Igor_The_Mad

Apprentice
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  1. I'll echo Werner with a vote for DM if you want sand powers.
    You can easily color them tan, and the particle effects will look like what you want them to.
    As a bonus, you could easily conceptualize dm's -tohit debuffs as the obvious effects of throwing sand in your enemey's faces.
  2. Quote:
    Originally Posted by Umbral View Post
    And the question is then whether the reduction in survivability is actually enough to account for the absurd increase in offensive capability, especially when you compare the offensive contributions of SD to those of FA. If you actually look at it, either FA is way too weak or SD is way too strong (or, like me, you could also believe that both of those are true).

    The fact that Shield Charge does more damage than Burn over a larger area and without scattering enemies or dealing the damage over an extended period of time should tell you something (not to mention that Shield Charge is actually better than Lightning Rod because its damage is applied over the entire area rather than applied in diminishing amounts the further the target is from the target point). The fact that AAO provides more +dam over time with a single target (19.38% +dam) than FE does (10.8% +dam), using only a single slot rather than the 3 that would be needed for FE should tell you even more.

    When all we had was FA, the assumption was that you gave up a decent bit of survivability and got a bit less back in offense (which is even less than it used to be because all of the damage tools that FA has have been nerfed or ignored to such a point that they're largely useless or mediocre) and it made sense because a defense set should be worse at dealing damage than an offensive set. With SD, you're giving up a marginal amount of survivability and getting enormous returns in the form of damage. That should just scream wrong to any balance minded individuals.
    Agreed - I'm not saying it's a fair trade, I'm just saying that for the purposes of single origin balance it's a lot close to balanced than for a high end IO build.

    The difference in survivability between 22 positional and 31 position is pretty big.

    Also when they allowed the scrapper AT modifier to effect shield charge, it went from "woo shield charge" to "holy crap, I have inferno on a 27 second timer" - I think shield charge does too much damage - my purpled fire blaster can't compete with shield charge because I have to hit aim, then buildup, then fbreath + fball to do what a shielder can do in a single button press.
  3. I can damage cap my shield charge.
    By myself.
    It's stupid amounts of damage - it oneshots +3 minions.

    Shield charge is so powerful that I don't really care whether I'm soloing rikti warzone missions at -1x8 or +3x8. I just herd the spawn, soul drain, and shield charge them into the ground. Lieutenants take a bit longer, and bosses might require a full attack chain to kill, but the minions evaporate - which is why I don't really care that DM has no aoe.

    However...
    I think that the defining power of /shields is not SC, but AAO.
    It's trivially easy to saturate it, since AAO is an enormously strong taunt power. I was doing a STF and if the stoner (who had more IO's than a... really... io'd thing...) did not taunt on cooldown I was stripping aggro off with my high DPS + taunt aura. Saturated AAO is worth slightly more than 3 small reds. Try running around on your non-shielder with 3 reds popped all the time and see how you like it, and you'll have some idea of how powerful AAO really is.

    I don't think the devs planned for /shield to be so dominant, but they probably should have seen it coming, seeing as the scrapper community is populated by, as one person put it, "numbersraping powergamers".

    Weaknesses of shield are that while it performs at a (mostly) acceptable level with SO's, it doesn't particularly shine. Shield charge has a very long (90 sec base) recharge. It can't cap its defense debuff resistance without some major shenanigans involving HO's - and this is more of a weakness than anyone cares to admit, considering how much time most people spend doing ITF's.

    Another off-putting characteristic is that it's confusing as heck to learn the powers. Willpower (for instance)... ok, +regen auto, +hp auto, +regen toggle/taunt aura, +recovery auto... got it, and you're off!

    Shields, on the other hand starts out with the normal +melee/range/aoe toggles, a +hp/resist auto, clicky mez protection (which can't be perma out of the box, ugh), then a +dmg taunt aura, and then veers off into the realm of "ahhh i don't know what any of these things do" with phalanx fighting, which most novice mids builders don't understand, grant cover, which gives you one thing and gives everyone else something ELSE, then an aoe with a long recharge, and a tier 9 that doesn't really do anything to enhance the survival of a SO'd shields toon.

    It's not at all like SR where you say "ok, i've reached the next /SR power, my survivability has increased!" With Shields, once you have TG, both the defense toggles, your mez click, and phalanx fighting (if you take the time to look at city of data and figure out what it does, assuming you even know what city of data IS) you've pretty much capped your secondary. Shields doesn't get better at keeping you alive past level 20 (or 22 if you want to argue that point, for SO's). It gets better at helping you KILL THINGS, but not better at making you NOT DEAD.

    Time for numbers! Yay!
    A level 50 /shield scrapper with ED capped defense toggles and true grit, and phalanx fighting has 21.6 defense to all positions, and 1605 HP, and a tier 9 which gives you some resistances (whoopee).
    A level 50 /SR scrapper with ED capped defense toggles and autos has a whopping 30.9 defense to all positions (plus scaling resists for low HP situations), plus elude which will, you know, cap your defenses.

    THIS is why shields is so amazing at a high level of IO investment - because you have to overcome 9 percent melee, ranged, and AOE deficit in comparison to super reflexes. I wanted an AV/Pylon soloer and looked at shields when it came out and said "man that thing has 22 positional defense, there's no way I can soft cap that" because I don't care about shiny toys like shield charge and AAO if the secondary can't, you know, keep me alive. So I rolled a DM/SR and purpled it out to 191 +recharge and had a lot of fun with it. I kept hearing about how powerful X/Shields was, so one day I sat down for, oh, about TEN HOURS with mid's and figured out how to soft cap one. I made a dm/shields scrapper, leveled it to 50, and it's the most overpowered thing since, oh, I don't know, /invul tanks in issue 3?
    However, for those of us who spend their free time on the scrapper forums figuring out how to make their characters do things that the devs never intended (Iggy, I'm looking at you), we know that /shields is balanced by the fact that it sacrifices 9 percent positional defense to achieve higher damage output, much like fiery aura.
    For our scrapper bretheren (and sisteren) (hah, I just made up a new word) who prefer sticking with SO's - shields is still a good set, which is as it should be. It's the fiery aura to invulnerability of defense sets.

    Well, that's probably enough rambling. I'm going to go solo a pylon or something. See ya out there!
  4. The real question will be whether or not you can actually achieve this in game or whether it's only occuring in mid's.
    If you CAN do this in-game, that would be.. well... pretty cool...
  5. Quote:
    Originally Posted by Santorican View Post
    Right now I'm sitting at 86% DDR, I need to get to 95%. Any suggestions?
    Only easy solutions I see would be to remove the end/res in tough and put an enzyme into AD - that'll get you to 90.2 with double stacked AD, and then you could take one of the procs out, say maybe the regen tissue out of health and put an enzyme into grant cover which would get you to 94.8 with 2 stacked AD.

    There's just not any way to increase def debuff resist other than changing slotting on grant cover, AD, or battle agility.
  6. Mid's is bugged. Phalanx fighting provides 3.75 ranged, melee, and aoe defense (unenhanceable) but Mid's does not add the 3.75 ranged portion.

    If you can get your ranged defense to 41.25 in Mid's, and you take Phalanx, you will be capped.
  7. Quote:
    Originally Posted by Stardrive View Post
    OK, just looking for some opinions here...

    I'm weighing options on my shield scrapper; Phalanx Fighting & Grant Cover vs Maneuvers & Assault.

    I know if you do a quick look at the numbers, Phalanx Fighting has better numbers. BUT, if I was reading right, it also only protects you against 3 attackers and at a closer range. I forgot the numbers on Grant Cover.

    Anyhoo, I'm thinking that Maneuvers (despite the lower numbers), might be a better overall deal, esp if properly slotted, and then I can add in Assault and give the team a damage boost as well.

    Any opinions?
    Phalanx Fighting gives *you* 3.75 defense (unenhanceable) and also grants *you* an extra amount of defense for each ally within close proximity. Most SD scrappers do not rely on the buff for allies nearby. It is an auto and does not use endurance.
    Grant cover gives *you* some amount of defense debuff and -recharge resistance, and gives your allies some defense (around 10 percent, I believe).

    Maneuvers gives you and your team 2.28 defense (enhanceable)
    Assault gives you and your team a 10.5 percent damage boost (about half a small red).
    They both are toggles which cost endurance to run.

    In my opinion, phalanx and grant cover are far superior to the leadership pool, especially since scrappers receive less buffs from them compared to controllers or defenders.
  8. It's not shield charge that puts SD on the top of those pylon soloing times.
    Maxed AAO is like popping 3 small reds all the time. It's serious business :P
  9. Here's another look - I shamelessly stole Gaidin's build and changed it some. I really liked the 5 doctored wounds + proc in TG and Health - it loses some +hp but I think the extra recharge is worth it. Moved the slots from phys. perf to stamina for more end recovery, and removed one of the membranes which leaves the build at about 88 def debuff res (I currently run at 86 and don't have problems, so this is good enough for me. ymmv). Dropped a numina's unique in PP and even had a slot left over to put a cloud senses neg. proc in MG.


    Now I have to go get the +3 pvp IO :P

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  10. Quote:
    Originally Posted by Gaidin View Post
    Are you willing to get the 3% Def PVP IO? If so, it would create a good bit of wiggle room to squeeze in more recharge.
    Yeah. I have been putting it off until we got my wife's fire/shield IO'd out (to the tune of some 4+ billion) this weekend, guess it's time to put bids up.
  11. Here's what I'm running currently. I think we have the same +recharge, and I'm at my wit's end as well. Would love to get some more recharge without sacrificing hp, regen, def debuff resist, dmg resistance, or soft cap.
    Doubt it's gonna happen >.>

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  12. Quote:
    Originally Posted by Santorican View Post
    That's one thing I'm trying to work into the build I think I will end up eliminating the Blaze set and pick up Body as well as Grant cover
    Yeah. I ITF a lot with Virya and if I don't have 90+ def debuff res she starts to feel squishy pretty fast. Those cimerorans pack a nasty punch.
    As far as body vs blaze goes, SD + Shield charge is really powerful and I find that it's sufficient AOE for me. It's not spines/fire but it wipes out spawns quite handily.
  13. Igor_The_Mad

    FM/SD or FM/SR?

    Quote:
    Originally Posted by protector_knight View Post
    Well I can't tell you if you would be disapointed or not. The way you say it, is damage wise...

    Super reflexes, is by far more durable than shield. It is, however, very late blooming. It takes all but elude, however it is nice to not be touched. Super reflexes has surprised me, even compareing it to some of my tanks...

    How would any one know what is a disapointment to you? I enjoy SR. I had a fm brute up to lvl 28. Fire melee is great damage, with the +recharge in quickness, and the unstopable force of SR, I think you will have a great combo. Maybe throw in tough weave, and conserve power and physical perfection, you'd be rocken it. It is very cheap to soft cap SR. You hit those lofty heights, watch you become nigh invincible. So I guess the dmg potential wouldn't really matter if you can kill with out being touched..
    I would strongly disagree with the statement than SR is more durable than Shield, assuming a high level of investment in IO's.
    SR has defense, and some scaling resists.
    Shield has defense, fair resistance, and +hp. It also has damage buffs and a very strong AOE.

    If you're going to IO the toon, pick shield. If you want cheap, pick SR.
  14. Quote:
    Originally Posted by Santorican View Post
    Check out my lastest build Igor, its in one of two dark/shield threads I made lol. Not sure which one though lol.
    Yeah, I saw it. I like the build a lot but I like having 320ish% regen to go along with the healing from siphon... I think you also ended up sacrificing grant cover and I like my debuff resist at 90+.
    So many demands and so little flexibility lol
  15. Quote:
    Originally Posted by doyler_ View Post
    One thing before I look deeper / decide. Your DPS went up when you went to account for the resistance :P

    You should have multiplied by 80%
    Those damage numbers i posted from attacks are from in-game beating on a pylon.
    They have to be increased to account for the resistance from the pylon.
  16. Went out to the warzone just now to see how much dps a dm/shield *could* do.

    With soul drain + aao maxed, smite hits for 221/71, siphon for 432, MG for 550 + 5 ticks of 24. That's 1685 dmg in 6.732 seconds for 250.3 dps. Accounting for the pylon's 20 percent resist all, I get (250.3/.8) 312.8 dps theoretically, assuming my math procedures are correct. This does not include procs or crits or misses.
    Soul drain has 30 seconds up and 6 seconds down, so reduce numbers accordingly. It gives a 150 percent damage buff, so that 312.8dps at +242.3 damage should be about 173.8 dps without it. (30/36)(312.4) + (6/36)(173.8) I come out with average dps of 289.6, discounting procs, crits, and misses.

    I need more recharge. If I could (for example) shave 2 seconds off my SD recharge, dps would go up by 10.
    Tweak my build thread incoming >.>
  17. Also note that in order to achieve very very high single target DPS, DM/Shield requires saturated AAO *and* Soul Drain. This means that you need non-squishy soul-drain fodder or it will die to the soul drain damage output.
    In order to take a pylon down in sub 5 minutes, you basically have to herd two spawns of level 54 rikti on top of the pylon. If you're unfortunate they'll gib you while you're fighting the silly thing.

    All fire/shield requires is a bunch of level 41 rikti monkeys.

    This is balanced out to some extent by the fact that DM has a strong self heal included in its attack chain (worth approx. 40 hp/sec), but it does make achieving high dps output require planning ahead.

    It really takes several stupid mistakes for me to get killed on my dm/shield. It's incredibly sturdy.

    As far as soloing AV's go, it's quite simple to herd up a bunch of minions around the AV and then take him down. Don't assume that you'll only have 1 target fueling AAO because that simply won't be the case most of the time.
    However, if you're teaming, it's a different story - although "How fast can I solo an AV" doesn't really apply to a team :P

    With saturated SD + AAO, my DM/Shield hits +242.3 damage, which is only ~3 reds off the effect dmg cap since attacks are slotted with 90-95 damage enhancement. My wife's similarly purpled fire/shield hits around 196.5 +dmg with buildup. SD is about 5-6 seconds off perma, and Buildup is up for 10 and down for 17. You haven't lived 'til you've seen a midnight grasp at damage cap hit a enervating fielded, freezing rained, tar patched, sonic debuffed AV and proc the hecatomb negative and crit. It was over 3000.


    TLDR? Roll fire/shield if you don't mind popping greens occasionally and don't want to deal with the hassle of "oh look, I killed my AAO fodder with my buildup power". Fire sword circle is also all that, plus a bag of chips.

    DM/Shield has excellent AOE (ok, well, it has one excellent aoe) (saturated SD+AAO shield charge kills +4 minions) and better survivability, and (imo) better ST dps if you're able to keep SD saturated full time.
  18. You're waaaaaaaay over the HP cap. If you pick up the +health accolades (and every serious IO player should) the build has 3813 health which is more than 600 over the cap. You've sacrified shield's strengths, which are its defenses - granted not useful during hami raids, but surely most players would use a level 50 IO'd tank for more than just hami raids.

    It shouldn't be difficult to work a shield/axe build into something that's useful for hami raids AND normal teaming.
  19. I'm not a big fan of the hold procs if you don't have anything to stack with them. If you want some more cheap +recharge you could take one hold proc out, move the slot to twilight grasp and go 1 acc IO and 5 doctored wounds for +5 recharge.

    Might take the other one and put it in fearsome stare and switch slotting to 5 glimpse. I think it'd be more effective to enhance the fear duration than the -tohit since you're already stacking a hefty amount from your blasts and toggle.

    I moved a lot of sets around and added a ragnarok set to night fall. Put a -KB io into superspeed and took the steadfasts out of dark embrace and replaced with more resistance.

    Hopefully will give you a few ideas.

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    Edit: Take my advice with a grain of salt, however. My only defender is a rad/sonic who prays for blasters to die so he can PB Veng.
  20. I'll weigh in on the side of DM. Granted, it's short on AOE - but hit 10 targets with soul drain and then line up a 5 target shadow maul and you'll be giggling to yourself as you oneshot minions with it. I'm also fairly certain that you can't beat DM for single target DPS. Again, it lacks aoe, but most teams appreciate having a scrapper who can three-shot bosses.
    DM and SR have wonderful synergy - SR provides 45 percent defense to all positional attacks (which is everything outside of a couple of psionic types). DM has an endurance recovery power, if you need it (which SR lacks) as well as a strong heal that hits very very hard (SR has no healing), and SR has quickness which will make it easier to maintain the MG - Smite - Siphon - Smite attack chain. It's fairly easy to perma hasten a DM/SR build and then you start seeing fun things like perma-ish soul drain and perma 2-stacked mez protection.
    The other benefit of the MG/Smite/Siphon/Smite attack chain is that it's all negative damage excluding about 25 percent of smite. You won't have to worry about lethal and smashing resists on mobs.
    Good luck with whatever you choose - it's hard to go wrong with a scrapper.
  21. Quote:
    Originally Posted by Shred_Monkey View Post
    A word of caution... with only regeneration as your mitigation, you are unkillable as long as the incoming damage is less then your regeneration... after that, you die every time. Solo, you can pretty much stay in the 'unkillable' mode all the way to 50. But on teams, you'll freqently face larger spawns that will just kill you if you don't have help from buffers/tanks/controller, etc. This is fine, since on teams you do have that help... however, many scrappers that rely on other forms of mitigation are able to 'go in first' vs a spawn and survive easily until their team gets there. You, however, may not be able to do that with this plan.

    I'll second this. When I was running a purpled out BS/Regen, I relied heavily on moment of glory to go in first and survive the alpha strike from a big spawn of mobs. I love new Mog - with a bunch of +recharge, it's up about every minute, which is about how often the voices in my head tell me to run into a pack of mobs and do something foolish - resulting in the team either putting me on their global friends list, or on ignore.

    However - the flip side to Shred's comments is that if you are going to be running with a set group of friends and you know that you'll always have things like fortitude, or bubbles, you can focus more on +recharge or +damage IO bonuses rather than things like defense or +hp (depending on whether you're going with willpower or regeneration).
  22. Here's another stab at it.
    I took the panaceas out of true grit (losing 7.5 recharge) - Replaced panaceas with 6 numina's for 3.75 ranged, moved the panacea proc to health.

    Took a membrane out of AD (now .8 seconds off perma double stacked, reducing total def debuff resist by 7 percent) and moved one of the +3 def uniques to deflection.

    Changed slotting on SL to the 3 golgi/3nuc you had in a previous build and exchanged the heca dmg for the hecatomb proc.

    Wish I had that gladiator's +3... I can't justify spending 2 billion for it though. Maybe someday :P

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  23. Quote:
    Originally Posted by Santorican View Post
    I won't be at the ranged defense soft cap if I slot like that in the second build.
    Heh. My original intention was to just say that not slotting SL for healing removes 20 hp/sec from the build, then I got carried away with numbers. Oooh, numbers. Shiny.

    If you don't intend on doing silly things like pylons with two hazard zone spawns or similar things, I doubt you'd miss it.

    Sorry for my derailment >.<
  24. If you're running MG - Smite - Siphon - Smite, siphon is worth about 40 hp/sec if you get it to about 90 percent heal enhancement, so I'd imagine with no +healing you'd be losing about 20 hp/sec. Siphon doesn't really need much +recharge. My DM/Shield has about 147 global recharge and I don't have any recharge slotted into it at all and it runs the chain just fine. Siphon only needs to come back within 4.62 (2x smite at 1.188 and 1x MG at 2.244) and your latest build has it at 2.97 which is way under.

    I used the following slotting for my siphon and it's worked really well for me.
    Touch of Nictus: Healing
    Touch of Nictus: Acc/End/Heal
    Hecatomb: Damage
    Crushing Impact: Damage/Endurance
    Golgi (heal/end)
    Nucleolus (Acc/Dam)
    which gives
    54.5 accuracy
    96.9 damage
    79.9 end redux
    92.83 healing
    It recharges in 4.04 which is about .6 less than required.

    I would definitely slot the hecatomb proc into MG in place of the damage and then move the damage IO to siphon. The proc is really really good, and replacing it only moves your damage in MG to 90 percent which is still excellent.
  25. Igor_The_Mad

    DM/SD tweaking

    I blame that .76 percent defense for all my deaths, rather than my own stupidity. It's rather convenient.