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Posts
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Quote:It was alot of fun, as well as some of his game reviews. Good findthis is GR http://www.youtube.com/watch?v=n7VAhzPcZ-s
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So now that the NDA has been lifted, I'm curious to know how does Kinetic Melee look for scrappers ?
Are the animations a bit too long, or do they flow well together like DB does ? Is the DPA on par with other sets ? How does it perform on the AoE side ?
Thanks for sharing -
Same issue. I'm in the prepurchase wave, but no beta forum access so far. In the Going Rogue section, Zombie Man posted a huge post with many details but all the links redirect you to the beta forum : and if I click there it says there is no permission to see those. It seems they have not updated our accounts to see the beta forums yet.
Too bad, I really wanted to read the feedback threads, especially on the new powersets... -
Thanks Zombie Man for the awesome informative post. Unfortunately, as a prepurchaser, the feeback links do not work because it says there is no permission to view those. Is it working as intended ?
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Look for Iggy's build on the scrapper forums. He posted it several times. In terms of survivability, it's among the best you can do with this combo (he could solo a Pylon under a double RWZ challenge mob with it !). And it's not uber expensive either
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Some players seem to care more about a new set's flashiness. But word-to-mouth information travels fast also, especially when a set is known to underperform. And I cant say I've seen recently half the number of dual pistol characters I would have expected from a recent set.
On the other hand a set like /Shield, which is widely known to outperfom once IOed, looks more popular every day in the game.
I think a powerset with high performance gonna be more popular on the long term than a flashy one, even among players who are not versed into optimization. Flashiness and style can be short term factors that matter, but eventually most people get used to them. I'm pretty sure it would be a bad move from the devs if they made Kinetic Melee a DP equivalent, with long animations and subpar DPA. Many players would say they like it at first, but they would also bury it one month later. -
Hi, for PvP builds it's much better to ask in the PvP section. Most guides are PvE focused, and the PvP rules have been very different than the PvE ones since i13 (totally crappy if you want my opinion, but that's another subject). So the advices you'll get here PvE wise wont be valid for PvP. Good luck and have fun
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Maybe in the future we'll have more alternate animations. I was a bit disappointed by the ones they added with i16, they did not seem 'martial' at all to me. At least now they have the option to add more
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No problem, glad if you like it
(I edited and made some small tweaks in the build above) -
3.45 wont be enough. You're loosing 1 or 2 server ticks of 0.132 sec, while not being alot and barely noticeable while playing, it will still impact your dps. Being so close, and having such a budget for the build (with the PvP procs at 2 bil each), I would try to make it perfect if it was for myself.
There is also another issue, it's the accuracy in Divine Avalanche. You have 72.9% chance to hit on +4s, and it can be a pain when you miss this power at critical times.
To fit Lotus Drop in, I would drop Physical Perfection. It would be best to do the maths precisely of course, but I'm pretty sure that with stamina slotted, Energize + Conserve Power are enough to sustain your chain indifinitely. And in case it wouldnt, Power Sink is here to help too.
I made a quick draft for myself using your build (because I really liked it !). It has 95+% acc against +4s in all the attacks, the soft cap with one DA, the chain without a gap, and Lotus slotted. But I dont use PvP procs because they're too expensive, removing the proc in GD made it easier to run the chain, but that would be a loss in dps for you.
Edit : if you want to use the build I posted and pass on the PvP IOs, I made a few tweaks to it, it was more a quick draft before. Especially the slotting in GD is better as now :
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Looks like a nice build, and very well put together. Kat/Elec is an awesome combo, great synergy from the two sets, I bet it's been fun so far
Just a few points :
- You did not activate CJ on the build, so you're actually way above the soft cap with one application of DA. You can probably make it work without the +3% Glad IO or with one less Kinetic Combat set.
- You miss some recharge in GD to have the GD->GC->SD->GC work. This chain is such a beauty, that's one of the main points of having /Elec as a secondary for the +20% rech. It requires 250% rech in GD (or GD recharging in less than 3.43 sec). I'm sure you can get there as you're close to it at 3.56 sec.
Optionally :
- If it was for me, I would try to get Lotus in the build to have at least one AoE, it's a very stylish attack. But it seems here that you want to get a single target powerhouse, so YMMV.
- A fun idea you might want to try : you can frankenslot LF to get like +80% dam as well as -end. So after a Power Sink, it would just take like 8 sec to get the mobs close to you to 0 endurance., and keep them there. It turns you into a "sapper", critters then can just use some kind of a "brawl" attack that is harmless to you and your team. While it works great on brutes, it might have a bad side effect on a scrapper because your LF doesnt taunt : that means that at 0 endurance mobs may start to run away from you faster than they do usually. If I play the set, I'll try it anyway
Have fun with your scrapper, this combo could be my next reroll -
To me, it looked pretty bad on that old youtube video : the animations were way too long. The set looked really slow for a scrapper or brute, and did not feel like "melee" at all.
(Here is the link : http://www.youtube.com/watch?v=PFQPqPwayfI)
We have to wait for the end of the NDA to know the real stats of the set, as well as the opinion of the beta testers on it. Some things may have changed since this video was released. -
Quote:No I said in my first post I would slot for typed S/L and E/N, and would not necessarily bother with F/C (depending on the build constraints, sometime you can fit 3x Aegis in, sometime you cant). And you need only 22% S/L/Melee defense to be capped with one application of Divine Avalanche to all S/L but range smashing, as with 2 HOs you can make DA provide 23% defense. I'm not sure that's the best way to do it, maybe positionnal is better and you're right about DA covering 1/3 of the positions. I'm outYou said it would leave you open to ranged/smashing? Well, it would also leave you open to E/N/F/C ranged and AoE. You'll be softcapped to melee and lethal, but if you're slotting in order to cap them with only one application, you're taking up slot space that could be used for E/N/F/C defense. In essence, the more S/L defense you get, the less you will be able to acquire of the other types.
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Hi Garthalus,
if you want to solo AVs with your DM/SR you should think first about your single target attack chain. The optimal one on a DM is Midnight->Smite->SL->Smite. It requires 235% recharge in Midnight and 185% in Smite (rounded up). It's alot of recharge, but good you have SR as a secondary already for the +20% free bonus.
You dont need Shadow Punch in such a build, but you do need Hasten 3 slotted.
It's good also to optimize the procs in your chain attacks, because they gonna help the dps alot too.
For Siphon it needs to be frankenslotted, and provide also maximum +healing (I'd say +80%), because even with a soft cap you gonna get hit by AVs, and they can deal alot of damage. It's your main regen/healing tool. Golgi HOs are pretty useful here.
Of course you want to soft cap to every position, but that you have it already.
And last point, you need to check the endurance sustainability of your chain. How much time it takes you to get to 0 endurance by spamming your chain vs how long does your conserve power needs to recharge.
Good luck -
Quote:Yep, of course, and I was unclear in my previous post about this point. Typed defense wont give you a complete S/L defense coupled with DA, it will give you lethal and melee and that leaves range smashing attacks out. You need for that to check that both your melee and lethal are capped with one application of DA (that is not hard as you can use defense HOs in DA). I assume pure smashing range attacks are pretty rare (Hurl type attacks ?). I'd like to be 100% sure on that point.Divine Avalanche will NOT cap smashing and lethal defense, it provides MELEE and lethal, it gives you ZERO smashing defense. That's why my Broadsword/Dark Armor scrapper is built using positional. Even after the BotZ nerf I'm sitting at 34% to ranged and AoE, and melee is well beyond softcap with double stacked Parry.
Anyway, as I said it would be the way I'd do it in a first draft if it was for myself, and I can't be sure it would be optimal, as I have not built a Sword/DA yet. Maybe you're right about positionnal being better, I find it a little less flexible in terms of slotting (alot of x6 sets, against x3 and x4 for typed). I'll need to check this by myself one of those days. In the meanwhile, I'll let the combo specialists give more accurate advices than mine in this thread -
Hi Deth,
I havent checked your build in depth, as I dont play a Sword/DA myself and there are other people specialists in this kind of combo on the boards, but with just a quick glance at it I can say : you really want to 6-slot Dark Regen to get the most out of it... Especially if you're going for a +rech build.
You want a good accuracy, around +50% healing, +80% end reduction, good recharge, and the +end proc. That requires 6 slots. Dark Regen is a very big end hog otherwise if you underslot it, and it can pretty much destroy your endurance bar fast.
Then personnally I would build it for S/L +def enough to be capped with one application of DA, then for E/N up to 35%+, and I wouldnt bother much with F/C unless you have something very specific in mind. But that's just me, not the only way to do it of course.
The problem with investing alot of slots into your defenses however is that you probably wont have the beautiful GD->GC->SD->GC chain working (it requires +250% recharge in GD). So if I was to go with a recharge build for a Kat/DA, I would first make sure this chain is working because that would be the main reason for that choice.
Good luck with your scrapper -
They're both very different actually.
- Elm/DA : very good AoE dmg output, less good at single target. Should be fun, but quite heavy on the endurance side.
- DM/Ela : more single target oriented with a nice second heal in Siphon Life, they have a good synergy together, and you're totally free of any endurance issue.
Your call, good luck -
If I understood it well, due to player feedback, the first part of the incarnate system that was going to be released with GR got pushed back to i19.
On one hand, it's a bad news because I was really looking forward to it, on the other I appreciate that the feedback from the beta players got listened to. When it doesnt, really bad things can happen, we've seen that (i13 PvP).
I still hope GR comes with new content, task forces and challenges for level 50 characters. It's what we (our group of friends playing together) have been expected the most. -
Exaclty the question is not relevant when asked to the community as a whole. There cannot be one right answer that stands true both for the min/maxer crowd and for the "what's Mids ?" crowd.
However it's relevant when asked to oneself only, and there personal preference can easily make the balance weight more on one side or the other, because it's not like the difference is huge.
But it's a fact, as very soon we'll have both ATs available to both sides, we'll have more questions like "Brute or scrapper for my X/Y combo ?" on the boards. And it will be easier to answer that, as depending on the combo there can be obvious advantages to roll it as a brute or scrapper. -
I tweaked a bit the DB/DA I had on Mids, trying to get what you ask Iggy, and it has most of your points checked now, but the hps at 1712 and the regen at 200%. I think it's not so far from what you must already have, it's not like there are tons of different ways to play with those Kinetic Combat and Reactive Armor. I guess we're hitting a wall. Here is the build anyway :
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But I think there is a solution to get everything you want : roll it as a brute now, and when GR hits the shelves, switch it to the blue side to get CR and PP. Or wait for GR and start her as a Praetorian, and switch to the hero side at lvl 20. You'll have :
- The hps you want, and therefore a better regen.
- Better overall damage due to Death Shroud scaling with Fury.
- Cloak of Fear mag 3 instead of 2.
- A taunt aura in Death Shroud to avoid any annoying critter scattering.
Seriously, why hesitate ?(Unless you really want to play blue side now).
There is a third option also. My Claws/DA once finished and slotted will have 39% def SL and 39% def E/N. Add to that the -7.6% ToHit debuff from CoF in melee range and she should be pretty survivable against both types of dmg. Furthermore the 3x Eradication used for the E/N defense also adds 1.8 end each, so that really improves the endurance sustainability of the chain too.
Good luck, I'm sure you'll eventually have a solution working -
Quote:This just seems plain wrong.Let me make this clear: City of Heroes has not experienced a genuine nerf to any power-set.
If we agree to your definition of a nerf, it never happens : in every game, the devs will always think there is a "good" reason for such changes, and that's just rebalancing... Otherwise, why would they do them ? And there will always be some players to agree with them, just as you do now. So it can never be called a nerf... for those people at least.
If at the end you, the player, are left with a subpar version of what you had before, this is what we call a nerf. And there has been plenty in this game.
But buffs and nerfs, in the process of rebalancing, are unavoidable in a MMO. And there are rarely perfect, because perfect balance is hard to reach.
However, I agree that /Shield as it is now is overpowered in some areas, not only due to Shield Charge, but also to AAO buffing each one of your attacks to deal more damage than it would with another set.
Edit : and to answer the OP's question, SD/Fire/Fire, SD/Elec/Fire and SD/SS/Fire are certainly the three best picks for a tank farmer nowadays. -
I raised exactly the same question as you one year ago. I then unslotted my Spine/DA, rerolled her into Spine/Invuln with soft cap S/L (with one mob close), and she's probably my favorite character right now. I couldnt stand the mobs running away.
/WP and /Shields also have a taunt aura. /WP taunt aura is supposed to be weaker, /Shield has apparently the same stats as /Invuln for that matter. Right now I would say that /Shield is the best pick for AoE Farming, not only due to Shield Charge, but also to the taunt aura. -
It's better on a scrapper because of Blinding Feint. It provides a +dam stackable buff that is essential to any of your attack chain. And scrappers benefit from it more due to a higher base dmg, while brutes comparatively get less from it.
I heard from Nihilii (I did not do the math, but I'm pretty sure he was accurate), that a Dual Blade brute needs to be at 90% Fury to equal scrapper's dps. Usually you prefer to count 75%-80% Fury average on a brute. You'll be at 90% Fury on your brute, but you wont be always there.
On the other hand, depending on your secondary, and if you take into account your survivability a brute can be a good choice too. Brutes have more hps, a 90% resistance cap, and get alot more from some secondaries. All of their secondaries get also taunt auras, that can be annoying if you team with a tank and dont want any aggro, but are a blessing in the end game with a top end build when basically you dont want any critter running away from you.
Have fun -
I really like your builds Twilight, it's not the first one I read on this forum. You have clever ways to play with the typed defenses sets, and usually manage to get the most of them.
Just one remark, in your build he cannot run the main ST chain : BF->AS->VS->SS. That's too bad, because this chain does not require much (5.28 sec rech in BF and SS) and it's a real beauty. I'm sure your build could be tweaked for that purpose, if that's what the OP wants of course
And just one last thing, but it's more a general AT idea : you'll get the most of a DB/DA by rolling it as a brute and switching it to the Hero side in 6 weeks with GR release. Why ? Because, first of all Cloak of Fear is mag 3 on a brute (fears lieuts and not only minions, that's a huge difference). Also Death Shroud has a taunt aura and you really want that to avoid an annoying scattering especially on a top end build with high defenses. Then very soon GR will allow you to make it a hero and get the hero epics Conserve Power and Physical Perfection to avoid any endurance issue.
One could notice that there is some drawback playing it as a brute, it is that Cloak of Fear will make less mob hit you, so you'll generate a little less fury than other brutes. Also a DB brute needs 90% Fury to have the same dps as a DB scrapper (due to BF playing a large part in a DB dps chain). But if you're always first to jump into mobs, or with such a build are used to solo large mobs, you'll have no issue : fury will increase very fast close to the max anyway
Such a /DA brute is on my Mids plans for GR -
Sorry I did not read you correctly the first time. I see now that your posts were more about the term 'dillution' being appropriate or not, than a matter of understanding the game mechanics. My mistake.