Positron AV
Yeah, I always aim to keep Blaze permanently recharging It's just such an absurdly good attack. Wanting to use it as often as possible is why I put the 6th slot with an end rdx in, if I'm using Blaze every 3ish seconds I'm saving 2 end every few seconds. It's how I've got the tier3 blasts slotted on almost all my Corrs that have Apocs, it adds up and is very noticeable.
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Yeah, there's no way I can fit Aid Self into my build. I'll stick with Triage, especially since that also helps my traps. Being able to double stack it for some of the time is also a really nice bonus. Even though PGT will flatline the AVs regen, time spent using Aid Self is time not spent trowing fiyah. Laying the longish traps is already dead time, I'd rather have the regen constantly working for me. |
Aidself with the equivalent of 3 SO's healing and 3 SO's rech make it 27.76 hp/sec healing. Of course it provides burst healing, which is pretty valuable sometimes. But it is less powerful than triage and you only need to drop TB every 90 sec to get that performance compared to using aidself every 14.75 seconds. They both cast slowly, but aidself is a major parasitic loss on your dps.
Heh, while I could probably shift some stuff around to softcap my fire/cold defense, I'd rather not lose the recharge I've got. Especially not just for a few AVs. |
Have you ever played around with Caltrops? I'm wondering how it is damage-wise. Looking at the enhanced numbers, it does about as much as RoF, albeit over 3x the time and without Scourge, (I think? Pretty sure Caltrops don't Scourge, but even if they do I highly doubt they double Scourge like RoF ), and over a smaller area. I'm thinking for damage over time it'd be great in conjunction with RoF, especially since I can stack it. For normal spawns it'd help stuff stay in RoF too as well as stack with RoFs slow. I ask mainly because Fire Breath does great damage, but doesn't really mesh well with how I tend to play my Trapper. Which is mostly in melee range for toebombing unless I'm fighting an AV or something. So hopping out to hit a spawn with Breaths slow animation would bug me. Hoping Ball+RoF+Caltrops will be enough to defeat a +2x8 spawn in decent time. Any other tweaks/improvements you can think of for the build? Cheers for the input |
Against a group, it is hard to say from a damage perspective. If the group is alive by the time RoF ends I'm not happy. If you throw it out right away though you'd still be getting 20-25 secs worth of it even in the scenario I just described. And more damage is more damage.
Whether it is better than FB or could fill the role? I like FB because it bursts them down into range for RoF to start scourging faster. I hate the animation and the fact that I need to jump out of the spawn to use it. All I can say is ymmv and you'll probably have to play around to see if it works for you.
Further tweaks to the build? You may find you want Triage more heavily slotted at some point, or you may not. If you end up dieing a lot then that would be what I look to. It isn't going to net you a lot though. I don't think you need the end red in Blaze. What I'm bidding on right now is a full set of Apoc's. More damage and 5% psi def to help fill one of the only holes in the build. My current slotting simulates what it will be though with only 35% end red (33% w/ apocs).
Lastly if you don't have the cloud senses already bought then stay the hell away from bidding on them! I still am waiting for my bids to fill lol. The acc/end/rech one only fills like 4 per month and it cost 200 merits An acceptable substitution that I'm using right now is stupefy.
Yep if blaze is ready to go and I'm doing something else, then I'm not doing it right. The exception is RoF when they are getting low, but at that point those two attacks need to be used every single time they are ready imo.
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Triage is good. I'm at 30.xx hp/sec with it and jump up to 47 hp/sec when it stacks. If you get a bad string of like 3 hits landed in a row then it doesn't get the job done, but for how often they typically land an attack it is more than enough. 71 AV's and counting w/o aidself or insp and triage is a large part of the equation.
Aidself with the equivalent of 3 SO's healing and 3 SO's rech make it 27.76 hp/sec healing. Of course it provides burst healing, which is pretty valuable sometimes. But it is less powerful than triage and you only need to drop TB every 90 sec to get that performance compared to using aidself every 14.75 seconds. They both cast slowly, but aidself is a major parasitic loss on your dps. |
Exactly. While an amazing toon, fire/traps isn't quite the ideal combo for every situation. Fortunately the times it isn't the answer are pretty rare. I more just letting you know as an FYI which ones will put up a big hurdle. It kind of bothered me at first that they are better at playing with fire than I am. Actually, it still bothers me lol.
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I haven't extensively played around with trops on live, but I have looked closely at the numbers. It is worthwhile against a single target like an AV, procs only help to make it more so.
Against a group, it is hard to say from a damage perspective. If the group is alive by the time RoF ends I'm not happy. If you throw it out right away though you'd still be getting 20-25 secs worth of it even in the scenario I just described. And more damage is more damage. Whether it is better than FB or could fill the role? I like FB because it bursts them down into range for RoF to start scourging faster. I hate the animation and the fact that I need to jump out of the spawn to use it. All I can say is ymmv and you'll probably have to play around to see if it works for you. |
The Fire/Fire Dom experiment is more sinister
Further tweaks to the build? You may find you want Triage more heavily slotted at some point, or you may not. If you end up dieing a lot then that would be what I look to. It isn't going to net you a lot though. I don't think you need the end red in Blaze. What I'm bidding on right now is a full set of Apoc's. More damage and 5% psi def to help fill one of the only holes in the build. My current slotting simulates what it will be though with only 35% end red (33% w/ apocs).
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Lastly if you don't have the cloud senses already bought then stay the hell away from bidding on them! I still am waiting for my bids to fill lol. The acc/end/rech one only fills like 4 per month and it cost 200 merits An acceptable substitution that I'm using right now is stupefy.
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Nah, seriously though, I might just go for Stupefys for the time being as you say. The KB proc would irritate me though. I do think merit prices on a lot of the non-super pricey recipes are pretty stupid.
200 merits for an obscure accurate tohit debuff triple or a LotG 7.5? lol wat
The Melee Teaming Guide for Melee Mans
Triage is decent. I ended up being the only source of healz against the vindicators cause the ice/dark crashed and everyone was all worried. We just rushed them and no one died. Helps that all of them have flatlined regen and we were all softcapped so with all the aoe spam they all drop in very close succession.
We had the /dark for the final Phalanx mish though. Whether it was needed or not who's to say as we managed a decent split of them.
Be sure to let us know how the trops testing works out.
Regarding stupefy in seekers, I don't think I've every seen them knock anything back. I get the feeling it rolls the proc when they are summoned and even if you put the recticle right in the spawn they summon up a bit away from it. I might play around with it a bit more and see what's what.
The Seekers KB proc going off when they're summoned would be pretty great. Thinking about it though, isn't the Seekers debuff a pseudopet summoned when they die?
The Melee Teaming Guide for Melee Mans
Regarding stupefy in seekers, I don't think I've every seen them knock anything back. I get the feeling it rolls the proc when they are summoned and even if you put the recticle right in the spawn they summon up a bit away from it. I might play around with it a bit more and see what's what.
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Edit: wait, that can't be right. The KB in Seekers is mag 6 and -KB from IOs is only mag 4. Perhaps the issue isn't getting hit by other KB in the same server tick, but summoning the seekers close to yourself. In any case I have on very rare occasions seen myself get knocked back just as I summon Seekers, but certainly not as often as the 20% proc would suggest. Off to the game to experiment with this.
Edit 2: okay, looking through my combat logs, I am seeing this:
You activated the Seeker Drones power.
HIT Cerulean Songbird! Your Seeker Drones power is autohit.
Cerulean Songbird HITS you! Seeker Drones power was autohit.
You knockdown Cerulean Songbird
The last line isn't always there; only when the proc check succeeds. However, I have been unable to reproduce the effect of actually being knocked down/back. At first I thought that this was clearly because the knockback magnitude is less than my knockback protection. But I used ouroboros to exemp to level 24, six levels below my lvl 30 Karma -KB but still high enough to use Seekers. Again I was able to produce "You knockdown Cerulean Songbird" but not the actual effect of being knocked down/back.
But, I *know* I have on a handful of occasions experienced it in actual combat situations. I summon the Seeker Drones and for no visually evident reason, I fly back a short distance and land on my kiester.
Suffice it to say, though, that I summon a LOT of Seeker Drones and have only experienced this phenomenon a few times. I don't know why it happens when it happens and not when I'm trying to make it happen. But I'm 100% sure that when the proc check succeeds and the knockback happens, it happens to you, and not to the enemies.
When the proc goes off in Seekers, it's rolled as they are summoned, but it doesn't affect the enemies, it affects YOU. If you have a -KB IO, then you will never notice it unless some other knockback hits you during the same server tick.
Edit: wait, that can't be right. The KB in Seekers is mag 6 and -KB from IOs is only mag 4. Perhaps the issue isn't getting hit by other KB in the same server tick, but summoning the seekers close to yourself. In any case I have on very rare occasions seen myself get knocked back just as I summon Seekers, but certainly not as often as the 20% proc would suggest. Off to the game to experiment with this. |
So ya, I'd never notice it fighting spawns cause I always summon seekers from range to eat the alpha, but occasionally fighting an AV up close I call them up and I go for a short ride heh.
That's one mystery solved.
You are right, but you have to be near them for it to happen. I've had a handful of times where I'd just fly back for no conceivable reason and my combat log wouldn't say anything about it. I just shrugged it off, but now that I think about it it happens when I'm near where I summon them. I only have 4pts kb protection.
So ya, I'd never notice it fighting spawns cause I always summon seekers from range to eat the alpha, but occasionally fighting an AV up close I call them up and I go for a short ride heh. That's one mystery solved. |
But when I was testing this while ago, I was summoning them at my feet. Yet I still couldn't reproduce the knockback effect. Again, I'm not sure what's up with this, but I do know that it never knocks back the enemies and once in a blue moon knocks me back.
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IMO though I'm actually glad it targets me instead of the spawn with the kb. It would have the potential of causing pretty severe scatter and getting a set of cloud sense is a challenge redside.
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If you add inspirations to the mix then most problems will disappear.
Have you ever played around with Caltrops? I'm wondering how it is damage-wise. Looking at the enhanced numbers, it does about as much as RoF, albeit over 3x the time and without Scourge, (I think? Pretty sure Caltrops don't Scourge, but even if they do I highly doubt they double Scourge like RoF ), and over a smaller area.
I'm thinking for damage over time it'd be great in conjunction with RoF, especially since I can stack it. For normal spawns it'd help stuff stay in RoF too as well as stack with RoFs slow.
I ask mainly because Fire Breath does great damage, but doesn't really mesh well with how I tend to play my Trapper. Which is mostly in melee range for toebombing unless I'm fighting an AV or something. So hopping out to hit a spawn with Breaths slow animation would bug me. Hoping Ball+RoF+Caltrops will be enough to defeat a +2x8 spawn in decent time.
Any other tweaks/improvements you can think of for the build?
Cheers for the input
The Melee Teaming Guide for Melee Mans