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Posts
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Joined
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Lift with my lvl 50 grav/emp. Slotted for KB. On a lvl 1 hellion. It sends him up into the stratosphere.
Turning up Force bubble at the cimeroran wall and try to make a minion fly into the town. With good positionning and timing it's doable to "push" a mob on a large distance without him falling. -
Quote:I agree on that, by low recharge i mean, 20-30% global recharge and of course 80% + slotted in dark regen. I think it's ok at a 14sec or so recharge if the defense is good. I think it's easy enough to get some +rech with the Lotg uniques in all the defense powers we're forced to take.I'm not so sure we want to settle for a super low recharge chain on Dark Armor, though. Recharge improves Dark Regeneration, which, even at the soft cap, is still one of the most critical powers. So I'm not sure I'd set, for instance, "good chain at 0% global recharge" as a goal, because I wouldn't want 0% global recharge as a goal.
Quote:And just to get on board as I try to make continued improvements to this concept, what are people focusing on that makes them see the builds as unplayable? Is it the endurance usage? That's the reason that I wouldn't want to play the one I made, but I consider my "needs" (no temp no insp AV soloing) to be special, not general.
Iggy's first build has a 2.36 EPS recovery before attacks, and also has Conserve Power. I'd have to do some math to check it, but on the surface, it doesn't look like it would have an endurance problem for anything BUT pylon and AV soloing without temps or inspirations, and it might be OK even there. Does that one not count because it has typed defense and Fire and Cold aren't soft capped?
So, what are we shooting for here? 45% defense to all positions OR to SLFCEN with sustainable endurance usage for no temp no insp pylon and AV soloing? That's a pretty strange definition of "playable"! Mind you, it's the definition I'd be using for my own play, so I'm with y'all.Oh! And Cloak of Fear instead of Oppressive Gloom, because I agree with Celidya that it's more fun (and a better choice for a soft-capped Darkie). Do we need to add a 200+ DPS requirement to make Shred Monkey happy too? This is getting hard!
But really, if we can get a 200+ DPS, soft-capped non-sword Dark Armor with sustainable endurance use and Cloak of Fear, how cool would that be? I don't think it's possible, particularly if Shred's been working on it for two weeks without success, but maybe... just maybe...
-soft capped to S/L/N/E at least, maybe all positionnals but i fear it costs too much in the other areas
-decent endurance management with conserve power, sustainable by turning off some powers when i need too (i'm used to toggle management with /dark anyway so i often turn off one or two resist toggles, sometimes CoF too). But i have a very aggressive playstyle and i hate downtime.
-CoF rather than OG
-enough ST dps to feel like a scrapper, not looking for something super high but, enough to takes on an AV. I'm not sure, i have never ever build a toon to be focused on ST dps since i'm an AoE fanatic. I think my best ST character is the katana/dark yet she has the cone and pbae. Anyway, something better than spines ST dps for sure: that's the whole point of making something else than spines, i feel a bit useless at the end of a tf when we come to the AV.
-the pbae attack at least, a cone with it maybe to keep some decent AoE output
I would roll the build the second it's posted if:
-Soul transfer can be included
-hurdle/combat jumping/superspeed for my travelling needs
Now of course i'm sure THAT won't happen but heh, why not. I would even pay for the pvp IO with such a build since that would be what i'm looking for for months (years now): high survivability, good AoE and ST dps, and all of that with /dark and the powers i enjoy for the fun factor. That's still a dream, though.
The main problem with the staminaless builds for me is that they can't exemp at all below 40+. And i WILL need to exemplar down at least for the accolades, tfs and stuff, while i don't tend to build with that in mind for set bonuses (i always prefer high level IOs) i like to at least have the powers in a decent order to make it playable through the low levels tfs.
I sure would love a fire/dark with that. I think about rolling a fire something for a while now but couldn't find a decent build. Though of course DB/dark would be awesome as i have a cool concept for her, i'd love to see what can be done with other builds and in the end i'll probably roll everything/dark. I'm now pretty much set on /dark being my favorite powerset in the whole game so, why not.
Btw i already have spines/dark, claws/dark, katana/dark, got a dark/dark tank all to 50 and a 35 SS/dark brute i deleted, now the DB/dark is going well. Whatever/dark coming soon depending on the builds posted here, and i'll sure make more darkity darkness once i can bring brutes on Hero side as well.
And yeah, Iggy's first build is great. It fits most of the points, though not all of them so i'll probably tweak a bit here and there.
To be honest i don't mind for pylons or AV soloing. I just want something that can stand toe to toe against an AV after the tank hits the floor or even a team wipe and maybe finish it off. That's something i miss with all my /dark characters but the katana/dark (and i don't like her. I don't like the divine avalanche animation and it breaks the whole fun i have with her), whenever the AV turns on me, i die in a matter of seconds unless i go through all my inspirations. So as long as i can survive and have enough dps to have a chance to kill it, it's enough, i don't need to be on top of the ladder. About insps, i'd rather do without them as i like to be consistant over time and be at 100% of my power at any time, rather than counting on long recharging stuff, god modes, inspirations (as i can run out of them), etc.
But then, just make builds you find fun and/or effective, i think it will be useful to a lot of readers, or at least a good source of inspirations. I think i'm quite used to builds and Mid's now yet i'm still amazed at what some peoples can make that i would never think about. So even for that it's a very good learning process and i love to see this kind of stuff ! -
Considering the attempts i think it could be possible with a different primary maybe. Something with a low recharge attack chain made of 3-4 attacks to allow for all the other power picks, build up instead of follow-up (to easily slot the Gaussian set) and either endurance tools or low endurance usage. Mmmh...
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Well i think there is some, if high recharge is not needed for the offense. I can't count how many times i thought "damn i really wish i had soft capped defense" on my other /dark characters when doing a tf or even some "hard" group stuff since i like to dive into spawns first and even with 75+ recharge and hasten running dark regen is not enough by itself to keep up with the damage.
It often seems like i just need something to reduce the alpha strike or give me a few seconds before dropping into the red after the first heal, even if i'll eat a lot of debuffs, high defense is probably the best bet here.
But i just don't like the idea of going for defense if i don't hit the soft cap, as i tend to be "all or nothing"
Overall the s/l/e/n softcap build posted at the beginning seems like the best when it comes to being playable and not gimping the whole character and its concept/fun, as i wouldn't play /dark if i had to do it without some specific powers i enjoy (such as soul transfer and CoF), not counting the blue bar problems -
Seeing group fly being useful for something (even as an IO mule) is... disturbing
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This one sure looks like a nightmare for the blue bar ^^ But it shows it's doable somehow, still impressing.
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Awesome, Iggy ! Thanks a lot, your build looks like a much better plan than going for positionnal, i knew something like that was doable but i just couldn't find a way. Going to tweak a few slots here and there but i'll probably use that as a basis, though it's way too expensive for me right now it gives something to look forward. If only i could find a way to get rid of the 3% pvp IO, this one alone is probably as expensive as the whole build without it, lol. I'll do without it anyway, without any ddr it will probably be like my katana/dark (sitting at 42% too without the damn IO), where i just pop a small defense inspiration whenever it gets rough, and i'm fine for 99% of the content.
Side question, can this build run the BF + AV attack chain fine enough ? I'm not a number cruncher when it comes to recharge, it looks good for me but, better be sure.
Desmodos, not at all, it was just because i couldn't fit them. Ideally i'll look for BF + Attack Vitals + Typhoon Edge, as i'm an AoE fanatic. -
Is it even possible ?
My new scrapper is a bit of a concept character but then i thought, heh, i don't need as many powers as usual from the primary and the DB attack chain doesn't need a ton of recharge so, why not build her for defense ?
After playing a bit with Mid's i came up with that, though i'm not happy with it at all. The 3% pvp IO is faaaar out of reach so i'd rather build without it, but i fear even with it i'll be short on the defense.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- Empty(A)
Level 1: Dark Embrace -- Aegis-ResDam:53(A), Aegis-ResDam/EndRdx:53(17), Aegis-ResDam/Rchg:53(46), Aegis-EndRdx/Rchg:53(46), Aegis-ResDam/EndRdx/Rchg:53(46)
Level 2: Ablating Strike -- T'Death-Dmg/Rchg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Acc/Dmg/EndRdx:40(3), T'Death-Acc/Dmg:40(45), T'Death-Dam%:40(45), T'Death-Dmg/EndRdx/Rchg:40(45)
Level 4: Death Shroud -- Oblit-Acc/Dmg/EndRdx/Rchg:53(A), Oblit-%Dam:53(5), Oblit-Dmg:53(5), Oblit-Acc/Rchg:53(43), Oblit-Dmg/Rchg:53(43), Oblit-Acc/Dmg/Rchg:53(43)
Level 6: Murky Cloud -- Aegis-ResDam:53(A), Aegis-ResDam/EndRdx:53(7), Aegis-ResDam/Rchg:53(7), Aegis-EndRdx/Rchg:53(9), Aegis-ResDam/EndRdx/Rchg:53(17)
Level 8: Maneuvers -- LkGmblr-Rchg+:53(A), HO:Enzym(9), HO:Enzym(15)
Level 10: Blinding Feint -- T'Death-Acc/Dmg/EndRdx:40(A), T'Death-Dmg/EndRdx:40(11), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg:40(13), T'Death-Dam%:40(13), T'Death-Dmg/EndRdx/Rchg:40(15)
Level 12: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(42)
Level 14: Hurdle -- Jump-I:53(A)
Level 16: Health -- Heal-I:53(A)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg/EndRdx:40(A), T'Death-Dmg/Rchg:40(19), T'Death-Dmg/EndRdx:40(19), T'Death-Acc/Dmg:40(39), T'Death-Dam%:40(40), T'Death-Dmg/EndRdx/Rchg:40(40)
Level 20: Dark Regeneration -- Nictus-%Dam:53(A), Mrcl-Heal:40(21), Mrcl-Heal/EndRdx/Rchg:40(21), Mrcl-Heal/Rchg:40(37), Mrcl-EndRdx/Rchg:40(39), Mrcl-Heal/EndRdx:40(39)
Level 22: Cloak of Darkness -- LkGmblr-Rchg+:53(A), HO:Enzym(23), HO:Enzym(23)
Level 24: Stamina -- P'Shift-End%:53(A), P'Shift-EndMod/Acc:53(25), P'Shift-EndMod:53(25), P'Shift-EndMod/Rchg:53(37)
Level 26: Sweeping Strike -- Oblit-Acc/Dmg/EndRdx/Rchg:53(A), Oblit-%Dam:53(27), Oblit-Acc/Rchg:53(27), Oblit-Dmg:53(34), Oblit-Dmg/Rchg:53(34), Oblit-Acc/Dmg/Rchg:53(34)
Level 28: Combat Jumping -- LkGmblr-Rchg+:53(A), Zephyr-Travel:53(29), Zephyr-Travel/EndRdx:53(29), Zephyr-ResKB:53(33)
Level 30: Cloak of Fear -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(31), Cloud-Acc/Rchg:30(31), Cloud-ToHitDeb/EndRdx/Rchg:30(31), Cloud-Acc/EndRdx/Rchg:30(33), Cloud-%Dam:30(33)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- Aegis-EndRdx/Rchg:53(A), Aegis-ResDam:53(36), Aegis-ResDam/EndRdx:53(36), Aegis-ResDam/Rchg:53(36), Aegis-ResDam/EndRdx/Rchg:53(37)
Level 38: Soul Transfer -- RechRdx-I:53(A)
Level 41: Weave -- LkGmblr-Rchg+:53(A), HO:Enzym(42), HO:Enzym(42)
Level 44: Conserve Power -- RechRdx-I:53(A)
Level 47: Physical Perfection -- Numna-Regen/Rcvry+:53(A), Mrcl-Rcvry+:40(48), P'Shift-End%:53(48), P'Shift-EndMod:53(48), EndMod-I:50(50)
Level 49: Super Jump -- Zephyr-Travel:53(A), Zephyr-Travel/EndRdx:53(50), Zephyr-ResKB:53(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:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 15.4% Defense(Smashing)
- 15.4% Defense(Lethal)
- 24.1% Defense(Fire)
- 24.1% Defense(Cold)
- 11% Defense(Energy)
- 11% Defense(Negative)
- 6% Defense(Psionic)
- 24.8% Defense(Melee)
- 16% Defense(Ranged)
- 28.2% Defense(AoE)
- 2.25% Max End
- 5% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 46.3% Enhancement(RechargeTime)
- 15% FlySpeed
- 110.4 HP (8.25%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.8%
- MezResist(Immobilize) 10.8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 2.5%
- 5% (0.08 End/sec) Recovery
- 30% RunSpeed
- 7.5% XPDebtProtection
Code:Anyway it's just a try in Mid's, i have no plan to play with such a build but, i'm looking for ways to improve it and maybe reach the soft cap without gimping the build so much that it would destroy the whole purpose of being a scrapper. If softcap to all 3 positions is not possible, i'd like at least melee/ranged as they're more important than AoE, but i can't see how to make something decent yet. Or Smashing/lethal and maybe energy/negative instead of positionnals, but it seems harder.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1393;696;1392;HEX;| |78DAA5535B4F1351103EDB6E29D01BE5562820B77229852D45126F0F46041443132| |28607059AB5ACD058DB66B726128DC1779F34D1275FFD0FC67FA2BE79FD0F8A7566| |BED33EE8A39BF6FBF6CC9939F39D99D9FCA3D5B05227979511BD5AB63DAFB05D74E| |D5ACD710379FBB0545441A554B2692BE49DB2E358AB0FED7261A56C1F38DE506B6B| |D5B9E7543CDAB4DDFB852BEE83AA1BDFA81C39AE53A95BCD97D856B55AB6361D8A7| |4BDA3522D2CEBF552BDE2785EB8B9592B550E237AE7F0A84EABF85AAD54B456AA07| |C785BCEDD51DF7788064A5E9FF98F5C9D3A01F3D2ACD16432CA65AA69765D5B528B| |490032D81CE0A3D096A6FD50818BB4433CA7707B427347F1B5400ED0BCD51945F47| |F91B3E3EC86403D14F59CDFD029D827E0B65282AA0A50520AD0DD2DA20AD1DD2BA2| |02D4EEE41B8FB827D7038472BD3AFA29A9F924B87E86F043AA0B713EA3B719730D4| |87A13E0AF5F31415C2C14628412F232ABD44EA73AA8D7622D8519159C52983648A6| |9532C25A61332C5F5EDE3C8DA8D74DD483E8DAC33C83A83AC0B14D5A3B5F60C48B1| |7A370CDEE9BD2E94BA2634BD0E5A13B228AA4F17A10F45E8D7976F723BB924E0E24| |FBC964A0FBC02BD104ABD147A467E835AF6209A9644D392E8D6387A378EA68DA369| |FD1435A44F1F8280E10FB233FC5168EC935096FC46E01718F9ECE3A29EF902FA0AF| |A2634F61DF443C8A0A8513DBFA332BF7EB24CE82199C03C4C625626312B93989514| |862447EE53A8AA9ACA487B4C32CDEA92CD42715A97AAC9DB74ED8C4E9B41D4DB885| |296CE6BED4854F686B4208B9A6651CCDC98E249495092459CE05B443D72A8470EF5| |1836FFFE3237FFB16C99AD8F4F196219355B5FEF7F3DEFC2CD5C1D373B096F316C3| |1EC30EC32EC31EC33D80C77198A0C8DF7ADE8D879167481E122C32586E7EC140C11| |8418C20C118628438CA18BA187A19F21C9F086A1F10770BBFED9| |-------------------------------------------------------------------|
Any idea to make it look better ? -
I tried a kin/arch a long time ago and... not worth the time, really. It might be ok if it's your only 50 but otherwise, waste of time. It takes some time to setup, which is the problem with defenders imo. By the time you can ae mezz, siphon speed, run in, FS, fire RoA, explosive arrow, heal, and pick the survivors, a dedicated farming character will wipe two spawns.
That's more or less true for any defender as well, defender *can* do decent damage but for that they need to spend time buffing/debuffing, not counting the time spent healing/recovering/draining/whatever. While a farmer can just spend all this time attacking and killing more mobs. So even if a soft capped/damage capped defender can deal good damage it will never really have a fast enough pace compared to the average scrapper or tanker jumping into the spawn and spaming AoE powers.
There's the lack of mezz protection too, any mobs with any kind of mezz can slow down an offensive defender, and any big hitter will be fairly dangerous too. That doesn't leave much to farm, and spending time with holds or various tactics to avoid mezzers will slow down even more. -
Quote:I see the point and i often considered Energy torrent too, i even tested it a long time ago, however i don't think it does the job well enough. First, the cone is pretty narrow compared to throw spines, so it most likely won't hit all the mobs in a spawn. Hell, i can't even hit all of them with a spines burst because i often jump into spawns with twice more mobs than the target cap allows to hit. On top of that it forces a redraw, some don't bother, i do and i hate that with spines because it breaks the flow of the attacks i thinkOn the points mentioned about how Dark Armor is more survivable, Look at what we're talking about here. Playstyle. We're farming with the spines. With the build I was suggesting, the spines/fire gets energy torrent as part of its aoe attack chain. Enemies are knocked down when you go into melee with them and a good portion of the time, that or dead.
Quote:Then on that note, fire's heal does not need targets to heal off of, the self rez does neither. And most importantly, the scrapper doesn't need to be in constant melee to benefit most from the defensive capabilities. On top of that, fire armor, not even considering fiery embrace at all in this equation, gets consume, which puts it GOBS ahead of dark armor for farming purposes for endurance reasons. I've made good DA builds with miracles/numinas and PP and lots of end reduction, but the recharge let by the spines/fire easily puts it over DA in my opinion on a farming standpoint.
I have stamina 4 slotted, conserve power, ToE proc in Dark regen and i run almost all toggles (with CoF instead of OG), sprint and superspeed half the time. Unless going against endurance drainers or mobs happily spamming tohit debuffs (like a bunch of CoT death mages) i never pay attention to my blue bar. Consume ? With conserve power + dark regen and the proc i can heal half or even all my blue bar... every 8sec and 4 times my health bar in the process, too. I don't think i've ever been waiting for the blue bar for anything but some CoT missions or carnies, and i tend to keep superspeed all the time just because i want to be fighting 95% of the time and not spend time running between mobs.
Based on Mid's data compared to in game data, and taking OG, i would even make a staminaless spines/dark using only PP. It would work well enough, but it would be impossible to mentor and do the lower level stuff so, i leave that out of the way. I think PP + stamina is overkill, i prefer to take something more useful instead. /dark endurance issues disappeared with IOs, and while this set is hell without them, with a good build i think it needs less endurance help than some other sets out there as long as you adapt your playstyle to it (toggle management), at least for farming and normal missions. Not talking about AVs or RWZ challenge or stuff like that of course, i would die very fast
The self rez is arguably better for fire, i think it depends on the situation. For soloing it's a lot better, however for teaming the massive ae stun + regen to full life/stamina of the dark rez is more useful i think as it gives some breathing room for the whole team and can stun anything short of AVs.
Anyway /dark doesn't need at all to stay in melee all the time. I spend most of my time jumping for cones and to forces mobs to switch to ranged/melee so i can delay their attacks and keep up with the heal. It takes a bit more practice and sometimes can be annoying but, 99% of the time it's not an issue at all, just a specific playstyle that won't suit anyone, that's a sure thing. In fact i don't run CoF for defense at all, it's slotted to get a cheap 6,25% recharge and for the damage proc on it, as i like the damage auras and every little bit helps (+ it looks cooler than OG). I couldn't care less for the fear/accuracy debuff that is worthless anyway, and OG was annoying more than anything else, i want mobs around me, not wandering.
But not much point arguing about it really, i think both are good, while being much lower survivability than the soft capped shields or SR of course. So in the end the whole point is to farm stuff we're comfortable with, and when i do that i don't even need to heal, so fire or dark is in the same boat. I think the whole point of /fire or /dark is not to survive and tank stuff like soft capped secondaries but just to kill stuff until you die, self rez, then proceed to kill the stuff you didn't kill before then keep on killing more stuff. And both are very effective for that with their tools for health and endurance. -
It depends on what you want to do exactly.
For general aoe goodness spines/dark is, by far, the best for overall survivability/damage. I don't see the point of spines/fire, there's a point where you have enough damage to quickly wipe the spawns and all you need is survivability to take on bigger spawns and/or larger. Mine is fairly old and was ok with a cheap IO build, now i brought her up to date with a solid build and, wow. Build up + throw spines + spine burst and a ripper to finish the lieutenants, i can wipe +1 x8 spawns in a matter of seconds. The damage auras are awesome, but what makes spines/dark shine is the range: the pbae and cone both have a huge range. It's all at the expense of survivability, though with very high recharge and clever kiting i find i'm as survivable as the average scrapper around while dealing crazy damage.
However, if you want to farm AE with tightly packed mobs around you, then you should consider claws/dark. Its main drawback is the very short range on the pbae but if you can hit enough ennemies with it, Spin is muuuuch better than spines burst. In AE farming back in the days when you could spawn hundreds of bosses my claws/dark was the best character i had for that. Attack chain was follow up > spin > evisecerate. With a kin you can just chain spin and eviscerate and everything dies very fast.
In general missions/tfs or older farm maps it's not as good, in the typical mob spawns a spine burst can hit everything, while spin won't. So claws/dark is only good for very tight packs of mobs where it can shine. The best was with custom mobs immune to KB to make sure you can spam Shockwave too.
I think they're overall better for farming than even elec/shield or anything else. For me the whole point of farming is to keep very high sustained aoe dps and i found shield charge on my bs/shield to be terrible for that. Sure, you can obliterate a spawn but, the damage is not high enough to be worth waiting for it to recharge.
For softcapping you can forget it unless paired with katana or BS. /dark is awesome because unlike most secondaries you get survivability from the global recharge, which is what you need for efficient farming too. Getting some defense to ~30% or so (you'll hardly get more unless you want to gimp your build) won't give you more survivability than upping your recharge. I think dark regen is up in about 8sec on my /dark scrappers, that's a full life bar + some endurance bonus every 8sec. Unless you jump in a pack of red/purple bosses, there's hardly anything that will destroy your lifebar in less than 8sec especially with the spines slow secondary effect.
And if it does, that's what Soul tranfer is for. I waste about 10sec when i die (retoggling everything) and that's it.
I usually run with 4 columns full of big purples insps and i eat everything that appears in the first column after everything. I kill stuff so fast i barely need to heal when i'm farming, like the cimmeroran wall, i need to fire the heal maybe once every 5 or 10 packs of 10 traitors, just because i kill them before they can attack. On the BM map set to +1 x8 i need to heal every 3 or 4 packs. Best survivability is to kill stuff before it can even attack you, and if you can't, just hit a few purples then you're invincible. -
The only server transfer i would do is from EU to US servers. At least the US players get a chance for high pop servers, ours are ALL low or very low.
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So nobody tested that or did some research on Spines ?
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Hi there,
I'm a bit rusted after a 6+ months break and i'm enjoying again my spines/dark (thanks power customization !). She currently has an old build that i'm going to respec so i'm trying to work on a new build, however as i've been away for a while i forgot some of the stuff i need for that.
Anyway, i think i have some ok builds using either body mastery or blaze mastery. I remember trying briefly blaze mastery on test server for i16 open beta, and i was not really impressed. I don't think i *need* fireball considering i already have enough AOE and i don't like the redraw. On the other hand, blaze mastery looked like a solid improvment for single target dps.
Considering the lack of ST damage (for boss heavy fights, AVs, TFs...) has always been the problem on my spines/dark, i'd like to know if any of you has some numbers for ST attack chains without blaze mastery and including blaze mastery, and of course the redraw on them. Is there any decent improvment using the fire ST attacks, or does the redraw cancel any benefit of the faster animations ? I'm terrible with maths and calculating attack chains so i'll happily take any info on that.
If anyone has some data on this i would love it, including procs and stuff too, what would be the absolute best ST attack chain for spines/dark, using any epic pool, proc, IO or power available ? If there's a way to come up with a satisfying attack chain that wouldn't feel like i'm an anemic scrapper against a single target, that would make my spines/dark the perfect candidate to be my "main" character for a while. Right now i'm still stuck between her and the claws/dark that is a lot more effective on tfs and random stuff thanks to the better ST damage.
Thanks in advance -
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Same as you Cupcake i'm on euro server + using Win XP so nothing at all works so far, i tried bypassing launcher, i tried the copy to Windows stuff, i tried renaming to cohupdater.exe, making shortcuts, etc... nothing.
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Somehow it doesn't work for me, bypassing the launcher gives me an english login screen (it should be french) then sends me to a server screen with only one UNNAMED server. When i try to select it, it freezes the game
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Quote:Yay finally someone understood what i tried to explainI can sort of understand where Celidya is coming from. Buffs allow the whole team to do some crazy things without fear. On teams like that, it can seem hard for a Dark to get their debuffs down.
Quote:Originally Posted by UberGuySeriously, it's obvious that this is "paper" knowledge you're working with here. You have looked at the numbers or the power descriptions and concluded that this is how it works. It's either that or you've played alongside people who did a mediocre job of playing Dark Miasma and judged the powerset based on their performance. You said yourself you never actually played them beyond a certain point. It's obvious to me that you stopped too soon.I just think it's a "jack of all trades, master of none" when it comes to keep alive, which is fine when it's the only support in the team, but less effective than "specialized" supports for me since it's usually not a problem at all to find 2 or 3 support characters, one focused on buffing/keeping the team alive, and one focused on offense (typically a /kin or /rad).
Storm however, i have enough experience with it to know why i don't look for storms. Again i'll never kick them but i'll just wish they had something else in their powersets when i team them.I have a 50 fire/storm with a 500M build, had a 41 earth/storm, 50 storm/elec defender, and quite a few more in the low levels just because i love the visuals/thematics of the set. I've tried to like it as much as i could, trying from a soft capped build to perma-hasten recharge, i just can't find any use for those characters since there is always another hero doing a lot better on my character selection screen.
I actually feel bad when joining a tf with them, i know i could just bring a /kin and the tf would be twice as fast, or a bubbler and there would be no deaths at all, or my perma hasten/perma AB empath to make everyone happy, or even my ill/rad to make sure any AV will die fast.
As someone stated above, Storm shines for the "oh crap" moments. That's exactly what i tried to explain above before some posters jumped on meThe whole point of having a support character in the team is to AVOID the "oh crap" moments, which is by far not what Storm is the best for. Else i would just invite tanks/scrappers/blaster and just have fun killing stuff.
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After playing a bit with the new Mid's i tried to fit blaze mastery in my spines/dark build... But i was not really happy with the loss of tough and the redraw. So i began to fiddle with body mastery and came up with that.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(15), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg:50(42), C'ngImp-Acc/Dmg/Rchg:50(42)
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx/Rchg:40(A), ImpArm-ResDam:40(11), ImpArm-ResDam/Rchg:40(11), ImpArm-ResDam/EndRdx:40(15)
Level 2: Spine Burst -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(3), Armgdn-Dmg/Rchg:50(3), M'Strk-Dmg/EndRdx/Rchg:50(7), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(40)
Level 4: Murky Cloud -- ImpArm-ResDam/EndRdx/Rchg:40(A), ImpArm-ResDam/EndRdx:40(5), ImpArm-ResDam:40(5), ImpArm-ResDam/Rchg:40(39)
Level 6: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(7)
Level 8: Impale -- Decim-Dmg/EndRdx:40(A), Decim-Acc/EndRdx/Rchg:40(9), Decim-Dmg/Rchg:40(9), Decim-Acc/Dmg:40(13), Decim-Acc/Dmg/Rchg:40(13), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 10: Obsidian Shield -- S'fstPrt-ResKB:30(A)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Boxing -- Empty(A)
Level 16: Dark Regeneration -- Theft-+End%:30(A), Dct'dW-Rchg:50(17), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/EndRdx:50(25), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(43)
Level 18: Quills -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(19), Oblit-Dmg:50(19), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(37), EndRdx-I:50(40)
Level 20: Tough -- ImpArm-ResDam/EndRdx/Rchg:40(A), ImpArm-ResDam/EndRdx:40(21), ImpArm-ResDam:40(21), ImpArm-ResDam/Rchg:40(36)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(25)
Level 26: Ripper -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(27), Oblit-Dmg:50(27), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(34)
Level 28: Death Shroud -- Oblit-Acc/Dmg/EndRdx/Rchg:30(A), Oblit-Dmg:30(29), Oblit-Dmg/Rchg:50(29), EndRdx-I:50(36), Oblit-Acc/Dmg/Rchg:50(39), Oblit-%Dam:50(42)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(31), Krma-ResKB:30(31)
Level 32: Throw Spines -- Posi-Dmg/Rchg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dam%:50(33), Posi-Acc/Dmg/EndRdx:50(33), Posi-Acc/Dmg:50(34), RechRdx-I:50(34)
Level 35: Oppressive Gloom -- Stpfy-Stun/Rng:50(A), Stpfy-Acc/EndRdx:50(39), Stpfy-EndRdx/Stun:50(43), Stpfy-Acc/Stun/Rchg:50(46), Stpfy-Acc/Rchg:50(50)
Level 38: Soul Transfer -- RechRdx-I:50(A)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 44: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(45), EndMod-I:50(45), Numna-Regen/Rcvry+:50(45), Mrcl-Rcvry+:40(46)
Level 47: Energy Torrent -- Posi-Dmg/Rchg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(48), Posi-Acc/Dmg:50(50), RechRdx-I:50(50)
Level 49: Cloak of Darkness -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 1.56% Defense(Energy)
- 1.56% Defense(Negative)
- 5.63% Defense(Psionic)
- 3.13% Defense(Ranged)
- 9% Max End
- 75% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 67% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 55.2 HP (4.12%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 4.95%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.2%
- 16.5% (0.28 End/sec) Recovery
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 5% RunSpeed
Code:Of course it will never exemplar below the 40's (i hate exemplaring and i've already done all the low tfs). This looks very similar to what i have with my i14 build when it comes to powers, i just swapped weave/health/stamina for the whole body mastery pool.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1386;702;1404;HEX;| |78DAA553DB4E535110DD87B656E88D02857229B7165A281CE89B80C6A868A25253C| |5F0A4D652B6D058DBA62D893C89FAEA932F78894151F901356AFC13E3879810AD33| |B3761B7DF604D6DA7BBA66CDEC39FBA4EF2F7B95DA3DAD2CFFB962AE56CBAEE6ABB| |94A45575DE9DC6621AFDC4AA95033964DEBA2D6F6D5ED42B1581B6C4597F51D5DAA| |697B3957BD9B3D53BD57AE062F96B6745597EA7673E1CD94CB45FB42A15ED2B59AC| |F6C36B7EA85D26687EC562B5A6F40B5A273158A07CF570A79FB6C7963279BCED5EA| |BABA13A666A6E87F9FBB92A7E1541B4429E5D742B175A1A9DBA03C88E596C81D2A4| |E8BB8EA48802684FC31A1D76E23530D9775AA8D53DB4E8216848E6D8B5F7C5176F1| |25A12465398CBB03EE4EF83951641245DE90CE0577CBF5167EFB4207F48BDBD4753| |F532C3EFE02F45CC8BB077A29143B902E6628A51D75557B981611758C421E13F224| |446551C8076FE56BD0A3662912501D522DD0E5E0BCCE8CC5DACE15A1F065A1E934E| |88AD03BCA0AC2DA156C48DB5DCA217424BBE82FA1D86FCC664CAA3B28ABDBCCA61B| |B3E9C16C7A309B2866334EBA10746DA1A4A4F6FE435112F499E1F57D9712E11F42E| |FE9977E7317FAD1D8001A1B4063C3686C0C8D4D937CD09C6390E511357404822E8A| |CE27219F82552F65454C7F9190055BC559C33F850E4930625EE1C8277118FD08FA0| |2FA2C34F6018453CD53D6386C9DE38FC476F221A6BE2B34FB5828F50044F209B9A1| |0D350187556A2F61E69240681674486F3D69BC937B729899A7A051DC9F3594B8246| |F608D8C6C73001B0798C301E6D0F91CCE91C2015228625347F3E676CD632E43CED6| |B7497F7CE156FE8E60BA1967EB4B539688469CAD6FF4BF9EAFDEA64FFB35BEE3D71| |93204D61AAF6E30DCE4ED2D5EE578B5CE90970FE29BB7D96AE00437B4C0B0C8B0C4| |F084456E0F8187C1CBE063F03304183A19BA197A1906185E3134FE0056BEF9C5| |-------------------------------------------------------------------|
The recovery i get in Mid's with this build is actually slightly better than what i have with stamina on my old build (it's not very well IO'd out), with conserver power and blue pills i think it should be fine. However the whole idea of removing stamina on a build well known for being one of the worst end hogs out there seems a little crazy.
I'm used to toggle management so it seems like it could work. On the other hand, i could get rid of tough, not only my EPS spent on toggles would go down, but i could add stamina on top of that and sit with a very nice 4,6 (or something like that i don't remember) end recovery. Or just go back to stamina + blaze mastery.
I can't decide what to do with it, i tried blaze mastery with SO and my cheap build and i just nuked my endurance bar so far it was ridiculous. I felt squishy as well on The Wall without tough, which is why i would love to fit it somewhere in the build.
One little question as well, about Energy torrent : is it a guaranteed knockdown or only 50% chance (or whatever) ? I miss Shockwave on my spines/dark so i even thought about slotting it for KB, although i fear the cone is too narrow to make an effective use of it.
Thoughts on that ? -
Defense sets will do well to herd up to the aggro cap then ae them all... however i found about as fast, if not faster, to run there with my spines/dark or claws/dark. I can only kill about 10 of them and sometimes i even die in the process when a boss is involved, but i kill them so fast the respawn is barely enough and it's more fun. When purple inspirations drop, i can even herd them as well.
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I hope it's a bug... and not a stealth nerf or "working as intended"... because if that's the case i fear my interest for CoX will go down pretty fast. I keep my sub running for 2 months now and i've played like 10 times... with i 16 out i'm still bored with the game, mainly because of all the AE nerfs and how the market is getting out of control. If it becomes even harder to make a build now... Then i'm out. That's my favorite thing in game and i feel the drop rates already too low.
Farming for hours and hours and hours is not fun and it doesn't make up for the lack of content. -
Quote:Again, it's probably useful in a leveling PUG or with a very, very bad tank (or with no tank at all). Any decent tank won't need outside help (or very few) to tank the AV anyway so all the -dmg of the world won't help with the real issue: overcoming the AV regen and killing it in a decent amount of time. That leaves the small -regen and the res debuff which both will be resisted.-regen is far from the most useful debuff against an AV. A level 50 AV has 85% resistance to -regen. In contrast, -dmg and -res are only resisted by the particular AV's damage resistance. A dark defender can bring 90% -dmg to the table (stacked Darkest Night and Twilight Grasp from defender and Dark Servant), enough to make any AV into a kitten, as well as 30% -res. And BTW, dark also brings 100% -regen (stacked Twilight Grasp).
Tar patch is great, however with a 90sec base recharge you'll need serious +recharge to have it up every spawn in a fast paced team. Again i'm not talking about the PUG spending 2min per mob but a steamrolling team.
Dark is fine to keep peoples alive most of the time, although i'd still rate it under other powersets for that mainly because it relies on players being grouped together and won't do much when the group is spread. However it doesn't bring much with offense compared to an offensive debuffer and the to-hit is still of a lesser value than +def for the sole reason it can, and will be resisted unlike the buffs. The heals and small buffs can still make up for that and the -regen is why i said it's average. It brings a bit of everything and does quite well at it, it's just that effective gameplay lends itself better to optimized builds. If i need survivability, i'll look for a defender focused on that (FF, empath (and i don't really like them), maybe even cold). If i need offense, i'll most likely look for a kin rad or cold.
Quote:What? Seriously? How about -res, -rch, -def, -tohit and kd?
The tohit is counterproductive to most teams i like to play. I know a stormie can do a good job debuffing while not scattering mobs, however:
-it takes some precious seconds that could be used to just kill stuff
-it doesn't work very well on everything (narrow maps, fast/immune mobs, enough control so the stormie will just be locked and dead, KB happy team...)
-it doesn't work well with +3 or +4 and any AV will laugh at the -tohit anyway
When adding to the equation player skill, incompatibility with other playstyles, etc... that's a lot of hassle for an effect that will at best help to survive.
I'm not saying those tools are bad by themselves, they're just less "good" for me than the other def powersets. It takes a lot more work for a storm and even for a dark to bring something to the table, and often more animation time as well, compared to the buffing primaries who can buff before the fight and then focus on damage/debuffing/support.
Just take Cimerora as an exemple. Usual method (for the teams i like to run) is to have one or two tank/scrapper (buffed if he's not good enough) herding as much romans as they can then just blow up the pile and superspeed to the next one. If the tank needs the survivability, will he survive enough for the /dark to debuff/come and heal at the risk of getting himself killed/fear/whatever ? Not really. That's even worse with a storm, by the time he's done casting debuffs, summoning pets, etc, either half the team will be dead or already in the next room.
Not trying to lower the fun of the sets of the players playing them. I love the looks and feel of storm and dark, but no matter how i take them, i just can't get into prefering them to another defensive powerset. And i had a soft capped stormie who could "tank" and herdicane well enough. It's just a big waste of time in most teams and the most useful thing i could do most of the time was throwing FR then blasting away, and even with some global recharge bonus FR was not up as much as i wanted to.
To sum it up, i consider them as balanced sets. Which is fine by itself, not really when 70% of the powersets are overpowered. -
I've been known as Celidya for like... hmm... 5 years now. The first time i used this name was in Daoc, i made a paladin and after about 30min spaming "random" with the random name generator, i came up with celi-something. I liked the beginning, so i thought about celidya, where the last part comes from "Lydya", which was the name of my first character on this game.
I played the character for a few months and i liked the name so when i moved to WoW (sigh) i chose it as my forum handle and main character name. It turned out i made a lot of friends there and i was a well known player on my server at release, so when i moved to the next game, i just kept it so friends could still find me easily.
Some years later... i still use it as my forum name/general name (for msn, boards, youtube, etc), all my friends know me as Celidya and whenever i tried to change it i realized they were still calling me "Celi" so... why bother ? I just keep it even if i never name my characters like that anymore, and it's quite useful. The french gaming community is not that big and whenever a new game is released, some players remember me by my name and it's always fun to chat a bit with peoples i haven't seen for months, or even years.