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Quote:This and I'd add that solo I'd also rely heavily on Earth's ability to drop its patches from around or behind cover (also true of Freezing Rain). If you can't be seen or targeted it really doesn't matter what your defense is. When I can't, stealth lets me decide when and how to start the fight and which inspires I might need (the other reason I go recharge and recovery first) to handle any return fire.... Personally, I like to go for Recharge first. Then Recovery. Instead of Defense, I rely upon either (a) the team tank to draw aggro, or (b) using invisibility from Super Speed + Steamy Mist to lead Rocky into melee to draw aggro, and then (c) using my controls and Hurricane as needed. Any advice I give you would be from a different perspective than what you have slotted for.
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If, as I would expect, you have AB on everyone and one, if not more Regen Auras, running all the time then 45% should be quite ample defense. Even 45% is a bit of overkill, though so easily gained I'd certainly do so. Even +4's are going to be hard pressed vs 45% defense (All) to do more than momentarily tickle you with capped regen values plus high S/L resists found in typical radio missions.
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Quote:I'd do the later ... 3 Shield Wall and the LotG +7.5% (or 4 slot LotG or 3 slot Shield Wall)Untrue.
All PvP IO sets have 2 different sets of bonuses. The first set is active all the time, the second set is active only in PvP zones or the arena. In PvP you get BOTH sets of bonuses.
I'd pick either Shield Wall or LotG and slot 4 of them. Or possibly 3 Shield Wall and the LotG +Rech. -
Quote:QFT.Scorpion's immobilize is just fine for the job, but your web grenade is better than it since it animates faster. The advantage of electric fence is that it deals damage as well as immobilizing. This means you don't have to worry about keeping multiple immobilizes on the GM at the same time. It'll just happen as part of your normal attack chain. With the apocalypse proc in shriek, you probably do more damage using electric fence in your attack chain instead of shout.
I don't know exactly how much damage the disruptor contributes, so it's up to you if it's worth it or not.
EF has the potential to do lots of damage and a chunk of it can be via procs. As in the average damage reported in Mids is triple digit on my Emp/Sonic prior to considerations of -resist debuff from the rest of her powers.
Large amount of global accuracy plus
Apoc, Glad Jav, Trap of the Hunter plus
ED capped damage in EF
and you are looking at an average damage (sans -resists) around 145 per attack. Without the pvp proc you are still looking at 125-130. About 80 of the damage is from EF before the procs.
I also don't have enough patience to figure out if the Apoc is better off placed in Shriek vs EF, but I tend to 5 slot Decimation + Devastation hold proc in Shriek, fwiw, on the Sonic Blast side of my builds. Suspect the more significant difference isn't the net damage of Shriek vs EF but the end usage of trying to spam EF vs Shriek in a prolonged fight. My Emp with RA has a definite advantage in that arena. -
Quote:Not just you I also find the link not working. One can cut and paste the build and Mids will "interpret" it for you (but tends to leave some stuff without enhancements).Hey weasel... your build link doesn't work? Is it just me...
How much recharge do you need for that chain Bill? I don't tend to build with Hasten and large amounts of global recharge currently on my SR's in general (though it's still up around 90% globally).
Guessing you were asking Bill to post his build but here's the two versions of mine I was thinking on:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
GRETA-001 (v13.10.i19 Incarnate): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(11), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(15), Ksmt-ToHit+(23)
Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(34), Achilles-ResDeb%(36)
Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(23)
Level 6: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(7), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(33), FotG-ResDeb%(36)
Level 8: Follow Up -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(13), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(13)
Level 14: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(40)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(31), Apoc-Dam%(33)
Level 20: Recall Friend -- Winter-ResSlow(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(27), Aegis-ResDam(29), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(39)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 28: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(45), S'dpty-Def/Rchg(45)
Level 30: Tactics -- HO:Cyto(A), HO:Cyto(42)
Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Ragnrk-Knock%(43)
Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(45)
Level 38: Quickness -- Run-I(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-End%(46), RgnTis-Heal/EndRdx(46), RgnTis-Heal/Rchg(48), RgnTis-Regen+(50)
Level 47: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(48), S'dpty-Def/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A), Empty(17), Empty(21), Empty(37), Empty(39), Empty(39)
Level 1: Sprint -- Empty(A), Empty(17), Empty(37), Empty(37)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1435;728;1456;HEX;| |78DA9D53C9721251147D4D8384300748C8081981101ADA24C60C9A5213AD540545A| |05C65A896BC848E5443016AB2F3035CB9D0955BFFC172E58729DEA141DCDA557DCE| |7BF79D3B9CD7D5C59B039F101FF6851278D2303A9DF34AAD6DB45AB2EDAED44C69D| |564F259F9B0FA285728E8C9F43B7D5DD30B9AA96F278FAC9AD1B68CAECCB88510D1| |7ED6795136A4D4A0D4FB4E62103C9097D2EA48ADF216776579D99037B2133EB2EAB| |22DADAED65F044BCD66433B96C6856C77EA66CBD7DFB74CEB6A8C3655A8DF6AB6BB| |46D76C5A7E0A3D35AFEA5D10840F5B664D7BDCBCB83D2F1A9DAE6CDFC661B40CBC2| |6CE484FCF254E8052C2714A347A4614AF03E962DE64BA262A629642594E115530E4| |0C118D44880231A0B818FF2590AEDDB61A9A2829070A1C69A2D10C517C95683E4BB| |4F81328229E4396CA4D54F59F26016E32CE4DDE80CE6557776D53853B3B4CBB44D1| |3DA2E403AEBEAF625603B2DC3455CFE566E3236CDCC7C6A7D878928D2FB2F112647| |9B897F0CC53280C212F8FA978B780EEA8C267DB8723BFEDC0CF0E52EC4067073AEB| |5E822EC83A47D0A160F7D46F1A22D523B24010E6B6CE708E6C8C694C79A2B9025BD| |48996DD787F3C65641AECFA8502A1981D8AF5E0112A4426EC6F38810B8F98BAAB62| |FACC86C2358956D6F9EA413E69CF38C95E66D8CB1C7B790182695B30CD26D6D8C41| |A9B888060D6BEA8D94DBEA88CCD2D384BD80613EB6422B3C1B449B47A8F698BA80A| |F205BBD7020FB3CAC3ACF13065102CB3402CE7E83B55C05BDABE81749642DFFC426| |459E5CA7EA2CAB9CF4C5F9876E07456E4F788F4874415A8ADD9CD35369A67A37936| |1A0541C1EE54E02F3CE31CFACDE8FA438451C225C295213CFEAB5787F54B4358720| |EFE2AA15024E11CFC963D4F6870FABFCF775FBF9CA73C0A5845280128AF70758270| |8ADB335C19B87A8D50C36DEF87AF6F21781FE7DA46D841D84588C17CE2232ADD5E0| |02F820FC18F104008228410220853085F117A7F0029951416| |-------------------------------------------------------------------|
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
GRETA-001 MedicineFighting (v2.00.i19 Incarnate): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(15), Ksmt-ToHit+(37)
Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(25), Achilles-ResDeb%(45)
Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(37)
Level 6: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(25)
Level 8: Follow Up -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg(31), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Agile -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 14: Boxing -- T'Death-Dam%(A)
Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(36)
Level 26: Eviscerate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31)
Level 28: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(43)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(50)
Level 32: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(33), LkGmblr-Rchg+(33)
Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(40)
Level 41: Combat Jumping -- SW-ResDam/Re TP(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-End%(48), Numna-Regen/Rcvry+(48), Panac-Heal/+End(50)
Level 49: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A), Empty(17), Empty(34), Empty(40), Empty(46), Empty(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(23), Empty(40), Empty(46)
Level 1: Critical Hit
Level 2: Ninja Run
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Quote:QFT, I find it problematic. The heal amount is relatively tiny even if it procs several times it has to do so 5+ times to come close to Healing Aura nevermind something like Transfusion, or a single target heal like Heal Other. Combine that with the tendency to use aoe Sleeps as an alpha/opener when one is at or near max healthI used to use the healing proc in mass hypnosis, and it can go off multiple times with a single casting. It didn't make any difference for me though, so I ended up dropping it.
, though how much that part might change do to moving at speed as a farmer I can only guess.
As an aside though while I can't say the Call of the Sandman does so for sure, Entropic Chaos chance for self heal can be effected by PBU while PBU is active. -
Quote:Also since we are talking about the tip mission I'll point out, in addition to all the above posts, I'm guessing you are not in fact soft capped regardless of the presence or absence of Quartz eminators as ALL the DE in the tip alignment missions Base To Hit is 64% not 50%. This moves the goal posts for soft capping to 59% not 45%. The Quartz are merely moving the soft cap a whole lot moreHey All,
So I'm doing a Tips mission that involves Devouring Earth. I'm set to 2x/6 and they are just tearing my group apart.
My trio is 2 Emp/Archers and a Grav/Therm troller. I am soft caped, and have the thermal shields at all times but not only are they hitting me, but I'm getting nailed for 230+ smashing damage and thats with the shields on!!!!
Should I just set my setting lower for this mish or are there any other tricks I can use, I am using the Therm. powers like Melt Armor and Heat E. but it's not making a difference, they hit so hard!!!
Any Help?? -
Each proc checks independently of any other proc(s) in the power and does so against any and all targets in the area every 10 seconds when placed in something like Mudpots or Hotfeet.
Chaining powers I'm not as certain how they work but I would expect at best they'd check once for each target in the chain. -
For my main's build it actually means 4 new power choices as I have all 4 from the Fitness pool currently. Swift is currently my level 49 choice as I rather dislike how slow characters move at that level in particular without some further boost to their run speed and in her previous builds she was very quick even for an SR.
Recall, Maneuvers, Tactics, and Vengeance are at the top of the list for one of her new builds. Recall for the utility during task forces primarily and to add a Winter's Gift Slow Resist to help while exemplar prior to Quickness in resisting -recharge effects. Leadership in addition to the obvious teaming benefits will allow her build via Maneuvers to be soft capped vs melee and range at 25th without needing the Glad proc. Tactics will help add more To Hit for things liked massed Cimerorans which can currently lead to a fair bit of "Deflected" results despite Mids showing 95%+ vs +4's without FU landing in her current build.
In another build I'm looking at adding Medicine for Aid Self and Aid Another. I have never been a fan of Medicine in SR and doubly so on her. Between soft capping, her max health and passive regen, plus the Fighting Pool, if it will kill her it's probably going to kill her even with Aid Self available. But now the option is there to add Medicine without the opportunity cost involved in current build(s) --> the delaying or skipping Fighting or other powers in the build to fit in Medicine. Now the potential is there to have her current max health (or higher), passive regen and Fighting and still add Aid Self/Aid Another.
And with the Alpha slot previously one also gained an additional build so we may be looking at 3 potential builds with inherent Fitness and not 2 for our level 50's. -
Assuming you use Hover while fighting it's likely the best place to use Kismet. Since the power has to be active for Kismet to work I tend to put it in the lowest level power I can. Preferably one I leave on 24-7 that way it will be available no matter what level I end up exemplaring for task forces or Ouroboros or just teaming with friends running at lower levels.
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Between Adeon's link and this one you should find everything you are looking for.
http://paragonwiki.com/wiki/Table_of_Special_IOs -
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On mine the plan is:
All the Empathy except Absorb Pain and Resurrect.
All of Ice Blast except Frost Breath, Aim and Bitter Freeze Ray.
No Fitness. Leadership (All 4 taken), Hasten, Super Speed, Combat Jumping and Recall.
Blizzard is the nuke and does blaster level damage, but it will crash your end bar which is why it might get skipped. Mine is required as an SG choice (as are some of the other choices), but I would likely take and slot it anyway.
Power Mastery primarily for Power Build Up. Only skimmed what I could get now that Patron Pool Powers are possible. For solo work having a pet seems very intriguing especially at the level of recharge planned.
I'm likely to fiddle with the build as adding Aim for Aim+PBU+Ice Storm+Blizzard is drool inspiring at over 2100 damage on a defender. -
And what that link to Paragon Wiki is NOT telling me (at a glance anyway) and to put it in perspective as to why it's a must have asap type power, is that bonus is 31.25%. Stacked 5 times that's a +156% bonus to the damage of any and all attacks you make during the buff duration as Gaidin has pointed out.
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I am not very expert with Elec/Elec but some general comments,
I think the advice is likely to be focus on S/L defense shooting for 33% (minimally) or so for soft capping with a single luck. After that I'd look to +def (melee) first, particularly with confront in the build (to leverage the -range) and to grab as much +recharge as I could. On the teaming front low 30's defense (vs teens) also means you readily hit the soft cap with the various ally shields out there.
Don't skip Power Sink, along with the rest of your powers end draining the mobs can be a significant source of mitigation. This is probably even more true if influence is a factor for building (i.e. if sinking resources into things like Kinetic Combat, LotG +7.5%, and Obliterate is problematic).
Energize I'd look to cap both the Heal and Recharge of the power over anything else (i.e. I'd frankkenslot for the attributes over set bonus considerations or use a set that maxes those attributes). Right after +defense I'd be looking for +recharge globally and getting Energize up fast and frequently is one of the most significant benefits to MOAR recharge.
I'd grab something other than Conserve Power at 49th ... almost anything with +def (all) should be of more benefit overall. Combat Jumping or Maneuvers would top to list.
Slot Health and Stamina over Physical Perfection .. PP is the one to leave single slotted with Perf Shifter +end rather than the soon to be inherent pools if it boils down to slotting one over the others. Fitness will effect the build sooner and the procs are dependent on the power being active not their actual level (of the procs). -
Both Resistance and Ghoul bosses also employ powers which can effect the protection and resistance to confuse effects of their allies and outside of Praetoria there are similarl foes as well (Longbow Officers, a Cimeroran with Shout of Command, etc.)
Combine that with the purple dots showing on any foes effected by a non-confuse portion of Synaptic Overload might help explain the seemingly 'wrong' reactions at times though I've no idea if this had anything to do specifically with the OP's issue. -
Maybe what we need is this:
Marked for Death Ranged, Minor DoT(Toxic), Attract Foes
Ghouls operate in pacts and it is the Painted One's duty to "mark" their prey. Being marked will cause some minor Toxic damage and cause nearby enemies to be more likely to attack you. -
Quote:Yep which is why I said "IF" ... but the point still remains.If something has a 95% chance to hit you, the streakbreaker is the least of your worries. All it does is prevent lucky/unlucky streaks. There's a .25% chance of anyone with 95% hit missing twice for a given two attack sequence. That's the chance of streakbreaker stepping in.
What if they aren't at 95% but 80% via any of large number of possible debuffs and/or popping lucks.
What if this isn't solo but you are a Brute with Darkest Night duo'd with a */Rad Controller who's using RI. Particularly if this scenario is not solo but a small team vs x6+ spawns the idea that some combination of debuffs/buffs exists to drop the DE off 95% last hit chance to something still significant to the streak breaker ... well I guess I think it's worth thinking about even if it does turn out to be moot. My point being it's no longer necessarily as inconsequential as when their last hit chance is low double digits and the streak breaker will likely never ever kick in. -
Against the tip mission DE and their base hit of 64% ... that basically moves the soft cap to 59% so for that pop one small purple and you should be essentially back where you were.
The DE To Hit buff pets, as folks have pointed out, are far far far worse. The To Hit buff all the DE in the aura are getting is +100% meaning your soft cap vs that is now 145% not 45%. You could pop enough purples to counter the buff, but it is far easier to pull the DE away from their aura buff pet(s) then destroy the DE who drop the pet(s).
While popping orange and higher max health will help it's kind of a drop in the bucket compared to the amount of incoming damage you will now take compared to what the build (and you) are used to. On a 'pure' defense based character at the soft cap such as SR the incoming damage will have increased roughly 20 times (5% hit rate vs the now 95% hit rate) so where you were taking 200 damage spawn diving you'll now take 4000 (again very roughly). Popping orange will help (though using one purple will help more) vs the higher base to hit of 64% DE in the tip missions it really isn't effectively going to be doing anything vs the incoming damage while the buff pets are out do to the degree of change in the amount.
Last consider the streak breaker. Normally it's of little to no consequence for the player vs pve foes even though the foes use it as well as the players, the pve mobs by and large die too fast to take advantage of it particularly vs anyone with high defenses. However, when all those DE are now at 95% to hit the streak breaker is causing every other attack (by a single foe) to automatically hit regardless of their to hit roll. Not sure when (or even IF) this becomes an effective change in the incoming damage but I suspect it has the potential to impact a soft capped Tank (or max health scrapper with capped resistance maybe?) whose greatly higher hit point cap combined with resistances may see the effects and live long enough to talk about it, pop greens, use Dull Pain, Earth's Embrace, Dark Regen etc.. -
1) Teamed with two friends, all of us still new to the game sometime in issue 4, our first large Oranbega map (itself rather memorable) looking into the "prison" room. The battle that ensued in the entry to the room seemed to go on and on and on and ... forever. Eventually the last CoT were defeated, the 3 of us somehow all still alive having apparently aggro'd and emptied the room while making our stand in the doorway.
2) My first character, a claws/sr scrapper, on an 8 man Eden Trial seeing the room holding the Crystal Titan the first time and the utter horde of DE in the place. WOW!
3) Hess TF, the final room ... -
I think you are going to have very significant endurance issues especially while trying to run either Radiation Infection or Enervating Field (or worse both). This will likely be true even with Accelerate Metabolism up and running.
I'd slot Dark Blast, Gloom, Nightfall and Tenebrous Tentacles for damage. First two you have done so, the other two need the damage. I can see potentially slotting TT for the -to hit and set bonuses for defense depending on the rest of the build. In your case with Scorpion Shield, Weave and Maneuvers added to RI's enhanced to hit debuff I doubt you'll really need the -to hit enhanced in anything much less your attacks for most pve/team play.
Your largest source of To Hit debuff is Radiation Infection. Slot RI for To Hit debuff first and -def if the slots are available. Dark Watchers (IO's) or Enzymes (HO's) are probably what I'd use. The To Hit debuff while it is resisted does effectively act as +def for everyone including you against anything getting debuffed. Add in the To Hit debuff from your blasts (even unenhanced for -to hit) and for those targets you and everyone else is essentially getting soft capped before any +def on your end is accounted for. -
Quote:And you get a sort of double tap from them to boot. The scaling resistance of the Passives does not apply vs toxic or psionic damage either, only smash, lethal, cold, fire, negative energy and energy damage types.No, that's the lack of positional tags. Master Illusionists and Illusionists have a number of powers from the Illusion power set available to players. Blind, the single-target hold, is tagged only as a Psionic attack, not Melee, Ranged or AoE. Only Psionic defense will protect you from this attack. So Super Reflexes has no native defense against those attacks - and a Master Illusionist and its three copies are putting out a lot of Blinds.
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http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives
Basically you can only have 5 bonuses with the same "name". The 6th and later bonuses of the same name will not benefit you the vast majority of the time. The "name" almost always correlates with a given numerical value but one very significant exception exists ... LotG +7.5% global recharge which has its own unique name and therefore stacks up independently of other sets bonuses granting +7.5% recharge such as Kinetic Crash.
From a section out of the link at the top:
Quote:These names also show up under your powers info tab in your personal informationCastle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the names of the bonuses listed in the Combat Attributes window. -
Fleeting Whisper said:
Quote:One thing Green Machine in general has some issues defeating, particularly at +4, (not surviving mind you, defeating, particularly in speedy fashion) is AV's, a lack of any debuffs in ones primary will do that. On the otherhand a team of 8 GM's who's secondary is all /Sonic, I suspect, and that would be a none issue as said foes rapidly find the meaning of the resistance floor meets highly buffed blasts.That's why you simply use a team of Blasters with crashless nukes, regeneration rivaling Regen, and defense beating Super Reflexes. Who can all heal each other quickly if anything happens to go wrong (or rez, in the unlikely event of someone dying). In case you're confused, I'm talking about 8 Empathy Defenders working in concert. (Green Machine -> Victory
And that team I mentioned in my prior post was an RO "pick up" team (random grouping pulled off the global channel) and those 3 Emp defenders were GM's.
After 2 or 3 of us (Green Machine) from a min/max standpoint adding other buff/debuff AT's to the mix especially resistance buffers and debuffers of almost any sort will have more impact than more GM's will. Either team composition however will walk all over +4 Cimerorans. And that's really what this thread highlights ... +4 really isn't all that hard for a hand picked team. The 45 minute time limit has more impact than the fact they are +4 I suspect. -
Quote:If I'm not mistaken it was Electric Fence. I'd also point out Screech while minimal damage is the longest duration -resist debuff in the bunch. Forget what the consensus was in the thread Late2Party is referring to about Electric Fence (and Screech) vs other, but Electric Fence in one of my Emp/Sonic/Elec builds has another significant advantage. It's an immobilize that you can spam very rapidly that deals enhanceable damage. In the Purple/IO'd build for my Emp it puts out about 129 damage (2 damage procs averaged in and ED capped damage) in under 3 seconds before the -resistance debuffs are accounted for and can do so at a range of around 70ft (which is also the range on her Howl and only 10ft less than Scream and Shriek).
I found an old thread thread theorycrafting on optimal chains for defender sonic attacks. It isn't about DPA since defenders have low damage anyways. It's about stacking the debuff in a sustainable chain. Something like shriek, shout, shriek scream gives highest amount of debuffung across a sustained chain (I think someone will correct me on that I'm sure). Think I remember silveraldo stating shriek shout shriek (something else that does damage from an app) repeat would be the highest for a defender. If I can find the thread I'll post it.