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Posts
1942 -
Joined
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I have noticed that the Black Screen Of Wait happens on both my OS:X side CoH client, and on my WinXP side CoH client, in equal measure. Apparently, this is not something targeting just us Mac Folks.
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Quote:Uh ... thanks. I think ...Brilliance. Rolling a shade tomorrow morning.
Thanks heaps, Redlynne, for showing that this AT actually has a means of not sucking at all levels without pulling stunts.
Um ... what part of Ms Terry's build above "convinced" you of ... this? The fact that it's built as an Exemplar Friendly build which isn't totally loaded out with Level 50 Everything? Is it that it only uses a single (Pet Set) Purple IO? Is it that it's a Tri-Form Warshade that delivers "decent" performance in all three forms, and is slotted out to provide meaningful differentiation in ability between the forms?
Bear in mind that even the build I've posted is a slow maturing build. Some things, such as the HOs, can't be slotted until Level 47. The Nova Powers don't get finished slotted up until Level 29. The Warshade Powers are still drawing slots until Level 42. And the Human Powers don't get all their slots until Level 50. So the build is going to be nowhere *near* its full potential on the way up as you level. Oh sure, you'll feel the power "building up" in it as you work your way on up, but it's nowhere near the same as what you'll have when you Exemplar down from 50 with everything fully slotted.
Things *do* get a lot easier at Levels 18 (Gravity Well+Starless Step) and at Level 22 (Stygian Circle and Level 25 SO/IO Enhancements) though, so try and get there before rendering judgement.
No comment. -
Villain Morality Mission: hold philanthropist hostage in Boomtown.
TWICE now ... I have started this mission, cleared objectives of blowing up supplies, generator and emergency supplies ... fought off the 4 ambush spawns ... defeated the guards on top of the building by my (to be) hostage ... and come stand by Mr. Goody Too Few Shoes.
A radio spawns a few feet away.
I click on the radio.
ASSERTION FAILURE
Client crashes to desktop.
Relaunch CoH client.
Log back in.
Launch original character.
Spawn outside Morality Mission.
Enter Mission.
All objectives of mission have been reset to Square Zero.
That Radio interactive is apparently Beyond Broken as far as the CoH Mac Client is concerned. It very reliably causes an ASSERTION FAILURE. -
Quote:Depends ...Also, what do you think about the Forced Feedback slot in Grav. Emanation, and Dark Nova Det.? Would the added recharge from those proc's be worth stealing slots from Health or Ebon Eye?
I did this with my Tri-Form Warshade and Quad-Form Peacebringer builds using Common Core Powers and Slotting where I slotted Gravitic Emanation for Force Feedback (all 6 slots) on my Warshade ... and just the Proc on the Human Form and Nova Form Target AoE attacks and the White Dwarf Flare on my Peacebringer. And I managed to work out a relatively simple formula to tell me if doing that was "worth it" or not.
The simple answer is that if you can manage to proc Force Feedback at least once per minute it's going to be "worth" approximately +7.5% Recharge (ie. the same as Kinetic Combat 6 slot bonus) over an infinite period of time. The exact number is actually 1 proc per 66.67 seconds = +7.5% Recharge over infinite time. The simple fact is that if you can get it to proc twice per minute (outside of suppression, for a total of 10 seconds) every 60 seconds, you're doing very well on making use of Force Feedback's proc. Getting it to proc once per minute should be your "benchmark" of expectation though in terms of "ought to be reliable" performance against hordes of mobs.
Mind you, that "once per minute rule" of thumb applies regardless of how much Global Recharge the build has.
Now ...
The real question then becomes ... will you be using the powers you slot Force Feedback into often enough to make an expectation of being able to proc Force Feedback at least once per minute a realistic expectation? This isn't as simple a question as it sounds. With Gravitic Emanation, which has a long recharge time, this is no academic question ... but it's also one of the few human form attack powers a Warshade has which can slot Force Feedback at all. You also need to think about how you would use Gravitic Emanation in combat, in terms of positioning and timing (so as to not annoy your teammates, if any, with the KB of this power). Things like using Gravitic Emanation as an Alpha Strike move to "pre-herd" targets and make your Tank's life easier will probably work well. Things like putting Gravitic Emanation on Autofire will not.
The way I figure it, if you're using Gravitic Emanation 3+ times per minute ... which is easily possible on high recharge builds ... you ought to be able to proc Force Feedback at least once per minute ... meaning you'll be getting "value" out of slotting it. If not ... you might want to reconsider.
For Nova and Dwarf AoE attacks, it really comes down to a question of slot crunch, and do you have the slots to spare. Nova, in a high global recharge build, doesn't really "need" a Force Feedback proc for its own sake ... although slotting one will help Hasten (and Light Form for Peacebringers, Eclipse for Warshades) recharge faster while in Nova Form. For Warshade Dwarfs, you can only slot Force Feedback into the melee attacks, and the only "real" benefit there is to get your Black Dwarf Mire and Black Dwarf Drain to recharge even faster, but due to the randomness of the Force Feedback proc it's hard to adjust your attack chain pattern to take advantage of the proc.
I think that Peacebringers actually gain more advantage out of Force Feedback procs for structural reasons that have to do with the preponderance of longer recharge time Click powers that Peacebringers have to deal with ... such as Pulsar, Flare (human and dwarf), Light Form, and the human/dwarf Self Heal powers. It also helps White Dwarf Form more because of how the attack chain of White Dwarf has one less attack power versus Black Dwarf (Sublimation vs Mire) and thus derives more "benefit" from recharge acceleration through Force Feedback in Dwarf Form to increase Self Heal performance, improving survivability. -
Looks like I'll be bringing out Shirayukihime for another TT on Virtue.
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It was also je_saist being definitively je_saist.
Magic 8 Ball says ... YES.
Let's not ask for miracles here. This is je_saist we're talking about. -
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That's like saying, "what about a Controller build using a Dominator?" ... or saying "what about a Fortunata build using only Night Widow powers?"
If you're predominantly using Mace Blast attacks, you're by definition not playing a Huntsman ... you're playing a Bane. -
Slight update to the Peacebringer build, based on the realization that Glinting Eye really isn't good for use as a single target ranged attack all by itself. Ebon Eye goes hand-in-glove with Gravimetric Snare for Warshades, because the two powers have the same animation (1.67s) and base recharge (4s) times, and with enough +Recharge can effectively and continuously alternate with enhanced recharge times being almost exactly equal to the animation times ... meaning they each recharge in almost exactly the space of time it takes the other animation in the pairing to actually animate.
And while that "works" just fine on a Warshade, there really just isn't a Peacebringer counterpart to Gravimetric Snare (or at least, there isn't one that suits my purposes).
So I swapped out Glinting Eye for Gleaming Bolt ... which with all the +Recharge in the build is down around 0.5 seconds to recharge. That means that Gleaming Bolt is a better "fit" in the build and in combat because it can be rapid fired endlessly as an attack chain filler.
I also pulled the +Stealth IO from White Dwarf Step. On most of my characters, I try and make sure I've installed the +Stealth IO somewhere on the build. In this case though, I've been able to determine that such an expenditure would be (actually) wasteful since there aren't any other +Stealth powers to synergize with it so as to truly "hide" from mobs.
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Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Autumn Turning: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Gleaming Bolt- (A) Entropic Chaos - Accuracy/Damage: Level 27
- (42) Entropic Chaos - Damage/Endurance: Level 27
- (42) Entropic Chaos - Damage/Recharge: Level 27
- (42) Entropic Chaos - Damage/Endurance/Recharge: Level 27
- (43) Entropic Chaos - Chance of Heal Self: Level 20
- (A) Aegis - Psionic/Status Resistance: Level 25
- (A) Resist Damage IO: Level 50
- (3) Resist Damage IO: Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 31
- (5) Doctored Wounds - Heal/Recharge: Level 31
- (5) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (7) Doctored Wounds - Heal: Level 31
- (7) Doctored Wounds - Recharge: Level 31
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
- (A) HamiO: Centriole Exposure (+2 Dam/Range)
- (43) HamiO: Centriole Exposure (+2 Dam/Range)
- (43) Detonation - Damage/Endurance/Range: Level 50
- (45) Analyze Weakness - Accuracy/Recharge: Level 31
- (45) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
- (45) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Resist Damage IO: Level 50
- (11) Resist Damage IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (46) Positron's Blast - Damage/Endurance: Level 27
- (46) Positron's Blast - Damage/Recharge: Level 27
- (46) Positron's Blast - Damage/Range: Level 27
- (48) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (48) Force Feedback - Chance for +Recharge: Level 21
- (A) Resist Damage IO: Level 50
- (15) Resist Damage IO: Level 50
- (A) Adjusted Targeting - To Hit Buff/Recharge: Level 27
- (17) Adjusted Targeting - Recharge: Level 27
- (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
- (19) HamiO: Peroxisome Exposure (+2 Dam/Mez)
- (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (21) Lockdown - Accuracy/Recharge: Level 31
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
- (23) Lockdown - Chance for +2 Mag Hold: Level 30
- (A) Resist Damage IO: Level 50
- (21) Resist Damage IO: Level 50
- (A) HamiO: Golgi Exposure (+2 End/Heal)
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (A) HamiO: Golgi Exposure (+2 End/Heal)
- (A) Stupefy - Accuracy/Recharge: Level 27
- (48) Stupefy - Endurance/Stun: Level 27
- (50) Stupefy - Accuracy/Endurance: Level 27
- (50) Stupefy - Stun/Range: Level 27
- (50) Stupefy - Accuracy/Stun/Recharge: Level 27
- (A) Recharge Reduction IO: Level 50
- (31) Recharge Reduction IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 45
- (A) Luck of the Gambler - Recharge Speed: Level 47
Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 1: Energy Flight- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
- (A) Luck of the Gambler - Recharge Speed: Level 25
Level 2: Swift- (A) Flight Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (A) Endurance Modification IO: Level 50
- (3) Endurance Modification IO: Level 50
Level 6: Bright Nova Bolt- (A) Accuracy IO: Level 50
- (A) Entropic Chaos - Accuracy/Damage: Level 27
- (29) Entropic Chaos - Damage/Endurance: Level 27
- (29) Entropic Chaos - Damage/Recharge: Level 27
- (31) Entropic Chaos - Damage/Endurance/Recharge: Level 27
- (31) Entropic Chaos - Chance of Heal Self: Level 20
- (A) HamiO: Centriole Exposure (+2 Dam/Range)
- (9) HamiO: Centriole Exposure (+2 Dam/Range)
- (9) Detonation - Damage/Endurance/Range: Level 50
- (11) Analyze Weakness - Accuracy/Recharge: Level 31
- (13) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
- (13) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (15) Positron's Blast - Damage/Endurance: Level 27
- (17) Positron's Blast - Damage/Recharge: Level 27
- (25) Positron's Blast - Damage/Range: Level 27
- (27) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (27) Force Feedback - Chance for +Recharge: Level 21
- (A) Crushing Impact - Accuracy/Damage: Level 31
- (37) Crushing Impact - Damage/Endurance: Level 31
- (37) Crushing Impact - Accuracy/Damage/Recharge: Level 31
- (37) Crushing Impact - Accuracy/Damage/Endurance: Level 31
- (39) Crushing Impact - Damage/Endurance/Recharge: Level 31
- (A) Crushing Impact - Accuracy/Damage: Level 31
- (39) Crushing Impact - Damage/Endurance: Level 31
- (40) Crushing Impact - Accuracy/Damage/Recharge: Level 31
- (40) Crushing Impact - Accuracy/Damage/Endurance: Level 31
- (40) Crushing Impact - Damage/Endurance/Recharge: Level 31
- (A) Obliteration - Damage: Level 31
- (34) Obliteration - Accuracy/Recharge: Level 31
- (34) Obliteration - Damage/Recharge: Level 31
- (36) Obliteration - Accuracy/Damage/Recharge: Level 31
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
- (36) Force Feedback - Chance for +Recharge: Level 21
- (A) Doctored Wounds - Heal/Endurance: Level 31
- (33) Doctored Wounds - Heal/Recharge: Level 31
- (33) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (33) Doctored Wounds - Heal: Level 31
- (34) Doctored Wounds - Recharge: Level 31
- (A) Perfect Zinger - Chance for Psi Damage: Level 21
- (A) Winter's Gift - Slow Resistance (20%): Level 10
Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 4.5% Max End
- 2.5% Enhancement(Held)
- 41% Enhancement(Accuracy)
- 8% Enhancement(Heal)
- 3% Enhancement(Stun)
- 78.75% Enhancement(RechargeTime)
- 44.17 HP (4.125%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5.5%
- MezResist(Immobilize) 4.4%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.4%
- 7.5% (0.125 End/sec) Recovery
- 40% (1.789 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 3% Resistance(Psionic)
Set Bonuses:
Entropic Chaos
(Gleaming Bolt)- 10% (0.447 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Incandescence)- 3% Resistance(Psionic)
(Essence Boost)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Proton Scatter)- 10% (0.447 HP/sec) Regeneration
(Luminous Detonation)- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Build Up)- 2% DamageBuff(All)
(Incandescent Strike)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
(Pulsar)- 2.5% (0.042 End/sec) Recovery
- 20.08 HP (1.875%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Vengeance)- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 7.5% Enhancement(RechargeTime)
(Energy Flight)- Knockback,Knockup protection (Mag 4)
(Combat Flight)- 7.5% Enhancement(RechargeTime)
(Bright Nova Blast)- 10% (0.447 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Bright Nova Scatter)- 10% (0.447 HP/sec) Regeneration
(Bright Nova Detonation)- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(White Dwarf Strike)- MezResist(Immobilize) 2.2%
- 12.05 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(White Dwarf Smite)- MezResist(Immobilize) 2.2%
- 12.05 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(White Dwarf Flare)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(White Dwarf Sublimation)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(White Dwarf Step)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
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Quote:I use Ninja Run most of the time when I need to move around almost every zone except the Shadow Shard ... and even then, I'm using the Geysers for movement that's faster than Teleport and keeping my Teleport in reserve so as to "land" on floating rocks that the Geysers hurl me at (and seem determined to MISS...).The reason? I HATE HATE HATE teleport (even with the point and shoot mouse bind) and I don't want to have to be a squid to fly (which is my preferred travel power by roughly eleventy billion percent). All of the "phenominal cosmic power" fails in the face of a movement platform I can't stand.
On my WS, Teleport is my backup mode of travelling. -
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Personally, I think the best place for Gaussian's Proc is in Nova Form ... even as the only enhancement slotted. It's not like you need Fly Speed in Nova Form anymore ...
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Quote:And then you have crazy people like me who 6-slot Provoke with the Perfect Zinger set because it offers a hefty +Defense bonus in the 6th slot (in addition to powering up the Taunt and Recharge).Luckily, Trick Arrow offers some potent AoE debuffs causing a Ninja/TA with Provoke to generate a ton of agro. Every single debuff that is placed on a foe is generating threat (aside from Flash Arrow of course). This treat is then being multiplied by the 8-16 second mag 4 taunt in Provoke.
Quote:If I were to offer any advice, it would be to take Fistful of Arrows to further generate threat; AoE damage + debuffs + Provoke as a threat multiplier will work even better than what you have going on now. I would also strongly recommend taking Smoke Flash for the Oni or your Jounin-- it is a really powerful skill that doubles damage for 10 seconds, which is a huge boost if you have positioned the Oni in melee to use its sword attacks or ever seen a critical Fire breath decimate a spawn.
Quote:You might love Oppressive Gloom, but because you are slowing/immobilizing and kiting while generating threat, it seems to me that a PBAoE toggle stun is not all that useful. Removing OG and adding Fistful of Arrows would be more conducive to the play style you posted. Doing that and taking Scorpion Shield for SM/L defense would be very viable, as it could elevate your protection to the most common vector to above 36% defense.
Scorpion Shield would require dropping Soul Storm ... and after playing through three successive Hamidon Raids this last sunday on Virtue, there is NO WAY that I'm giving up Soul Storm without a fight.
But only in the context of the ninjas taking damage directly ... rather than as a result of Bodyguard Mode Sharing. Building for Bodyguard Mode, my ninjas are way better off if I take less damage due to high defenses. After all ... Defense on Pets does not protect against Shared Damage in Bodyguard Mode. -
Quote:Except that I *am* saying that PBs need a buff. I just happen to think that taking the "training wheels" off the PB and allowing their powers to synergize better would go a LONG way towards achieving that. Remove a lot of the restrictions (if you do THIS, you CAN'T do that) and the Devs would be well on their way to improving PBs.Red, I will take a look at you build later because after reading your posts in both threads, I realize you're not like some of the others simply stating that PBs need a buff. It seems like your looking at PBs and WSs, saying that PB's powers don't synergize etc in comparison.
Heck, even adding a Mag 1 Stun to Gleaming Bolt, Glinting Eye and Gleaming Bolt would go a long way towards giving Pulsar something ... anything ... to synergize with for Crowd Control. It would also allow those powers to slot Stun Sets. Add a Mag 1 Hold to Radiant Strike, to give Incandescent Strike something to synergize with ... and give PBs a 1-2 combo to use on Bosses to help control them.
Seeker Drones in the Defender Traps/* set have a 90 second recharge.
Photon Seekers in the Luminous Blast set are on an excessively PUNITIVE and UNNECESSARILY long 300 second recharge. Bare minimum, something has to be done about Photon Seekers. Rain of Arrows in Archery on a Defender is better than Photon Seekers as a crashless nuke power. Seriously. -
You won't see the proc announce in the combat log. I think its in the Healing Delivered log, because it's a Granted Power effect.
Next time you go to WW or are otherwise spending some time doing something non-combat, stay shifted in Nova Form and then (after several minutes) go check the Healing Delivered log to see how many times Gaussian procced for you. -
Quote:Not to put too fine a point on it, but ... that's actually one of the advantages of switching to a Tankermind build on Ninja/Trick. So long as the mobs are attacking YOU instead of your Pets, the fact that the ninjas "run in" is actually an advantage. It allows you (personally) to keep enough distance "from the action" so that any AoEs lobbed at you don't necessarily hit your Pets, because your Pets are in melee with the hostiles. And because they're in melee, they defeat the hostiles faster than if they were at range (beside you).I feel Ninja and Trick Arrow don't mesh well because TA has many ways to immb/slow which benefits range characters but Ninjas run in.
It's actually quite ironic that, as far as I've found, the Tankermind strategy is (more) successful with Ninja/Trick precisely because of the Immobilize/Slow combined with a Presence Pool Taunt (I prefer Provoke, the Ranged AoE for this) being a powerful tool of misdirection. By drawing fire away from your ninjas, that makes it a lot safer for them to engage in melee ... where they would otherwise be the victims of one- to three-shot floor inspection (without your drawing aggro onto yourself), and where they can dish out more damage in shorter time than some of the other MM Primaries.
It's almost Thematic that when hostiles aren't targeting/aggroed onto ninjas that the Ninjas would be Strong ... and that when the hostiles are targeting/aggroed onto ninjas that the Ninjas are as flimsy as rice paper. The key of course being that it "pays" to draw attention/aggro away from your ninjas (and onto yourself instead). Needless to say, Tankers and Brutes are your "best friends" when teaming. -
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Well, that's easy enough to fix ...
| Copy & Paste this data into Mids' Hero Designer to view the build |
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First of all ... I've got a Ninja/Trick MM who I just got to 50. Along the way, I've experimented with a few different strategies and builds aimed at trying to keep my ninjas alive ... since they're so flimsy defensively. The sad thing is, notions that I'd though would "work" turned out to be too complicated or situational to be all that effective in actual play.
The first strategy I used, starting at Level 8, was the use of Teleport Foe combined with Flash Arrow so as to be able to abduct hostiles and "Feed them to the Ninjas." This was remarkably successful, solo, since I almost never had to resummon and allowed me to control aggro quite effectively. The problem is, it was SLOW and frustrating to employ (because Teleport Foe misses *way more often* than it should when slotted for Accuracy), and the recharge time on Teleport Foe is pretty darn long (espcially when you MISS or the power claims you're Out of Range).
The next strategy I used was one where I tried to maximize the amount of +Defense I could stack onto my ninjas ... through Maneuvers and Grant Invisibility ... along with maximizing Tohit Debuff ... through Flash Arrow, and Nightfall and Soul Tentacles from Soul Mastery. On paper it looked "decent" since the stacking of +Defense and -ToHit resulted in "respectable" numbers. In practice however, it was just a bridge too far. The duration on Grant Invisibility was just "too short" (meaning I needed to spend way too much time reapplying it for it to be "effective" in play, particularly with steamrolling teams on SFs and TFs) and it cost too much Endurance to apply to 6 Pets in a round robin o' buffing. I could go from Full Blue to Almost Empty just by applying Grant Invisibility to my ninjas ... which then left me "unable" to contribute much of anything from my Trick Arrow secondary to the fights I found myself in, because I had to wait to recover my Endurance (or Rest). This got OLD ... fast. If you think bubbling is tedious with Force Fields ... try Grant Invisibility.
The other problem with the +Def/-ToHit strategy was that the Debuff side of the equation was really hard to use effectively. Nightfall and Soul Tentacles have somewhat narrow cones (20 and 25 degrees, respectively), which made positioning a matter of paramount importance ... and I didn't have room for Hover (which would have made that positioning soooooo much simpler!). In SFs and TFs, I kept getting into situations where Nightfall and Soul Tentacles just didn't have either the arc, or the distance, that I needed in order to make these powers really effective. Stuff kept stubbornly staying outside the cone(s) ... or got MISSED ... and then it would be a long recharge cycle before these powers came back up again.
And then there was the other side of the "bridge too far" with this strategy ... it was just Too Complicated. It required buffing 6 Pets, and keeping them buffed, with Grant Invisibility (which takes 7 seconds just to animate, not counting delays for recharge, and devours Endurance if not slotted for reduction) ... and having the luxury of time to be able to debuff hostiles using Flash Arrow, Nightfall and Soul Tentacles ... which combined have a total animation time of 5.5 seconds just to debuff things. That was simply way too slow. And the debuff cycle required living targets and "perfect" positioning on my part in order to achieve maximum effectiveness. In practice, it turned out to just be "too many plates" to keep spinning all at the same time. It was exhausting and tedious to play, and worse ... it was inconsistent in performance due to the build's dependence on situational factors. Yeah, my ninjas stayed alive longer ... but not a whole lot longer ... and I was spending all my time starved for Endurance, and couldn't use my Trick Arrow secondary all that effectively due to the constant Endurance crunch.
So after playing through most of the 40s with THAT build, I figured I simply MUST be "doing it wrong" and had to figure out some other build (and strategy) which would allow me to be more successful. The problem is ... Trick Arrow really doesn't synergize all that well (in my experience) with a MM strategy based on NOT drawing aggro onto yourself. After spending 45 levels trying NOT to draw aggro myself, I figured it might be time to try Tankerminding instead.
Tankerminding as a Ninja/Trick is a really odd bundle. Your only damage mitigation is either in your Epic Pool (usually S/L Resistance), Set Bonuses (such as +Defense), through Debuffing, and of course ... Bodyguard Mode. The weird thing is, it is possible with Ninja/Trick to be a very effective Tankermind, simply because with Trick Arrow you've got multiple options for being able to Kite hostiles effectively, keeping them at range where they can do minimal damage to you. Furthermore, when Tankerminding, you're trying to keep aggro OFF your ninjas ... which means that their pitifully pathetic (lack of) defenses becomes less relevant than it otherwise might be. Even better yet ... YOU ... can enhance your Defense stats well beyond what you'd ever be able to stack up on your ninjas through Auras (Maneuvers, Procs, etc.), which means that on balance they take LESS damage via Bodyguard Mode, when they don't grab aggro, because your own personal Defense is making incoming attacks MISS more often than they otherwise would, and the incoming damage is "spread around" so as to not overwhelm (easily) any single ninja (including yourself).
I've now got Provoke (Ranged AoE Taunt) from the Presence Pool as well as Aid Other and Aid Self from the Medicine Pool, along with the full suite of Leadership Powers (all of them) and a switch from the Click powers in Soul Mastery to the Toggles and Soul Storm (to give me a second Hold for making quick work of Bosses, or a pair of Lieutenants/Minions). I had to drop Smoke Flash from my Primary in order to fit everything ... and I still don't have Hover ... but the overall result on my build is a dramatic increase in effectiveness and efficiency on teams. Because I'm keeping my ninjas "leashed" in Bodyguard Mode all the time now, by default, I'm spending far less time "worrying" about them and able devote far more of my attention (and keyclicks) on deploying my Trick Arrow secondary to maximum effectiveness. I essentially leave my ninjas in Bodyguard and let them "autopilot" while I devote all of my mental workload to figuring out how, when and where I'm going to be debuffing the opposition and keeping track of what's recharged already and what isn't yet.
Strangely enough, I think I'm playing even more aggressively now, as a Tankermind build, than I did before, simply because now I've got a build which allows me to maintain my focus on what's in front of me "out there" instead of dividing my time with "flying the guages" trying to keep my ninjas (or myself) from either taking damage or gaining aggro. And oddly enough, it doesn't take much for Trick Arrow to be rather successful at Tankerminding.
As we all know, damage is heavier in melee than at range ... and Trick Arrow has multiple very good ways of keeping things away from you. Entangling Arrow has a nice long duration on it out of the box and is an ideal "snap response" to any runners (or potential runners). Glue Arrow makes Kiting a trivial matter, where you can literally run rings around hostiles that have aggroed onto you so as to stay out of melee range, limiting them to ranged attacks only. And of course, Oil Slick Arrow is both a huge AoE Knockdown but also a massive Burn Patch that can devour hordes of hostiles and which can be used both reactively (once everything's been herded up) or proactively for setting Pull Traps involving corners. And the best part is ... you don't NEED to combo stack these things together in order for them to be effective. They're effective "enough" all on their own (but are, of course, even MORE effective in combination).
So at this point, I've come to the conclusion that ONE of the more successful builds and strategies for playing a Ninja/Trick MM (in PvE) revolves around leveraging the Tankermind/Bodyguard playstyle, since it seems to be among the more effective ways to limit the amount of damage your ninjas are subjected to, thereby extending their lifespans and effectiveness (even if they aren't directly attacking all the time).
What I would like to know though is ... have other people found any other build strategies and playstyles which are also quite effective when playing a Ninja/Trick MM? And if so ... what is the mentality behind your decisions, and the results in play? -
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Quote:Build Up animation: 1.17 secondshow do you have trouble working RS in on a melee oriented character?
BU -> IS -> RS -> GB -> SF
Incandescent Strike: 3.3 seconds
Radiant Strike: 1.07 seconds
Gleaming Bolt: 1 second
Solar Flare: 2.1 seconds
= 8.64 seconds of animations
How do you get single targets to stay alive for more than 5 seconds at a time while on teams in order for your melee combo to be relevant? The animation time on IS+RS alone is as long as the animation time on Propel in the Gravity powerset, and on teams I almost NEVER managed to land a hit on anything using Propel because the target was almost always defeated before Propel could finish animating (over a leisurely 3.5 seconds) ... even against Bosses. -
Teleport Self
When you do a Teleport Self, the "windup" animation is (imo) unnecessarily long. If you start falling before teleporting again, you fall A LONG WAY before the Teleport Self action even occurs. All it takes, it seems, is a tiny little bit of lag to "hiccup" you out of the sky simply because the Teleport Self animation has such an incredibly long windup to it. I dunno how many times I've taken falling damage due to lag spikes while teleporting around.
What I would really like to see done with Teleport Self is for the animation to be sped up (ie. the "casting" of Teleport Self), so that there's less time between mouse click and transit, and for the Hover effect which is granted by Teleport Self to be "effective" only so long as the character is not moving. Essentially, I'd want the Hover on Teleport Self to be suppressed when I command my character to move (forward, back, turn left/right, strafe left/right, up/down). If the Hover granted by Teleport Self were suppressed by movement, its duration could be increased from 4 seconds to 6 seconds, making Teleport Self more "resistant" to network lag spikes and "friendlier" to needing to turn your camera view after a Teleport Self transit for the next Teleport Self (enabling better "cornering" behavior), while at the same time becoming more "responsive" to player input after the Teleport Self is completed, because all I have to do is command my character to Move and the Hover effect from Teleport Self shuts down (early, at MY command) and I can Move ... before the 6 seconds are up.
Such a change would need to be implemented for the Pool Power, Teleport Self, and the Kheldian Teleport Self powers. -
For my money ... the problem with Peacebringers is that they have lousy synergies amongst their own powers. Setting aside enhancement slotting for the moment ... it's really really hard to get Peacebringer powers to STACK with each other to do anything beyond Damage, Defense Debuff and Knockback. There is, in fact, very little that can be done to get what powers Peacebringers *do* have to even Self Stack so as to be able to affect more than just Minions (yawn...) and Lieutenants (yawn...).
Best example of this PB vs WS quandry is the fact that the WS has multiple powers which Stun in Human Form, which can be stacked with little difficulty to Stun Bosses. PBs get a single AoE click power that is a Mag 2 Stun ... and that's it for any meaningful Crowd Control ability for Peacebringers.
WS has Gravimetric Snare, which in addition to being a fast recharging ranged attack is also an Immobilize and easy to use in a 1-2-1-2-1-2-etc. ranged attack chain with Ebon Eye. PB gets Radiant Strike, a slow recharging melee attack that does KnockBACK and is hard to build a repeatable ranged attack chain around.
Eclipse is a click which buffs Human, Nova and Dwarf Forms.
Light Form is a click which locks you out of Nova and Dwarf Forms.
... and so on ...
Warshade powers synergize with each other very well.
Peacebringer powers are "all over the map" and seem to have been designed to achieve as few power combo synergies as possible (ie. Limit --> 0 ... for those who know calculus).
With Warshades, you can get all kinds of "emergent behaviors" from simply slotting powers differently, or using those powers in different combinations to create synergistic effects. With Warshades, the sum is greater than the component parts.
With Peacebringers, there's hardly ANY combos of powers you can build which will create "emergent behaviors" offering new and novel synergistic effects. Peacebringers do Damage (sorta), Defense Debuff (only slightly relevant at all because of the Achillies' Heel Proc) and Knockback (which is a double edged sword that cuts both ways). With Peacebringers, I feel greater frustration with what I *CAN'T DO* due to the (imnsho) ridiculous limitations unnecessarily placed on the Archetype than pride in what I *can* do with my builds.
Example: Solar Flare.
Can only be used when NOT flying or hovering.
On an Archetype who can fly at Level 1 and hover at Level 10.
Brilliant.
Example: White Dwarf Flare.
Can only be used when NOT flying or hovering.
White Dwarf Step causes your Peacebringer to Hover for 4 seconds, locking OUT use of White Dwarf Flare until the Hover effect of White Dwarf Step ends.
Warshades don't have this problem/limitation/stupid restriction with Black Dwarf Step and Black Dwarf Mire. Warshades can Step+Mire as fast as the powers can animate with no limitations. White Dwarfs have to stop floating after they teleport before they can AoE Flare, thereby surrendering the intiative of a surprise attack after teleport.
D-U-M-B.
Warshades synergize their powers well.
Peacebringers are specifically forbidden to synergize their powers by Poor Design Choices which gimp them compared to Warshades ... or any other Archetype for that matter.
Want To Buy Peacebringer Powers allowed to synergize by Good Design, please. -
It's a pity that the Empowerment Stations only buff yourself, and not ... everyone in the Supergroup logged in at that time ...