-
Posts
1060 -
Joined
-
-
I am surprised that people doubted you. Anything can farm AE. There's no Mez in AE, inspirations drop far too often, and incoming damage is usually dominated by a single vector that can be easily capped (Fire, Energy, SM/L for melee and SM/L for ranged). It's basically easy mode, and then there is Vengeance...
At least you are doing it with an AT that's outside of the box. -
Post pics of the group when you get a chance. Seems like fun.
-
That's weird. My Super Group has no access to the Elite tier of base defenses-- and it has all 3 tiers of work benches. My Villain Group can access them all (and has about 70 of them in the base so far... entirely for visual effect of course).
I am very confused right now. -
I forgot how to unlock the Elite class of base defense items. I have them on my VG but am looking to get them for my SG now. Anyone remember how to unlock these?
-
Quote:I agree, Rebirth is great for ELA-- especially since you have Spiritual as your alpha.When fighting AV's solo, I have to use Energize every time it's up if I want to avoid using Power Sink constantly(which hurts DPS). I still have Rebirth as a spike heal(which is enhanced by Spiritual), and that way I can save Power Sink for the rage crash(one of the greatest things about SS/Elec).
And again, the gist of me posting is that I feel that the buffs to EA put ELA into a bit of a difficult position. EA appears to be receiving all of the perks that ELA used to have (recharge, end protecton, Energize) while gaining what appears to be a massive bump to survivability with revamped numbers and scaling defense in Drain Power. Given that the two sets are already so darn similar with Power Sink and Energize, it makes me wonder just how much opportunity ELA pays in receiving a damage aura. -
-
I am not saying that the build needs to change at all. It works just fine as is. But you can't say that sacrifices weren't made in pursuit of that goal.
Recharge is the least important. Someone else raised that first, not me. The most damning sacrifice is accuracy and damage, something that only Super Strength can pretty much ignore.
Quote:Extra KB protection is only necessary if you're reeeeeally touch about it.
I may be wrong here because it's been a while, but the EPS of attacks and double stacked rage crashes is quite heavy, and the combo suffers against AVs because Power Sink simply can't keep up. The last time I played my SS/ELA, which has a very similar build as the one posted, I tended to use Energize to reduce my endurance consumption nearly constantly. -
Yes, but your build HAS made sacrifices and conveniently uses Rage as a band-aid for the most egregious: a dirth of accuracy and damage. Just because it works for the combination of Super Strength/ELA doesn't mean that you can make blanket statements about ELA overall. There's only one primary with Rage.
You have sacrificed socketed enhancement values, end mod in Lightning Field, end mod in Power Sink, global accuracy, global recharge, proc damage opportunities, augmented knock back protection, and the ability to use Energize as a spot heal rather than an endurance management/regen tool to name a few. These are all sacrifices in exchange for defense to the SM/L vector with no DDR. You would be surprised to find out how much survivability you are sacrificing by not having end mod in Lightning Field and End Mod capped Power Sink augmented by Musculature Radial. -
Quote:Eh, I've made no sacrifices with my S/L softcapped SS/Elec brute. Except my wallet, of course.Quote:Code:
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1443;703;1406;HEX;| |78DA6553DB4E5A41149D81A328A24211EF37F082821CA16A9BDA5BDAAA491B4DA06| |8DBF485101C8184023980AD7DEA4B7FA036E94BFBD47BFB6DBDFC01DD67AFB11E03| |09B3F6AC5967AFBDCF9EB3F762CB27C4ABDB42F6DDABE41B8DDC5DABD554DE7D552| |8556B955AF16420AD2AC7E5C2EC7EA9553D5496470831CE9ADC9EAA2865665B7565| |E5B24D4B558BCDD2248EB6D491AA3694B95D5185A6552EE4EE58CF6A56E07EB5A44| |8D734CF026FBA56AB98D9BA5287FD1CEE948BA566B95AF4F16E57E5EBB4193CDB90| |7FA354AE87B6EBE582A98B68E5F6F28DA6B24E46A9B218FD2352E85FDB2DD236215| |C19868187802CC3475B22B56E9A82A830220CDE19865898614E6A99681BF2423E3F| |F20D21DF78DC25444A7CA68D5BA7755F48EBBB90F61329BAA073751D0BFBD1EEE78| |0970C0B74E8D1BE1EF8F6C0B707BE5EF88615CBBFD0DAAB7D7BE1EB876114F651F8| |4628671F74B22FCE8FFA007374D20F43D13FE1B6A9AFB419D4E2C1110AA6C4E286B| |44FA2B406A48BED021F0883E2D27BC026918610F3C82A3D3689BA826863146D4CA3| |8D15B4E1265D48D71F42FDC3287C18858FA21B837423FABD8D84B896E921809FE11| |B1D8D4120C6125CC3775A2774EE8903564D6601FB0CBAD661CA3DA5DB9D42EE3072| |2FD33A832EBA666EF2A0676F00AE033619C2D718565E33FCE0CE24D71A39656AEE2| |DE00D43800C1774330B305C0CE2FDA2991C8D61495F82A5143FB39C04AC024C86D5| |04439EE4712D8F5F652A7105B001DD3A608D61913C4CC85DE6114F2FA50045869F7| |494D457227999AFC4A4D1F1798D639E2B986702F3DC3DD709D1CD7669E3FF972464| |9B7E62C716C9039B6967BC2CE5F8B1237EE2889F3AE25E3F7D683AFE45BCD433979| |8F96F27B5C4D49F73CA90B806F319BCF4470CB1077CC552B7F8A6FF3D97BBE43BEE| |60E8D439BDA4B345EE27D6C1A43A987527E3E6446B1DA24CD0E6D1DC3FB43CD71D| |-------------------------------------------------------------------|
-
A very long way to go from 0%, and you almost universally gimp your build when trying to softcap the single vector of SM/L.
Let's be honest, EA benefits far more than ELA does from defense set bonuses. Energy Aura can softcap SM/L/Fire/Cold/Ene/Neg while making less build sacrifices than ELA does to go from 0% to 45% SM/L. On top of that, EA currently has 28% of the SM/L resistance value that ELA does, and it looks like this may increase to 38% should the passives receive a bump (going from 7.5% to 10%). -
A lot of people here are comparing EA to Ice and Super Reflexes and wondering if it will outperform them. I am a bit more concerned about comparing EA to ELA, as the sets appear to be converging more than ever with +recharge, Energize, Endurance Protection, and other perks being granted to EA.
-
Quote:For me, Marauder's redesign is the best for this. He looks very much like Mad Max. The belts, bits of scrap metal, improvised armor, and a laser hastily strapped to his gauntlet perfectly fit his post-apocalyptic background, having come from the decimated western United States in the Praetorian universe.What I'm most interested to find out from you guys is which characters' outfits do the best job of portraying the character's story visually. (I.e., you take one look at the character and can tell what their 'deal' is) or, alternatively, which visuals are just really appealing, regardless of story considerations.
Scirocco is quite well designed, with aspects of Persian and North African bits noticible in his armor and hair. He looks mystical, and somehow both modern and anachronistically ancient at the same time.
Mirror Spirit is one of the best designed heroes. Her face and hair, the gown that she wears, everything about her looks mystical. -
Yeah... Freezing Rain is still a 15 second duration debuff if the enemy is in the patch when it expires, and Achilles Heel never stacks more than once on any foe, no matter how many sources are spamming that proc. It ain't happening.
-
Quote:Radial got a buff where the recharge of tiers 3 and 4 was reduced to 10 minutes. This means you would get 150 seconds of Adrenaline boost every 10 minutes, and for a 15 minute window you would recieve 300 seconds given the second casting of the power.That gives 150s of the buff every 15 minutes or 16.7% up time on +400% Rec, +250% Reg, +50% Rech and 40% Slow Res. It also has Heal Other. That makes it a nice pet for an SR Scrapper.
I like to have one Radial and one Core on most of my characters, giving the option for DPS or Support.
As for the OP:
Vanguard is highly underrated. It offers solid AoE damage from the boss pet, who also has a self heal, exotic damage types, and a unique support pet with a potent AoE heal and single target debuff (Twilight Grasp). Vanguard Core or Radial is perfectly viable, and will offer more AoE damage than Cimmerorans or Warworks. -
Quote:IIRC, Disruption Arrow is applied by the pseudopet constantly for 31 seconds, with the last pulse extending the debuff for another 5.25 seconds, granting up to 36 seconds of debuff duration per cast.
Also, the -resist in disruption arrow lasts for 5.25 seconds. Acid mortars -resist is 20 seconds.
Acid Mortar is a click attack initiated by a pet with 20 seconds of duration.
A high recharge TA build will have Disruption double stacked and the opportunity to have cast up to 3 Acid Arrows against high priority Targets after 20 seconds of Combat. Meanwhile, Traps will be waiting to summon a second Acid Mortar and hoping that the debuff was applied to hard targets such as bosses and AVs rather than LTs and Minions.
Traps kicks butt against a solo AV or GM though-- no comparison here. It's top notch for this aspect of the game. As for the rest of the game, TA is by far the best debuffer. -
Disruption is a pseudo pet, so 2x Disruption and 1x Acid is pretty standard of recharge builds. And like I said earlier, it's far better to be able to self target an 8' acid burst and run your Achilles Heel that way than to have to rely on pet AI.
The only time I would take Traps over TA is when there is a lone AV. -
What about TA? I would put this set ahead of them all. Double stacked Disruption Field and the ability to self target "acid mortar" rounds is far superior for -resistance. Relying on a pet to target anything but a single standing AV with an 8' radius TAoE is terrible.
TA/Sonic is wicked. -
Quote:The procs that are granted in the destroyed Ouroboros mission in the Alpha unlock arc are applied per damage tick. These are the only ones that did such.If I recall correctly, the original bug was that dots used to proc every time damage is done, but only from "toggle" powers that essentially reactivated attacks, rains, caltrops, damage auras, all that. I believe all of them were since normalized to the ten second toggle rule, though each of a MM's pets trigger the interface.
All of the procs from Interface were initially applying once per ToHit check, not per damage tick. DOTs and damage auras were not particularly powerful unless they made rapid ToHit checks in succession, such as on rain skills, Caltrops, etc. All of these skills now check once upon activation and again every ten seconds, following the formula for procs from IOs. -
First-- the debuffs last for 8 seconds, and always have as far as I know.
Another problem with Reactive is that the damage procs can stack 6 times while all other debuffs are limited to 4 stacks. -
Quote:So if you are fighting a spawn that has 5 LTs, one of them on average will die. I would still take 5 severely weakened LTs over 4 survivors with full damage.Averaging out damage on Judgement powers probably isn't the best way to look at it. Rather than look at it as "32 extra points of damage", look at it "a 20% chance to one-shot LTs as well as minions". Now, granted, if all you're fighting is AVs, that might be different...but I have yet to run into any all-AV missions outside of the AE.
-
Radial is leaps and bounds superior to Core as far as I am concerned. The 20% chance for a critical runs a procedure for an additional 160 damage or so. That amounts to 32 extra damage.
No sane comparison will value 32 points of extra damage over a 50% damage debuff for 30 seconds. One is an extremely useful debuff that is particularly potent against AVs. The other applies socketed Brawl level damage... -
Quote:It's just bad luck. My Mastermind has gotten 5 Very Rares in half the amount of time that it took my Brute to get 1-- which means that she's earning them 10 times faster.Not to be a conspiracy theorist, (I fully admit that it could just be extraordinarily bad luck) but I seem to remember reading some time ago that there was something bugged about the drop rate for Masterminds in the trials. Is this true? I only ask because I just completed a marathon trial session on my Bots/Traps MM, and after 12 hours, I ended up with a grand total of 2 rares, 1 Uncommon, and somewhere between 12 and 20 Commons. This is just the capper to a week of similar results. Before today, I had only been casually playing for an hour or two. However, in all of that time I have never gotten a Very Rare on this character.
On my other toons, I seem to average one or two Very Rares a night.
So, I'm just asking... is something bugged? Or is it just extraordinarily bad luck???
The thing is that my Brute has been incredibly unlucky while my MM is the exact opposite. There really isn't any AT disparity for a while now (in my experience). -
Most of the new Incarnate content requires a level maneuverability that Masterminds lack, and it can be rather frustrating to keep up with teams even outside of Incarnate content. Abilities such as Team Teleport and Team Flight require a MM to delve 3 steps into a Pool Power tree just to have a fraction of the maneuverability of other classes, and use of these abilities annoy team mates and are looked down upon (despite the addition of Null the Gull).
I have a suggestion for a Pool Power tree that will enhance the quality of life for any set that relies heavily on pets, not just Masterminds. The goal is to grant MMs and other pet reliant sets the ability to enhance their pet's speed, while having team friendly movement powers that only affect the caster and their pets available for 2 power selections rather than 3.
- Tier 1: Well Conditioned, Auto Power
Augments the run speed of all pets summoned by the user. A passive bonus slightly better than Swift is added to all pets. Also provides 30% resistance to slows.
- Tier 2: Rapid Response, Click
Greatly enhances the running and leaping speed of all pets with a 25' radius by 30mph.
- Tier 3: Squad Teleport, Click
This is Team Teleport that will not target any team mates. It will only affect the user and his/her summoned pets.
- Tier 4: Squad Flight, Toggle
This is Team Flight with the same base speed as Fly. It would again only affect the user and his/her summoned pets.
- Tier 5: Ambush, click/toggle
Phase, stealth, and place all pets within a 50' radius into an only affecting self state. This skill would have similar limitations as Phase Shift with a rapidly increasing endurance cost as time progresses. Once the toggle is released, all pets would reappear and interact with enemies/allies regularly.
- Tier 1: Well Conditioned, Auto Power
-
What matters the most is that you enjoy that build and that it works for you. But to be honest, there is nothing particularly novel, or remotely optimized, about that build. It is SS/Fire and runs Fire Farms, that's about it. Recharge is below mediocre, accuracy is poor, SM/L defense is a wasted attribute.