-
Posts
3079 -
Joined
-
BS/Inv, a combo near and dear to my heart! My first 50 and the one I've put the most time and effort into.
Focused Accuracy isn't great as a full-time toggle - it drains a lot of endurance for relatively little benefit. As /Inv, I've never really needed extra accuracy anyway thanks to the +tohit from Invincibility. The main usefulness I found for FA when I had it for a while was resisting tohit or perception debuffs, but that's only against a few enemy groups, and just as easily mitigated by a few yellow inspirations.
If you're finding yourself drained of endurance a lot, you should try replacing Focused Accuracy with Conserve Power. It's has a pretty long recharge without slots and/or global recharge bonuses, but during its 90 second duration you can regen your entire bar even while fighting. Also, move a slot from Physical Perfection to Stamina - a 3rd enhancement in Stamina is worth more than a 2nd in PP.
That should improve your endurance situation. I'd recommend picking up the Fighting pool - Tough and Weave add very nicely to /Inv's defenses and let you handle even nastier things. Invulnerability is tough right out of the box, but with some bolstering it goes beyond tough to borderline immortal. On teams, it's not uncommon for me to end up tanking AVs with Invincibility's strong taunt aura - and against most AVs I can survive that without support.
Hasten can be perma'ed, but usually not without considerable IO investment. With 3 basic recharge enhancements and no set bonuses or outside buffs, it has about 2/3 uptime.
Do you have Going Rogue? If so, tip missions are good for leveling, and allow you to gather Alignment Merits which can be used to get some really top-shelf IOs without spending hundreds of millions on the market (or alternately, get things and sell them for hundreds of millions on the market and buy a bunch of other things that you want). I don't know how familiar you are with IOs, but mixing cheap sets like Smashing Haymaker, Focused Smite, Cleaving Blow, and Multi-Strike into your attacks, even without going for set bonuses, lets you get much better endurance reduction, accuracy, and recharge without giving up any damage.
What kind of slotting are you running? If you can post a Mids' build I could give more specific advice. -
Battle Agility is enhanceable, my /shield has ~90% DDR.
-
So I finally figured out a build for my BS/SD that accomplished all my goals:
-Softcapped
-Enough recharge to run a decent single-target chain: Headsplitter-Hack-Disembowel-(short pause)-Hack
-Roughly sustainable endurance (lasts long enough to make it through Conserve Power's downtime) so I can use Musculature
-High DDR
-Capped HP during OwtS
Overall I'm extremely pleased with the results, except that the amount of trouble I had putting it together leads me to fear that I've missed some obvious flaw somewhere. Can someone look over this and see if there are any gaping holes, or improvements to be made? I know there's no travel power, but with 60mph Ninja Run I get around fine. Purples and PvP IOs are out of reach for now, but I'm open to working towards them in the future.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Naeron: Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), UndDef-Rchg/EndRdx(7)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(17), S'fstPrt-ResDam/Def+(23), Aegis-ResDam/EndRdx(23), Aegis-ResDam(46)
Level 2: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(50)
Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def(15), LkGmblr-Rchg+(17)
Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(48), Numna-Regen/Rcvry+(50)
Level 8: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(31)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(36), HO:Membr(48)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(37), TtmC'tng-ResDam(37), Aegis-ResDam/EndRdx(37)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21)
Level 20: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 26: Disembowel -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29), Achilles-ResDeb%(46)
Level 28: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36), RedFtn-EndRdx(50)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 38: One with the Shield -- Heal-I(A), ResDam-I(39), ResDam-I(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Grant Cover -- LkGmblr-Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Musculature Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(13), P'Shift-End%(13) -
Damage procs are simple to calculate: multiply the proc chance by the proc's damage to get the average damage added to each hit. (Mids' does this automatically.) Then you can recalculate your DPS with the higher damage per hit.
BU procs are a little trickier. First, you need to know what your attack chain is so that you know how many/which attacks the proc will last for when it goes off*. Then, multiply the proc chance (.05) by the proc damage bonus (100%) to get the average damage bonus per activation (5%). Finally, recalculate your attack chain's DPS with that damage bonus applied to the attacks that the proc will affect.
-Res procs are kind of complicated because they don't stack multiple times. (The two different ones stack with each other, but for example you can't have two Achilles' Heel debuffs on the target at the same time.) This means that if you have an attack chain shorter than the 10s duration of the debuff, you have a chance to reapply and overwrite the previous application of the debuff, wasting whatever was left of its duration. I'm not exactly sure how to do the math for that one. If your attack chain has 10 seconds or more between activating the -res proc attack, the nonstacking problem goes away and it simplifies to a 4% damage increase (.2 chance * .2 debuff) for 10 seconds, so you can count it as dealing 4% of 10 seconds of whatever DPS your chain does not counting the proc.
*I know the BU procs last 5 seconds, I'm not exactly sure when in the power's activation it goes off. If it's early, then part of the proc would be 'wasted' during the power's animation without providing a bonus to that attack since damage bonuses are calculated when the attack begins, before the proc would go off.
Somebody more knowledgeable may come along and correct me, but this is my understanding of how it works. -
I don't like how underslotted the pets are, personally. You've used a lot of slots and influence on recharge, then didn't properly slot the two powers that best take advantage of that recharge.
With as much recharge as you have, do you actually use Mace Beam or Mace Blast or are they just carrying sets? They're such inferior attacks in terms of DPA.
You can reduce your consumption slightly if you pull one of those endurance reducers from Tactical Training: Assault and put it in pool Maneuvers.
By the way, my Mids is showing you at 34% defense with stealth suppressed, not 37%. With SoA's being so vulnerable to debuffs, I much prefer to be softcapped under my own power and let team buffs act as padding. This also lets you be more self-sufficient in the event that you get split up, the defender dies, you end up with a team that doesn't have defense buffs, or you want to solo something. Still, it's your character, so whatever works for you. -
Quote:Your numbers are right, but you're not including enhancements. By the mid-20's, you can have 95% damage enhancement in every attack, which changes the ratios in favor of the scrapper. Also, scrappers have criticals, receive larger damage bonuses from powers like Build Up, and benefit more from damage buffs and red inspirations due to their higher base damage.Way I look at it in 5 second I am normally 100% damage.
Damage scale Scrapper is at a 1.125 while a Brute is at a .75. So 100 damage attack a brute will do 75 while a Scrapper does 115, Add in 5 seconds of combat for fury and ya get a easy 100% for 150 Damage. More combat time more damage, I in about 10s I can grab 150+%. Kinda just wanting to know if my thinking/Math is wrong here.
A brute is not far behind as long as he can keep his Fury bar full, though. -
Half the attacks are badly underslotted, which will just not get good results. Endurance will be a severe problem with little or no cost reduction in any attack except Focus. A Cardiac alpha might mitigate it, but that would mean taking up your alpha slot to patch a problem that's pretty easy to fix directly.
Ranged defense is too high, and AoE defense too low. 45% is the goal.
Before you get into smaller optimization changes, these larger issues should be fixed to make the build functional. -
Ack! No! Hack is the best attack in the set after Headsplitter. Skip Slash instead.
Melt Armor isn't very useful on a scrapper, the debuff is too small. You might consider One with the Shield instead.
Battle Agility is underslotted, skipping 1 slot there costs you almost 2% ranged and AoE defense, which it looks like you have to then scramble to make up elsewhere.
Minor slotting changes:
The Steadfast unique could move from Tough (where it's mostly wasted over the ED cap) to Deflection for a greater benefit. The Scirocco's proc in Shield Charge doesn't do you much good (average 14 extra damage on a 500 damage attack, and the only set bonus you'd lose is 3% psi defense). Grant Cover is overslotted IMO - you're a scrapper, not a defender; 3% extra defense in a 15 yard radius isn't worth the slots, so just stick in one endurance reducer (or possibly a LotG 7.5) and leave it be. Also, the recharge half of the def/rech LotG's you have scattered is useless in a toggle, replace those with either pure defense LotG's or global recharge LotG's. Replace the Miracle end/rech in True Grit with a heal/end/rech. -
Quote:Stick with Blaze, then. Body Mastery would be one solution to your end problems, but it's not the only way (my FM/SD/Blaze gets along fine, for example). More cost reduction in your attacks can make a big difference (especially Whirling Sword and Headsplitter; they're expensive to begin with and have only 18% endredux in the build you posted).Well, not that much. It fits thematically (he's Day Knight, after all), matches Hasten and Super Speed, and allowed me to get a level 3 and a level 5 damage bonus for just two slots each. I use Melt Armor in larger groups of enemies, and sometimes I throw a Fire Blast after a single running enemy to quickly finish him of without running after him, but I could do without them.
I'd prefer not to lose that level 5 damage bonus, though. (It's one of the largest available.)
With Blaze Mastery, though, you really should take Fireball, probably replacing Melt Armor. I say this because Melt Armor is only a 9.75% debuff, so using it on a group of baddies basically deals 10% of their health because they then require that much less damage to kill. On minions, that's less than 50 damage. Even on a boss, it's ~250. That doesn't increase from enhancements or buffs, either. By comparison, with slotting, Musculature Core Paragon, set bonuses, and Against All Odds, not to mention any team buffs, Fireball does well upwards of 200 damage on every target, has a larger radius, costs less, and recharges six times faster! You'd lose a 2% damage set bonus, but your overall ability to deal damage will definitely increase.
If you're interested in boosting your single-target damage (for targets like Archvillains), consider putting an Achilles' Heel -res proc in one of your single-target attacks. It boosts your entire team's damage by 20% for 10 seconds against that target, which can equate to hundreds of damage if several people are attacking that target for the full duration. However, the proc does NOT stack if multiple people use it, so if you regularly group with someone else who uses it then it's unnecessary for you to as well. -
How attached are you to the Fire epic pool? If it's for theme that's one thing, but mechanically it's pretty useless (at least, it is the way you have it set up; with redraw, Fireball is the only power in the set that's worth using and you didn't take it). You could trade it for Body Mastery to mitigate those endurance problems. Also, what kind of budget are you looking at for this character?
I don't know the math offhand, but you might end up doing more DPS by trading some of those damage set bonuses for recharge for a good attack chain. The build you have probably has to use Parry a lot, and Parry is a much weaker attack than Hack, Disembowel, or Headsplitter. I also can't stand playing melee without having strong defenses, which for /shield means the softcap. After all, death is a pretty big hit to your DPS. Without defenses you have to rely heavily on the tank to keep you alive; with them, you're able to fend for yourself and become an independent killing machine. -
Health and True Grit are both good choices. You're more likely to have a spare slot in Health, but in True Grit you could slot a full Numina's set for some ranged defense (technically you could do the same thing in Health, but it would be kinda wasted).
Edit: Although then you can't put any resists in True Grit. -
Quote:Grinding, in the sense I've usually seen it used, means doing the same content a lot of times. Hero side there are 9 task forces that cap at level 50 and thus can drop shards. You could finish a Very Rare from scratch without having to do any of those task forces more than a handful of times each. You can also mix it up a little with tip missions and the occasional story arc. (I've heard that in I20 everything will drop shards, is that true? If so, you could probably get a Very Rare without ever doing the same TF twice.)It is well over 100 shards to get a tier-4 even using taskforces and picking the component options.
That is grinding. It is not bad as far as grinding goes in MMOs, but it is still grinding.
My point is, it can take a long time, but it isn't grinding if you're doing something new every time. -
I wish I had time to read this entire thread before leaving for work in two minutes, but I want to add one minor point.
Repeatedly in this thread it has been stated that defense provides exponentially increasing returns. This isn't true, because it's a misuse of the word exponential.
Defense would provide exponential returns if the formula were something like:
final tohit = k * 10^(-a*defense)
where k and a are coefficients (since this is an example it doesn't matter what their values might be). Then, if adding X defense cut average incoming damage in half, adding X more would cut damage in half again. Under the in-game system, you need 25% defense to cut incoming damage in half from 0% defense, and then 12.5% to cut it in half again, so it's not exponential. What you should be saying is that defense simply has increasing returns.
Mostly semantics, but it's something that always bugs me. -
Mids doesn't have the option to double-stack Active Defense, but you can do so in-game for twice the DDR.
I thought brute and scrapper /shield can only get ~90% DDR now that the portion from Grant Cover isn't enhanceable, though?
Battle Agility: 22%
Grant Cover: 14% (unenhanceable)
Active Defense w/3 Membranes: 27%, double stacked: 54%
22 + 14 + 54 = 90% -
Quote:It doesn't detoggle since it doesn't directly affect enemies, but it should suppress the same way other toggles do. Mez protection is the only aspect of any toggle that you can retain while mezzed (although they do keep sucking endurance).Don't forget, since Invincibility does not attack the foes in any way, you can still have its defense even if you somehow get mezzed (unlike the taunt auras in other sets, which will detoggle if you somehow get mezzed)
Unless Invincibility is an exception to that rule for some reason, I haven't personally tested it. -
The phrase "God with a Gun" makes me think of one scene from the Ultron book in Mighty Avengers. Ultron is controlling all of the suits Iron Man has ever built, and fighting the Avengers with them. Ares leaps into the fray, with his usual armament, and starts destroying them. Wait, aren't Iron Man suits supposed to be pretty tough to destroy?
For the melee weapons you could point to his godly strength. But in one panel he uses what is clearly a normal rifle to blow apart several Iron Man suits. There are no rifles that can blow apart Iron Man like that. So how does it happen?
He's the God of War. In his hands, any weapon is an instrument of divine power. Yes, he's also extremely skilled, and accurate, and strong, and fast, but part of his power also seems to be that his weapons become more powerful.
That's my view on how a divine being with a mundane weapon might work. The power isn't in the weapon. -
I've always called it "badge protection", personally.
-
Quote:Vet powers ignore damage (de)buffs, but temporary powers do not.You should use temp powers and vet rewards during the crash as well as Taunt if you have it. If you have double stacked Rage, you will sill have the full +ToHit bonus added to these powers and they will do full damage because they ignore any form of +/- damage. Procs will also do full damage.
-
-
Quote:As I understand it, as long as the basic idea of the power stays the same, it's not violating the Cottage Rule. The most significant example that I can think of is when Electric Armor's Conserve Power was changed to Energize. Its cooldown was reduced, the duration was reduced, the endurance reduction value was reduced, and it was given a heal and +regen buff. Changing a nuke to a mini-nuke would be a much less significant change, basically just readjusting the damage and recharge and removing the crash.Ah, that's a relief since I thought it was any drastic changes. A migration to mini-nuke is a change I'd hold my breath for.
Having used Lightning Rod and Shield Charge, I have to say that true nukes feel lackluster in comparison. A tier 9 power shouldn't be a gimmick you only sometimes might want to use.
It might be possible, considering Swap Ammo. -
Quote:MM's are by nature very good at soloing things like AVs, even right out of the box. Most characters can't do that; melee normally require pretty specialized and high-end builds to solo AVs. Banes also aren't great at farming x8 because they don't have a lot of good AoE attacks. Your single-target is strong, so you might not be able to crank up the players, but you could probably turn up the level and be satisfied with your performance.I have a 42 bots/therm mm that has soloed AV's and Heroes since 35, and a 33 Demon/therm mm that does more damage then the bots do and will pass that bot mm. Not only do they solo the AV's and Heroes, but at a diff of +0/X8 or +1/X5. A bane can't solo a X8 unless the diff is brought down to -1 or the bane has 2 billion in sets on him.
However, if you're having trouble with EBs then something is simply wrong, my Bane never had problems with any of them (except Statesman...).
Removing the second endurance reduction in your 4 toggles will increase your endurance consumption by only .16 end/s, and free up 4 slots. Meanwhile, a 3rd def or res in each toggle will significantly improve their enhancement values: since your Bane is level 40, you can't have level 50 IOs slotted yet, so you're further from the ED-cap than Mids is showing. A 3rd defense in TT:M and Weave, plus a couple each in Combat Jumping and Cloaking Device will gain you more than 7% extra defense.
The reason you can get away without extra slots in Combat Training: Defensive, by the way, is that softcapping your other defenses (which should be a main goal) will get you enough ranged defense too, even with just the default slot.
The slots in Health are only giving you 1.5 hp/s at level 50, you can probably get better use elsewhere. Surveillance is also overslotted, as has been mentioned.
A few Touch of Death sets (they're much cheaper these days) would let you cap your melee defense and make your life MUCH easier, not to mention giving you better enhancement values, if you have any budget to work with. Right now you're taking almost 4 times as many hits as you would if you were softcapped. -
You're 1.5% shy of the softcap for melee and aoe now. Half (5.88% for the build you just posted) of Cloaking Device suppresses in combat. Don't panic, though: pulling one slot from somewhere (TT:A or Bane Armor would be my choice) and putting it in TT:L will let you swap the Adjusted Targetting for a Gaussian's set, giving you the defense you need while leaving the rest of your build the same.
The Impervium Armor in Bane Spider Armor Upgrade is a pretty expensive piece for a straight downgrade from a 50 generic IO
Is this the order you'd take the powers in-game? I'd change a lot of that (waiting until 32 for frag grenade, and 44 to be able to control the KB therefrom?).
Why all the auras in Call Reinforcements? -
Fulcrum Shift will swing things dramatically in the Scrapper's favor, actually. With TWO saturated Fulcrum Shifts, the Brute will almost catch up thanks to their higher damage % cap.
-
Looks like Pain has the biggest area, it must be overpowered!
-
Brutes have about 10% more health and a higher resist cap, but their actual resistance and defense values are the same as Scrappers. They can get more out of t9 defense powers thanks to that higher cap, though.
Assuming the same powersets and the same slotting, a Brute needs ~60 fury just to break even with a Scrapper on damage, and since i18 it's challenging to get much above that, so at best a Brute will only ever have a small lead in damage. However, scrappers benefit a lot more from damage buffs like Build Up, Against All Odds, red inspirations, and team buffs, thanks to their higher base damage.
Scrapper mini-nukes (Lightning Rod and Shield Charge) do more damage than their Brute equivalents, because the pseudo-pet has a 400% damage cap and thus does not benefit fully from a brute's Fury and the Build Up that's normally used in conjunction with the power. 400% of a Brute's base damage is less than 295% (more with AAO) of a Scrapper's.
A brute needs a full Fulcrum Shift or more to one-shot a lieutenant, a Scrapper just needs Build Up and a crit from the right power. Even a chance to kill that Guardian before it can drop its Quartz is better than no chance at all.
Ultimately though the two are pretty well-matched. Brutes are a little tougher and in most circumstances do a little less damage. The main differences are in playstyle, and in which AT gets access to which sets.