JuliusSeizure

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  1. My current DM/ELA build can't fit Touch of Fear, but I used it for a great many issues.

    Touch of Fear is best socketed for ToHit debuff, hitting roughly 16% in value and lasting for a full 20 seconds. Both the Fear and the ToHit debuff stack from the same caster. Two applications of this skill and a regular attack chain will basically soft-cap you against anything but AVs (they resist 80% of any debuff value, not including level difference). For this reason, I feel ToF is best used by resistance and regen/heal secondaries that don't soft-cap-- it allows you to neuter EBs and Bosses by flooring their hit chance.
  2. There are also resistance bonuses in the IO system. But they are rather rare and have less than half the value of the defense bonuses.
    • Sonics has resistance shields and an AoE resistance bubble.
    • Thermal Radiation has resistance shields.
    • Pain Domination has an AoE resistance buff.

    The -damage debuff also functions like resistance to all, and can boost the value of you resistance. Brutes that run Darkest Night will effectively receive a resistance boost through this skill's -damage. There are also plenty of skills for Defenders/Corrs/MMs/Controllers that offer -damage as well.
  3. Some people don't use procs. This really adds up in a chain that cycles purple damage procs in fast animating attacks, as these pile on nearly 35 damage points that exceed ED caps. There's also the issue of Assault and IO +damage. I know my /Fire is running 35% +damage with these included, so it all depends on the build.

    There's also Arcana Time, which might not be factored.

    Like Umbral said, there's lots of variables, so it's good to post a build and show math sometimes.
  4. Quote:
    Originally Posted by Umbral View Post
    Gah. >.< You're right. Even so, the OP is talking about assuming the damage cap, so Soul Drain isn't really adding anything. -Res is going to do more than more +dam.
    I totally missed the part about being externally damage capped.
  5. Check out perma /Fire Doms that cycle Soul Drain and Fiery Embrace every 30 seconds. They pump out damage like crazy. Add in confusion and/or multiple pets for good measure.

    Blaze->Fire Blast->Incinerate

    Thank you Domination for the endurance hack.
  6. JuliusSeizure

    DM/???

    DM/ELA is a great combination and the best iteration of this pairing for any AT. Electric Armor set to black custom color looks really wicked as well. If you plan to Soft Cap SD or SR, then the ToHit debuffs in DM are basically useless. An optimized DM/ELA build running Darkest Night and using primary attacks receives far more benefit from the ToHit debuffs in this situation-- meaning that the full utility of DM is being leveraged. I also wouldn't play DM without a secondary that offers some form of AoE damage.

    Dm/Shield is also a solid choice, but arguably better built as a Scrapper.
  7. Quote:
    Originally Posted by Blue_Fenix View Post
    Hmm... Boost Range? Does anyone actually use this? Maybe it's a pvp thing, 'cause I don't do pvp, but this seems pretty useless to me.
    Boost range is amazing if you have even one cone-chaped TAoE attack. Then there's the ability to have a full attack sequence at snipe range.
  8. JuliusSeizure

    Dual Pistols

    Ahh-- thanks for the clarification Umbral.
  9. JuliusSeizure

    Dual Pistols

    It's been a while since I checked, but doesn't Executioner's Shot have a 1.4 base accuracy?
  10. Quote:
    Originally Posted by JonnyDeadSide View Post
    I have two of these and am about to slot one of them in my fire/psi dom's farm build. Would I better off placing it in hotfeet or in psychic shockwave? Where will this enhancement yield me the better results and why?

    TIA for anyone in the know.
    Put it into PSW for sure. If you have any global recharge, then PSW will allow you to run this proc more often than it would check in Hotfeet. Toggles check once every 10 seconds, while an attack will check every click. A high recharge build could easily hover around 5-6 seconds of recharge for PSW.

    That said, if you don't have much recharge in the build, the larger AoE of Hot Feet might actually make it a better option. I would socket it into Hot Feet if you have greater than 9-10 seconds of recharge on PSW.
  11. JuliusSeizure

    Great Job Devs!!

    Quote:
    Originally Posted by milehigh77 View Post
    With all due respect....perhaps if we didn't have so many people during beta that were in AWE of pistols animations but instead looked at the set for performance....we might not have a really, really cool looking GIMPED set.
    Do you honestly think that Dual Pistols is gimped, or is that just hyperbole to elicit a response? The breadth of secondary effects we receive through Swap Ammo means that you can:
    • Stack -damage with other debuffs, or with resistance. In fact, -damage functions like resistance.
    • Stack -recharge and slow with other debuffs.
    • Stack holds with other abilites.
    • Stak stuns with other abilities.
    • Stack -resistance with other debuffs.

    Dual Pistols works best with Corruptors and Defenders that can employ Swap Ammo to layer greater values of a specific debuff on opponents-- they also receive better values than Blasters do.

    It seems that a lot of the Dual Pistols complaints stem from what I call "Willpower Syndrome," for if a new set doesn't obliterate every previous set in raw performance, either damage or survivability, then it's clearly gimped. People complained about Shield Defense for months until the realized how (over)powered it was with heavy IO investment. Now they're cool with it. I'm glad that Dual Pistols isn't blatantly overpowered relative to previous abilities. We have enough power creep in this game as is.

    Dual Pistols works. It offers the second best base accuracy of any set, and has a powerful single-target attack with 1.4 base accuracy. It offers good DPE, and has a huge spectrum of secondary effects that indeed provide significant game play value-- perhaps being better suited for buffing/debuffing classes. It also happens to provide the most utility while being lower-middle of the pack in raw damage. And check out those PvP numbers...
  12. JuliusSeizure

    Great Job Devs!!

    I agree, dual pistols is a brilliant set and sports some of the best animations that I've seen in any MMO. Some players might be turned off by the martial arts gun-play, but there's no denying the quality of the animations themselves.

    I also like the skills. Piercing Shot is a nice attack, granting heavy damage to a limited number of targets. I've wanted something that had lower AoE target caps but hit like a truck at range. This skill is awesome.
  13. Quote:
    Originally Posted by Necrotech_Master View Post
    if you dont have taunt, i wouldnt bother slotting it then, you can put much more useful procs into your powers
    Like what? Obliteration, Mako's, Touch of Death, Scirocco's, and Eradication all offer the same damage and proc rate. They also cost more and are unable to be socketed across the board. Perfect Zinger is a Taunt set, so it can go into every single skill that Claws has-- whether it's melee, ranged, PBAoE, TAoE or Taunt. That's quite useful, and it does this at a fraction of the cost.
  14. Quote:
    Originally Posted by CaptainHouse View Post
    I have a Claws/Willpower brute who just got the level 40 version of this Recipe, and I was wondering if it was useful slotted into an attack, or if it's essentially useless to me. Sometimes I feel like I'm doing very little with my Lethal Damage, but it seems to be things that also have Psi resistance that I feel the most pain on.

    I have Strike, Spin, Follow-Up, Focus and Eviscerate as attacks.

    Another question I have on this; Are there any Taunt Auras (or Damage Auras) that can take this IO?

    Thanks for the help.
    This is a great proc, arguably the best available from the regular sets that are neither purple nor PvP. It's cheap; it offers exotic damage; it can be had at low levels; it really can't be beat by anything else within reason. Any primary skill that does damage for Brutes can take this set, as can any damage aura as well as Taunt.

    This tier of procs fires at a 20% rate and does 72 points of damage at level 50. This means that the Perfect Zinger proc is adding an average of 14.4 points of damage to any attack other than auras. Sciroccos, Mako's, ToD, Obliteration, et al are all the same as well, as far as damage goes.

    Now, if you were to place the proc into a skill like Strike, you would effectively be adding 28% enhanced damage that completely ignores the ED cap (14.4/51.72). Your proc damage is of an exotic type, and it comes in units of 72, effectively increasing the skill's burst damage as a critical strike would for other ATs. This bring up several clues on how to socket it.
    • 1- Procs work best in fast animating, fast recharging, low to moderate damage attacks that are cycled often.
    • 2- Procs add an average of 14.4 points of damage. Your Brute can actually sacrifice 28% enhanced damage from Strike to average the same total output, but still receive increased burst damage and split damage types. Ideally, you would ED cap at 95% enhanced damage and add the proc on top, effectively granting 123% enhanced damage to this skill.
    • 3- In damage auras, the proc only checks once every 10 seconds, and is generally not worth being socketed.


    I prefer to have one proc socketed in every attack below Superior damage, and two if possible. Having 5 parts of a purple set, one of them the purple proc, and a Perfect Zinger is one of my ideal formats on Brutes.
  15. JuliusSeizure

    Shadow Maul

    Quote:
    Originally Posted by DarkThingy View Post
    ^^ like I said I will use it as a filler for a nice purple set and also a furry of the glad proc for when I am pvpin a inv or a res based npc
    I have mine set up like that. It's a great skill base (after the 5' to 7' change), but is incredibly powerful with those two procs. I believe that 3/4ths of the damage from SM benefits from the -resist proc when it fires, so the proc isn't just adding to future damage in this skill.
  16. I want to make a Dark Armor/Claws* Tank and port it red-side.

    I want to make a SS/Regen* Brute and port it blue-side.

    *(Gimme as a port please! Thanks.)


    If this post is a hidden cry for buffs to Tanks, all I would suggest is increasing their aggro cap to 20 and grant their version of Taunt a 7 target cap versus 5 for Brutes (all 7 targets receiving -range, of course).

    Even if nothing changes, Tanks have a place and I will gladly roll one.
  17. Quote:
    Originally Posted by Shred_Monkey View Post
    I think it's safe to say, we all agree with you.

    This thread has information in it that are frequently asked about in this forum, so it got stickied. It never claimed to be any different.
    I agree that there was very useful information in this thread. But when people surreptitiously claim that the numbers denote the need for AT buffs/nerfs, and that debate rages for the majority of the thread, then it has become a misguided referendum. And unfortunately all of that baggage is equally elevated through the sticky. I know exactly what Bill Z intended with his hard work, but I also just read a thread that was taken another direction for the majority of its pages.

    While on this tangent, I've always viewed the Melee ATs in a gradient as such:


    Tank <> Brute <> Scrapper <> Stalker


    At one end you have survivability and agro management. At the other end you have burst damage. There is a clean progression of such capability in both directions when the melee ATs are viewed like this, survivability and burst damage being inversely proportional. In the middle you have the DPS classes, the Scrapper and the Brute. I don't think it should be a shock that the two ATs have similar DPS, as was shown by Bill Z. I'm entirely positive that the Brute archetype was designed to have very similar sustained DPS to that of the Scrapper.

    This debate about DPS and AT balance completely ignores one end of this spectrum-- and that's burst damage. It's pretty clear, to me at least, that the melee ATs are splayed as a division between burst damage and survivability. Brutes and Scrappers are hybrids that emphasize DPS but take attributes from the two bookends; higher survivability and auto-taunt for Brutes, criticals and burst damage for Scrappers.

    When soloing AVs and Pylons, all that matters is DPS and survivability, and that's what this thread largely came down to-- a debate about whether these two attributes were balanced between the Brute and Scrapper. Well, they aren't, and the shouldn't be.

    The DPS ATs should offer similar DPS, and they clearly do from both personal play experience and through Bill Z's numerical analysis. Beyond this general balance of sustained DPS, it's not fair to simply value attributes that are used for soloing AVs and Pylons. Burst damage and the ability to receive greater benefit from proportional +damage have value and also differentiate play mechanics.

    When Going Rogue is released, I would argue that the template that distinguishes the 4 melee ATs is largely balanced, and that the Scrapper-Brute debate is moot. (I do feel that Tanks need some mechanic to differentiate them from Brutes-- and have been drafting ideas.) However, the fact that burst damage is often so undervalued might be a design flaw with the game. We'll see what GR and the end-game content has to offer in the way of challenging opponents that need quick elimination. One suggestion would be to have LTs and Bosses charge devastating attacks, and that the process of this charging is clearly animated/made obvious to players. In such a situation, burst damage would be exceedingly valuable. But I digress...
  18. There was an ELA Brute build that used global recharge bonuses to play as a Gremlin about 70% of the time. Demonic Aura and Phase Shift were alternated for crash recovery. I'm not sure if that post has been wiped.
  19. Quote:
    Originally Posted by GreenGiant View Post
    It must be because of caltrops that I didn't see must difference with ice while fire ticked like twice only (can't say much about toxic, I didn't check the damage taken with and without).
    The fire round are tricky, as they can tick not at all or up to the full amount possible. In the long run, the Fire DoT will really add up.

    The -damage in isolation is a nice perk, but it really starts to become noticeable when you stack the debuff from multiple sources-- whether that's from other players or a debuff primary/secondary. AVs also don't resist the -damage like the do other debuffs, so this can be pretty useful against them when multiple debuffs are layered.
  20. If you went with just one, it would probably be Fire for increased damage. I also like the -damage on Toxic, but Toxic is actually the most resisted damage type in the game (IIRC).
  21. Quote:
    Originally Posted by GreenGiant View Post
    All builts are IO bonus hungry at lvl 50 if you want to upgrade your toon beyond base IO, losing a slot is huge. Of course if you don't care about IO Bonuses, the point is moot.
    Considering that the best IO bonuses generally come at tiers 4 and 5, not having to add 3-5 sockets here will let other skills achieve increased benefits. You aren't making a whole lot of sense with these arguments IMO.

    I would again say yes, Swap Amo is incredibly expansive and has significant benefits, one of them being no need for sockets.

    And no, it is not expensive.
  22. Quote:
    Originally Posted by GreenGiant View Post
    And you think it worths a power slot that is unlottable? the side effects are barely noticable and only your secondary damage is affected with no change it it's base value...that's a huge cost for the benefit.
    Ummm, the abilities it grants without having to be socketed is itself a benefit. Have you never had a build that was socket-hungry at level 50?

    Quote:
    Originally Posted by je_saist View Post
    ... wow.

    Side affects are barely noticeable?

    Yeah. Um. Would you mind spending more than 15 seconds with your avatar in game before running to the forums and making a post?
    I agree completely. Heck, the set has a HUGE base accuracy bonus as well, scond only to Archery. I wonder if the OP even was aware of that.
  23. I think it's a great skill. You get 3 ways to split your damage, choosing between fire, cold, and toxic. You can select Fire for greater damage, Cold for slows and an increased hold, and Toxic for -damage, a debuff which is way undervalued,

    I'm not sure what you're missing, but being aware of your opponent's resistance values makes this set even more versatile. The great thing about having both Cold and Fire is that opponents strong to one type are generally weak to the other.
  24. Quote:
    Originally Posted by SinisterDirge View Post
    Would it make sense for me to list a lvl 44 Fury of the gladiator -res as though it was a lvl 50?

    Thanks.
    I wouldn't list it for more than the level 50s. The only advantage of lower level procs is that you can use them sooner. Level 41 isn't that much sooner that level 47, so don't expect it to sell for that much more (generally). If it were closer to level 30, I could see you making a significant premium.
  25. Quote:
    Originally Posted by Biospark View Post
    Scrappers not having this power is not be a real loss, because FSC with good recharge and Fireball will be plenty for AoE damage with less activation time.
    I agree-- it's not a loss for Scrappers. It's just something that differs between the sets and should be considered. My point is that Fire Melee was not a clean port to Scrappers as it used the Brute version. Each set, in isolation and ignoring AT modifiers, does either AoE or ST damage better than its counterpart. When you add the AT modifiers, this creates a situation where the Scrapper is better at ST damage than it would be for a cleanly ported set, while the Tank is better at AoE damage than it would have been if both sets were equal.