Garent

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  1. Quote:
    Originally Posted by Adaptionist View Post
    What kind of recharge will I need to chain screech/fence by the way? Have 185 in current build. Also to eliminate endurance as an issue, will it be a good solution to slot a performance shifter in electric fence that will trigger (i believe) at 20% on every activation (100% withing 10 secs)?

    Also is the Mu mastery Mu Adapt significant extra dps in a debuff build like traps/sonic? Better than using screch/fence chain, and instead using shriek/screech/shout (+Adept)?
    Are you sure you mean screech, the disorient? I think you're meaning to say scream here.
    You don't want to put performance shifter in electric fence. It'll give the bonus endurance to the things you're targeting instead of yourself.
    As for the Adept, I honestly don't know what kind of damage he puts out.
  2. Quote:
    Originally Posted by Draggynn View Post
    In the mission you are discussing though, they actually aren't scaled down AVs, they are EBs to start with (It's a weakened Honoree, not the Honoree from the LGTF). In this case, Garent is almost right, they have no inherent debuff resistance...EXCEPT, EBs and Bosses have 20% resistance to to-hit debuffs (Lts. have 10%)
    They're AVs. They only drop down to EBs if your settings are set to do that.

    As for debuff resistance, it seems odd that they would have resistance ONLY to to-hit according to your testing. Is your experience getting skewed by the accuracy (not to-hit) bonus that enemies above minion rank have?

    For reference: Lieutenants have a 15% accuracy bonus, bosses have 30%, and AVs have 50%. That's why an even level AV's chance to hit will floor at 7.5 instead of 5% even if you're soft capped.
  3. Quote:
    Originally Posted by Veslin View Post
    How does the sentinel work? Does it blast anything within a certain distance, or does it attack what I attack? That might mess up my placement when I stealth up to the enemies to Fearsone Stare them if the little guy blasts em while I'm trying to sneak up on them.
    Voltaic sentinel will automatically attack things near it and it will follow you around. It doesn't last very long, so don't worry about it messing up your stealth efforts. The power makes a lot more sense if you don't think of it as a pet, and instead think of it an attack which will shoot at things even while you're busy healing or debuffing.

    Overall, electric blast is a lot better on defenders than it is for blasters since the DoT nature of voltaic sentinel and the area attacks aren't an issue for defenders like it is for blasters. It's not the best set available, but it has some definite strong points.
  4. Last night was more active than I've seen it before. I did two ITFs on the same character in the same day and had to take the merit reward instead of the component.
  5. Garent

    Alpha slots

    I think the only two options you should consider are nerve's defense buff boost and musculature's damage boost, since those two things are basically everything that combo does.
  6. As far as I know, neither bosses nor elite bosses have debuff resistance from their rank. So against a +1 boss your debuffs would be 90% as effective because of their level modifier.
  7. Quote:
    Originally Posted by Jet_Boy View Post
    Ok... Opinions then. I'm looking for a Archer with gadgets. Rank these choices for me (best to worst) if you would:

    Blaster Archery/Devices
    Corruptor Archery/Traps
    Corrupter Archery/Trick Arrow
    Defender Traps/Archery
    Defender Trick Arrow/Archery
    I'd say...

    1. Traps/Archery
    2. Archery/Devices
    3. Trick Arrow/Archery

    I don't think there's a huge difference between defenders and corruptors with those combos.
  8. For a defender, ice is better than energy in both area and single target damage, but energy is better defensively. If energy torrent and explosive blast are well slotted, you can spam them all over a group and the knockback will stop the enemies from fighting back effectively. There's a high risk of scatter, but someone that can use cones well and knows have to minimize the scatter of knockback can tank for a team without messing up enemy placement too much.
  9. Quote:
    Originally Posted by Adaptionist View Post
    The blaster defiance does not add more than 10-20 percent i believe. Or am I wrong? Also are you including the -80-100 res from chaining sonic attacks?
    Honestly, I don't know if you're wrong. I've only played blasters up to the 20s, and defiance doesn't start giving a respectable damage buff unless you're using a constant attack chain. The number I got was based on the equation I pulled from paragonwiki that determines how much damage buff an attack gives. The buff lasts for 7.5 seconds AFTER the attack is finished animating.

    Damage Bonus = 6.6% * Activation Time

    So you could, on paper, accumulate a 49.5% damage buff, except it'll be lower than that because the formula uses listed animation time instead of arcana time, area attacks like fireball don't give as much of a boost, and there are lots of small things that stop you from constantly attacking like having to jump out of melee range or using aim/build up. The 40% number I used was just an estimate and I'm sure that it'll be lower than that in actual play, though I don't know how much lower.

    I did include the resistance debuff in the 42 dps figure, as that's about what a defender will put out (minus damage enhancements) if they use one of the two attack chains which don't require a ton of recharge bonuses. The resistance debuff of these chains will waver between 40% and 80% depending on what part of the chain it's in and which one is being used.

    Link to graph here
    Because there are a lot of variables that can't be accounted for like whether or not your target is moving (yes, that matters with sonic blast) there's no such thing as a completely accurate figure for sonic blast dps, but the graph is as accurate as I can be without actually going into the game and determining it with a battery of tests and various slottings.

    And you're absolutely right about the apocalypse proc. Sonic blast defenders leverage procs better than anything else in the game.
  10. Quote:
    Originally Posted by Angelofvalor View Post
    But they are jack of all trades which means they get more tools then the others therefor its a trade off.
    Trick arrow is not a jack of all trades set. It contains controls, offensive debuffs, and defensive debuffs. Many other sets offer this and more, such as dark miasma, storm summoning, and radiation emission, which offer those three things in addition to healing and defensive buffing. Radiation emission is the true jack of all trades set, as it contains offensive buffs, offensive debuffs, defensive buffs, defensive debuffs, controls, and heals; basically everything that a buff/debuff set could possibly contain, and it does all of this with much higher numbers than trick arrow can do.
  11. Quote:
    Originally Posted by Angelofvalor View Post
    Are you saying that trick arrow is not really a good power set?
    I am. It takes 2-3 trick arrow powers to equal the effects that a single power from other sets put out.
  12. Quote:
    Originally Posted by Adaptionist View Post
    On hard targets, running debuffs, will Traps/Sonic be able to crank out comparable DPS to my Fire/mental blaster (range capped, perma drain psyche)? It is hard to see from Mids. I see blaster fire attacks doing over 2x the damage of defender Sonic I guessing I need over 100 -res stacked to do she same damage?
    It depends a lot on the specific character and how they're built, but I can run some average numbers and at least give a ballpark estimate.

    Sonic blast will do somewhere around 42 dps before any damage enhancements, vigilance, or -res outside of the blasts themselves. The fire blaster will hit about 74.6 dps if they don't use mind probe before counting damage enhancements, defiance, or aim/build up. Add in damage enhancements, vigilance, and double acid mortar debuff and the defender will hit somewhere around 124 dps. I've never really crammed numbers on defiance, but just for fun let's say that it's giving an average of 40% damage buff, which puts the blaster at 175 dps if you add in enhancements too. Unlike defender aim, blaster build up and aim are worth the time to use, and give bursts of 280 dps. These numbers aren't extremely accurate, since I didn't do things like account for damage loss from the animation times of acid mortar and build up, but they should give a general idea of what both sets are capable of, though both can put out a lot more than what I showed if they have enough recharge and use damage procs.
  13. I'd say it is. Archery gets much better once you get rain of arrows. Trick arrow never really "blooms".
  14. I missed this question the first time around.

    Quote:
    Originally Posted by Adaptionist View Post
    Also would Thunderstrike from Electric pool be a decent AOE to combine with Sleet and Snowstorm?
    Thunderstrike has a rather small area, and only a portion of its full damage is area. It also does knockback, which is a terrible thing for a melee area attack to do. I wouldn't suggest it.

    Quote:
    Originally Posted by Auroxis View Post
    Don't multiple Sleets stack(Or can you only have one at a time)? That plus the Achilles -res proc and Heat Loss should provide better sustained res debuff potential than Traps.
    Yes, multiple sleets stack. I wouldn't suggest putting an achilles' heel proc in it though, since damage procs will be superior in most situations. Achilles' heel is best against bosses or higher ranked enemies, so attacks like neutrino bolt or acid mortar are good places to use it since those are things that hit quickly and repeatedly and you can be sure you can get the debuff on the targets that count.
  15. Garent

    Life Drain

    Quote:
    Originally Posted by AshWind View Post
    Just a quick quiz but does anyone else work in nightfall in their single target chains like I do? I know it isnt endurance efficient but a lot of time it seems like the only way I can take down a boss.
    You might want to try out tenebrous tentacles instead. The DPA is better, the endurance cost is lower, and it has more proc options. The downside is that the range is shorter. Electric fence is the ideal choice, but that requires you to pick a specific pool.

    Er...and to try to avoid looking like I'm a nitpicky troll I will add in that I agree with your post.
  16. Traps and cold are pretty similar in that they both have great buffs and debuffs. Cold is a bit more defensive, while traps is a bit more offensive. Don't worry too much about AVs resisting more of cold's debuffs than traps, because slows are not cold's most effective debuffs by a long shot. Both of them supply large amounts of damage and resistance debuffing, which are the most important things you can use to debuff an AV. Both will be pretty useful in I19 content.

    Random question answering: If you really want to make your cold/ice's area damage crazy, you want to put damage procs into sleet instead of damage enhancements, since those will be more effective. The minimum regeneration an enemy can have is 0%, so 100% regeneration debuffing is all it takes. However, AVs heavily resist most kinds of debuffs, so overkill is good. On an even level AV at level 50, a single poison trap will debuff 150%, which is more than enough. However, if you're up against a +4 AV, then the debuff will be about 62% (I pulled the values from memory, so I'm not guaranteeing that one) in which case two applications would be useful.

    Quote:
    On paper Traps seems a lot stronger in general than Cold. Especially since Traps has good inherent mez resistance in FFG.
    This is true. In an ideal environment, traps will outperform a lot of sets. However, this relies on you acting quickly to debuff ambushes and constantly keep everyone within your force field, which just isn't possible at all times. Cold is a lot more reliable since the ice shields will continue affecting people as long as you can keep them up. It comes down to whether or not you want greater personal defense and maximum killing power against a controlled AV (traps) or better personal area damage output and reliable teammate defense (cold).
  17. Quote:
    Originally Posted by Angelofvalor View Post
    any current sample builds I can look at?
    I didn't finish it up, but it should give you some ideas. I used the single slot to tell you what type of slotting you should focus on. The power pools and ancillary pool are just ideas. You could change them all up and still be fine. This is an issue 19 build, so no stamina.

    Black hole and moonbeam are the powers you definitely want to skip. Petrifying gaze is one of the worst holds in the game, and you have much larger controls available to you, but a hold is a hold so you might still find it useful. Dark pit will only affect minions, so it's not very useful at all. However, if you combine it with another area disorient (such as oppressive gloom from the dark ancillary) it can be useful. Everything else I put in the build is definitely useful in some situations, though torrent and darkstar are the ones that should go first if you want to free up power picks.


    Hero Profile:
    Level 1: Twilight Grasp -- Heal(A)
    Level 1: Dark Blast -- Dmg(A)
    Level 2: Gloom -- Dmg(A)
    Level 4: Tar Patch -- RechRdx(A)
    Level 6: Darkest Night -- ToHitDeb(A)
    Level 8: Howling Twilight -- RechRdx(A)
    Level 10: Hasten -- RechRdx(A)
    Level 12: Fearsome Stare -- ToHitDeb(A)
    Level 14: Super Speed -- Run(A)
    Level 16: Tenebrous Tentacles -- Dmg(A)
    Level 18: Shadow Fall -- DefBuff(A)
    Level 20: Night Fall -- Dmg(A)
    Level 22: Assault -- EndRdx(A)
    Level 24: Maneuvers -- DefBuff(A)
    Level 26: Tactics -- ToHit(A)
    Level 28: Torrent -- ToHitDeb(A)
    Level 30: Vengeance -- DefBuff(A)
    Level 32: Dark Servant -- ToHitDeb(A)
    Level 35: Life Drain -- Heal(A)
    Level 38: Blackstar -- ToHitDeb(A)
    Level 41: Dark Consumption -- RechRdx(A)
    Level 44: Dark Embrace -- ResDam(A)
    Level 47: Soul Drain -- RechRdx(A)
    Level 49: Soul Transfer -- RechRdx(A)
  18. Garent

    Life Drain

    Quote:
    Originally Posted by AshWind View Post
    gloom or get rid of the stupid snipe (personal bias, I cant stand the hideous 4 second animation) for a useful blast.
    Gloom is actually the most damaging of the 8 second blasts because it's DoT and gets bonus damage as a result. The problem is that a DoT whose tics do not individually check for scourge are of little use to a corruptor, especially in a single target attack, because it's not going to result in you using fewer attacks than you would have otherwise against most targets.

    I wouldn't call your hate for snipes to be just bias though. They're extremely inferior compared to other single target attacks, and only have very specific utility use.
  19. Garent

    Flash Arrow?

    Quote:
    Originally Posted by Darklight View Post
    As with most debuffs, you can't stack from the same caster
    /nitpick
    Generally speaking, everything stacks.
    But yes, flash arrow does not stack from the same person.

    Fulmens: Yes, it's unresistable. I mentioned it in the last paragraph of my tldr inducing dissertation. I'm not absolutely sure of this, but I'm 95% sure that level modifiers will still affect it. Unresistable just means that it will ignore to-hit debuff resistance that AVs have.
  20. Garent

    Flash Arrow?

    Quote:
    Originally Posted by Ebon_Wrath View Post
    Thank you very much. I think I understand. Basically, it sounds like the weird aggro only will happen if I use Flash Arrow before we aggro the spawn. If I use it after the fight begins, it's just like any other debuff. Is that correct?
    Yup, that's right.
  21. Quote:
    Originally Posted by Briarpatch View Post
    Erm... Hover has the same defense bonus.
    I believe he means that if he's picking one of the "bonus defense" powers, he'd rather combat jumping over hover.
  22. Garent

    Flash Arrow?

    It's not a bug, it's a quirk of the aggro system. That means it's not going to be changed unless the game's aggro system is rebuilt. I'll try to explain exactly how it works.

    Enemies have a list that they use to keep track of how ticked off they are at specific players. Whenever someone uses a power on an enemy, they get put on this list if they aren't already on it, and if the power does damage there's a big equation based on archetype and amount of damage that decides just how ticked off the mob is at that person. Even if a power does no damage (flash arrow) using it will still put you on this list and give you a small amount of threat.

    Imagine an eight man team. Person A uses flash arrow on the enemies. At this point, the enemies have Person A on their aggro list, but they haven't been alerted so nothing happens. Person B is a scrapper with no taunt aura who runs into the group. At this point, the enemies have been aggroed and will begin choosing targets. There is only one person at this point who has used a power on the enemies, and that is Person A. Now, enemy groups make an effort to split up their attack among multiple people, so it's not like every fight you use flash arrow all the enemies will immediately spank you, and you probably won't even notice this phenomenon if you're teamed with a tanker that opens every fight with a big area attack, but over time it is very likely that you will notice that you are on the receiving end of a large portion of the initial enemy assault.

    I hope that explains the weird aggro thing. I'll move on to the power itself. Flash arrow is actually a pretty weak debuff. It's 9.75% enhanced (6.25 base). Against even level enemies, this is exactly the same as buffing your entire team for 9.75% defense, except even better because you don't have to worry about exotic attack types like psychic. This seems like a decent deal, but compare it to the debuffs found in other sets. Dark miasma has two debuffs (darkest night and fearsome stare) which BOTH debuff by about 29% when enhanced, radiation infection is about 49%, and storm summoning has hurricane which hits for 58%, though it's not easy to use.

    The only advantage flash arrow has over these much more powerful effects is that it is tagged to be unresistable, meaning that an AV's ability to resist most debuffs by about 85% does nothing. Flash arrow is already 1/5 as strong as other debuffs though, so this isn't that big of an advantage. Against an even level AV, flash arrow will be 9.75% and hurricane will be about 8.8%. In other words, flash arrow is 30-40 points weaker than other to-hit debuffs against most enemies, but against AVs it has a 1% advantage.
  23. Quote:
    Originally Posted by Obitus View Post
    Electric Fence is a relatively high-DPA immobilize power.
    Posting to back up this fact. Single target immobilizes in general make solid attack powers, and electric fence remains competitive even when you stack it up against the sonic blast powers.
  24. Actually, the combined animation time of those three powers is 4.752. Figuring the arcanatime for powers usually isn't necessary, but when calculating the ideal attack chain for a set it becomes very important.

    Quote:
    Originally Posted by SonicRemedy View Post
    See, I was of the understanding that Screech>Scream>Shriek>Scream>Shriek>Scream was a better overall attack chain.
    It all depends on how much recharge you have. The absolutely ideal chain is alternating between shriek and scream. Making this a seamless attack chain requires about 405% recharge, which is not possible. I've done a lot of calculations on ideal sonic attack chains, but never at such extreme levels of recharge, so I don't know the exact threshold at which this attack chain becomes superior.
  25. I've read about an ice/cold corruptor who soloed AVs, and I've gone up against AVs alone on my storm/sonic, so I can chime in on this. Benumb is your most important power because of its damage debuff. As long as it's on, AVs will do much less damage to you and it will be the key to your sustained survivability. You need a LOT of recharge in order to have benumb as close to permanent as possible.

    Aid self isn't a bad idea, but don't plan on relying on it since the long animation time will mean you spend a long time not attacking, and the AV will spend it all regenerating hit points (though this amount will be reduced by benumb). Defense and health inspirations are your best friend. Keeping a defense inspiration going through the fight and replacing it once it goes down will greatly decrease the damage you take and the health inspirations will let you recover from big hits without cutting into your damage output like aid self will.

    The powers you need from sonic are shriek, scream, and shout. Aim barely increases your damage output, so it's not worth it unless you can use it for a good set bonus. Screech can be double stacked so that AVs will be stunned while their triangles are down. Using it in your attack chain will result in less damage, but you'll be regenerating health while the AV is stunned. Up to you if that's worth it.

    If you get enough recharge and put the apocalypse proc in shriek, your ideal attack chain is shriek-scream-shriek repeated, throwing debuffs inbetween the two shrieks if you have one available (don't use infrigidate). Even if you don't use shout, you still want to keep it since ranged attacks are some of the best set bonuses you have available to you.

    When setting up inventions, the most important bonuses are recharge, followed by ranged/area defense, followed by regeneration/hit points.