said, I don't think it's a big deal to have to 'incarnate softcap' on your own, even if you're a defense-based character. You won't be alone, and just like before inventions and soft-capping existed, support teammates will be able to make sure you're able to handle the aggro and tank for the team. A secondary thing to consider is that the large number of bosses faced in the trials have a higher to-hit floor than normal. The advice not to rely on softcapping alone if you want to main tank is a pretty good idea, in my opinion. Adding resistance or recharge instead of, or in addition to, extra defense might be what you really need.

    Also, the incarnate powers themselves offer some additional, alternate survivability options in the Destiny tree. Less so in the Interface tree, which is proc-based.

    I've mostly been trialing with a night widow, and despite the lack of being 'properly incarnate softcapped all of the time' I haven't had a serious issue with survivability once I got some practice with the encounters. At the end of the day, stats are not a good substitute for experience in them.
  12. Flux_Vector

    LF NW chain

    I haven't calculated it either because the math wasn't something I could easily do on the back of an envelope while I was poking around in Mid's after not being able to sleep this morning

    The thing is that shatter armor has a ~2.5 second animation speed, and while my mids is saying it does enormous damage, I have the feeling it's wrong because the power description ingame is listing at about 1/3 the unenhanced damage that mids is. I'd go with the ingame value, myself, which puts the base DPA at about 65, or somewhat less than Swipe. Since it has a 20 second duration you'd want to use it as infrequently as possible. And since it's mutually exclusive with Gloom, any chain that uses gloom will have to change to swipe instead if it's using shatter armor.

    To give it a useful comparison with you'd have to see how many iterations of a given attack chain could fit in 20 seconds, then string that together like "shatter armor -> 1.2 * (attack chain * X) -> shatter armor -> 1.2 * (attack chain * X)" to a certain time frame, say 1-2 minutes worth time, to get a sense for what effect shatter armor's long animation and low DPA will have on your DPS.

    Off the cuff though, the DPS I calculated for FU - Lunge - Strike - Swipe was around 220. Simply improving it by 20% and ignoring Shatter Armor's animation time entirely, would move you to 264. FU - Lunge - Strike - Gloom calculated to 250 in my mids'. If there's a redraw impact I think shatter would have it worse, since it's got a draw animation of its own. Estimating the impact of shatter armor's animation time/DPA on things, considering you could in a perfectly lag-free environment get 4 cycles of FU - Lunge - Strike - Swipe in between shatters, I'd say shatter comes out slightly ahead of gloom, but not by very big margin. If there's a redraw impact I'd bet they're very close to the same, but if there's a redraw imapct then using Swipe instead of Gloom starts looking like a better idea too.

    If Shatter does Mids' damage instead of the damage that it's telling me in the 'real numbers' ingame, then shatter wins any which way, and you may even wanna use it off cooldown, cause Mids has it doing almost 700 damage slotted.
  13. Flux_Vector

    LF NW chain

    Redraw having an effect on DPS supposedly was fixed... at least for most sets. I forget which ones are the unlucky ones though. Gloom can 'seem' to be doing worse damage than it is, though, because it's a DOT. Did you run any pylon tests comparing chains with or without it?

    Moving to swipe as your 5th attack in a 5-attack chain would probably not be that good.
  14. Flux_Vector

    LF NW chain

    FU - Lunge - Strike - Gloom is, according to my calculations, a very good "practical" chain for a widow, dealing around 250 DPS with 2 FU stacks and damage procs in your attacks. It's got a +recharge requirement of about 250% total (or 95% enhancement and 155% global) in each of FU, Lunge, and Gloom. Fortunatas can also use this chain, but they don't get mind link helping them on the +rech, so they'd best be ready to break out their pocketbooks.

    FU - Lunge - Strike - Swipe works at the same recharge as the above, but does less damage. It's got the advantage of no redraw, if redraw bothers you, and of being available before level 41.

    FU - Slash - Lunge - Gloom - Strike actually seems to calculate at around 260 DPS with procs and double-stacked FU. And it won't break your back with recharge requirements, either, being a 5-power chain where Slash only has to recharge in 4.7 seconds or so.

    FU - Slash - Lunge - Gloom works with a ridiculously high level of +recharge, like when you have a high-recharge build with Force of Nature/Geas of the Kind Ones or Ageless Destiny going. It's a noteworthy damage increase over the top one... but it isn't something to build around - you need 366% recharge on Slash to make it flow. I calculate it at around 270 DPS. So it's not even a huge improvement, either.

    Edit: But, as noted, Slash isn't necessarily key to your dps as a widow. It does do good DPA, but all widow claw attacks do good DPA. Lunge, actually, does the best. Gloom is pretty high too. Using them makes up for alot. Slash gets messy because of its 16 second recharge and 1.6 second arcanatime animation (a full .3 seconds slower than any other single-target melee attack in the widow arsenal). There's only a 10 dps difference in my math between a 4-power chain without slash and a 5-power chain with it.

    Edit 2: The build I calculated this off was running TT assault and had another 16% damage buff from set bonuses, for a total of +31% damage outside of followups. And seeing as I posted nice round numbers, I was rounding off.
  15. Flux_Vector

    Human only PB?

    I'd proc about half my single target attacks with achilles heel and 1-2 damage. The rest I'd proc 1-2 damage and slot normally otherwise.
  16. Flux_Vector

    Human form PB

    Quote:
    Originally Posted by CrazyJerseyan View Post
    My build could be terrible, but I slotted certain items a certain way for the recharge bonus'...not everyone wants to or is able to put 6 purple sets into a toon, especially a sub-par AT like PBs as I keep being told. I think we talked about this before and I'm not a #s guy, but doing solo tips and mission arcs, I haven't been mezzed for more than 2secs and based on that, don't carry breakfrees anymore. Maybe that's because I haven't run any mez heavy content in the last 2 months like others have stated or maybe it's because the IO slots are actually dong what they are supposed to by cutting down on mez time...idk. BU and Tactics would have been 5 slotted anyway for the recharge bonus (again, I'm not putting 6 purple sets into a PvE toon) so 1 more slot apiece for what I feel works is ok.
    Do you post with two accounts? Cause you're not the original poster's forum name, and your name wasn't on the build.

    If you're soloing tips and not doing so on team level difficulties, it's no wonder to me that you aren't having much trouble with being mezzed.

    Quote:
    I only have 2x AOEs b/c I built this toon to perform as a Scrapper and usually go after bosses. Reference KB...in an enemy group of minions, Photon Seekers + BU is going to KB everything, but its also going to kill everything except for the boss possibly. No need for teamates to get upset with that power being used. RS hits pretty hard, so either use it as a finisher or immediate follow up with a ranged attack before an enemy gets up to deal with that KB issue. Solar Flare isn't a heavy hitter, I only use it when I'm solo or trying to get the +recharge proc to fire off when fighting Bosses, so no need for KB worry there either.
    BU doesn't affect photon seekers. Neither does cosmic balance, set bonuses, or buffs like assault or fulcrum shift. It's one of the AT's longstanding known issues - unlike other pet-delivered damage powers (rain of X, burn, trip mine, etc) photon seekers don't inherit damage buffs from their caster. Unless there's been a stealth fix in the interim, but none of my friends who still are playing PBs has told me of one.

    Radiant strike's KB is a pain in the butt, but as an attack it's got a very high DPA and is very well worth using at every opportunity. It's statistically the most powerful single-target attack you get by a significant margin, due to its fast animation speed.

    Quote:
    Since I haven't had to worry about holds recently, I specced out of the Concealment Pool as a form of mitigation. This build allows me to be more offfensive and not have to worry about defensive play with the heightened HPs, heightend damage resistances and quick recharging heal that are afforded. I had better S/L resistance but took Tough out of the build and have had no problems running solo. If I was short the 10-30% damage resistance that your build is missing, I may have to play more defensively or maybe those #s don't equal out to much mitigation. Again, not a #s guy, so don't know how that plays out for you.
    I am a numbers guy.

    I've found for PBs that the lack of true status protection makes tactical defense and self-healing/essence boosting more important than resistance shields. Even a brief stun suppresses your toggles during its application, meaning whatever resists you have are liable to be suppressed during periods you're actually getting hit by multiple attackers, since many NPC stuns are 'incidental' to their standard attacks (such as with rikti energy blasts).

    Fire and cold resist are pretty minor in most content. Most fire and cold attacks are split 30% to 60% with smashing or lethal damage. Other than cherrypicking enemies like in a fire AE farm, I don't know of any content where you'd get more mitigation from the fire/cold shield than from the smash/lethal one. Not that it's necessarily bad to have, but I certainly get more actual survivability from superspeed.

    Quote:
    I normally agree with putting damage procs into the faster animating attacks, but I didn't see much difference between an attack that fired in 4secs vs an attack that fired in 6secs. Also, I use IS more than RS based on the issue above. I did not 6 slot IS with Heca and did not use the damage IO in that set either. Finally, some love nukes and some don't; I'm in the camp that is not into crashing nuke use...just my preference. It seems like overkill to me when I can usually take care of minions in 1 shot with BU+PSeekers.
    Except it's not an attack that fires in 4s vs one that fires in 6, it's an attack that animates in 3.3 seconds vs one that animatins in 1.2 seconds. Recharge time matters less for your overall damage output than animation time. A fast-animating attack does higher damage per second of animation speed, and animation speed is the only choke on your attack chain that you can't do anything about. I fire radiant strike twice as often as I fire incandescent strike in my single target attack chain.

    And again, BU doesn't work with photon seekers, or at least, it didn't as of issue 19.

    I misidentified your pvp io as part of the hecatomb set though, they looked similar when I pulled up the data chunk to inspect because that 'long forum export' format really annoys me to read.

    Quote:
    I definitely wouldn't call your setup terrible; most of your power selections are similiar to my last couple of builds before respeccing. It's a different way to play a PB and I've found that over time, this build works better for me.
    Then it works for you, and congratulations. But your build (which at the time of my posting I had no way of knowing was your build) is a nonstandard one and makes what I consider to be terrible choices for high-end play in the hands of someone who isn't tuning it specifically to a certain goal. I consider mez resistance an extremely questionable choice in particular, especially because you're slotting powers you otherwise wouldn't in order to get it, and overslotting shields for it. Also, because it was nerfed with the pvp changes in issue 13 - you're using around 180% hold resistance, for example, to get about the same effect as 100% hold resistance would've given in issue 12.

    You can easily get the 5% recharge boost from doctored wounds in your heal powers instead.

    Quote:
    Couple of questions:

    - Why no multiple procs in Gleaming Bolt? Nothing like an attack that fires off every second issuing out holds, - resistance etc. Seems like a waste not to slot it that way.
    Set bonus on apocalypse. Recharge is the PB's friend. The hold proc in devastation is mag 2 and achilles heel doesn't stack, so having too many of them in your attack chain isn't worth it. It's a judgement call how many to use.

    Quote:
    - Taking Pulsar is good advice? Why stun a group when you can kill them fast enough and have enough survivability to take your time doing so if need be? By the time you use Pulsar (3sec cast time) twice on a high recharge timer every 12 secs, I have ISd the boss twice for a hold and am killing the mob from a straight offensive standpoint. A few secs later they are dead and I finish off the boss if 2x IS didn't do it already. Leading to...
    I don't expect to use IS to hold a boss, because its cycle time is too long. When you factor in its animation speed, and level and rank resistance adjustments for the target, having IS on a 6-second recharge is just barely enough time to stack it onto a boss. You'll see him actually be held for like, 3-4 seconds before it wears off, if you're lucky. And a lot of that time will likely be consumed by IS's animation.

    I don't expect to use pulsar to stun anything but minions. But stunning an 8 person spawn of minions is worth a lot of mitigation. I doubt a PB could survive an 8 person spawn by themselves for very long without using pulsar, or nuking in some fashion, to get the minions out of the equation. It's the same animation speed as IS, but it hits all the minions in a spawn and some of the LTs. That neuters alpha strikes when you fire it from stealth, and helps your team.

    It - and dawn strike - are also some of the only powers PBs get that make them anything other than a gimped scrapper. Half the ATs in the game - scrapper, stalker, brute, warshade, PB, soldier, and widow - do the "survivable DPS" thing. All the other ones do it better - more survivable, more DPS. PBs need to have, and use effective, their extras to nuke and control and heal other. Really, I'd advocate human/nova for PBs who wanted to do their best, because nova's AOEs are quite well worth it.

    Quote:
    - Building for +HPs a waste? The +regen was just a biproduct of the IOs used, but I have never heard that building for +HPs is unwise. Just me, but +rech, +hps and possible +def and +dmg depending on the AT is something I do with all of my toons.
    You get +hp from +recharge as a pb, in the form of essence boost. My build still comes out to 2030 hitpoints with perma-ess boost. That's only 70 less than your 2100 and I'm not throwing slots at it.

    You also get +20% hitpoints from accolades on any given character. That's generally 7 to 10 set bonuses worth without having to throw slots at it at all, if you make the effort - and if you're gonna build out a char you should be willing to make the effort.

    Quote:
    - How you can recommend this build to anyone unless they clarify in their post that money is absolutely no issue?
    I didn't recommend it to them. I did the opposite and pointed out I haven't updated it for issue 19 and the free fitness pool and said point blank I wasn't happy with it and wasn't able to get it to a point where I was happy.

    I just said it might give them some ideas. But the posted build already included some purples, too (and a pvp IO I misidentified as a purple). In for a penny, in for a pound.
  17. Flux_Vector

    Human form PB

    That build is terrible for a humanform PB. It throws numerous slots away on status resistance bonuses in powers that don't really benefit from being slotted so heavily, like buildup and tactics. Status resistance lowers the duration of mez, it doesn't prevent you from being mezzed. In fact, with the amount of mez resistance in that build, mezzes will last about half their usual durations. Acrobatics does offer actual protection against a single mag 2 hold... but only minions and some AOEs are mag 2 in PvE, and minions tend to use stuns or sleeps, rather than holds. LT and boss-tier holds are mag 3, so would trample right over acrobatics. That all said? Acrobatics is a lot more reasonable of a counter-status measure than 6-slotting BU and tactics for a +7.5% mez resist bonus.

    An even better defensive option would be pulsar, for stunning those minions before they can stun you, but... this build doesn't have it. For a human form PB, not having pulsar is simply insane. Considering its stats the fact that it's one of the AT's best powers is kind of a sign pointing to how badly PBs need some love from the devs, but it in fact is one of the PB's best powers.

    Superspeed with the stealth proc, or stealth itself, is also tactically invaluable for being able to cherry pick an enemy with a hold and hit him with incandescent strike before he holds you... but again this build hasn't got it.

    Slots are being wasted on the shields too, and on regen and max hp bonuses. You've only got two AOEs, solar flare and photon seekers, and they're AOEs your teammates will hate cause of the scatter they cause. And passing up dawn strike is, for a PB, also utterly insane in my opinion. With the recharge bonuses available to a high tier build, and now the incarnate Judgement slot, you probably should be able to combine dawn strike, photon seekers, and judgement to nuke down spawns of +con and high-rank enemies by yourself, or alternate through them to nuke down 3 spawns out of every 4 or 5 in more normal content.

    Putting hecatomb into incandescent strike is a bad idea, you want to put procs into the attacks that fire more often whenever you have a choice. It should go in radiant strike. You also don't have to 6-slot it, the pure damage IO just gets most of its bonus wasted against the ED cap in every purple damage set. It's generally better to find an IO from another set that gives acc/end or acc/rech/end or something.

    Here's my old PB build. It hasn't been updated for i19 or later, mainly because I've shelved the character until we can get some dev attention to improve on the AT a bit. But it should give you some ideas. With the powers freed up by i19 I was considering between a smash/lethal defense build with tough and weave and working in kinetic combats, using the spiritual alpha to compensate for lost purple recharge bonuses... or... I don't know what else, to be frank. I hit a brick wall where it didn't feel like I could realistically revamp the character to a point I was happy with, even with incarnate powers.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gleaming Bolt -- Apoc-Acc/Rchg(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(36), Apoc-Dmg/EndRdx(36), Apoc-Dam%(37), LdyGrey-%Dam(37)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), Aegis-Psi/Status(48)
    Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Achilles-ResDeb%(36)
    Level 4: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
    Level 6: Radiant Strike -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(11), Hectmb-Dmg/Rchg(11), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), RgnTis-Regen+(25), Numna-Heal(25), Mrcl-Heal(50)
    Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg(21), C'ngImp-Acc/Dmg/Rchg(23), RechRdx-I(23)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(50)
    Level 22: Reform Essence -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 24: Pulsar -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(33), Amaze-Acc/Rchg(33), Amaze-EndRdx/Stun(33), Stpfy-Acc/Stun/Rchg(34)
    Level 26: Shining Shield -- ResDam-I(A), ResDam-I(43)
    Level 28: Proton Scatter -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(37), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Achilles-ResDeb%(48)
    Level 30: Glowing Touch -- HO:Golgi(A)
    Level 32: Dawn Strike -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Acc/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dmg/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 35: Solar Flare -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Achilles-ResDeb%(50)
    Level 38: Light Form -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Quantum Shield -- ResDam-I(A)
    Level 44: Photon Seekers -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Acc/Rchg(46), S'bndAl-Dmg/EndRdx(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Empty(A)
    Level 10: Combat Flight -- LkGmblr-Rchg+(A)
    Level 0: LEGACY BUILD
    Level 4: Ninja Run
    ------------
    Level 0: LEGACY BUILD



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  18. Quote:
    Originally Posted by CrazyJerseyan View Post
    WSs are actually monsters when built correctly. No gimmicks, bells or whistles...even though they perform like a boss when being fed AOE goodness.
    Actually, warshades are about average when built correctly, played well, and fed enough enemies to drain for self-buffing. Warshades have a perceptional problem in the playerbase - there are a lot more bad and mediocre ones than good ones - but at least in theory their stats do hold up with other characters.

    But the "average" performance for endgame characters in City is quite high. Players are very, very powerful relative to the content with a proper IO build and some incarnate powers... unless they've picked relatively well-known outlier sets and/or ATs. Like peacebringers. Which is unfortunate, but no amount of liking them will change the numbers, and the numbers are what need changing.
  19. Quote:
    Originally Posted by CrazyJerseyan View Post
    This is great info, but all I can say again is that I have not been mezzed while runnig a TFs since my last respec a cpl months ago. You have to factor in Cosmic Balance plussing up Status Protections on top of the resistances I have built I suppose if that is what your trying to do now.
    If you're teaming with 3 doms or controllers, as necessary to get enough mez protection from cosmic balance to block a single non-minion tier hold or stun power, then you're probably also fighting things that have been locked down by their control, debuffed by their secondaries, or with buffs from them - all of which make that cosmic balance buff redundant.

    The only time the status prot cosmic balance is actually beneficial is when your team isn't competent, or when they aren't present... except you don't get cosmic balance if your team isn't present.

    It's possible you aren't fighting many mez-heavy enemies. It's possible you're working with melees who are tanking effectively for you. It's possible you're getting ally buffs that are helping you out. It's likely you simply aren't noticing being mezzed alot of the time that you are, because many minor mezzes are very brief and you probably aren't directly dying as a result of it.

    But it's very unlikely that either your mez resistance or cosmic balance are actually preventing you from getting mezzed on a regular basis.
  20. Quote:
    Originally Posted by CrazyJerseyan View Post
    FV, I didn't want this to get lost in the TLDRness of my above post and would still like to see your #s on it if you're able (thanks):
    I read it, just now. I don't check the forums alot, so blame delays in my responses that.

    Quote:
    FV - I hear you when you talk about weak damage etc.
    Not being snarky, just an honest question since I don't know much about crunching #s like I said before. Any idea what the below scenario equates to approximately in dps? It doesn't feel weak to me and I don't have any toons that get the below type of +damage bonus when playing on teams...I know its pointless to factor in the 1k dmg of PSeekers since its not consistent. If you're not sure, I may have to ask Smiling Joe since he does this kind of testing on the Kheld pages pretty regularly.
    Well, here's the thing. To me, when my PB was still my main and only IO'd character, she felt really strong too. And technically, against the content of the day, she was. But when I started playing more alts because I'd finished polishing my PB, I started feeling the same or more strength... with just SOs. And then minor IOing made a bigger difference... until I reached a point where I have multiple characters who could solo many TF/SFs, AVs included, and my PB is not one of them despite having one of the most expensive and played/tweaked builds on my character list.

    Because the PB doesn't also bring a strong 'team support' contribution either through statistical buffing/debuffing, or through tactical support (such as tanking and aggro control)... the only role left is DPS, where the PB ends up being a weaker cousin to the scrapper or stalker - weak to moderate damage, with weak to moderate survivability, going to fairly high survivability with the Clarion destiny buff, but with no real means of leveraging that into a team benefit.

    Capped resist is meaningless when you aren't being attacked much. Defenses that aren't used (by getting aggro or being splash damaged) just aren't needed. This is the whole theory behind tanking - the tank is tough and can make things attack him, so the blaster doesn't need to be.

    Quote:
    "125dps is low, but the kicker for me is that I use the toon in a TF/SF setting 98% of the time so its ~1k damage in 8secs + Cosmic Balance + BU recharging every 27secs and lasting 10secs (every 20secs if the Force Feedback +Recharge goes off regularly). With certain team makeups, my PB is looking at 150-200%+ damage boost regularly. Add in CB and BU every 90secs with Photon Seekers equalling another ~1k in dmg and I always felt that my toon's damage was better than what you described above. I'm not a #s guy at all; how does all of that translate into DPS approximately?"
    Things like photon seekers and dawn strike represent an X-Factor. They can be very effective in specific situations, but the long timers on them keep them from having very high "over time" performance. They'd be high blips on the radar, but infrequent enough to not bring the average up that much.

    That said, I love me some kabooming. When I still played my PB, I tried to use DS and PS off cooldown.

    Quote:
    And when I think about it, the 1k dmg over 8secs is just using the 5 attk powers once in a chain. It doesn't account for a slotted Gleaming Bolt (2x acc/dam HOs, 1x Achilles Heel: Chance for Res Debuff, 1x Touch of Lady Grey: Negative Dmg, 1x Apocalypse: Negative Dmg, 1x Devastation: Chance of Hold) recharging in 1sec and firing off maybe 3 times in the chain or slotted Gleaming Blast (5x Decimation, 1x Devastation: Chance for Hold) firing off every 2.5secs and maybe twice during the attack chain.

    Let me know what you think from a #s perspective.
    Cosmic balance has a maximum 140% damage boost. BU - because it animation-chokes itself - gives PBs a 72% damage increase for 8 seconds out of every ~30; you use 27. Over time that accounts for a +2.667% damage buff.

    Generally I assume 100% damage as a "generous" buff from cosmic balance, and 40% as a "stingy" one. My PB's humanform build (I'll post a data chunk of her mids' build at the end here, she's fairly well optimized) has an attack chain of Radiant Strike - Incandescent Strike - Radiant Strike - Gleaming Blast - Gleaming Bolt - repeat. The following are theoretical calculations using Mids' numbers, assuming no use of BU and no time spent on actions other than attacking. And I'm rounding off the decimals

    With nothing from cosmic balance, counting procs (apocalypse, hecatomb, a TOLG), it yields 116 DPS before achilles heel and 139 after. With 40% cosmic balance, it's 136 DPS before achilles heel and 163 after. With 100% cosmic balance it's 156 before achilles, and 187 after.

    Actual ingame performance will tend to be lower, especially when you don't have some form of status protection up. Notably though, radiant strike can work against your DPS in this chain if you don't have a wall to KB things into. Having to chase the target down to keep punching it lowers your DPS.

    I don't know of a better attack chain for single targeted damage from a PB, I think even using shapeshifting: while I haven't tested it, I expect the animation time of shifting to nova form would counteract the damage increase of replacing the human blasts with nova blasts.

    Oops. Forgot the data chunk.

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  21. The way the interface procs seem to work is by granting a power to the target, rather than applying an effect to the target. That's probably how they manage the stacking limit, which is 4 per target from any source - to the code, the "caster" of the proc is always the target itself. So then it probably has a limit of "stacks 4 times from the same caster" somewhere.

    I don't know about the pets issue, though. This is the first I've heard of it not working properly for MMs. I can confirm that I've seen the reactive proc fire from my Lore pets, though.
  22. Quote:
    Originally Posted by CrazyJerseyan View Post
    Agreed, but I don't think the original tone of the post was intended to cause all the back and forth arguing. Whenever a PB discussion pops up on the forums, there are 3 major camps that usually respond...#s people against PBs (#s people for PBs rarely stop in b/c I think they get tired of repeating the same things and having a discussion with people that haven't played the AT in 10yrs but are very vocal), people that LOVE PBs and people that HATE PBs.

    I don't try to compare my PB/WS to my Huntsman anymore than I compare my Defender to my Blaster, like you said...it's pointless. But I do show an interest in posts when some compare a PB's damage and survivability to Defenders. My Rad/Sonic Defender is a beast, but I've never been able to Mids up a build that gives it capped resistances, 2100hps etc etc.
    Your rad/sonic fills a different role than your PB, and would use different tactics, but in the endgame content being discussed here neither should have the need for capped resists and 2100 hps on a consistent basis because your PB doesn't have the aggro control to tank effectively against more than a token number of enemies that your rad/sonic could debuff or control against just as effectively... and if you did, you still wouldn't have the debuff resistance to survive the stacking -recharge, -resist, and -defense put out by praetorian IDF spawns.

    With teammate buffs you could, but then, your rad/sonic would also have the same teammate buffs, to the same general effect.

    Capped resist and extra hps, while doing weak damage, makes you about the same as a fury-less brute. Except without the chance to get to having any fury.

    I've played my PB in less than 10 years. I don't hate the AT. I'm just honest about their performance characteristics. With a bunch of cosmic balance it's a decent AT. When the stars don't align and you haven't got the cosmic balance, it's substandard for its role, which is DPS, because it absolutely lacks sufficient support powers and aggro control and modern survivability to fill either the support or tank roles.
  23. My night widow is using...

    Alpha: Musculature Core T4. I have a Cardiac core T4 also, but I prefer the additional damage while using other means to manage my endurance. I'd swap the cardiac back in if I wanted to do a 'no temps no insps AV solo' or something similar.

    Judgement: Void Radial T4. The debuff is quite substantial and makes my judgement pull double-duty as a defensive power. In the longer term I'll be using an Ion or Pyronic Core judgement for situations where I simply want pure damage. I'm not sure which, Ion seems to be a lot more forgiving in terms of targeting, which I like.

    Interface: Reactive Radial T3 (working toward 25% -res/75% dot T4). The other trees are rather underwhelming, though I may eventually make a Paralytic for a defensive option.

    Destiny: Barrier Core T4. The extra defense is nice as a debuff pad and to keep me over the 'incarnate softcap' of 59%, but the real benefit is the damage resistance's ability to even out 'spikes.' Rebirth would've been my choice if I didn't have Aid Self. But I have Aid Self.

    Lore: Warworks Core T3 (ACU/Victoria) working towards T4. I tried the battle orb, and it stinks. All the support pets only buff typed, not positional defense; the battle orb while he has an AOE buff, doesn't have it up all the time, and it's just plain too small. The ACU and Vickie combo, however, simply tear things apart. They are especially good to bring out against AVs, because in addition to their damage, they do -regen.
  24. I've soloed crates and containment chambers pretty often on my night widow. It's rarely on purpose, exactly, rather people seem to take the timer as a reason to rush individually, ending up split up and dying or in trouble often. Faced between continuing to knock off glowies to get time bonuses and progress that part of the trial, or trying to organize the lemmings and rescue the ones who're faceplanted, well. A widow's a better DPSer than defender or tank.

    But especially in pugs I see this part of the trial often suffering from a kind of 'hurry up and fall behind' effect.
  25. Generally, I like to bring a player, not an AT. The newer content is fairly forgiving in terms of stat requirements (the closest thing I've seen to a 'gear check' in the new trials is the Lambda Sector Security Guard warwalker, and he's laughably easy), but less forgiving in terms of player skill, motivation, and attitude. Most of the failed trials I've seen have been because players gave up or didn't pay attention, not because they didn't have enough statistical power. However, the same player on "something other than a kheldian" will simply tend, on the whole, to do better than said player on a kheldian.

    Peacebringers are simply too statistically weak. Even well-played, their performance will be choked by their power stats and the selection of powers available to them. Someone was saying they can do 1000 damage in 8 seconds with their PB? That works out to 125 dps. Which is low. I think defenders are able to do more (at least, sonic blast ones likely can). If you check the scrapper forum's pylon results thread, well-specced scrappers and brutes have long been putting out around 200 DPS under actual ingame conditions, while also surviving a pylon's attacks long enough to kill it. And SOAs have matched up well to scrapper damage in pylon tests (my own NW measured 207 dps while purely soloing the pylon, and 246 dps in a second test when I had a friend taunt the pylon at range so I wouldn't have to use aid self).

    Coincidentally, my main before that nightwidow was a peacebringer, with the same level of build investment as my NW. I don't dispute that 125 dps figure partly based on experience - it's close to what some calculations said I should be doing with my PB. The difference between my PB and my widow is just night and day; the night widow is the superior character by such an enormous margin that the only reason I haven't stripped my PB of her 29 purples by now, is sentimentality. Even access to the Clarion destiny buff line finally yielding the status protection PBs have always needed for their human form to deliver powers like pulsar and incandescent strike effectively... won't change the fact that their DPS potential is animation-choked by said incandescent strike and by their lack of a second 'tier 3' attack power to go with radiant strike.

    Warshades, meanwhile, are generally too wonky and difficult to play well for many people to maintain a high performance level with, especially in the often-laggy conditions imposed by the trials, or for people who have poor computers in the framerate-crushing Praetoria maps, with further framerate crushing from the volume of powers going off around them. I've seen warshades occasionally do some amazing things. But I've also seen them spending more time trying to keep their buffs up than fighting, while the team steamrolls things around them. They've got the performance potential, and for some people they work really well, but not for everyone. That's okay for an AT design... but it does make recruiting a 'random' or 'pickup' warshade an even bigger crapshoot than with most pickup members. Personally, I never enjoyed their playstyle enough to get one to fifty, which is also okay - not every AT is for every player. But I think if people who played warshades mediocre-ly or poorly all quit the AT, it'd lose a good 3/4 of its already-lowest, or at best near-lowest, population.