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Posts
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On brutes the mezz auras interfere with fury generation. You have to address the endurance issues in /DA quickly as any pauses to recover drain what fury you've built up from attacking.
Leviathan for brutes is full of cones, which puts you out of position for the auras and pbaoe heal that make up a great deal of /DA's mitigation.
On stalkers the auras have to be turned off initially or they attract attention while you're trying to get off an assassin's strike. Build Up + Assassin's Blades + Ablating Strike is the sweep combo, giving you an opening PBAoE knockdown right from level 8. While everything is getting up you can toggle on one of the mezz auras in safety.
Stalkers are designed around burst damage from a standing start, so taking time out for your endurance bar to recover isn't a problem.
Leviathan for stalkers comes with Hibernate; the tier 9 panic button that /DA is missing. -
Quote:Even slotted with HOs double stacked Active Defense alone is only 75-80% defence debuff resistance. Adding Grant Cover on top takes you to the DDR cap and puts you on a par with /SR for dealing with cimerorans....The primary benefit of Grant Cover other than the ally buff is the fact that it provides defense debuff resistance. If you're planning to use Hami-Os in Active Defense you won't need it for that, but for those of us with less infamy to throw around its defense debuff resistance is very useful.
Triple stacking AD? Ok, not useful then, but I don't know anyone with that sort of recharge and some of the /Shields I play with are into the 11th digit on their builds now. -
Elec/Stone - Lightning Rod is a very effective and eye catching way to move a granite between spawns. The -rech penalties in Granite take quite a bit of slotting around to get it up often enough though.
Elec/EA - Elec's AoEs help make up for the lack of a taunt aura and the heal in Energy Drain is rather good if you can use it in the middle of a large mob, which is where Elec/ likes to be.
Elec/Dark - slot a Theft of Essence proc in Dark Regeneration and you can Lightning Rod -> Dark Regen into a spawn from redlining health and less than 20% end and come out with both bars full and the mob only just getting off the floor. Elec/ is a bit less endurance intensive than some sets, which helps with /DA's toggle heavy nature. Elec/'s lacking single target damage and long animations combined with /Dark's mez auras could cause fury problems though.
Elec/SD - AAO helps make up for the lacking single target damage... when you're surrounded. Twin teleports sounds good, but then both of your highest damage AoEs are hit by the pet damage cap and your tier 9 from your primary is doing less damage than the tier 8 in your secondary... might as well roll this one as a scrapper and get the higher base damage modifier and better version of LR.
Elec/SR - Quickness gets the recharge of Lightning Rod down.
Elec/Elec - Lightning Reflexes... see above. At one point the AoE knockdowns helped a lot; giving you time for aid self to go off; with the addition of Energize it's largely unnecessary now.
Elec/Fire - Lightning Rod into a spawn to knock them down, drop a burn patch and immediately Thunderstrike, the knockdown will come just as everything has stood up again, keeping them burning for a bit longer.. Fiery Embrace + Build Up + Lightning Rod would be nice, but the low damage cap on LR eliminates that possibility. -
It isn't tough.
It is impossible.
Here is a build with pretty much every +resistance set bonus I could find crammed into it with no regard for whether the character is playable; it still falls short by a ridiculous margin.
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Carrying on for the sake of completeness: -
A Numina's Convalescence proc in Physical Perfection will have its regen enhanced by heal slotting and recovery enhanced by end mod slotting.
Panacea's proc in PvE is completely unaffected by slotting since it has a 'chance for set value' heal/end. Go into PvP and the heal portion is replaced by a regen boost like the rest of the heal uniques and is enhanced by heal slotting. -
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Indeed. Not sure if that is WAI, but that's definately how it is working and has been for quite some time.
If planning a build using that in mids though, note that mids is using the pre-ED capping values for the procs, and in game they use the normal capped enhancement. -
It should probably be noted that the regen/recov values of the health uniques are enhanced by the slotting of the powers you slot them in. So while on a brute you've got no options for enhancing the recovery, the regen can be almost doubled.
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Quote:Most of this (and a load more) has already been put "out there" in Culex's Guide. The spreadsheet required is rather impressive.Hang on a bit and I'll start a new thread for this.
EDIT:
I've started a project on the wiki to get this information out there. Keep an eye on this page and it should eventually become an article in the main namespace. -
Nothing will happen, pets are immune to recharge buffs/debuffs now.
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Quote:Because the original subject involved stacking the 10% recharge bonuses and the pet set doesn't give that one?"Doh! How did I forget pet damage?! Waitasecond... how did Dispari forget pet damage?"
4 of the 7 assault sets and water spout in leviathan mastery can take stun sets though, so the total of not-actually-stackable-but-slottable 10% recharge bonuses is still 9. -
Possible power ideas for Electric Manipulation... (Being manipulating combat with electricity; as opposed to electricity manipulation, which is manipulating electricity and already shows up under the blaster secondaries. Probably too subtle, needs a better name.)
Main theme seen in elec powers is +/-end. As already being an issue with most of the -end powers in the game, the npcs don't have decently scaled end costs so it's all or nothing. This leaves us with alpha dispersal as a mechanism. Hit a spawn with enough -end to drain a boss (when slotted) and apply a random duration -recovery so they can start attacking again over the next 5-10 seconds.
At the moment in team endurance management we have AoE +endurance in transference, AoE +recovery in accelerate metabolism and heat loss; and single target +recovery in speedboost, adrenalin boost and painbringer. A single target +end power for spot 'healing' blue bars would fill a gap. Synaptic Transfer maybe, 5 second base recharge, +30 (enhancable) endurance to target while applying a 20 second stacking -50% recovery to the caster.
Single target ally buff, long recharge (1 minute), +40% (enhancable) resistance to all for 2 minutes +50% recharge. Would love this to turn the target into a gremlin, but that might be technically problematic and having your character completely replaced by a lilac/mauve electric man is even worse than having it covered by pink/orange fire. Only just though. The elec response to fortitude.
A ranged single target sleep with a -recovery side effect so you can stack it with the earlier -end drain to keep one target out of end for longer.
Giving us a more limited version of the blue mito bouncing end drain/fear bolt might also work.
A PBAoE -recharge aura with chance for sleep would help with longer battles but might not synergise well with the end drain, there's not that much point in depriving targets of the endurance to use powers that aren't recharged or of powers to use with endurance they haven't got.
While there is no reason to expect such a power from the other sets, thematically an elec buff/debuff set ought to have an ally rez; it's one of the few methods that sort of works after all. Could be something along the lines of calling a lightning bolt down to strike the corpse, raising it on partial health, full end and dealing aoe damage+knockdown. -
Quote:While a lot less popular /EA can be softcapped to most stuff.If you want to do good damage and be softcapped you're looking for a /SR or /Shield Scrapper or Brute...
To start with the negative side; the toxic/psi defence hole is larger than just non-positionals and the defence debuff resistance doesn't go as high since you can't self stack a mezz toggle (and the DDRs are strangely unenhanceable). You also lose the obvious extras of aao/shield charge or quickness. Oh, and you lack a taunt aura so you do have to actually hit stuff to get its attention and build fury.
On the plus side however you get built in end management with a fairly decent heal (almost 60% every 30 seconds) if you're planning on being in the middle of things when you're using it. You also get unsuppressing stealth, which can be useful for if you want to annihilate just one spawn in a room. -
Oh I'm not saying that they'd ever do it, and personally I'd rather they didn't even consider it. Having these sorts of differences between sets is what makes it interesting.
If you want a set with build up then as far as I'm concerned you should pick one that's got it already, there's hardly a shortage of them.
It is worth noting however that they do know how to make 2 powers mutually exclusive; so it's not that "they can't do it" but that it's just not a desirable step to take. Do this and you also have to start offering build up to claws/, db/ and even /devices blasters. -
I'd expect it would be handled as some sort of mutually exclusive power pick the same as build up/follow up on widows.
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Quote:Good point. I hadn't even considered that that might be in question.Presumably the 3% resistance *would* stack with any other power that provided damage resistance, if that is indeed what he's asking about.
Quote:It doesn't appear to be a Set Bonus, it looks like a special Scale 1 Resistance based on the CoD listing.
I would have expected them to make it a 20% chance proc that checked every 10s and gave high TP res (TP and Recall powers are non-resistable, so only foe TPs would be reduced and would presumably fail if lowered to less than Mag 1 with >110% Res). That's how they did TP Foe suppression; it grants +10000% Res(Teleport) for 15s. If it had been done that way you'd have the Res 36% of the time on average with both the TP Prot IOs.
However, it looks like it has its own special mechanic, so without actual testing it's just a WA guess as to what it really does. -
Quote:Ah, thanks. So most of the mind control set is in common use by rikti.The classic non-positional psi attacks you can face are:
Mesmerize
Dominate
Total Domination
Blind
Terrify
These are more common than many people think, especially in the later game; Carnies and Rikti in particular wield them, as well as a lot of special critters and AVs.
Less common, but occasionally wielded by things like AVs and other special critters are:
Deceive
Levitate
Mass Hypnosis
Succubi tend to have special non-positional psionic attacks.
In terms of melee/psi, outside of player powers (which you could face in the AE with custom critters) are the attacks wielded by the various Spectres: some of their melee attacks seem to be typed melee/psi/neg. These would be defended by the 40% negative defense in the build in question than the 23% psionic defense, though.
While I knew they were used by some AVs, Malaise coming to mind as using nothing but; I hadn't realised that rikti used the non-positional versions. Dragging a /shield out to the depths of the RWZ for a quick test confirmed it. I felt a lot safer without knowing that.
On the carnie front though; while blind is non-positional psi I'm fairly sure the illusionists also use flash, which is AoE and untyped; rather like seeds of confusion, spore burst or vines from plant control. On which subject, is that the same version of spore burst as the devouring earth fungi/deathcaps use?
Quote:Yes, the E/N/F/C numbers are largely irrelevant and I did not build for them specifically, they are merely a coincidence of having built in so much Range and AoE.
I suppose occasionally they might come into play if I happen to get attacked in melee by energy or elements attacks while Hurricane is not turned on. Doesn't happen much.
Regarding Psi defense, with my playstyle, the main thing I have to worry about is getting mezzed. A little extra Psi defense definitely helps me against Rikti and Carnies in particular and sometimes random other mobs.
While it is true that the extra 3% AoE going from 33 to 36 might actually be numerically more effective than the extra 3% Psi going from 20 to 23, in practice I get mezzed far more often by Psi users than by anyone else. I definitely notice Rikti Mentalists missing me more with their Sleep and Hold after adding the last 3% of Psi defense.
Keep in mind, except for the Steadfast Unique, ALL of the Melee/Smashing/Lethal defense is coming from Steamy Mist, Maneuvers and Hover. I did not spend any set bonuses on M/S/L.
The only hole in the hurricane melee defence that comes to mind is shockwave. Why a 30ft cone would still be typed as melee I don't know. Still, I think it's only in use by Bobcat/Mynx so it's not a common problem. -
You can't hit "a couple of billion" extra without dipping into PVP IOs which don't tend to be better for recharge bonuses than what's already available, or going for the more common purple sets like T-AoE, PBAoE, Melee, Ranged. Less common sets like the confuse one aren't that bad usually.
Seriously, if you can't perma IW on a /kin without going into multiple billions just for the last 5% above perma PA it would be almost impossible to perma PA on a /rad that gets 10% less recharge out of her secondary. Let alone any set that doesn't have recharge buffs in it.
Ended up pulling mids out and slapping a build together; it's a bit rough around the edges, but call it a first pass proof of concept.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1406;676;1352;HEX;| |78DAA593DB4E13511486F7F440819696525AA0502820C7D20A771E2E4C448C559A3| |46AB8E260A9034ED24C49A718B9F301F074E529C653D407F014E34308787A076F3C| |BC405D6BFDBB80D13B27EDFFCD5EF3EF7FF65E3393BB7222A0D4D563CA689D2E151| |C6769BA6C572BE552C9AC78738555ABA87C4AA9C1BD6ADD90C9964AEB8E55B6EB85| |CE7D9EE3EB2B2B9933966D56ADA213CEDA97CC8A695733F59340BE4C0127ADAA6D3| |A4EB30CCEAD99E6C5B09C66EDCB96632D5B25ABBA01E7AC5958B3ECD5F69935AB98| |C9F34DADE252AEE054CDCA46272D6F8CFE0F0DA58F9A47DD268C28D71DE0AEC0730| |FB82F98D96F8FB8959A528DED82E6281013043A048FC86E68BB81F406A43720BD11| |E901A43F26AF5BDBDDF32E4E082E008B82D625E082C04B3DF64A7C4D79D38A4B4F6| |9E84382F2450D2E9D226D3238B6E66E8A8BAB4D2325680706689E1F692EFF1F5762| |C020195A74764B83ACC047A510E618A139B95DECB4C15B79461A86D91BFE2EE6CE1| |FC04F41FC1780EC1EA091F2227A0D9124AE00BD008747116B44511A068234B543AF| |AE033B7F4EDAA5DBD9F581060975600BD8067604C31F0559D26E6DEFEE92D2785C9| |0EE164CF50009C11351D8139F5C3CE8FD0C7C11F47F055664312F48FBB4BD0F0D49| |A2214934248986F47F93EDCC927D40F76F6053AE0C5E03AE033704E337815B821CC| |D1A320CB9C9101EF2303092FA07B6E8AD1845BBDDA3E8D9581B0083C636F952F079| |53E8CC043A3381CE4CA0336974263D2E193B342BA3779C792941075F01AF813782A| |9B778CBE8014EEAB779128BE9F1EC7E6DF4A343CDFE55C97B763F31654825B1E7F9| |AFE35DA09ED374B699F43C4B9E658E659E65816591A5C0B2CC5264A9BDDF9D1D3AC| |40B3ACC7284E528CB269B7C7E123F4B80A58525C81262696589B0C458E22C0F586A| |BF0181A6FFAF| |-------------------------------------------------------------------|
By this point you're really rather glad transference is down to a 10 second cycle time though, you burn through end like nothing I've ever seen when going flat out
Incidentally, if you can't at least attempt to back up these unsupported one sentence retorts I'll be leaving this alone now since we wandered quite some way from the 'cost effective' solutions asked for the second we started perma'ing PA.
Quote:The Wiki doesn't give details, how much "resistance" do the Empowerment Station buffs give? Only Knockback gives any protection, but all the rest have a resist buff. Is it enough to be meaningful? That's a cheap solution in 1-hour increments that is available from level 1. -
You've got 45% ranged defence, 33% AoE defence and I'm struggling to think of any attacks outside dominator's psi assault that are melee typed. While there is a total of 3 or 4 psi attacks that don't have a positional component; what exactly is the 23% psi defence expecting to work on that's of more benefit than boosting the AoE?
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Ok... Assuming Shield Wall is referring to the PVP defense IO set since I can't think of anything else in the game with that name.
"It" would therefore presumably be the 3% resistance unique.
Only it states in the description that it's unique, so only 1 can be slotted on a character.
So it can't stack since it can't be put into a situation where it might try.
Or was that not your question? -
With the new difficulty settings you can go for anything from spawning +4 bosses to take advantage of single target dps; through to -1 level, no bosses, and spawned for 8 to let an AoE heavy build tear through the massed weaklings.
Soloing is what you make of it. You don't have to pick something to fit the game any more, pick something that looks fun and adjust the game to fit. -
The equivalent redside location is Cap Au Diable, with the main transit ferry, black market, unversity, vault building, sg portal, midnight club and vanguard rwz entrance all in walking distance of each other.
If you like a bit more peace and quiet while crafting, St. Martial has the black market and abandoned lab building connected by a short walkway. -
PA lasts for 60 seconds, you can ignore the 3.1 second activation time since the decoys come out sequentially and disband at the same speed. Base recharge is 240 seconds. 240/60=4, minus 1 for base and 0.95 for internal slotting gives you 205% global recharge bonus needed to perma.
IW lasts for 90 seconds and has a 0.73 activation time, which translates to 0.93 seconds accounting for server ticks. Base recharge is 360 seconds. 360/(90-0.93)=4.041, minus 1.95 for base and slotting gives you 209.1% recharge needed to be perma.
70% for hasten, 40% from double stacking siphon speed. either 95% global recharge from IOs for PA or 99.1% for IW.
Finding an extra 4-5% recharge at this level is not "much harder". -
Elec Assault
Pros : Good burst damage (partly due to Build Up). Voltaic Sentinal attacks while you're mezzed.
Cons : 2 AoEs, one a weak cone, one PBAoE knockback. Voltaic Sentinal seems to need resummoning every time it would be useful, won't focus on the target you want to die and won't go away if it's drawing unwanted aggro.
Energy Assault
Pros : Good single target. Improved control through Power Boost. Some reliable stun/knockback attacks.
Cons : Lacking AoE (only one AoE attack). Inconsistant knockback on most ranged attacks.
Psi Assault
Pros : Drain Psyche. Good AoE. Drain Psyche. Decent single target. Drain Psyche.
Cons : PSW isn't what is used to be, you need more than two powers from the set now. Robots resist psi damage to ridiculous extents.