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I almost had you fully softcapped...until I realized you skipped Fast Healing.
Still 41% or so, plus the debuff from RttC will suffice for most content.
You'll need to carry some lucks with you for when you are on trials or face other damage types with Energy being the most pressing at endgame (Psi as well, but you have decent resists vs. that as well as high regen).
With Spiritual Core Paragon you are 2s off of true perma-hasten.
LR is up every 24.7s.
2506 HP with accolades (get the accolades) & Spiritual.
116 HP/S with 10 in rage of RttC.
I dropped Havoc Punch for Jacobs Ladder because it adds a little bit more AoE and is also part of a better overall attackchain.
So Chain Induction > Mu lightning > Jacobs > Charged Brawl is your chain.
You can swap back to Havoc Punch if you like, and slot it the same way as Charged Brawl. This will get you closer to Softcap, but not all the way there.
I removed the self res, because I think they are fairly pointless as powers go, aside from Soul Transfer and RoTP which are special cases.
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You should try a Fire/Fire/Fire Dom sometime.
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Quote:Would you be able to elaborate?it works better then Daul Blades Combo System, so I heard and Works for Brutes, Stalkers and tankers as well.
I would really love it if this set didn't have yet another +damage boost that effectively makes the Brute version look pointless compared to the Scrapper version. -
Quote:I was thinking something more along the lines of this (sorry still in /elec armor mode). If Burnout does end up requiring two prereqs instead of one, then I could drop conductive shield, though that partially defeats the purpose. Note I am not well versed in claws, but is FU>Focus>Slash the best chain?
Edit: and ya, I am actually thinking about making this. Oh, and don't forget to include geas of the kind ones (not at the same time as eye of the magus, so it doesn't cancel out the defense).
You could also just take Barrier to cover the gap.
Could also slot a FF proc in Focus, although you might even consider leveraging a primary that has more KB powers to slot it, I was considering SM/Ela myself. -
Quote:Unfortunately Doctored Wounds is better for you as well in terms of healing gained.I wouldn't have to spam Radiant Aura as the proc effect lasts for 2 mins. Pop it at the beginning of a fight and apply as needed throughout. However I get your point that the bonus of Doctored Wounds is more about it's benefit to your teammates. Being the evil and twisted Corruptor that I am I hadn't considered them
With DW, (skipping endurance/rech piece) you heal for 237 per activation.
With Regen Tissue with your slotting you heal for 194 HP.
So a difference of 43 HP per activation.
IF the Regen Tissue procs, it will increase your regeneration from 7.9 HP/S to 9.17 HP, or an extra 1.27 HP/S.
Considering that RA is up ever 2.5s or so, that regen tissue proc would be completely irrelevant to your build even if it proc'd every single time or was slotted in health for perpetual benefit.
You have a self heal. If you need to be topped off you're going to use RA. -
Quote:I always keep powers like SC, LR, RoF, etc bound to one of my side mouse keyes.Also... when you need to click a power then do a mouse click... there's a good chance you'll lose some animation time... in fact i think due to servertime delays and mechanics there may be no way to avoid losing enough to cause them to be a hurt to DPS instead of a help.
Typically I'm popping BU right before LR or SC for example, and while that's animating I can already have the attack target beacon queued up and in position.
Then it's just a right click away from kaboom. -
Quote:When I see someone low on health, I just find I have a really, really hard time finding that pesky little RA hotkey - where oh where could it be?Who would do such a thing? Treat one's teammates like so much cannon fodder, use them in such a selfish and destructive way???
Oh yeah, I do that...
And it's loads of fun! -
1) The Regen Tissue Proc is not worth it in RA.
In fact, its not worth it at all.
The Miracle: Heal IO in Health should be changed to a Numi Proc, which adds both more regen and more recovery than the Miracle:Heal enhancement and attached set bonus are giving you.
2) AM is poorly slotted.
Perf Shifter End Mod/Rech/Acc & End Mod/Rech +
Eff Adapter End Mod/Rech/Acc & End Mod/Rech
Will give you an additional 0.5 EPS, which is fairly huge.
With these two changes (1 & 2 above) your Endurance Recovery would jump up to 4.43 EPS (this is with accolades off)
There are a lot of other changes I would make, but these two jumped out at me. -
Quote:All good info.Alright, I'mma pitch Fortunatas to you.
Fortunatas, in my humble opinion, are on the higher end of the power spectrum.
They've got...
- Middling Damage. It's somewhere between Defender and Blaster in terms of numbers, not counting any buffs. (Speaking of which, a Solo Defender does a lot of damage now, thanks to the new Vigilance, but I digress.) It doesn't do as much damage as say... my Triple Rage'd Brute, but it does well.
- Signature attacks like Subdue and Dominate double as controls.
- Your Nuke is on par with the Defender version from Psi Blast, but it doesn't crash. Do a fairly good amount of psi damage to everyone around you, stun most of them, slow all of them, and still have the end to pick them off with your other attacks.
- Willpower's Mez Protection, which guards against everything but Slows. (And there's an IO for that).
- Nearly capped defenses at minimal effort.
- Great team support at a minimal effort. The only clicky buffs you'll get also buff you.
- Maneuvers, for free, with a higher bonus and lower end cost. And they stack with the pool.
- Melee attacks if... you're inclined for some reason.
- Stealth, which is good. And the ability to crit from stealth if you use a melee attack. (Sorry, no ranged stealth crits)
- Brute Patron Pools. (Which means you can snag Darkest Night and Gloom!)
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Quote:Shockwave has better DPA, half the cast time and better (100%) KB.Comparing Repulsing Torrent to Shockwave isn't a fair comparison. The powers have two different purposes.
Repulsing Torrent is so much worse, its not even remotely close.
I'm curious to what you think the special purpose of RT is though, slightly longer range (40 vs. 30) and even higher levels of KB? -
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Quote:Welcome back.Hello again =)
Just got back into the game from a 3-4 year break. Been reading the forums for two weeks now getting all the info i can and getting a feel for the game again.
So i have decided on a /SD Scrapper. Love the shield look and think the power set feels my style. What are good primaries for it? Been thinking of EleM/SD would be hella fun. What your thoughts?
Oh and why is SS such a big deal and why is it even more of a big deal if Scrappers get it through proliferation?
Thnx!
There are a lot of good primaries for SD.
In particular, the following 3 are probably the most popular but SD is not really limited to being a good pairing with just these 3.
Fire Melee: Probably the most well rounded, has good ST and good AoE capabilities, doesnt require a ton of rech to get a decent ST chain.
Dark Melee: The most survivable option with a self heal and an endurance recovery tool. It can be one of the top ST performers with SD, but only with a ton of rech. Poor AoE, even with Shield Charge.
Electric Melee: All out AoE option, very poor ST. LR & SC make for an incredibly strong, spawn wiping combination. -
Quote:This is the big one for me.Pricing is something we're going to be watching very closely and making adjustments as appropriate. We want to be sure we're continuing to deliver on our goal of providing more value than ever for the VIP subscription.
Likening it to Going Rogue is pretty bad imo, considering all of the stuff we got on top of the new sets with going rogue. It also sticks out as a reminder as "Hey you just bought this stuff, but now we will give it away free to our new customers."
Its not working for me.
Quote:I'll let Posi or Black Scorpion speak to this more, but my understanding is that the addition of these powers was to give something cool for those who are not interested in the current top tier Travel Pool abilities. While I can understand why you may consider some of them a novelty (Zone Teleport, Afterburner) I think you'll be pleasantly surprised at how useful (and concurrently widely used) some of them will be (Burnout and the Leap Attack in the SuperJump pool).
In all of my character's builds, powers and available slots are at an extreme premium.
Incarnate powers are great because they can be added to your entire build without forcing you to make drastic changes, reslot your powers & respec, etc.
We're still playing with legacy design here, where you are forced to take powers that are mechanically worthless to your build in order to access "higher tier" powers in that Power Pool, Epic or Patron Pool that you actually want.
I love designing builds and making choices, trying to squeeze everything into the character that I want - but we've hit a pretty consistent zone here since Inherent Fitness and Incarnates where the game is constantly changing and after a while it really gets tiresome revamping and respeccing your build every few issues for anywhere from a half dozen to a dozen characters (or more!).
I love that the devs are thinking of new fun and cool ideas for more powers and such, but I really wish they'd also implement some better ways to accommodate this stuff in terms of available powers, slots and most importantly the entirely cumbersome and totally unfun respec system we have.
EDIT: And yes, I understand Inherent Fitness gave us more flexibility and freedom in our builds, it was a very welcome addition to the game. It was however, one of those things that should have been done ages ago. Sucking wind constantly as you level up has never been, and never will be an enjoyable experience. -
Quote:Also, some generic tips for +recharge:
Spiritual Alpha T4 is "about" 32-ish percent "global" recharge. OMG, worth it.
Five purple sets is +50 percent global recharge. Fitting in five requires typically two melee attacks, two ranged attacks, and a hold of some sort, as well as 20 slots.
Five LoTG procs is +37.5 percent global recharge, and is a DIFFERENT 7.5 percent bonus than set bonuses, so you can then get:
Five, 7.5 percent set bonuses is +37.5 percent global recharge.
Hasten is 70 percent global recharge, but as noted, requires 275 percent global recharge, including itself, to be permanent.
Super Reflexes and Electric Armor (off the top of my head) get +20 percent global recharge. Maybe other sets do too?
Don't forget to look for 'double duty' sets, IE, ones with +recharge and +defenses, since that's the stuff most folks are looking for. Also, +rech +hp sets are darn useful.
In Mids there is a 'set bonus finder' which will find any bonus you'd care to.
It Is Very Nice.
Unfortunately being able to go spiritual is highly dependent on secondary.
That chain is something like 5+ EPS with 30 or 40% End Rdx Slotting. -
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Quote:Tell Posi to make those travel powers at L4 inherent, because we are all out of power choices already.I'm here at comic con and spoke with posi. The sets are on the floor to view and will be in I21, however I was told they will be premium power sets which are not included with the VIP subscription and must be purchased with points. Currently they are 800 points ($10) each. Street justice is has a combo system of sorts. They are also adding a 5th power to all travel sets. And travel powers are available at lvl 4 now.
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Quote:You won't have Scrapper level DPS.Think of it like this. In the final AV fight in Lambda for example, not only will I have scrapper level DPS, I also contribute more to the team's damage+survivability through buffs and debuffs.
Because the Scrapper is buffed and his target is debuffed, which increases the Scrappers DPS beyond even the best Pylon times.
And that Scrapper can also have a pet, being buffed and debuffed.
Unless you want to count that added damage as "yours" for debuffing/buffing.
No one can say your Defender isn't providing an immense amount of benefit to the league, that's not something I would not say.
But in the situation above you may have moved into "scrapper level" DPS in terms of beating their pylon times while solo and now bringing that to the league, but the scrappers raw DPS has now moved into a completely different zone in the buff/debuff situation.
Ultimately, even though I managed a 42s pylon time on my Fire/Rad Corr with T4 Cims, I know its not "his" DPS - or at least I don't consider it such. (going to have another go once I have ageless)
Same Corr managed 4 mins 1 s with no Cims out, but I've made some build revisions and will try again with the aforementioned ageless - even then its still not raw DPS, because the target has -res and -regen debuffs on it.
This is just my arbitrary distinction.
I like to think about what a character can accomplish, for example your Defender soloing Chimera, in terms of their overall package.
And then I also like to have an idea of what their straight, raw DPS is - without the effects of things like -res or -regen. Of course I still count those effects, but I tend to consider them as part of their complete target take down capabilities. -
I'm not really sure you can, and as i said earlier I don't think that's what Werner was suggesting.
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Quote:I think what would be cool is if that set you're thinking about also had massive endurance utility, and a +DEF clicky for tough situations and maybe instead of scaling +Damage, scaling +rech.I want a set like Shield, that replaces Shield Charge with a Self Heal while ditching the shield
I could make a couple more changes while still keeping it close to the Shield Set too for what I'd like.
I kept suggesting a Bubble Shield effect for Shields, like Force Field Bubbles. That would of also allowed two handed sets to use Shields.
And then, maybe some kind of glowy/shield type effect made of energy that covers your body.
It sounds like it would be pretty strong to me.
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Quote:Barrier will do basically the same thing for you in that it provides so much DEF as to make it exceedingly unlikely that you will ever suffer cascading def failure.The Ageless with Debuff protection can be a wonder on characters built with lots of defense (willpower for example) but little to no DDR.
It's quite amazing how much difference NOT losing all your defense to massive debuffs makes. The +end and +recharge is just a side effect then.
I have a WP Brute, and there is no way you could ever convince me to use something other than Barrier or Rebirth for that character. -
Maybe Melee Crowd Control to separate from Controllers and Doms, who are probably more traditionally what people will look at for 'Crowd Control'.
Its a tough one to describe for sure, since the AT is already using the name of the role as its own.
I suppose "Threat Absorption" is too wordy.
Also, neither of those actually describes the nature of the Tanker's Primary set which is mitigation focused.
I'm a big fan of "Armored Spearhead", it works well for Tankers, Brutes & Scrappers. -
Quote:In Shatter of course...Well that Fury of the Gladiator -RES proc has been sitting in my tray waiting to go somewhere ... and where better than Crowd Control
Shatter > Clobber > Jawbreaker
Then use that free spot in Crowd Control for the Force Feedback Proc.
*As a note, I took my WM/SD/ Energy Brute onto test a while ago, and gave him a full top end build with the recharge to run that chain, with the res proc, and T4 Reactive Radial and with 10 Targets in AAO for 240 DPS.
The Scrapper, should be higher (much, much higher).
Not bad for a set with a handful of AoE options. -
Quote:Corruptor damage modifier is 0.75, Defender is 0.65. Since these are multipliers, they act similarly to resistance debuffs and apply to the final, slotted damage with all +damage bonuses applied. We'll assume all of these are equal, even though the Defender will have +35% more damage with AM (5% difference in the buff values) and the solo bonus (30%). Difference in damage: 15.4%, leaning towards Corruptor.
The Defender gets a 30% resistance debuff, vs. a 22.5% resistance debuff for the Corruptor. This also applies to the final total. Difference in damage: 7.5%, leaning to Defender; overall at 6.9% leaning to the Defender.
The Defender gets 20% a resistance debuff per blast, compared to 15% for Corruptors. This means that per blast stacked, the Defender gains a 5% advantage on the Corruptor. Say that you run with 3 debuffs stacked most of the time - not hard to maintain - and the Defender takes the overall damage advantage of 3.1%, assuming both have the same +damage in each power.
Once Scourge kicks in, the Corruptor will do more damage per blast - and that matters more on AVs and GMs than on anything else in the game due to the large pool of hit points. But until Scourge kicks in, the Defender is going to do more damage against hard targets.
So you're saying that once scourge kicks in, the Corr will pull ahead?
Got a rough idea about how much? (And thanks for the above by the way) -
Quote:I agree.I hardly play defenders, I don't like them very much, but imo this particular combo is better on a def, both for soloing AVs/GMs and teams.
More -tohit, -res, -def, -regen from Radiation and more -res from sonic blast. I have a rad/psi and a sonic/sonic, I think a rad/sonic would be completely insane. Well people have soloed GMs before Going Rogue and incarnates, iirc they were all rad/sonics. A traps/sonic could also do it but when ppl were posting these things all the time there wasn't traps for defs.
I prefer Corrs completely over Defenders, but the -Res numbers on Sonic for Defenders are really so much better than the Corr's for this specific combo that its hard to argue with.
That's my "at a glance" opinion.
I'm not really sure just how much better (or possibly even not better, but I doubt it) the Defender has it.
For one thing, the Defender starts with better -RES from Enervating Field (-30% Res vs. -22.5%).
Followed by the Defender's better -Res from Sonic Attacks (-20% vs. -15%).
And lastly, a 30% Damage bonus solo for your GM/AV Hunting needs.
However you also have to take into consideration the Corr's higher damage scalar, and Scourge.
Th entire comparison is more math than I'm willing to ever attempt.