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Quote:If you pit Body Mastery up against necessity with Energy Aura no, it isn't really necessary. Energy Drain alone kind of makes up for anything BM would have provided you with. For any other situation, that single slot in the power is a great place to drop a Performance Shifter +End Proc and leaving the rest of the bonus as gravy. For my KM/SR, that extra bit Physical Perfection gives allows him to have a perfect balance on consumption versus production. Focused Accuracy is also a nice easy place to stick the Rectified Reticle +Perception even if I don't do anything else with that power. Unfair to say, though, I also happen to like Energy Torrent....body mastery just seems like a whole bunch of powers slots for very little return.
For most people the choice comes down to: Fireball, Body Mastery, or Shadow Meld. If you don't need more defense, and you don't want or care for Fire Ball, that just about makes everything else pretty worthless. That's just what I often see, anyway. -
Quote:In theory, Procs will be "Better" and more consistent across the board. That's about the only part that really matters in their analysis for change.I just realized how much I undervalued damage procs before. That is pretty impressive. How are these numbers going to change when all the procs go to ppm? I haven't looked at those formulas enough to understand them.
I haven't really looked much at incarnates for this one yet, I like to make sure the build will function without them before I take them into consideration.
Probably the musculature alpha, either the toxic or psi DoT for interface, and then vorpal or void judgement. That is about all I have semi-planned. -
Quote:Quick Note: I noticed a couple of Boosters being used, so I'm going to go into left field here on your build and assume that you have some level of access to them. I'm going to flex their use to maximize some slotting, and get more bang for your influential buck.I think this build is alright, but I always like to let others point out mistakes before I start building.
Things to note:
I took and slotted web grenade for concept, so I'm kind of stuck with that even though there may be better ways to use that power slot.
The empty slot on repulsing torrent is for the new knockdown proc coming with the summer event. I may replace the posi as well depending on what else the set has.
Perma hasten is 10+ sec away, but I'm okay with that.
Anything else look funky?
First thing off the bat: Why no Steadfast IO? The 3% +Defense IO is a nice easy push to your stats and makes bonus-hunting simpler. Adding that into an Auto power like Energy Protection is a good use for it.
On Quick Strike: You want this power. I know that doesn't sound like an argument, but let me give this example:
Using the slotting of Hecatomb (sans Damage IO), and Mako's Bite Proc...
--DPA Slotting for Concentrated Strike: 157.8
--Exact same Slotting for Quick Strike: 158.4
Quick Strike can put out the same level of damage-over-time that Concentrated Strike can, but without the drawback of being stuck in place for 3/s. This also is a big boon to Power Siphon as you have more active time using and building its bonus. I'd need a notebook to keep track of all the times I've lost a stack of PS because of Concentrated's animation time.
You want Quick Strike.
Following those same thoughts on Quick Strike, your T1/2/3 Attacks are quick, recharge fast, and allow you to cycle of Power Siphon in a heartbeat. Best way to abuse that is to top that Damage Sundae with Procs. Personally prefer the PvP Proc and a Mako's in both Body Blow/Smashing Blow, but a Touch of Death/Mako combo works too on a "budget".
Additionally, splitting the Scrapper ATO into 3's, and "Purple-Grading" them gives you 10% S/L Defense. Since you rely on this type, doing this manages to get you into the "iCap" of 59% pretty easily.
Anyway, not accounting for any atual incarnate abilities (BTW: Musculature!) here's what I did to it:
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Quote:You're ultimately just trying to play Devil's Advocate on an eight year old topic.I think you may have missed my point entirely, actually.
Someone complained Dark Regen is under performing. Response was "rely on IOs." I'm saying "If Dark Regen is actually under performing, IO's shouldn't be the solution. Has anyone tested Dark Regen, and a Dark Armor build, with SOs to see if it actually is under performing?"
I'm not saying this game should be played with without IOs. I'm not saying the only way to play is with SOs. As I've mentioned earlier, I have a DA with IOs. What I am asking is if Dark Regen's been tested without set bonuses, procs, and other extra Invention-related benefits since this game is actually balanced around Single Origin Enhancements and not Inventions.
On the Old Game with SO's/HO's: 1 Nucleolus, 3 Golgi, 2 Rech SO's turns Dark Regen into a 58% heal off one target for 17 Endurance every 18 seconds.
IO's let you do 50% in four slots, and completely negate the endurance cost of the power.
If anything, IO's overpower Dark Regen, end of topic. -
Quote:Was going to make a break-down analysis of the two builds, but I didn't feel like splitting hairs. If the only thing you wanted was an official travel powers: Take out OwtS, add Super Jump, move the level 50 slot out of CJ and move it to Tough to replace the 3%Def and the build would still be pretty close to 59% on all three positions. Ranged/AoE would be at something like 58.8 and 58.5 respectively.Ok, no further feedback, I'm pullin' the trigger on version 6. The recharge loss isn't THAT much, and I like getting over 2100 hitpoints.
But, ultimately, it's whatever you feel satisfied with in playing that matters. -
Quote:...Give me a minute or six to find the iCap Shield build, and I'll edit it into hereThis one is absolutely the last go around.
Unless somebody has a better idea.
Edit: Here it is. I worked it to include standard Broadsword and the Scrapper ATO. It runs 59% w/ Stealth's base-bonus and Agility Core active. That leaves you plenty of choice in your Destiny (I'd suggest Rebirth Radial).
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Purple Set in Quills is a waste. Don't expect the Cardiac Alpha to supplement your endurance costs in your toggles. As it stands (w/o Alpha), you burn 2.38 EPS, which is more than your build even sustains at that point; it drops to 1.75 with Cardiac Core turned on, still terrible. The enhancement slotting in general, is erratic. Do you really plan on affording so many purple sets for the build? There's a lot more you can do in a more budget friendly manner that would turn a better result. You really want to slot at least one End-Reduction IO in to your toggles, if not at least working in set-based sources. Also, don't focus on un-necessary slotting for powers like Focused Accuracy. End-Reduction is the only thing that power requires to be good, and in general (as mentioned) Tactics is probably a better choice in most cases if you're not using Focused Accuracy as a pre-req to open the APP.
In regards to Set Bonuses, try and focus on a stat you want to improve and pull that resource out of the IO Sets. For any Resistance Secondary, building up sources of Defense can help dramatically improve your survivability and is somewhat easy to obtain. Try and get 32.5% S/L, this is pretty simple to do with Weave/CJ/Cloak of Darkness/Set Bonuses. I'll throw a data-chunk below, take a look. It's a pre-ATO build that works towards 45% S/L and Melee defense without being too insane in price.
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Quote:Maybe the timing just wasn't right?I don't understand this, what changed? What made people no longer interested in sharing their adventures?
Like if you click this to see something awesome.
BTW, Claws/Regen Scrapper sitting in the midst of six Monster Class enemies on Monster Isle in Peregrine. Six indefinitely, I had trouble convincing a seventh to take a swing. -
Quote:Entirely the idea: Cheap. Most expensive items are three LotG: +Recharge, and those can be gathered relatively easily from A-Merits over the course of a couple weeks, 32 Astrals, 275 Merits (I might be slightly off on that one), or flat out buying them off the market for 50M Inf. I'd say 90% of the build can be afforded on roughly 50-75M Inf, with the only struggle-items potentially being slightly abnormal pricing on the Gaussian's Set, the three LotG's, the +Regen that can range from 5-15M, and the Steadfast +Def that can be anywhere from 25M to 50M.John_Printemps that is pretty nice and doesnt look too expensive in general to put together.
Between Merit options, micro-managing Auction Bids, and a single AE Ticket Farm, one could easily end up with most of that build in hardly anytime at all, with nearly no major out of pocket cost. -
Quote:Electric Melee for Stalkers (if I remember correctly) is what has put out one of the most significant times, and a specifically chained Street Justice Stalker is capable of an absurdly high DPS as well. In general though, you said you had an SS/Fire Brute? That's actually got one of the top times against a Pylon (2:30) with liberal application of Gloom, so you're sort of already in possession of a heavy single-target hitter.Oh really...? That sounds quite neat, I've got an EM/Nin from long ago and an Elec/WP from less long ago, but wouldn't mind a stalker either.
This character could be a stalker or broot instead if that's what it needs to be, but I returned to the scrapper forums as they felt more like home -
Quote:I am fairly interested in what the build wizards can do w/o using the very expensive enhancements as I know I wont ever have more than maybe one character with purples and doubt I will ever really do trials and I know I will never buy an epic set from the store.
Cheap it is. Agility Core, and an Ageless to mix Rech/End up a bit, could do just about anything with it.
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Quote:Cause Fireball doesn't let you pounce into a mob?Why take Spring Attack over Fireball? I mean, you can fix endo issues with Blues and team buffs ... but you can't beat having Fireball as (a) ranged and (b) up like every 9-10 seconds and (c) doing nearly as much dmg as SA right?
Cause Fireball can't be color-tinted to make thematic sense?
Cause Fireball can't be a follow-up Teleport into another mob to do a double-whammy?
Cause it's not as fun?
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I don't think I've posted a */Shield build since my I13 Guide. Decided, why not? The I22 rendition of Star Cruiser. You might find some useful bits in this Santorican (namely, my refusal to use Maneuvers).
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Quote:5.808, 24.2, 4.17... Throwing some +Boosters around, could drop the EPS on the chain down to 3.96. Do the same thing to the End Enhancement in Stamina, gets 3.78...a bit under for what the Shifter would actually give with 110% Max End so, lets round to 3.8 and see... .94 eps Burn. Focused Accuracy is just a mule to that Perception IO which is somewhat redundant to SR but I didn't need Conserve on my KM. Switch that to Conserve Power. One +5 Rech IO in there gets 90 Up, 103 Down. That should be sufficient to keep the MA/SR fully sustained on its attack chain. Probably the way I'd run it, too. Pop Judgement, hit Conserve, run till you have only 10% endurance left, and it should be back up (about 200/s of full on attacking). Might get a little scrunchy with Hasten, but that's not bad. Good enough to keep Rebirth, in my opinion.Not bad, although the AoE difference is noted. Also, with no conserve power this build nets 2.05 eps with Hasten and PB. The chain runs 4.17 eps. That's a rundown of about 47 seconds. With accolades you can push that up to 2.36 eps net and 55 seconds of offense. I'd probably want to run that with Ageless.
An interesting question is whether the incarnate soft cap is worth losing Rebirth. Rebirth Radial averages out to about +490% regen over its cycle time factoring in the regen boost and the heal. Unless your build also uses Rebirth and punts endurance, the MA/SR I'm currently toying with has about 3 times the net regeneration with rebirt, 13% more health, and can run tough without endurance issues for a net 23% s/l resistance. Not including Aid Self, that looks almost like a draw. -
Quote:Challenge Accepted.At the moment, I cannot think of a way to slot musculature, have enough recharge to run SK/CS/SK/CAK, slot double procs in all attacks, incarnate softcap, and have enough endurance. The best I can seem to do so far is double proc, have enough recharge with enhancement boosters to run SK/CS/SK/CAK, and have a lot of endurance, by fiddling with my latest MA/SR build.
Started with KM/SR:
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Hasten on the KM is close to Perma, but I had to sacrifice a bit of Recharge to get some of the same stats for MA which means Hasten isn't quite as close, but sufficient enough. -
Quote:Not necessarily your runs, but the fact that the majority of players who saw your "198" instantly assumed that this was the best they'd achieve and cried wolf. As you've pointed out yourself, you haven't built to the full potential of what Staff might be capable of. I merely put my post together to cumulatively collect seven pages of complaints into one rebuttal. Your follow-up pre-Fury'd time of 228 goes in line with a similar Scrapper time posted around 220 out of the gate, which is roughly around the base-line I figured Staff could naturally hover around (200-220). With the -Res manipulations I expect that to boost up to 240-260.I assume you are reffering to my runs. Just as an fyi I got 228 dps later on my staff/da brute, 198 wasn't my highest. This was using PS>SR>PS>SS on a brute without utilizing the 6th slots in my attacks for extra dmg procs. I never said it was the highest dmg possible, infact I quite explicitly said both stalkers and scrappers as well as people who fine tuned it with extra damage procs would see higher dps.
As for your attack chain, I'm not sure, try it and report what ya get. I tried a chain with Mercurial but it didn't really give me better dps, the base damage is quite low on mercurial, the -res proc would not only have alot to make up for, but actually coming out positive over PS takes even more. The -res in DB works because the -res procs can already go in attacks that do good DPA whereas the -res procs in staff fit into powers with low DPA.
Mercurial itself may have a low DPA (48.66 versus Precise's 68.82, unenhanced), but its innate damage is less important if it can fire that Proc. To give an example, lets hypothetically say that the proc is going to increase the DPA of each attack by 15%. That can shift Precise up to a DPA of 79.14, a difference of 10.32. I could shift that to Mercurial and say that it was actually 58.98 DPA. Then there's Serpent's Reach: 62.56, or 71.94. I add that difference to Mercurial and say that it is now worth 68.36. I think you'd see the picture there, eventually Mercurial's benefit outweighs its low inherent DPA. This is mostly hypothetical though, everything's different in practice.
In regards to the EotS-including chain, that's per speculation as I neither have a 50 Staff somewhere, nor the desire the PL one and out-fit it just for a Theory. If someone were to want a theoretical build to play-up on Beta to crank this out, then I'd be happy to give them one (Scrapper specifically, I must promote my brethren AT).
Edit: I forgot to comment on the mention of Dual Blades having a higher base DPA for most of its attacks. This is true, and why it does 300+ DPS, but that same practice is why Staff should have the ability to reach the 250-ish range. -
So, Mid's has updated as of the 20th, so I sat down with NoChain and asked it to spit me out some conversions.
Using a build set for a Staff/Invuln (a Scrapper I intend to build), with Mercurial Blow, Precise Strike, Eye of the Storm, Serpent's Reach, and Sky Splitter. NoChain doesn't account for things like -Res or wavering +Damage like from Form of the Body (the intended form to be used), but the data it spit out was useful enough for how lazy I wanted to be about data-mining the attacks.
Bluntly, there's more potential in the -Res Mercurial can provide than the straight DPA's would demonstrate, and I plan on throwing a chain of Merc > Precise > Serpent's > Sky > Merc > Precise > Serpent's > EotS at a Pylon where the -Res from EotS will theoretically carry into the full portion of the first half the chain with the doubly awesome potential of stacking two seperate -20%'s (Glad and Achilles). I'm mostly rough-estimating, but lets say that the first half does 190 DPS, the second 120, averages 155, add 47.5% for 228, add ... ~18 DPS for Form of the Body's +Dam, and +10 for criticals and +5 for the Scrapper Crit Proc: ~260 Musculature could add probably another 10 for 270? I know these are all being pulled out of thin air, but my guesses are usually within 15-20 DPS +/- So at the worst 240 (which is still higher than 198).
How else did DB/Elec pull 300+? They leveraged thier -Res capacity with their +Dam capacity and rotated through it as quickly as possible. 200 DPS is not the highest Staff can output. -
I've taken it specifically for Incarnate Trials. More specifically in scenarios like the BAF, I get impatient waiting for a Tank to gather up the gumption to go grab Nightstar/Siege; and stabbing them in the face is generally not enough to keep aggro when someone else thinks they can start shooting at them before they make it to the designated spot.
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Quote:Agility Core is a better choice for any secondary that will be considering multiple defense-related options, even more-so when you start duplicating endurance modifying sources like having QR and Stamina. Agility allows you to cut-back on slot usage in some powers, slipping those into other areas of a build while still reasonably enhancing (or over enhancing). Also, just because Kinetic Combats aren't on the market doesn't mean there are not alternative ways of obtaining them (Merits/A-Merits/Paragon Market/Astral Merits). In the build I'm going to toss in with this post, I also built in for the Scrapper ATO enhancements. If you purple-grade the whole set and then split it (3 and 3) into two powers, you can garner 10% S/L defense in total between the two splits. I left appropriate slots open in the build for where they'd go. Leaves the build with 47% S/L, ~32 F/C, and ~41% E/N.I tweaked the build a bit, Im not softcapped and using Smashing haymaker as placeholder for Kinetic combat since its a pain to get them at market,not because they crazy expensive only,because their low availability.
Here is the new build, forgot to say I got all the auto accolade powers, and crafted a T1 of spiritual alpha,may have agility or vigor better?
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Quote:Again, I've never met someone who said "I like how I look when I burst ..." There's no delicate way of saying that, never mind. But, Looks cool? No, most people think spines looks hideous in most flavors. Sounds Painful? Never heard this comment, and I myself play with all game sounds off. Feels powerful? Not really.I suppose I mean 'cosmetic'...which can also be related to 'pretty' but I'm speaking of the set's presentation and flavor. Lots of people like it because it looks cool, sounds painful and feels powerful. It's like broadsword. I can't tell you how many people sing its praises (or did, at least) and yet it really wasn't that powerful. I'd always get stuff like "the red pillar of pain" and "love that crunch" despite the attacks looking like ***.
No body praises BS for looking pretty either but people love(d) it for other aesthetic reasons.
People sing--yes, current tense--praises about Broadsword's "Crunch" effect because the animations are appropriate to their ideals. Headsplitter is a raised and heavily drop-chunked weapon down onto someone's [head] with an appropriate sound of Crush/Crunch. Visually, you look like you're crunching/crushing even without the sound and this is where that emotional appeal comes from.
No one is playing Spines and going around singing: "I feel pretty. Oh so Pretty..."
Most sets in the game (melee speaking, at least) feel appropriate to their concepts. Spines? I'm sorry, most people run around with spines and say "Man... I feel UGLY."
Edit: To be a bit more specific on an aesthetic mechanic side of things... Currently Spines carries a vast load of secondary effects that no one is playing for their benefits. Slows, Toxic DoT, a singular Immobilize in Impale? These are not the stuff of legends that anyone is dying to play with. There's no conceptual marketing going on in the secondary department. Combat-wise, again, lots of AoE, lots of bursting in between mobs, but the visual appeal is not where the money is coming from. The reason anyone plays Spines is to see the trail of bodies, and that's about it. -
Quote:I can tell you it isn't aesthetics that sells Spines. Most people HATE spines' look. The set sells itself on mechanic/purpose (AoE, and lots of it). [Nobody]* plays it because they think it looks pretty.I don't think anyone was blaming Castle (could be and I just missed it). Even though I like spines now, I'd probably like it a lot more it it just looked better. Performance can be adjusted for but aesthetics (looks, sounds and animation) are probably what really sells the set.
Quote:I'd never suggest doing to Ripper what they did to Eviscerate on Stalkers. If you want to tone it down, shortening its radius a bit would be fine.
Also, as an additional note on Ripper: Eviscerate for Claws has a lower Endurance cost, and a lower Recharge, and a bonus critical chance versus Ripper's +4 End, +4/s Rech, KB, Slow, and +24 Damage of which is half of the 50pts of Toxic DoT the power does meaning you only get an up-front hit of (base Scrapper) 117 when Eviscerate does 143.
Quote:And I like the baseball pitch of Impale...I just wish it was a *faster* pitch. That power is the hinging element of my Spines Stalker, using the concept of 'spines' as 'thrown poison blades'. Impale and Throw Spines is what really make my character and wouldn't want that changed.
Quote:But any changes should not hinge on Quills. Quills is not a buff power to make your other attacks stronger, it's just an attack. To change an attack to a buff power that Stalkers don't get just make balancing it more complicated.
In either case, I doubt the power-crew would port an Immobilize mechanic like this over to Stalkers anyway. And I'm not hinging the entire set on Quills. I'm just adding a... "Correction to AI" if you will, and isn't creating a real buff in any circumstance, but just making it easier to use your abilities in the manner they should be.
Sets with linchpin-power mechanics: Staff Fighting, Dual Pistols, Titan Weapons, Street Justice and Dual Blades (in a sense to the Combo styles). Time Manipulation. The newer the sets are, the more the Development Team is including unique mechanic twists that linchpin off one key part of the set. Expecting something like I suggested is not actually out of anticipateable expectation.
So Stalkers don't get Quills, not a big deal. Thematically speaking, Stalkers are all about the damage from hide (or, well, used to be. I22 Stalker is a bit different). I'd say, following that mechanic, if a Spine Burst triggers from Hidden then it should have a chance to tag a Mag 2 Immobilize. All this is doing is changing the "look for" code in Spine Burst from "Quills Toxin?" to "Is Hidden?"
Quote:I say just remove the recharge and -movement debuffs and the minor immobilize from all powers, change Barb Swipe to a faster animation, speed up Impale and Spine Burst then add back some of the effects with adjusted values and not across the whole set (KD/toxic DoT for Ripper, Immobilize/toxic DoT for Impale, slow/DoT for Spine Burst, Throw Spines, Quills and the rest just toxic DoT). Adjust damage/costs numbers as needed...
*I'm sure someone is masochistic enough to play spines for its look.
Overall, still remember, this is coming from personal opinion and review from years into the game (and Spines as well) and at the base end of it all: it is only my opinion. -
I know I said this somewhere else in the last couple of weeks here, but:
Castle's viewpoint on Spines was that (paraphrase a long since lost quote here) "The [set] is performing at an above-intended level in some aspects. While the animations do need to be revised in comparison to [everything] else that we've been working on, if [we] look into Spines, it will not be the same set when it comes back out of the meat grinder and I don't feel this will appease those who've been asking for a revision."
Basically that on an AoE standpoint, the set was still "WAI", but it did need a "review". Most of the old--and by old, I mean all sets prior I6--were revised in their animation times to work around stuff like redraw poorly impacting performance. This is what lead to the much-recalled "buff" to Claws (wasn't really a buff, but a performance adjustment that turned out looking like a buff). All the Slows, Toxic, Mez effects that come packed into Spines--per Castle--would most likely be stripped down or all together removed from most, if not all, of the powers. What Castle believed needed to happen completely went against everything the player-base wanted, so he left this one alone to appease the masses because he felt there was no way for him to win with anyone; and that once he "looked at it", there was no turning back.
He did acknowledge it was "under performing", so take that for what it's worth.
I know there is now a "new" person running the show and the vision they follow is slightly different, but all changes still had to clear the same operations-desk (which is also, incidentally, a new person now), so Castle can't really be 100% blamed for anything anyone didn't like that happened; or yell at him for not having ever addressed Spines.
If everyone keep /em Crai, over Spines, eventually they will revise it, but I'm not sure [we] are all going to like what comes out of the extractor when they're finished. I want to love what could be, but it's hard to love an expectation when we all know that right now is probably the best we're going to get out of it.
Some things I'd like to see balanced in Spines:
Give Spine Burst a mechanic that coincides with Quills. Have Quills emit some kind of "Toxin", and when Spine Burst hits, it checks for that status toxin and if found on a target applies an "Immobilize" in the nature of a paralytic. Each Application of Spine Burst increasing the duration. Throw Spines should come with a reasonable Slow attribute. A Toxin that hits the system and starts impeding your targets nerve responses so they react "slower" making it easier to keep a mob clustered together so you have time to get in the middle, quills to fire off, and trigger Spine Burst.
Ripper needs to be toned down from a Cone into a ST with lower End/Rech (upping its potential for consistent and performance-beneficial use). Reduce and alter Impales Animation/Time to something more appropriate than a base-ball pitch. Honestly, Lunge and Impale need to be switched graphically as their names are not appropriate to their animations. Fix. Barb. Swipe's. Damage. This is a global-consensus for sure. Take away most of the secondary effects from these three powers and the previous mentions for AoE effects will fit without creating some kind of imbalanced monster. Although a good way to add a hair more balance would be: If a target has been imbued with Quills' toxin, ST attacks will have a chance for +Toxic damage DoT (Like Disintegrate). This will empower the AoE nature of the set while opting for a chance at improving the ST DPS of the set at the same time. -
No Sonic in any of these equations saddens me. You all don't know how pretty it is! Dark/Sonic/Mace