Doomguide

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  1. Quote:
    No Elude. Not really needed when I have 55% Defense.
    Agreed one does not need Elude if one is soft capped, but at 55% you have either too much defense (vs the normal soft cap) or are a bit shy of the next soft cap mark (the incarnate soft cap). Did you stop at 55% for a reason or was that as high as you felt you could get while meeting other build goals?

    The values I would be looking for would be either 47% or 61% both with a DDR of 95% for either the normal soft cap (45%) or the incarnate soft cap (59%)

    I also would look at 49% as that would put me 1 luck away from 61%.
    Granted 55% means being almost any one single outside buff away from the incarnate cap.

    I like to have a Kismet +6% somewhere in the build.
    Given recent changes (making it far less costly) might be worth looking into a Glad +3%def (the Glad plus Hover when active (if added to build) would put you at 59+% as would adding Maneuvers. Either Hover or Maneuvers could replace Assault.

    No Mids access right now so hard to comment further.

    Doomguide
  2. Quote:
    Originally Posted by newchemicals View Post
    I agree with Bill. I've done it and decided it wasn't worth my time. If it makes someone else happy, that's good, it should be in the game. More options for FUN is a good thing.
    Another check mark in this column. I did it for my benefit/knowledge/enjoyment. As far as what might make it 'valid', the "devil is in the details" and those details are what makes for a more (or less) a worthwhile test of the character. In other words it's all valid but saying my Emp/Sonic vs my Claws/SR vs a Fire/WP vs an Ill/Cold etc., etc.. solo'd situation 'x' under condition 'z' all carry different meaning (and do so for every player most likely).

    Doomguide
  3. I've many an SR scrapper (and a couple brutes as well) but I've yet to pair it with MA personally.

    Here's a link to a very recent thread (started yesterday) talking about Arcanaville's MA/SR: http://boards.cityofheroes.com/showthread.php?t=288304

    On my Claws/SR I rarely use set bonuses at all for gaining the soft cap but instead use my sets to gain +max health and +regen. The needed defense comes from my power choices rather than set bonuses. My attacks are mostly 6 slotted (3 Mako/3 CI) or (3 Mako/3 ToD) on my Claws/SR or 5 slotted (Purple sets or 4 Erad/1 Oblit) depending on which attack. The toggles are LotG and passives Serendipity with Maneuvers and Weave also both LotG sets. Currently I am unable to use Mids (and it's Claws not MA) or I'd post it for you. No Hasten, I don't feel the need and generally going for more recharge means lower Health and lower passive regen which for me are a higher priority.

    Doomguide
  4. Quote:
    Originally Posted by PrincessDarkstar View Post
    Just a note about endurance, your net end gain is MUCH more important than your endurance drain figure alone which without seeing the recovery figure is actually meaningless. Net recovery is the only stat to care about. ... <snip> ...
    Same for me. I'm looking at my net recovery in Mids and really don't care what my consumption is since Mids doesn't calculate attack usage. Generally I'm going to initially aim for a minimum of netting 2.5 end/sec and shooting for 3.0 end/sec (or more). Between 2.0 and 2.5 I'll expect a steady loss of end while attacking but usually manageable with blues etc.. Under 2.0 I'm expecting "end issues". And again these are rough guidelines as I look at Mids while tweaking my build and don't take into consideration which AT/build I might be looking at ... i.e. is it a Empath with RA, a perma Heat Loss Cold or DM with Dark Consumption etc.. I had a Sonic Resonance build, for example, running with a drain well over 2, but also had a recovery well over 4. Endurance is rarely an issue since his net is around 2.3 as I recall ... especially in light of the fact he doesn't solo except once in blue moon.

    Doomguide
  5. I don't have access to Mids (yet, come on new hard drive!) so makes it a bit tougher to comment, but here's some thoughts:

    If you are going to use 3 Def IO's in the passives may as well grab some more +max health and +regen ... 3 Serendipity work well here and shouldn't be out of budget. I tend to shoot for at least 1850 Health and 25hp/sec regen on my SR builds. I've found the difference between 1750 health and 1950 or more health (and even more so high teens regen vs near 30hp/sec) very significant even before one adds in things like Rebirth when it comes to survival (and dead scrappers don't do damage).

    Not sure what kind of recharge is needed for Spines best attack chains. I personally don't worry too much about chains, team play vs AV hunting/Pylon soloing makes them a bit irrelevant for me as a build concern compared to other goals. Truly high recharge tends to be at odds with my other goals such as getting the health and regen up where I want them and think those are more important when it comes to a teaming/TF/League oriented build. And in Spines especially I'd be more interested in making sure my AoE potential was a priority over single target in any case. Seems like (without Mids) this is where you've gone. Not using Purple IO's pretty much makes this the case anyway.

    I'd probably try to come up with 2 or 3 slots to be able to enhance and run Tough for its S/L resistance. Best candidate I'd likely try to grab one from each Toggle and add 3 slots to Tough.

    Doomguide
  6. I've got two reactions:

    Knee-jerk first response - Doesn't matter, It's the player I'm following, how they organize and do things with whatever AT they are playing.

    Second - probably any 'support' AT. But said AT had best rapidly fill whatever somewhat nebulous "organize and do things" I expect or ... I'm perfectly fine following a scrapper who seems to know the game and mechanics of the team well.

    Doomguide

    Edit: Any nervousness I feel has more to do "initially" with my AT and the team makeup vs whatever mission(s) we are attempting probably than who's the leader (who may or may not be the star)

    My AT, thinking about it more, doesn't have as much to do with it as how familiar I am with my AT ... if its one of my Empaths, Earth controllers or SR scrappers there's very little I'm going to be 'nervous' about regardless of my level and therefore the less I'l concerned I'll be about team makeup, leadership quality etc.. Then again as a long time player very little gets me nervous period, sometimes the total chaos of a poorly organized and led team can be ... entertaining
  7. Quote:
    Originally Posted by Young_Tutor View Post
    From an exemping standpoint:

    You have CJ and SS taken early. That will give you plenty of mobility, but perhaps almost too much? Fly at 22? That's a lot of travel powers early in the build. Jetpacks are cheap. Squeeze Weave down lower.

    Make sure your LOTG +recharge globals are level 25.

    If you use level 41 IOs for the sets that go up to 50, you will keep most of the bonus and get a huge amount of flexiblity for exemping.
    Solid advice with respect to exemplar
    Handy link for more details. Note the critical levels for IOs are level 25 for Dual, level 43 for triples and level 50 for quads. Those would be the max levels one can slot without being effected by exemplar status.
    http://paragonwiki.com/wiki/Exemplar...n_Enhancements

    Quoted section from the above article:
    "Due to Step 1, you can use up to level 25 Dual-Aspect IOs, level 43 Tri-Aspect IOs, and level 50 Quad-Aspect IOs and suffer no bonus reduction unless you Exemplar to level 20 or lower. (Those breakpoints are only accurate for Schedule A benefits. Schedule B's are higher, C's and D's are lower.)"

    Also if being able to keep stuff while exemping is important keep the Numina's +recovery/+regen in Health. The power the Numina's proc is in needs to be active for it to function, the level of the IO itself is unimportant unless used to gain set bonuses with other IOs in the Numina's set.

    Another handy link concerning special IOs:
    http://paragonwiki.com/wiki/Table_of_Special_IOs
    Numina's is a proc 120, while the LotG +recharge is a Global (and hence why one should use level 25 LotG if exemplar is a build goal).
  8. Quote:
    Originally Posted by DreadShinobi View Post
    AR/Devices. GLHF.
    Love the pairing ... but that said when solo vs teamed with friends etc. it's very slow going though relatively safe. Synergy is as much thematic as anything.

    I'd say Rad/Dev would be a good choice as would Elec/Dev.
  9. Quote:
    Originally Posted by Fulmens View Post
    Elec/Fire is the PBAOE king, if you don't mind spending a LOT of time in melee range of a lot of angry guys. What I'm saying is, there is synergy if you have a very defense-heavy team.

    I couldn't find a damn thing to do with En/Fire, on the other hand. (My first Blaster created, and like my fifth one to L50.) Very non-synergistic.
    This plus adding Arcanaville's thoughts.

    I have an Elec/Fire, it is insanely good at putting out PBAoE damage. But there's the combo of being in melee range plus lots of DoT involved in the damage output that makes survival rough until sets, teammates and or inspires etc. provide a defense/mitigation boost.

    Doomguide
    Edit: In other words I would not consider this pairing anywhere near the bottom in terms of weakest or least synergy personally.
  10. Quote:
    Originally Posted by Zombie Man View Post
    You're not kiting fast and far enough.

    You can get a shot against the Morts (they're number 1 because they're rezzers). And run far away. The Ms and Rs will catch up to you and you can fight them without the minions around. When the minions show up, shake yourself out of scrapperlock and run away again, and again the Ms and Rs will catch up to you without the minions.

    Kite!
    I see Zombie Man has beat me to it. Long long long pulls spreads them out (i.e don't pull to just the nearest door or corner ... pull to the next "county"). The other thing along these lines I'll do is wait until the aggro starts to die off, then come up behind the line of returning Vahz to pull the one at the back. Often can get the last one to be the only one to turn and chase me again (or at worst the last 2 or 3 in the line). Use that speed/slow difference and horrid perception against them.

    That and run early, very early, compared to when you would normally flee. That toxic DoT is deceptively strong and long lasting for a lowbie encounter. Don't let their mez and DoT accumulate.

    Doomguide
  11. Doomguide

    Concept Build?

    Typically I neither look nor ask about another's build unless they ask a question first. My fun I can't say has ever been impeded enough to worry about ... 2 teammates "yelling" back and forth ruins it far faster than anything some concept build no matter how odd it might be ever would. Occasionally in the past this meant watching the melee character get mezzed or knocked around or me chasing things around more than usual on my scrapper.

    About the only exception for me that sometimes frustrates me (more than angers) is an Empath who not only is built like Forbin has described but seems unable to keep his fellow squishies (such as my Emp) buffed as they are seemingly so focused on the Tank/Brute/Scrapper(s). The result of their play style (being generous) frustrates me precisely because I'm so aware of the lost potential from having 2 Empaths on a team, particularly post 32 characters, being a bit of an Empath fanatic (not to mention getting mezzed repeatedly etc.).

    Doomguide
  12. Doomguide

    Katana/DA

    Might take some searching but one of Werner's scrappers is a Katana/DA named, as I recall, Alexi (not sure the spelling is correct) and quite capable of Silly Scrapper Tricks.

    Doomguide
  13. http://paragonwiki.com/wiki/Table_of_Special_IOs

    The Glad proc should work all the time regardless of what it is slotted in (passive, toggle or click). Normally such a proc would be shut off/not work if one exemplared more than three levels under the level of the IO (not the level of when the power was taken). However being a pvp IO it will always function regardless of exemplar status. The sole advantage a lower level Glad +3% def proc is when one would be allowed to slot it into a power. A level 7 character can slot a lvl 10 Glad but cannot slot the level 50 version.

    My own Claws/SR has it slotted in Tough.

    Doomguide

    EDIT: Guess to be totally clear ... Purple sets can not be slotted until one is level 50 (vs level 47 or within 3 like most enhancements). I'm not totally sure if the Glad as PvP IO operates like a Purple in this respect (I don't believe so but ...) but either way a level 7 (or level 10) character can not slot a level 50 Glad Proc.

    EDIT2: And to be completely correct no special IO requires being slotted in a particular type (passive, click or toggle) of power, the power merely has to accept the set in question. Several, however, would be less than ideally slotted when slotted in click vs toggle vs passive. The Heal set unique procs (Miracle +recovery, Numina's +regen/+recovery and Regen Tissue +regen) are specific examples being considerably better when slotted into Health vs Heal Other vs Soothing Aura and even less ideally in say Vengeance but one can do so if desired (or accidently ).
  14. A few caveats first:
    No Mids access currently (so the second post was helpful in seeing what got slotted and how.)
    Minimal experience with Plant personally and none with Darkness Affinity (but several using Dark Blast and Dark Miasma to high levels).

    A general question for others who might know (and assuming the OP doesn't yet know). Does the Theft of Essence proc work to give +End back to the controller when slotted into Twilight's Grasp?

    Seeds of Confusion is a game breaker. I suspect this needs more recharge in particular, I'd want it ED capped for +rech and to get that recharge down to 20 seconds or less if at all possible.

    Howling Twilight - I'd worry about recharge first and foremost. The stun is auto hit.

    Shadow Fall - never been much impressed with mez resistance bonuses in general. I'd replace the ImpSkn proc with something else. Both here and in Fire Shield I'd get the resist damage near ED first then worry about specials particularly anything involving mez resistance. Bit hard to comment further since I can't see Mids.

    Haven't seen it, may have missed it but any -kb protection in the build?

    You do have Tactics but especially given it's not well enhanced for +To Hit you may wish to add a Kismet 6% to the build (which is about the equal of slotting Tactics for +to hit).

    Doomguide

    Edit: And silly question time: Did you post the correct build (i.e it's a controller build in the blaster section and the subject says Dark/MM)?
  15. Outside of playing my AR/Dev with the rest of her team (friends all running their AR/Dev) a true minefield is rare (with 6 AR/Dev minefields can get silly large silly fast and really do become "fields"). Pretty much as Miladys_Knight describes, I only really start stacking them up for a larger harder target i.e. Boss and above. Rest of the time it's 2 or 3 to where I plan to pull or fight them (corner/doorway etc.). Usually 1 of the group of mines will be more or less at my feet (as I know anything surviving the rest of the field and my firing will stop there to take a swipe at me). On my trappers (both Defender and Corrupter) it's a bit different depending on the set pairing and a greater tendency to toe bomb plus all the other tools in a trappers kit. But again its usually no more than 2 or 3 mines mixed in with the AM and PGT when I do pull.

    As far as slotting usually with Oblits once the build is using sets. 5 or 6 varies depending on the build (needing the +def or not) and looking to max the recharge. And while I haven't gone live this way yet I've also used combo's of Oblits and Erad while playing around in Mids (4 Oblits/2 Erads typically).

    I have while moving between commons and sets (and having less slots at that point in leveling) used dam/rech frankenslotting) as well.

    Doomguide
  16. http://boards.cityofheroes.com/showthread.php?t=285219

    From the above thread a post by Arcanaville:

    Quote:
    Critters work exactly identically to players when it comes to endurance drain. If you do not have enough endurance to activate the attack, you can't use it.

    Players build for having enough attacks and enough recharge to attack continuously or nearly so. Critters do not. So you notice endurance drain more on a player. If you are constantly trying to attack, temporarily having little or no endurance is immediately noticable. Its not on a critter if the critter is waiting for recharge anyway. It becomes noticable on a critter when attacks start to recharge and become available, and many of them require more endurance than they have. In that case, they must wait for an attack to recharge that doesn't cost more endurance than they have. That's why you observe critters using lower end attacks more: that's all they can afford.

    One other thing is that recovery is not continuous: it happens in ticks of 6.67% endurance per tick: faster recovery speeds up the ticks. But that means everyone including players and critters goes from zero to 6.67% endurance in a single jump of recovery. For players with base endurance and minions, that is 6.67 end. For LTs with 150 max endurance, that is 10 end. For Bosses with 200 base end that is 13.34 end. For AVs with 800 base end that is 53.36 end. So if a critter has an attack ready to go and it requires 12 endurance, you can keep a minion or Lt from ever using it by just continuing to stack drain. They'll never have more than 10 end at a time. But a boss will go from 0 to 13 end in one jump and will have a moment when they have more than 12, and they will be able to use that attack as will AVs. The only way to prevent a boss from being able to use an attack that requires 12 end is to either debuff recovery so they cannot get any recovery ticks, or stack drain so fast that the split second they have a recovery tick is not long enough for the critter to decide to fire the attack (they usually take a quarter of a second to "decide" to attack, so that drain has to be basically right on top of the recovery tick).

    As a practical matter, drain (without recovery debuff) can *prevent* the use of an attack that needs more endurance than a single recovery tick. It can only *delay* the use of an attack that needs less than one recovery tick.

    Critters actually take more endurance than players do to activate a comparable attack. What costs us 5.2 endurance costs them 7.0. The only advantage critters have over players when it comes to endurance drain is that some critters have more max endurance, and they ironically don't have full attack chains and so are waiting around for things to recharge more than players, so drain is a problem less frequently.
    Hopefully this sheds some light on your question.

    Doomguide
  17. Quote:
    If you're looking for stuff-hit-the-fan powers, instead of Aid Self, Aid Other, or Recall Friend, consider: Vengeance, Fallout, EM Pulse, Atomic Bomb, and Force of Nature. The pairs of Vengeance+Fallout and EMP+Nuke are also a bit synergistic.
    I'd put Recall miles ahead of Medicine ... and point out ->
    Q: but why are you spending a power choice on that guy?
    A: To yank his over enthusiastic corpse back to the right spot to Vengeance/Fallout then Mutate, of course. Idjits rarely die where they are supposed to (Of course said idjits also do have a tendency to rez or Hosp before or while you are trying to complete this too )

    Fallout - 4 Dam/Rech IO's and 2 Lyso's make for an ugly Boooom! (specially if Vengeance and/or Aim get fired off first)

    Irradiate - In addition to an Achilles -resist (or instead of since Achilles has numerous other potential slot placements), Irradiate will also take Fury of the Glad -resist.

    Neutrino Bolt - perhaps the best ST proc cannon out there. Can take an absurd number of different procs including several damage.
    Let's see:
    1) Apocalypse % Neg damage
    2) Gladiator's Javelin % Tox damage
    3) Shield Breaker % Lethal
    4) Lady Grey % Neg
    5) Tempest % End Drain
    6) Devastation % Hold
    7) Entropic Chaos % +Heal
    8) Decimation % BU
    9) Analyze Weakness % +To Hit
    10) Achilles % -resist
    Not sure what if anything is in the ATO, too little play time of late.
    So Apoc Dam, common Dam IO (+/- boosting one or both) and 4 damage procs firing every second or so into resist debuffed targets. Potentially up to -120% from the Rad/Rad alone if I have it figured right (30% EF + 20% +20% Achilles and Fury + 50% Fallout) . Can you say Yummy!

    Doomguide
  18. Quote:
    Originally Posted by Kangstor View Post
    Out of curiosity which sets you put in aid self and aid other as set mules?
    Numina's for the +regen and +max health

    Doomguide
  19. Quote:
    Originally Posted by 4c3Player View Post
    ATM i dont have time to go through the whole build but i will later, my main a Fire/SR scrapper originally didnt have aid self, a day after i put that build in place i made him a new build with aid self, it is extremely usefull, i thought what you did, oh ill just get rebirth but trust me aid self is VERY usefull on a SR
    And for me it's pretty much the opposite position. For me on my current SR build and the only post 50 highly IO'd build using Aid Self I have right now (on a melee character) it's basically a set mule, seldom used and very rarely/once in a blue moon "needed" power. I've probably used Aid Another almost as much (also essentially a set mule). And that's before I added Rebirth to the mix. If I lost or swapped it for something else I'd never miss its heal.

    Doomguide
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Because I'm not using Weave. As I said, I've already had to exclude powers from the build that I'd have wanted to take, and I'd sooner take a performance hit than exclude three more to take a power I don't need, one I don't really want, all for the sake of one that'll be useful. Yes, I'm aware that's not optimal, but that build will not be changing.
    Which power(s) are you excluding you wish to include? Posting a Mids of your build (even thou currently I'm unable to use Mids myself) would be helpful if possible even if it's just suggesting possible sets to use (since it sounds as if powers are pretty much set) to get another couple percent of defense. Any power choices not spoken for between your current level and 50 (which might allow taking of the desired but so far skipped power(s))?

    Quote:
    ... Also, don't Destiny buffs spike huge protection numbers for a short amount of time up-front? I imagine this would be very useful.
    Yes huge buffs to both defense and resistance ... the catch is they drop off rapidly. But Barrier+Elude+your normal defenses would let you laugh even at Eyeballs, at least for a few seconds anyway till Barrier buffs taper off quickly.

    Quote:
    SR Stalkers seem to have something of a head start on SR Scrappers, since Hide offers a few percent of defence extra even when suppressed. Also, with just toggles and passives, I'm already running ~87% defence debuff resistance, so the set doesn't really suffer that badly from defence debuffs. Turns out it's also resistant to recharge and slow, which REALLY helps, I'm finding. It seems like even if SR on base values isn't hugely survivable like Stone or Willpower, it resists a hell of a lot of the more irritating debuffs. That was a positive revelation.
    Yeah! to laughing at KoA caltrop patches.

    Bit surprised if you have all 3 toggles and all 3 passives that you aren't closer to 95% DDR (not that 87% is shabby ). In any case once you hit Elude that'll easily push it to 95% (as Elude adds roughly another 35%) and probably only mobs you'll be using Elude on will make the difference between 87 and 95 DDR worth more than a seconds concern. Just keep in the back of your mind that anything you use for defense after the Elude crash (Eye of Magus, Barrier, several larger purple inspires or whatever) won't have the benefit of all that DDR until you are able to get the toggles back up and running and therefore cascade failure will be a risk.


    Quote:
    And, yes, I do seem to have settled on Aguility. It seems to offer the best combination of attributes. Now it's a matter of actually GETTING it.
    Good Luck

    Doomguide
  21. Quote:
    Originally Posted by DreadShinobi View Post
    Positional defense is much better than typed for incarnate content. EA honestly isn't all that good for incarnate content as having minimal resistance and a psi hole really hurts the set's performance in incarnate content. If you really want a pure defense based build Shield or SR will both be better than EA for incarnate content.

    However for top performance in incarnate content you ideally want a resistance based set with a 45% softcap. The prevalancy of defense buffs will easily get you the last 14% you need for incarnate softcap and bump up the positions/types that you did not softcap. Actually having resistance for incarnate content is invaluable.
    Agreed
    Though I will point out that while SR is a "purely defense set" it does have the scaling resistance of the passives against anything not toxic or psi. That scaling resistance is significant (especially in conjunction with Tough against S/L). It is also a bit like /Regen in that it is less effective against a large spike of damage (when relatively unhurt) but works very well against a constant 'chip chip' of small amounts of damage (as you get damaged). And if you are fighting large spawns either solo or in a team/league that small amount of damage is constantly occurring even on a soft cap character of any sort much less SR. It's also why I tend to burn through a steady stream of orange inspires particularly solo.

    I really think these days with the prevalence of +def set bonuses and buffs SR's hallmark isn't so much defense as its DDR. Whatever defense I do have is pretty much immutable.

    Doomguide
  22. Quote:
    Originally Posted by MisterD View Post
    Think you pretty much said it all..Sr or Ea. As you say, EA is less slot and power pick intensive, and the tier 9 is actually worth it, capping your hp with out slotting.

    I also find SR to be rather boring...it just sits there. Not even any pretty colors like EA. Oh, and the click mez prot can be annoying too. Oh, but EA is cloaked..which ALSO can annoy some people.

    Pretty much, the only difference is SR can get some psi proc, from positional defences, and theres a few new attacks going around in DA that have no type.

    I think my EA scrapper is about 56ish mostly all round, WITHOUT manuvers and a +def alpha. Its a great set.
    Quite familiar with SR not so much EA. How much DDR does EA have?

    My own Claws/SR sits around 47%, Nerve or I suspect Agility would push that to about 50%, Barrier adds at least another 5%. So 55% with only the Steadfast and Glad +3% procs (and 1.56% ranged from Eradicate) used to get to that original 47%. Would need to move stuff around/enhance slots different to use my attacks and maybe toggles/passives to gain about another 5% +def instead of the current +max health/+regen and maybe Red Fortunes/Serendipity instead of 3 or 4 LotG in my the toggles and 3 Serendipity in passives. No boosters used in the build either.

    Doomguide

    Edit:
    Quote:
    Also, I mean, which set has to sacrifice less to get there? So for example if SR has to give up more recharge or Aid Self, that would be worse
    I have Aid Self ... it's essentially a set mule I very rarely use or need for actual survival. Even giving up Rebirth for Barrier not sure I'd miss Aid Self unless I stopped using inspires. I would also lose very little if any recharge (might have to lose a purple set to 5/6 slot for +def in an attack).
  23. Quote:
    Originally Posted by UberGuy View Post
    Ditto.
    Ditto on the Ditto ...

    And boggles slightly (very slightly ) that this thread still has legs.

    On Freedom
    Reyna Morningdew 50 Emp/Rad/**
    Rianna Sidhe 50 Emp/Sonic/**

    On Pinnacle
    Tryth 50 Emp/Sonic/**
    Dark Lightning 50 Emp/Dark/**
    Cometfall 50 Earth/Emp/**

    and approaching 50 on Freedom and Virtue with Emp/Ice and Emp/AR
    and several more after that ...
    I luvs me some healzors

    Doomguide
  24. Quote:
    Originally Posted by Beauregard View Post
    Which is a really silly way to slot a power that you yourself acknowledged wasn't a damage power.
    You lost me here. How is recommending slotting for recharge plus procs silly or at odds in FR?

    Quote:
    Those set bonuses you're disparaging are huge. A 10% recharge bonus is the equivalent of 1/4 of a slot in every power that isn't at the limit of its useful recharge. Which is probably 6 - 10 different powers. In other words, your approach is the equivalent of simply throwing away 2 or so slots. A 15% accuracy bonus is worth 1/3rd of a slot in every power that might potentially miss.
    While I can't speak for Draggynn I think I'm fairly safe in saying neither he nor I are recommending against pursuing or disparaging of the set bonuses in Ragnarok. We are saying that pursuing them in FR is likely not the best or only place to pursue them for most builds. Ragnarok in addition to ED capping recharge is also providing large amounts of damage and accuracy both of which really don't provide nearly the benefit in FR they would elsewhere typically.

    Quote:
    And so on.

    What do you get for slotting your way? An almost negligible increase in damage on a power that costs twice the endurance to throw?
    ?! That describes the damage enhancement in Ragnarok far better than that from the procs. If I'm worried about the end usage of FR then slot Endred/Rech in 1 or 2 slots. Frankly I'm going to try and build to have the +recovery/net recovery to fire FR without any endred in the power (any I do have is purely cake). Getting the recharge time down on FR is the priority not endred, not acc, not damage. And FR is important enough to make the rest of the build support it not the other way around (and then worry about making FR help the rest).

    Quote:
    It's much like your bad advice on Tornado, where you can't seem to grasp that the primary function of the power isn't damage but as a set mule given the rarity with which its used (and the limited damage produced when it is).
    No. At least for me it's a damage power not a mule. Albeit a damage power which needs either a hard target (like an AV, GM or EB) or needs the spawn locked down with -kb which may mean it is circumstantial particularly on a corruptor. But set mule, no it's more than that. I would say the same thing about Fallout, for example. Perhaps we have a bit different definitions of 'mule'.

    Quote:
    How exactly do you think he's going to manage to sustain any sort of damage for more than a brief period without slotting for recovery bonuses? How do you think he's going to get enough recharge to actually run his max dps rotation in the first place?

    Certainly not with your approach.
    No Mids here at the moment, but if you mean the last build posted I'd start by asking if they have the Accolades (if no then see about gaining them), second recommend adding Miracle +recovery, Numina's +recovery/+regen and Performance Shifter +End to the build. And I might inquire about if they wish to use Purple sets ... in addition to no Ragnarok there aren't any Purples at all in the build so Ragnarok's 4% is not the only Purple set +recovery set bonus missing in the build.

    Doomguide
  25. Is this an SO only or common IO's only build? Sounded a bit at one point that you were using sets but only the uncommon (yellow recipe) sets like Crushing Impact or Thunderstrike.

    Nerve can add several percentage points to defense ... the amount will vary depending on, among other things, how many +defense powers you have. Not personally familiar with Agility but it should have similar effects to Nerve with respect to defense values. The "extra" unneeded +Acc of Nerve could, if you are frankenslotting the build, be an advantage, simply underslot for accuracy (at least on one build that won't exemp well) using the universal +Acc enhancement of Nerve and focus on rech, endred, dam, etc..

    Destiny(Barrier) can add, at minimum as I recall, 5% for 120 seconds (perma) as Tier 3 version.

    Between Nerve (or Agility) and Barrier one could be adding 7% or 8% which should put a build with just the toggles and passives up around 38% perhaps even 40% give or take a bit. Any pool powers should rapidly push up towards 45%

    If the goal is to reduce the downtime on Elude then yes to Spiritual/Agility and Ageless plus I'd use Eye of Magus and Barrier (if not using Ageless) if I needed Elude like defense during Elude's downtime (plus inspires of course when possible). Just Toggles plus Passives should allow using a single purple to soft cap as well (or be close enough outside of doing silly scrapper tricks to not matter) while leaving your DDR still capped at 95% (meaning unlike most AT's who use a purple to cap cascade failure still won't be a concern even though you aren't a "soft capped" build.

    Quote:
    ... (though apparently not Soldiers of Rularuu Overseers ...)
    Yeah they have a huge +To Hit buff (+100) which makes a laughing stock out of even Tier 9 +defense godmodes including Elude. Along those lines the Quartz eminators give all the DE around similar insane To Hit buffs.

    Doomguide