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Messages - thilenium

#1
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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#2
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.
#3
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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#4
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.

#5
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.
#6
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 ^^
#7
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
#8
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.
#9
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.

 
#10
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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#11
!! 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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#12
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.
#13
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.
#14
remember die hard 2, where bruce willis stabbed a guy in the eye with an icicle? That!
#15
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.