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Posts
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Quote:Actually, it's more rare that I have anything but the full 5 stacks. Assault triggers off every enemy hit. I think I've said this before in this thread too, but basically what this means is if you hit 8-10 enemies with an aoe, you're going to instantly get all 5 of your stacks off just a single attack and since the buff lasts 15 seconds, you can get your stacks at the begining of each spawn when you're aoeing.Stop saying that we'll have 75% +dmg. That only in perfect condition, Is better to look at it as his average over his optimal state. The chances you will be able to have a average of 200% +dmg are very low.
It's the perfect condition, but it is also the average and most common condition. -
Quote:A passive-semi passive set; corruptorI'm kind of torn on the other set though, and can't decided which of the two ATs to use.
Quote:Are Trip Mine and Time Bomb worth taking?
Quote:How's the redraw when Traps is paired with Beam?
Quote:The -Regen in Traps seems like it would stack well with the -Regen in Beam to help with AVs and the like,
Quote:and I know Traps is generally well regarded in the community for MMs. Is the set just as good for Defenders and Corruptors as it is for them? Which of those two ATs would be better to use for Traps?
Quote:Radiation Emission seems like a good fit as well, but I'm wondering if anyone has played it with Beam Rifle?
Quote:Are the Defender numbers better than the Corruptor numbers to the point of being a better choice?
Quote:Force Field and Sonic share most of the same benefits, chief among them being their fire and forget nature. Which AT would you use for these sets?
Quote:Are there any other sets I should consider? Or a good case for for being a Blaster instead? Anything I should know before making a Beam Rifle character?
I'd say the main sets have been mentioned:
Rad: no redraw on toggle debuffing
Traps: semi-passive with good debuffing and self protection, but also a very slow and stationary set
Cold: Drop Sleet and go, very strong at high level, not great at low levels.
Sonic: If you really want a good set for a Defender -
Martial Arts Storm Kick gives +def, but I think that is for tankers only.
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Quote:Indeed. Even my SS/Fire comes out to be ~300 even.Yeah...that is way high standard, considering 300+ DPS is hard for most Brute sets to achieve even IO'd out.
Regardless my staff/da is sitting at about 198.82 dps, which is just too low for a maxed out purpled build imo. -
On my staff/da brute doing a pylon test it felt like watching paint dry. I never actually wrote down the dps because of how slow it was. And this was on a min/maxed build with all purples/procs and stuff you could potentially have as well as having t4 alpha, interface, and destiny. The chain I was using was PS>SR>PS>SS. I also tried a build with a procced out mercurial blow, but that didn't really help. I even tried adding EotS to the attack chain on a couple runs (which actually wasn't that bad compared to the PS>SR>PS>SS chain), I think that chain I used was PS>SR>SS>EotS using EotS for the -res. Respectable to me is 300+ dps, which is probably higher than most other people consider to be respectable.
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It's probably going to be staff fighting. With that said as much as I've wanted the set over the years (it's always been #1 on my want list) I'm not going to get it anyways. While the set looks quite good, the set completely fails at doing respectable single target dps, which just really makes me sad.
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Hey, I've only watched your TPN video so far, but it looks very good, and you hit pretty much all the important instructions.
All I would say is that when you're going to record these videos I would play more zoomed out so that viewers not only get a better sense of what is going, where you are, and what other people are doing, but that all those graphical effects won't be blowing up over the whole screen. -
5 decimations +ato proc in subdue is also a perfectly acceptable alternative. The point being the ATO proc is best in Subdue as it will be an integral part of any ST attack chain you use as a psi dom.
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Quote:If you don't need to slot the full Dom ATO set for the 6th slot ranged defense, the best place for the Dom ATO proc is subdue (5 apocs + ato proc).I actually just recently hit 50 on my elec/psi/ice, and while the damage is certainly low, the sapping is fun on occasion.
Anyways, does anyone have advice on where I should slot the Dom ATO proc? I had it in the ST hold, but it seems like I don't use that enough to really make the most of it. I'm not sure where I should put it, though. -
Positional defense is much better than typed for incarnate content. EA honestly isn't all that good for incarnate content as having minimal resistance and a psi hole really hurts the set's performance in incarnate content. If you really want a pure defense based build Shield or SR will both be better than EA for incarnate content.
However for top performance in incarnate content you ideally want a resistance based set with a 45% softcap. The prevalancy of defense buffs will easily get you the last 14% you need for incarnate softcap and bump up the positions/types that you did not softcap. Actually having resistance for incarnate content is invaluable. -
Quote:Arena heal farms says hiFor heals, I put a pet on passive and used Alkaloid on him while an enemy tried to kill him.
Quote:For damage, I found something to hit me while I was using Rest.
Quote:For mez, I wound up using a mid-level arc in Ouroboros with a player debuff and some Chief Cryo Scientists, who only use holds. It took a few weeks straight, but I got 'em all.
Quote:The Bad
Leader. -
Quote:The Brute really doesn't need combustion though. Blazing Aura, FSC, Burn, and 1(fire/soul)-2(mu) patron aoes is plenty of aoe. The Brute will easily be out dpsing the Tank in aoe even without Combustion thanks to fury, and obviously in ST as well.It is a marginal attack but people who play a fire/fire want AOE fire damage and it does that. Breath of Fire is a cone and not that useful for a tanker surrounded by enemies. So you are left with fire sword circle.
Have 2x the aoes is a lot better than just having 1x the aoes.
It is your call but I think you will be disappointed. -
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DA. With Sky Splitter's resistance bonus you can hardcap every resistance sans energy and toxic, both of which on my build are sitting @ 60%. And if you really wanted to, you could go Melee Hybrid to potentially cap energy and end up being effectively immune to resistance debuffs to everything else, but tbh I'd probably say Assault would be better, because Staff has absolutely awful ST dps, even on a brute, which means it would be even worse on a tank.
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Mostly magic, some mutant. I pretty much pick at random between those two.
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Quote:My mistake, you're right it is 15 seconds. I have the power on beta on my dom. I just wasn't really paying attention to the duration as the fact that it procs on each target hit completely blew me away.Do we know for sure it's a 10 second buff? There was much mention of Hawk saying it was 15 seconds. I haven't personally timed it but it sure feels like it sticks around for a long time.
Quote:On my crab I'm sitting at around +255 damage with Assault Hybrid, 45 from cap. I'd prefer this over relying on outside buffs. I don't know a whole lot on Night Widows but it sounds like they can now run a more effective chain since they don't need to focus on multiple stacks of follow up?
And it's not really about relying on outside buffs to reach your cap. It's about having a usable damage cap that isn't cutting into your growth/potential where you can benefit from your team mates and basic gameplay tools such as inspirations. It's less about hitting that cap as it is about having that window of unused potential to do something with if the situation arises. No other AT other than Kinetics users will damage cap like a Nightwidow can (except maybe silly things like SS/Shield tanks), which is half of an entire AT, the other half not so far behind. Once your team gets a bit of +dmg going from assault, or other buffers, god forbid a kinetics user joins, the disparity between your dps contribution and your team mates damage will widen quickly.
I've been semi-pushing for a SoA dmg cap increase for a while now =/ -
Quote:T4 Assault Core is a 65% chance for 15% dmg buff for 10 seconds. It also has a chance to trigger once per target hit, so if you open with an aoe you can get that 75% dmg buff right at the begining of combat, and pretty much keep it there perma.My DMG heavy widow already have perma 75% Dmg buff, The assult proc is the way to go for me. So i have to choose +30% dmg with spike of +75% dmg or a more steady +30-45% dmg almost all the time.
How often the proc active and last?
Something to note about nightwidows in particular:
SoAs have a 300% enhanceable damage cap.
Let's say you're using Musculature with good enhancement slotting, that's 125% of your damage cap used up.
Let's say you're also running double assault (quite common for SoAs) that brings you up to 155%.
Now let's say you've got perma double follow up (not hard to achieve), that brings you up to 215%
Now let's say you have some decent damage bonuses, that's going to be 20-30% on a good build. You're now up to 235-245% dmg buff.
Now drop the Assault Hybrid on top of that. You're now at 310-320% dmg buff, overcapped from 300%.
At this point, you cannot benefit from a 3rd follow up with a higher recharge build, you cannot benefit from and +dmg procs like Decimation or Gaussians, and you cannot benefit from any team daamge buffs at all (literally, they will not improve your damage at all), and you will not be able to gain any benefit from red inspirations.
Sure perspective comes into play here a bit. You can either consider it a good thing that you will basically be perma dmg capped without any outside help, quite nice for a solo'ist, but you will also have no room to improve in combat, your combat capabilities will be completely static, you will not be able to do any more damage than you can normally.
It's an issue SoAs (and in particular, Night Widows) have been facing for a while, and it's really going to show when people start picking up Assault Hybrid for their SoAs and realize their damage cap will be severely limiting their growth. -
I went Spiritual Core on my TW/Elec Brute, mostly for the +rchg with a touch of +healing for energize.
Agility Core would be the next best thing. Enhancing your recharge slightly less than Spiritual, but also enhancing Defense and Endmod, both of which can be useful for an electric armor brute. +Rchg is still the main focus and reason to go either Spiritual or Agility and should be considered before the other aspects of either alpha power.
Energize (and to a lesser extent, Power Sink) Diminish the value of Cardiac and Vigor, even for an extremely end heavy set like TW.
Musculature is a poor choice due to the aforementioned low damage modifier of Brutes. -
They never said that. Zwill just said they weren't giving out a free respec with this issue (i22). They said nothing about future issues.
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Quote:What was your time w/out Hybrid slotted?I did some testing on beta here are some pylon results on assault core, radial and control radial.
T4 Assault radial pylon time with my kat/SR scrapper: 3min 23sec
T4 Assault core pylon time: 2min 44sec
T4 Control Radial pylon time: 3min 27sec (odd thing about this that both waylan and blight were firing on pylon when I checked combat log I see waylan was firing for whole fight so I think there is something in here)
My other incarnate stuff are muscularate and degen T4 (%75 dot %25 debuff). -
Quote:They have been using ATOs to tweak balance issues, quite noticeable with the first round of them, even moreso noticeable with the second round, I fully expect them to continue that trend. ATOs are something that they will use to balance, whether they admit to it or not.I'm not sure what to think of the blaster option. Is their putting a status protection proc into the thing a roundabout acknowledgement of blasters having status protection issues? If so why not just tweak the AT itself.
If, on the other hand, it's just something to stop blasters from complaining about status protection; then I'd really rather them just not do that and add in something that increases their damage.
Edit: Yea, I know they're not really finished yet, but it was just something that struck me oddly. -
More simple? Yes.
Easier? No.
Not killing the Telepathists makes the job of those responsible for pulling the IDF away from the technicians much more difficult because of the stacking debuff. Which will be at 4-6 stacks depending on your league size if you're ignoring the telepathists.
4 stacks (small league) is:
-20% def
-4% tohit
-20% dmg
-20% resistance
6 stacks (large league) is:
-30% def
-6% tohit
-30% dmg
-30% resistance
Which is applied to your entire league.
It only takes 2-3 people to keep telepathists down to a minimum. -
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Post what you've come up with so far and what/where you are looking to improve or what your build goals are.