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Here's a spines/SR build i made a while ago, tweaked a couple things real quick and works out well. Note, mids is a little broken with energy torrent, it won't let you select it. The build is energy torrent where barb swipe is, 5 positrons blast set minus the proc, and a 50 common recharge. Obviously its set for some set bonuses otherwise i'd 2 slot PB until you have enough recharge to drop the slot unless you are comfortable with 1 slotted build up to swap it.
Good clean easy farm build if you want, hardly ever worries of dying unless horrid to hit buffs on their end, and they'll die fast.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Spines SR: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(43)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 4: Agile -- DefBuff-I(A), LkGmblr-Def(13), LkGmblr-Rchg+(15)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(31)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(37)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- DefBuff-I(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(34), RgnTis-Regen+(50)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(34)
Level 24: Quills -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(39)
Level 28: Lucky -- DefBuff-I(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(39)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(40)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(46)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-Acc/Rchg(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Barb Swipe -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50), Empty(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 5% Defense(Smashing)
- 5% Defense(Lethal)
- 4.38% Defense(Fire)
- 4.38% Defense(Cold)
- 6.88% Defense(Energy)
- 6.88% Defense(Negative)
- 10% Defense(Melee)
- 10% Defense(Ranged)
- 8.75% Defense(AoE)
- 53.8% Enhancement(RechargeTime)
- 52% Enhancement(Accuracy)
- 14% FlySpeed
- 140.6 HP (10.5%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 3.3%
- MezResist(Stun) 4.4%
- 11% (0.18 End/sec) Recovery
- 74% (4.14 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.13% Resistance(Negative)
- 14% RunSpeed
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Quote:Well, the way you said it originally, it sounded like you were saying that NO Dark Armor scrapper could softcap, which isn't true. Had you said "On a spines scrapper I know you can't", I would have agreed, as I have never seen a build that does it. All you said was "a scrapper" which implies that no scrapper can do it. My build is not the norm, and I never said that it was. It is a Dark Armor scrapper that is softcapped, which your original statement says couldn't be done.
Softcap is defined as having 45% or higher defense. How you got there is irrelevant. If you pop a bunch of purples, you are softcapped for the duration of the inspirations. So, the fact that I use Parry to softcap melee defense has no bearing on whether or not I am softcapped. Saying that sotcapping with Parry doesn't count is like saying that perma Hasten isn't perma because you have to click the power again.
And actually, you can't get 700% regen on an SR. Siphon Life is simply a self heal, it does nothing to increase regeneration. If you said "I can heal such and such amount of HP per second" because of Siphon Life, it would be true, since you can average it out to come up with a number. But.....that doesn't qualify as regeneration as the term is commonly used.
I apologize if my previous post was heavy on the snark. I was a little annoyed by being told that a build I spent a lot of time and influence on doesn't count as softcapped because I use Parry to get there.
Again, semantics. I would have thought it would have been obvious what i was saying, just like some people count the average gain of healing by siphon life as an overall regeneration rate. Same in MANY debate's i've had for blasters between regeration and picking up aid self, they try to use that in terms of regeneration rate. You can see how they are considering that, but i woulnd't do so as other factors come into play. -
Quote:Semantics aside, I think its more reasonable I was obviously assuming that we are all intelligent here and should have been thinking logically.Yes, I think I get what you're saying. But in that case, you perhaps should have said "On a Dark Armor Scrapper I wouldn't suggest it" instead of "On a scrapper I know you can't."
The first is your opinion on how people should build for maximum effectiveness. That's cool. I probably wouldn't soft cap a Fiery Melee/Electric Armor or a Spines/Dark Armor either. But to say that you can't is incorrect, which is why we gave you counterexamples. You don't have to LIKE the builds for them to be counterexamples.
I half agree with you here. The conversation was more about Spines/Dark, or at least about doing some serious AoE damage, which isn't one of Broad Sword or Katana's strengths. So yeah, we're probably not talking about Broad Sword or Katana. But again, the stated question was simply if it was possible to get to the soft cap with Dark Armor as a secondary. And your answer was that it was not possible. Except that it IS possible. When no primary is stated, Katana and Broad Sword are possible primaries, and thus seem relevant to the question. We can of course debate whether it's advisable or not. I'd say yes it's advisable with Katana or Broad Sword - my soft-capped Katana/Dark is my toughest Scrapper. I'm not sure about other primaries. I'm going to guess that it probably isn't advisable, particularly if, like the OP, you're looking for a hard core AoE scrapper. But there's really no debate on whether or not it's possible. It's possible.
I agree, my fault for saying 'can't' without the ASSUMED pretext of "advisable"
I never say anything I would not "advise", or is out of the context of the thread. -
Quote:Well according to the devs, redraw doesn't affect animation time at all. Now me, I "feel" it though, so i try to avoid it yes. But in an aoe chain, not so much a single target chain its much less noticeable. It basically is the difference between an attack going off at the beginning of an animation versus the end of an animation is what it changes. I'll usually press lunge to redraw the spines as i'm going in for spine burst to elimate that feeling of redraw because you're redrawing as your jumping into the mob.
I see the point and i often considered Energy torrent too, i even tested it a long time ago, however i don't think it does the job well enough. First, the cone is pretty narrow compared to throw spines, so it most likely won't hit all the mobs in a spawn. Hell, i can't even hit all of them with a spines burst because i often jump into spawns with twice more mobs than the target cap allows to hit. On top of that it forces a redraw, some don't bother, i do and i hate that with spines because it breaks the flow of the attacks i think
As to the rest of the rebuttle, they ARE close builds, a lot of it comes to semantics and preference. I was giving points. Not saying you can't build a /dark to be decent on end, but without question the /fire armor does it with much less worry.
RotP versus Soul Transfer, again, on teams its preference. If you've got a controller with -kb aoe immoblize, RotP is decent damage when all 3 tics get hit on the enemies. Different strokes for different folks on that one. -
Quote:Well not quite. My bad for not explaining that he woudln't have to be LOCKED into a very specific build to do it, When we didn't get a distinction of what primary. That's just like saying you cant get 700% regeneration on a SR, then adding later that "oh, did i mention I'm dark melee with slotted siphon life"Look at the second build I posted in that thread.
And remember to turn Combat Jumping on.
I know for an absolute fact that it IS softcapped, because it is on my live character.
And another thing: Since Parry is part of my attack chain, any time I am in melee to be attacked from that position, I am softcapped to it. If I am not in melee with anything in order to stack Parry, I obviously have no need to have defense to it.
Ranged is at 45.17% on live, and AoE is at 44.9%. Sure you could quibble that AoE is .1% away from being softcapped, but I have NEVER seen a situation where .1% was the difference between being hit and not being hit. I'm sure it's happened, but I've never seen it.
All you said was "On a scrapper I know you can't", referring to Dark Armor softcapping. You never said anything about conditions or primary. As far as your original statement is concerned, my build proves it wrong. You made a blanket statement and it was debunked.
You can debate semantics all day, and it won't change anything. I proved you wrong, and you changed your argument to say that because I used Parry to achieve it, it doesn't count.
It doesn't work like that. When someone is asking something general, you can't pick a very specific situation and go with that as the norm. -
Why does this even need to be said. Hail of Bullets does less damage than Full Auto and Rain of Arrows, maybe the same with Incindiary bullets on, why on earth does it need to be said that it should have the same 1 minute recharge timer. 2 minutes? Come on devs you're being seriously disappointing in your logic right now especially on a set that does not get aim.
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Quote:It depends on what you want to do exactly.
For general aoe goodness spines/dark is, by far, the best for overall survivability/damage. I don't see the point of spines/fire, there's a point where you have enough damage to quickly wipe the spawns and all you need is survivability to take on bigger spawns and/or larger. Mine is fairly old and was ok with a cheap IO build, now i brought her up to date with a solid build and, wow. Build up + throw spines + spine burst and a ripper to finish the lieutenants, i can wipe +1 x8 spawns in a matter of seconds. The damage auras are awesome, but what makes spines/dark shine is the range: the pbae and cone both have a huge range. It's all at the expense of survivability, though with very high recharge and clever kiting i find i'm as survivable as the average scrapper around while dealing crazy damage.
However, if you want to farm AE with tightly packed mobs around you, then you should consider claws/dark. Its main drawback is the very short range on the pbae but if you can hit enough ennemies with it, Spin is muuuuch better than spines burst. In AE farming back in the days when you could spawn hundreds of bosses my claws/dark was the best character i had for that. Attack chain was follow up > spin > evisecerate. With a kin you can just chain spin and eviscerate and everything dies very fast.
In general missions/tfs or older farm maps it's not as good, in the typical mob spawns a spine burst can hit everything, while spin won't. So claws/dark is only good for very tight packs of mobs where it can shine. The best was with custom mobs immune to KB to make sure you can spam Shockwave too.
I think they're overall better for farming than even elec/shield or anything else. For me the whole point of farming is to keep very high sustained aoe dps and i found shield charge on my bs/shield to be terrible for that. Sure, you can obliterate a spawn but, the damage is not high enough to be worth waiting for it to recharge.
For softcapping you can forget it unless paired with katana or BS. /dark is awesome because unlike most secondaries you get survivability from the global recharge, which is what you need for efficient farming too. Getting some defense to ~30% or so (you'll hardly get more unless you want to gimp your build) won't give you more survivability than upping your recharge. I think dark regen is up in about 8sec on my /dark scrappers, that's a full life bar + some endurance bonus every 8sec. Unless you jump in a pack of red/purple bosses, there's hardly anything that will destroy your lifebar in less than 8sec especially with the spines slow secondary effect.
And if it does, that's what Soul tranfer is for. I waste about 10sec when i die (retoggling everything) and that's it.
I usually run with 4 columns full of big purples insps and i eat everything that appears in the first column after everything. I kill stuff so fast i barely need to heal when i'm farming, like the cimmeroran wall, i need to fire the heal maybe once every 5 or 10 packs of 10 traitors, just because i kill them before they can attack. On the BM map set to +1 x8 i need to heal every 3 or 4 packs. Best survivability is to kill stuff before it can even attack you, and if you can't, just hit a few purples then you're invincible.
On the points mentioned about how Dark Armor is more survivable, Look at what we're talking about here. Playstyle. We're farming with the spines. With the build I was suggesting, the spines/fire gets energy torrent as part of its aoe attack chain. Enemies are knocked down when you go into melee with them and a good portion of the time, that or dead.
Then on that note, fire's heal does not need targets to heal off of, the self rez does neither. And most importantly, the scrapper doesn't need to be in constant melee to benefit most from the defensive capabilities. On top of that, fire armor, not even considering fiery embrace at all in this equation, gets consume, which puts it GOBS ahead of dark armor for farming purposes for endurance reasons. I've made good DA builds with miracles/numinas and PP and lots of end reduction, but the recharge let by the spines/fire easily puts it over DA in my opinion on a farming standpoint.
Now a well constructed spines/elec, is a different matter. It really plays almost too closely to fire armor to wink an eye at outside of how the heal works (which i still think the regen portion should last the full minute not 30 seconds but i digress) But it has close resistances, a heal/regen type power, pbaoe damage aura, and should not be having end problems.
Going for tough + high recharge build + defense build what you can would work well for spines/elec, but i'd still go for the spines/fire over it when you're basically looking at still no end problems in an IO build, a self rez which is handy to have, and extra damage tools. With high recharge on both the spines/fire and spines/elec, you don't notice lightning reflexes boost much in the finalized build. -
Quote:Again, that is not softcapping. For one, ranged isn't fully there, on a tiny note neither is aoe. Two, that's ONLY because of parry/divine avalanche, you can't consider those when someone is mentioning a general "softcapping" unless they are explicitly asking about techniques on doing so for a BS/Katana user.Really? You can't?
That's odd....
http://boards.cityofheroes.com/showthread.php?t=189427
Dark Armor is the easiest resistance-based set in the game to softcap for a scrapper. Invuln is a close second. Fire and Electric are more difficult. -
Quote:Well, In General I don't consider that a "build" with softcapping. Its a toon that'll just sit there softcapped, but is by no means a "build" if you get what i'm saying.Probably any Scrapper can soft cap. Shred Monkey posted a quick and dirty Fiery Melee/Electric Armor build (below) with soft-capped defenses to prove the point. Whether it's the best approach or not is a lot more debatable, but possible, yes.
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Quote:On a scrapper I know you can't, not sure on a tank. On a scrapper I didn't go ALL out figuring a defense build but only got around 20%. Can't remember if i took weave, no maneuvers, but even then that'd get you to 30%, not 45%. This is to all 3 types though, of course you could if you were going for say, only melee, but that seems flawed in my book to not round em out.Thanks. Is it possible to get soft cap if you know with dark as a secondary?
Between spines/fire and spines/dark I'd much suggest the spines/fire. With tough, and energy torrent for the KD when they're already lined up for your cone anways its just as safe, and you don't need to be in direct melee for your other toggles to proc for as much daamge, and the self rez is better.
I have a spine/inv as well, its fun, a little sturdier, just no extra damage help from the secondary is all. -
I'd have suggested dark armor anyways, so good thing there. The stacking stuns are very nice, keeping multiple bosses at bay and most lts and all minnions. There is some fun synergy between cloak of darkness and your EM in that you can get invisible but only the glowing hand will show, its very cool looking.
Dark armor is also nicely paired as it gives some more aoe damage through death shroud for EM which its lacking somewhat. -
Well one big addition is the addition of physical perfection. If you've got decent enough end reduction slotted and slot that power for end mod you shouldn't have too many problems.
I wouldn't suggest dropping oppressive gloom, but would drop cloak of fear if you have it. Hard to say what to change cause you didn't post your build...
But OG 5 slot it, get some simple good bonuses through stupefy and get good slotting on it. It may not synergize, but it still takes out minnions when close, which still helps a lot for things like malta sappers etc, plus its a VERY cheap end cost for an additional taunt aura. -
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So when are blasters getting dark blast with aim instead of dark pit!??? Come on I'm waiting!!!
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Quote:Meh, i'm quite sour about the whole issue lol Its very, un-blastery and plays off the enemies ai being stupid which kinda takes away from the game a little. "I'm going to go run up to this guy who just put a fire under his own feet, ouch, it burns... *2 seconds later* hmm i'm going to go try that again!" lolAlright point taken my friend, but dance or not you can catch them for a few seconds with Ignite but not long enough for the full affect granted.
I think one still should take ignite it's great for protection when the kb in Slug, buckshot or M30 just doesn't cut it. -
the "dance" is just an animation, it in no way inhibits an enemies ability to move around or fight back.
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Also as mentioned in this post, I wouldn't bother with Ignite on an EM. I'd suggest switching it to either Beanbag or Sniper rifle, or even repulsion bomb. That way you'd still keep your 6.25% recharge bonus with beanbag or repulsion bomb, or even gain a little more in sniper rifle. Sniper rifle with boost range for random fun, repulsion bomb to start your aoe attacks to knock the enemies down and deal damage as well, or beanbag for a ST control that'll stack with total focus/bone smasher for bosses, still granting great bonuses in the stupefy set as well.
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Yes silly me I forgot to add the 100% base. However my initial post still holds true, you'll never reach a 6 second recharge on it, its impossible. And yes during hami raids at the recharge cap from all the AMs 12 seconds is the limit.
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Quote:You ARE aware that's impossible right Filcher? The recharge cap of 500% means that the best you could get it to (not possible without outside buffs btw) is 12 seconds.
A poster mentiond Full Auto every 30 sec's...my build does it every 6 secs.
Realistically, on your own, 70% from hasten, 95% from slotting, and 91.25 from bonuses = 60/2.5025 = 23.98 seconds. -
Quote:Really? I still strongly suggest you roll an AR/Ice. Its still a lot of fun. Also, slow Ios can slot for range, so shiver is a little over 70ft for me. Still within pop range yes, but its very decent. The thing is on teams, when you slow them down it gives you control over their fate. You may kill the minnions, but the lts and bosses will still be running amok.Shiver's great. But it requires you to be within 60' to use it, which means you're subject to ranged attacks before you even redraw your gun and open fire. BR+BU+FA kills minions, and does it from beyond their 80' counterattack range. Granted, you can't do this in every situation, but when you can, it's better than Shiver.
Actually, if you start from out around 120' with Full Auto, the mobs won't be able to attack from that range and will try to close the distance. During this time the DoT will kill most of the minions, so they never get a shot at you (by contrast, Shiver gives them a ranged attack, since it requires you to be within 60').
The remaining minions and lieuts will close the distance, but only a few of them will stop at 80' and take a potshot. Most will attempt to reach melee range. But since you've got Buckshot and Flamethrower out past 60', they get caught in these cones (and most of them are knocked back and/or killed) before they get up in your grille.
The thing about Boost Range is that in many cases you can kill entire spawns with fewer counterattacks than you'd face using something like Shiver or Ice Patch. Granted, there isn't always enough room to do it, but often times, there is.
Nobody's telling you that AR/Ice will "have problems." All /Ice blasters have decent survivability if they're played well. What people are telling you is that Boost Range, stacking stuns, an early Build Up, and better single-target DPS give AR/EM functionality that you're not acknowledging. In fact you're working very hard to discount all these things and make them seem less valuable than they really are.
Yeah. Shiver and Ice Slick are good survival tools. We get that.
Actually there was an AR/Ice in my SG and I ran alongside him with my AR/EM a number of times back in the day. Granted, inventions have changed the game since then, and the changes to the AR and EM powersets have too, but what I observed was that I killed stuff faster because I was shooting it dead before he was close enough to even open fire. And when some freak tank self-rezzed and he was trying to whittle it down with Burst and Slug, I'd smash its face in real quick with Total Focus and Bone Smasher. My damage output was better, both in terms of AoE and single-target.
If having a couple mini-controller powers makes a blaster more team-friendly than superior damage output, then... well I think we're approaching the AT from two very different angles.
Agreed. As has already been mentioned, this is the glaring weakness of AR/EM. Ignite isn't even worth a power choice.
Without Boost Range, I'd never play an AR/anything.
True story. I've deleted every other AR toon I've subsequently rolled.
Shiver lets you use the knockback more efficiently to what you want to do. Back on the all boss farms for example, I would shiver, then even with tank aggro, once you release your aoe volley you'd always have a few bosses coming after you, on the /em you'd be kinda screwed. 2 at best you could keep at bay, my ar/ice could legitimately keep 10 at bay by slowing them down and knocking them back as they slowly tried to get close but to no avail.
Quote:when you can, its better than shiver
Still wish they didn't nerf ignite also, glad the changes they did to leverage that though.
Build up earlier, as mentioend, between level 4 and 16, everything is gravy anyways, I woudln't even consider that as a point to focus on at all. Even on my /ems I still don't get build up till the 20s anyways.
Quote:In fact you're working very hard to discount all these things and make them seem less valuable than they really are.
As far as EM, i'm over it a while ago. I just can't wait till blasters get dark blast with aim instead of dark pit to make my next one *OMG* so can't wait. I would totally have a COHgasm. -
Quote:So you just reprised my statement, they let you do that, meaning, you still kill the mob, and don't die, where is the backlash? For ANY mob, yes you "can" use boost range on some indoor maps, but not all the time. Corners/ice patch or shiver lets you do so all the time.
Shiver and Ice Slick don't let you do any of this any better. They just make it easier to stand there using your slow-animating DoT attacks from 40' without getting facerolled.
From early on between buckshot and slug and the DD on burst i've rarely had problems with bosses on low level ARs.
And "without reprisal" from 10 of the minions maybe (10 target cap on FA) On the lts and bosses it doesn't take long for them to close in 20-40ft during FA's animation to use their attacks, minnions like council can hit you at that range anyways.
However the normal range with positrons blast set, and shiver, and the knockbacks of buckshot and m-30, and ice patch if they do get close, i've never had problems. Its also more team-friendly for a wide variety of situations.
Add on actually being able to USE ignite, where the AR/EM, i woudln't even bother picking it up at all.
And without boost range, i agree, i'd never ever play an AR/EM.
Also, doesn't take long to stack FT on a boss, cryo just makes it easier. Yes, its later than what stun/beanbag would do, but as mentioned the knockback serves just fine, and especially in the lower levels, the -recharge/speed from /ice is much more potent. As is ice patch for that matter. Level 20, just like your AR/EM you mentioned could. -
Quote:There is more synergy that Boost Range & the Cone attacks:
Build Up comes very early, which can provide some much needed punch in the early levels.
There are plenty of stuns to go around - it's easy to get even bosses disoriented for a time.
Not unique to AR/, but still there, is that Power Boost not only improves the stuns, but also any To Hit bonuses - like, say, Build Up?
And again, not only for AR/, but... Energy Manipulation has several powers self buffs that don't need anything more than a couple of extra slots... meaning there's plenty to go around for Power Pools and Epic powers.
The only thing the combo really lacks is some way to leverage Ignite - enough so that Ignite may even be dropped from the build.
All of which is not specific to AR for one. Build up early? not that big of a deal, 16 is quite early enough for me. The cones and boost range, already mentioned i never have any problems hitting the mobs, this before even getting some ranged boosted in them from sets.
Slotwise, same for /ice, i mean few slots in shiver, one slot in build up, and some slots in freezing touch which in your scenario would otherwise be in stun, and that's really all you need, ice patch with a base recharge and some set bonuses is usually up enough.
Ice patch/shiver WAY leverages ignite better than /em ever could, as well as with chilblain, which is ranged fitting the AR style of play better than the mostly melee-ness of /em.
Likewise mentioned, boost range, shooting from out of range, yeah, that almost NEVER comes into normal play. Maybe if you're bored and are hovering around sniping things, which is not very fast. Otherwise enemies will still continue to move towards you, so they'll either be dead, which they would be with no range enhancements or the like anyways, or a million times over you'll barely have the range available to you especially in indoor missions anyways.
The stuns, not a big deal, and as mentioend freezing touch + cryo freeze ray = held bosses, not like with my attack chain and the knockback from buckshot/slug that bosses arent on their backs most of the time anyways.
And if you NEED to enhance the to hit buff in build up, you're doing something WAY wrong anyways to begin with.
Don't get me wrong, If i ever make another AR unless its a traps defender, I would defintely go with /em to have *FUN* with boost range, but it by far is not the best secondary with AR, Ice holds that title hands down. -
Quote:Well on my AR/ice:I vehemently disagree with your assessment of the situation good sir.
Got pos blast, and frankenslotted FT in the cones, so they get some range. With skill I never have problems hitting all the enemies with the powers. if you're using boost range, you're going to be fighting yourself to use the melee powers for ST damage which would be the other issue.
My AR/ice still gets build up, has no problems with the aoe/range and hitting the mobs, so what's so much better when you look at it like that? My Ar/ice pretty much has an attack chain of burst and slug, so no need for another attack, and if that were the case, ice does get ST attacks, not as strong as EM's, but sufficient, not that i'd suggest that playstyle with AR anyways. Then Ice gets ice patch and shiver which are HUGE mitigation tools that work perfectly for the playstyle of AR.
I'm REALLY faling to see where /EM is better with AR. I'll admit boost range may make it "easier" but not "better"