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Posts
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Quote:Won't cut the duration, but rather how much it affects you.I don't really want a recharge inspiration but I could accept adding Slow resistance to the otherwise pretty meh orange inspiration. I believe Slow resistance will cut the duration of Slow effects, which is all I really need.
I'm inclined to agree that slow/-rech protection added to oranges would be a nice addition. I've bounced the idea around before that they should be res to all, including the aforementioned debuffs, as well as such things as taunt, placate, end drain, tohit debuff and even mez reistance (not protection).
Basically anything that you can generate some resist value to should be covered under oranges. I will note one exception though, defense debuffs, I think purples should actually have a small DDR value attached to them. -
Sword as mentioned. Very good pairing.
DM is good too, but the swords protect you against everyone attacking you, whereas DM only protects against one (more if you take touch of fear and alternate targets).
The def from DA/Parry also works better against higher level enemies than you because the debuffs of DM won't affect them as much and it is also worth noting that you need to stack the tohit debuffs 3 times to equal a single Parry in terms of protection (assuming melee damage and again not including touch of fear with is double the strength of the normal dark attacks). -
30 sec duration
smalls 10%
Med 15%
Large 20%
There is a limit on how many you can use - the recharge cap.
Smaller values would be pretty meaningless in the situations where you'd likely be wanting to use them. ie hit with -rech for one. -
/fiery does a lot more damage than any other dom assault set, it is probably the way all fire sets should compare within each AT.
Mind is overrated, but a mind/fire is a strong toon, it provides an over abundance of st control while you burn things down. It's failings are aoe control to leverage the aoe damage fire brings as mass hyp is useless and terrify doesn't play very nice with the dot damage.
In a team it is less of a concern because they can cover your shortfallings and it gives you a better opportunity to showcase total dom and mass confusion. -
Perma the buff? no
But how long does each imp that is summoned last? The last one is summoned 90 seconds in. -
Quote:Meh, runspeed cap, which your kin should be at already due to stacked siphon speeds. If I slotted SB beyond the base slot I'd consider runspeed so that people could keep up with me.Another "option" I've heard (though I don't know if anyone has the guts to actually do it)...
Slot SB for runspeed. So teammates who demand it better really, really want it bad.
SB really isn't that fast. The runspeed buff is half as fast as unslotted superspeed runspeed buff
In fact base run speed+unslotted speedboost is slower running than 1 slotted swift+ninja jump... People that have issues controlling their toon with SB on them don't get a ton of sympathy from me unless it is lag/steampowered computer related. -
Option 5. Take SB and use is between spawns, or when a blast isn't up and have zero issues keeping an entire team buffed at no cost to your own personal damage output.
The great thing about sb (and most other proactive buffs) is that it isn't a zero sum game. You don't have to use SB at the cost of using an attack or in-combat power. Ever.
That's why any good player will tell you that in a team you don't have to use SB, in the same way that you don't have to use anything and the team will likely still complete the task. If you do choose to use it you can do so in a way that won't negatively impact your personal damage output and will positively impact every other member on the team.
You don't have to take and use SB, but as a kin if you use the power properly there is absolutely nothing you can do with your time that contributes more to the team. You can still be a good player and a good team player without the power, but you are going to have a deficit to overcome. And quite frankly you are going to have to be a really really good player to bring more to the team w/o SB than a crappy player that just spams SB and nothing else. It may suck that that is the way it is, but that's just how game mechanics work. -
I'm in a similar position OP. My deciding factor on whether or not I eventually purchase GR may differ from yours, but at the moment the decision is entirely centered on the desirability of the pre order power sets.
For me the answer to DP was easy - no
It is many things I do not like - slow animations, redraw, weak damage
The answer to DS is a lot harder and one I'm still contemplating
It is many things I like - elemental damage, fast animations, forcemultiplication in abundance, and very unique. However, MM's kinda don't stoke the fire for me as much as other AT's. -
Placate will increase your dps if the attack you are using if right before has a longer cast time than placate and if the attack you are doubling has better dpa than the one(s) you are holding off of. Which means only these attacks if the set is using an ideal attack chain:
BS - disembowel
Claws - none
Dark - midnite grasp
Dual Blades - I know almost nothing about this set
Elec melee - none
EM - None
MA - Crane
Ninja Blade - none
Spines - Impale
If you plan to use AS as part of your dps attack chain you can effectively add placate to the cast time to get the DPA to see if it is worthwhile for your particular set.
Placate 1.716
AS 3.168
=4.884
Damage = 389.28
DPA =79.7
Which amounts to one of the highest DPA attacks available and useful to every attack set. However, it is worth noting that in a dps scenario you shouldn't use BU before it, but rather for all your other faster attacks. Also assuming that you never get interrupted in the use of AS after a placate in mid fight, which is probably not very realistic. -
Quote:the % chance of things occurring becomes consistent over time. Scrappers can have wildly varying damage output over a short analysis. So extreme the variance can be that I have a hard time taking people's comments about scrapper performance being consistent compared to the inconsistency of brutes seriously.How are you factoring the % chance to do additional DoT, the procs and crits?
seems like it would be hard to get a good calculation with all those % chance things.
When you are facing something with 28k hp, that you will only be netting ~100 dps after regeneration so that the evaluation period takes at least 5 minutes to complete means the % chances of things occurring will even out to something fairly consistent. That isn't to say that one run you might have a significantly faster completion time than the next, but the degree of separation will be much less than against a boss for instance. Even something with Elite Boss lvl hp could produce large differences in results each run
That said, the attacks he has selected are even easier to calculate because incinerate nor cremate actually proc their dot, only scorch does. He has no Achilles to account for, no buildup proc, and damage procs are easy to calculate over time especially when no -res is present. Compared to accurately calculating expected damage of sonic blast chains with all of the above mentioned a fire/sr is pretty easy. -
Quote:I use actual cast times, ingame numbers for damage, and then calculate each power based on his slotting and global values. Calculate crits based of the non-dot portion of the attack, then add the procs. Calculate the expected up time of buildup and the parasitic loss caused by the cast time of bu and pb. Then factor in a 95% hit rate. Not necessarily all in that order lol.Mids is showing Cast time for the powers is
Scorch = 1 second
Cremate = 1.5 seconds
Incinerate = 1.67 seconds.
Also, how did you 'clock' the dps? Did you actually go into the game and test it? Or did you use the Mids numbers? I'm pretty sure the Mids numbers are screwy because it does not calculate the procs right.
Edit: Checked in game
Scorch Cast time = 1 second
Cremate Cast time = 1.5 seconds
Incinerate Cast time = 1.67 seconds -
Quote:Ya I dunno, just that I've flow back a few times, but the only time it has happened is when I've been near my target/spawn point of the seekers.But when I was testing this while ago, I was summoning them at my feet. Yet I still couldn't reproduce the knockback effect. Again, I'm not sure what's up with this, but I do know that it never knocks back the enemies and once in a blue moon knocks me back.
IMO though I'm actually glad it targets me instead of the spawn with the kb. It would have the potential of causing pretty severe scatter and getting a set of cloud sense is a challenge redside. -
Quote:You are right, but you have to be near them for it to happen. I've had a handful of times where I'd just fly back for no conceivable reason and my combat log wouldn't say anything about it. I just shrugged it off, but now that I think about it it happens when I'm near where I summon them. I only have 4pts kb protection.When the proc goes off in Seekers, it's rolled as they are summoned, but it doesn't affect the enemies, it affects YOU. If you have a -KB IO, then you will never notice it unless some other knockback hits you during the same server tick.
Edit: wait, that can't be right. The KB in Seekers is mag 6 and -KB from IOs is only mag 4. Perhaps the issue isn't getting hit by other KB in the same server tick, but summoning the seekers close to yourself. In any case I have on very rare occasions seen myself get knocked back just as I summon Seekers, but certainly not as often as the 20% proc would suggest. Off to the game to experiment with this.
So ya, I'd never notice it fighting spawns cause I always summon seekers from range to eat the alpha, but occasionally fighting an AV up close I call them up and I go for a short ride heh.
That's one mystery solved. -
If built for it elec/sd/fire can still put out as much st damage as most non /sd scrappers. ie ~200 dps.
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Triage is decent. I ended up being the only source of healz against the vindicators cause the ice/dark crashed and everyone was all worried. We just rushed them and no one died. Helps that all of them have flatlined regen and we were all softcapped so with all the aoe spam they all drop in very close succession.
We had the /dark for the final Phalanx mish though. Whether it was needed or not who's to say as we managed a decent split of them.
Be sure to let us know how the trops testing works out.
Regarding stupefy in seekers, I don't think I've every seen them knock anything back. I get the feeling it rolls the proc when they are summoned and even if you put the recticle right in the spawn they summon up a bit away from it. I might play around with it a bit more and see what's what. -
Quote:TF with a crit equals the damage of ET.in all honestly, i would skip energy transfer, and get TF. Couple of reasons.
TF can crit, ET can't.
TF does about the same damage without critting as ET does, yet, it doesnt hurt you, and as an SR, you don't have a heal to counter it.
TF is only about .5 seconds longer animating.
BU -> AS -> Placate -> TF will down a boss, before they can do anything to you. Or, rather, just about.
If bu>AS>placate>TF kills a boss you can sub out placate and tf and replace it with ET and it will do the same damage, but much faster.
I don't personally like ET on a set that can't heal, but it is what it is.
IIRC TF is part of an optimal EM attack chain, but optimal and what you enjoy or can fit into your build don't always coincide. Not to mention how often a stalker is or isn't in a position to just sit and wail on something to the point an optimal dps chain would matter. -
Quote:I'm working on a few enemies that are confuse heavy right now with my trapper. I recently set up a bind to dismiss all pets cause when I get hit with confuse and my mortars turns against me I'll die about 5 seconds later lol. Dismiss all because if seekers and patron pet are active they also need to not be attacking me.It's worth noting if you plan to take your character redside with going rogue that confuse is a little bit more common due to Circle of Thorns Succubi.
but on both sides it is quite rare.
Actually I should change it so it dismisses everything that could hurt me but leaves FFGen up. -
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I'd aim for high s/l def and worry about recharge at a later date.
Irradiate, FSC, Combustion, Neutron, Hotfeet and/or whatever other aoe's you want to throw in the mix should only need to be used once per spawn to kill it. None of them are on very long timers so having them up for the next spawn isn't a huge problem.
The extra recharge will be nice for cycling aim/bu more and to get Hoarfrost up more often (assuming you build for s/l and take cold mastery), but you should already be laying waste to most spawns without high rech. -
Quote:Yep if blaze is ready to go and I'm doing something else, then I'm not doing it right. The exception is RoF when they are getting low, but at that point those two attacks need to be used every single time they are ready imo.Yeah, I always aim to keep Blaze permanently recharging
It's just such an absurdly good attack. Wanting to use it as often as possible is why I put the 6th slot with an end rdx in, if I'm using Blaze every 3ish seconds I'm saving 2 end every few seconds. It's how I've got the tier3 blasts slotted on almost all my Corrs that have Apocs, it adds up and is very noticeable.
Triage is good. I'm at 30.xx hp/sec with it and jump up to 47 hp/sec when it stacks. If you get a bad string of like 3 hits landed in a row then it doesn't get the job done, but for how often they typically land an attack it is more than enough. 71 AV's and counting w/o aidself or insp and triage is a large part of the equation.Quote:Yeah, there's no way I can fit Aid Self into my build. I'll stick with Triage, especially since that also helps my traps. Being able to double stack it for some of the time is also a really nice bonus. Even though PGT will flatline the AVs regen, time spent using Aid Self is time not spent trowing fiyah. Laying the longish traps is already dead time, I'd rather have the regen constantly working for me.
Aidself with the equivalent of 3 SO's healing and 3 SO's rech make it 27.76 hp/sec healing. Of course it provides burst healing, which is pretty valuable sometimes. But it is less powerful than triage and you only need to drop TB every 90 sec to get that performance compared to using aidself every 14.75 seconds. They both cast slowly, but aidself is a major parasitic loss on your dps.
Exactly. While an amazing toon, fire/traps isn't quite the ideal combo for every situation. Fortunately the times it isn't the answer are pretty rare. I more just letting you know as an FYI which ones will put up a big hurdle. It kind of bothered me at first that they are better at playing with fire than I am. Actually, it still bothers me lol.Quote:Heh, while I could probably shift some stuff around to softcap my fire/cold defense, I'd rather not lose the recharge I've got. Especially not just for a few AVs.
I haven't extensively played around with trops on live, but I have looked closely at the numbers. It is worthwhile against a single target like an AV, procs only help to make it more so.Quote:Have you ever played around with Caltrops? I'm wondering how it is damage-wise. Looking at the enhanced numbers, it does about as much as RoF, albeit over 3x the time and without Scourge, (I think? Pretty sure Caltrops don't Scourge, but even if they do I highly doubt they double Scourge like RoF
), and over a smaller area.
I'm thinking for damage over time it'd be great in conjunction with RoF, especially since I can stack it. For normal spawns it'd help stuff stay in RoF too as well as stack with RoFs slow.
I ask mainly because Fire Breath does great damage, but doesn't really mesh well with how I tend to play my Trapper. Which is mostly in melee range for toebombing unless I'm fighting an AV or something. So hopping out to hit a spawn with Breaths slow animation would bug me. Hoping Ball+RoF+Caltrops will be enough to defeat a +2x8 spawn in decent time.
Any other tweaks/improvements you can think of for the build?
Cheers for the input
Against a group, it is hard to say from a damage perspective. If the group is alive by the time RoF ends I'm not happy. If you throw it out right away though you'd still be getting 20-25 secs worth of it even in the scenario I just described. And more damage is more damage.
Whether it is better than FB or could fill the role? I like FB because it bursts them down into range for RoF to start scourging faster. I hate the animation and the fact that I need to jump out of the spawn to use it. All I can say is ymmv and you'll probably have to play around to see if it works for you.
Further tweaks to the build? You may find you want Triage more heavily slotted at some point, or you may not. If you end up dieing a lot then that would be what I look to. It isn't going to net you a lot though. I don't think you need the end red in Blaze. What I'm bidding on right now is a full set of Apoc's. More damage and 5% psi def to help fill one of the only holes in the build. My current slotting simulates what it will be though with only 35% end red (33% w/ apocs).
Lastly if you don't have the cloud senses already bought then stay the hell away from bidding on them! I still am waiting for my bids to fill lol. The acc/end/rech one only fills like 4 per month and it cost 200 merits
An acceptable substitution that I'm using right now is stupefy.
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Quote:Coolio, fire/sr is a pretty good choice then. Should be fun.Yep, I want it to be a Scrapper. I already have a Rad/Son Defender and a Bots/Traps redside who can cream AVs pretty easily. The MM was taking down AVs in his twenties... so I am looking for something with a bit more challenge now.
Scorch has a total cast time of 1.188Quote:Ok, hope this helps.
Scorch -> Cremate -> Scorch = 3.5 seconds of activation time. That means that's the amount of time you have for Incinerate to recharge to have a seamless chain. Right now Incinerate is sitting at 4.06 seconds, giving you a .56 seconds (about half a second) to twiddle your thumbs. I believe if you get Incinerate below 3.5 seconds recharge, you would have a seamless chain.
Cremate has a total cast time of 1.716
So 1.188*2+1.716 = 4.092
Incinerate is recharging in 4.06
Should be good to go. I have him clocked in at 187.1734 dps w/ 10% crit chance after parasitic time of bu and pb casts (assuming the 2 slots as shown and it on auto) are eliminated and 95% tohit chance is factored in.
Use of aidself will of course lower that. -
Looks like a solid enough build. Are you specifically wanting to make a scrapper than can solo AV's? I only ask because there are a lot more capable choices than scrappers that can do it faster and easier.
Fire/sr is a pretty fun combo though, I have one myself. -
Quote:Everything in the mind control set, blind and deceive rolls against psi defense only. Attacks like subdue, willdom, tkblast, mental blast, psychic scream, Psi Shockwave, etc all roll against a position and psi.Am I to understand then that positional defense (AoE, melee & ranged) doesn't defend against pure psi attacks?
Dominate isn't a huge concern because you have hold protection. Confuse will destroy you, but is very rare.
The problematic powers are mesmerize, mass hypnosis, and blind. They will all sleep you which will suppress a large portion of your defense. Luckily this isn't as severe for defenders as it is for corrs because the def from FFGen and IO's keep going. But it will soften you up for the next round off attacks before your weave/cj/manuevers etc kicks back in.
Traps can still get by against these mobs, but it is a weakness that is worth being aware of. -
I turn on raptor pack if I'm being buffed by speedboost on a map where the run speed presents issues like running into a pack of +4's. Flight at the speed limit is very slow.
Not many maps present that problem other than some of the CoT maps where you change elevations a lot and falling down from one ledge often means being square in the middle of another spawn.
