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Messages - thilenium

#1
yea, the soldier classes but also warshade and the other flying thingy, whose name i have forgotten, definitely needed some more love. but even with the weapon change animation i can make a case for this class here, dubbing it a guardian-type of gameplay. no recasting of the teamstuff comes at the expense of tedious animations while dealing damage. I ve tested the damage back to back with my main and they are on par. take away the animations and you suddenly have a champ that outdamages a brute while having pretty solid team utility.
this way both classes have their reason of being.
#2
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'.
When I started on Rebirth I teamed up a couple with a guy playing an Arachnos Soldier. While I have his build I put my own spin on it. Arachnos soldiers are in my view somewhere in between Guardians and Corruptors providing the team with buffs while also being able to dish out some good damage. You have a huge number of damaging skills to select from but I am playing him as melee primarily (being able to sneak attack tipped the scale).
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 Arachnos Bane soldier (Mace Swingy - Bane Spider Training)
+ decent starting character
+ good defenses
+ good team synergies
+ can be played as melee and/or as ranged damage dealer
+ 'Blink Blitz'

- weapon change animations me not like
- limited costume choices (but we do not care about that, right?!)

Contents
a) The role of a Arachnos Bane Soldier
b) Mace Swingy as Primary
c) Bane Spider Training Secondary
d) 'Blink Blitz'
e) Genesis Incarnate Power

a) The role of a Arachnos Bane Soldier
Just being there and following a teammate already brings some great benefits to any party. Arachnos soldiers have their own and stronger version of the Leadership-Power Pool. Which you can combine with the Leadership-Power Pool. In this version you provide +17% defense, +15% to-hit, and +30% overall damage to everyone. Just for comparison: 'Reforge' gives that minus the defense and comes as a team-buff only in the Guardian version of it. Also: No recasting. There. Roll the credits.
Also also: good damage dealer
The specialization for Bane soldier comes at level 24, with a free respec thrown in. Before that as you like.

b) Mace Swingy as Primary
I do not like weapon change animations... that being said 'Venom Grenade' and 'Frag Grenade' are just too good to pass up. And since I want some area of effect and already doubled down on change animations I added 'Blink Blitz' and 'Ball Lightning'. One of the Mace attacks has some build in area of effect as well, combine it with 'Electrifying Fences' and that takes care of area of effect capabilities. As for single target damage: four skills are enough. You can use either 'Shatter' or 'Crowd Control' for sneak attacks too. If you prefer a bit more situational stuff, less area of effect, with even more debuffing and more damage on single targets, check out the second build.

c) Bane Spider Training Secondary
The secondary has a rather good mixture of defense and resistance skills that allows for convenient slotting and also the Leadership skills that make this Archetype a good addition to any team. Since none of those skills need recasting you can concentrate purely on dealing damage and positioning.

d) 'Blink Blitz'
Blink Blitz' is my goto-power for every melee build: lands you smack in the middle of an enemy group, taunts them (for Brutes or Tankers) and gives you defenses. All in one neat package. Follow it up with your other area of effect-skills and you have all the enemy's attention. Blink Blitz 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.

e) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis
>> Choosing a Genesis power in Mid's messes with the build sheet, that is why i keep it unselected. This one increases the chances for Interface-procs, but more importantly: passively gives your champ 10% more hitpoints and endurance, increasing survivability and sustain. Any champ, any role - this is it!

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

/bind f "target_enemy_near$$face"
>> face the direction of the nearest enemy

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

/macro M1 "powexec_name Pulverize$$follow$$powexec_auto Brawl$$powexec_auto Bash"
>> Uses those two skills in succession. follows the target.

/macro XX "powexec_name Shatter$$powexec_auto Brawl$$powexec_auto Return to Battle"
>> As a regular or as a sneak attack.

/macro M2 "powexec_name Crowd Control$$powexec_auto Brawl$$powexec_auto Electrifying Fences"
>> Uses those two skills in succession.

/macro TAoE1 "powexec_name Venom Grenade$$face$$powexec_auto Brawl$$powexec_auto Frag Grenade"
>> Uses those two skills in succession. faces the target.

/macro TAoE2 "powexec_name Blink Blitz$$powexec_auto Brawl$$powexec_auto Ball Lightning"
>> Uses those two skills in succession.

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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2nd build: more debuffing and pets if you like to do big team stuff a lot.
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|A+|
#3
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 made this build because Fiery Melee has a low damage area of effect ability named 'Combustion' available at level 4. That would be a great lead in into a tanking character, so i thought. Since i tested some of the other primaries already, i chose Fiery Aura. And for the possibility of a tanker on fire-meme. Although that Primary does not get a lot of defensive skills i was still somewhat surprised of how good the resists have gotten by the end. 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 Tanker (Fiery Aura - Fiery Melee)
+ decent starting character
+ good resistances (just psionic slightly below 70%, before the proc from the tanker-set)
+ 3 build-in AoE-attacks, and 3 Single-target
+ 'Blink Blitz'

- at lower levels endurance drains can ruin your day

Contents
a) The role of a Tanker
b) Fiery Aura Primary
c) Fiery Melee Secondary
d) 'Blink Blitz'
e) Genesis Incarnate Power

a) The role of a Tanker
The Tankers role is to soak up and survive all the damage that otherwise squishy targets in your party would face. He does it by having enemy Npc's focus all their attention on him with a special mechanic called 'taunt' - basically coaxing a target into targetting you. Every skill that hits a target, even skills that do not do any damage to the target and just debuff it, taunt. Taunt has a duration and you can stack its intensity up by repeatedly attacking and/or using the Secondary's Taunt-skill (which may vary in name) to make very sure that you are and stay the target. Using the Taunt-skill on a ranged enemy also reduces their attack range, forcing them to enter melee range.

b) Fiery Aura as Primary
Just three defensive abilities are included in this primary, which is a pretty low number, but it works. With 'Healing Flames' you have a 'oh shit'-buttons which also buffs Toxic Resists. With set-boni and some special IO's you can fix a lot of the resists and the low health. This primary comes with its own point blank area of effect (similar to Shield Defense), which I use while clearing or facing off a single target. Fiery Aura still gives me some anxiety, for whatever reason, and I do not feel like a walking walnut like i do with my DA-Tanker. But for what its worth it still far exceeded my expectations.

c) Fiery Melee Secondary
As I mentioned at the beginning the whole idea for this build started around the skill 'Combustion'. I like area of effect-skills with a 15 ft radius. And this one is available at level 4 (and only available to the Tankers version of Fiery Melee). The second area of effect 'Fire Sword Circle' has a decent area with 10 ft still. I wish some other Secondaries had similar. Starting with 'Blink Blitz', those two in succesion will hit a group of mobs while they move in, doing actually quite a bit of damage too. Add 'Burn' to it and you have pretty amazing clear for a tanker. There is a tradeoff as those powers do not have any secondary effects like i.e. knock-ups and the activation times are long too. It takes three seconds to activate either 'Combustion' or 'Burn'.
A lot of the skills in this Primary have damage over time-components, so the damage does not look massive on hit, but it will add up.
This Secondary looks underappreciated, i can not think of any tanker in the late game running it. I may try to use it for a Radiation Armor-Tanker, a project i have been postponing because that Primary is represented a lot and for good reason.

d) 'Blink Blitz'
Blink Blitz' is my goto-power for every melee build: lands you smack in the middle of an enemy group, taunts them (for Brutes or Tankers) and gives you defenses. All in one neat package. Follow it up with your other area of effect-skills and you have all the enemy's attention. Blink Blitz 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.

e) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis
>> Choosing a Genesis power in Mid's messes with the build sheet, that is why i keep it unselected. This one increases the chances for Interface-procs, but more importantly: passively gives your champ 10% more hitpoints and endurance, increasing survivability and sustain. Any champ, any role - this is it!

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

/bind f "target_enemy_near$$face"
>> face the direction of the nearest enemy

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

5 buttons (taunting ability) is all you need to run this build:
/macro M1 "powexec_name Scorch$$follow$$powexec_auto Brawl$$powexec_auto Greater Fire Sword"
>> Uses those two skills in succession. Follows the target.

/macro M2 "powexec_name Incinerate$$powexec_auto Brawl$$powexec_auto Burn"
>> Uses those two skills in succession.

/macro PbAoE "powexec_name Combustion$$powexec_auto Brawl$$powexec_auto Fire Sword Circle"
>> Uses those two skills in succession.

/macro TAoE "powexec_name Blink Blitz$$powexec_auto Brawl$$powexec_auto Scorch"
>> Uses those two skills in succession.

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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|=|
#4
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 made this build to do solo-, party- and tanking endgame-stuff. It propably does not do as much damage as a Brute but is not as slow at soloing stuff as my DA-Tanker. 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 Tanker (Radiation Armor - 'Your choice')
+ good starting character
+ good sustain
+ great resistances (lowest 70%, 80% with proc from the tanker-set)
+ high endurance debuff resistance
+ 'Blink Blitz'

- no apparent weaknesses

Contents
a) The role of a Tanker
b) Radiation Armor Primary
c) 'Your choice' Secondary
d) 'Blink Blitz'
e) Genesis Incarnate Power

a) The role of a Tanker
The Tankers role is to soak up and survive all the damage that otherwise squishy targets in your party would face. He does it by having enemy Npc's focus all their attention on him with a special mechanic called 'taunt' - basically coaxing a target into targetting you. Every skill that hits a target, even skills that do not damage the target and just debuff it, taunt. Also taunt has a duration and you can stack it up using the secondary's Taunt-skill (which may vary in name) to make very sure that you are and stay the target. Using the secondary's Taunt-skill on a ranged enemy also reduces their attack range, forcing them to enter melee range.

b) Radiation Armor as Primary
Radiation Armor has good sustain right off the bat with 'Gamma Boost' and proceeds to be tanky way into the late game. With 'Particle Shielding' and 'Radiation Therapy' you have two 'oh shit'-buttons. but with these resistances, those moments will be scarce. That your powers will debuff defenses in enemies, making them more willing to receive damage from your teammates is just another quaint perk.

c) 'Your choice' Secondary
In this example i took Radiation Melee but every other skillset works as well. as long as you use 4 single target attacks and 1 area of effect skill you will not have to change anything. If you want to include a second area of effect from your secondary you can solve this by slotting it with the 'Gauntleted Fist' tanker-set (=3 single-target, 2 aoe attacks). That would be the quickest and you do not have to do any tuning.
  Radiation Melee offers good damage and fits thematically.

d) 'Blink Blitz'
Blink Blitz' is my goto-power for every melee build. lands you smack in the middle of an enemy group, taunts them and gives you defenses. All in one neat package. Follow it up with your aoe and you have all the enemies attention. 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.

e) 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

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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#5
other fails:

I tried the archetype warshade and after that did not bother with the peacebringer. Wayyy too many buttons to press and situational stuff. also difficult to comprehend what does what. not relaxing at all.
#6
other fails:

My first champ on live. A MM with Robots and Force field. I cant believe that i single bubbled all my robots from til level 50. There havebeen some major changes to this secondary and thats the one that still gets me: the bubbles are aoe now.
  FF is still one very great situational power and has some great utility in it. Force Bolt is now aoe and offers great cc and basically no cooldown. and repulsion field an awsome possibilities if you have corners or dead ends to press enemies into. i used to joke on live that i could solo three groups of mobs and finally managed to prove it too. because the repel does not care about the number - you just have to sustain the cost.
  However unrefined, this is the build i tested out and i disliked all the knockbacks by the bots (barely offset my thze containment shell). also, since i have been playing brutes and damage dealers most of the time ... why bother setting up the summons if you are ready to go to do the same with a different class. MMs are time-inefficient in my eyes now.

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#7
other fails:

arachnos fortunata - Cone build
I have had other failures ... like this one: a arachnos fortunata concept build to only use cone attacks (including the three of Leviathan Mastery). Are you listening red? ^^ Well, i lost it and do not like to recreate it in mids. I even included +range so that all attacks ended up having regular casting range.
  It only made me dislike cone attacks more. Long activation times and mediocre damage.
  I keep on testing arachnos builds as all the arachnos with the three build-in leadership powers are equivalent to some of the best groups buffs but are always active.

#8
updated the build to a more expensive even more resisting build. the two gaps in resists are practically gone now. However I have not yet found a way to test the difference as it was very tanky to begin with. At this point it is basically gold-plating.
#9
Quote from: Atom Bomb on Dec 23, 2024, 07:18 PMOk, one thing I noticed is I am not 90%vs cold, only 86% (NBD).

wow, i had a look at other rad builds and they do not achieve this. i had like 2 goes at it myself. time to reverse-engineer a build from those pictures ^^
#10
looked the the builds that kismet provided and at the other posts, and other other posts on other forums and finally got to...

... test the wind/psi dom. a few minutes later i suffered from an acute attack of the wtf-is-thisis. Endurance-wise it does about the same as my first build, only that the recovery is now more stable and not linked to an incarnate power. the mobs i can do without crashing my endu is around 4-5, as before. With incarnate abilities and accolades i can increase the number, sure. but i do not see an increase to 10 mobs. And that was my goal.

also:
let's say THAT i actually got sustained cc on 10 mobs: there would not be much endurance left to do anything else. i run in, keep the mobs on the ground and wait until the party has dealt with them, then on to the next enemy group. Sounds kind of boring. If i used it just for difficult enemies, that are low in number, it might work. but then i also would not have to jump through all these hoops to have maximum sustained recovery.

Conclusion:
- even in success i would not actually play this build
#11
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.
#12
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.

 
#13
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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#14
!! discontinued
let's say THAT i actually got sustained crowd control on 10 mobs: there would not be much endurance left to do anything else. i run in, keep the mobs on the ground and wait until the party has dealt with them, then on to the next enemy group. Sounds kind of boring. If i used it just for difficult enemies, that are low in number, it might work. but then i also would not have to jump through all these hoops to have maximum sustained recovery.

Conclusion:
- even in success i would not actually play this build
!! discontinued


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.


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#15
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.