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Posts
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Well while you can certainly wait them out or deal with the problem readily enough other ways >>> rikti drones, PP doing their MoG thing etc. come to mind. There is a certain satisfaction in having one toon that can just giggle and pound the snot out of them rather than "whiff, whiff, whiff"
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The choice is full of win win, create and play both.
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Well I don't have a Electrical Blast user of sufficient lvl to see what actually happens but both the ingame detailed info and Mids say you lose 40 endurance and have your recovery seriously debuffed:
smashing damage on target 72.29 energy damage on target 75.00%% chance for 36.15 energy damage on target 50.00%% chance for 36.15 energy damage on target -55.00% AttrEndurance on target 30.00%% chance for -25.00% AttrEndurance on target 30.00%% chance for -25.00% AttrEndurance on target -100.00% recovery rate for 20.00s on target -1000.00% recovery rate for 20.00s on self Ignores buffs and enhancements unresistable -40.00 AttrEndurance on self Ignores buffs and enhancements unresistable
cut and pasted from the detailed info ingame.
Is this incorrect?
Edit: The descriptive text, fyi, does seem to indicate you lose all your end, but ... -
Quote:This ... that -recovery debuff is enhanceable and twice the duration of Short Circuit. In fact if you wanted to fully enhance with endmod (over -100% end drain) it will both a completely end drain and shut off recovery of anything left standing. Anything that did survive will be out of end and helpless for around 20 seconds. This can be done with minimal sacrifice to damage output of TB as well (can still be enhanced to 90+% damage post ED).Altoholic,
Remember that while the Electric Nuke is weaker than others, it doesn't empty your END bar, just applies a -40 and then shut off recovery. That's significantly easier to work around.
And for giggles now run in and Power Sink the few survivors if you have Elec Mastery set.
(And heaven help them if this is a Cold/Elec/Elec having used Heat Loss prior) -
And to be more clear its because the game doesn't look at the numerical value of the bonus but what the name of the bonus is (i.e. large vs huge vs tiny vs whatever). In the case of LotG +7.5% the name is "Luck of the Gambler: Recharge Speed", while the same numerical bonus for 6 of Kinetic Crash slotted is, I believe, "Huge Increased Recharge Bonus" These are the names you see if you look under your personal information tab at the list of 'Set Bonus'
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Just checked on live ... icons are definitely displaying so if you aren't seeing them somethings bugged or wrong.
Operative Grissom (Cold/Ice/Power lvl 50) -
Just curious ... obviously ED capped recharge on the powers slotting is the first fastest most direct way to decrease the powers recharge time, but from time to time I'll see a power with ED capped recharge be longer than one without do to global recharge usually when the build is after certain set bonuses. In this case (with Seekers) is there a minimum recharge time (via whatever combo of global and power enhancement it takes to get there) before you'd consider it sufficient? Are you looking to ensure it's up every mob or looking to ensure its recharge is less than the duration of its damage debuff for example? Likewise would you consider 30% accuracy in the power sufficient if the build also has a 30% global accuracy bonus via sets? Or if slotted with Dark Watchers is a 60% global accuracy bonus what you'd consider minimally needed since there is no accuracy in the DWD set?
@TRTerror posted while I was typing ... by perma do you mean under the 40 second duration of the damage and to hit debuffs then? -
I'd say Clouded Senses is one of the more commonly used sets, often to 6 slots (for +max end, +rech and +ranged def) which is what my Traps/Elec has planned. As an alternate thought I also noted:
Clouded Senses Acc/End/Rech
Siphon Insight Acc/End/Rech
Clouded Senses %neg energy
Tempest %end drain (sub or drop in a non-sapper/elec build I'd think)
Devastation %Hold
Apoc %neg energy (subbing in a common IO of choice if the purple is outside ones grasp
likewise there's the expensive pvp %toxic IO, Gladiator's Javelin, as well for dreaming about).
Could do some surprising damage if multiple damage procs went off. Also when I think on it not sure if the damage and proc chances are once per seeker or not. Mids and vague recollections seem to indicate the To Hit Debuff can be applied once per seeker, but are less clear if the same is true for the base damage and/or procs. -
For me its usually either +recharge or +def (ranged in particular). The only time so far that focus has really changed is on my Sonic/Dark who is chasing every +recovery, +endurance bonus he can get. Also tend to grab at least minimal -kb protection and a stealth IO somewhere in the build.
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Or instead take the 6th slot from Evasion (dropping the End/Rech enhancement) and move it to Elude, slot with BotZ set for +range, and +aoe.
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Just as another point of view for thought, frankenslotting the shields is a good short term improvement, but not overall the best way to improve your end usage. Yes the shields themselves will use less end. The build, however, will most likely end up netting less and therefore using more overall. Primarily this is because while frankenslotting is very good for #1 in my list above it fails to help in regards to #2 and #3 on that list. For my build the difference in the shields is +0.66 more end used with -1.1% resistance lost by not frankkenslotting in the individual shields. Meanwhile my overall net recovery has fallen from 1.81 to 1.5 end/sec. Now gaining the +recovery bonus before continuing to frankenslot helps (net goes up to 1.64) but I'm still missing those 3 +2.25% max endurance bonuses from 4 slotting Impervium Armor in the shield.
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I've a mid teens Fire/Sonic. Knowing a bit what the drain will be like from having a Sonic/Dark defender and a Fire/Storm controller my plan is:
1) To aim for 60+% endred in everything, with some powers like Hot Feet looking to get the endred ED capped (showing red in Mids).
2) Look for all the +recovery set bonuses I can get.
3) Same for + max endurance set bonuses and including Accolades for +max endurance.
4) Take an APP with a +endurance power (Hibernate or Consume).
Even with all that the end usage is scary, running at a bit over 2 end/sec, for my current build plan. But it also has more +recovery at 3.88 end/sec than nearly any build I have outside of things like */WP or */Regen with both QR and Stamina in the build. -
Reading a bit in Paragon Wiki and from my own experience it's because Fear effects fall into two categories. Fear effects either cause Terrorize or Afraid (or even both).
Fear effects causing Terrorize cause the target to cower and not run, though if attacked the cowering is suspended briefly allowing the target either to attack or run a short distance before commencing to cower again.
Fear effects causing Afraid make the targets flee.
Some Fear effects do one or the other or even both. Fearsome Stare is Terrorize only, Spectral Terror has both and Tornado has only Afraid for some examples.
How "Avoid" fits into this nomenclature I'm not sure. -
A very solid build as is.
I'd find a way to add -kb to the build, BotZ in Fly or either a Karma or Steadfast in Arctic Fog perhaps. While Hover prevents you from having to actually crawl back to your feet it doesn't negate all the downtime of kb anymore either.
I'd seriously consider adding Leadership for, at minimum, Maneuvers. Replacing Frostworks with Maneuvers and slotting it with Red Fortune you actually gain defense overall and it stacks rather nicely with your shields to benefit the entire team as well. Since you have no defdebuff resistance either, the extra defense will help prevent a cascade defense failure. Turbo Ski's guide goes over why Frostworks is very skippable on a Cold. Or you can give back some of the +def gained with Maneuvers by slotting less in Snow Storm. It'll do the job quite well with just the base slot and frees up 5 slots to use elsewhere while still sitting slightly over the soft cap for ranged defense.
Also easily obtained would be a stealth IO somewhere to render you effectively invisible the vast majority of the time in PvE. -
Yep much more solid build. I'd probable move the second slot in Resurrect to 3 slot Hasten or somewhere else anyway (AB comes to mind to push the +recovery higher by slotting an Endmod IO of some sort, I like an Endmod/Rech IO from one of the sets).
Ideally I'd 3 slot Hasten and 6 slot to AB. I really like my AB to have over +1000% to end recovery as at that point my target generally has only a moment of toggle drop then immediately starts recovering end post Nuke (and if lucky one or more toggles won't drop at all). Maneuvers would be a likely candidate for that slot, as it's well into the red vs ED for +def. -
Stealth suppresses when you attack, are hit or click on a glowie. At that point its +defense is halved.
Slot Cosmic Burst to hurt stuff ... almost any recharge and/or stun enhancement will cause it to self stack the stun mag on a target. (Base duration is only slightly less than base recharge+animation time)
Most of my defenders take Leadership, the ones with Leadership are almost always looking to fit in Vengeance. But it may or may not be a good idea depending on what else is already in (or not in) your build. -
First for Recharge, next for To Hit Debuff and lastly for Defdebuff and Endred.
In my case I'm aiming for 6 slots: 2 Lady Grey, 2 Dark Watchers Despair, 2 Dampened Spirits >> defdebuff/rech/endred, defdebuff/rech, to hit debuff/rech/endred, to hit debuff/rech, to hit debuff/rech/endred and to hit debuff/rech.
Edit: and just to note that's on a Sonic/Sonic defender -
Yep it really shines on sets where you can stack the stun effects to mez more than just the minions. Doubly ideal on builds spending lots of time at melee distances to the foes.
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Quote:Hmm very odd, well I have no DA scrappers high enough level but as of right now on live I just confirmed it does work that way at least on a Level 50 Defender (Empathy/Rad Blast)Well, if it was that way, it isn't that way any more or differs by AT. My level 44 Spines/Dark takes 6.04 damage per tick regardless of enemy level. Just confirmed on level 2s, 23s, 39s, 40s, 44s, 45s and 49s.
Lvl 1 Hellions Your Oppressive Gloom drains you for 18.04 points of damage to keep your opponent Disoriented!
Lvl 20 Warrior Your Oppressive Gloom drains you for 12.53 points of damage to keep your opponent Disoriented!
Hewer Chops you with his Battle Axe for 0.87 points of lethal damage!
Lvl 40 Nemesis (think they were lvl 40 not 41) Your Oppressive Gloom drains you for 6.11 points of damage to keep your opponent Disoriented!
lvl 54 Rikti (ouch!) Your Oppressive Gloom drains you for 1.46 points of damage to keep your opponent Disoriented!
Advanced Drone shoots you with a Drone Blast for 157.93 points of damage!
You have been put to sleep!
Chief Soldier shoots you with a Rikti Rifle for 523.58 points of damage!
(only thing running was OG and Super Speed ... died rather rapidly :P)
So both working as intended or is one a bug? -
Quote:This and I'd add the critters in question also, if I'm not mistaken, have to have an sufficient range of powers ... essentially equal or exceeding the amount of power a regular critter of that rank would have access to.This.
Either on purpose or by accident (I'm not judging here, frankly I don't give 2 hoots about how other folks want to play) you were probably running one of the old (pre-change) farms. The recent changes to require full mix of mob types in custom factions is likely causing those old missions to not work anymore. -
Just thought I'd point out the foes level relative to you matters for how much damage OG does to its user. The damage from farming something 3 levels lower (such as lvl 47's) if Werner is recalling it correctly at 6 damage per tic is about double the damage you'll take from even level foes (and perhaps 3 times as much as vs lvl 52's). Startled the heck out of me when my Emp at level 50 jumped into a mob of low level Hellions in Atlas Park. The tics floating up off her from OG were coming in at 17 per Hellion.
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Think in many ways Strato and I are saying the same thing. I'm assuming Hasten will be used to keep the Auras firing as fast as possible and that one would choose to avoid initiating combat when the auras are down. Certainly I'd be proceeding much more carefully even with Stamina and plenty of end available when the auras were down.
So yes in that sense I agree Hasten in the first build offers more survivability than the slight increase in defense present in the second build by having those Auras up more frequently.
Reyna was (is) always very melee oriented as an Empath whether teamed or solo. Irradiate and Oppressive Gloom ensured she was looking to get in the middle of the spawn. What she could handle solo on the then unyielding setting very heavily depended first on having the Auras up and second her mezzing with Cosmic Burst and OG (And pre OG on a combo of Cosmic Burst and Air Superiority). +Defense never really entered the picture. (or rather when it did it was via inspires)
For Biospark I suspect the parallels would be Auras, Holds and End Drain
For both of your builds they are essentially 2 small lucks away from soft capped defense. Even at the soft cap ... well there are a ton of -def attacks out there, which makes going beyond the soft cap even more ideal to avoid a cascade failure. Cascade failure puts one right back at "I sure hope my auras are either ready to go or running". I have a sense of impending irony that 3 lucks = over-capped debuff resistant defense to avoid mez or = 1 break free when combined. -
Hmmm, overall I suspect the difference, my gut feeling, is there's a very marginal survivability improvement with the second build. Particularly without knowing what the rest of the build(s) look like and assuming both Auras are up etc..
That said the first build has one large edge that is much less so in team play (for improving your survival mob to mob). Stealth. Knowing where the problematic foes are located and being able to get to a position to alpha them is a very beneficial when solo pretty much regardless of the rest of the build. The higher defenses of the second build only matter once engaged and even then I suspect a whole mess of stuff makes a larger difference in survival such as having auras up/available (Regen more so than Recovery especially if you have stamina), break frees onhand, accolades, etc., than the 8% or so defense (at these amounts) will make. -
With a quick look.
For Gloom remove the Apoc Damage and replace it with the Apoc %neg, your damage output will go up on average and will be noticeable higher when it actually procs.
Are we looking to use purple sets or not? You've gone from using several to just Apoc.
Think you are better off with slotting "first set" def/endred, def/endred/rech + "second set" def/endred, def/endred/rech in Shadow Fall. Skip the LotG+7.5 there ... unless the build starts using several more the +rech isn't making enough of a difference in the timers on other powers to justify the end lost I'm thinking (shaves about a second off Tar Patch and Fearsome Stare and about 5 seconds off Blackstar) or perhaps go with 4 GotA for the end help from set bonuses.
Which brings the concern ... with the auto Villain accolades enabled + turning on various toggles your net end for use in attacks is likely going to be painful. The build I posted is a bit better on net recovery and considering its recharge mine leaves me nervous. At this point I'd say that's the weakest point in the build as much of the rest is more about personal choices of Patron, taking or not taking Petrifying Gaze, etc..
Consider using a To Hit Debuff set in Fearsome Stare. Yes it's a fear power but I'm thinking the to hit debuff for the base 17 seconds of the fear effect offers higher survivability for you and the team than a longer duration fear effect with lower to hit debuff. The team should be defeating or at least cleaning the last of the spawn up in well less than 17 seconds into the fight. Between Fearsome Stare+Darkest Night+whatever Fluffy does the mob should be in whiff fest mode rapidly, I'd be slotting to ensure that is the case whenever it doesn't cost you direct damage from your blasts in particular. That, in part, is why I chose Power Boost over Soul Drain in my build. Either is a solid choice but Power Boost is less slot intensive so I went with it.