Auroxis

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  1. Auroxis

    The Build Thread

    Build: Katana/Fiery Aura
    Price Range: Infinite
    Goals: DPS. Top Katana Chain with purple procs and -res procs, lots of damage bonuses, Fiery Embrace up often, softcap with 1 DA if needed.
    Weaknesses to be improved on: Survivability
    Incarnate: Spiritual Core, Pyronic Core, Interface Radial, Warworks Core, Ageless for more damage or Rebirth for more survivability.

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  2. Quote:
    Originally Posted by Tourettes View Post
    I'll think about getting MU, but before doing so, have you tried Pyre in this combo? It's pretty amazing. Fireball after buffing all damage and all fire damage is pretty fantastic.

    Tourettes.
    I might be mistaken, but it looks like you think Fiery Embrace works better on fire attacks, which hasn't been the case for a long while.
  3. Auroxis

    Most DPS?

    Quote:
    Originally Posted by Seldom View Post
    Eh. DPS reaches a 'pointless' level at certain points, just because in much of the game the enemy health threshold is pretty easy to reach. What Blasters do pretty often is easy to access Burst AoE damage. I also wonder- do many of the blaster DPS calculations include defiance damage buffs?
    I think they do.

    Also, my Sonic/MM blaster soloed a Pylon in about 4:30(issue 19), though I had to use purples to stay alive. Funnily enough, my Empath beats both my Brute and Blaster in Pylon times due to how awesome those pets are, especially with buffs like Fortitude and AB.
  4. If you want to get more healing power, you'll be much better off taking the Rebirth +Regen path.

    Ageless will make your best attacks (Tremor, Seismic Smash) recharge faster, and you won't have to use Power Sink in those long AV battles either. So more damage there.

    IMO Barrier is inferior to Rebirth in mitigation, simply because the +Regen numbers from Rebirth are so significant.
  5. Just tested it myself. The KB protection does stay if you remain close to the ground while flying/hovering(I used a jetpack), and the Immob protection seems to stay regardless.

    I'd still avoid Hover on a tanker, though.
  6. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    I thought that Grounded worked, provided you are on or near the floor? If that is the case then if you hover right low to the ground, you get the defence out of hover plus your grounded protection.
    Give it a try and let us know, haven't tested it personally.

    Moving from mob to mob with Hover(especially with no speed slotting) will be really slow, and constantly activating/deactivating it could get annoying after a while.
  7. Auroxis

    Most DPS?

    Quote:
    Originally Posted by Primantiss View Post
    Aye, so its kinda moot point.. Since any AT could get the above slots and boost their DPS tremendously.

    Like, what about a Kin, buffing said pets to insane levels with Fulcrum Shift and Siphon Power? lol
    A Kin/Sonic with T4 Warworks and Reactive would dish out tremendous amounts of DPS. However, I'm not so sure it can keep the pets alive against a pylon.

    The Crab didn't use the Rebirth heal to keep the pets alive(In my experience it's not enough), he tanked the pylon while hovering above the pets(so the AoE didn't hit them).
  8. Quote:
    Originally Posted by Necrotech_Master View Post
    this is main reason why i do not like CoP much, you get 0 rewards unless you complete it and your fighting +2 rularuu the entire time

    i think i mentioned in another thread somewhere that the CoP should be given "incarnate" treatment, as such make it basically an incarnate trial which gives empyrean or astral merit on completion like current, and astral merit for getting to the inner chamber. then make the baddies actually drop rewards and can stay at 52 or be lvl 54 since the AV is already lvl 54 it wouldnt be too much of a problem. the reward table can remain as is but also include incarnate components


    as per the OP, i completely agree and as said in other posts, it would make sense to have done this
    With all the incarnate abilities it's really not that challenging, and the 1 week buff is well worth it.
  9. Relying on Hover for defense is a bad idea for an Elec Armor toon. The amount of defense you get out of it doesn't come close to compensating the loss of KB and Immob protection from Grounded.
  10. No one will be expecting SB's, but casting SB whenever the action is low might increase your chance of getting higher tier components, at the end of the trial.
  11. I'm continuing to get Commons with my Emp/Rad Defender. I'm blasting(and using judgement as soon as it's up), buffing, healing, etc. I can't remember when I just stood around and did nothing.
  12. On my Brute, dozens of runs:

    Threads = Never
    Commons = Few times
    Uncommons = Vast majority of the time
    Rares = Sometimes, much more often than Commons
    Very Rare = Twice

    On my Empath, dozens of runs:

    Threads = Once
    Commons = Vast majority of the time
    Uncommons = Sometimes
    Rares= Once
    Very rare= Twice
  13. That's damn impressive, and not too surprising considering the synergy with the pets. Mind Link, Maneuvers, and Rebirth keeping them alive and Musculature and Assault beefing them up.

    I'm still waiting for those Rad/Sonics to post their times with the pets!
  14. The issue just came out, of course there will be bugs, especially considering the amount of content this issue gave us. I trust the devs to patch it out in the coming months.

    Also, I'm not seeing any bugs discussed in-game or in the forums, save for a few minor-moderate ones relating to the recent issue.

    Finally, Issues have always contained new content. To dedicate an issue to bug fixing would break that pattern and shake the foundations of the current game development methodology.
  15. Quote:
    Originally Posted by Microcosm View Post
    That doesn't seem quite right. +HP acts similarly to adding resistance: it takes more to kill you, and allows you more time to regain control of a situation. It also makes whatever +regen or heals you already have more potent.
    Yes, but the HP/Sec gained from the +HP Rebirth is miniscule compared with the +Regen one.
  16. I see no big advantage for any tank.

    At first glance Elec Armor should be powerful due to its energy resistance. However, that only really matters when you're pulling the AV's in the BAF, which is only about two minutes worth of content(more than enough for oranges to handle).
  17. Spines/Fire is far superior to Spines/Dark in damage. Burn, Fiery Embrace, and a better damage aura make this an easy decision.

    Also, Spines/Elec is better than Spines/Dark in damage potential(though just how significantly is debatable, see this thread).
  18. Quote:
    Originally Posted by Vardra View Post
    Ah. Fair enough; been a while since I've run numbers for this sort of thing - which is why I've been making sure to qualify my posts with the thought that I may be miscalculating something. Thanks for the clarification there. Any insight on GFS damage, though? That still seems rather bizarre...
    That's Fiery Embrace's placeholder. The -20% becomes 80% if Fiery Embrace is active.

    Since the normal DoT has an 80% chance to go off, the devs made the Fiery Embrace component -20% instead of the usual 0%.
  19. Quote:
    Originally Posted by Vardra View Post
    (Incidentally, the recharge value I quoted is correct for that sequence; total arcanatime for those three attacks is 4.884 seconds, and the longest recharge among them is gloom, at 12 seconds. Which means you need 145.7% recharge in gloom, or about 50% global recharge, assuming you slot for 95% recharge in gloom itself. No need for hasten or spiritual alpha.)
    Not quite. You're counting Gloom in the recharge time, Gloom doesn't begin its recharge until it's finished animating.
  20. Issue 20. With the introduction of four new powers, a lot of Defenders will be making important choices with their hard earned components, threads, and shards. To try and avoid scenarios of wasted resources, this thread will discuss which incarnate powers complement which primaries the most.

    Since Empathy is my Forte, I'll start with that and hopefully more will join in.


    Interface: Since Empathy's mitigation is so powerful, you might want to go for Reactive so you can contribute more damage. Since Interface depends more on your team's Interface choices and secondary powerset than your primary(at least with Empathy) this isn't really an easy choice.

    Judgement: Empathy is a very cast time intensive set and long cast times can hinder those clutch heals, so I would rather take a power that doesn't take a long time to cast or get into range. Pyronic seems to fit the bill here, as it doesn't require any set-up time and has a very short cast time.

    Lore: Similar to Interface's considerations, Empathy has very powerful mitigation options and lacks in the damage department, so taking the support pet option isn't something I would advise. As long as you go with the Left side of any tree, that's a good choice(Though WarWorks seem to be more powerful at the moment due to the -Regen).

    Destiny: This is the most interesting pick. A lot of Empaths take the Spiritual Alpha(myself included), and Rebirth works really, really well with Spiritual which increases its healing capabilities. However, consider this: Empathy, as a whole, specializes in +Def(Ally only), Status Protection(Ally only), +Regen, +Recovery buffs and powerful direct heals. You already have a lot of great heals, and another one will be more about diminishing returns. How about status protection? Empathy has none for itself, and casting that CM can be oh so tedious. Clarion not only gives you status protection, but the right side of the tree makes your heals and buffs more effective, with the +Special and +Range. You like Power Boost/Power Build Up? You can now have another one.
  21. Quote:
    Originally Posted by Vardra View Post
    Would not Incinerate -> Gloom -> Cremate be better than any of those?

    Unless I'm miscalculating something, Greater Fire Sword is lower damage-per-activation-time than any of those three, even if one takes Arcanatime into account - so why use GFS over Cremate?

    (I also calculate this chain as requiring about 50% global recharge, which should be easy enough to acquire. GFS does appear to be the next-best attack to add in if you're low on recharge, or don't have Gloom, though.)
    GFS has more DPA than Cremate, according to my calculations. I'm also doubting that 50% global recharge number, even with Spiritual, Hasten, and high recharge enhancement slotting.
  22. Quote:
    Originally Posted by MrHassenpheffer View Post
    I wouldn't be so quick to assume or rate the enjoyment of other players experiences if I were you. Especially when you don't pay for their subscription.
    You think it's fun struggling to beat a purple con while the guy next to you is decimating the entire mob by himself?

    Quote:
    The discussion here <I gather> is really more about having an "Incarnate setting" for missions to drop threads instead of shards. It's about giving people that can't do trials the option to earn -threads-
    They already can with conversions.

    Quote:
    My contribution here would be more about eliminating the "10 for 10" every 20 hrs and the "10 for 5" conversion. It makes more sense <to me> to create "1 for 1" as you go with no cooldown. That IMHO would make things a bit more FUN.
    You think the devs made the conversion system just for the hell of it, with no thought process behind it at all?

    The Incarnate system is supposed to cater to people who do the incarnate trial content. You don't want to do the trials and still get your incarnate abilities? You can, but it's not going to be easy.

    Quote:
    Although I don't see any of that happening...That change would appease the general public and cut down on the usage of limited resources needed to code for an incarnate difficulty setting.
    I thought we weren't supposed to make assumptions about what other players want and enjoy, let alone what the devs want to code into the game.
  23. We would see a lot more people running level 54 PUG's, resulting in a significantly less enjoyable experience for non-incarnates.
  24. Well, Invuln has a very powerful aggro aura. If you have a lot of buffs going on, consider turning off Invincibility after you get one warning.

    I personally just pull away and use my ranged attacks or hit up the ambush, usually the aggro goes away.
  25. I have the tier 4 Regen one on my Brute, coupled with the Spiritual Alpha and high HP it's crazy good.