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Posts
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Quote:That's pretty much what I had in mind for an average build(expensive pvp proc aside).Well, if those are base, CU is my new favorite power. Sure, you won't use it all that often. But when you do, things die. With a 25 second recharge, the "average" I would aim for would be about 8 seconds without spiritual, a little less with. That would be about once every 2 chains of your builders, so I see a top-end chain being RB-SB-HB-SC-RB-SB-HB-CU. It would take a fair amount of recharge, but use all 3 -res powers (counting the 2 procs). I really am looking forward to running a StJ/FA for the extra damage goodness.
I've been trying to make the SB-HB-RC-SB-CU chain work without spiritual, but at the moment I only think it's viable on SR and EA with a top-end build.
The biggest thing though is how poorly Combat Readiness fits into an attack chain. Its damage effect is quite weak, and there's no point in the +3 during an attack chain as CU won't be up. It's only good when charging into mobs or when you want to AoE stuff after CU. -
Hmm... 2x Embrace of Fire with 2x Water Spout?
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Quote:It does get refreshed, but it happens at a different time. If you have the buff on you, you lose it at the start of the animation(unless your to-hit check fails), and get it back when the attack connects.Playing with MA: Storm Kick on beta I've noticed the +def timing doesn't seem to be getting refreshed every time you land a successful hit. Even in the midst of numerous successful Storm Kick attacks the defense will drop briefly until the next successful hit.
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It gives +10% defense to all positionals, though it's not enhanceable and it doesn't stack with itself. Basically, a perma +10% positional defense buff in combat from the moment you get it(level 2). Amazing.
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I thought Burnout couldn't be enhanced for recharge? Was it changed?
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Quote:Yep, base numbers with crits. Keep in mind CU has a hefty recharge timer compared to the other tier 9's, so while it does more damage it would take a ton of recharge to fit it into a small attack chain. Think of Knockout Blow, except with more base damage to compensate for the lack or rage.Just a quick question, are those numbers base? If so, those are MAD! For instance, crushing uppercut would deal more damage the headsplitter even without combo points, and at tier three would deal quite a bit more. For instance, if those slots are base CR+slotting would make CU deal 723 damage (just imagine if CR was the full 100%). Add FE from /fire, and you have around 1000. Add -resists and you can imagine what a full power crit could do.
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Quote:The numbers I posted already include crits. I would hold on comparing the DPS to other sets, as the numbers have a lot of time to change and balance is usually the last thing on the list. With my calculations, the DPS looks quite solid considering it's smashing type and includes debuffs+a nice hold in the uppercut.Assuming the numbers above, and that arcanatime is baked in, and an average build, and a partridge in a pair tree.
I came up with 135 raw dps, and 165 after crits, Combat Readiness, Rib Cracker, and Shin Breaker with achilles. With some procs It could get up to 145 raw or 175 all the goodies. That'd put it neither best nor worst. Call it the Dual Pistols of scrappers, great utility but average damage ?
It's all just speculation till it goes live, I get better info, and in-game experience. -
So far the best I can come up with is:
Shin Breaker-Heavy Blow-Rib Cracker-Shin Breaker-Crushing Uppercut
Purple and Achilles' proc in Shin Breaker. Having 4 builders before CU means that you can afford to miss one attack, and still get the 3 combo. Maybe put RC before HB, depending on the -res duration/attacks connecting. -
Well, Freedom's just around the corner. That will give us lots of inexperienced non-incarnated people to play with, so we get to feel like special snowflakes again.
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Quote:Whoops!You may want to check your arcanatimes eh?
To get animation times like 0.988, 1.258 and 1.518, you'd need numbers that have been -rounded up- to 7.4848, 9.53 and 11.5, which is impossible as they're not rounded.
Fixed with the correct formula. I have to say the roundup seemed brutal, as a 1.33 activation time became 1.584.
Edit: Added Spinning Strike. -
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Well for the sake of trying to build the best attack chain, here are the current numbers for scrappers in terms of DPS relevant stuff(arcanatime and crits included):
https://spreadsheets.google.com/spre...hmZlE&hl=en_US -
Wow, not only is it more damaging than most weapon sets' biggest hitters, it can fit PBAoE sets, defense debuff sets(possibly), has -res, and does smashing damage on top of that?
Why do I have this sneaky suspicion that both Katana and Dual Blades are going to be left in the dust DPS-wise? Heck it might already be the case with StJ. -
Quote:Funny, but my point was that you don't need to use them more than once every 2 minutes if you want the numina proc effect and the drain protection.Consume every 2 minutes? and healing flame every 2 minutes? boy thats a slow recharge even before alpha and destiny is added my consume comes up about every min, and HF comes up about 12.9 secs.
Quote:Let just say everyone has there favorite I have barrier on my WP/SS tank, but i like the ageless on my fire/fire tank and as for SC if you are close enough just pop a purple to get you to SC. I still like how ageless helps me with not getting debuffed so much on an ITF and I know a few ppl who take barrier so like I said it is all a personal choice. Oh yea 1 more thing Barrier dose not help on a HAMI while all the others do. -
Quote:Umm ok.Sorry I have to cut in here I have ageless on my fire/fire tank and AGELESS is very helpful for it. Not just for Farming either. My consume comes up faster, as well as healing flames, not to mention the extra heal it gives. If in a team with some one with NOVA and they just used it they basically gets there end back.Plus it gives you some debuf resistance. Btw nice build but do not see what u mean by the barrier, not to mention your bonuses for some of your NUMA including the ++ do not work unless it is activated. Turn off your Healing flames and look at your end recovery, and add in all your attacks and u say you do not have end issues?
1. Consume only needs to be used once every 2 minutes in order to receive its endurance debuff resistance. Any more than that is just refilling your endurance bar, which you shouldn't need with Ageless.
2. Extra heal from Healing Flames? I assume you took Spiritual. Healing Flames is already pretty awesome for healing, using it every 10 seconds instead of 15 might give you a bit better HP/Sec(and worse DPS), but it's not that big of a deal once you consider what Barrier+Cardiac can give you.
3. I can use the same team friendly argument for Barrier and Rebirth.
4. With that build, before Barrier, your Defense to S/L/N/E is at 40%, and your S/L resistance is at 80%. During the last 60 seconds of Barrier(when it gives the least amount of bonuses), you will be softcapped to S/L/N/E, which translates to a 50% damage reduction. Your S/L resistance will also be at 86% which translates to a 30% damage reduction.
5. You'll most likely be using Healing Flames once every 2 minutes to receive the proc effect. -
Quote:When fighting AV's solo, I have to use Energize every time it's up if I want to avoid using Power Sink constantly(which hurts DPS). I still have Rebirth as a spike heal(which is enhanced by Spiritual), and that way I can save Power Sink for the rage crash(one of the greatest things about SS/Elec).I may be wrong here because it's been a while, but the EPS of attacks and double stacked rage crashes is quite heavy, and the combo suffers against AVs because Power Sink simply can't keep up. The last time I played my SS/ELA, which has a very similar build as the one posted, I tended to use Energize to reduce my endurance consumption nearly constantly.
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Quote:1. When you stated that building for S/L def gimps your Elec armor character, you didn't mention that SS is vetoed as a viable primary, my bad.Yes, but you build HAS made sacrifices and conveniently uses Rage as a band-aid for the most egregious: a dirth of accuracy and damage. Just because it works for the combination of Super Strength/ELA doesn't mean that you can make blanket statements about ELA overall. There's only one primary with Rage.
You have sacrificed socketed enhancement values, end mod in Lightning Field, End Mod in Power Sink, global accuracy, global recharge, proc damage opportunities, augmented Knock Back protection, and the ability to use Energize as a spot heal rather than an endurance management/regen tool to name a few. These are all sacrifices in exchange for defense to the SM/L vector with no DDR. You would be surprised to find out how much survivability you are sacrificing by not having end mod in Lightning Field and End Mod capped Power Sink augmented by Musculature Radial.
2. I have that endmod in LF/PS covered with Mu mastery, and in cases with defense debuffs the S/L softcap keeps me alive enough to drain the spawn(And I also have Ion).
3. A regular damage proc doesn't make that much of a difference. Sure it's nice if you want to push your DPS to the limit, but that's not what I picked SS/Elec/Mu for.
4. With regular use of PS, I get to keep Energize for any spike damage(I also have Rebirth).
All in all this doesn't seem at all like gimping to me. I use drains successfully and the S/L softcap kept me alive countless times, especially in defense debuff environments. -
Quote:That fully depends on your definition of sacrifice. With Spiritual I have Energize, 2x Rage, and Hasten very close to perma before the FF +Rech proc. To me that means I haven't sacrificed any meaningful levels of recharge. I have a lot of HP, lots of Regen, and a seamless attack chain with purple procs.There's not much to say if you actually think that build has not made sacrifices to achieve the softcap to SM/L...
On a scrapper, you could say that I could have gone for global damage bonuses and Musculature instead. But this is a brute with double stacked rage, so any further damage bonuses won't contribute much. -
Quote:I disagree that Medicine would be more fitting concept-wise. You can't really utilize medicine while you're passed out, while real fighting spirit will get you up and combat-ready after defeat.You are correct in thinking it would suck, but basically Fred was saying that you're not going to get around the pretty hard and fast rule that no Pool Power can be better than a power that exists in a Primary or Secondary set.
On top of that, a self rez in Fighting would more than likely not be allowed because we have a Medicine pool where it would be more appropriate.
As for the Mezz protection suggested in another post:
I doubt they'd allow a toggle. You'd more likely see a long recharge click power that has the same effect as Domination (can be used when already mezzed).
The idea is to have something that fits within the theme of the pool, and gives some degree of mez protection while not making it a "must-have". Balance issues(while important) are an afterthought, as a lot of minor things can be done to bring it in line with the other self rez powers(fiddling with the recharge, lowering the bonuses). -
I just think it would suck to have a self rez power that isn't very useful in letting you overcome a sticky situation. Perhaps replace the untouchable with a PBAoE ToHit debuff, and fiddle around with the recharge to balance things?
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1. The KB protection does not work off the ground, but the Immob protection does IIRC.
2. In my experience, the situations where you need extra KB protection are extremely rare, so it's nothing to worry about.
3. Probably, but by the time mobs attack you the protection will take effect. -
Quote:Most of your endurance issues can be taken care of with Cardiac, which happens to enhance Barrier as well. You get a bit of extra offense with the recharge, but unless you're farming that's not something you should be concerned with. I rarely see people with endurance issues nowadays, anyway.Well barrier is actually fairly average. I teend to cap my defense on all my characters anyway and Rebirth is nice if you want to heal others but Ageless and Aid Self are better for yourself.
You can turn Endurance into Health but the reverse isn't true.
If you're going to rely on Aid Self for healing instead of Rebirth, any offensive advantage you get from Ageless is null as you'll be stuck in animation quite often.
Barrier not only gives you godmode for a short amount of time, it helps builds reach that critical hard/softcap point. Good luck capping all of your defenses and reaching the critical point of resistance(85-90) without Barrier.
Here's an example of how good Barrier can be:
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Quote:What can be more useful than Barrier and Rebirth?Ageless is actually the best imo and by quite a margin.
At the lowest point of the buff (ie just before it is about to expire) it is the equivalent of giving everyone around you two free Stamina powers fully slotted. That is hugely powerful, plus it gives some nice recharge bonuses.
With all that extra recovery, you can go ahead and unslot all of the endreducs from your abilities and find something more useful. -
For primaries with very strong self heals(WP, FA, DA), Barrier. For everything else, Rebirth Radial.
The max HP bonus from Rebirth Core is nothing compared to the insane amounts of regen you get from Radial. -
How about this:
Rise Up
Self Rez, Special
-Grants 50% HP, 50% Endurance.
-Grants Mag 10 mez protection and +50% damage for 20 seconds.
-Untouchable for 5 seconds.