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Well, technically Maestro came back, even if he was in a weakened state (I believe its issue #460, but don't quote me). I think Maestro even says something to the effect that he and the Hulk will always come back, whether it takes minutes or decades. I'm not completely sure, its been awhile, but I do think that Hulk regeneration is supposed to be immune to everything but god/incarnate levels of power.
And yes, I love the conceptual of comic book regeneration as well, if not quite the level of the Hulk. Personally, if I were to buff /regen it would be to IH and Revive. Not huge buffs, but substantial ones, like letting all of IH be enhanced and the Revive buff I mentioned before. I personally would like to see Revive be the best of the non-enemy affecting rezs, because it just would make conceptual sense. -
This is a build I adapted from the scrapper forum. I'd like to know what everyone's opinions are and how it could be improved. Focus was on survivability, so I got 45% to melee/ranged/AoE and tried to frankenslot Dark Regeneration for all its worth. It seems like it might be endurance sustainable, though with Dark Regeneration that is a big maybe. Any thoughts?
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
KADA the first: Level 50 Magic Brute
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), Achilles-ResDeb%(21)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(9)
Level 2: Death Shroud -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-%Dam(13), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-Dmg(15)
Level 4: Murky Cloud -- HO:Ribo(A)
Level 6: Combat Jumping -- Ksmt-ToHit+(A)
Level 8: Divine Avalanche -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Dmg/Rchg(17), C'ngImp-Acc/Dmg(19), DefBuff-I(19), LkGmblr-Rchg+(23)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(17)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(25), Sciroc-Acc/Rchg(25), Numna-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27)
Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(48)
Level 20: Cloak of Darkness -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-EndRdx(33), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(48)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(50)
Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def(33), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(40)
Level 26: Soaring Dragon -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(37), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(39), Mako-Acc/Dmg(39)
Level 28: Build Up -- RechRdx-I(A)
Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-EndRdx(33), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
Level 32: Golden Dragonfly -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-%Dam(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg(42)
Level 35: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50), Zephyr-Travel(50)
Level 38: Oppressive Gloom -- Acc-I(A)
Level 41: Fly -- Zephyr-ResKB(A), Zephyr-Travel(48)
Level 44: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-Build%(45), GSFC-ToHit/EndRdx(46), GSFC-ToHit(46)
Level 47: Superior Conditioning -- P'Shift-End%(A)
Level 49: Physical Perfection -- Numna-Regen/Rcvry+(A)
Level 0: Demonic Aura
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:I've played a Stj/EA close to the fourties now, I'm going to say that you just skipped the bad parts. From 1-28 you run out of endurance A LOT. It is just hard to manage, and I found myself filling my inspiration bar with blues. Energize helps a little, in that you can use it for a short burst of endurance sustainability, but once you get Energy Drain you no longer have to worry about end. I haven't ran out of endurance since getting energy drain at 35, for that matter. Using ED is kind of cheating in that basically removes endurance worries. Its a free endurance refill everytime its up, and in my opinion it is much more potent than Quick Recovery, or virtually any other +recovery buff. My purpled out awesome build will be refilling its end in every 12-15 seconds, which equates to 6.67 endurance per second, and even at with just a basic IOs and no Hasten I'm getting a max of nearly 3 eps.Yeah I remember that from beta. I also rolled a SJ/EA in beta, had it bumped to 37. I had a blast playing it and did not have the end troubles I am having now. I was also rocking straight SOs with no Endred in any of my attack powers. This is what makes me lean towards it being some kind of bug rather than an end hungry of which I have played many in the past. Dark/Dark scrapper comes to mind.
Glad to see it isn't just me, and those of you not experiencing this make some great points to the contrary.
Thanks
-Doc
Basically, you were auto-levelled to the greatest endurance power in the game and wonder why you don't have any endurance issues. I had problems with the sets endurance even with the Numina and Miracle procs, though I didn't have the slots to spare for some endurance reduction. The set's impressive end drain actually is what first inspired me to make a Stj/EA character in the first place. I'm in the rough draft stages of writing a guide for the powerset combo, which I hopefully will get done after I min/max the heck out of it. I see it as being potentially very powerful defensively and offensively, between incarnate-capped defenses, good regeneration, decent resists, and even ED's ability to drain mobs of endurance if you are fighting for awhile. -
Street Justice is very lenient towards recharge levels, and reacts favorably towards Musculature.
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Well, in my mind Hulk has minor resistances to amazing resistances depending on anger level (resilience to popping MoG), and he has max level regeneration. He can regrow organs, skins, and muscle tissue as well as heal any injury. His healing isn't connected to his brain, but his DNA, allowing to regrow even if his head is destroyed, and the only sure way to kill him is to destroy every DNA molecule in his body. Hulk has even demonstrated the ability to regenerate from being reduced to gamma irradiated cells. His invulnerability is actually the IH of olden days, where you simply regenerate so fast that wounds don't have time to become visible.
I'll concede that Willpower is probably a "better" regeneration, both I believe both took serious cues from the Hulk. Willpower just took better cues and was better implemented. In all honesty, I think Willpower would have been named regeneration if regeneration hadn't already existed. -
I like DM/SD. When fighting rularuu or devouring earth, I just pop my T9 when it is available and rely on Siphon Life and a T4 Radial Rebirth to see me through (110 hps). I don't have amazing AoE damage, but I can manage with just shadow maul, fireball, and shield charge. I pop oranges like some characters pop purples, because one small orange with my T9 up and I am capped to smashing and lethal. Because /SD can get capped DDR, it really is a force to be reckoned with. And DM is insane at single target damage. I've soloed both "A Hero's Hero" and "A Hero's Epic" at +2/*8/AVs, and I could have done +4 if it weren't for the increase in time. I've also ran virtually all the level 50 content at that setting, including the Tina Mac arc. I've soloed a MoITF in less than an hour, beaten virtually every ordinary GM in the game, and I'm practicing for a solo STF run.
You do need to be smart when dealing with +tohit however. For instance, when you fighting Nemesis eliminate minions and bosses first, and whittle down the lts so that one shield charge kills all of them, so that none get the advantage of vengeance. DE aren't to bad if you can kill the crystals quickly (both the drop and the dropper), but they can be deadly if you just run head first at them. Rularuu aren't horrible because I have good regeneration and eyeballs tend to be rare enough that I don't have to worry. And any mob that relies on -defense is a joke with 95% DDR.
However, I would have a hard time saying it is better than Bots/Traps or Ill/Rad. It isn't as gimmicky as either of the above, and in some ways is faster, but both of these are reliable, easy, and require less effort and investment to become ridiculous. That is the way debuffing works in CoH. However, a character that has little or no force multiplication will be boosted by being on a team more than a character than has every trick in the toolbox already. -
I didn't think I'd get Firefighter for my street justice/fire brute, but I managed to get Smokejumper, which is cooler in my opinion (and his costume is one of my better ones). I also got Kinetic Fist, which ironically is on another steet fighting character, not a kinetic melee character. And finally, I got Aegis Creed for a shield/you guessed it, street justice, tanker. I'm holding out on some good ones for titan weapons.
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It is definitely a culture shock. For instance, on my old server we do things a certain way. Most TFs are kill-mosts, and exp/shards are number one. Here it seems that every high level TF is a speed and if they don't say it is kill-most it probably is a speed. There also is a little arrogance about how fast people can run the TFs, which I never encountered before. It's not that I don't like speeding, I find it fun, but speeding isn't exactly the best for a level 35 just up to ITF level who wants to level quickly.
Personally I think help should be enforced and broadcast should be server wide. That would let people talk about random things or search for teams and let help be used as intended. As a bonus, most of the people that find the current help annoying probably already have broadcast turned off, or will do so after the change. Personally, I'm a textophile and like to constantly be reading, so I like server-wide communication (yeah, if I had a facebook account I'd be "that guy"). -
I'll submit that regen is THE iconic brute defense set (with the iconic brute being the Hulk). I do think that it could be improved though. Especially revive. Why does the set that is all about coming back from defeat have the weakest rez in the game? I would add 10 seconds of invulnerability and 60s of IH level regeneration if I had my way.
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Alright, here is what I think should be the correct criteria:
1. Soft-capped Defenses (or equivalent protection) by 30
2. A least one, hopefully 2 strong AoEs by 26
3. Decent single target damage by 20
Extra credit for mez protection.
The winner is the one that can do all the above with the least amount of money. Yes, I can make a Claws/x build that can spam Spin every 3.7 seconds, but if it costs 5 purples sets and 5 PvP sets it probably is virtually unobtainable.
My personal belief is that the winner will be either a dom or brute, because both can be offensive powerhouses, but I'd be glad to be proved wrong. -
I like using a +3 Dam/acc hami-O and a 50 (+5) damage IO. 93% damage and 38% accuracy, for one slot investment. It's nice, allows you to focus on other things, conserve slots.
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Here are the chains I've calculated. DPS is for unenhanced numbers no taking into account -res:
1) RC>SB>HB>IS>CU>RC>SB>HB>IS>SC - 64 DPS
2) HB>SB>RC>HB>CU>RC>HB>SB>RC>HB>SC>RC 62
3) RC>SB>HB>CU>RC>SB>HB>SC - 66.78
4) RC>SB>HB>CU>RC>SB>SC - 67.07
5) RC>HB>SB>CU>HB>SB - 69.77
6) SB>HB>RC>SB>CU - 72
That last chain requires 300%ish in CU and 336% in shin breaker. Those chains are listed in order of the recharge it takes to use them. -
I run a lot. I used to do cross country in high school, and now I continue running. Usually about a 5-10 mile jog 3-4 times a week is good. And I do the usual crunches, sit-ups, push-ups, vertical push-ups, weights, etc.
I also did 3 other sports in high school (track, basketball, and baseball), and so I did a lot of weight lifting and other such exercises (bench of 240, squat of 340, 40yd of 4.5, so I guess I was a nerdlete). At one point I did the calculations and I was consuming 5000 calories a day, everyday. I distinctly remember one growth spurt where I started off my day with 8 poptarts, and 6 slices of cinammon toast for breakfast, before eating 6 sandwiches and 2 bags of chips for lunch. I then ate 3 bags of popcorn and 2 pints of ice cream for a snack, and 2 large pizzas for dinner. So, I could eat a lot. When I went to college, and stopped eating lunch (cheap student that I was), I lost 20 pounds in the first 4 weeks.
It does make sense that videogamers would be good at any activity that required constant effort and patience, aka grinding. I wonder what other things my fellow gamers are good at? -
Since neither of those is a tanker, skip initial strike. Tankers probably should skip heavy blow.
Also, it is technically possible to do without one of the two AoEs. I know, I know, but it is possible. -
Here's a little secret: +3 Nucleolus and a +5 damage IO gives you 4 SOs worth of enhancement (38% accuracy and 93% damage), which allows you 4 slots to slot for procs if you don't need to worry about recharge or endurance. On some of my melee characters I have multiple attacks with 3-4 procs per attack, which adds a startling amount of damage. It may not sound like much, but making an attack deal 70 more damage can be like adding 100% more +damage in one of the starting attacks.
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I'd like to do something different. Instead of posting a build for review, I'd like to use this thread to discuss and create the ultimate character for exemplaring down. For starters, which AT should we use and why? What are the rules, for those that are unaware, and what should we build for?
Of course, we should break this up into two categories of expense. The first is standard IOs only, and the second will allow purples and PvP IOs, which continue to give bonuses at all levels.
I'd like to start by suggest a MA/SR tanker. That tanker can become softcapped earlier than any other build in the game and have decent damage. It should be pretty much invincible at 30 and below content. Not the fastest at running ouro arcs or low level TFs, but definitely one of the safest.
If anyone has other ideas for characters that would be good for this style of play, please add them. I'd like to find characters capable of both soloing low level TFs and running fast times in low level arcs, which I think should be the two criteria we judge on (ability to survive at a high level and defeat enemies at a high level). -
I usually have superpowers when I dream. Stuff like shooting fireballs, walking through walls, flying, making other people fly, and once even crafting a gigantic cloud-animal as a pet. I have no idea why I thought of that one. If I remember right I also could time/dimension travel in that dream. I don't know, I guess I'm just really creative when I dream. And of course altering reality at whim.
My favorite power though was the ability to cut stuff. WITH MY MIND! Solid steel wall, SHIICK cut in two. Building? Two halves of a building! Pretty much anything was cut-able. -
Bruising adds 20%. Tanker RC gets 10.5%, while other versions of RC get 7.5%.
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One thing /EA has that other's may lack is an added boost of defense at incarnate levels. For instance, do to energy drain I'm looking at a build that incarnate-caps to all but psy and neg (.3 shy for neg), which also has high recharge, decent regeneration from energize and rebirth (somewhere between 80-90 hps if I remember right), and small amounts of resistance to most damage types. If I built only for defense, I would have much higher regeneration and probably could get capped with 1 energy drain (currently smashing/lethal/energy incarnate caps with one in energy, with fire and ice at 55%, neg 43ish and psy below that somewhere). I don't think /EA is THE best, but it can achieve a nice balance between being tough and having offense. For what it is worth my Stj/EA scrapper will be more survivable at incarnate content than my dm/shield that regenerates 110 per second, even with OwtS active. I don't think that it will beat a /will or /inv that is incarnate capped, but it can get their with less effort and spend more time building offense.
Ice will be the shiz however, even without Icy Bastion (but ESPECIALLY with it!). -
I did a big analysis over in the archetypes and powers general forum, and I've talked to Obitus about the DPS of the set a lot in another thread. My conclusion is that it isn't OMG highest damage in the game, but is very flexible and can be very damaging if properly leveraged. It seems to really improve with extra -res from procs, especially if you have a chain like SB>RC>HB>SB>CU, which activates in a short amount of time and let's the proc activate twice. I estimated that the gap between the base, unenhanced DPS between the top and worst street justice chain was about 10 DPS, or a little over 14% (actual gap would be greater do to extra -res). I'd guess there's only about a 30-50 DPS range between the top and the worst before damage procs.
The best I could find was 72 base DPS before crits and enhance damage enhance/-resist. In comparison, the classic DM chain of Smite-SL-Smite-MG is 68ish, though DM would have quite a bit more opportunity to add +damage from soul drain. The best thing about street justice is that it is completely flexible. Can't add a lot of recharge? A low recharge chain can be very effective. Have lots of +damage? Street justice loves more damage. Do you have perma-hasten with one slot? Street justice has a chain for that. Basically, it will give good results at any level of investment for any secondary. Not necessarily the BEST results, but definitely good. -
I moved some things around. You lose out on some recharge, but gain enough +def to be softcapped to all but psy with one target in range. I recommend picking up spiritual, as that will let you have perma-hasten. I also added more accuracy, and now you are at 95% against +3s, which you weren't at before. I also added some recovery and switched out some of the defense/ends for more defense. I hope I stayed where your budget was; I didn't add any purples or PvPs, and actually might have lowered the cost with some of the lower level sets.
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One good thing about street justice is that it doesn't rely too much on a specific chain. Rib cracker, shin breaker, heavy blow and sweeping cross are all roughly the same DPA, and initial strike is only a little below that. Just make sure use crushing uppercut as often as possible.
From my explorations in a different thread, the base DPA is in a fairly narrow range. Here are 6 examples:
1) RC>SB>HB>IS>CU>RC>SB>HB>IS>SC - 64 DPS
2) HB>SB>RC>HB>CU>RC>HB>SB>RC>HB>SC>RC 62
3) RC>SB>HB>CU>RC>SB>HB>SC - 66.78
4) RC>SB>HB>CU>RC>SB>SC - 67.07
5) RC>HB>SB>CU>HB>SB - 69.77
6) SB>HB>RC>SB>CU - 72
As you can see, the difference between the top and bottom is only 10 DPS, despite a much larger gap in +recharge. However, that tiny difference becomes magnified when +dam and -res come into play, but they all will be decent. So just go out and fling out attacks, and it will pretty much be close a chain. For those interested, I'm getting 68.4 base DPS for the dark melee chain Smite-SL-Smite-MG, though Dark Melee is more about soul drain and the heal from siphon life than the amazing DPA of the attacks. -
I didn't consider the -res of bruising because I was calculating the base dps, before -resistance. After -res a tanker would have a damage scale of 1.3*.8, for 1.04, while scrappers would have 1.125*1.075=1.21 (and that is before criticals), so a tanker will deal approximately 86% of scrapper damage after -resistance.
For tankers, I recommend using initial strike instead of heavy blow, or using initial strike just enough to keep the -resistance going. I hope to show the different chains for other ATs as well soon.
I left out CU only because the majority of the chains were two step- Builders-CU-builders-SC, and I was trying to show the builders/other attacks a brute probably should use before CU. Sorry if I wasn't clear.
And switching SS powers for the Street Justice works because they are fairly analogous, and CU has the same recharge KO Blow. I haven't done the math yet, but it should be a good chain. -
Yay! That means that I can actually cap even negative, so I'm incarnate capped to all types but psy.
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EA does have an advantage when it comes to the incarnate cap, as it is "fairly" easy to get a at least a couple positions up to 59%. On my uber-ed out build I'm looking at being incarnate capped to at least smashing/lethal/energy/fire/cold, and I may even get neg pretty high if energy drain stacks (which I'm guessing it doesn't). Combine that with decent resists and 90 hps, and it is about as good as anything a scrapper can put out.