Auroxis

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  1. Auroxis

    /DPs or /AR

    DP in my opinion. Defenders get more out of debuffing secondaries than damaging secondaries, and AR isn't really for debuffing. DP has great debuffs on defenders, notably -res and -damage.
  2. Invuln gets plenty of defense and is relatively easy to softcap, so I don't think Nerve is a good choice.

    Cardiac is good if you have endurance problems, but the extra resistance doesn't help a lot for Inv.

    Spiritual, IMO, is the best option for Inv if you have endurance management tools like Physical Perfection and Conserve Power. It makes the best Destiny for Invuln (Rebirth Radial) more effective, giving you about 20 HP/Sec if your HP is capped(which it probably is with Inv) with the T4 version of Radial Rebirth Destiny.
  3. WP will keep you attacking longer, Inv will keep you alive longer.
  4. Quote:
    Originally Posted by Bionut911 View Post
    For some reason I want to say Drain Psyche, but i'm not 100% if that's it. I'm pretty sure Drain Psyche is the only self regen/recov buff available to blasters in the psi category.
    Yep that's the one. You need to slot it for some EndMod though to have it somewhat reliably negate the crash.

    I've used it alongside a nuke for a while now, and it's pretty good. There's just an issue with hitting all the targets needed to negate the crash, and there's the extra cast time which takes a bit of the oomph out of the nuke, assuming your DPS heavy teammates get to work on the spawn before you.
  5. You should be able to avoid the recovery crash as well, if you take the Radial Musculature Alpha for the extra EndMod.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    You want a MFing Warshade. See my guide.
    Hardly a force multiplier though, unless the only force you want to multiply is your own
  7. Auroxis

    Tough hide..?

    Quote:
    Originally Posted by Obitus View Post
    Hurl is at least as bad, though it does give you a mildly useful situational -Fly debuff. I was surprised to find, just now, that Hurl actually has a marginally higher DPA than LBE (27ish versus 24, at base damage levels), but even so Hurl animates almost 1 second slower. Whatever on-paper DPA advantage Hurl has is, in other words, more than absorbed by the practical disadvantage (opportunity cost) of leveraging the power regularly.
    Procs considered, Hurl has less DPA.

    The -res gives all other attacks more damage, which can come out pretty significantly in overall damage contribution. So even though it won't give you the same DPS an attack like Gloom or Mu Lightning will, in a team situation or a lore pet situation that can change dramatically.
  8. Quote:
    Originally Posted by Breog View Post
    As to the comment on the last page.. Pain healing more then Empathy.

    hasn't been my experience with playing Pain and being grouped with a Pain Corruptor.
    Pain brings a 18+% Permable Resistance boost across the board thats pretty impressive resistance boost for everyone (plus its damage and to hit boost). A 400%+ Reg Boost Toggle for those around you as well. The new Incarnate at its weakest (rebirth) is 200% reg. Granted with the toggle you do need to stay within 15ft of the /Pain toon. But its double the effectiveness when slotted.

    Fortitude vs Pain Bringer

    Kinda a hard call. Granted Fortitude is easyer to perma and can be kept on multi-targets were as Pain Bringer is really only going to be used on 1 person. (unless you some how manged to get its recharge down to 45s O_o )

    Certainly not saying ether is better then the other (emp vs pain) just that Pain plays differently then Empathy while still doing a lot of what Empathy can do. Which is why I brought it up as a possible option.
    You're comparing the wrong powers. Pain Bringer should be compared with Adrenalin Boost and World of Pain(+resistance power) should be compared with Fortitude. Soothing Aura should be compared with Regeneration Aura.

    WoP can give +18% resistance to everyone in your team(in theory, I'd imagine getting everyone in range for it when it's up could be a challenge) and Fortitude can give +24% defense to 3-6 allies at once and can be power boosted to give much more.

    Because of the way defense and resistance works, defense gives twice as much mitigation as resistance does. This puts Fortitude way ahead of WoP in terms of mitigation.

    Less mitigation=more time spent healing, simple as that.
  9. Quote:
    Originally Posted by Granite Agent View Post
    I will admit to not being up on the math, but I thought the BF-AV chain on Dual Blades out-DPS's the Kat chain of GC-SD-GC-GD?

    On my Kat/WP scrap, I was running a seamless GC-Sd-GC-GD chain absent the -20% res proc in GD, and I was only getting around 180dps vs. pyons (without alpha slot). I thought the pre-alpha BF->AV chains were showing higher DPS.
    The pricy procs are what puts the BF->AV chain significantly behind the other chains, mainly due to Vengeful Slice's activation time.

    Did you have the purple procs slotted?

    AFAIK the top Katana chain has better DPS than the BF-AV chain even before procs.
  10. Auroxis

    Tough hide..?

    Quote:
    Originally Posted by New Dawn View Post
    I got home and looked at it. My advice is to swap LBE out for Hurl and add another Apoc. You're a grounded character and its best to look awesome and knock fliers down in order for the team to boof them up. I wouldn't want say, Siege to be 27ft above me with me with only LBE for an attack chain or have to hop alot.
    Wait so... now you're arguing for concept?

    Fact is, LBE gives me and the team very nice DPS due to the -res proc, and Hurl has less DPA than LBE...

    Also, why another Apoc if I'm already capped for HP?
  11. Quote:
    Originally Posted by Rad_Avenger View Post
    Heh heh

    You need to read Auroxis's posts on solo'ing Pylons with an Emp
    Link!

    Also, I haven't fully incarnated my Emp/Rad yet. It is indeed harder than it was with my Brute for sure, due to the funky ways of the reward roll system.
  12. Quote:
    Originally Posted by StratoNexus View Post
    Every control power one uses means one is not pressing a real damage power. One may have made a build choice to have a lot of defense on some characters or good resistance/regen, but then one doesn't need to spend as much animation time on Screech or TK Thrust or Char.

    I am not saying blasters should forgo their control tools, as they are a valuable part of the blaster arsenal. But one cannot claim to be pure damage and then discuss low or no damage control tools.

    There are many ways to play. A ranger may need less mitigation thanks to that range, but in many cases they will be sacrificing great melee damage in order to do so. You can wait for others on the team to instigate fights, but you may be sacrificing speed through missions (or you could be gaining speed, depending on the team). You can use controls to mitigate damage, but you will be sacrificing damage output (blaster aren't tankers, after all, if you wanted to control stuff with high damage powers what makes you think blaster?). You can use defense/resistance powers and IOs to gain mitigation, but you may be sacrificing recharge or damage bonuses.
    Perhaps saying "pure" damage was a bad choice of words, but I'm still damage specced. In the rare cases where I need mitigation, I have it. In most other cases where I don't need mitigation, I have a whole lot of damage bonuses.

    Aside from control powers, I have capped HP, a resistance shield, Acrobatics, Drain Psyche, and inspirations.
  13. My Blaster(Sonic/MM) is pure damage and it's awesome. I have tricks up my sleeve to deal with stray minions, LT's, and bosses, so I don't have too many issues.

    For example, if a minion gets close to me he gets confused by World of Confusion.

    If an LT gets close I can use Screech to stun him.

    If a boss gets close I can use TK Thrust to knock him way back.
  14. Auroxis

    Tough hide..?

    Quote:
    Originally Posted by New Dawn View Post
    The pros to LBE that people put forward makes me wonder. What non concept build on any Tanker has an extremely essential Laser Beam Eyes? I think maybe once I might of seen a build where it was ever so tight to achieve its goal where I thought to myself well that could be the one and only time. Hurl on the other hand is something I've always liked as it does -fly and when I was a grounded tanker (footstomp is grounded anyway) found it had great utility. I may fly now but its still great to stack with taunt to make sure aoe damage can be directed away from the squishie gank and spankers surrounding a tough AV if needed or saves me the bother of air lifting.
    I have an Inv/SS build that has a Jab-LBE-Haymaker-KOB-LBE-Haymaker attack chain, and focuses on tons of regen so Physical Perfection helps there.

    http://www.cohplanner.com/mids/downl...D9FF00A447D334

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  15. Quote:
    Originally Posted by Deus_Otiosus View Post

    A little help here, is my mids wrong?

    Gloom (Brute)
    3 slotted with L50 Damage IOs + 80% Fury + 80% from BU = 322 DPA
    Base Recharge = 12s
    Base Cast time = 1.1s
    Base Endurance = 10.66

    Fire Blast (Scrapper)
    3 slotted with L50 Damage IOs + 100% from BU = 462 DPA
    Base Recharge = 6s
    Base Cast time = 1.2s
    Base Endurance = 6.5
    Yep your mids is wrong. Mids has had the crit portion of Scrapper APP attacks as an automatic hit instead of a percentage for a while now.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    I keep planning to make an empath one day.

    I can't figure out how to make one without any of the heals, though. You have to take one of the first two powers.

    I guess I could settle for taking only the PBAoE heal and only using it when no one else is around as a self heal.
    Special Snowflake Syndrome is baaad Dechs, don't go there
  17. Auroxis

    Tough hide..?

    Quote:
    Originally Posted by New Dawn View Post
    Laser Beam Eyes is not something I'd recommend to anyone who isn't making a Superman concept.
    If you slot it with a -res proc and a purple proc it becomes a very solid attack.
  18. Auroxis

    Anything I miss?

    I got you extra HP, softcapped F/C, a travel power, some recharge debuff resistance, 95% accuracy against +3's on Shadow Punch and Siphon Life, more regen, and more resistance.

    http://www.cohplanner.com/mids/downl...40FC178115F3B5

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  19. Quote:
    Originally Posted by Canine View Post
    Katana and Dual Blades both have the same number of AoE's available to them.

    Katana has 2 cones - Golden Dragonfly and Flashing Steel and one PBAoE - Lotus Drops.

    Dual Blades has 2 cones - Thousand Cuts and Sweeping Strike and one PBAoE - Typhoon's Edge.

    Katana has one wide cone (FS, ~180degree) and one narrow cone (GD ~45degree). Dual Blades has two 90 degree cones, so sort of middling in area, but if things get hit by one, they're likely to get hit by the other.

    So I'm either misunderstanding your statement, or you forgot about one of DB's AoE's
    You're right, I did forget about Thousand Cuts. Its horrendously long animation time is such a turn-off for me I forgot about it entirely.

    I'll take FS over those two for AoE personally.
  20. Quote:
    Originally Posted by SlyGuyMcFly View Post
    Here's my money-is-no-object DB/SR dream build. Gapless, unless Mid's is lying to me.

    No 1kcuts, but I guess you could swap out vengeful strike, moving Hasten down. You'd lose the option to fall back on BF-AV for exemp purposes if you did that, though. And I think you do more AoE spamming BF-TE-SS over and over than chaining BF-1kcuts.
    If you switch out Spiritual for Musculature with that build you end up with more DPS, though your self heals won't be as effective.
  21. Quote:
    Originally Posted by Pampl View Post
    To both you and Auraxis: with all the sacrifices required to reach BF > AS > SS > AS, would it be better to stick with second best and go BF > Attack Vitals? I could get damage bonuses instead of some of the recharge bonuses and use Musculature instead of Spiritual. Would it still be weaker? Just doing back-of-the-envelope, unenhanced-damage calculations I get 56.6 DPS for the combo chain vs 68 DPS for the other, meaning the combo's damage would have to be multiplied by ~6/5ths what the latter chain is multiplied by. The latter has ~150% bonus damage (once BF gets slotted for damage the same as the others), meaning 250% normal damage, so the combo need to pick up 50% more in damage bonus. After Musculature I'd need 20 percentage points more of bonus.. is this doable? Does this math check out?

    edit: Just realized I forgot to take into account AV's dot. It's pretty piddly but every little bit counts!
    I believe that at perma hasten levels of recharge the top chain is better than the combo, but I don't know at what exact recharge point the top chain becomes better.
  22. Quote:
    Originally Posted by Werner View Post
    However, the top Dual Blades attack chain includes a much wider cone than Golden Dragonfly, so is likely better for tearing up crowds. But if we start bringing AoE damage into it, I suppose all bets are off.

    And since you don't need Divine Avalanche on a Super Reflexes, I'd think Fire would do more than Katana at the top end. Strange thing is, I've never actually checked.

    For AoE, Katana still has Flashing Steel and Lotus while DB only has one other AoE attack aside from Sweep, which loses its effectiveness once your recharge is up.

    As for DA, it's useful while leveling up, exemping down, and on incarnate content, so it's not really that useless.

    I believe that once Katana gets the procs going(purples and -res) it has better ST DPS than Fiery Melee, though it's mostly Lethal damage.
  23. Some thoughts I had on this matter which might be of interest:

    The top DB attack chain with about 350% total recharge has the same DPS as the top Katana attack chain. At this point the only advantage you have over Katana is the extra damage bonus from Blinding Feint, which can help if you have a damage aura. SR however, does not. You can get more recharge to lower the downtime on Ablating Strike for more DPS, but Katana can get damage bonuses which will be more effective considering the superior base damage of the attack chain.

    So for a top-end SR, Katana with Musculature will give you more DPS than DB with Spiritual. This means that you might be better off getting damage bonuses on DB than going for a seamless attack chain.


    Here's the build I made for comparison:

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  24. Also, the Burn, Consume, and Fiery Embrace buffs came at a time when SS/FA was already considered the best farmer, which I found odd.

    Most recently, Burn got another buff with the way reactive currently works, but I doubt that will stay for long.
  25. Pain will have you healing more than Empathy. Once Empathy gets Fortitude and some recharge bonuses up, you won't be needing to heal nearly as much. Pain has significantly inferior mitigation tools, but it does give more damage output to the team.