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Posts
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Ok, thanks for the input. Let's switch the idea around. What are the enemies that regardless of AT/powers combo you tend to try to get rid of immediately when in a group. So, as an electric armor Scrapper, sappers do no more than tickle me, but I may still want to get rid of them first just in case they target a teammate and ruin the teammate's day. This could probably breakdown into mobs that heavily buff/debuff or do ridiculously high damage.
How about, since the list could still be really huge, we do the top 3-4 enemy types per faction. So for DE that may be Quartz, Cairn, Swamp Fungi, and Tree of Life; keep in mind you would not have to target these, but you may want to depending on your team. If I wasn't going to eliminate these with just standard AoE's, I would at least attempt to target and remove any Quartz for the sake of a defense reliant teammate.
(This is specifically for a set of binds to use that can be switched around for whatever enemy type you are facing). -
I'm going to compile a list of enemies from each faction that are particular problems for a given character. If you know of a set of enemies that are a nuisance to a certain AT you play, please be so kind as to list them in the following fashion of "Faction: Mob"
(Example) Malta: Sapper
Obviously each player will have difficulty with different types of enemies. I'm making this list for a set of targeting binds so that no matter what enemy group you are facing you can quickly target what you need to get rid of first for the safety of the team. So, even if you are Mr. Untouchable Ueber Tank, if you notice that CoT Death Mages spank your blaster friend like a bad, bad donkey, you can list them.
Thx in advance -
Quote:You can also combine all tiers of a given color with one command in a popmenu instead of three, which would make the recursive thing (although a cool idea) unnecessary if that's what you are trying to do. I have them listed this way under "consolidated popmenus" in the guide in my sig. If you only want to do a tier at a time, of course, then separate commands is the way to go.
Also, I've made it so that the menu remains when you select 1 through 3 in case you needed more than one tier created. -
Set of ragnarok's, minus the chance for knockdown, and an achilles proc. Note it does not need -kb powers to be effective as it does knockup now, not knockback. 5 posi's + achilles proc is good if you don't want to spring for purples, but posi's doesn't enhance the recharge all that much.
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The underscores are just a way of putting "spaces" in between words without breaking up a command; you can therefore just delete them, making:
/macro Insp "inspexecpetname Enrage Tiros-7"
The only time this is not true is with multi-word inspiration names like break free's, which have to be listed with an underscore (ex. break_free) where they have spaces for the game to read it correctly. (Another example would be catch_a_breath). -
Quote:Joe, I thought slots were listed somewhat oddly, such that if you wanted to execute what shows as slot number 10 (or 0) on your screen your bind would have to be "slot 9".Yeah - this bind isn't working. A simpler way to do it with one key combination is to put your black dwarf step and your shadow step powers in slot 10 of their respective trays.
The bind would then look like this:
/bind shift+lbutton powexec_slot 10
In other words,
slot 1 is named slot 0 internally, and 2 is named 1, etc. all the way up to slot 0 = 9 internally -
Quote:Riiight. I think I forget that because the mire doesn't have a taunt component, so the WS gauntlet only works with one opponent. I find this pretty useless unless I constantly cycle opponents. If Castle'd add a taunt to the mire that might help a lot, but I'm not about to point his attention to warshade miresMost Dwarf attacks - like White Dwarf Flare, for example - do indeed have gauntlet.
In fact, here is where White Dwarf gets something Black Dwarf does not. White Dwarf Flare has a taunt component, while Black Dwarf Mire doesn't.
Of course, Black Dwarf Mire does, you know, buff damage and tohit.... -
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Quote:With a max target count of 5 and no gauntlet it might as well be STThe dwarf taunt isn't single target, it's AoE, and has an accuracy of 1.5, which is more than enough to hit most of the mobs in the game with no accuracy slotting whatsoever. Making it autohit would be a minor buff, IMHO.
Adding a mag to pulsar, however, would be something I would love to see. -
This wasn't mentioned: nin (at 50) can slot the purple confuse set, which is relatively cheap as far as purples go and gives 5% ranged defense.
Some good sets with sizable defense bonuses:
Touch of Death
Mako's
Coercive Persuasion
Gaussian's Synchronized Fire Control
Obliteration
Scirocco's Dervish
Thunderstrike
Razzle Dazzle
Miracle
Lockdown
Siphon Insight
Enfeebled Operation
Shield Breaker
Blood Mandate
Numina's Convalescence
Stupefy
Cloud Senses
Expedient Reinforcement
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Quote:I saw that too, and pretty sure he's not bsing. He's using a ranged chain, so he can keep distance between himself and the pets so they don't get all the splash damage.But I really don't see how this is possible... mine ran right up to the pylon to melee it and then croaked on two attempts. So is there a way to keep the pets out of the AE or is he just BSing everyone?
Oh, and the above statement about softcapping not being enough: I agree, but banes have more than softcapping so I don't think that's valid in this case. They have some +hp and regen as well as some resistance. Mine has the same defense as my /shield scrapper, lower hp/regen, but higher s/l resistance. It is not quite the same as, say, an /sr which is completely reliant on the RNG outside of Aid Self. (DDR is another story, but that's irrelevant for a pylon). -
It just feels more artificial to me than -res. Completely subjective. I could say (and people have) that the -res is artificial too, but that doesn't bother me.
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Quote:I'm not sure what you mean. The bane should not die in that scenario with softcapped defenses. Survivability is a non issue. The pets die due to artificially high aoe damage that does nothing more than tickle the bane. Against almost any other AV type opponent, the pets should be fine (cept maybe crab's spiderlings, which is why I don't give them much credit in dps calcs) and so would the bane, making the high dps actually more normal.And the pylon test is also a measure of survivablity against a hard target, as well as for DPS. Its about seeing how much damage you could do, while making sure you don't die.
If we wanted a pure DPS test, someone else could tank the Pylon at range with taunts.
Edit: What Jib said about the containment thing is true, but the amount of damage actually coming from the controllers personal attacks is relatively small so it doesn't skew the dps that much. I consider -regen more of an artificial component than the false containment. -
Against a pylon, the pets will die. Against a normal AV, they should not. No one has clocked a bane at that dps (as far as I know) against a pylon for this reason, but assuming it is capable of 400 dps for the rest of the game is valid, and actually less artificial than a pylon run.
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Quote:First, I gave you the wrong chainConcerning the build, perhaps I'm factoring in too much redraw time, but I make that chain you quoted a hair under 21 seconds, which means that Venom Grenade's debuff in particular would have expired a good 5 seconds before it ends. The Chain I was looking at was Pulverise --> Shatter Armor --> Crowd Control --> Poisonous Ray --> Venom Grenade --> Surveillance --> Poisonous Ray which works out at a hair over 16 seconds... on the grounds that my build's Crowd Control at 141 DPA + Proc was better than Shatter at 153 DPA without a Proc. All together my Bane build puts out around 107 "Raw" DPS (before res debuffs) and 190 "Inflicted" DPS (after res debuffs).
With your chain using my build I make it 120 "Raw" DPS total from the Bane itself. Assuming you managed to get your resistance debuffs up slightly more often than mine (mine's in the high -70%'s), that's an average of about -80% Resistance debuffs constantly applied, meaning 120 "Raw" DPS becomes 215 "inflicted DPS" from the Bane. Call Reinforcements Pets each inflict a little over 11 unslotted DPS in melee range (or 9 DPS at range), Summon Blaster inflicts a hair over 15 unslotted DPS at range (12 DPS in melee). Assuming optimum conditions (-80% res applied, +30% damage from tactics, +96% Damage from pet slotting, Call Reinforcements Pets in melee, Blaster Pet at Range, No pause to resummon pets) that would rise to a total of 92 DPS from the Call Reinforcements Pets, and 61 DPS from the Blaster. In my own build I assumed Pets would get less benefit from the Resistance debuffs as they inflict no Toxic Damage... but I'll assume they get the full -80% here for simplicity's sake. That gives 215+92+61= about 368 "inflicted DPS" under optimal conditions.Swap the position of Venomnade and Shatter armor; there is a bit more redraw but the debuffs should work out better. Second, I calculated the redraw as less than you are, as I calc'ed the chain to be a bit above 19 seconds. Third, my bane (just the bane, no pets) puts out about 141 "raw" dps doing that chain, and ~232 "inflicted," I believe (old calcs).
You're right on about how difficult it is to calculate the pet DPS. Our pet calculations are very different, which is causing the major disparity (and do you have the soulbound proc in any of those pets?). I compared calcs with Frosticus a long time ago, and since he got almost exactly the same numbers as I did, I just went with it. There is no way that I know of, outside of hundreds of sample runs in game, to determine pet DPS accurately, and I don't have the patience to do those sample runs. Your crab calcs make me want to recheck some old crab builds though
Part of the reason I've scrapped the bane (and crab) is that keeping the pets alive long enough against a pylon is just a ridiculous pain. The controller should have no problem with that at all. -
Quote:Ding ding ding ding ding! We have a winner!I suspect it's a /Cold. Stacked Sleet (-30% Res, summon lasts 15 seconds, applies debuff that lasts for 30 seconds so in theory at high recharge can inflict -90% res) + Heat Loss (-30% Res) + Benumb (-500% Regen) with bonus points for Mace Mastery's Poisonous Ray (-18.8% Res) plus the Toxic Tarantula pet. Controllers also get fairly good numbers for Assault (+15% damage) which will work on their own pets plus the Patron pet.
Primary I'm not so sure about, but Illusion (PA + SW, sadly Phantasm's slightly retarded) or Fire (Imps + Char + Hotfeet) would be a safe bet for high damage output.
I'm a bit unsure of the Bane idea. Banes certainly get a lot of -res (Surveillance -20%, Shatter Armor -20%, Venom Grenade -20%/-40%, Poisonous Ray can take the Achilles' proc, Crowd Control can take the Fury of the Gladiator Proc), but you need to spam them fairly regularly as they only last 20 seconds (VG is worse at 16 secs), and Venom Grenade causes redraw and Surveillance does no damage which means a significant loss in DPS.
Conversely, Crabs get nearly as much -res (Venom Grenade -20%/-40%, Shatter Armor -20%, Channelgun and Longfang can take the Achilles' Proc, Arm Lash can take the Achilles Proc AND the Fury of the Gladiator Proc) but it doesn't have redraw on Venom Grenade, only Shatter armor (which does good damage and doesn't need to be spammed as often as VG) and three more pets than the Bane. I work out a Bane topping out at about 335 DPS, and a Crab at about 440 DPS - the Spiderlings alone add well over 100 DPS if you can keep them in melee.
That's all Raw DPS + Resistance debuffs though. Neither Banes or Crabs get any regen debuffs... so a /Cold will therefore be better against virtually any single hard target if there are no outside sources of -regen. Another contender could possibly be a Fire/Psi/Mace Dominator (due to Drain Psyche's -regen debuff being enhanceable, plus four pets and Poisonous Ray giving around 330 DPS before Drain Psyche is even taken into account).
Ill/cold/mace for the controller for all the reasons listed. Before you could get PPPs it would not have surpassed the bane, but with an extra pet and yet another source of -res it should hit somewhere much, much higher.
I think you have your bane and crab numbers backwards there, as ~430 is what I calculated for my bane a while ago. (Using Crowd Control to get the FotG proc to go off would be a big waste of dps, btw). What is the chain you are calculating? Mine is Surveillance->Venomnade->Shatter Armor->Poisonray-> Shatter-> Pulverize -> Poisonray -> Shatter -> Pulverize, throwing in Buildup when it won't cause redraw. The last crab build I checked was somewhere in the 350s I think.
Not that I'm still working on that, cause the controller has me salivating. Plus the controller has a better chance of keeping the pets alive. -
In order to reach those levels of damage you have to be able to leverage significant amounts of -resistance. One of the builds is a controller (which I just started) and the other is a bane.
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Caltrops/Waterspout>Buildup>Lightning Rod>AS
LR and Build Up have the same recharge, so you can do this relatively frequently, and the knockdown from LR makes getting the AS (which also has a shorter activation time than nin blade or broadsword's) much easier. Greatly enhances the single target capability of an elec/nin stalker. -
Interesting thing you can do with nin/nin or bs/nin if you're softcapped but can't with SR:
(Assuming all of these powers are recharged)
Kuji-In Rin>Caltrops>Buildup>Assassin's Blade will put you back in hide if you have been scrapping and give you the full AS, no placate needed. If you get hit it doesn't work, but you were going to use all of those powers anyway. Not as useful as the electric melee version, but still... -
Quote:The best my calculations showed that a masterfully slotted nin/elec/lev stalker was probably the highest, although I'd rather not say the dps I calculated it asBy the way, I heard that Ninja Blade with set bonuses and procs is very good too. Did you do test on Ninja Blade?
. That is, however, dependent on a lot of factors, like my estimation of the pet's damage (and the pet actually surviving). Using Placate and AS seemed to hurt the dps, as well as reduce the number of chances for those all-important Achilles procs to go off. Also the scrapper version of that combo does a lot better... which is why I switched over to that once PPP's became available for scraps.
I'd tell you in practice how much dps the latter does, except I started focusing on two other builds that can do mid 400's dps -
Quote:So do you think the Gaussian's should function in roughly the same way?All pets have a chance to set off the proc, all pets in that tier get the buff. It only affects the pet its slotted into, its got a short duration so does better in powers w/ multiple pets. I haven't found the power effective in Masterminds as its more important to slot the Def/Resist procs in the tier 1 pet.
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Agreed with Zem.
Problems in SR that Nin fixes:
Protection against confuse and fear
Protection against the one damage type that can destroy your defenses even when softcapped
Uninterruptible self heal
Protection against Toxic (just for giggles)
AoE protection before you've finished most of the leveling process
Perks of Nin:
Caltrops
Caltrops
Caltrops
Blinding Powder
SR's DDR is nice, but just take Retsu for instances when that would be needed.
Nin's mez weakness, kb, can be overcome with a single IO; SR's mez weaknesses cannot.
Major perk for SR: Quickness -
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It is also possible that when it fired on one of them it would fire on both, as the soulbound proc seems to do with powers that summon multiple pets. That would make it quite a bit more useful. I have it slotted in my enforcers, but haven't played that mm since slotting it so I couldn't tell you how often it goes off