Arbegla

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  1. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    This would require Smite to recharge in 1.32 seconds or less......
    I would love to see the build that could pull that off
    Ya know, i just realized that..I was typing it out on my GFs laptop, and totally forgot the difference between siphon life and gloom's animation time. I'll have to rework that last attack, or just drop it completely.

    Maybe shadow maul would be a decent enough replacement. B_C isn't giving me much to work with.
  2. Arbegla

    Alpha's Lab

    http://i115.photobucket.com/albums/n...the101/Arb.jpg

    Its my bot/traps MM. if you need any other references, or just a better pic, let me know, i took that picture ages ago.
  3. The best Dark Melee attack chain, atlest according to my knowledge is this:

    My build can run it, and here are my numbers.

    Midnight Grasp->Smite->Siphon Life->Smite
    Which takes 5.94 seconds due to animation time

    240.43+157.5+181.88+157.5
    =727.31/5.94
    =124.13DPS


    Your chain, would go MG->smite->gloom->smite
    Which would also take 5.94 seconds

    Which is 127.2+152.25+191.23+152.25
    =622.93/5.94
    =104.87DPS
  4. Struggle through? You are aware that if you just went for soft capping your lethal/smash defense you wouldn't have any use for having to struggle through with anything. What damage does get through your defenses will be soaked up by your resistance, and then dull pain, on a normal cool down, will cover up the rest.

    But you don't want to listen to that, you want to try this concept build of yours and then fail terribly at me. By all means, play what you want, but don't complain when things don't work out the way you want it to.
  5. 6 slotting purples, is just not worth it due to the pretty lame 6th set bonus, and ED pretty much limiting what is actually benefitting you. This is why most people skip the PURE enhancement (be it damage, or hold, or whatever), as it doesnt add much.

    I've noticed that if i skip the dam/rech IO and have an already pretty high global recharge bonus, my damage goes up, and i don't notice the decrease in recharge due to most of the recharge enhancement value being eaten up from diminishing returns.
  6. 6 slotting purples, is just not worth it due to the pretty lame 6th set bonus, and ED pretty much limiting what is actually benefitting you. This is why most people skip the PURE enhancement (be it damage, or hold, or whatever), as it doesnt add much.

    I've noticed that if i skip the dam/rech IO and have an already pretty high global recharge bonus, my damage goes up, and i don't notice the decrease in recharge due to most of the recharge enhancement value being eaten up from diminishing returns.
  7. The PURE damage purple IO (as in the Damage ONLY) adds a VERY small amount of actual damage to your powers. This is due to ED, and that fact that 1 (ONE) IO adds 52%. So without that IO, your at 89.92% damage enhancements, with that IOs your at 101.86% damage enhancemenst, even though that 1 IO is adding 52%.. its hitting ED so hard that only about 15% of it is being used. If you add any form of damage proc, then your actual DPS will go up.

    Thats what we are telling you. Here, let me spell it out again.

    5 slotted hecatomb without the damage proc but with everything else in smite is 124.9 damage.

    5 slotted hecatomb without the PURE damage IO, but adding in the damage PROC is 153.66 damage.

    5 slotted hecatomb without the Dam/rech IO, but with the Pure damage IO and the PROC is 157.5 damage

    6 slotted hecatomb with everything is only 160.24 damage.

    Notice the differences?
  8. My build has dull pain coming back every 96-ish seconds, with hasten your current build has slightly more recharge, so i'll say with hasten, your at 94-ish second recharge on dull pain.

    Even with 94 seconds recharge, its just not up fast enough to be used as a reliable heal.
    Thats what we're mainly telling you.
  9. Quote:
    Originally Posted by Blue_Centurion View Post
    One application of Dull Pain will not bring a brute to the Hit Point Cap. And having a 50% heal available quite often is never a bad thing. Or, at least I cannot think how it hurts.
    You are correct that 1 application of Dull Pain will not cap your hit points, and having a 78% heal of base hit points available every 2 minutes may be useful, but I'd say having a 10% heal of base hit points available every 3 seconds would be much better.

    The healing over time of dull pain is actually pretty bad. Pretty much the only reason it heals is to offset the bonus in hit points it gives, or else it would just do what frostwork does for cold, boosts the cap hit points, but doesn't actually let you use those boosted hit points.

    While it doesn't at all hurt, the second application of dull pain is only boosting your hit points by about 370, while the first application boosts your hit points by 874.9. So your really only using about 42% of the effective bonus hit points that the second application of dull pain gives.

    Now, either way it'll heal about 1174.1 hit points, which with your boosted hit points is only about 41% heal every 120 seconds, which translates to about .341% heal/second or 9.784 hit points/second healing.

    Now, with 1 application of dull pain, Siphon life (from my build mind you) heals about 155.92 which with your boosted hit points is about 5.4% every 3.078 seconds. This translates to about 1.754% heal/second or 50.656 hit points/second healing.

    Compared to Dull Pains numbers, Siphon life does 1.413% more heal/second, or about 40.872 more hit points/second healing. This is about a 514% increase in effective healing.

    So, which is better to keep you alive? Dull Pain, or Siphon life?
  10. Quote:
    Originally Posted by Blue_Centurion View Post
    Hover is a set mule for a LOTG, and actually came in useful on a MoLRSF run lol. Too bad we didnt get that badge though.

    I'd love to see the build I posted with Panacea set dropped into Dull Pain, and Impervious Skin set dropped into Temp Invulnerabilty (the way that it is now).

    Could also show with Hasten, will be adding that to the build in i19.

    My next step on the build is another Panacea set dropped into Siphon Life, with another Impervious Skin set dropped into Unyielding. Also will be adding Hasten for a test week. i am 99% sure it will stay on afterwards. This will be my 1st week i19 build.

    My second week i19 build is still being contemplated.

    Still chasing recharge, possibly to the detriment of other things, but still with a plan. And my Brute Brethren, it is just a joy to have things like Soul Drain, Dull Pain, and Ranged attacks always popping up ready to be fired off on a brute build.
    I'm not sure if you even looked at the build or not, but dropping a panacea set into Siphon life is generally a bad idea. i can see slotting an impervious skins into the toggle, but Your going to really destroy what makes you a brute if you do that (your about doing damage.)

    Its already been discussed that once you perma dull pain, there's not much point to doing anything else with it, and siphon life, does more damage then smite. the DPS might be lower, but the added bonus of the healing offset the lower DPA.

    Its not possible to perma Soul Drain solo. It just really isn't. You can get close, but lowering its recharge any a fraction of a few seconds isn't going to be noticed, and lag and player error pretty much means you won't be using it much more then you are now.

    While having a ranged attack is nice for runner, and gloom has pretty nice DPA, its DPE is awful, and if your already having endurance issues, spamming patron arc attacks isn't going to help that.

    Also, Impervious skin will give you MUCH lower values for resistance and endurance reduction, thus lowering your survivability without giving anything to offset it. Higher recharge on dull pain isn't going to save you when things are hitting for 10 - 15% more then they were before, especially with the strain on your blue bar trying to keep up with sub par slotting.

    My advice would be to stop after 1 swap. Swap out the doc wounds from dull pain with the panaceas, and swap out Tough for Impervious, and then stop there. You'll have more then enough recharge, and if you add any more, the built itself will crumble.

    Its not just diminishing returns that will hurt you on having high recharge, it'll be the mobs overwhelming your sub par slotting. Invuln can take a beating, but Dull pain isnt your life saver, and if you don't use siphon life effectively, you will drop. and drop fast.
  11. Well B_C, that is what I've came up with.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    B_C: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), RctvArm-EndRdx(9)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
    Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(21), Theft-+End%(36)
    Level 10: Resist Elements -- ImpArm-ResDam(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 18: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
    Level 20: Resist Energies -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/Rchg(50)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(33)
    Level 26: Soul Drain -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(46), Armgdn-Dmg/EndRdx(46)
    Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(36), LkGmblr-Rchg+(37)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A)
    Level 38: Assault -- EndRdx-I(A), EndRdx-I(40)
    Level 41: Gloom -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Soul Tentacles -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
    Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(9), P'Shift-EndMod(27)



    Code:
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    It has exactly the same amount of recharge you have now, without destroying your attacks to do it. Hasten is also perma, with that amount of recharge.

    You gain about 7% defense to lethal/smash/energy/neg about 4% to fire/cold, slightly less psi def, but higher melee/range/AoE then what you have (5% melee/range, 3% AoE)

    Your resistance are lowered, but only slightly, and if you factor in that 1% def = 2% res, your actually survive more.

    You gain 30% regeneration, about 7% max hitpoints (translates to about 90 more hitpoints), you also gain about 38% more recovery, putting your total to 3.39EPS recovery (compared to your 2.62) Now, factoring in the new toggles my build runs, your remaining recovery is 1.898EPS, while your build only has 1.567EPS remaining after your toggles.

    My build has more global accuracy then your build (+25% difference) which will allow you to pretty much smack up to +3s 95% of the time, and due to running assault, my build has 25% damage, while yours only has 10.5%. without assault those numbers are 14.5% vs 10.5%.

    I also kept all of your original powers, except for hover, as having combat jumping and hover is counter productive for movement sake, and i figured you'd be using ninja run to run around, as neither build has a travel power.

    To account for issue 19, i added Assault, replaced hover with maneuvers, added hasten, and adding in Soul Tentacles. This allows you to slot the immobilize purple set in that, while getting more damage out of Midnight Grasp.

    I feel whichever attack chain you decide you run will be effective, but at lest now all your attacks are actually slotted for damage and accuracy. Siphon Life also has a +end proc slotted in it, so in the off chance you use that power, you have a chance to get some endurance back as well, which will definitely help out with any end issues you might have.


    All in all, I think my build will have the same feel as your build, while just typically being better then what you had previously posted.
  12. Look again. Swift can only take Run speed IOs.. not run speed Set IOs.


    Not Sprint. Swift. the fitness one.. Look it up.
  13. Yay! We won! Do we get a badge?
  14. Quote:
    Originally Posted by Blue_Centurion View Post
    If you ain't injured the heal will not help. Seriously. It just will not, and the extra end/time invested gets you squat. So i lean on Smite and Gloom. If I see my Green take a little dip, sure, I hit Siphon Life. otherwise, not so much.
    Thing is, Siphon life Isn't just a heal. Its a really hard hitting attack at well. If your using it as only a heal, your doing it wrong. Its just that simple. It hits harder the Smite, and actually i think its the second hardest hitting single target attack in dark melee (behind midnight grasp)
  15. Quote:
    Originally Posted by Blue_Centurion View Post
    Except That my attack chain is different. when Bill Z took a look at these he was specifically asked to limit the recharge numbers. I use Soul Mastery attacks as part of my main attack chain, both for the AoE and the High damage attack. I use them a lot. Siphon life does less damage for me than Smite, because my Smite is purpled. The comparisons would need to be recalculated. Not saying I am doing "better than the highest DPS", but I am coming at the number sideways from the way most (99%) of people do it.

    Que the insults.
    Different or not, its the optimal chain. Smite, by design, does less damage then Siphon life, at base numbers, yet they both animate VERY quickly that's why BOTH are included in that chain.

    Siphon life isn't a reconstruction, it isn't a end all be all heal, and neither is dull pain. But using them effectively is what keeps you alive. From what your telling me, Your not using them effectively. Soul mastery attacks don't follow the same damage/end/recharge scale that primary attacks do. Especially the AoEs. So including them in your attack chain will drain your endurance MUCH quicker, which means your purposely causing your own end issues, to fit a concept, that needs more recharge, so that you can limit your own end issues that your causing on purpose..

    Ow.. my brain hurts now.
  16. Quote:
    Originally Posted by Chaos Creator View Post
    Energize is the best heal in the game >.>
    Ya know, once you perma Energize, it really isn't that bad. a burst heal every 30 seconds, decent enough regen to stack with your already high resistance to keep you alive while you wait on the burst, and a endurance discount addon? yeah.. its nice.

    Base, it kinda sucks a lot though.
  17. Quote:
    Originally Posted by UberGuy View Post
    B_C, you need to recognize that how you, personally play is not what people are going to use as a metric when they talk about optimal build and optimal power use. They're going to talk about how to play that approaches mathematically calculable benefits.

    If that is how you are using Siphon Life, then you are not using it in a mathematically optimal way. It is an excellent attack and a far, far higher HP/sec heal than Dull Pain. At absolutely maximum levels of recharge - +400% (which you could never attain on your own) - well-slotted SL fired as often as possible would average out to healing 0.2% of your base HP every second. Well-slotted Dull Pain would average out to healing 0.04% of your HP every second.

    In other words, maxing out both, SL is 5x as strong as DP in terms of maximum healing rate.

    Don't treat Dull Pain like a heal. Yes, it applies a heal, and that is nice. It's biggest benefit is the +HP buff it applies. You get the biggest bang out of that once it's "perma". You get it to that level at 200% total recharge, including slotting, so need around +100% global recharge.

    On a Brute you could go for more overlap, so that you could stack the +HP buff. (On a Scrapper, running DP with the +HP accolades will cap you, but one application won't cap a Brute or Tanker.) But even at around +200% global recharge you're going to get 30s of that out of every 120s, or have double stacked +HP 25% of the time. That doesn't suck, but getting to 200% recharge on that build is almost certainly going to cost you in other areas. Germane to this thread, it's at least going to cost you hardcore in the wallet.

    Circling back to Siphon Life, if you're only using SL once every 30s or so, I have to wonder how hard you're fighting, and if you aren't fighting that hard, why do you need such an expensive build? When I do builds like this, I then play them hard. My characters who have Siphon Life live off of its benefits.
    Quoted For Truth.

    If your going to get a optimal build, people then expect you to use it Optimally. If you don't, then there is 0(zero) reason to have such an optimal build. Mathematically speaking, the things you want to do, in the way you want to do them, just don't work. And that's just factoring in your play style vs your build choice.
  18. Once its perma, the increased hit points of dull pain don't mean anything, especially if you keep it perma. Using it like a heal, if your point is to perma it, means you need another heal to keep you at your increased hit points, thus siphon life does the trick nicely. Even when slotting Siphon life for pure damage, it still heals 10% of your base hitpoints, which for a brute is about 150 hit points.

    Considering the higher DPS chain for dark melee used siphon life every 3rd attack, you can get some pretty high heal numbers off of just beating the snot outta things.
  19. Quote:
    Originally Posted by Fulmens View Post
    Arbegela, quoting Blue Centurion, said


    That's, umm... that's ...

    that's wrong enough to make me dig up a quote.

    (Lady Sadako, originally.)
    Yeah, I mean, doesn't everyone know that Aid Self is the best heal for a brute? I mean really?

    ^/sarcasm

    Siphon life will do more to keep him alive then perma Dull Pain would.. getting him to realize that is that hard part.
  20. Quote:
    Originally Posted by Blue_Centurion View Post
    You have posted some informed opinions. I could refute them with my actual play experience point by point but let me just say a few things. The combat heal from DM is rarely used. When I do start to lean on it, times is getting ugly (read team wipe). So when i come off my main attacks and start hitting Siphon life i generally need Dull pain, contnue using Siphon life, and want Dull Pain up again ASAP. But generally, I hit siphon Life once every 30 seconds or so to top off. It is not part of my attack chain. This is one of the major play differences between what you wrote and the reality of my play experience. There are more. when solo hunting multiple Paragon Protectors in the Fav with their groups of Crey, I will stand on Siphon life a little more, thats about it. In large teams running heavy content, i will lean on it. But in large teams if the design is right, i am buffed, and again, do not use Siphon life. If i need Siphon life a lot you can almost guarantee a team wipe is happening. There are similar flaws with the rest of your assumptions about my play experience on this brute.
    I wasn't presenting assumptions about your play experience, nor style. I was merely pointing out what a top tier dark melee/invuln would do.

    MG->Smite->Siphon life->Smite is the highest DPS chain a dark melee can put together, based on damage per activation. It would actually be very possible to hit with the recharge numbers your looking at.

    I'm sorry for assuming you were going to use your top end (as in top 1%) build to actually follow what top end (again, top 1%) players have stated to be factual evidence on how it should run. That's all I was using to state.
  21. Quote:
    Originally Posted by Nethergoat View Post
    Heck, I've set 2,000,000,000 inf on fire just for laffs since he started this thread.

    =P
    Speaking of which, got a screenie of how high the crazy 88s are getting? hit top 5 yet?
  22. Quote:
    Originally Posted by EvilRyu View Post
    I just hope down the line with the other 9 slots they have enough foresight to make it benefit more of the ATs instead of a select few. Currently with IOs the only thing I ever slot are the +defense/resists IOs and at level 50 the chance for build up IO. All other set bonuses and such are worthless in the big scheme of things since it does nothing to help the pets.
    While i'll agree that most of the set bonuses suck for MMs, things like +HP, +regen, +recovery, +end, +rech, and the aura IOs are very much useful. even +acc is ok, as it'll affect most of your secondary. +dam is pretty much wasted, as is some of the other things
  23. So.. you're admitting this is a concept build, yet, you want to complain about the high cost of the top end enhancments, for no other reason then because YOU can't afford them?

    You do realize, that since you started this thread, Multiple people have Purple'ed out their characters, and made multi billions in inf? Enough to buy those PvP IOs out right. Heck, i've had about 2 billion, and most of that was while logged off at work.
  24. Quote:
    Originally Posted by Blue_Centurion View Post
    I typically run Brutes, especially at 50. I think I have a Kin at 50, and a blaster, the rest are brutes. I solo content a lot. I also have a couple good channels where TF teams are the bomb. One in particular is a godsend. There is nothing like a steady flow of Task Forces with a great network of players.

    Que the insults now.
    No insults, as thats what a normal, casual player does. Runs TFs just to do it, and most people like playing 1 AT over another. Yours is brutes, nothing wrong with that. Your playstyle matches a normal, casual, to high end player.

    The problem lies in the loot you want. Which is Very high end. Take that other game, with orcs and humans, and what your basically doing, is wanting to run the high end raids, without getting the required gear score, then complaining because you have to run other things first. Its the way the game is designed.
  25. Quote:
    Originally Posted by Blue_Centurion View Post
    For Dark/Invul there are multiple benefits to a huge amount of recharge. Dark Consumption, the AoE attack/End Recovery tool is not up often enough to feed a hot running brute (Invul with Fighting runs hot) in normal play. With a ton of recharge mine is up way comfortably often (and I am only running 1 End SO in Stamina). Soul Drain is the 30 second combat buff. At this point I have almost gotten it to a 30 second recharge. This is without super speed. I will drop Super speed on the build for a one week trial when i19 loads. To have Soul Drain perma, or stacked!!! would be the dream. Invulnerabilty: Dull pain. The best heal for brutes. IMO. Slow as heck to get back up. I have it on Perma now, and want it up even more often for things like the LRSF. Now, Dark has weak AoEs, and i have slightly gimped the ST damage by Purpling Midnight Grasp with Gravitational Anchor. So I use Soul Mastery Gloom and Dark Obliteration (both purpled) as heavy regular attacks. Having tons of Recharge makes this very feasible. Once i19 hits I plan to test adding Soul Tentacles or Darkest Night as well for a week. Dark/Invulnerabilty is a somewhat tanky build with mediocre atack power. By Bringing the tons of recharge onto this build and adding a heavy ranged attack set the builds seams have closed up and it slices through very difficult content with ease. It was my original vision, and it seems to be working nicely. I look forward to completing this crazy quest and having this character completed.
    Actually, with dark melee you have an attack, that, even slotted like an attack, will heal more over time then dull pain will. Dark consumption, while nice, shouldn't be the end all fix for your build. Enhancing up stamina, or just putting in the performance shifter +end proc will help ALOT in management of your endurance. You only need Dark consumption up as often as your blue bar starts to waver, which with invuln, shouldn't be all to often, as you have 3 toggles, (five if you include the fighting power pool)

    While gloom is very nice, and slotting the purple in that is probably your best use of the gain, Midnight Grasp is one of your hardest hitting attacks, and is included in the highest damaging attack chain Dark melee can dish out (which actually also include siphon life, so as your rocking that massive damage, your also healing yourself)

    Invuln Craves defense. Once you get to the point where you can softcap at lest lethal/smash defense with 1 or even 2 guys in range of invincibility, your tohit debuffs from Dark Melee will do the rest, and you'll never have to rely on healing again. If you slot in a +end proc into siphon life, then you'll also be gaining endurance while you beat the snot out of everything in range.

    Dark obliteration is again, probably your best bet for AOE damage as well, so i can see wanting that up as often as possible, but with Soul drain feeding your high recharge single target attack chain, and doing some pretty nice AOE damage on itself due to fury feeding its damage, you may not need dark obliteration up as much as possible, because you'll just eat everything in your wake.

    I know you want to aim for high recharge, but on a dark Melee/invuln its just not worth it.

    To perma Soul Drain, you would need to get its recharge to 25.644secs, to make up for the cast time. Which would mean you need to have about 368% recharge, which I'm not sure is possible, with all the +rech you can possibly slot. You'll get close, but I don't think you'll hit perma.