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Posts
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Joined
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If I was going for a PvE build I would choose Elec over Fire primary.
For ST damage either SS or EM. SS for the impatient EM for the long-haul. -
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Ignite+ Web Grenade.
That is all.
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Oh nasty. But I like it! -
Just wanted to say how much fun an AR/Traps build can be. Loads of nice AoE's and cones for maximising Scourge - Buckshot, M30, Flame-Thrower & Full-Auto.
Plus Traps suits those of us how fancy a more tactical way of playing, but once you've got all your toys set up the spawns just melt away under a hail of hot-lead (shame there isn't a proper heal though!).
Probably hopeless in PvP but for PvE its a really underated combo.
"Eat my full-auto!" -
I tried this build and initially I really liked it, however the damage output remained low and soloing was a real problem.
My fave combo for a more offensive defender would either be Rad/Elec or Dark/Elec. With Fluffy and Voltatic Sentinal you become a mini-team all by your self. -
I am experimenting with a Elec/Fire Brute at the moment. The reason being I get the nice Blazing Aura to get my Fury and my DPS right up and I get a lovely cone attack at lvl 2 (Jacobs Ladder - think Shadow Maul without the bad bits) and Thunder Strike by lvl 8.
So thats a cone, an AoE and an Aura by lvl 8. Hopefully he will be a mob-munching badboy. Alternatively he could be a squishy debt and aggro magnet. -
Hello All,
Just a quick question. Is a Elec/Fire build an insane mob killing machine or a squishy recipe for disaster? -
Awwwwwww! I've done about three builds ever *fidgets and looks at feet*. All I would suggest is having a look at when you could pick up either Fire Breath or FSC and deciding if you want to stick rigidly to Max's build or deviate from it a bit.
I for example normally get the Fitness pool early on but often leave my travel until the mid 20's and prefer to concentrate on building an attack chain and getting my key defences earlier on. -
Max's build looks nice but you should be aware if you follow is you're not getting an AoE until lvl 22 (Firebreath) which is a bit late.
Also Cremate and Incinerate are both DoT's. I would also get Fire Sword rather than Scorch. just personal preference but I find getting hit builds your Fury at a more than adequate pace. With all the DoT attacks Fire Sword would be a nice chunk of immediate damage. -
One of the problems I've found with Spore Burst is its really short duration. However will deffo be getting Seeds asap.
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Does anyone know the +Def for SI when either;
1. Being passive, not attacking &
2. Whilst attacking?
Also suggestions on slotting was thinking about 3x End Redux and 3x Def. -
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This is using 4 of the main katana attacks none of which are slotted for anything. Without recharge involved in the slotting except for haste these could create an attack chain as it is below. These are the most damaging attacks and Divine avalanche is used for extra defence in good time. This attack chain is cyclable. The build has base end recovery and stamina 3 slotted giving a total end recovery of 2.49 EPS.
Golden Dragonfly Act 2 End 11.856
Divine Avalanche Act 2.17 End 4.368
Lotus Drops Act 2 End 13.0
Soaring Dragon Act 2 End 9.36
Divine Avalanche Act 2 End 4.368
Total Action time 10.17 End 42.952
EPS of attack chain is equal to 42.952/10.17 = 4.22
(note it is actually slightly less than that due to tiny recharge of one attack).
Final EPS = EPS - Recovery EPS = 4.22 - 2.49
Final EPS = 1.73
Toggles unslotted for endurance are as follows
Focused Fighting = 0.239 EPS
Focused Senses = 0.239 EPS
Evasion = 0.239 EPS
Total EPS of all toggles= 0.717
Before i even carry on you can already see that the attack chains EPS of 4.22 is clearly higher than the toggles EPS. So which is worth slotting first?
Lets say you only have 4 end slots to put anywhere, this could be one per attack or 4 across 3 toggles. You could say as Dr Rock has said put more on the attack you use most and in this attack chains case its Divine Avalanche but Divine Avalanche ideally would have ample def and acc for survivabilities purposes. So lets say Divine Avalanche is slotted 2 acc 1 end and 3 def. So we'll stick to one end slot per attack.
We get this with attacks slotted for end and toggles unslotted:
Golden Dragonfly Act 2 End 8.68
Divine Avalanche Act 2.17 End 3.2
Lotus Drops Act 2 End 9.51
Soaring Dragon Act 2 End 6.85
Divine Avalanche Act 2 End 3.2
Total Action time 10.17 End 31.44
EPS of attack chain is equal to 31.44/10.17 = 3.09
Final EPS = Attack chain EPS - Recovery EPS + toggle EPS
Final EPS = 3.09 - 2.49 + 0.717
Final EPS = 1.31 (is in fact 1.27 using herobuilder)
Final EPS = 1.73
and you can cover a fight duration of 78 seconds and can cycle the chain nearly 8 times over.
Now this next one is slotting toggles first and attacks second.
Golden Dragonfly Act 2 End 11.856
Divine Avalanche Act 2.17 End 4.368
Lotus Drops Act 2 End 13.0
Soaring Dragon Act 2 End 9.36
Divine Avalanche Act 2 End 4.368
Total Action time 10.17 End 42.952
EPS of attack chain is equal to 42.952/10.17 = 4.22
Toggles slotted for endurance are as follows
Focused Fighting = 0.17 EPS
Focused Senses = 0.17 EPS
Evasion = 0.14 EPS
Total EPS = 0.48
Final EPS = Attack chain EPS - Recovery EPS + toggle EPS
Final EPS = 4.22 - 2.49 + 0.48
Final EPS = 2.21 (is in fact 2.38 using herobuilder)
Final EPS = 2.21
You can cycle the attack chain 4 times over covering a fight duration of just 42 seconds.
So attacks unslotted for end and toggles slotted for end in this case your EPS whilst fighting is 2.38 (using herobuilder) and attacks slotted for end and toggles unslotted for end your EPS whilst fighting is 1.73. The difference between slotting the attacks first and the toggles first is 3 attack chain cycles in this scenario.
If you have a long recharge attack of 100 seconds of an end cost of 10 points and a short recharge attack of 4 seconds with an end cost of 10 points then obviously the one thats a 4 second recharge will get used more and should take priority in slotting.
The bit about each end redux offering an equal amount of extra chance to use a single attack is correct however you need to compare the attack chain EPS with the toggle EPS and if i can afford an end slot on an attack (for some reasons i may not want to) i will before adding any to a toggle. Each end redux added to a toggle isnt really adding anything in terms of how much more i get to use an attack.
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Then bear in mind that each additional end redux lowers the endurance of a power less and less.
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Although that is correct, it is not the same as saying you get less benefit from each additional enhancement (putting ED aside).
For simplicity lets say a SO gave a 30% reduction.
Endurance:
0 SOs : 20
1 SO : 20 * 1/1.3 = 15.38
2 SOs : 20 * 1/1.6 = 12.5
It would appear that the reduction from 1 SO to 2 is smaller, but if you has 200 endurance to use:
0 SOs : 200 / 20 = 10 usages
1 SO : 200 / 15.38 = 13 usages
2 SOs : 200 / 12.5 = 16 usages
So you do get the same benefit from each enhancement.
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All this i see of useful gain applying to the clickie attacks and seeing as toggles stay on add up to saving very little on the toggles. With attacks many people like 3 damage slots and accuracy slots and if its an aoe a recharge can be very good too leaving often little room for a second end slot.
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Although that is correct, it is not the same as saying you get less benefit from each additional enhancement (putting ED aside).
For simplicity lets say a SO gave a 30% reduction.
Endurance:
0 SOs : 20
1 SO : 20 * 1/1.3 = 15.38
2 SOs : 20 * 1/1.6 = 12.5
It would appear that the reduction from 1 SO to 2 is smaller, but if you has 200 endurance to use:
0 SOs : 200 / 20 = 10 usages
1 SO : 200 / 15.38 = 13 usages
2 SOs : 200 / 12.5 = 16 usages
So you do get the same benefit from each enhancement.
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Its better to look at other powers in your build and add an end slot than to start immediately 3 slotting toggles to get a overall economical build.
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Where you put those slots should really be based on how much endurance the power uses, and how often you intend to use it.
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Zounds! Its a Karol Vorderman convention! -
All the Karol Vorderman wannabes are coming out of the wood work now I see! Just because theres a percentage in the OP.
It is a sad and strange fact that if everyone who posted on the "Tank" section of the board put their minds to it they probably would have found a cure for the common cold by now.
Instead they argue the importance of "Tanks without Taunt". -
Have you seen Dr Rocks spreadsheets? I bet he's a master at anagrams as well.
Deffo Dr Rock is Karol Vorderman (or the Rain Man). "458. The answers 458!" -
Don't forget to pick up Air Superiority at lvl 6 either which for most trollers is their most damaging early game attack.
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"Invincibility (Inv) provides 5% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.5% for each foe in melee range (max 10). It also adds a 3% to-hit bonus for every foe
in melee range (max 10) and provides a melee taunt-effect"
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So facing 2 opponents I'm getting 8% def from Invincibility plus an additional 5% from Weave I would have 13% def which would not be too shoddy. -
So given that does it mean that Invul is now inferior to Ice?
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One of the things I don't understand about the Invulnerability set is how Invincibility works in PvP. I thought your def bonus was derived from the number of attackers hitting you.
In PvP I always envisage fighting one or two people at a time max and therefore receiving a very small def bonus.
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Sorry to bump my own post, could someone answer the question above for me? I always figured Invincibility the cornerstone of the set so it would figure pretty prominently in any Invulnerable build. -
One of the things I don't understand about the Invulnerability set is how Invincibility works in PvP. I thought your def bonus was derived from the number of attackers hitting you.
In PvP I always envisage fighting one or two people at a time max and therefore receiving a very small def bonus.
Is this right or am I mistaken?
Also in a straight forward damage comparison SS vrs Axe? -
Id have thought that now they have re-ordered Maces power choices it would have been quiet a nice set. Damage comparable to Axes but doing Disorientate rather than Knockback/up which I would have thought would be more useful in PvP.
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Hello All,
Probably quiet a naieve question this, but is there a viable tank powerset combo for PvP?
The obvious one appears to be Ice/EM but are there any others? Also does anyone out there have a successfull PvP tank or should I just forget the whole idea and choose another AT? -
No way Jose! I love Fire Breath. At level 11 and I do four ticks of 25 damage per tick (aprox.) with 3x TO Dam enhancers.
Fireball plus FB is my fave openning combo meaning that with FSC I can kill even level minions in three moves. Roll on DO's! -
I quiet like Combustion because it provides me with a continuous attack chain of soley AoE attacks - which I think is pretty handy and great for levelling mobs.
How about I drop Blazing Aura and get Fire Sword? It was kind of a ummmmhhhhhh power pick anyway.