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Messages - thilenium

#1
replaced the endurance regeneration with the endurance recovery part.

Yea, i played around with a couple of those click-replenish-endurance powers. i will try them when i have to cross that bridge. until then it will remain my dream to have cc just by 'being there' with enough recovery at all times.
#2
RA's sustain is good (better than DA's for sure) (I have corrected that part in my build description).

After some testing around with Radiation Armor Secondary and checking some different builds by other people i still do not get the resistances Atom mentioned.  Unless someone has a template that covers the weak spots in the resistances Cold, Negative and Psionic i will still favour DA over RA. I also found that i like working with DA better as slotting is more straight forward.

 
#3
A Dominator with 'Drain Psyche' from the Psionic Assault Secondary may actually sustain 'whirlwind'. just so. But it will be a while before i try that. Here is a first draft. Would be pretty much useless for anything else though.

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#4
Morning!

this is going to be a short one. For some months now, I have played around with the idea of making the skill 'Whirlwind' from the Speed-Power pool as sustainable as I can. Testing it out, I have learned a couple of things and had to correct some of my misconceptions. So, this is going to be a documentation about a failure of sorts, and may offer some useful insights on endurance regen, or - more generally - the hunt for the improvement of a small number of stats.

'Whirlwind' looks like an extremely useful form of crowd control, and i can see its use in pvp. It contains a inward repel (there is not a lot of resistance against repel), a knockup, as well as a small damage component. Whereas the cost of keeping it running is already high, but manageable, the real endurance cost comes when you actually start hitting. For every opponent hit every second you loose one endurance. So i figured, i just need to raise endurance regen to a maximum and see where it goes.

all the best, Thilenium


Summary 'Whirlwind'
+ very solid crowd control for a small number of opponents
+ can be used for a short time on larger numbers
+ can use other skills while 'Whirlwind' is running (it is a toggle after all, but there were some confusing reports on this one)

- rapidly drains your endurance if you are not careful
- endurance cost for 5+ opponents not sustainable, even with a dedicated build (but i still have some ideas)


Contents
a) 'Burnout'
b) On Endurance Recovery
c) 'Ageless Core Epiphany'
d) Conclusion

a) 'Burnout'
'Burnout' - from the same power pool as 'Whirlwind' negates that endurance cost for ten seconds. But I wanted it permanent for as many opponents as possible. This skill also comes with a crash that reduces your maximum endurance. As endurance regen is dependant on the maximum endurance this skill is making achieving my target of a sustained 'Whirlwind' harder.

b) On Endurance Recovery
The fuel that you need to run your build. It starts with a basic value of 100, and a recovery rate of 100% which amounts to 1,67 endurance recovery every second. So, if you use a skill that uses 5 endurance you have gained that endurance back within 3 seconds (1,67+1,67+1,67=5,01). The knobs to turn to increase that number are endurance recovery and maximum endurance. And a small number of seperate sources like the +Endurance proc from the set Performance Shifter.

b1) Raising Maximum Endurance
Using https://homecoming.wiki/wiki/Set_Bonus_Comparison_Tables#Endurance_2 and a build that allows easy access to the boni i managed to raise base endurance to 127. If you also include the Accolades 'Portal Jockey' and 'The Atlas Medaillon' (both +5% maximum Endurance) you get 137 base Endurance. Incarnate Genesis passive 'Socket Core Flawless Genesis' raises it to 147.

b2) Raising Endurance Recovery Rate
The choice of class is important to increase the maximum cap for endurance recovery. I did not know that most classes are capped at 500%. A controller however is capped at 750%. The Secondary 'Time Manipulation' has a nice buff to improve regen and has a 100% uptime.

c) 'Ageless Core Epiphany'
Incarnate destiny power 'Ageless Core Epiphany' has some fineprint to it that Mids does not necessarily display correctly. While it gets my regen to a whopping 17,13 endurance per second, that part of it only lasts 10 seconds. after that it drops until it settles at a general 100% for the second half of its duration.

d) Conclusion
With this build i can manage 4-5 opponents at the same time, and it is hilarious to see them fall over. For larger parties i will need a different source of endurance regen. Maybe I ll try 'Electrical Control'. It has an pbaoe aura that keeps giving you endurance. I still like this build for a number of things and maybe use it as an idea for something different. It has two pbaoe debuff toggles that are complimentary and sustainable, they force you to go into melee range of opponents which you would do anyway if you also wanted to use the healing skill on your frontline.


Using Mids import the following using Menu: Build Sharing/Import DataChunk
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#5
works for me. after all my benchmark is through Mids alone.

- i coupled every Secondary with the Super Strength primary and used the sets i usually would use unless they would cap resistances. I also did not include accolades which will generally improve all regen powers.
- and going by that what i say is true. and i did say that after doing a benchmark, not due to some prejudice.
- that my process of comparing is faulty? yea, yea, that can very well be.

you play it and it works for you and that is all that counts.

*ight now Atom Bomb is sitting at 90% vs everything except Negative and Psionic and both those are sitting at 75% each* wow, that is better than my 60-ish resistances on the only two i did not cap.
Unless i use the Melee Core Embodiment then it is 75% everywhere as well. But i cannot sustain that one.
#6
haha, but i mention it here:

 Mids DataChunk for the build - !this is the Corruptor-Schematics, but the blueprint is pretty much the same!

Defenders and Corruptors share the same skills. Corruptor starts with 'Ice Bolt' and 'Time Crawl', Defender starts with 'Time Crawl' and 'Ice Bolt'. the only other thing is that you replace the AT-IOs with the ones available to the Defnder. No need for me to set up the thing in Mids.
#7
remember die hard 2, where bruce willis stabbed a guy in the eye with an icicle? That!
#8
no worries, i am comfortable.

my ingame tooltip says tactics is at 10,64% To-hit. offensive adaption 7,5%, kismet 6%. 99,14% in the whole.
... which i do not care about in the least, because i go 'Zapp' at anything as soon as it is up ;) no more chasing runners around.
#9
if you do not care at all about all those stacking mechanics. Ice melee is a very decent choice. I ve made a Stalker build with it and you can find the skills to use there. You do not need the stalker assassination skill. the area of effect is decent enough.
#10
What kind of a headline is that, you ask? Well, that Secondary is just a pain to deal with. But that makes it also rare and challenging:

Morning!

this is going to be a short one. Earlier I posted a Guardian-build in favour of Pain Domination while also admitting that i went with Reconstructive Composition. I recommended Pain Domination because it is coming online a whole lot earlier than this one (it is the recharge, you see). It is also more versatile. If you want a Guardian build that performs well from the mid-stage of the game onward and not some brickwall out-of-the-left-field build than i suggest you go ahead and look at that one.

Over the week i thought about Reconstructive Composition in a different way: I have enough builds that can solo and are better at that, so instead i looked into some of the strengths of this Secondary beyond just group buffs and respecced him as healing support. Because this Secondary does not just have a healing and absorb area of effect but also two mini Destiny Powers available to it namely 'Regeneration-' and 'Recovery-Aura'.
  And as for the solo capabilities. The build still retains a sniping power and a melee attack, as well as a couple of area of effects. With the high recharge rates that this build requires, those two skills, coupled with the area of effect skills, will still make solo stuff easy enough.

+ decent supporter, i would say
+ still has a sniping skill that hits hard and is instant

- comes online late in the game. You need some 300-400% global haste to even make the party buff 'Fortitude' permanent. 'Regeneration-' and 'Recovery-Aura' will never be permanent, that is why i had to include 'Burnout' so you can increase their uptime during long encounters.
- not a starting character by no means

New macros:
/macro PbAoE "powexec_name Psychic Shockwave$$powexec_auto Regeneration Aura$$powexec_auto Telekinetic Blow"
/macro TAoE "powexec_name Blink Blitz$$powexec_auto Regeneration Aura$$powexec_auto Fire Ball"
/macro UP "powexec_name Regeneration Aura$$powexec_auto Telekinetic Blow$$powexec_auto Recovery Aura"
/macro UP "powexec_name Dull Pain$$powexec_auto Telekinetic Blow$$powexec_auto Hasten"

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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-------------------------------------
Morning!

My global handle is @Thilenium and my ingame characters start with or contain 'Thile' in their name - no exception. So far I have played and equipped about 20 characters. ten of which I took through the incarnate stuff. Others I 'swiped left'.
For a long time I ignored the Guardian. I thought in more purer terms like Damage Dealers = Brutes, Scrappers and Support = Controllers, Defenders. Turns out that Guardian can perform decently in both areas and I like them better than Defenders or Corruptors. The build represents the current status of my gear and also my zillion hours of experience in improving and reviewing on character builds (tailored to my tastes - sure. and that is where we might not find common ground. but see for yourself).

all the best, Thilenium


Summary Guardian (Psionic Assault - Pain Focusing)
+ usefulness increases until it reaches its height at mid- to lategame
+ good sustained damage, single target
+ good damage, area of effect
+ good party utility
+ survivability
+ utility for situational content

- has a slow start, but not as bad as Controllers

Contents
a) The role of a Guardian
b) Pain Focusing as Secondary
c) Psionic Assault as Primary
d) Utility through Power Pools
e) Attack chains, single target and area of effect
f) Genesis Incarnate Power and helpful keybinds and macros

a) The role of a Guardian
The Guardian is neither pure damage dealer nor pure supporter but a combination of the two. Now one can argue, that if it is a combination it could combine the worst parts of each. And that is partly true - there are Primaries and Secondaries here that I simply cannot wrap my head around.
From the beginning I wanted a Sniper-Skill in my Primary because I have not found a Corruptor or Defender with a Power that I liked and that also has a Sniper-Skill. For those of you that are unfamiliar with the skill: It is a long-range, high-damage attack. So I want it. Trouble is the cooldown and the long casting time, and both can be countered by the right Secondary. With the right Secondary it becomes instant - no activation time - and who does not like to do immediate 500 damage every 6 seconds. If selected for that reason there are only two secondary powers left.
Also there is the question of area of effect skills. As none of the Primaries has a great one, a good one with some utility will tip the scales.
Guardian has become in my mind a hybrid combining some of the signature skills of each power.

b) Pain Focusing as Secondary
Great party utility and comes online around midgame. I chose for my Guardian 'Organic Reconstruction' which requires Incarnate stuff to make it even work. This is not the case with this Secondary. You have an ok heal-skill, ok-hitpoint regen for your party and with 'World of Pain' a great buff for the party with a 100% uptime (with some recharge-IOs).

Example Temporal Composition
If you can do without the heals for your party, and maybe do a little more on the debuffing side, then this one is good.

Example Fiery Composition
This one sucks, but for a single thing: It has probably the most ridiculous area of effect skill in the game. It does heavy damage and also heals teammates. Sure it also has a high cooldown, but that is just ridiculous. It is like the devs said 'man, this Secondary sucks and we only have one skill to create left. let us make up for the rest by making this skill ridiculous.' Take 'Burnout' from the 'Speed'-Power Pool and you have it twice.

Example Organic Reconstruction
Does about the same thing as 'Pain Focusing', but does not come online until after the Incarnate stuff (It is the recharge and endurance, you see). So, if you go that route, do not expect to have a lot of fun while doing low-, mid- or even lategame content. But as long as you remain in the endgame and have the cooldown reductions provided by some Incarnate powers, you are good. I will keep this still for a single reason: all the buffs are on a two minute cooldown. My only critic on Pain Focusing is the 90 seconds duration of its buff. - I like the handling simple.

c) Psionic Assault as Primary
The Guardian Primaries combine melee and ranged attacks, making it a bit trying to find out whether you are part of the frontline or hang back and stay out of trouble. As for me I like frontline and that is how I come to this Primary. The area of effect skill 'Psychic Shockwave' is decent. There is a Sniper-Skill with 'Psionic Lance'. Since I also use 'Blink Blitz' and 'Fireball' from the Epic Power Pool I have some decent engage and clear. In Party mode I usually just use the three area of effect skills with the heal to decimate the enemy and keep my team alive. Against single targets I also enter melee range.
Psionic Assault has a unique mechanic called 'Insight'. All your skills have a chance of creating the 'Insight'-buff and your 'Psionic Lance' uses it up for extra damage. Anyone here likes a skill that does  immediate 500 damage every 6 seconds?

d) Utility through Power Pools
In the beginning I mentioned that there is also a lot of utility in this build.
+ 'Psychic Shockwave' has some decent controlling powers
+ a healing skill and a regeneration toggle will keep your teammates healthy
+ 'Blink Blitz' is a great area of effect and utility power for starting any fight and while fighting. This skill sometimes lands you in obstacles. with enough cooldown you can use it on a mob to get out of it again. or you can use the command /stuck.
+ This build (and 95% of my other builds) contains 'Invisibility' which helps with shortening missions. Find the target on the map, buff up right next to it and cancel the skill.
+ 'Recall' moves your teammates to your position.

e) Attack chains for single target and area of effect
I use the keyboard key '1' for single target (see macros), '2' for ranged attacks (again see macros), '3' is the Heal, and '4' is Psychic Shockwave'. '5' is a macro again for the two area of effect attacks. Invisibility on 'Strg+1', when I need to skip to the end of a mission or defeat just a single boss somewhere on the map.

f) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis

Helpful macros and keybinds:
/bind f "target_enemy_near$$follow"
>> autofollow nearest enemy

/macro INC "windowtoggle Incarnate"
>> Open the Incarnate window

/macro M1 "powexec_name Mind Probe$$powexec_auto Greater Psi Blade$$powexec_auto Telekinetic Blow"
>> use the two melee attacks in succession

/macro M2 "powexec_name Psionic Lance$$powexec_auto Telekinetic Blow$$powexec_auto Mental Blast"
>> use the two ranged attacks in succession

/macro AoE "powexec_name Blink Blitz$$powexec_auto Mind Probe$$powexec_auto Fire Ball"
>> use Blink Blitz and Fireball in succession

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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#11
Are you using Blink Blitz as an alpha strike gap closer (instead of Blink)

Yeppers, that way exactly. For pure damage Spring Attack would be better. I do not use 'Blink' as a gap closer or even melee attack because I do not like the constant new placements and camera shifts that come with it. And since i have enough cooldown and the activation time is so low i use Blink Blitz + another targeted area of effect pretty much whenever.
#12
Morning!

My global handle is @Thilenium and my ingame characters start with or contain 'Thile' in their name - no exception. So far I have played and equipped about 20 characters. ten of which I took through the incarnate stuff. Others I 'swiped left'.
I like this build and it is probably the most balanced that I can find, fulfilling the roles of damage dealer, buffer, debuffer. All relatively uncomplicated. With a few minor changes it can be adapted as Defender which might be a better choice. Now you can make some of the roles more pronounced and or add the heal, but at the expense of something else. And I do not want a controller-like character, who has trouble doing solo content.
The build represents the current status of my gear and also my zillion hours of experience in improving and reviewing on character builds (tailored to my tastes - sure. and that is where we might not find common ground. but see for yourself).

all the best, Thilenium


Summary Corruptor (Ice Blast - Time Manipulation)
+ ok starting character
+ performs good during any stage of the game
+ good damage and debuffs, single target
+ two damaging area of effect skills, not just one on a high cooldown
+ good sustained debuffs, area of effect
+ does not fall over when looked at (under g1)
+ relatively chill and smooth to play (7 buttons for about 95% of the content - using macros, see below)
+ utility for situational content

- feels like something is missing when playing solo

Contents
a) The role of a Corruptor
b) Time Manipulation as Secondary
c) Ice Blast as Primary
d) Utility through Power Pools
e) Attack chains, single target and area of effect
f) Genesis Incarnate Power and helpful keybinds and macros
g1) Mids DataChunk for the build (Corruptor and Defender)
g2) Mids DataChunk for the build, Buff and debuff power up and 'Burnout'

a) The role of a Corruptor
A corruptor is a ranged damage dealer, debuffer and supporter. When playing Corruptors solo, i have immediatly the urge to go back to a purer damage build. But in parties it is fun.

b) Time Manipulation as Secondary
A fire-and-forget Secondary for every Supporter who has access to it, also fits thematically. Decent party buffs. Also debuffs that work well with the primary, reducing Recharge/Movement Speed and Defenses/Resistances. Most of the important debuffs except for hit point regen and endurance regen (one can be solved with the Incarnate Interface buff).

c) Ice Blast as Primary
I liked this one the best because it has sustained solid single target damage and for that i usually need four skills. I would take a snipe skill as well, but even without it, it is ok. All the attacks here debuff Recharge, Movement Speed. you have a single target hold, that also does damage and the big area of effect has a great To-hit debuff build in. all of which is nice.

d) Utility through Power Pools
In the beginning I mentioned that there is also utility in this build.
+ You are flying!
+ This build (and 95% of my other builds) contains 'Invisibility' which helps with shortening missions. Find the target on the map, buff up right next to it and cancel the skill.
+ As it buffs the whole party, Leadership powers are never wrong.

e) Attack chains for single target and area of effect
I use only seven keyboard keys with macros (see below). '1' and '2' for single target, '3' for area debuffs, '4' and '5' for area of effects. 'Build up' when i require it.

f) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis

Helpful macros and keybinds:
/bind f "target_enemy_near$$face"
>> autofollow nearest enemy

/macro INC "windowtoggle Incarnate"
>> Open the Incarnate window

/macro R1 "powexec_name Ice Bolt$$powexec_auto Chrono Shift$$powexec_auto Bitter Ice Blast"
>> Uses those two skills in succession.

/macro R2 "powexec_name Ice Blast$$powexec_auto Chrono Shift$$powexec_auto Bitter Freeze Ray"
>> Uses those two skills in succession.

/macro Deb1 "powexec_location target Distortion Field$$powexec_auto Ice Bolt$$powexec_auto Slowed Response"
>> Uses those two skills on a target and in succession.

/macro UP "powexec_name Ageless Radial Epiphany$$powexec_auto Ice Bolt$$powexec_auto Farsight"
>> Uses those two skills in succession.


g) Mids DataChunk for the build - !this is the Corruptor-Schematics, but the blueprint is pretty much the same!
Using Mids import the following using Menu: Build Sharing/Import DataChunk
|MBD;25873;1635;2180;BASE64;|
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g2) Mids DataChunk for the build - !this is the Corruptor-Schematics, it may not even work if a defender has no access to the same Epic pool skills!
If you feel like even more buffing and debuffing this one has 'Power Build Up' in it which makes this builds buffs and debuffs even stronger and 'Burnout' so that you can reset the strongest skills. All at the expense of making you a little more fragile. >Untested!<
Using Mids import the following using Menu: Build Sharing/Import DataChunk
|MBD;25746;1650;2200;BASE64;|
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#13
Morning!

My global handle is @Thilenium and my ingame characters start with or contain 'Thile' in their name - no exception. So far I have played and equipped about 20 characters. ten of which I took through the incarnate stuff. Others I 'swiped left'.
I like this build and it is probably the most balanced that I can find, fulfilling the roles of damage dealer, buffer, debuffer. All relatively uncomplicated. With a few minor changes it can be adapted as Defender which might be a better choice. Now you can make some of the roles more pronounced and or add the heal, but at the expense of something else. And I do not want a controller-like character, who has trouble doing solo content.
The build represents the current status of my gear and also my zillion hours of experience in improving and reviewing on character builds (tailored to my tastes - sure. and that is where we might not find common ground. but see for yourself).

all the best, Thilenium


Summary Corruptor (Ice Blast - Time Manipulation)
+ ok starting character
+ performs good during any stage of the game
+ good damage and debuffs, single target
+ two damaging area of effect skills, not just one on a high cooldown
+ good sustained debuffs, area of effect
+ does not fall over when looked at (under g1)
+ relatively chill and smooth to play (7 buttons for about 95% of the content - using macros, see below)
+ utility for situational content

- feels like something is missing when playing solo

Contents
a) The role of a Corruptor
b) Time Manipulation as Secondary
c) Ice Blast as Primary
d) Utility through Power Pools
e) Attack chains, single target and area of effect
f) Genesis Incarnate Power and helpful keybinds and macros
g1) Mids DataChunk for the build (Corruptor and Defender)
g2) Mids DataChunk for the build, Buff and debuff power up and 'Burnout'

a) The role of a Corruptor
A corruptor is a ranged damage dealer, debuffer and supporter. When playing Corruptors solo, i have immediatly the urge to go back to a purer damage build. But in parties it is fun.

b) Time Manipulation as Secondary
A fire-and-forget Secondary for every Supporter who has access to it, also fits thematically. Decent party buffs. Also debuffs that work well with the primary, reducing Recharge/Movement Speed and Defenses/Resistances. Most of the important debuffs except for hit point regen and endurance regen (one can be solved with the Incarnate Interface buff).

c) Ice Blast as Primary
I liked this one the best because it has sustained solid single target damage and for that i usually need four skills. I would take a snipe skill as well, but even without it, it is ok. All the attacks here debuff Recharge, Movement Speed. you have a single target hold, that also does damage and the big area of effect has a great To-hit debuff build in. all of which is nice.

d) Utility through Power Pools
In the beginning I mentioned that there is also utility in this build.
+ You are flying!
+ This build (and 95% of my other builds) contains 'Invisibility' which helps with shortening missions. Find the target on the map, buff up right next to it and cancel the skill.
+ As it buffs the whole party, Leadership powers are never wrong.

e) Attack chains for single target and area of effect
I use only seven keyboard keys with macros (see below). '1' and '2' for single target, '3' for area debuffs, '4' and '5' for area of effects. 'Build up' when i require it.

f) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis

Helpful macros and keybinds:
/bind f "target_enemy_near$$face"
>> autofollow nearest enemy

/macro INC "windowtoggle Incarnate"
>> Open the Incarnate window

/macro R1 "powexec_name Ice Bolt$$powexec_auto Chrono Shift$$powexec_auto Bitter Ice Blast"
>> Uses those two skills in succession.

/macro R2 "powexec_name Ice Blast$$powexec_auto Chrono Shift$$powexec_auto Bitter Freeze Ray"
>> Uses those two skills in succession.

/macro Deb1 "powexec_location target Distortion Field$$powexec_auto Ice Bolt$$powexec_auto Slowed Response"
>> Uses those two skills on a target and in succession.

/macro UP "powexec_name Ageless Radial Epiphany$$powexec_auto Ice Bolt$$powexec_auto Farsight"
>> Uses those two skills in succession.


g1) Mids DataChunk for the build
Using Mids import the following using Menu: Build Sharing/Import DataChunk
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g2) Mids DataChunk for the build
If you feel like even more buffing and debuffing this one has 'Power Build Up' in it which makes this builds buffs and debuffs even stronger and 'Burnout' so that you can reset the strongest skills. All at the expense of making you a little more fragile. >Untested!<
Using Mids import the following using Menu: Build Sharing/Import DataChunk
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#14
You can switch out 'Air Superiority', 'Sleep' and 'Quick Sand' for Soul Masteries 'Gloom' and 'Dark Obliteration' leaving another Slot for a skill of your choice. This would give you a little more area of effect damage. However Quick Sand is such a cool and useful skill for party content, that I did not like the idea of leaving it open to chance whether to have it or not. On enemy groups I usually open up with Blink Blitz, Storm Kick, Quick Sand.

Blink Blitz and Storm Kick add 15%  and more to your overall defenses and make it even more unlikely that the initial attack by the enemy does anything to you. All three skills can be repeated every 11 seconds (without any additional recharge outside your character) which is usually shorter than the time your party needs to clear an enemy group.
#15
Just fyi. You can loose some overall resistances and incorporate even more of Force Feedback +Recharge-IOs. It will not hurt the fire farm part. However in this sanitized version i left them out in order to make this build more useful for general content.