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Posts
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Joined
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On hard targets, running debuffs, will Traps/Sonic be able to crank out comparable DPS to my Fire/mental blaster (range capped, perma drain psyche)? It is hard to see from Mids. I see blaster fire attacks doing over 2x the damage of defender Sonic I guessing I need over 100 -res stacked to do she same damage?
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The thing with Physical Perfection is that it can be slotted with another performance shifter...
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Have 48 Traps/Sonic and 50 Cold/Ice defenders. Traps I have played up the hard way and slotted with sets. Cold I have levelled in AE missions (I know shame on me). I play a Dark/SS tank as main, and have fun flying around with my range, energy and negative capped Fire/Mental blaster (50).
Now trying to decide which debuffer to focus on (Traps or Cold). My impression is that Traps is the more potent debuffer. I am wondering however how the Acid Mortar mechanics work. In particular I am wondering how long the debuff from each mortar round lasts. Do they only last until the next round is fired or is there some possible overlap from the same mortar? I have a mids build (Softcapped and with 190 recharge..perma hasten) where the recharge on mortar is 24 seconds, hence I can have 2-3 out at a given time. What will the net ammount of -res and def debuff be from the combined mortars firing? Also I can double stack poison trap for 10 seconds. Is there a point in 2k -regen on any GMs or AVs`? Or do they all floor at 1k? Also will I with this kind of recharge be able to keep a chain of shriek/fence going gapless?
The Traps defender plays interesting but strange compared to the other AT's. It is not immediately obvious what effect i have on the mobs (also with sonic attacks) during gameplay (even though the numbers are clear). Easy content (speedruns etc especially with many minions are not very effective for him....also hate tripmine and timebomb) because he lacks good AOE.
The Cold/Ice plays out very differently and is actually pretty good for farming (even just using basic IO's ...sleet and icestorm. Should sleet be slotted with damage or just recharge so it fits in with icestorm? (17 sec recharge in mids build on both). Also would Thunderstrike from Electric pool be a decent AOE to combine with Sleet and Snowstorm?
Most of all: For end game content (with I19), what would be most wanted in teams? I feel stronger using Cold since i get immediate feedback on what i do when I apply the various powers and since I have pretty good AOE. I am wondering if a lot of the debuffs from Cold will be resisted by AVs/GMs (slows etc), and I understand this is not the case with most of the debuffs (-res -regen) from Traps. On paper Traps seems a lot stronger in general than Cold. Especially since Traps has good inherent mez resistance in FFG.
So that is my rant with some questions packed into it all... Hoping for some input. -
Did Eden trial last night. Could herd 30 mobs around no problem, and fought the wall spawns alone (pulled away from wiped team so they could rez) for 10 minutes or so. No problem holding aggro with taunt on AV's monsters etc. Was a real DPS heavy team. Also endurcance is a non-issue when teaming (dont have to keep a continous chain going non stop).
With I19 and alpha slots I am wondering if I will be endurance sustainable with Cardiac while skipping physical perfectian (and instead going for sould or earth mastery). None of my powers have more than 40% end reduction in them so the whole bonus will be applied. Also what will my resists be with a 30% bounds where only 1/3 is affected by ED?
Take my s/l resistance for example (4 reactive armor slotted in each). With tought and PVP +3 I am now at 74%. Will I go over 80%? -
That was what I thought, I am wondering if it is the same problem I have experienced on my SD/SS tank in the 40s too? Arachnos tear him apart faster tho (in spite of his DDR with high recharge and three slotted active defence). Or maybe it was non positional psi attacks?
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Did not have taunt. Have since respecced into it however. My build now has around 50 global rehcarge (120 when I add hasten in I19). I run weave, cj and manouvers in adittion to all the dark toggles except cloak of fear. I am softcapped to s/l/e/n (44.9%). I have also slapped on PvP IO (+3 def and +3 resist to all). Most defences is in the 30s (Melee is around 40%). S/L resist is at 74%. Should be a pretty tought bugger now. I have no accolades yet tho (working on em), so HP is currently at just over 2200. With accolades +20% HP I should be at around 2600? (just base hp that is enhanced?).
Running manouvers in this build makes it not completely endurance sustainable by the way when spamming attacks. I went down to 3 performance shifters in stamina and that may be part of the reason?
Actually struggled a little with arachnos tip mission at +2/8 (two deaths). Cascade failure on defence. Is this to be expected? I suspect tarantula queens to be the culprits. I also just waded into groups and spammed footstomp and ST attacks (only have jab, haymaker, knockout blow...skipped punch for fully slotted taunt). Malta, Carnies etc are no problem however. Devouring earth can still be a bit rough on +2 or higher. I am probably not playing very effective, and not thinking a lot about which enemies to take out first..but hey im a tank
All in all, I'm pretty happy with this toon. Great concept Sand-Man (looks like a pile of sand knocking stuff around). I may have to think a little about tactics however now that my build is finished. -
Ok, at work so dont have mids. But. Both builds have drain psyche slotted of course, and it is near perma. No fitness pool (I19)
Build #1: Capped Ranged and AOE defence (45%). Lots of sacrefice, mainly having no AOE attacks. Just flares, blast, blaze (with enough recharge to be chained gapless). Expensive, have to have +3 PVP defence IO. Good s/l resists too (50%, 75% all except psi with force of nature).
Build #2:Capped Ranged, Energy/Neg defence (47%). Not much sacrefice. Have more global recharge as well as fireball, psychic shockwave and inferno. Electric mastery (46 s/l and 29 energy resists, 75% all except psi with power surge). No need for PvP IO (can then put it in my tank).
So my main question is: Will the lack of AOE defence cripple me much (even though i have high energy and negative defence)? Are there many pure s/l AOE attacks or do most contain an energy component, thus being affected by energy defence?
I am wondering about this from the standpoint of AV/GM soloing as well as general gameplay. I have slotted build #1 now, but feel it a bit constraining not to have AOEs as well as needing the PVP IO in my dark tank. So I hope build #2 is not a lot worse than #1.
Any thoughts? -
Just tanked Reichmann in a TF today. He killed me once after a stun but self rez helped there. My main worry now is that a shield scrapper kept pulling aggro off me even though I was spamming attacks like mad and running all toggles (except cloak of fear). Is this normal? Also OG also taunts a little since it applies the mag 2 stun? Made me wonder if AAO is a lot more powerful taunt aura or if DAs aggro capabilities are a bit sub par? If so maybe a SD tank will function better (if it can survive hard content)? After all aggro control is my job... was no fun to be last man standing on Reichman even though he couldnt kill me for minutes. Any thoughts?
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I have a 50 dark/SS that is IO'ed out. In my I19 build I will have room for manouvers making softcapping S/L/E/N defence achievable fairly easy. I don't have endurcance problems now (if I turn off sprint and rely on combat jumping). Will manouvers suck too much end? If so, I may have to get the PvP +3 def IO...expensive tho.
I have heatcomb proc slotted in jab (along with 4 kCs), was thinking i use jab very often (filler for the other attacks) thereby getting the most out of it. Or should i place it haymaker or KOB?
I also have placed force feedback proc in haymaker but am wondering if its better placed in footstomp...if it can proc pr mob and not just pr cast.
I have 4 slotted stamina with performance shifters (including the proc), maybe i should leave it 3 slotted?
Physical pefection is 3 slotted with Numinas, Miracle and Performance shifter proc.
Hasten is 3 slotted, but i read that i gain little from the 3rd slot?
4 slotted defensive powers (Cloak, Weave) 3 slotted CJ with LOTGs. That sound about right?
Currently at 44.5 s/l and 38 e/n defence. I have not slotted gaussians in rage (but 2 rectifieds, one to hit and 2 recharge). Should i go for gaussians?
Would love to switch out energy mastery with sould mastery for gloom, darkest night and dark obliteration (all good with rage), but am thinking this will make the endurance unmanagable. Any thoughts on that? -
wont the immobs from scorpion help alleviate that? Also the disruptor will be good dmg on the debuffed mob i figure.
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The empty slots are reserved for sixslotting stamina with efficacy adaptors (5% more recharge). This build will get 202.3% global recharge with hasten (perma). I am wondering if I should go fighting/electric mastery (softacapped to all) instead of mace mastery. Would then switch out shout with electric fence (2 procs). The purpose of this build is to be GM kryptonite. I am not sure how significant the disruptor (perma) will be for damage on the -res debuffed mobs.
Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Web Grenade- (A) Accuracy IO
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (7) Apocalypse - Chance of Damage(Negative)
- (A) Decimation - Accuracy/Damage
- (7) Decimation - Damage/Endurance
- (9) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (11) Decimation - Accuracy/Damage/Recharge
- (11) Empty
- (A) Numina's Convalescence - Heal/Recharge
- (13) Miracle - Heal/Recharge
- (13) Harmonized Healing - Heal/Recharge
- (15) Doctored Wounds - Heal/Recharge
- (A) Achilles' Heel - Chance for Res Debuff
- (15) Shield Breaker - Chance for Lethal Damage
- (34) Shield Breaker - Accuracy/Recharge
- (34) Analyze Weakness - Accuracy/Recharge
- (34) Devastation - Accuracy/Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Empty
- (A) Basilisk's Gaze - Accuracy/Recharge
- (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Recharge/Hold
- (39) Unbreakable Constraint - Accuracy/Recharge
- (A) Run Speed IO
- (A) Apocalypse - Damage
- (17) Apocalypse - Damage/Recharge
- (17) Apocalypse - Accuracy/Damage/Recharge
- (21) Apocalypse - Accuracy/Recharge
- (23) Apocalypse - Damage/Endurance
- (23) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Cloud Senses - Accuracy/ToHitDebuff
- (19) Cloud Senses - ToHit Debuff
- (19) Cloud Senses - Accuracy/Recharge
- (21) Cloud Senses - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Rectified Reticle - To Hit Buff
- (A) Kinetic Crash - Damage/Knockback
- (25) Kinetic Crash - Accuracy/Knockback
- (25) Kinetic Crash - Recharge/Knockback
- (33) Kinetic Crash - Recharge/Endurance
- (33) Kinetic Crash - Damage/Endurance/Knockback
- (43) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Armageddon - Damage
- (27) Armageddon - Damage/Recharge
- (27) Armageddon - Accuracy/Damage/Recharge
- (31) Armageddon - Accuracy/Recharge
- (33) Armageddon - Damage/Endurance
- (43) Armageddon - Chance for Fire Damage
- (A) Fortunata Hypnosis - Sleep
- (29) Fortunata Hypnosis - Sleep/Recharge
- (29) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (31) Fortunata Hypnosis - Accuracy/Recharge
- (31) Fortunata Hypnosis - Sleep/Endurance
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Absolute Amazement - Stun
- (36) Absolute Amazement - Stun/Recharge
- (36) Absolute Amazement - Accuracy/Stun/Recharge
- (36) Absolute Amazement - Accuracy/Recharge
- (37) Absolute Amazement - Endurance/Stun
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Gravitational Anchor - Immobilize
- (45) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (45) Gravitational Anchor - Accuracy/Recharge
- (45) Gravitational Anchor - Immobilize/Recharge
- (46) Gravitational Anchor - Chance for Hold
- (A) Call to Arms - Accuracy/Recharge
- (48) Call to Arms - Accuracy/Damage
- (48) Call to Arms - Defense Bonus Aura for Pets
- (48) Call to Arms - Accuracy/Damage/Recharge
- (50) Soulbound Allegiance - Damage/Recharge
- (50) Soulbound Allegiance - Accuracy/Damage/Recharge
- (A) Rectified Reticle - Increased Perception
Level 1: Brawl- (A) Empty
- (46) Empty
- (46) Empty
- (50) Empty
- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 4: Ninja Run -
Hero Plan by Mids' Hero Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Web Grenade- (A) Accuracy IO
- (A) Decimation - Chance of Build Up
- (3) Apocalypse - Damage/Recharge
- (5) Apocalypse - Accuracy/Damage/Recharge
- (11) Apocalypse - Accuracy/Recharge
- (33) Apocalypse - Damage/Endurance
- (36) Apocalypse - Chance of Damage(Negative)
- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (11) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (36) Recharge Reduction IO
- (A) Doctored Wounds - Heal/Endurance
- (15) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal
- (31) Doctored Wounds - Recharge
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Endurance/Recharge
- (A) Achilles' Heel - Chance for Res Debuff
- (7) Shield Breaker - Chance for Lethal Damage
- (7) Touch of Lady Grey - Chance for Negative Damage
- (23) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (23) Touch of Lady Grey - Defense Debuff/Recharge
- (33) Touch of Lady Grey - Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Defense/Endurance
- (43) Gift of the Ancients - Run Speed +7.5%
- (A) Jumping IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Numina's Convalescence - Heal/Endurance
- (40) Numina's Convalescence - Heal
- (42) Numina's Convalescence - Heal/Recharge
- (A) Celerity - Endurance
- (17) Celerity - RunSpeed
- (17) Celerity - +Stealth
- (19) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (34) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (34) Winter's Gift - Slow Resistance (20%)
- (A) Razzle Dazzle - Accuracy/Stun/Recharge
- (19) Dark Watcher's Despair - To Hit Debuff
- (31) Dark Watcher's Despair - To Hit Debuff/Recharge
- (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (37) Dark Watcher's Despair - Recharge/Endurance
- (37) Razzle Dazzle - Accuracy/Recharge
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (43) Gift of the Ancients - Run Speed +7.5%
- (A) Endurance Reduction IO
- (A) Armageddon - Damage
- (27) Armageddon - Damage/Recharge
- (27) Armageddon - Accuracy/Damage/Recharge
- (29) Armageddon - Accuracy/Recharge
- (29) Armageddon - Chance for Fire Damage
- (31) Armageddon - Damage/Endurance
- (A) Adjusted Targeting - To Hit Buff
- (45) Adjusted Targeting - To Hit Buff/Recharge
- (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (45) Adjusted Targeting - Endurance/Recharge
- (46) Adjusted Targeting - To Hit Buff/Endurance
- (46) Adjusted Targeting - Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Chance for Recharge Slow
- (A) Miracle - +Recovery
- (46) Regenerative Tissue - +Regeneration
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Accuracy IO
- (A) Call to Arms - Accuracy/Recharge
- (48) Call to Arms - Accuracy/Damage
- (48) Call to Arms - Damage/Endurance
- (48) Call to Arms - Accuracy/Damage/Recharge
- (50) Call to Arms - Endurance/Damage/Recharge
- (50) Call to Arms - Defense Bonus Aura for Pets
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run -
I forgot mids does not add hasten to -recharge automatically, I believe shriek will be down to almost excactly 1 second (maybe even less). With the armageddon proc it does better dps than any of the other attacks.
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I have recharge on shriek down to 1.03 seconds, it activates in 1.0 seconds. Maybe it would be viable just to spam shriek for max dps and use mortar (2 most of the time), generator, caltrops and disruption bot running for added dps and -res as well as posion trap for flooring -regen?
If so I could replace scream with howl or something? -
Hero Plan by Mids' Hero Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Web Grenade- (A) Accuracy IO
- (A) Decimation - Chance of Build Up
- (3) Apocalypse - Damage/Recharge
- (5) Apocalypse - Accuracy/Damage/Recharge
- (11) Apocalypse - Accuracy/Recharge
- (33) Apocalypse - Damage/Endurance
- (36) Apocalypse - Chance of Damage(Negative)
- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (11) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (36) Recharge Reduction IO
- (A) Doctored Wounds - Heal/Endurance
- (15) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal
- (31) Doctored Wounds - Recharge
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Endurance/Recharge
- (A) Achilles' Heel - Chance for Res Debuff
- (7) Shield Breaker - Chance for Lethal Damage
- (7) Touch of Lady Grey - Chance for Negative Damage
- (23) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (23) Touch of Lady Grey - Defense Debuff/Recharge
- (33) Touch of Lady Grey - Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Defense/Endurance
- (43) Gift of the Ancients - Run Speed +7.5%
- (A) Jumping IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Numina's Convalescence - Heal/Endurance
- (40) Numina's Convalescence - Heal
- (42) Numina's Convalescence - Heal/Recharge
- (A) Decimation - Accuracy/Damage
- (17) Decimation - Damage/Endurance
- (17) Decimation - Damage/Recharge
- (19) Decimation - Accuracy/Endurance/Recharge
- (34) Decimation - Accuracy/Damage/Recharge
- (34) Apocalypse - Damage
- (A) Razzle Dazzle - Accuracy/Stun/Recharge
- (19) Dark Watcher's Despair - To Hit Debuff
- (31) Dark Watcher's Despair - To Hit Debuff/Recharge
- (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (37) Dark Watcher's Despair - Recharge/Endurance
- (37) Razzle Dazzle - Accuracy/Recharge
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (43) Gift of the Ancients - Run Speed +7.5%
- (A) Endurance Reduction IO
- (A) Armageddon - Damage
- (27) Armageddon - Damage/Recharge
- (27) Armageddon - Accuracy/Damage/Recharge
- (29) Armageddon - Accuracy/Recharge
- (29) Armageddon - Chance for Fire Damage
- (31) Armageddon - Damage/Endurance
- (A) Adjusted Targeting - To Hit Buff
- (45) Adjusted Targeting - To Hit Buff/Recharge
- (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (45) Adjusted Targeting - Endurance/Recharge
- (46) Adjusted Targeting - To Hit Buff/Endurance
- (46) Adjusted Targeting - Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Chance for Recharge Slow
- (A) Miracle - +Recovery
- (46) Regenerative Tissue - +Regeneration
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Accuracy IO
- (A) Call to Arms - Accuracy/Recharge
- (48) Call to Arms - Accuracy/Damage
- (48) Call to Arms - Damage/Endurance
- (48) Call to Arms - Accuracy/Damage/Recharge
- (50) Call to Arms - Endurance/Damage/Recharge
- (50) Call to Arms - Defense Bonus Aura for Pets
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run -
I have been itching to try a Storm/Ice or Kin/Ice Defender for a while. The reason is that ice storm and blizzard having blaster level base dmg. If Vigilance affects them i figure I would have one high damaging defender. I read that a fulcrum shifted blizzard is great damage on the corruptor boards so I would guess it is affected by damage buffs. But what about vigilance?
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SS/fire not having a synergistic AOE combo? Footstomp and Burn both recharge fast and work well together (not like SC that is on a much longer timer and is not applicable to each mob every time). So SS/fire is the only combo that has synergistic AOE attacks imo.
Fiery embrace is not as powerful as a saturated AAO mainly since it only has a 20 sec duration.
Shield is of course the toughest set since it can have capped positionals as well as resists and a HP buff. Invul and WP is tougher but has no AOE or +dmg capabilities.
So from a practical perspictive the question for me is:
- Does the offensive secondaries have the potential to be built strong enough with IO's to leverage the offensive advantage in solo play? I guess for farming +1 or lower they do as I can already do +0/8 easily on my lv 30 ss/fire brute. But upping the difficulty will probably be harder with a squishy secondary than say invul or wp. But thinking inf or xp/sec, running lower diff faster may be better anyway? -
I have a fire/sr scrapper sitting at lv 44. With IO sets he is softcapped to all positions and can run a good fire attack chain (around 180 dps). The problem is I can not see how I can improve him noticably with the expensive sets and therefore can not motivate myself to work to improve him with working for end game purple IO's. Also SR seems totally overshadowed by /shield when IO's come in to play. DDR can be slotted almost as high with /shield while being softcapped and having a damage aura (as well as a taunt aura for reducing straying mobs) and of course shield charge and higher HP and resists on top of it all. I am not so interested in /SD for concept reasons so I am not rolling one of those. Have a SS/SD tank at lv 37 that i just don't like very much even though he is effective.
So I am rolling brutes now, trying to find a combination that is most effective at damage as well as being survivable enough (not tanking survivable, just for solo play). I really like /fire both from concept and because of it being an active secondary. I have narrowed down primaries to Claws or SS and have played up toons to the 20s. Now it's time to stick with one of them to 50.
I know /fire profits a lot from -recharge and +hp. I am thinking -recharge goes really well with getting a rapid footstomp-burn-fireball combo down as well as for the slow recharging SS attacks (like KO) in general. Also the KD effect from SS seems to synergise well with the squishiness of /fire by letting me fire off fast recharging heal while the mob is downed and reducing alpha damage. I have a good concept character for this powercombo.
Claws has an early amasing AOE attack: Spin. It does great damage and recharges fast. It seems to have a very small radius however. I took eviscerate and hated it. Silly animation and troublesome getting more than 2-3 mobs in. I have not gotten the last cone yet, but have heard mixed opinions about it. Claws has a lot less mitigation than SS. I have a good concept for Claws/fire: An outcast freakshow tank swiper.
What I am wondering is what would be best for allround game play as well as farming while levelling up. A good thing going for SS for brutes is getting FS at lv 32. Now with the fury changes, the advantage of the fast recharging and animating attacks in Claws do not seem so important for gaining and keeping fury up any longer. The advantage of claws may be more AOE attacks, but I am not sure if this is counterbalanced by Burn being enhanced by rage as well as FS-Burn-Fireball on fast recharge not requiring more attacks as fillers with regards to AOE output. End game what kind of recharge can I expect on this attack combo? Will running claws AOE attacks combined with Burn and fireball crank out higher AOE dmg end game? I may choose Gloom and Dark obliteration instead of fireball for SS as I see Gloom being a nice ST attack while running Rage.
As you may see I am leaning toward SS before Claws but I have not made my mind up yet. Any thoughts on my choise dilemma? -
Maybe a boring question. I'm not a min/maxer but after making a ar/en blaster who sits at lv 39 and is not super heroish at all, I am trying not to make the mistake of screwing up again.
For solo is there a big difference between:
Scrappers:
Ma/shield
Katana/electric
and
would a tanker with the more fotm sets solo as well as non shield scrappers?
Shield/Fire
Shield/Dark -
Came back after 3-4 year break. Making a scrapper as soloing my tank is too slow for my taste. Would like to make a real strong single target solo scrapper. Will this set be good or will I be better off with my katana/electric?