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Soloists are still screwed, of course.
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Well, relative to teamers. But people have repeatedly said "low level characters..." when they meant "low level soloists..." through this thread. Every few pages I have to post the same thing because every few pages people start drifting into implying that it's a universal problem - that everyone, at all times, has this problem between level 12 and 20.
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I have a bad habit of assuming everyone knows I solo most of the time so I'm probably guilty of that as well. -
Plan on Saturday. I'll throw a thread up in the Pinn forum.
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The original post did specify something about soloing. 3+ people on a team, I don't find endurance to be a problem, period.
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This I can certainly agree with. My experience with low level teams is that they manage to keep moving most of the time. There's still a good bit of resting but the team as a whole tends to keep moving. Quite different from soloing at those same levels in my experience.
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This also squares with my experience, even on end-hogs like stormies.
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And it makes perfect sense why this would be so. If 3 of the 4 are fighting, it's easy for the 4th to take a knee.
As you progress through the mission taking turns in this manner, it practically negates the downtime.
Soloists are still screwed, of course. -
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PvP does not offer ANY of these rewards.
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It offers IOs now. -
Sorry, Iggy. This kind of stupidity I only run on Pinnacle.
Cuz we'll be drunk.
Cuz it's Pinn, yo. -
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GFS->Inc->Cre->FS ---
On my FM/SD and I'm looking at 260+ DPS with max out AAO...
And now to work on the last 10 levels...
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Which is close to what I figured. And I did so without any thought toward damage procs.
My gut is telling me that FM/SD will win, as it should since it has no secondary effect. -
On FM's DoT, only the two swords have it for the chain I was using, and CoD made it seem like they were nothing but an 80% chance of all the DoT hitting. So I tacked on that damage at 80% of the actual value but didn't allow it to affect the crit value.
On endurance burn, I mentioned sustainable attack chains in the hopes that folks would only post the attack chains they use for soloing AVs/Pylons without insp usage. So either you have the end to cover your chain against a pylon or you don't.
And if ya don't, they you FAIL and your chain doesn't work! muuahahahah
But seriously, I'm only figuring out max DPS in the most optimal of situations for the most tuned and IOed to the gills builds.
However, I will go ahead and figure out the end burn and throw it into my sheet and we can figure out later if it's even possible. -
I'm going to have to revisit my FM chart to include Gloom.
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Wooty. Lots of datapoints. I'll throw in the tank, but with lacking crits or fury and having the low AT mod, I kinda doubt anything tank will be in the running for highest single target attack chain.
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From Siolfir:
Brute
DM
Gloom, MG, Smite, SL, repeat
255% total recharge in MG -
Cool. I just cranked up this thread in the scrapper forum looking for attack chains. I'll go post your info there.
EDIT: I'll plug this into my spreadsheet tonight and see what comes out. -
And here it is:
I know for claws the best single target chain (without going insane on the +recharge) is FU, Slash, Focus, Strike, Repeat.
But I don't know what the best chain is for all the other damage primaries.
So here's what I request:
If you consider yourself a master of a primary, what's your single target attack chain? I'd like the brutes to weigh in on this as well.
Please reply with this format:
Brute or Scrapper
Primary
Repeatable and sustainable attack chain
How much global recharge do you need for that chain?
The sets I'm most interested in are katana, stone melee, energy melee, dark melee, super strength and fiery melee.
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The extra defense also makes for good padding against defense debuffs (like romans, and they have ALOT).
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He's SR. SR laughs at defense debuffs these days. Capped DDR without even using elude at level 50. -
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Onto the FM/SD Scrapper tangent, if you're abusing AAO to the point where it's that much better than Fiery Embrace, wouldn't Soul Drain put Dark Melee ahead?
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Going off of the times posted in the scrapper pylon thread, it appears that the answer is no. Meaning that DM + saturated SD and AAO isn't quite as good as FM + BU + saturated AAO.
However, I haven't sat down to figure out what the best attack chain for DM is and ran the numbers on it either.
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Do remember that "Brute" DM get's Gloom, which is a definate addition (and huge boon) to DM's attack chain and damage output. So that may change the output of DM for Brutes somewhat.
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I'd love to crunch the numbers on it later. Any IOed out to the gills DM users want to share their repeatable an sustainable attack chain? Scrapper and brute would be nice. (My em/fa brute uses gloom as well. Great attack.) -
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Onto the FM/SD Scrapper tangent, if you're abusing AAO to the point where it's that much better than Fiery Embrace, wouldn't Soul Drain put Dark Melee ahead?
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Going off of the times posted in the scrapper pylon thread, it appears that the answer is no. Meaning that DM + saturated SD and AAO isn't quite as good as FM + BU + saturated AAO.
However, I haven't sat down to figure out what the best attack chain for DM is and ran the numbers on it either. -
I PLed a fire/shield brute to 22 to skip the boring levels and he's 24 now. He's my next project. Going for soft-cap, perma-hasten and purpled to the gills.
I haven't even put it together in Mids yet because... well... because I'm scared of the power. I'm afraid of the inevitable corruption.
I'm already giddy with madness. -
And it's a PITA to even get +200 global recharge on your own, so you gotta take that into account.
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Fire Melee is pretty stout. Fast Animating attacks (scorch, incinerate and fire sowrd) are perfect for +dam procs and building Fury.
I'm running a level 42 Fire/SR brute that eats through content. I will say /sr is a late bloomer, much later then WP.
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If I figured everything correctly, a fire/shield scrapper abusing AAO might have the highest sustainable single target DPS. And I didn't even account for damage procs. That was using Incin, GFS, Crem, FS, repeat, which may not even be the optimal attack chain. -
recharge cap: +400
MoG base recharge: 240 seconds
MoG duration: 15 seconds
X = 240/(1+4)
X= 48
48 > 15
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Assault/Mitigation archetype
Energy Assault/SR sounds fun. Fire Assault/Regen, that kind of thing.
Yes, I know, it screams tank mage. But that can be dealt with through lower base hitpoints and adjusting which melee and range tables they use. -
Here's how I'd do it with nothing but SOs. An IO based build will of course be a different monster.
If you don't have Mids' hero Designer, you should get it. Awesome tool for putting builds together.
The build below has:
70.2% SL damres
23.4 FCENT damres
With 5 enemies around you, you'll have 26% defense to types all but psi.
You'll note that I left out shockwave. I love shockwave on my claws/sr. I love it a lot. But it does knock enemies all over the place and that's bad for invincibility. I replaced it with conserve power which freed up slots for other things.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
clawsinv: Level 50 Technology Scrapper
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- Acc(A), RechRdx(3), EndRdx(7), Dmg(34), Dmg(45), Dmg(50)
Level 1: Resist Physical Damage -- ResDam(A), ResDam(40), ResDam(50)
Level 2: Slash -- Acc(A), RechRdx(3), EndRdx(7), Dmg(34), Dmg(46), Dmg(50)
Level 4: Dull Pain -- RechRdx(A), RechRdx(5), RechRdx(5), Heal(36), Heal(37), Heal(37)
Level 6: Swift -- Run(A)
Level 8: Follow Up -- Acc(A), Acc(9), RechRdx(9), RechRdx(15), EndRdx(34), Dmg(46)
Level 10: Temp Invulnerability -- EndRdx(A), ResDam(11), ResDam(11), ResDam(15)
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Super Speed -- Run(A)
Level 16: Unyielding -- EndRdx(A), ResDam(17), ResDam(17), ResDam(31)
Level 18: Focus -- Acc(A), RechRdx(19), EndRdx(19), Dmg(31), Dmg(37), Dmg(42)
Level 20: Health -- Heal(A), Heal(21), Heal(21)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Spin -- Acc(A), RechRdx(25), EndRdx(25), Dmg(40), Dmg(43), Dmg(48)
Level 26: Eviscerate -- Acc(A), RechRdx(27), EndRdx(27), Dmg(43), Dmg(43), Dmg(46)
Level 28: Invincibility -- EndRdx(A), DefBuff(29), DefBuff(29), DefBuff(31)
Level 30: Kick -- Empty(A)
Level 32: Tough -- EndRdx(A), ResDam(33), ResDam(33), ResDam(33), EndRdx(40)
Level 35: Tough Hide -- DefBuff(A), DefBuff(36), DefBuff(36)
Level 38: Weave -- EndRdx(A), DefBuff(39), DefBuff(39), DefBuff(39), EndRdx(48)
Level 41: Resist Elements -- ResDam(A), ResDam(42), ResDam(42)
Level 44: Resist Energies -- ResDam(A), ResDam(45), ResDam(45)
Level 47: Combat Jumping -- DefBuff(A), DefBuff(48)
Level 49: Conserve Power -- RechRdx(A)
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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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[u]Set Bonus Totals:[u] -
We should have a claws/sr meeting sometime and do something silly.
5th diff ITF would be a cakewalk since I know some of the claws/sr users would show up with aidself. Let them tank the autohit fluffy. -
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What about Paragon Universe Online?
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PUO
Sounds like POO. -
Kranik,
I'd go conserve power.
Beyond that, get stamina 3 slotted with perf shifters for another 25 hit points and more movement speed.
I was going to say replace the Gift of the ancients with Serendipity for more HP and regen but you'd lose a lot of run speed doing so. -
Because when you're level 50 you won't have the best single target damage, won't have the best mitigation and won't have the best AoE damage.
Claws is simply good at it all. Nothing else to it.