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You might be able to solo AVs with access to a fresh stack of Envenomed Daggers. But as others have said, the best ATs are Controllers, Corruptors, MMs, and Defenders because of their access to -regeneration. Blasters have it in one skill that requires you to be in point-blank range-- not so hot.
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The only thing that I see questionable is the socketing of Lightning Field. Procs in damage auras are not that great, and Lightning Field really shines in conjunction with Power Sink when you socket it for endurance mod.
Here's one of my dual builds. Take a look at it-- it has less resistances but leads in every other category you seem to desire while having significant global recharge (which leads to more DPS and survivability with the clicks). You'll not only have more single target DPS, but significantly more AoE-- Shadow Maul can be a beast of a skill when hitting 3 to 5 targets.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
War Hog: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite- (A) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (3) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Chance of Damage(Negative)
- (23) Gladiator's Strike - Chance for Smashing Damage
- (A) Gladiator's Armor - Resistance
- (7) Gladiator's Armor - End/Resist
- (9) Gladiator's Armor - Recharge/Resist
- (A) Armageddon - Damage/Recharge
- (11) Armageddon - Accuracy/Damage/Recharge
- (11) Armageddon - Accuracy/Recharge
- (13) Armageddon - Damage/Endurance
- (13) Armageddon - Chance for Fire Damage
- (40) Fury of the Gladiator - Chance for Res Debuff
- (A) Gladiator's Armor - Resistance
- (15) Gladiator's Armor - End/Resist
- (17) Gladiator's Armor - Recharge/Resist
- (A) Scirocco's Dervish - Accuracy/Damage
- (7) Scirocco's Dervish - Damage/Endurance
- (9) Efficacy Adaptor - EndMod/Endurance
- (21) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Accuracy
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (25) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
- (27) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (27) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (A) Run Speed IO
- (A) Gladiator's Armor - Resistance
- (19) Gladiator's Armor - TP Protection +3% Def (All)
- (29) Steadfast Protection - Resistance/+Def 3%
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Numina's Convalescence - Heal/Endurance
- (33) Numina's Convalescence - Heal
- (33) Regenerative Tissue - +Regeneration
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (43) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (A) Endurance Modification IO
- (A) Shield Wall - Defense
- (29) Shield Wall - Defense/Endurance
- (31) Shield Wall - +Res (Teleportation), +3% Res (All)
- (33) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Panacea - Heal/Endurance
- (31) Panacea - Endurance/Recharge
- (34) Panacea - Hea/Recharge
- (34) Panacea - Heal/Endurance/Recharge
- (46) Panacea - Heal
- (A) Gladiator's Armor - Resistance
- (31) Gladiator's Armor - End/Resist
- (37) Gladiator's Armor - Recharge/Resist
- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Performance Shifter - EndMod
- (37) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Shield Wall - Defense/Endurance
- (50) Shield Wall - Defense
- (50) Shield Wall - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Apocalypse - Damage/Recharge
- (42) Apocalypse - Chance of Damage(Negative)
- (42) Apocalypse - Damage/Endurance
- (42) Apocalypse - Accuracy/Recharge
- (45) Apocalypse - Accuracy/Damage/Recharge
- (A) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Accuracy/Recharge
- (46) Ragnarok - Chance for Knockdown
- (46) Ragnarok - Damage/Endurance
- (A) Dark Watcher's Despair - To Hit Debuff
- (48) Dark Watcher's Despair - To Hit Debuff/Endurance
- (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (48) Dark Watcher's Despair - Recharge/Endurance
- (A) Steadfast Protection - Knockback Protection
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run -
You can monitor your pets' combat attributes just like you can monitor your own-- or at least MMs can with their minions. Try right clicking on the pets and then selecting "view combat attributes" or something in that vein.
Those IOs also grant the resist/defense bonus as an aura that is based on your character, so the pet has to be within 40' of you I believe. -
I'd suggest War Mace. If you want AoE, this set can be a beast. Crowd Control, Whirling Mace, and Shatter are all great skills, with Crowd Control being my favorite AoE attack after Foot Stomp. Jaw Breaker and Clobber are excellent single target attacks as well.
Crowd Control hitting 8-10 opponents is actually more fun for me than zombie spamming Foot Stomp. -
I'm curious. Is this on a Blaster and did you just hit level 32?
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The damage shouldn't be lower as you add procs. Each non-purple proc is going to add an average of 14.4 damage to Follow Up (72 damage with a 20% procedural). Follow Up only does 33.4 damage at 50, so each damage proc is the equivalent of adding 43% enhanced damage to the skill.
Franken-slotting multi aspect IOs/HOs in the first three slots with three damage procs in the remaining slots is not such a bad idea, unless you want to hit a specific attack chain to stack the damage buff (which isn't as important for Claws Brutes versus Claws Scrappers). -
The damage gap between an EM/Fire Brute and a Fire/EM Tank is rather large. If I had to pick one as being superior, I would roll the Brute, especially if Gloom and Darkest Night somehow fit your concept.
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Quote:What's your build? Are you using Shields or Invulnerability while having multiple foes/allies in range of your scaling defense abilities?Been messing around with Mids, and wanted to get to soft cap on defense. My build on mids shows me at 41.3% However, when I look at it on combat attributes, I am only at 33.19% This is referring to Smashing as an example.
Am I missing something here? I have all the toggles on, so I am puzzled to say the least. Someone mentioned to me that Mids numbers are off a bit. Well, this is more than just a bit, and makes Mids useless when trying to come close to soft cap. So, is it just the way Mids works and we have to live with it or again, am I missing something here? -
Quote:Umm, guys debating what will happen to influence above the cap, did you read this? Everything basically remains on the market, stacked just as it was, but effectively unbound as bids or items for sale.Q: What will happen when the markets merge? How will current bids be resolved? Will all my items stored in the AH disappear?
A: All bids will be returned back to the storage state. For example, if you placed a 1000 Inf bid on Boresight, and that bid has not been filled, the 1000 inf bid will be cancelled, and will be returned in a storage state for your character to claim.
Everything currently on the market -- both items for sale and bids will be cancelled and held in storage. In the case of bids, a message will display in a BIG RED FONT telling you that the bid was cancelled due to market merger.
If a player has 8 billion stored in bids for level 53 IOs, the bids will be canceled, and the infamy will remain in a stored state on the market; you're basically bidding 2 billion for a place holder, and the place holder can't be filled. Players that have multiple bids at 2 billion in a single stack might want to diversify, but they were silly to create a single stack above the INF cap in the first place, because you'd run into the same problems if you wanted to withdraw regardless. -
ELA doesn't really have to worry about endurance with Power Sink and Energize. I even skip Stamina on my ELA build.
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Some people drop Grounded, and I have one build that does as well, but the difference between 83% Energy resistance and 90% is quite significant. It's a matter of personal choice and is usually worth it if you swap capped Energy resistance for access to more Smashing/Lethal defense through IOs or Pool Powers.
If you have the infamy, use 3 parts of Gladiator's Armor in the 3 ELA resistance armors and Tough. It grants ED capped resistance and mag 12 (3 x 4) KB protection, no slots wasted. Leaves lots of room for wonky IO pursuits, and lets you use those isolated slots for IOs more powerful than a -KB global (3% defense, etc). -
Quote:The biggest difference comes with Invulnerability. Brutes have more base hit points and Tanker caps, which means that Dull Pain and accolades amount to significantly higher HP levels. Brutes also have a 90% resistance cap, making them markedly superior to Scrappers when Unstoppable is used.Claws/SR Brute or Scrapper
Claws/Inv Brute or Scrapper
Fire/SR Brute or Scrapper
Fire/Inv Brute of Scrapper
Claws for Brutes can be better than it is on Scrappers, but requires more global recharge to do such-- just look at the recharge differences on their skills. I'd probably roll the /SR combos as Scrappers if you are just using SOs or employing light use of IOs. The Scrappers can access Conserve Power and Physical Perfection from their APPs, while the Brutes will need expensive IOs to maintain endurance. -
It's your only AoE attack, especially without a damage aura in WP, and is totally worth taking despite the long animation. It has a large radius, provides solid mitigation, and recharges somewhat quickly.
You'll want Tremor and as well as a Patron TAoE attack to have some AoE damage capabilities. -
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It's not really worth pursuing perma-Soul Drain. You can get the recharge on that skill reduced around 36 to 34 seconds without gimping your build by seeking excessive recharge. That's a massive uptime for such a powerful skill.
If you have 130% global recharge and Hasten, which will be parma at that value, you should have around 30.3 seconds of recharge for Soul Drain. I suspect that Hasten is not clicked on in your Mids build if you indeed have that much global recharge.
Otherwise, 80% to 95% global recharge with an additional 70% from Hasten are good values to shoot for. And DM/ELA is a great build, have fun with it. -
ELA is probably the best pairing. It has more recovery and endurance efficiency than WP; it has a damage aura that benefits the slightly lackluster AoE capabilities of Stone Melee; it has 20% global recharge in Lightning Reflexes to nullify the long recharges on Stone. Fault also works wonders for ELA's survivability, so it's a two way street.
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Ninjas works quite well. I made a Ninja MM that has every minion above the softcap to all three positions with the 5% defense aura IO. Your tier 1 Genin will still die, but the tier 2 Jounin and the tier 3 Oni are beasts.
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A non purple damage proc averages 14.4 damage at level 50 (72 damage at 20% chance of procedural). Damage auras, as stated above, check for procs once every 10 seconds despite ticking for damage once every 2 seconds. This would mean that adding a damage proc would increase your average damage by 1.44 points per second that an aura is active, or by 2.88 points per tic of damage that an aura inflicts.
I don't employ them. One thing in favor of damage procs is that their damage is applied in bursts of 72 points, which can be a nice little boon when the proc actually fires. I still feel it's a wasted slot. I had an Ice/Earth Dominator that ran 5 damage procs in Arctic Air and 3 on Mud Pots just for fun. Even with 8 damage procs running from PBAoE auras, it was still not all that great. -
There's great synergy. Like Smurphy said, you will shine at single target damage, but in an unusual way. Your single target damage sky rockets in AoE situations because of Soul Drain.
Siphon Life shouldn't be treated like a heal because the values are too too low; it's more like a form of regeneration that comes in large ticks. In that regard, Siphon Life synergizes well with the revamped Energize, as no one would say that stacking regeneration from primary and secondary lacks synergy. My build regenerates 41 HP/Sec while energize is up. It can also cycle Siphon Life every 4.7 seconds for a heal value of 290 while running the chain of MG-Smite-SL-Smite. The end result is that Siphon Life nearly doubles this build's total regeneration rate, including base, by providing roughly 40 hp/sec. It takes me nearly 390% regeneration to go from 8.18 hp/sec to 41 hp/sec, which represents a gain of 33 hp/sec over base. Siphon Life thus provides more than 400% regeneration when cycled in what happens to be the best attack chain available for DM (Patron attacks aside). ELA at more than 800% regeneration is a tough beast to take down, as resistance provides a steady flow of reduced incoming damage, and you are granted more than enough time to drain nearly any opponent of endurance outside of AVs/Heroes. Most foes are dead long before this.
Soul Drain, Lightning Field, and Power Sink have great synergy in their targeting geometry. You want foes clumped on your person for each of these to be maximized, and when the right conditions are met, you refill your endurance bar, receive a massive boost to damage and accuracy, hit your foes for a large chunk of damage while ticking constant damage, drain them of endurance, and keep them drained.
The AoE capabilities on DM are unique. It definitely pales compared to most other sets, especially WM and SS. What it does do well is eliminate clumped hard targets. Shadow Maul hits very hard and has an extremely low recharge for a PBAoE attack. It's roughly comparable to Shatter from War Mace, with lower burst and DPA values, but it recharges in 8 seconds rather than 12 (and Soul Drain provides much better +damage/time than Build Up).
The other great synergy is that ELA tinted dark black looks amazing with Dark Melee. Other color combos work well too. -
A full set of obliteration in Lightning Field is not such good idea: it has poor endurance reduction and prevents any End Mod from being socketed. This is doubly damaging with an under-socketed Power Sink. Endurance drain is integral to ELA's survivability.
Just my opinion, but I do have a lot of experience with ELA. -
Aside from a few sets, most purple IOs generally add massive recharge, accuracy, Fire/Cold resistance, and recovery.
Recharge benefits a lot of ATs far more than defense. Dominators can achieve Perma Domination; their control clicks are their defense and domination grants full mez protection, and both are recharge dependent. Many controller builds rely on recharge as well to up their survivability. An Illusion controller running perma-Phantom Army and cycling controls/buffs faster has much better protection than they would being soft capped to one or two vectors. A Stone Melee player cycling Fault every 6 seconds has overblown protection levels.
There are lots of click skills that can provide protection, and lots of builds that are better suited for recharge over soft capping. On top of that. a dead foe is 100% damage mitigation. Purples increase increase accuracy, letting you hit more often. Their recovery lets you run more toggles and convert endurance to damage at a faster rate, while global recharge benefits both offense and defense in almost every build. Unless you can softcap a full suite of vectors, many builds would be better suited with recharge to provide increased protection and offense. -
BG ignores caps because it is not resistance, it just functions like resistance. The -damage debuff also functions like resistance and can extend toons beyond their actual resistance caps.
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Quote:This is the result of -regeneration having more value than raw DPS against AVs. You need roughly 160 DPS to reasonably overcome the regenaration of an AV and take it down over a protracted fight. It's not fast at all. I have a 210 DPS DM/ELA Brute that will still take a bit too long to eliminate AVs.So, my question is this: Is this particular situation an outlier based on the specific attributes of Ghost Widow vs. the AT power sets involved, or would this apply pretty much across the board, in terms of the MM's seeming more powerful than brutes in basic PvE content?
ps I am normally a bigger fan of brutes than MMs, but this scenario has me reconsidering my position.
Now, that same Brute can run a weaker attack chain by employing an Envenomed Dagger for -250% regeneration, which results in him soloing AVs lickity split.