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Posts
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Enemies can still spawn at +1 to whatever your difficulty setting is, due to map settings or whatever it is. The setting is what effective level you count as, but it's not an absolute value for mob level.
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First after red name. God, waited so long. ;D
Yes, Castle, highly unusual.
I use that same setup and don't seem to have any problems. o.O -
Quote:Yeah, it's almost like they've spent the better part of the last decade or two being forced to interact with humans. Humans who they might find strangely familiar. That's all I'll say without a big SPOILER tag, though honestly anybody who doesn't know what I'm talking about at this point... meh.
Now the Rikti are throwing around unfunny jokes and quips, talking among each other, talking to THEMSELVES, speaking with players for no real reason...
In short, my impression was very different from yours, in that I saw it as the Rikti actively trying to sound more human, in their interactions with humans. I didn't really notice them talking to one another. -
Quote:That SR build has 46% to 51% Defense to all positions, all above defense caps, and a half a second interrupt on a 37.6% self-heal that recharges in under 10 seconds. You pretty much completely ignore Defense Debuffs, as well.
Any how, I had a bash as an SR build... can anyone better this, advise me, even suggest another set or pair of sets....
You are survivable on a level that even many tanks would envy. I've got a Mace/SR Brute and a Claws/SR Brute, both with defenses for positions ranging from 44% to 46%, with a similar heal, and I'm basically unkillable outside of multiple repeat knocks from the streak breaker, or if I'm just really not paying attention.
My only immediate suggestions, off the top of my head, would be to dump Taunt (building Fury as a SS brute is not hard at all) to pick up Gloom. Gloom for Brutes is awesome. If that doesn't fit your concept, just leave it with the basic slot and a taunt enhancement (are you going for PVP here? That's the only reason to put accuracy in it, but lolpvp), and move the other slots around.
Adding another slot to Stamina and putting the +end proc in it will help some, but your Endurance is still going to be a bit on the rough side at 2.96/s recovery.
You don't need the +3% psi defense from your Scirroco set in Footstomp. Given your end issues you might want to dump the damage proc for an End Reduction (would drop it by 3 points, which every 10 seconds adds up in prolonged combat) unless you intend to just chow on blues.
The other slot could go into Aid Self for a third piece of Numina's and a few extra HP.
Also, that extra Defense enhancement in Combat Jumping isn't providing you any substantial protection. It's 1.88% without and 2.35 with. Move that slot to Health for a third Numi and that's another HP bump.
Alternately, use one of the slots for Health and put another Miracle in it for the extra Endurance/sec, and swap out the Doctored Wounds in Aid Self for Miracle IOs. It's not a ton of Endurance, but every little bit helps.
Regardless, you want the +end proc in Stamina. -
Quote:This is a very interesting point of perception. I'm unaware of comparative numbers between the two ATs when solo (how long it takes to complete the same mission, solo, for instance) but I pretty much completely gave up on soloing with tankers at low to mid levels. It seemed, to me, such a grueling task that I stopped soloing on tankers some time ago. Defenders are slowish as well, to me, but since I don't play Emp or Force Field never so slow as Tankers do.
We probably disagree mostly on the "definition" of Soloing "well". That's all.
I have played Dark/Electric and Rad/Electric and even though these sets handled missions relatively well (solo), they still were considerably slower than even the "worst" Tanker I have played.
Again, this is purely perception based observation, as I have no numbers to back anything up. -
Quote:I know a lot of the content on this game is easily trivialized by buff sets (Defenders in particular), which by the way makes the entire argument about the inherent even crazier, but believe it or not there are no few circumstances where a team may be taking damage that has nothing to do with how well you're doing your job, in which case the endurance discount may come in handy to keep your end going longer. Further, the very idea that anyone would seriously view it as 'encouragement not to do their job' assumes that any significant number of players are real jerks. Which may be true, but I prefer to think that is not the case.Yeah...it's a pretty lazy fix.
My personal issue with the Inherent was that IMO, a good Inherent both rewards you for doing your job and helps you do it better. All the good Inherents do both of those things.
Old Vigilance rewarded you for not doing your job or doing it poorly and helped you not do it well even better. New Vigilance rewards you for not doing your job or doing it poorly and punishes you for teaming on a team-based AT. GG.
I know this isn't a normal RPG, but there's a fairly common rule of thumb when it comes to interpretation there (and other places): If one interpretation is patently stupid or insane and one is not, the one that is not is probably the way to go. So are we to assume that Vigilance actually encourages anyone (by 'anyone' I mean any significant number of people) to 'not do their job well', or that the Devs assume the above circumstances are more commonly encountered than we do? The former is crazy-and-or-stupid, the latter is perhaps misguided, but reasonable. Do the math.
Further, and I know I'm not even remotely close to being the first person to point this out, you are not 'punished' for teaming. The extra damage when solo is a buff in the single most commonly complained about thing with Defenders, as far as I've seen over the years. When was the last time somebody posted "You know, I realize I turn any team I'm on into a totally absurd killing machine that trivializes virtually all the content in the game, but I'm really dissatisfied with my personal damage output on teams.", and wasn't just being sarcastic?
Defenders add more to teams than any other AT, aside possibly from Controllers (and that's another issue and set of complaints completely). They are not 'being punished' by not getting a damage buff that they get solo. You are not losing a buff as you gain team members, you are gaining a buff without them. You might see that as semantics, but it really isn't. The amount a Defender contributes on a team is not additive per extra members, it is exponential (no math arguments please, the point is illustrative not precise). The Devs are absolutely correct in thinking that Defenders do not need a buff when on teams of 4+ other players, and it's disingenuous at best to play it off like a 'punishment' that you don't get one. -
It is not impossible that, while walking down the street, a live cow spray painted bright pink might fall on the person walking beside you. Just out of the blue, from the sky above. It could happen.
It is, however, so preposterously unlikely that upon telling people about the event some (or even most) are bound to suspect you are making things up.
Or, to use an example more directly tied to your experience:
Say your 'group' consists of 10 enemies. Alright, for each enemy, pick up a quarter. Heads is Damage, Tails is No Damage. Flip each of those quarters 24 times.
What you're saying is that you flipped a quarter two hundred and forty times, and it came up tails, or landed right on it's side and fell between the leaves of your table (to represent the 5% miss chance everyone has). Every. Single. Time.
240 flips and not even a single result of Heads that stays on the table? This is so preposterously unlikely that upon telling people about the event, some (or even most) are bound to suspect you are making things up.
You can drop the group size to 5 and make the claim about 120 attempts, but the result is still the same. I'm not saying you are lying to make your point, I'm saying that while it's possible it happened, I am incredibly skeptical. -
The effects of PBAOEs like Irradiate and PSW (and Drain Psyche) are a sphere, not a disk, so it's more than possible to rely on ranged defense if you've got a good enough eye to pop them from above. Out of melee reach, but within your pbaoe sphere.
It's tricky, but viable, and ranged defense when you can avoid melee range entirely covers more stuff than S/L defense does. -
Name - Barbie Ink
Global Contact - @Green.Star
Level of Classification- Level 50, Spines/Dark Armor Scrapper.
Origin - A Barbie World
Super Group & Rank - Angry Angels (If I haven't timed out from altitis again!)
Optional - [X] Yes! I am willing to lead a squadron if asked. -
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Super Reflexes is a pretty easy Brute secondary if you can IO yourself out around 30 to cap your defenses, it makes the ride to 50 pretty smooth.
Willpower is also considered a fairly fun armor set. -
Quote:Quoted because it is a very good point, and one I had not considered. My play style, regardless of AT, tends towards the crazed and smashy. I use my Earth/Rad controller to herd entire maps back to my team so that it's one long battle instead of a bunch of smaller ones. My Archery/Energy blaster is usually tossing off Rain of Arrows at the next group even as the first one is in it's last thrashes of life. So on and so forth. It's a play style that simply works as a brute, and on teams with brutes, and one that finds the slow and steady (and reliable) style of tankers to be frustrating.
This is how Brutes are designed, they are designed with volatile, fluctuating performance.
They are capable of astounding heights, and truly miserable lows
Tankers and Scrappers are not designed this way.
The perform, constantly and steadily, all of the time for the purpose to which they were designed. They are more reliable in their roles.
For the record, I am not in the 'Brutes outdamage Scrappers' camp, as most of the time that isn't the case, or at the very least it's a close enough thing it doesn't matter. I just prefer Brutes because of their higher HP. I've got a Spines/DA, Broadsword/Shield, and Claws/SR scrap who are all monsters and have 'enough' mitigation for most things anyway.
But back to the point above: I had not considered the reliability aspect of Brutes vs Tankers, and it is a very good thing to keep in mind for why many people might prefer Tanks over Brutes. I'm just never going to be one of them, since my style and means (inf pool across characters) is always going to put my Brutes on a mitigation level close enough to Tanks for 99% of the game's content, and a damage level that far exceeds theirs. -
Quote:Most of my opinion is based on play time in the end game, which I suppose is a qualifier I should make, as I spend 90% of my play time on level 50 chars running Task Forces, missions, farming or PLing, blah blah blah. The number of Brutes I've seen, post-IOs, who cannot solo at least +1/x8 with good speed (far better than I've seen/done on tanks outside of extreme cases of skill disparity), is almost nil. I can't recall the last time I ran into one that couldn't, really.
In all seriousness though, most posts are giving Brutes too much credit, and are often forgetting the wide spectrum of performance that the Brute AT has.
So maybe not as wide of a spectrum as all that, given the qualifier of endgame, post-IO.
Quote:A Brute with full Fury surpasses a Scrapper in damage, but the amount of time the Brute isn't Fury optimized, or during periods of BU and a/or realistic +damage buff, the Scrapper will indeed pull FAR ahead.
Quote:That's City of Soft Cap +95% DDR.
Really, I'd just like to see the tanker have its damage raised some, in some way. I'm not enough of a numbers person to really say how, though. Something to make soloing less painful, and the disparity between Brutes and Tanks less than it is. Or at least less than it feels like. I'm playing a SS/WP and a SS/Shield right now, and both are chewing through missions (solo and teamed) far faster than my SS/Ice or SS/Stone (yeah, I know, I know) ever did. -
Quote:If I'm looking for a tanker, I'm looking for an increase in team survival for whatever reason, probably through damage mitigation, (perhaps the team is heavy on squishies, in a situation where their usual mitigation is less effective, like different types of controllers whose controls don't overlap well, on an ITF). Based purely on the observations of how things have gone down in the past, if neither a Brute or Scrapper is available I'd probably take a Night Widow/Fort or Crab (not so much Bane) for the team defense buffs and damage output they provide before I'd go for a Tanker, if both were equally as much strangers to me.
If you're looking for a tanker, you're looking for aggro management. If you're looking for aggro management, you are not looking for a Scrapper or VEAT.
Yes, if I -absolutely- need aggro control for whatever reason, I'd go Brute, then tank. But very rarely have I found aggro control to be so absolutely necessary that I'd need to do that. -
I also prefer Brutes on a team to Tanks. That isn't to say I won't invite tanks, but unless I know them, I'm far more likely to invite a Brute.
I've played Tanks. I used to play them quite a bit, but without fail every one has been deleted from my accounts after spending a while at 50. Why? Because becoming nigh invulnerable is easy, but taking so long to kill things is annoying. Playing my SS/Ice (pretty much unkillable outside of a series of massive crits so close together I can't hit my heal OR hibernate) next to a SS/Super Reflexes was an exercise in frustration. My footstomp barely puts a dent in enemies compared to the outrageous damage his did.
Survivability? He stood there and tanked Romulus and Requiem and everything else up to his aggro cap on the top of the platform while I tanked the robots at the computer with the team, and when we got up there there was hardly anything left but the AVs.
That was hardly the first example. People say it's 'mostly just forum goers', but in my experience that's hardly the case. I scrapped all my tanks and made Brutes (occasionally I mourn the loss of my /ice tank, but only occasionally) out of them. My Claws/SR brute can tank +3/x8 vs anything that doesn't have outrageous tohit/acc and routinely 'tanks' the ITF and LGTF, even with the auto-hit nictus at the end.
My Elec/Shield is fully soft capped (above 45% on all three positions), has 93% def debuff, a self-heal from Aid Self, and can run at +4/x8 with no outside buffs while killing quite a bit faster than a fully IO'd tank (with mostly the same build, played by a competent player) running at +2/x8. Further, I can all too easily drag aggro right off of tanks unless they spend half their time spamming taunt (which further drags their damage down).
So why wouldn't I want a brute over a tank, assuming team effectiveness matters to me? And it does, to a point. While it's true that an all blaster team CAN complete objectives, it's also true that someone running a completely unslotted character CAN contribute to a team: I'll still probably choose the more effective option (slotted over unslotted, brute over tank) if I have a reasonable choice.
That won't stop me from inviting my friend's SS/WP tank to the ITF, because she's fun, and my friend. Or another friend's Stone/Inv tank. But in the absence of friends, when searching for a melee char to both soak up some damage AND dish it out? I'll look for a Brute. Failing that, a scrapper, then maybe a VEAT and only THEN will I go for a Tank.
It's nothing personal. I just don't really understand why preferring more damage to quite often unnecessarily high survival rates, is a bad thing. -
Ack! Yes, 6, not sure where my head was.
Quote:I dunno, my Claws/SR farms Council at +3/x8, and I occasionally duo it with a SS/Shield. It's not /fire, sure, but Shield isn't exactly a slouch. We're both soft capped, have multi-billion IO builds, but I'm moving spawn to spawn faster than he is by a noticeable margin. Not like 'ZOMG LEAVING IN MY DUST', but enough that by the end of the huge ruined city map I'm three or four groups ahead.By miles ? That gets me a little confused. SS has been considered the best AoE/Farming brute primary for so long, the most obvious choices for a farming brute still being SS/Fire and SS/SD. And we know farming is about AoE more than anything else in the game.
It's possible he's just slower on the clicks than I am, as I do get pretty spastic with Claws, or that he didn't go for the +rech proc in Footstomp though I can't imagine why not.
As for the comment on soloing, my Claws/SR Brute is the primary 'tanker' for the ITFs I run pretty frequently. It's possible that's coloring my view somewhat as Traitors aren't all that susceptible to knockdown, and do tend to charge into close melee range almost immediately.
At any rate, it is possible my perceptions of this are somewhat skewed. Clearly, the answer is to level up a SS/?? Brute and see for myself.
Now I just need to farm/market myself up another couple billion to really outfit it. Hmmm. I'm not fond of resistance sets, though, no matter how nice /fire is. Maybe SS/Shield or SS/SR. -.- -
The -only- thing Footstomp has going for it is it's radius (15 vs 8) and it's knockdown. In the time it takes someone to use FS twice (assuming enhanced/hasten buffed recharge time of 7 seconds), I can have used Spin 3 times (assuming enhanced/hasten buffed recharge time of 4.5 seconds), and done over twice as much damage per target. While an argument can be made that the nearly double radius of FS makes up for this, in my experience almost all enemies have melee attacks and make it into that 8ft radius almost immediately.
Add to that the fact that FS comes at level 32, while Spin comes at level 8? Yeah, I'm comfortable saying Spin > FS, and that for AoE, Claws > SS by miles by virtue of having -other damaging AoEs-, which SS does not. -
I don't think I'd ever consider dropping Impale, especially given Quills' tendency to make enemies run. And again, Physical Perfection is sort of meh with Fire. Certainly not worth giving up Impale.
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Chaos:
Maybe I'm missing something, but is there ANY -kb in that build? And no Impale?! o.O -
To my mind, way too much focus on some really strange slotting choices. You've got an awesome self-heal, with only half its enhancement towards recharge. Why? The set bonuses for +HP and +Regen you're getting there aren't worth it. Your shields (at least fire shield) aren't even slotted for resistance, and you've got... Maneuvers? o.O I don't even understand much of this build. Is there a specific goal you're going for? This is probably how I'd build a Spines/Fire, though keep in mind I've not made a Fire Armor char before.
It's got lower global recharge/+hp/regen, but better defenses by a fairly large margin and better resistances, though not by quite so much. With Hasten up Healing Flames is on a 14 second timer, 19 seconds without it. It's also got lower Recovery by a small margin (3.05 vs 3.2), but with Consume it's not so big a deal.
I dunno how you feel about purples, but I threw the Chance for Knockdown into Throw Spines. With this build it's up every 5.78 seconds with Hasten or 8.71 without (as opposed to every 8.81 from your build), and the knockdown chance is -very- noticeable. I use it in my Spines/Dark and having a hugely wide cone to lead with that has a chance to knock the targets down while I get into position for spine burst and the like is -really useful-. It doesn't always fire, but it happens enough that I know it contributes to my survival.
The one really big change, and this may be a gamebreaker for you, is that I dropped Burn. You've got Immob protection in Combat Jumping (which you should have on for the +defense anyway), and without an Immobilize it's not a very effective power for a Spines primary character because 99% of the time you want the enemies in close. They try to run off a bit enough with Quills (and I assume Blazing Aura, since Death Shroud does as well) as it is, Burn just seems like it'd make things even worse.
Anyway... not sure if this is anything like useful to you, but it seems like if you aren't able to even handle a +1/x5 atm, what have you got to lose?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Experi-Moe: Level 50 Technology Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), KntkC'bat-Dmg/EndRdx(43)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx(36)
Level 2: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 4: Healing Flames -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(7), Mrcl-Heal/EndRdx/Rchg(7), H'zdH-Heal/EndRdx/Rchg(11), RgnTis-Heal/EndRdx/Rchg(11), S'fstPrt-ResDam/Def+(31)
Level 6: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-%Dam(13), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 8: Swift -- Run-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(50)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(39)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-EndRdx(40)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), RgnTis-Regen+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(34)
Level 22: Consume -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Rchg(23), P'Shift-EndMod/Rchg(37)
Level 24: Impale -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(25), Thundr-Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(43)
Level 26: Quills -- Sciroc-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(27), Sciroc-Acc/Dmg(27), M'Strk-Acc/Dmg(40)
Level 28: Ripper -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-Dmg(29), Oblit-Dmg/Rchg(42)
Level 30: Boxing -- Empty(A)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Ragnrk-Knock%(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(39), Aegis-ResDam/Rchg(39)
Level 41: Char -- Lock-%Hold(A), BasGaze-Acc/Rchg(46), BasGaze-Acc/Hold(48)
Level 44: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Melt Armor -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(50), ShldBrk-Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 12.4% Defense(Smashing)
- 12.4% Defense(Lethal)
- 13.3% Defense(Fire)
- 13.3% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 12.4% Defense(Melee)
- 15.5% Defense(Ranged)
- 18.9% Defense(AoE)
- 43% Enhancement(Accuracy)
- 18.8% Enhancement(RechargeTime)
- 15% FlySpeed
- 100.4 HP (7.5%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 4.95%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 4.4%
- 9.5% (0.16 End/sec) Recovery
- 30% (1.68 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.13% Resistance(Negative)
- 20% RunSpeed
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Both builds give me some stuff to consider.
I had noticed the overslotting for damage in Quills/Death's Embrace, but I did want that melee defense. I might burn a respec or two trying it with S. Dervish instead. Maybe the Fire damage purple proc in one of them.
AH! Hm. I remember I was going to try a proc'd out Quills spec and see how it'd fare... just toss two Acc/Dam/End IOs in there at 50 for 42% to each, then Chance for Fire, Energy, Smashing, Lethal. I know they only check once every 10 seconds, but... but...So pretty.
Re: The Purples. I run like a million ITFs, so occasionally when I find one I toss it into a power where it'll help a bit more than whatever I've got. Call it saving for a rainy day. -.-
While my single target damage can be a bit anemic, other than farming stuff specifically weak against me, I don't really solo, and single target damage isn't that big a deal on teams. I build for aoe damage and durability, mostly. Still, Quills -could- use better slotting, procs or otherwise. Needs Acc/Dam/End enhancement but is really only getting Acc/Dam. Hm.
Thank you for the input, I will be tweaking the build some using some things said here and what I've seen in your posted builds. -
Quote:I pop them if they start showing up in my tray just becuase they're useful and to make room for more reds to show up, but I can't really recall the last time I hit one because I thought I needed it.
I am still a bit new to tweaking to offer up anything useful and it is an impressive looking build. Are you popping any purples when facing down a boss or AV?
Quote:BTW, your title now has the awesome 2NU song stuck in my head.
Quote:You have to toggle on the accolades in Mids after selecting them. With those on (and deselecting the click power accolades because those skew the numbers a lot), it says you have 3.83 end/s, which is closer to your actual value. If your real value is exactly 3.89 then there's still something missing, though. -
Quote:Same feeling with SR, but they're just missing you.
By far the most fun thing about ELA though is watching a sapper just shoot you nonstop and not even caring.
Now, the auto-hit end drain of dead carnies is another thing entirely. :/ -
Quote:There is no notable cascading defense failure possible in SR once your defenses are slotted. An even passingly well slotted SR build will have met the 95% Defense Debuff Resistance cap, at which point even if something hit you for a 75% Defense Debuff you would only be debuffed by 3.75%. Assuming you're capped at 45%, your defense drops to 43.3%.
I personally don't care that much for SR and its occasional cascading defense failure
I just chose 75% for a high number example, but I'm pretty sure in PVE the worst you're likely to run into is 30% at one time, or the ITF as a whole. My Claws/SR can stand in the middle of a full aggro cap worth of Traitors and even when hits go through my defense numbers only flicker -after- the decimal point, not before it.
Granted, I'm talking about mid to late game, but that's mostly what I play. I suppose it's more of an issue earlier on.