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Posts
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The damage ticks once every 2 seconds from aura attacks (Death Shroud, Lightning Field, Blazing Aura). A damage proc will check once every 10 seconds with the aura active.
Damage procs offer an average of 14.4 points of damage (20%*72), which equates to an additional 2.88 points of damage per tic (14.4/5) or 1.44 (14.4/10) damage per second.
I don't bother with damage procs in the auras, as almost every build I have can put those sockets to better use. -
Devastation if you 5 socket, Thunderstrike if you 6 socket.
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That's a good idea. In fact, it's best to move all of the uniques (Numina, Miracle, Regenerative Tissue) down into Health so that you retain them when you exemplar.
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Thanks so much guys!! Looking at those desktop icons was totally ruining my immersion.
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Hey, my game recently started being displayed as a window, with the little red [x] in the upper right hand corner and the blasted windows desktop task bar along the bottom of the screen.
How do I get the game to be displayed full screen again and not be treated as a window? -
If your main goals are survivability and recharge, you would want to do something like this:
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The only skills changed were swapping Stone Fist for Stone Mallet, and Focused Accuracy for Energy Torrent. If you want AoE and Survivability, there is nothing like adding Energy Torrent which is another skill providing chain Knock Down (Fault, Tremor, Energy Torrent).
Some other important points, you generally didn't take the damage procs from the purple sets. You ALWAYS want to socket those over the 53% damage enhancement. They add far more damage than an IO that slams against the ED cap. The only purple set where it's not worth taking the proc is Ragnarok in Energy Torrent, because Energy Torrent already has a 100% chance of Knock Down (which is really broken when you think about it).
Building for Smashing/Lethal defense is the best way to go, and achieving 33% Smashing/Lethal along with 70% global recharge is generally a nice balance in this build. At 32%, one small purple pill will soft cap you for 30 seconds, which is one of the big reasons you shoot for 30%+ Smashing/Lethal defense.
EDIT::
Just to add. Make sure that your -KB IOs are as low as possible. These are Global bonuses and will disappear if you exemplar below the level of that respective IO. In fact, I would recommend that you do the same with the LOtG +recahrge IOs. Grab level 25-30s instead of the level 50s. -
The only thing subpar about energy is Nova. The nuke should have an additional tick of high smashing damage come 2 seconds after the explosion to emulate the force of the impact as foes smash against the walls/ceiling/ground. Other nukes are able to levy mag 3 mezzes along with additional debuffs that are inherent to the respective set (Rad, Psy, Sonic). If Nova isn't going to mez, then it should do more damage.
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Hey-- what are your goals with this build? Survivability? Recharge? Recovery? Another thing-- is this your build for issue 19 where Stamina becomes inherent? There are a lot of things that I would change, but would rather know what you want to do first.
I see that you have built for Psi resistance. One problem with building for Psi resistance is that all of that effort you did netted 20% resistance, which grants roughly the same mitigation as 10% defense. In fact, most of the resistance bonuses are so paltry that it's almost not worth pursing them in place of defense, max HP, or regeneration.
Impervium Armor is a great set-- not necessarily for the Psi resistance, but rather for the combination of recovery and +max endurance.
Edit:: Some more questions. Did you take Stealth because you like to ghost missions, or is it just a mule for a LOTG? I also see you only have 2 viable single target attacks. Would you want more? I know that I sure would. -
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Quote:Gloom and Dark Obliteration are just too good to treat as mules for set bonuses-- it's best to socket them properly. You built for Fire/Cold defense when it really isn't all that important. Too much slamming into the ED cap when an extra socket could be shifted for better results, or socketing could be altered to offer better overall DPS/DPE/Accuracy (KO Blow).Well i like my S/L Def to be around 35%... Ive posted this build before, everyone said it was fine, what is gimped about it to you?
I am not going to change any skills around. But I'll just say this-- look into taking Darkest Night. The skill offers up to 16% defense to all via debuffs. I run that skill on my DM/ELA , a build that doesn't even employ any Kinetic Combats while opting instead for a full suite of offense enhancing purples and 100% global recharge . The end result is that I still have the equivalent of +24% defense to all even against +3s.
Here is some juggling I did really quickly. When Fitness becomes inherent in issue 19, look into taking Darkest Night for sure. Even then, losing some Smashing/Lethal defense in exchange for 16% ToHit Debuff and 21% -damage is well worth the trade off, and ELA is one of the few sets that can handle the endurance consumption.
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1- What is your goal in adding purples-- are you looking for more global recharge?
2- Define what value "high defense" is for your build.
To be honest, that build already looks kinda gimped, but in the name of defense rather than recharge. -
I have a Ninja/FF/Mace Mastermind. By using the 5% defense IO, all of the henchmen are softcapped to Range/Melee/AoE, with the Jounin having about 55%. But I also went with Mace as a patron to access Power Boost. When used with the bubbles, it grants the Genin and Oni about 55% defense to all positions and the Jousnin about 64%. This is great because you can ignore a few -defense debuffs that get through.
Your Jounin and Oni will very rarely die, but the poor Genin will still need to be replaced fairly often despite being well above the softcap to all positions. -
Quote:Those bonuses don't get placed on your pets at all. They are all global bonuses that only your character will inherit.If I slot the steadfast +3 defense (you can slot resist) in the tier 2 demons...does it give increased defense to these pets - any others?
You will want to use the 4 unique pet aura IOs from the Recharge Intensive Pet Sets and the regular Pet Sets. These will grant your MM an aura that combined will add 20% resistance and 10% defense to all of your pets. -
If you have the recharge, Gloom->BB->SB->BB->CS. My Scrapper runs that chain, but with Gloom replaced with Fire Blast.
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Simple rule: if socketed enhancements boost the ability of a pseudo pet, then Power Boost will enhance those same abilities. All that Power Boost does is grant the equivalent of socketed enhancement to a variety of attributes, all of which ignored ED.
Some people still claim that /Psi is the best sapper for Electric Control. They just haven't tried Power Boost yet... -
Quote:I call this Willpower syndrome, and it is rampant on these boards.Numbers put it as a middle of the road set, too, so it gets the job done. I'm not sure what the deal is for some with the set. I've pretty much put it down to people wanting anything new to be the 100% best, as nothing else really makes sense after all the posts I've seen on the subject.
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Brawler: thanks for all of your contributions to the game and community. Good luck with your future endeavors!
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Quote:I feel it's worth socketing Lift/Levitate for knock so that you can penetrate the -KB protection of some bosses. It's been a while, by my MC Dominator couldn't lift a Zeus titan before socketing, and can just barely toss them in the air at current socketing (if I recall correctly, it's been quite some time since I tested any of this).I'm also not convinced that enhancing the knockback adds much mitigation. I've had Lift maxed out ED-wise on Knockup and most of the time, the mobs stand straight up while still up in the air. They will often fire back before they hit the ground. On the other hand, I've used Air Superiority with Vanguard Medal and they clearly take more time to recover. It's consistent, whatever is going on there.
I agree though that there isn't that much mitigation gained by increasing the knock up. -
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I completely agree with Deus. Any Brute that doesn't have Taunt should definitely put it at the top of their list. It is a great power to have, if not for generating agro in a team setting then at least for the -75% range. You will come to love that ability even when solo.
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Quote:There are certain enemies that even a perma-dom can't mez in a single application of Hold/Confuse. There are very few non-AV foes that are immune to a mag 30 knockup.Speaking of Levitate...
I'm running a Mind/Elec Dominator right now and so far I just haven't seen the need for Levitate. I've tried the power, I know what it does. Does anybody have strong feelings about it? There's already so many single target controls a Mind Dominator can throw down on a boss, I don't really see much about Levitate that really compels me.
This skill also has very good DPA (the actual animation for Levitate is equal to Lift at 1.03 seconds). Levitate does smashing damage but is typed as psi only, with no ranged component, which grants a wider variety of damage types to your Mind/Elec and helps against robots. Because most robots lack psi defense, it cuts through their armor like butter while often doing bonus damage. -
Even if side switching didn't exist, whenever a villain would sell an item to a hero on a merged market their Influence would become Infamy, and vice versa. So the monetary units would technically be merged as soon as a single cross faction sale took place.
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Quote:Power customization lets you get metal spikes all over your body for the Spines set. You look like a pin cushion, or one of those spiky morning stars that you appear to want.hello all
i have seen some post about spines for brutes spines does not
really fit the brute class . so i was thinking what about spikes the kind that
are on maces spikes can be a new primary
When and if Brutes get Spines, the set will probably be altered a bit.