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Quote:That's defintely not the best combo with shields. Especially if he's talking about IOing it for soft capped defenses, you won't be needing any of dark melee's mitigation it provides, and will just be left with a weak primary that has hardly any aoe damage to use with AAO which is the real strength to a shield user.The "best" primary to go with shields is Dark Melee. Dark covers all of shields weaknesses and shields fills in on the one area that Dark melee lacks.
I personally despise the combination because I think it looks ridiculous when you use Shadow Maul (or sands) with a shield but it is without doubt the best of both worlds. -
I just opened my mids and checked for updates and it said there were none. IT cannot be the official mids that is updated then.
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Quote:It appears I misunderstood the term, then. It seems the game treats it the same, as well - damage per activation time, whereas what I was looking at was damage per activation CYCLE, which the game calls "cast cycle." Oh, well.
Let me ask this, then - what use is DPA if that's all it measures? A high DPA doesn't really mean much, because it could be an extremely powerful attack, an extremely fast attack or somewhere in-between. And, more importantly, it doesn't give you a good example of the power's uptime cost, or how much of your time spamming it requires. For instance, Power bolt has a 1 second animation and a 5 second cycle, so spamming it takes exactly 20% of your time (give or take time lost to ping delay). Sniper Blast, on the other hand, has 4.33 second animation (even with interrupt reducers) and a cycle of 16.33 seconds, meaning it takes around 26.52% of your time, which is actually comparable over time, only Sniper Blast does a LOT less damage for an actually higher uptime.
I guess if you're looking for shock damage that would matter, but even then certain powers get into their cycles before Aim and Build Up have expired. Though, I guess, in the VERY short-term cycles don't really matter and only DPA counts, but I'm not sure I see how that goes. I'll have to think about it.
*edit*
After contemplating some grade-school mathematics, I was able to prove to my satisfaction that that there is no situation where the sum of two fractions was greater than a third fraction and yet the third fraction can still somehow end up being greater. What this means in practical terms is that the sum of powers with the greatest DPA is the best approach to shock damage, and that slow, powerful attacks can be matched up to small, quick attacks using elementary addition. With that in mind, let me have a look at Fire Blast as that's an easy example:
Ignoring additional damage components (because it gets worse) and using scale damage, Fire Blast's Blazing Bolt has a DPA of 0.591. By comparison, Blaze has a DPA of 2.12 Hmm... I thought I had that understood, but here's the problem - Blaze has a significantly higher DPA than Blazing Bolt because it's just under five times faster, but JUST Blaze doesn't do more damage than Sniper Blast, because it has lower damage. You'd think using just Blaze instead of just Blazing Bolt would be better... Four times better, in fact. But the fact of the matter is you can't make that assessment based on DPA numbers, because that only gives you time-efficiency, not actual delivery. And you're never comparing JUST using one attack to using JUST one other attack when dealing with shock damage. You're comparing one attack string to another attack string, often trying to fit as much damage as possible in the 9 seconds that Aim and Build Up are active. And you can't just extrapolate damage per second of animation into a full 8-9-second block because attack animations are monolithic and non-dividable and non-repeatable (you can't get an attack to recharge instantly).
Just DPA gives me time-efficiency on a VERY small scale, but I can't seem to make use of it in the only situation where such small scale is relevant - shock damage. I know Blaze + Fire Blast deals more damage than Sniper Blast in less time, but NEITHER of the two deals more damage than Sniper Blast, period, even if their DPA may suggest they do. On the larger scale, DPA becomes irrelevant in the face of DPS. So what can I do to make use of this metric? What, specifically, that uptime won't do better?
DPA means a LOT. It is in lots of builds one of the deciding factors in your attack chain in how much damage you can deal. Since you can only have s much activation time in your chain, it makes a HUGE difference in how much damage each attack is doing.
If you need an example, just pop over to the scrapper forums and look at some of the DPS calculations for things like pylon soloing.
And you almost seemed to grasp it, but while sniper blast may do more damage for one cast, it does it in such a longer time period. So the damage you'll get out of the power is severely reduced overall. In a set like fire blast, trying to fit it in the attack chain is a non-issue.
Even if you have a small gap, where blaze won't recharge in 2 seconds, its still worth it more to wait for blaze, than it is at that point to cast sniper blast, due to the limitation of DPA. -
Nope, as the attacks would be normalized to have their damage actually worth the animation time, it would be the same intra-AT balance that exists now between sets that have a 3rd tier blast like blaze/shout, versus sets like elec who do not. And would actually help to equal out the balance between sets like for elec who could actually worthwhile include their snipe in their attack chain.
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Yes i caught that afterwards, but OWTS provides so much more that its not worth the end cost to run it IMO. Especially if you're at the cap and are hardly ever getting hit by anything anyways. It does irk me that they put it in that power and not in say Phalanx fighting, but its still nowhere near enough to get me to pick up the power. -
Quote:Thats DPS, not DPA. power bolts DPA is 62.56, its DPS is 12.512. Big difference in which number you are calculating.
The other problem is that Snipes aren't something you can reasonably want DPA out of. It's like trying to calculate the DPA of Nova. I mean, you could, but what would that tell you? DPA tends to distort very badly when a power isn't used a lot and spends a lot of time recharged and waiting, which snipes do simply because not every opportunity is applicable to using one. Sniper Blast, for instance, has an unenhanced DPA at 50 of 10.574, which isn't actually TOO bad, but good luck getting THAT kind of performance out of it. You'd need to snipe every 14 seconds. On the other hand, Power Bolt's unenhanced DPA at 50 is around 12.512, which is actually higher AND easier to achieve.
Will also go to show, why when my suggestion increased the damage of snipes to be equal to their dpA, (activation), it was also necessary to increase their recharge to i forget but either 16 - 20 seconds to keep their DPS in line as to not overboost the power.
Due to the interruptibility, and still the long animation time, this would keeps snipes at a perfect balance, not being used every chance its up, but still actually WORTH using in an attack chain, or in general whenever you would go to use it. -
I have an ice /ss tanker as well. But after creating this build i'm almost positive i'll be making a dark/ss, which i've always wanted for the longest time. But physical perfection is just that extra bump to make me be happy to get around the end issue with most dark armors without having to fully IO before its really up to my standards of manageable.
I'm also in absolute love with the rage + damage aura combo. And the new animations for superstrength just help to solidify it
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The only thing kinda holding me back is also deciding between making an elec/ss tank. Lots of yellowy glowing goodness there, but i've played elec, and i know just how painful it will be until mitigation from foot stomp comes in. Now to just figure out what server to put him on and find a way to get a slot to do so! lol.
P.S. Again, i'm also very pleased at how literally this is probably one of the cheapest IO biulds i've ever made, and i never go for the super expensive sets usually either.
And it adds a tiny bit more cost, but i just figured, taking a slot off of obsidian shield and putting it to rage, and then using 6 gaussians, and putting an obliteration set minus the proc in foot stomp does so:
bumps the 22.2ish% defense to 24.7% melee/ranged, and 24.1% aoe defense, takes foot stomp from about a 9.42s recharge to 8.45, but the end cost from 10.7 to 12.8.
Worth the tradeoff, shows where those little end costs are going to add up which shows how its definitely not overkill to have lots of recovery on a DA. Can also swap out the last slot in jab to put to rage as well, just lose lik .5end redux per use on jab.
79.3 to 83.6% is the difference in psy resistance by ditching the slot in obsidian shield which isn't really much to worry about either way. For the psy in this game, either one is probably more than enough i've faced. I'd personally rather have the better end on jab, plus better stats for when exemplaring.
I also noticed i think i have too many 2.5% recovery bonuses if i swap slotting on rage. So i can put off the impervium armors in dark embrace/murky cloud, for 2 aegis, which are much cheaper, so saving a bit there as well then.
And just looked over the final build, and for just pure entertainment value, and just by accident too, the build gets 40% run speed bonus lol. -
Quote:It is, but i run without tough/weave on my DA tanker. This build actually has BETTER end recovery with even tough/weave on, and has the knockdown from footstomp for extra mitigation as well. The recovery wil lbe very important to this biuld. Having tough/weave alone, with teh footstomp mitigation means youll be using dark regen a lot less, but the thing is this build is so good on endurance youll be pretty free to use it any time you feel like it.Thank you for the build advice and sample. This is another excellent example of build variety within a set. I'm just curious.
You feel that maxing out recovery and Endurance efficiency trumps soft capping defense? Although this build is extremely efficient and is also powerful offensively, how is it's survivability? With well slotted Stamina, Conserve power, Physical perfection and end reducers slotted from sets isn't it a bit of overkill? Wouldn't a greater deal of defense benefit the build more? Also how much are you relying on Dark Regen? Is it serving as a major source of mitigation?
Thanx again for sharing the build
This build will be very good in most any situation. No matter how good your endurance is, dark regen is almost usually always the limiting factor to your endurance. This build flies past that with pretty much flying colors. With conserve power to help out if you REALLY get down there. But not needing dark regen as much with tough/weave will really help to elimiate that issue.
The slight extra defense you'd get by going for bonuses, will nowhere NEAR equal the mitigation you'll get by being able to use dark regeneration whenever you want to.
I can tell you that this build is definitely not overkill on a dark armor character. Its very good on end for a dark armor for sure, but in my experience you can never overkill endurance yourself on a dark armor toon lol. Regardless of other mitigation, being able to use dark regen whenever you want, along with your powers, is the biggest boon to the character. Especially for things like AV battles.
Not that youll need it for this use that much, but its also got a huge radius, which makes it a good source of taunting aggro when you do cast it off, so its like, COME GET ME, I'M AT FULL HEALTH MUAHAHAHA, or something to that effect :P -
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Quote:Look at the DPA of the attacks. GFS is about 93, Incinerate is like 111, Cremate is 102 or something like that, and fire sword is 94. Outside of build up its most beneficial to skip GFS actually and run an attack chain of fire sword, cremate and incinerate.Thank you all for your advice & input.
One more question if i may.. what is the DPS of an attack chain of incinerate>cremate>fire sword vs. incinerate>cremate>scorch vs. GFS>incinerate>cremate based on the build above.
If the DPS drop from having GFS to not having GFS is low (<20%)...maybe its better to have an attack chain without GFS and continue to have true grit in the build.
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Quote:If you're going to skip something from Shield, and you're softcapped, here's what you skip (in this order):
* One With the Shield
* Grant Cover
* Phalanx Fighting
heck no, grant cover is the FIRST thing to go. The only thing it adds to you is slow resistance, which when you're not getting hit by attacks means SOO little. OWTS is SO much more useful than grant cover. Even at the cap, there are always things that can get to you. But grant cover in large, does nothing for you either way. If nothing else, OWTS is a "conserve power" type power if you don't need it for the survivability. -
Quote:If it was JUST a base 11.25% resist all auto power, I might agree with you. However, it also adds 10% to max HP, enhanceable to +20% max HP. So I'd say no, do NOT skip True Grit.
I still really REALLY hate how the smash/lethal resists are in deflection, isntead of being all in true grit. GRRRR we all need to petition that they move those to true grit, or just plain give true grit extra s/l resistance for even more :P
But so annoying having to divulge 2-3 extra slots to deflection just because for some stupid reason the devs put the s/l resistance there, instead of in true grit where it makes more sense in anyways. -
Ugh, 12:35 and the servers STILL aren't up GRRR i have to get ready for work in a minute here. Got up early to play all day before work and i can't play for one dang minute! Come on devs start these updates earlier!
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Quote:I'll tell you, when you are regenerating a tic every 3.5 seconds, on something like an invuln/shield/sr scrapper, its a thing of BEAUTY.Yea, my first time around on this toon, i went for mostly Defense. I'm now seeing how easy it was to softcap, so now im going for regen. I can already feel the difference.
Regeneration bonuses, outside of maybe acc bonuses are probably my favorite bonuses in the game.
Even have a energy/ice/ice blaster build that regenerates a tic every 3 seconds, on top of having hoarfrost as a self heal, hibernate as an oh crap power, frozen armor and a few defense bonuses, and all the slows and knockbacks available to him, he's one BA Regen/ice armor blaster :P -
Quote:Need a say again, +HP bonuses work EXACTLY like equivalent amounts of resistance to ALL. The only time a resistance is better than an HP bonus, is if you hit the HP cap, but not resistance cap, and when heals are in factor from outside sources.On a scrap I could see myself ditching True Grit for something I considered important, I dont think this would be the case for a tank but on a scrap the base resist it offers is only 11% which isnt all that much.
If you find that you dont take a lot of hits then yea, I would say True Grit is entirely dropable for you.
By yourself though, you'll not hit either, except VERY limited amounts over the hp cap during OWTS, which the entire time when its off, is more than worth it to overstock on hp bonuses.
so that 10% hp, bumped up to 20% with slotting, you can bet youre bottom dollar you might as well consider that an extra 20% resistance TO ALL. Making True Grit DEFINITELY not skippable. Especially when you consider in the IOs and bonuses that can go into the power as well.
Even at the defense cap, you'd be a fool to skip it. -
Quote:Of course that is THANKFULLY all going to change with issue 16I use the Psi APP set in my Fire/Rad, as the biggest frustration I have with my Fire/Rad is getting mezzed. I like Psi Tornado, too. Fireball has too long a recharge.
I'd be tempted to use the Earth set for this character since he stays in melee most of the time, but that Rock Armor is just too darn ugly. This is one character where that one aspect, the ugly rock armor, is enough to keep me from considering the Earth set.
I think MM is correct. The OP's build must be an AE baby. The rewards of AE are changing a lot with I-16, and it will be interesting to see how that affects all of the characters who never leave Atlas Park. -
What kind of build are you looking for? Like local said no fire cages or travel? I have a good build, but its a farm build albeit and just TEARS through mobs, solo, teamed, even normal teams is just plain amazing, but very different from what you have showing.
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Quote:I was actually going to STRONGLY suggest against dark melee/regen. Its good for pre-16 soloing. But in issue 16, when you can set to full mobs when soloing, youll DEFINITELY want something that has some good aoe damage. Which against large mobs, dark is just the worst at, especially if you'll be gettign fulcrumed when dual boxing.I created my DM/Regen and started working on my Flash Back Badges while dual boxing. It's working out really well I thank everyone for their helpful tips on what I should make. I have increased the Reputation (again) of all the people that helped me.
Thanks a bunch guys and gals!
I am no longer subscribed to this thread.
Spines, while best at aoe, is personally too lackluster for soloing until you are IOd out for recharge on lunge/ripper/throw spines
As far as secondary goes, i'll agree, if dual boxing with a speed boosting toon, dark armor's end issues will be VASTLY helped by speed boost. Not to mention transfusion helping you not need to use dark regen to begin with.
When soloing, claws is one of the best toons for endurance, besides katana.
My personal suggestion for both soloing, and dual boxing, would easily be something like a katana/dark armor or claws/dark armor. End game with tough/physical perfection in view both are AMAZING combos, that deal great single target, and aoe damage, both solo, and getting great value out of fulcrum shift and everything the fire/kin is going to offer you as well. -
I don't even have to read your post, to know the quick and definite answer, of NO NOT EVER SKIP TRUE GRIT.
It offers good exotic resistances, and the max hp bonuses, which act exactly like an extra 20% resistance to your character when slotted.
Not to mention, its the best place to slot the steadfast 3% defense proc, and you can slot some numinas for regeneration which helps shield out a LOT, and some more max hp bonuses. -
Quote:I always slot DP 3 numina, and 3 triage, granting capped heal/rech stats, and like 80% end redux stat. Bonuses granted are 16% regeneration, and 2.63% max hp. Now i know you're capped when dull pain is on to max hp, but i've found great use still by having a few hp bonuses here and there, which help you to hold off using dull pain in the first place so you can save it a little bit for its heal as well. Regen is going to be your friend as well with an invuln build, i try to add it everywhere i can.Haha, i was running the ITF today, and completely hit eviscerate a few times thinking it was shockwave....lol
On a side note Umbral-Your slotting for DP is leagues better than what I had. I can already tell the difference. While running said TF, i popped DP, and by the middle of the next spawn, it was up again.
That aspct alone makes me feel more powerful
None of my finalized invuln builds regenerate any slower than 1 tic of HP every 4 seconds. With physical perfection added every 3.5 seconds. -
Quote:CoD does three things besides making you look like a giant dustball:
It gives Immob protection, +perception, and some defense.
Immob protection is important to have, but CJ also provides it, so if you're planning to go CJ/SJ you won't need CoD for that.
+Perception is nice, but not essential, and is also available through slotting a fairly inexpensive IO in Build-Up.
Lastly, CoD is the only power in DA that has defense, so unless you take a pool defense power, (Weave, CJ, Hover) is the only place you can slot defense IOs like the Karma -KB and the Kismet +Acc. It has the same base defense as Weave, not a lot in itself, but very, very useful if you're planning to try to build up your defense using Weave and IOs. So bottom line, you can skip it if you're planning to take CJ and don't care about maximizing defense; otherwise, you should take it, IMO.
You're certainly not alone in disliking the look of CoD; but I took the lightning aura on my spines/DA and I think now she looks a storm cloud with CoD on!
Just wait till you see what yellow based dark armor, with yellow cloak of darkness on so your character disappears as a yellow puffball, with a yellow glow aura, and when rage is on looks like. Turns you into a freaking WALKING SUN is what it does lol.
And few things of advice, with issue 16, and a dark/ss for how their end use is, your giong to want physical perfection for the endurance. Hurl is nice, but is easily skippable in this situation, as youre going to need the powers and slots. I would personally also do without taunt. Between foot stomp, and rage boosting the accuracy/damage of death shroud, oppressive gloom, and dark regeneration, you're not going to have any problems keeping aggro.
Also your slotting for dark regen, the heal really doesnt need slotted that much, its nice, but totally unnecessary, and youll want a LOT more end reduction. Taking out the acc/heal for a TotN acc/end/rech is giong to vastly improve your dark regen's end use and recharge for a quick swap out.
I would strongly suggest cj/sj/hurdle, as it offers much better mobility, earlier immobilize protection, and wastes zero slots. Also go for at least 3, but i usually go for full 5, slots for stupefy on oppressive gloom, 2.5% recovery, and 1.88% max hp are some cheap bonuses.
And personally, if you're not going to 3 slot hasten, i wouldn't even bother to pick it up.
I strongly suggest checking out this build. Good recharge, to opt out the hasten you didnt slot and apparently dont need much. Also, very good endurance, with all toggles up, and physical perfection + accolades, you're looking at 2.5 end per second. Which most of my toons run about 2 end per second and usually have no end problems. For you to do that as a dark armor, with all toggles on, is actually quite impressing myself, enough to possibly warrant making one of my own.
23.6% defense to S/L/E/N and 18.6% to fire/cold (which is actually 21.1% defense as long as the fire/cold attack is melee/ranged and not aoe) is not bad at all.
I see the value of the +end in dark regen, an alternate route for slotting would be Theft of the Essence: heal/rech, acc/end/heal, end proc, a 50 common end redux IO, and mocking beratement: acc/rech, and rech.
This grants 61.3% acc, 76.5% end discount, 39.2% heal, and 96% recharge, versus
26.5% accuracy, 95.2% end redux, 62.7% heal, and 96% recharge
So giving up 4% recovery for 1.8% max end, and the end proc. Little less end redux, but more accuracy, less heal, but the end proc usually hits, at least every other time or so.
The accuracy won't matter much with an enhanced perma-rage though. When it stacks even though the crash reduces your damage, when double stacked it still provides the to hit bonus for your heal to hit and death shroud/oppressive gloom to hit to keep taunting.
So its a good tradeoff, haven't tested the end proc but sounds like it does wonders.
But here's the build. In relative terms its actually a very cheap build. The only expensive IOs in it are the miracle proc, and lotg proc in combat jumping. I just realized i forgot to add the steadfast -kb IOs, so ij ust swapped out soul transfer for acro, i'd put it a little sooner but you get the same effect and see the same IOs in the powers is all.
Though i like soul transfer, its very good for a tank SHOULD they fall, to get right back in the battle, and steal some FIERCE aggro off the team while doing so. Very useful IMO for a tanker, but with the current build should not be so necessary really to each his own.
In which case i'd ditch the reactive armor in the resist toggles, put a steadfast kb IO in each and resistance/3% defense in obsidian shield. 2 impervium armors in dark embrace/murky cloud for an additional 5% recovery, and then 2 Aegis in obsidian shield. Will grant better endurance, and the use of soul transfer, at the cost of like, well really, .8% defense to S/L/E/N but gaining 1.7% defense to fire/cold.
So not a bad tradeoff overall really. Going to switch my build to port to that actually, will just post that build. Those 4 steadfast IOs, and the impervium armor IOs will be the next most expensive IOs in the build besides the one lotg proc, and miracle proc. So this is actually a VERY cheap build for a FINAL build.
So slightly revised, but here it is:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark SS Fighting: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResKB:30(A), ResDam-I:50(5), ImpArm-ResDam/EndRdx:40(11), ImpArm-ResDam:40(36)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(42)
Level 2: Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(42)
Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(42)
Level 6: Murky Cloud -- S'fstPrt-ResKB:30(A), ResDam-I:50(7), ImpArm-ResDam/EndRdx:40(11), ImpArm-ResDam:40(36)
Level 8: Dark Regeneration -- H'zdH-Heal/EndRdx/Rchg:40(A), H'zdH-EndRdx:40(9), Mrcl-Heal/EndRdx:40(9), Mrcl-Heal/EndRdx/Rchg:40(15), Mocking-Acc/Rchg:50(15), Mocking-Rchg:50(21)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(46), Aegis-ResDam/EndRdx:50(46), Aegis-ResDam:50(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Death Shroud -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(17), Sciroc-Acc/Dmg/EndRdx:50(17), Sciroc-Dam%:50(19), C'ngBlow-Acc/Dmg:50(19), C'ngBlow-Dmg/EndRdx:50(21)
Level 18: Hurdle -- Jump-I:50(A)
Level 20: Health -- Mrcl-Rcvry+:40(A)
Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc/Rchg:50(23), P'Shift-EndMod/Acc:50(31)
Level 24: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(34), Stpfy-Acc/EndRdx:50(34), Stpfy-Stun/Rng:50(37), Stpfy-Acc/Stun/Rchg:50(37)
Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(36), AdjTgt-ToHit/EndRdx:50(37)
Level 30: Cloak of Darkness -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(43), GftotA-Def:40(43), GftotA-Run+:40(43)
Level 32: Soul Transfer -- RechRdx-I:50(A)
Level 35: Kick -- Acc-I:50(A)
Level 38: Foot Stomp -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(39), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Dmg/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(45), P'Shift-EndMod/Acc/Rchg:50(45), P'Shift-EndMod/Acc:50(45)
Level 47: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(50), GftotA-Def:40(50), GftotA-Run+:40(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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I would suggest the shield/SS. It may not be right away, but when you get IOs in the mix you will have good survivability. The big reason i'd suggest it, is because SS gets foot stomp, which shields is a set that CRAVES aoe damage with AAO and adding shield charge to that as well. Not to say that shield/dm is a bad combo, its just personally not enough aoe for me when AAO offers so much to aoe based characters (look into shield/elec or shield/fire so full of YUMMMMM)
The only annoyance with shield/ss is the rage crash, which if you save a footstomp or shield charge for when it crashes should save you for most of the debuff till your defense returns.
The shield/dark will be easier leveling up, the shield/ss will end up better. -
I do the exact same thing. Even leaving teams when i reach certain levels/powers to go off and solo for a bit.
Just team with him, but only use your blasts. And also as mentioned, as issue 16 is going live today, TILL NOON before we can get on GRRRRRR (9:18 am right now....) You can raise your difficulty to suit you both teamed. -
Quote:I suggested the exact same thing for at least a year now. Blaster snipes need a 60% damage increase, and 40% recharge increase (meaning recharges longer) in order to put the snipes DPA, and DPS in line. Currently the animation is just FAR too long for the damage the snipes do. If that were made to be in line snipes would finally be ACTUALLY worth using. Which aside from a lower than 3 month vet/noob who hovers far above the fight can be reasonably unused for most any blaster i've ever had.Personally, if there's one buff I'd give Blasters and not be ashamed one bit is a buff to Snipers up to 3.56 scale damage (up from 2.7 now). Right now, a Snipe is not worth the time it takes to animate. Unless I want to pull, I have no use for a Snipe, because my regular attacks do more damage in less time. A Snipe's DPA is terrible, and that's assuming you use it as soon as it recharges, which isn't possible with an interruptible power.
To me, Blaster Snipes pay the cost of performance they don't really need. Their recharge is faster than you typically need or want it, and while the range is good, the damage isn't worth it. If Blaster snipes underwent the same treatment as Dominator Snipes, with associated balancing, I'd say Blasters would be just about right.
Its a power that exists in this game so of course "some" people are going to use it. But for most of us, and numberwise, its just far too weak to use for its animation time and interruptibility. -
OMG FIVE HOURS!!!?????!?!?!?!?!?!?!??!?!?!?!???
It won't be done till noon?? its 9am right now what the heck? GRRR i'll have to get ready for work by them and have nothing else to do until then what the heck am i supposed to do grr. Why is it every time i go to bed so i can get up early to play there always has to be some freaking thing so i can't play? It would be nice if the devs gave us at least a couple days of warning.