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Posts
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Two things.
1) You may find the DM/DA guide in my sig useful. It's overly comprehensive, but if you're familiar with DM/DA it should be obvious to you which sections to skip.
2) How attached are you to Touch of Fear? It's possible to build DM/DA with defense levels that essentially negate ToF value. If you're dead set on have ToF for concept reasons, that's understandable. If you're including ToF as a form of mitigation, you may want to reconsider.
Your build is OK but you do seem to be spending efforts some areas unnecessarily. These choice are coming at the expense of short coming other areas.
Specifically, you have 3 slots in Stamina where the third slot nets you a marginal gain (0.08 EPS).
Soul Drain is under slotted with ToF over slotted.
I would recommend you reconsider Death Shroud, it's potentially your best attack.
You have no IO sets in your resistance toggles. There are some really great choices for these. Impervium Armors if you wish to improve your endurance management. Agegis if you wish to improve your defense values.
You only have one -KB IO, something most DA enthusiasts find inadequate at higher levels. 2 is effective, 3 would be ideal. You can get these from Blessing of the Zephyr sets, which can also be a great source of additional defense bonuses.
EDIT: OOPPS, I see the 2nd -KB IO now. Zephyr suggestion still applies though. -
For me, I need to be able to run all my toggles and sustain my attack chain. I'm really not big on turning off toggles unless I need to stealth through a map. If I need to turn off CoF or Death Shroud to finish a fight, then there is something wrong with my build...that or I've been severely debuffed (SCREW YOU MASK OF VITIATION). This generally requires that my net EPS (recovery - end drain) be ~2 EPS. My typical Dark Armor builds have end drains around 1.7-1.8 EPS with recoveries around 3.6-3.8 EPS.
My second criteria is the more difficult one. But the build can't take away from what I enjoy about the primary. Generally, this means skipping as few powers as possible. BroadSword is easier not only because of Parry, but because it has an attack I would have skipped regardless. Same is true for Spines and Martial Arts. I'm far less compromising on Dual Blades as I genuinely enjoy taking every attack. -
Quote:I've explored this concept at nauseum both in game and on these forums. I for one will tend to disagree with your conclusion. Adding defense to Dark Armor has unquestionable benefits and while I agree with the notion of 'the more the merrier'; pursuing soft cap on Dark Armor is generally not worth the sacrifices required. (yeah that was whopper of sentence)
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"
I do think examining the attempts in Mid's are worthwhile. Personally, I tend to fall into the same slotting patterns with Dark Armor. Attempting like this forces me to rethink everything.
In the case of Dual Blades specifically, recharge and endurance are a significant factor. If you have to skip attacks, heavier reliance on Blinding Feint + Attack Vitals is required. This can only be maintained with high levels of recharge which will further burden the ol' blue bar.
For a build that I'd actually play, I'd want ~30% defense and sufficient recharge and recovery to use Dark Regeneration an my attacks liberally. -
Alright, since we've abandoned reason a while back, it occurred to me one might as well go for typed defense instead. The end result is no more playable than some of the other suggestions but this one has the benefit of possessing every Dual Blade attack.
44.9% defense to SLFCNE (I accidentally ended up with 46.8% AoE 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: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(25)
Level 2: Death Shroud -- Erad-Acc/Rchg(A), Erad-Dmg(11), Erad-Acc/Dmg/EndRdx/Rchg(13), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/EndRdx(15), C'ngBlow-Dmg/Rchg(15)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(11), HO:Enzym(37), HO:Enzym(42), Zephyr-Travel/EndRdx(48)
Level 8: Blinding Feint -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 10: Obsidian Shield -- GA-3defTpProc(A), Aegis-ResDam(17), Aegis-Psi/Status(19), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(48)
Level 12: Swift -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(33)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/EndRdx/Rchg(21), KntkC'bat-Dmg/Rchg(23)
Level 20: Stamina -- EndMod-I(A)
Level 22: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(34)
Level 24: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Dmg(40)
Level 26: Sweeping Strike -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(31), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(50), C'ngBlow-Dmg/Rchg(50)
Level 28: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(34), SipInsght-%ToHit(42), SipInsght-Acc/EndRdx/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(46)
Level 30: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 32: One Thousand Cuts -- Erad-Acc/Rchg(A), Erad-Dmg(33), Erad-Dmg/Rchg(33), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39)
Level 35: Cloak of Darkness -- HO:Enzym(A), HO:Enzym(43)
Level 38: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(42), Zephyr-Travel/EndRdx(43)
Level 41: Boxing -- KntkC'bat-Acc/Dmg(A)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-EndRdx/Rchg(45), Aegis-ResDam(46), Aegis-ResDam/EndRdx(46)
Level 47: Weave -- HO:Enzym(A), HO:Enzym(48)
Level 49: Maneuvers -- HO:Enzym(A), HO:Enzym(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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You two and your Stamina-less builds are just killing me
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I believe the endurance costs on the following build would be completely unmanageable, but it does get defense values of 42/40/43 to M/R/Aoe. Still tweaking it, but maybe someone has another approach.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Cynsaya: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(50)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(48)
Level 2: Ablating Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(42)
Level 4: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-%Dam(46)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(9), Zephyr-Travel/EndRdx(9)
Level 8: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(29)
Level 10: Obsidian Shield -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(23)
Level 12: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(48)
Level 14: Swift -- Run-I(A)
Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(31), Theft-+End%(31), Nictus-Acc/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 20: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(23), Zephyr-ResKB(43)
Level 22: Stamina -- EndMod-I(A), EndMod-I(34)
Level 24: Vengeful Slice -- T'Death-Dmg/EndRdx(A), T'Death-Dam%(25), T'Death-Acc/Dmg(34), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36)
Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-%Dam(36), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 28: Cloak of Fear -- Cloud-ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-%Dam(39), Cloud-Acc/Rchg(43), Cloud-Acc/ToHitDeb(46), Cloud-Acc/EndRdx/Rchg(48)
Level 30: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(40), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(42)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx/Rchg(46), Aegis-EndRdx/Rchg(50)
Level 38: Cloak of Darkness -- HO:Enzym(A), HO:Enzym(45)
Level 41: Weave -- HO:Enzym(A), HO:Enzym(45)
Level 44: Conserve Power -- Empty(A)
Level 47: Physical Perfection -- EndMod-I(A)
Level 49: Maneuvers -- HO:Enzym(A), HO:Enzym(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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Capping resistance to all types is fairly impossible for a scrapper, unless you count external buffs.
It's possible to softcap defense on virtually any build, though the sacrifices necessary are not always worth the effort. Soft capping is not necessary on every build, though every build can benefit from it.
So the short answer is, it depends on the build. -
Been meaning to re-do my DB/DA for awhile now so I'm looking at yours to steal a few ideas. Curious though; are you dead set on skipping so many attacks?
EDIT: Removing CoF accuracy question. I mis-read the numbers. -
I'm in. I haven't decided what I'll be rolling yet.
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Quote:Which is an entirely different discussion. As others pointed out, declaring a 'best' AoE is highly subjective. The questions was specific to AoEs, not the overall survivability of the set.On the other hand, Quills can be combined with most other secondaries, including easier to optimize ones like Reflexes, WP, and Invulnerability. For me, this is a strong point in its favor; because I like things to "just work" and not require constant tending. You aren't going to get that kind of performance out of Fire or Dark Armor, not without spending a whole lot more than you'd spend on a WP or SR.
In my hands, any scenario that allows for the best utilization of AoEs, Dark Armor is considerably more survivable than Will Power, Invulnerability, or Super Reflexes. Never mind that I can combine Quills and Death Shroud on a Spines/DA build. -
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Not sure why everyone is dismissing damage auras. I guess the OP was in reference to burst damage?
When measured over time, damage auras will out damage everything else. But at that point, Quills is at the bottom of list. Blazing Aura would be first with Death Shroud and Lightning Field tied for 2nd. -
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Quote:Ok, all my Willpower characters are on my second account, which I haven't re-activated yet. Of course all my builds for them are on my broken drive (really need to get those builds...) Anyways, so I put this together from memory. It's good, but I recall Sarrate or Werner convincing me to change something...I just can't recall what it was.Could you provide a good example of a claws/Wp build that prioritzes +HP. What would be the most +HP you could reach without dipping into purples?
EDIT: OOPS, remembered one of the changes.
This build does assume you obtain Freedom Phalanx Reserver, Atlas Medallion, Portal Jockey and Task Force Commander accolades.
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: Claws
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), T'Death-Acc/Dmg(5), T'Death-Dam%(7)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(9), S'fstPrt-ResDam/Def+(43)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), T'Death-Acc/Dmg(13), T'Death-Dam%(15)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(15), Numna-Heal(17), Numna-Regen/Rcvry+(17), Heal-I(19)
Level 6: Hurdle -- Empty(A)
Level 8: Spin -- Erad-%Dam(A), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), C'ngBlow-Acc/Dmg(23), C'ngBlow-Dmg/Rchg(23), C'ngBlow-Dmg/EndRdx(25)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(27)
Level 12: Combat Jumping -- Ksmt-ToHit+(A)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(46)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(39), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(39)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(29), EndMod-I(42)
Level 22: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), T'Death-Acc/Dmg(34), T'Death-Dam%(36)
Level 24: Super Jump -- Empty(A)
Level 26: Eviscerate -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(33)
Level 28: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-ResDam(31)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(40), LkGmblr-Def(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 32: Shockwave -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 35: Boxing -- Empty(A)
Level 38: Strength of Will -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(50)
Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-ResDam(42)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 47: Stamina -- P'Shift-EndMod(A), EndMod-I(50)
Level 49: Focused Accuracy -- EndRdx-I(A), EndRdx-I(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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Quote:I'm probably reading too much into several of the posts, but I should clarify. I agree defense is an important focus for any Willpower build. I just feel +HP has higher priority. In other words, I shoot for 2200 HP first, then start adding defense. The final build, in terms of combined +HP and defense may not differ considerably from someone who chose to focus on defense value first.I'm with the turbo-charged scrapper vets here. +Def is more likely to do more to increase your time-to-defeat than +HP will.
Just 20% defense is a 40% reduction in average incoming DPS. To realize that same (average) benefit on time-to-defeat you'd need total extra HP equal to 66.7% of your base.
And that's just for 20% defense, which is a somewhat conservative target.
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Personally, yeah I do. Admittedly the devs have been doing a lot of the things they stated could not be done due to a lack of resources. If a later issue were to announce such a feature, I certainly would not complain. It's just not an area I would push for.
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Quote:I disagree slightly with Umbral, but only in that I prioritize +HP over defense. Though in all likelihood the net result would not be that different.Typed defense followed by +hp. +Regen is rather redundant for the same reasons as it applies to */Regen. +Rech is nice for your attack string, but it does nothing to increase your survivability so you should probably focus on a good-but-not-the-best attack string and focus on maxing out your unkillability.
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For starters, this issue has been discussed to death. I think the consensus is we'd rather seen entirely new sets than have resources spent on existing ones. Many have suggested a "street fighting" set where punches and kicks were incorporated equally.
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Quote:I need to see what these animation look like before being too pleased about this. This has been long over due though.You will be able to, BaB said:
http://boards.cityofheroes.com/showt...94#post2644794
"Animated tails are not capes. They're nearly identical to how we do wings, but a much simpler rig. (Not too much more expensive than a bow when you really get down to it.)
They've also been put on their own costume node and will now show up under "Lower Body". Which will mean you can do a Belt and a Tail (animated or static) on the same character. Unfortunately, that means the tails under the belt category are being flagged as legacy. So if you want to keep your current, non-animated tail, you'll still need to go in and select that costume part from the lower body the next time you edit your costume at the tailor."