Maximal Slotting for Fulcrum Shift?
That's going to depend on the recharge of your build and any accuracy/tohit global bonuses you have. FS starts with a base 60 second recharge and a 45 second duration, so I can't imagine it having too much of a need for recharge enhancement. Just one level 50 recharge IO makes it perma without any global recharge bonuses or siphon speed taken into account. I would generally say to just slot it with a couple of accuracy IO's to be safe.
I try to use it on every spawn group; so faster recharge is useful. It also stacks with itself sequentially, so having a short recharge makes it easier to boost the team to their damage caps.
If I have the slots to spare I usually double slot it. One recharge, one accuracy. If I don't have the slots I go with one accuracy.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
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Maybe I should rephrase my question. If you had to six-slot Fulcrum Shift, and had unlimited influence, what would you put in it, and why? It doesn't matter if you think those slots would be better elsewhere, that's not my question.
I do 2 acc SO's and 3 rech SO's. This way it basically never misses, and recharges quickly. The 6th slot really isn't needed.
Since there aren't any sets that FS accepts, you're not getting any benefit out of max slotting it. You could use HO's I suppose to get max stats out of Acc/end/Recharge & Range, but really that's it. All you can do with DS is tweak those stats on that one power. No globals or other sets will fit to help anything else out.
Looking at this thread, I think I've over-slotted it at 4 (which I think is 2 acc, 2 recharge) - but I wasn't really hurting for slots on my build anyway.
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like others have said it does not take any set IOs, it will only take generics, i usually dont put more than 3-4 slots either 1 acc 3 rech or 1 acc 2 rech
I usually slot 2 acc and 2 or 3 recharge. It's kind of overkill, but I solo fairly often and want faster recharge so it can be used every spawn. Since the spawns are smaller, it takes a couple spawns to hit the damage cap and stay there.
Even on teams more recharge is better. What you really want to do is ensure that damage dealers are getting hit by your Fulcrum Shift. Since people are usually all over the place in combat, it's tough to be certain that every blaster, brute and scrapper is getting hit by your FS. The more often you use it, the more likely your entire team will be damage capped.
It normally has a range of 70', would you see any operational benefit to slotting for range?
It normally has a range of 70', would you see any operational benefit to slotting for range?
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Actually, getting "close" to melee is good enough. One buff has a 20 foot radius. You could hang back a smidge. Still, that means +rng isn't a good thing to slot for.
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I slot mine no more than 2x Acc and 2x Rech. If I have oodles of slots to spare, I might put an Endurance Reduction in there but as a Kin, that's fairly pointless really. No need to give it the full six slot treatment.
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If I 6 slot FS, then I go with 3 acc, 3 rech. The buffs from FS stack up to the damage cap of each AT. So a Defender can add +%300 each time you use FS, +240 for controller/corruptor. Its not like the old days when you could fight +9, then you needed 3 acc, now 2 is probably enough. For me, FS can never go off to often.
I tend to do 1 acc, 2-3 recharge.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
1 Acc, 2 Rech. Same for Siphon Speed.
No, man up, get in melee and take some of that juicy +DMG buff for yourself. You can bounce back out if you want.
Actually, getting "close" to melee is good enough. One buff has a 20 foot radius. You could hang back a smidge. Still, that means +rng isn't a good thing to slot for. |
Obviously, one needs to be within the 70' range to hit the targeted foe, and all the foes within the AoE then get hit to increase the teammate buff. Does the teammate buff only affect those within the same distance of the central targeted foe? Within that distance of any affected foe? Is there a third distance? Do teammates get buffed for every foe hit by FS within some distance of themselves - i.e., the kin's teammates who're in the central mass of foes get a larger buff; or does everyone get the same buff from one FS if they're close enough, or none at all if they're too far away? Finally, does the caster being in close affect the magnitude of the buff the other teammates get? If not, I could see adding some range enhancement, because sometimes my kin wants to be far away from the action.
When you target an enemy and click Fulcrum Shift, it summons two invisible pets: 1 by you and 1 at your targeted enemy.
The one by you gives you and anyone within 20ft of you a 40%-50% damage buff depending on AT.
The one at your targeted enemy causes a 20%-25% damage debuff (depending on AT) on up to 10 enemies (including your target) within 30 feet of that targeted enemy. It then summons an invisible pet at the location of each of those 10 enemies that radiates a 20%-25% damage buff to all allies within 20 feet of each enemy.
The result is that anyone near you gains a 40%-50% damage buff, and anyone in the middle of a group of enemies gains a 200%-250% damage buff. If you jump in to melee as well, then everyone gets a 240%-300% damage buff.
Basically, how would one slot Fulcrum Shift for maximum performance? Maximum meaning no expense limit and up to six slots in the power in a level 50 team environment.
It accepts accuracy, endurance cost, range, and increase attack rate enhancements, but no sets. I find accuracy and recharge are good, but past putting in two of each of those and maybe a third to hit ED hard, are there ways to get more out of it? Range seems kind of pointless, since being far away from the targets being hit reduces the buff effectiveness. And end; it's just not that expensive. Are there any Hami's that make sense in the power? (and aren't exploits?)