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Posts
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For an IO build, I'd just go with whichever set bonuses you want more (stupefy and basilisk's gaze are cheap, effective options for stun and hold respectively) or whichever ammo you use more. The base duration, 9.5s, is not much shorter than comparable mezzes for other blast sets, so even unslotted for mez duration it's pretty effective.
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In this game, money rains from the sky and recipes grow on trees. I'd be more interested in entering a contest whose judges' opinion I respected and whose taste I agreed with.
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The only thing that Merits can do that Influence can't is buy things that aren't in supply at the market. So I'd first look through your build and see if there are any recipes you want that have nonexistent or highly unreliable market supply (usually Pool Cs at low levels).
Beyond that, you're right that buying recipes outright is usually a waste of merits. You can try converting your merits into influence by buying high-value recipes with merits, selling them on the market, and buying stuff with the inf. At least blueside, LotG 7.5% (200 merits) is one of the better ones, though I'm not sure if it's the best.
I tend to recommend this over random rolls because it's difficult for the anti-market crowd (whose goal it is to manipulate you into not using the market at any cost) to contest. -
Someone typed an extra zero and paid me 450m for a blueside Obliteration piece today. Get in touch with me and I will return the extra influence.
You must provide a screenshot of your market window displaying the purchased Oblit in the bar, saying 'bought!' for 450m.
My global is @Laevateinn -
Not at all true. Spike damage helps you kill troublesome targets quickly and by frontloading all your best DPA attacks. Wiping out most of the lieutenants/minions in a single AoE volley helps reduce the damage you take. The huge ToHit buff allows you to land hits when heavily debuffed and end fights that you otherwise couldn't because every other hit is whiffing. Spike damage is especially important for Blasters who usually can't stand there to trade hits. Even if you're playing a softcapped whatever, when fighting defense debuffing enemies you'll usually want to kill things quick before cascading defense failure can set in.
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Holds are better than stuns because 1) the mezzed enemy does not move, 2) holds are more prevalent and more easily stackable and 3) they provide the ability to slot hold IO sets. 1) is a minor benefit since a single-target mez will not cause AoE scatter. While I haven't tested it personally, the description on the enhancement screen implies that you can slot Hold IO sets in it regardless of whether you have Swap Ammo. If true, then 3) doesn't apply since you don't need to take Swap Ammo to get the benefit. That leaves 2). There's a benefit, no doubt, but is this what you'd call "incredibly" useful?
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Wrong. Ranged/Aoe and Energy/Negative/Fire/Cold tends to be pretty cheap to get, while Melee and Smashing/Lethal is comparatively expensive (and even then there are usually budget options). Kinetic Combat is expensive because it's a huge S/L defense bonus for just 4 slots, making it incredibly slot-efficient and well worth the huge pricetag it commands.
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Ninja Run on its own isn't faster than fly, but when you start stacking heavily-slotted Swift/Sprint/Quickness etc and movement IO set bonuses on top of it, it can outrun fly due to the higher runspeed cap.
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There's no special advantage to having perma-heatloss vs. having it 1s or 2s off perma, same with permahasten. Personally (and I suspect for most people too) the benefit of having 'perma' something is just the QoL improvement of not having to deal with varying levels of performance.
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What percentage of enemies in the game are 50% lethal resistant? Against enemies with 20% lethal resists and 0% other resists, swapping ammo would boost your damage by 7.5%. Against 0% lethal resists -20% other resists enemies the benefit is only 6%. I have a hard time believing Swap Ammo even comes close to approaching the benefits of Aim, even in an over-simplistic numbers-only comparison.
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If you're using Scorch > Incin > Scorch > Cremate, I would move the Hecatombs to Scorch and put the Mako's in Incinerate instead. This gives the purple proc twice the chance to fire. Exchange the Hecatomb Dam/Rech for a Dam: Superior if you do this (since Scorch recharges fast enough that you don't need as much recharge enhancement in it).
I also wouldn't give up slotting BotZ in CJ. It gives two large defense bonuses for 3 slots and you'll pay through the nose in slot efficiency to get that defense back elsewhere.
Instead of 3 Aegis each in Deflection/Tough, consider 5 Aegis in Tough and a Resistance common IO and the Steadfast +3 def in Deflection. Aegis gives twice the AoE defense at 5 slots that it does at 3 slots so there's little reason to 3-slot it twice in this case. -
I can't find a source right now, but I believe the actual quote is that content will not be balanced around IOs. I don't believe the dev team ignores IOs when balancing powersets against each other. Like you said, it's lazy game design and I doubt Paragon Studios is that bad.
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I'm convinced that the idea that people are going to get kicked if they fail to build their characters exactly according to some mythical, "cookie-cutter", build nazi standard is just one of those exaggerations made up to demonize min/maxers.
I'm still waiting for a convincing explanation of why I care about the performance (or lack thereof) of your character when I have designed my characters with the explicit goal of being as self-sufficient and widely capable as possible. -
DP/Kin Corr here. Low sustained damage due to poor DPA attacks, low burst damage due to not having aim, long animations that interfere with an active secondary, redraw. Low damage even with the kin buffs (with no self-buffs, non-incendiary Bullet Rain only takes off 1/4 of minion HP, though I may have been fighting lethal-resistant enemies - I'll check again later). At least Scourge helps. People keep saying that swap ammo is great, but both numerically and from actual, in-game experience I've not found this to be the case. The set is fun to play and great-looking, but sub-par.
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Ironically, I found that the KB in the lethal rounds was the most effective mitigation while solo because when it works it works.
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The ammo is mostly useful as a way to toggle on/off the knockback in lethal rounds. Switching ammo would increase your damage by 6% vs a -20% vulnerable enemy and 7.5% vs a 20% lethal resistant enemy, so it's not significant unless you run into enemies with high vulnerabilities or strong lethal resistance; I think the placebo effect makes it seem more effective than it really is. Fire will do more, but the extra damage comes as a DoT, with all the drawbacks that implies.
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In order to achieve high S/L defense, you are locked into taking the Cold APP. You can achieve high ranged defense regardless of what APP you take.
That's the main difference. -
The problem with PvPIOs isn't the price, it's the fact that supply is intermittent and very low. You may not be able to buy one even if you can afford it.
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Dual Pistols has poor sustained damage (due to low DPA attacks everywhere) and and poor burst damage (due to not having Aim). Chose your own debuff is nice, however the T1 blast does not apply ammo debuffs. It's not the worst blast set but it's sub-par.
Don't forget that two-thirds of the ATs have access to DP also have access to buff/debuff sets, and in this game, there is nothing as hideously overpowered as stacking buff/debuff sets. 8 petless MMs would be a formidable force because they all have buff/debuff secondaries. I predict that many of the "My all-DP team just obliterated X content!" posts, such as yours, in addition to having the usual flaws attributed to anecdotal evidence, will have an even more skewed perspective because you are not seeing DP performance in a vaccum. You are seeing stacked buff/debuffs making up for DP's sub-par performance. -
Quote:I'm a big proponent of "moderate defense, extreme recharge". What I don't quite understand is how you seem to have gone for a mix of S/L, melee and ranged defense, though. Dropping the ranged defense in particular would free up some valuable room to get more recharge.I'm not going for softcapped defense.
It's a balance between defense and recharge. That's about as much recharge as I want to sacrifice for the defense.
Your Aim is underslotted and your Consume will have trouble hitting without any accuracy. -
Quote:Flares is underslotted. As a 1.125 damage mod AT you want to try and get ED-capped (or close to it) damage on all attacks. Drop some other attacks to free up slots if you must. Fewer well-slotted attacks > many badly-slotted attacks.Ok, so, curbing a few instincts coming from building my MM and Tank, heres what I have so far;
Posiblast overdoses on damage and is anemic on recharge. Standard slotting, if you are using level 50 Posiblasts, is 5 Posiblasts (dropping either the Dam/Range, Acc/Dam or Dam/End depending on the power) and 1 recharge common IO.
3-slotting health isn't worth it. You'd be better served foregoing the HP bonus for a miracle unique.
Don't 6-slot Armageddon; the 6th slot bonus isn't worth it and will cost you another 200 to 400 million and placed in Inferno the proc won't fire often, if at all. Actually if you want to invest in a purple set I recommend Apocalypses since you're already at the limit for 6.25 recharge bonuses.
Hot Feet is an attack, therefore it should be slotted like one: accuracy, damage, endurance.
You really want a -KB IO somewhere, or you risk being knocked out of position when aiming PBAoE attacks.
You're not stacking substantial defense bonuses of any sort so drop the Lockdown in Char and replace it with 4 Basilisk's Gaze for the 7.5 recharge bonus.
Instead of Burn I would take Fire Sword Circle. Burn has a lot of problems, mainly that it's a tiny-radius DoT that does Tanker scale damage. FSC is slower, but does heavy burst damage (it's almost the same damage as Fire Breath) and has a larger (10ft vs 8ft) radius.
Note that if this is a levelling build you will not have enough slots to take and slot 6 attacks before level 20. If you have not made the character, I strongly recommend delaying 1 AoE to your 20s or beyond. Fire Breath + Ball is enough AoE for the low-level game.
My example. You have about 10% more recharge, FSC instead of Burn and are about 2 hitpoints short of the HP cap with all accolades, a Miracle unique, Flares and Hot Feet have better damage enhancement and better recharge in fireball. I gave you a range enhancement in Fire Breath (the increased cone size is very noticeable). You also have a -KB IO (very useful since you do not want to be pushed out of place when positioning your PBAoE attacks). This build will cost you about 2bn, which is comparable to your earlier build. I removed the Ribosomes which should save you a few hundred million. The most expensive pieces are the Apocalypse (minimum 1.2bn for the set) and the Obliterations, so if you're looking to cut costs I would start there. I finish with my customary observation that you can use level 35 IOs for most of this build while sacrificing very little performance.
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The main benefit of Bonfire is as a way to keep things out of melee if you do not have Fly/Hover. Drop a bonfire on the ground, then stand in it and shoot. You can use it to block ambushes (such as on mission #2 of a speed ITF). However, the long 3s animation makes it difficult to use as a panic button power.
The damage it does is insignificant. You actually lower your damage output by using it as an attack due to the long animation.
Char, on the other hand, is very useful as a fast-animating hold (it uses the Spectral Wounds animation) and as a place to slot Basilisk's gaze. -
Direct merit purchases are a bad deal with a few rare exceptions; in most cases it's hard to beat the market as far as cost-effectiveness is concerned. Before wasting merits on direct purchases, check to see if you would spend fewer merits by buying a LotG 7.5, selling it, and buying the recipes you want off the market with the money.
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Fire/Fire does not have especially strong synergy, but pulls through on the massive power of the primary alone. It is very possible to neglect your entire secondary except Build Up and still be effective.
Build goals are usually defense and/or recharge. Going with defense presents the problem that if you are also taking the Fire APP you can't softcap S/L defense, and if you go with positional defense you need to chose whether to focus on range or melee.
Hot Feet is OK. It's a huge (20ft; for comparison Blaster PBAoE nukes are 25ft) damage aura that does significant damage and also slows (the slow is slottable, unlike Rain of Fire's). Note that, contrary to the description, it does work in the air, though you can only toggle it on the ground. If you play often in melee, it's a good source of damage that does not eat up precious seconds of animation time. Blazing Aura is harder to justify due to the much smaller radius and IIRC, it also costs more endurance than it should for the damage it does.
Tough + Fire Shield is 45% S/L resistance, which is significant. Weave can be worth it if it gets you to some important defense milestone. The problem with Tough/Weave is that trying to run them in addition to Hot Feet and other high-cost damage auras puts a heavy strain on your endurance. Make sure your build can handle it before going this route. -
People give the myth of "concept vs performance" too much credit.