Gaidin

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  1. Greetings fellow scrappers - I need some help in determining the best Corrupter primary for ST damage between Darkblast/, Fireblast/, and Radiation Blast/. I am going with /Rad for my secondary and looking to solo AVs and GMs.

    If only Umbral's attack chain calculator was finished...
  2. Quote:
    Originally Posted by Sailboat View Post
    Any particular reason you're picking secondaries that work better against large groups for an AV soloing toon? Both WP and SD get a a huge boost to what are arguably their most desirable powers from being surrounded by large groups.
    /SD in particular is the secondary of choice for AV soloing for three reasons; the ability to softcap Defense, the ability to get to 95% DDR, and AAO for increased DPS. True Grit's HP increase is icing on the cake imho. All the top Scrapper/Brute/Tank DPS numbers have /Shield as their secondary.
  3. Gaidin

    Soloing AV/GM's

    Quote:
    Originally Posted by Silas View Post
    Ehm, AFAIK it should work. It won't be nearly as fast or effective as Fire/Rad or Son/Rad because of how low damage Dark is.

    The lack of a tier 3 hurts you, (granted as a Son/Rad I never use Shout because it actually lowers my DPS but Shriek/Scream are good enough to make up for it), but Life Drain is nice as a second self heal I suppose. I haven't looked at Dark Blast in depth in a long time, I dunno whether Life Drain could be worked into your ST chain. For Scrappers Siphon Life is a cornerstone of AV soloing, but it also had its damage buffed.

    If you've got enough recharge to make LR perma I'm almost certain you'd be able to solo AVs. I'm not sure about GMs, Dark might not have the DPS for that.

    The -tohit stacking with RI and ranged/AoE defense would be pretty nice, albeit heavily resisted.
    I was concerned about the lack of solid ST attacks as well, but Dark's ST attack's animation times are all quick(sans snipe), and Gloom provides excellent dps, so I was hoping that between Darkblast, Gloom, and Life Drain a good chain could be found. APP attacks could also help fill in a good chain perhaps. Also, it's damage type is less resisted than most.

    I'm good at Mids builds, but I'm not good at figuring out attack chains and the required recharge. Once I get the toon leveled some, I can go ask the Scrapper forum number crunchers for some help.
  4. Quote:
    Originally Posted by Umbral View Post
    Safe estimates gauge it at .2 end/sec because there hasn't been reliable analysis to conclusively determine that it grants 10% of total endurance rather than 10% of base endurance. My current closest estimate is that it grants 10% of total endurance excluding the passive accolades (i.e. only set bonuses).
    Ahh, didn't figure on that. Alright, so you got me by .02 eps. :-)
  5. The Perf Shifter proc averages .22 EPS.

    edit: This is assuming relevant +End/+Recovery Accolades. Also, they would stack if you have more than one in your build.
  6. Gaidin

    Soloing AV/GM's

    I'm trying my hand at a Dark/Rad, which is actually my first redside toon. I'm a Scrapper-holic and focus on AV soloing builds, but I have a concept character for the Dark/ powerset. I chose Rad specifically for it's -Regen capabilities, hoping this would allow for high-end damage.

    How viable is this combo for AV/GM soloing? Also, no influence/IO limits.
  7. Made a few changes: Changed the Cytos in Manuvers to one Enzyme Exposures and moved the LotG +Recharge from Combat Jumping to Manuevers.

    Removed one slot from Combat Jumping and Changed remaining LotG: Def to an Enzyme Exposure. This slot went to Conserve Power.

    Put the Miracle +Recovery into Physical Perfection, added a 3rd Perf Shifter for the +25 HP and better recovery.

    Moved a slot from Health to True Grit and slotted 4 Numinas for the +25 HP, +6% Heal, and to get True Grit's Heal enh near cap. Added Regen Tissue unique for maximum gain of +Regen.

    Took last slot from Health and put it into Conserve Power - this gives it about half uptime, allowing for sustainable endurance. Health just has a Heal IO.

    With these changes, you've lost only 3 HP/sec regen and gained enormous amounts of recovery.

    The only thing wish I could have figured out a way to do is put a third slot in AD for the extra DDR.

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  8. Quote:
    Originally Posted by Umbral View Post
    That's pretty much it. You get excellent enhancement values (especially recharge) and excellent set bonuses.
    Exactly. Also, the GSFC doesn't have any Accuracy enhancement, which is something you defiantely want in SD.
  9. Quote:
    Originally Posted by Arboris_NA View Post
    Thanks guys!

    If I wanted to go Dark/SR what kind of recharge would I need for that chain to work.

    Arboris
    MG - 235% recharge
    Smite - 185%
    SL - 117%
  10. Quote:
    Originally Posted by Arboris_NA View Post
    Werner,

    I've read your comments on various attack chains and you seem to be an authority on the subject. I was particularly intrigued in your interest in minimal attack chains.

    Out of all the scrapper primaries what would be in your opinion the most solid attack chain using the least amount of attack powers?

    -Arboris
    I'm gonna go ahead and guess that he's going to answer with DM's MG>Smite>SL>Smite. Superior dps with a self-heal, especially when combined with a saturated SD.

    edit: I'll add the caveat that the above is for a high-recharge build. For a low-recharge build, I'd go with Fire Melee's Incinerate>Scorch>Cremate>Scorch.
  11. Quote:
    Originally Posted by BrokenPrey View Post
    Well don't take GFS. You can run Incinerate/Scorch/Cremate/Scorch which is a good attack chain and is better on the end bar too. It is not the best attack chain but it will solo AVs.
    The Incin>Scorch>Cremate>Scorch chain is ~170 dps.

    Incinerate needs 144%
    Cremate needs 89%
    Scorch needs 74%

    The best dps chain of Incin>GFS>Cremate is ~189 dps.

    Incinerate needs 146%
    GFS needs 237%
    Cremate needs 88%

    And the second highest dps chain of Incin>GFS>Cremate>Firesword is ~180 dps.

    Incinerate needs 72%
    GFS needs 133%
    Cremate needs 24%
    FS needs 0%

    Losing GFS is certainly far from crippling when it comes to AV soloing. I tried a build without it, and it worked fine, but I missed the burst damage of GFS when doing anything but AV soloing.

    edit: One thing I forgot to mention; if you stick the Hecatomb damage proc in Scorch for the Incin>Scorch>Cremate>Scorch chain, you almost close the gap between it and the other chain options dps due to the proc having two chances to fire within the chain. The preference to have GFS for burst damage purposes still remains, of course.
  12. Quote:
    Originally Posted by Silas View Post
    As someone with enourmous affection for myself, I do so enjoy it when a thread gives me the opportunity to tell others at length how great I am.

    Don't you?
    You. are. awesome. I laughed and applauded you.
  13. Quote:
    Originally Posted by Bohmfalk View Post
    Is hasten in lvl 35 power?
    Looking at the build logically, yes. Since Umbral specifically mentions near perma-Hasten, and the level 35 power has three rechg redux listed, it is logical that Hasten is supposed to be there.
  14. Uncommon. Of the people I know personally that play CoX, two out of seven are min/maxxers, including myself. I min/max my wife's build and give advice and influence to those that aren't, so they will generally have higher-end and better built toons than they would otherwise. Taking what I've seen my friends do without such assistance into account, they would have builds that would make us shudder. Especially since 2/7 are Rp-oriented and would pick powers solely based upon looks or theme, such as Jump Kick and Flurry. *shudder*
  15. Quote:
    Originally Posted by Werner View Post
    In my case at least, I wanted a practical, general-purpose build with a real travel power and passable AoE, because my AV specialists have neither. Taking Blessing of the Zephyr keeps travel powers from being a total waste, but if you were willing to go travel-powerless (perfectly viable IMHO), there *might* be something better to do with the power choice and slots. In this case, it just wasn't something I even looked at.

    But all of this came together for the most part before Ninja Run. I'm still happy with my choice, but I would look MUCH more carefully at travel-powerless if I were starting over today.
    There is one more redeeming quality for at least one travel power besides the ability to slot BotZ - Super Speed's +stealth component. This, plus a Stealth IO in Sprint, allows for stealthing of many missions/TFs, which I find to be the tipping point for taking SS, especially since I inevitably take Hasten anyway.
  16. Quote:
    Originally Posted by je_saist View Post
    *pulls out the stick of poking and prods a Ghost Falcon*

    Maybe we can get him to answer...
    *adds strength to stick of poking*
  17. I hope they release more information on the 5xxx Radeon card's Ultra Mode performance soon. The graphics card in my wife's machine died and I'm looking to upgrade to either the 4890 or the 5770. *taps foot*
  18. Wow. I was pondering upgrading my aging nVidia 8600 with a Radeon 4980, but if ATI has so many issues with CoX, I may not...
  19. Werner pretty much touched upon all the combos that seem common, and why they are are so. Fire/Kin is insane, capable of taking down GMs due to it's -regen powers and raw DPS.

    Emp/ Defenders are picked up more often because a great deal of the general player base views healing as the ultimate support, however, I prefer to team with Sonic/ Defenders due to their resistance and damage buffing. Don't get me wrong, Emp/ certainly comes with excellent recovery and some nice buffs in the form of Fortitude, and other sets offer excellent tools as well, but I like Sonic/.

    As far as concept builds go, I am an RPer and a good concept is integral to my ability to stick with a character for the long haul. This said, some combos don't synergize as well as others and you do lose some overall usefulness to teams if said combo doesn't, in the case of scrappers, ensure survivability or is lacking in damage output compared to players with more optimal choices in these areas. So, as Werner said, there is no Scrapper combo that will negate your ability to do normal content, however, there are combos that will preclude you from achieving what a more optimized build could.

    Finally, I leave you with a link to a free online spellchecker.

    http://orangoo.com/spellcheck/
  20. Quote:
    Originally Posted by Doomguide View Post
    In short, the situation lacks clarity, at least in my mind.
    Agreed. I have not finished my build - it's my toon's second, and incomplete, so I have not even tried exemplaring with it yet. I got my info here:

    http://cityofheroes.wikia.com/wiki/E...n_Enhancements

    This may be incorrect and out of date... But here's the info I was going off of quoted:

    Quote:
    Set bonuses shut down if:

    1. Your exemplared level is less than the minimum level the enhancement can exist at.

    2. The power the set was slotted in is unavailable: You've exemplared below when the power was taken."
    and

    Quote:
    "Chance for" enhancements are not affected by exemplaring, so long as the power is available. (Naturally, damage scales with combat level.)

    These are also unaffected by exemplar level (again, so long as the power they're in is active):

    - The big three uniques: Miracle: Recovery, Numina's Convalescence: Regeneration/Recovery, Regenerative Tissue: Regeneration
    - Kismet: Accuracy
    - Stealth IOs: Unbounded Leap: Stealth, Freebird: Stealth, Time and Space Manipulation: Stealth, Celerity: Stealth
    - Rectified Reticle: Increased Perception
    I'm not sure what to go by if this is inaccurate, other than attempting to keep IOs no more than +3 levels of how low we wish to exemplar. Of course, this still begs the question of set bonuses/global bonuses being active even if the powers they're slotted in are not available at said exemplared level, which is rather quite relevant when planning a build. Also, the in-game testing people have listed seems to be inconclusive at best.
  21. Quote:
    Originally Posted by Doomguide View Post
    This thread got me thinking about what a dedicated exemplar build on my main might look. How low could I get if I didn't care about using the build in the higher levels (over 30) while remaining effective. After some playing around in Mids this is what came out. It should (if I understand everything Paragon Wiki is telling me about enhancements and exemplar) do very well down to level 22 keeping all set bonuses functional except the Numina's pair in Health.
    Not exactly. The most important thing to keep in mind is that any powers you do not have access to, you lose the set bonuses from those powers as well as the individual IO bonuses. So, you're defense numbers will be greatly lowered if you go down to level 22 as you'll lose Dodge, Lucky, Maneuvers, Evasion, The Steadfast + 3% Def, as well as the BotZ set bonuses in Elude and Super Jump.

    Another thing to keep in mind is that any proc will function no matter what level IO it is, as long as you have access to the power. This also works with the Kismet: +Acc, Numinas, Miracle, and Regen Tissue uniques, so the Numina's +Regen/Recovery you have in Health will still function at any level you exemp to, even if it's a level 50 IO.

    Global bonuses ARE affected by what level you exemp to. So, the LotG:Recharge Speed will function down to -3 of their level, provided you still have access to the power they are slotted in.

    It also makes sense that you can slot IOs +3 levels higher than the power is gained at for maximum gain, as you won't lose anything from those powers. For example, you might as well slot level 31 IOs in your level 28 power because you won't have access to the set bonuses/global bonuses slotted in the power until you have access to it.

    Also, if you can afford them, PVP IOs are unaffected by exemplaring, just like purple sets. You do, however, still need access to the powers they are slotted in to gain their set and individual bonuses.

    I'll throw my Fire/SR exemp build here - I've slightly altered it since last I posted it, but it's designed to exemp down to level 28 and have Melee Def 46.2%, Ranged Def 45.6%, though only 14.8% AoE Def. Once you gain level 30, it goes to 23.5% AoE, and at 35 45.2% AoE. I made the IOs level 30 so I can exemp down to level 27, but I do lose 6% Def to all positions because I lose access to Tough and it's global bonuses. It's designed to run the Incin>Scorch>cremate>Scorch attack chain until you gain all the +recharge bonuses, at which point it goes up to the Incin>GFS>Cremate chain for better DPS.

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  22. Quote:
    Originally Posted by Redlynne View Post
    It *IS* possible to build */SR to handle exemplar levels.
    With the major issue that you've completely gimped your damage output.
  23. Quote:
    Originally Posted by Effy_On_Malibu View Post
    The games mechanics can't tell the difference between, Defence debuff enhancements and defence buffs. So if the power let's you slot defence debuff Hamies in a Defence power, it will boost the defence figure even in-game.

    I use Enzyme Exsposure in my /SD scrapper to achieve soft cap.

    Due to the game reckonising the 2 as the same you can't bypass ED i'm afraid
    Yeah, I knew about the Def Debuff/Buff being recognized the same by powers, however, Mids is tallying their enhancement values seperately, which is what I was questioning. I did plan on using 3 Membranes in AD for my planned build to get over 95% DDR.

    The only in-game example I have is that my Fire/SR has Evasion slotted with 4 LotG and one Enzyme Exposure. Now that I am home, I logged in and checked the numbers. In Mids, The 4 LoTG show 57.41% Def enhancement and the Enzyme shows a seperate 33.30%; granting 22.5% AoE Defense.

    In-game, Evasion shows a total of 62.4% enhancement value, granting 22.58% AoE Defense. This tends to support that Mids is calculating the Def correctly, but not combining the enhancement values correctly, at least in this example. This would not, however, account for Mids showing such high DDR numbers in AD with my proposed slotting.
  24. So, I was playing around with a DM/Shield build and got the idea to stick three Membrane Exposures and two Enzyme Exposures into Active Defense, as Mids shows the Defense enhancement values seperately for each type of Hami-O. Therefore, you're effectively bypassing ED and getting a whopping 39.2% DDR from one application of Active Defense.

    If this actually works in-game, you can eliminate the need for Grant Cover and still be over 95% DDR if you double-stack AD. I'll post a build here with this slotting, taking two slots from Hasten to show the anomaly in AD. You'll also note that in Combat Jumping I have the same thing happening with an Enzyme Exposure and a LotG: +Rchg, showing their Defense enhancement values seperately.

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    Anyone in-game tried this, or are able to? My DM/Shield is only level 20 atm, so I don't really want to respec her to try it at this time.
  25. Quote:
    Originally Posted by Santorican View Post
    I'd look toward Invul, WP, Regeneration, and Shields. Katana/Regeneration is capable of amazing feats when properly slotted.
    He wants something "fairly simple to play", and /Regen doesn't fall into that catagory because it's so clicky. Any of the 'set it and forget it' sets would be more along what he's going for.