Hopeling

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  1. Yeah, Kinetic Combats are expensive. Haymakers are a good substitute. Do be wary that neither set provides much accuracy, though. If you're fighting high-level enemies (like on Incarnate trials), you'll really want more acc in Follow Through and Rend Armor.

    Moving the Serendipities from Combat Jumping to Weave would give you more defense, less endurance consumption, and still the same set bonuses. Rise to the Challenge and Mind Over Body are underslotted for their main attributes (healing and resistance, respectively), and the KB protection IO in Mind Over Body is still useless. Indomitable Will provides as much KB protection as you will ever need.
    You're over the "rule of 5" on 10% regen set bonuses, which means you're not benefiting from four of them (Mids can show you this with Ctrl-B). This means you might as well use Red Fortune: Def/End instead of LotG: Def/End in your toggles, since they're much cheaper and you aren't benefiting from the set bonuses anyway.

    That's just some fine-tuning, this build overall looks much improved
  2. Brute Claws has different damage scale, endurance, and recharge numbers than Scrapper Claws. I only vaguely recall the outcome of that discussion, but I think it was that the Brute version is at least reasonably competitive with the Scrapper version, if not outright better, and is definitely not just weaker, despite Follow Up's diminished effectiveness for Brutes.

    Also, Bill Z Bubba himself, who made that thread and the whole analysis behind it, prefers Claws iirc (it's in his avatar), and presumably he is aware of his own results, so it must have something going for it.

    Claws also gives some good mitigation with Focus and Shockwave. Also, it's stylish.
  3. Hopeling

    Brother Hammond

    In a related vein, I leveled a hero from 10 to 27 since i22, and was never directed to the new Steel Canyon contacts. Are they supposed to auto-introduce on leveling up, or be introduced by other contacts, or what? I can do their arcs in Ouro, of course, but I was surprised that nothing seemed to direct me to them; I wouldn't know they existed if I hadn't read the patch notes.
  4. Quote:
    Originally Posted by Johnny_Butane View Post
    No thanks.

    You can struggle along with 7 others to bring down a villain that really has no business story or lore-wise being that powerful if you want to, but I don't. You have the entirety of the remainder of the game to do that.
    But we CAN'T do that. That was the point of the post, after all: they spawn as EBs, even if we have AVs enabled. If you don't want to fight AVs, great, don't, that's what the setting is for.
  5. ...because the other thread(s) about "my blasters are cool, you guys must suck" didn't already cover this?
  6. Quote:
    Originally Posted by Cathulhu View Post
    From the guide "O Sets: Defense Debuff, ToHit Debuff Sets. At levels 47-50, the ideal slotting for RI is 3 Enzyme Hami-O's. RI is the perfect power for Enzymes (ToHitDebuff/DefenseDebuff/EndRdx), and no other power makes better use of Enzymes than RI -- 3 Enzymes will cap all three aspects of this power. The other nice thing about using Enzyme HO's is that you can take 3 slots out of RI and put them in some other powers without any loss whatsoever (other than set bonuses)."
    Er... that use of Enzymes ISN'T an exploit. It's debuff enzymes in a debuff power, exactly as they're supposed to be used.

    I agree with the rest of your post, though.
  7. I'm quite enjoying the new Stalker I've rolled to play with the changes. KM's Assassin Strike is absurdly fast out of Hide - I can queue it up after a finishing attack, and it'll go off before the game even registers that they died to the previous attack and are no longer a valid target.
  8. Quote:
    Originally Posted by BrandX View Post
    But the change wasn't meaningful in a way that requires a free respec.
    But it was. Some builds skipped AS completely; some slotted it in a way totally incompatible with its new use. Many Grav builds skipped powers that have been drastically revamped and are now worth using. These were totally valid build choices (even if you, personally, would not make them) which have changed dramatically in light of the changes. Plus, Incarnate powers are now obtainable by people who didn't want to do trials, and those can totally transform a build. ATOs can require significant build alteration. Oh, and KM got gutted in PvP, so the people who did that (as few as they may be) probably want to respec, too.
    Sure, not EVERY build needs a respec. Not every build needed to grab a travel power at level 4, or take a travel t5, but we got a freebie for that anyway.

    I mean, hey, Zwill has spoken, the odds of getting a freespec now are approximately zip. But I don't at all think it's consistent with what the threshold has been in the past. I don't know that it's some nefarious plot to sell more respecs, or if this is even indicative of a long-term policy change, but it doesn't seem to match past behavior.
  9. ...because obviously, the devs cannot datamine, nor log in their own accounts and ask Atlas broadcast what the best farm maps are. Come on, you think this stuff is sneaking by them?

    People do exactly that in the market forums, by the way.
  10. I haven't gotten anywhere near that cap, but my Bane Spider has over 1000% sleep resist (the armor upgrades give +500% each), and doesn't appear to have hit any cap.
  11. It's in Options -> Configuration -> Exemping and Base Values, by the way, since I failed to mention that previously.
  12. Quote:
    Originally Posted by Ukaserex View Post
    I pull one from the e-mail and see that these perf shifter procs to do NOT work the same way as the ones that I can buy from wentworths. They only work 3 times a minute. Now, I haven't tested it to see if this will work just fine, but I'm pretty sure that it doesn't work nearly as well as the one I can get through merits or wentworths.
    That 3 times a minute means how many times (on average) it will actually fire, not just get a chance to fire. In a power like Stamina (which rolls for the proc every 10 seconds), this means it has a 50% chance to fire on every tick. This makes it more than twice as strong (!!!!) as the crafted version.

    It should still be fixed IMO (and Synapse is apparently looking into it), but in the opposite direction from what you were thinking.
  13. Quote:
    Originally Posted by Blue_Centurion View Post
    I understand that the ATO proc will fire everytime in a power that has a base recharge of (is it 12 or 15 seconds, I have seen both posted). This is the base, so even if brought down to 4-7 seconds it will still proc everytime? unless its an AoE in which case it is still good, but no guarantee of anything?
    That is correct. The proc chance is calculated from base recharge, so you can get much more benefit from the proc with recharge slotting and bonuses. The 100% proc chance threshold 15 seconds for the orange version, 12 seconds for the purple version. A thread with some testing on the beta forums suggests it's actually based on (recharge+cast), not just recharge, but the threshold should be the same.
    Quote:
    The problem is the Bitter Ice Blast is exactly 12 seconds base, so if the verbage is "over 12 seconds" base, or if it is "15 second base" I have to rethink the concept a bit. Anyways, can I get a ruling or a flag on this play?
    The proc rate isn't "100% or nothing". BIB will have a very high proc rate, although not quite 100%, with the orange version of the proc, which is still quite good. If/when you can catalyze it, that will become a full 100%.
  14. ...well, except that it has those orange rings all the time, which the OP apparently dislikes.
  15. Quote:
    Originally Posted by RedLineage View Post
    The only attributes that you really can't ever have enough of is Defense... hence another reason for Nerve (Accuracy + Defense). If I drop nerve, most of those powers go down to around 215% and my defense for the most common forms of attack go just below the soft cap of 40%.
    That's why I suggested Agility, since it gives the same defense bonus as Nerve. It would be a straight swap: some acc and hold duration (that you will never need at all) versus some recharge and endmod (that you will need rarely). Musculature is worth considering too, especially for a scrapper, but Agility would just be a straight trade-up, instead of a trade-off.
    Quote:
    Originally Posted by beowulf2010 View Post
    I can't give you that number as I'm at work but I can give you a push in the right direction to figure it out for yourself.

    According to Paragonwiki, you should have a base hit chance of 20% to hit a level 54 Arch Villain. (+4 Relative level for level 54, +5 relative level for Archvillain, -3 relative level for 3 level shifts.) A level 56 Boss should be a 30% hit rate. (+6 for level, +2 for Boss, -3 for Level Shift) Anyone else reading this, *PLEASE* correct me if I'm missing something about these relative level numbers.
    It's actually much easier than that. Enemy rank does not affect their relative level for combat modifiers (including hit chance), only the color they con at. So if you have no level shifts, your base chance to hit a level 54 enemy is 39%, whether they're a minion, boss, or AV. You really will basically never fight an enemy worse than +4, since you'll probably have level shifts yourself by the time you're facing enemies with level shifts. I loaded up your build in Mids, set the base tohit to 39%, and even turned off Focused Accuracy and Follow Up, and all your attacks are still well above the 95% hit cap. Well, except Energy Torrent. That's at a mere 94%.
    That leaves 2 situations where it will matter: defense buffs, and tohit debuffs. You've got Focused Accuracy, which provides high enough resistance to debuffs that they're a non-issue. And defense buffs tend to only be a problem when they're very large (Paragon Protector t9s, for example), in which case you need large tohit bonuses to make much difference, not acc bonuses.

    Edit: I mean, this is all just fine-tuning, your build looks pretty solid already. But hey, if you want the perfect build, let's see if we can't make it perfect-er
  16. I'm gonna echo that you've gone into "ridiculous overkill" territory for accuracy, especially considering you have Follow Up. At the least, you could consider trading Nerve for Agility.

    But hey, if your build works and makes you happy, more power to you. /shrug

    I mean, I don't see any particular problems with it (Focus is maybe a little underslotted, I guess), I just think you could trade a lot of acc-chasing for other things with no loss in performance.
  17. Quote:
    Originally Posted by Arcanaville View Post
    That doesn't really address the part that makes me uncomfortable. It's probably nothing, but the last time I felt this way about a technical description, I uncovered a discrepancy that unfortunately I can't discuss, due to a peculiarity in the way implementation was first described and then paraphrased.
    Kosmos had a theory that proc rate is being calculated based on (recharge + cast), instead of just recharge. I don't know if that addresses any part of what seems off to you, but it's worth mentioning.
  18. Quote:
    Originally Posted by Doomguide View Post
    I should mentioned I'm also going off memory of just how much +HP Core would offer (which, if faulty, could blow this thought out of the water). EDIT: Took a peek at Paragon Wiki's page and didn't see the actually amount of max health applied anywhere on the page(s) after a quick look.
    In-game, the power info says it gives about +370 hp total, 215 of which lasts only ten seconds (or less, below t4). I believe that's boosted by Spiritual/Vigor's healing bonus, but it's still not particularly great.
  19. Hopeling

    i22 questions

    Quote:
    Originally Posted by Stone Daemon View Post
    But judging by this, you're just a hypocrite.
    I'm not sure that's even particularly hypocritical, if he really does like UG, it's merely inconsistent (and since when are we human beings logical and consistent in our preferences?). And I'm not sure it's really that inconsistent, either, since UG is an enjoy-it-once-in-a-while thing, while DiB is an play-it-several-times-in-a-row-on-every-new-character thing.
  20. Yes, as long as the enhancements are not Unique. You can only benefit from any one set bonus 5 times, though. You can download Mids Hero Planner (cohplanner.com) and play around with it, it knows all the rules for slotting, although it isn't updated for the new Issue yet.
  21. I admit I have not played Time on a controller (well, I played one to 22, but that barely counts). On corruptors, though, I use Time Crawl to set up the extra mag to hold bosses with Time Stop, and I use it on AVs, and otherwise don't bother. Some controllers don't even take Time Stop, and if they do, they can just stack it with the hold from their primary for bosses, no need to use Time Crawl at all. So, I imagine a controller won't use Time Crawl often. Temporal Selection is quite skippable if you so desire, but if you take it, there's little need to keep track of who has it. If somebody needs healing, you heal them, whether they're Selected or not.

    So basically, there's little need to keep track of things for /Time. I won't try to comment on the new Grav, since I haven't played it yet.
  22. The orange ring isn't saying "You should use this power now, dummy!" It just says "Using this power now will grant a certain benefit", whether that's a DB combo, a StJ finisher, or an assassin crit. This is sometimes helpful, and saves you having to watch your buff bar. You of course can use or not use the power whenever you decide to. It's information, not instruction.
  23. I far, far prefer Radial. The regen buff starts out preposterously huge, and tapers off to merely strong. The HP buff in the Core version starts out moderately strong, and tapers off to negligible. I haven't ever seen a build that would benefit more from Core than Radial; perhaps one exists, but I'm having a hard time imagining it.

    My two /SD incarnates use Rebirth, and between that and the occasional green candy I've never felt a need for Aid Self.
  24. Quote:
    Originally Posted by plainguy View Post
    Positional Beats out Typed. Typed is usually obtained when you cannot obtain Positional.
    If you can cap to every positional vs cap to every type (usually with the exception of psi), yes. Every positional vs every type including psi is kind of a mixed bag, since some attacks are positional but not typed (toxic, web nades, that stuff) and some are typed but not positional (certain psi powers).

    If you can only cap one defense (S/L or Ranged), it will depend on build, playstyle, and situation. As Hextor said, Ranged will do very well until/unless something gets into melee with you (and hoverblasting doesn't always work in hallways/caves), at which point it does squat, but S/L would keep working.
  25. Hopeling

    i22 questions

    Quote:
    Originally Posted by Blue_Centurion View Post
    But stream of consciousness here. Why is a big black barking dog a pet for Dark Domination? Seriously? Is there something here I am missing, besides it was easy to port from beast mastery?
    The Black Dog gives some basis to it. Ultimately, I'm not sure there is or particularly needs to be a strong reason. Why does Fire Control get imps?