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Quote:Assuming worst case scenario, and the damage is pure energy against the DA - it gets reduced to (rough numbers) 1200-1300 damage depending on build.Originally Posted by scenarioTome looks over and thinks "Yeah, pretty good. He's taking his hits and keeps on trucking," when another large chunk of damage hits him; Tom, however, has 2400 HP, and the 1900 damage he just took would have surely killed Jerry
If it were SM/L damage and the DA has cardiac paragon + the 3% res IO it can get reduced to 740 or so.
Neither is enough to kill the DA.
Dark Regen will be on a very fast cycle, and the DA can have all the same tricks like Rebirth/Barrier, Shadow Meld & Eye of the Magus.
So more HP is important but it needs to be compared equally to effective HP, which must include resistances.
There are some situations, like Battle Maiden's patches, where the Regen comes out on top - but I don't think that's the case in the scenario you presented.
Quote:Originally Posted by WernerI suppose I need to remind myself of the pros. Things like "Regen stores up survivability and then can use it in a burst. It has better peak survivability than your Katana/Dark does." And like "Your way of calculating survivability underplays the effect of the drastic difference in hit points between the two builds."
Quote:Originally Posted by WernerAnd even, "It's a really, really nice build. Don't you want it to exist? Don't you want to have one? Don't you want to prove the Regen naysayers wrong?" But it just feels like even at it's best, it would just be equal, and for that matter, that my two top end builds would both be Katana, which might be a bit much. Eh, whatever. I'm taking things too seriously.
Even in terms of some trade offs for each in different situations that might give them turns to shine.
But I see no reason to guilt oneself into playing a character when you already have another that you seem to enjoy more.
*Side note, I remember Werner had asked a while ago if Cardiac boosted the numbers for destiny. It appears that on test (I cant confirm personally) both Cardiac and Nerve now boost Barrier. -
Quote:Were they in a trial?I've received two purples since returning on the 10th. I found it very odd that they were both Unbreakable Constraint: Hold.
Anyone want to tell me the odds on that?
I've noticed a similar occurrence on BAFs, very specific Purples seem to drop regularly there (amongst the league). -
Quote:Its rare my WP Brute dies, and even my SD Brutes rarely die after getting incarnate powers.B: You will probably die without fancy footwork, and even with the fancy footwork you will probably die after 3 minutes. See point A.
I can't imagine a well built Invuln tanker with incarnate powers being anything but an unkillable juggernaut, unless they do something really stupid or get caught with their pants down.
Quote:C: Hitting the Tier 9 doesn't improve survivability enough to put yourself on deathclock. In the Lambda the AV can and will kill you directly through your Tier 9 without much effort, even if you're using placate grenades.
An Invuln Tanker should be several orders magnitude tougher than my WP Brute - so again, unless you simply do something silly, I can't imagine dying on an Invuln Tanker with unstop running (after it crashes, yeah that's another story).
*This character is the focus of Marauder's full attention on nearly every Lambda I run. Its exceedingly rare for me to not have main aggro.
Quote:Basically, the truth of the matter is with the new incarnate system your T9 is a waste. Yes, it helps mitigate the crash and might even make it useful again. But at the same time it renders it completely moot. Other sets, such as WP and shield, rely on their T9 just to stay alive sometimes. This is not the case with Invul as it has all the durability of both sets in one. (The same could be said of WP and shield, just with different destiny T4's) -
Quote:Base NumbersThat's no solution in my opinion.
Eye of the Magus has a 25 minute recharge. That's way more work and set up just for Invul to use their Tier 9 versus a Willpower or Sheild who can use their T9 more freely whenever they're recharged and only have to worry about a one-pronged crash.
Unstoppable
Res 70% to all but Psi
Recovery +100%
Duration 180s
Rech 1000s, enhanceable
Massive status effect protection
Crash -100% Endurance and nearly all health
OWTS
Res 30% to SM/L, 15% to All other but Psi
+20% HP
Recovery +30%
Duration 120s
Rech 360s, unenhanceable
Massive status effect protection
Crash -60% endurance
SoW
Res 25% to SM/L, 12.5% to all others
Recovery +30%
Duration 120s
Rech 360s, unenhanceable
Massive status effect protection
Crash -50% Endurance
Quote:A Tier 9 should be the crowning jewel of a power set. Ideally, it shouldn't gather dust, or be highly skippable and it should never have such a strong stigma attached to it that people are too afraid to use it or bother with it because of rigamarole.
That's easy:
1) Reduce the resistance levels down to the strengths of SoW & OWTS (considering it is currently anywhere from 2.5 to 5x stronger to various resistance types in comparison).
2) Reduce the recovery bonus by more than half.
3) Reduce the duration to two minutes, instead of three minutes as it is currently 50% longer than either SoW or OWTS.
4) Reduce the recharge from 1000s to somewhere between 300~360s and make it unenhanceable.
Then Invuln could use it "more freely" like WP & OWTS. -
Quote:They all see huge performance leaps with a solid IO build.Which Brute Armors are easiest to I/O out and get "great performance" from.
Quote:To be clear what is meant about "great performance" is survivability first, added damage second, extra Mez or Buffs third. the goal is to I/O the armors in as few slots as possible, therefore leaving more enhancement slots available for the rest of the build.
Stone Armor is not something I have a huge amount of experience with so I'm leaving it out. I'll let someone else comment.
Which, for what I think you are asking, leaves:
Invuln
WP
SD
SR
Out of these, only SD will really increase your damage output directly through AAO & Shield Charge but it is not as tough as Invuln & WP against the toughest fights in the game (for all regular content, a softcapped SD is extremely sturdy for what it is capable offensively).
WP will increase your offense in an indirect way by allowing you to never stop attacking, but that doesn't mean you'll necessarily see a straight DPS increase. Its more of a playstyle improvement.
SR will give you 20% recharge, which can increase your DPS depending on your build.
Out of those 4 Invuln & WP are the toughest IMO, and all 4 have overall great mez protection.
I find all of these to be fairly lean in terms of slot requirements. -
Quote:According to the devs, and Arcana, the number of AoEs you have and in fact your entire personal contribution, is (or is supposed to be) irrelevant in the rarity of the component you get.Months? I tier4ed alpha and interface in 4 nights.
Granted, I'm a scrapper with 3 aoes...well... 4 now.
And granted I was running 4-6 trials per night.
Your individual participation metric only counts for whether or not you qualify for a component roll or if you end up with the 10 thread "leecher/inactivity" prize. -
Quote:This seems pretty limited in terms of creative concept matching of powersets.I recently had a great idea for a costume and character concept for a sonic/sonic corruptor and was really considering playing him with my friends. I am really big on using strong character themes so I don't like mixing my powersets up too much. So sonic/sonic is the way I have to go with this character concept.
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Quote:This is one of the reasons I consider skipping SoW to be a mistake for Willpower builds post inherent fitness.You resist the hell out of smashing and lethal, but you'd be hard pressed to get more than 10-15% resistance to energy damage. Depending on the primary powerset, you can pull off 40% to S/L/E/N pretty easily, and I'd go that route instead.
An extra 10-15% resistance to exotics might not seem like much, but combined with high regen, defenses and native resistances - its often enough to take the edge off of massed exotic damage attacks.
I also like to back that up with orange insps, and tend to prefer them to purples (since I can already build for defense).
Quote:Originally Posted by NihiliiI'm big on 40% S/L/E/N for WP, or as close as possible to it, because Barrier is the only sensible Destiny choice for such a character, in my opinion. -
Quote:The point everyone is trying to make is that safe and slow are irrelevant for a pure farming build.Like I said, it was pretty clearly focused toward defense and endurance. Neither of those are necessarily farming faves, but they're options and it makes for a safer - if slower - experience.
Fast, furious and inspiration mashing is what is needed. -
Quote:I would choose Willpower of the two personally, its much more 'leveling-friendly" and can be made exceptionally sturdy for endgame play (including incarnate content).Hi folks,
Looking to make a DB brute but can't decide on a secondary, which is better of the two? Willpower or Super Reflexes?
Thanks!
Another great endgame alternative is Invuln.
While it's not as leveling-friendly as WP imo, it is an amazing set at endgame - and also has +to hit from invincibility. Which is a great boon for DB to help make sure you land your combos. -
Quote:Yeah the END is a nightmare without/pre-cardiac.Actually made a build with soft cap def and exactly 170% global recharge. Just workin on finishing off the IOs and getting tier 4 ageless as currently the End suck is horrid witout cardio.
Ageless is an interesting way to go, especially outside of trials where you really don't need the extreme burst of survivability that Barrier provides.
At 170% global recharge and Softcapped is very nice, is it a Tanker build? -
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Quote:I agree with this.Tank is way easier to softcap and therefore less expensive to build. With Rage running does enough damage to get the job done.
Quote:Originally Posted by QuoteI have a sd/ss tank and one thing you might not realize is that with double rage, saturated aao and 95% damage slotting you can and will easily hit the damage cap.
While true, in this combo particularly, Shield Charge is still not the workhorse damage dealer of the build - Footstomp is.
Footstomp will do more damage over time for either AT, and is not constrained by a pseudo-pet damage cap.
On a high end build, Footstomp will be up every 5.5-6s. And Shield Charge will be around 25s (if you can somehow manage to get softcapped and 170% global recharge and take Spiritual Core, you can get it as low as 22.7s).
And even with Rage+AAO for the Tanker, the Brute still comes out ahead with Footstomp (as it should be, since the Tanker is considerably tougher).
SC is great, for a lot of reasons. But it is not the sole determining factor when choosing either Tanker or Brute IMO.
Addressing no one in particular:
If anyone has a high end SD/SS Tanker build with 150%+ Recharge can you please post what your typical damage is for Shield Charge? (I'm asking because I don't know, I only have the Brute version)
If you want to test, something like Council is pretty good.
Also, please include if you are T3 Alpha Slotted.
Against even level council (51 vs 51) my brute's SC hits for 284 damage at the epicenter with +400% damage bonus (Which means the SC pseudo-pet is damage capped). -
I think the two are very evenly matched overall.
Here's my list of Pros for each as they compare to each other:
Invuln Pros:
- +To Hit buff in Invincibility
- Ease of softcapping to multiple types of damage through Invinc (except Psi)
- Better overall resistances to all but Psi
- High Heal on Long Recharge in DP which also allows for a higher possible HP total than WP can achieve.
- Due to numbers 2 & 4 handles spike damage a bit better
- Incredibly strong Taunt aura
- True "godmode" providing massive survivability with an equally massive crash that has the potential to get you killed.
- +Perception buff (occasionally useful)
- Massive regen balances the lower overall resistances
- Massive recovery boost makes for running a relentless offense, even with the heavier endurance using primaries like SS & SM. or alternatively running a variety of extra toggles.
- Precious PSI Defense & Psi Resistance
- High Pain Threshold provides less HP than DP but is always on, and is not subject to requiring Recharge to be permanent (and consequently cannot be affected by recharge debuffs)
- One of the best Mez toggles in the entire game (see #4)
- Has a frequent use "weaker" T9 that self-mitigates its own minor crash - having such a minor crash allows WP to spend 2 minutes out of every 5 with nearly the same resistance values to all damage types as Invuln with the added benefit of Psi resistance as well.
Edit: For levelling up experience, especially Redside, solo or in small groups - I favor Willpower.
However, Energy melee is a notoriously poor primary and I would highly recommend you look into some other options.
Kinetic Melee, in my opinion, is the modern version of what Energy Melee most likely should have been.
Also, EM+WP will mean very low AoE as well as an overall weak taunt aura - you will want Taunt if you except to ever hold some aggro. -
If you're just farming, I would go Mu for E-fences & Ball Lightning. Its the most efficient slot-wise for packing more AoE into your build.
If you are looking at general play as well, both Soul (stronger ST in gloom, better survivability in Darkest Night) and Fire (Stronger TAoE in Fireball, I think) offer quite alot. -
I would also drop Soul Tentacles, its not very useful.
Grab quickness, and use the slots for something else. -
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Quote:Only Illusion gets to have invincible pets that can be made perma.Where this Trial is unique is that all other Controllers other than Illusion have powers beyond the single target and AoE holds that can control the minions. Only Illusion is unable to apply other control powers because Illusion's other control powers have been made invalid by the systems of the mission.
Sometimes there is a price to be paid for something that is both high value, and extremely unique.
Quote:Originally Posted by ObitusJust about every character build has reason to complain that this-or-that segment of the trials marginalizes their schtick, whatever that schtick may be. The fact that the OP's complaint happens to center around what is probably the most infamously overpowered powerset combination in the entire game is fuel for the fire, but ultimately irrelevant. -
Quote:Activating Rage before your current Rage buff expires will completely negate the -Def portion of the Rage crash.Initially, I planned out aiming to maximize Recharge bonuses. However, the -20% Def in the Rage Crash has me wondering if it would be more worth it to try and slot in an extra 10-20% in set bonuses to reduce or eliminate the penalty. Whether that's doable without too many sacrifices I'd like to know.
Other than that, just looking for some general feedback.
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Quote:I'm pretty sure he already stated that is no clear best.Thank you Dechs
What secondary powersets would you consider best for high-end raid content?
But in general, some secondaries are better at utility, some are better at dealing damage, some are better at soft-control, some are AoE focused, some are Single Target focused.
Incarnate Trial content is largely more about what your team/league is capable of than what any one individual build or powerset is capable of. -
It looks like a fun build.
Do you need powersurge or is it just muling the 3% glad piece?
I ask because with LR, it really seems a shame not to have BU. -
Quote:That's every 10s I believe, I've been debating on whether it would be worth it or not to build around Bruising, Achillies Heel in AS and Fury of the Gladiator in SS + Reactive. (All 3 procs have a 10s duration I believe, not sure how long each application of reactive lasts).I would think it is the same, just inserting Nimble every time you need to refresh the debuff.
Probably not, but my brain can't seem to let it go. -
Here's as good a place as any for this I suppose:
What would be the best ST DPS attack chain for a DB Tanker who would have to take Nimble Slice - which also provides Bruising? -