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I would also argue that Nova form deserves a Damage cap increase
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Since all forms share the same caps that would be included in my initial suggestion.
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The Kheldian inherent does not affect base damage, but adds a +Damage buff. This is painfully obvious when Kheldians are on a Buff-heavy team: Peacebringers in particular hit their damage cap long before other damage dealers do (The Defender AT tends to buff team damage, but this AT also grants +20% damage via the PB inherent). The cap is reached very quickly when factoring in slotting and Build Up, and EVEN WHEN CAPPED their ranged damage is still fairly mediocre
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Which would be fixed by raising the cap. It works for brutes. Fury only works from 0.8 base damage, but has a 900% cap. There is no need to raise base damage.Indeed it wouldn't achieve the desired effect, since you would hit the cap just as quickly.
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I'd agree with you if BOTH Kheldians had some means of self-buffing their own damage to the same extreme that brutes can. As it stands, Warshades can hit their cap with double-mire (and in fact can sit at the cap constantly providing there are enough mobs nearby) but PBs can't get anywhere near theirs.
In other words, raising the damage cap would only help Peacebringers who are teamed with buffing toons (Best case scenario: a Kinetic Defender). Where's the soloing love?
Raising the base damage would accomplish much the same thing, but help when they're solo as well as teamed. And especially PBs need a bit more oomph when they're soloing. As it stands, a Human form PB's entire attack chain can barely kill an even-level minion, and won't kill an even-level LT even with "Build Up".
Raising base damage would have a similar effect to raising the cap on teams. They'd do more damage unbuffed, and much more when buffed, since the +damage buffs would be working off higher base values.
But I'd prefer a "best of both worlds" approach: a moderate increase to BOTH the cap AND the base, rather than a large buff to either. A higher cap would ensure Nova and Dwarf Forms don't lag too far behind Human. -
I disagree. Human form's ranged damage is virtually all centered around Single Target blasts, as the AoE and cone attacks are all simply too weak to be viable. However Nova is strong when it comes to AOE damage.
Raising the ranged damage modifier in Human form wouldn't negatively impact Nova as much as strengthen the very weak Human form attack chain. I would also argue that Nova form deserves a Damage cap increase, given that a full 45% of its current cap is already accounted for by inherent buffs from the actual form itself.
The "Human form damage output is balanced around assuming maximum bonus from the inherent" argument has been made before and is frankly ridiculous. The Kheldian inherent does not affect base damage, but adds a +Damage buff. This is painfully obvious when Kheldians are on a Buff-heavy team: Peacebringers in particular hit their damage cap long before other damage dealers do (The Defender AT tends to buff team damage, but this AT also grants +20% damage via the PB inherent). The cap is reached very quickly when factoring in slotting and Build Up, and EVEN WHEN CAPPED their ranged damage is still fairly mediocre.
Warshades have it slightly easier since their inherent grants +resist for Defenders not +Damage... but since most "good" Warshades will tend to do the majority of their damage in Nova form anyway due to The Double-Mire/Eclipse combo, any buffs granted by their inherent are largely irrelevant. -
Personally I'd do a few things:
(i) Raise the BASE damage, in human form. Not Nova or Dwarf. Nothing too drastic here.
0.75 Melee Modifier --> 0.85 or 0.9 (Less than Stalker, more than Tanker).
0.625 Ranged Modifier --> 0.75 (Same as Corruptor)
(ii) Raise the MAX HP CAP. At present PB's Dwarf caps out with just Dull Pain active.
(iii) Introduce Stun/Sleep/Hold Protection into their tier 1 auto resistance power. Low Mag, less than 4.
(iv) Dwarf Form gains slow/recharge resistance, and Dwarf Taunt made autohit for PVE targets.
(v) Nova form possibly gains light mez protection (again, not over Mag 4).
(vi) Damage Cap raised by 100%, Kheldian self-damage-increasing powers raised to scrapper values (eg. "Build Up" does +100% not +80% damage).
(vii) Range on "Healing Touch" doubled.
(viii) Access granted to the Teleport and Flight pools. I WANT AIR SUPP AND RECALL FRIEND DAMMIT!!
(ix) Dwarf either gains defense debuff resistance, or has its base resistance raised by 5-10% (would go from just under 60% resist to 70-75% when slotted). Dwarf form threat modifier doubled (Psuedo-Gauntlet).
(x) Photon Seekers AI *FIXED*, please. -
It's pants on fast moving teams, and it's fairly pants if you've got henchmen that prefer to melee.
Bots/, Thugs/ and Mercs/ get very good use of it when they need to "turtle up" though. The big strength of Triage is it's uninterruptable and it doesn't get destroyed or mezzed. When taking on Bosses, EBs or AVs (or even just big mad groups of foes) my Bot/Traps has found it invaluable. Pop Poison Trap, Pop Acid Mortar, Pop Triage Beacon and let the minions do the rest...
(maybe drop a webnade or a trip mine if you feel like getting your hands dirty) -
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Per-for-mance.
I learned a new word today!
OK take the top 4 choices, min/max them then ask yourself "which one is better?"
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Did you actually read the OP? I've done that already. Builds done for all secondaries, with Perma-Hasten. I'm just asking how they actually play paired with Kin since that's not deducable via number-crunching.
But just to humour you: Sonic, Ice, Archery, Psy.
+ Sonic has the best secondary effects. Good ST damage, with an OK Nuke and cone Sleep. But Shout is Pants. You could go and make your dinner and it'd still only be halfway through the animation.
+ Ice has good ST damage, slows and a class nuke. But no decent mez. And like Sonic, I've played the set before. It doesn't buff team damage, and unlike Rain of Arrows, Blizzard drains your entire blue bar.
+ Archery has fantastic AoE damage and good ST damage. But suffers from redraw. And since I don't have a high level Kin/Arch already, I'm not sure how annoying the bow redraw is when paired with Kin at high levels.
+ Psy is good in PvP, but [censored] in PvE. It also lacks "Aim", which could be trouble with no -Defence in PvP. Virtually everything highly resists Psy damage in PVE, and the set is lacking in AoEs anyway.
I actually quite like the idea of Rad. Useful secondary effect- even if I don't need higher accuracy, my PUG teammates might. Unfortunately the base damage on the attacks is much lower than Ice or Sonic, and Cosmic Burst's animation is almost as slow as Shout (though it does do a nice Mag Stun). -
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You worry too much.
Toss a coin.
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Helpful as always Shannon...
Bugger that. I'm not going to spend another 50 levels worth of buffage playing a sub-par blast set.
And don't start on that "whichever you like the look of" nonsense either. I couldn't care less about the asthetics, as long as the set performs well. Hence ruling out Energy Blast ('tis pretty, but pants!)
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I would go for Rad, Sonic or Ice. However I'm not a big PvPer but here's my thoughts:
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Cheers for that.
I suppose I'd better qualify that the Kin will be aimed at offensive rather than defensive ability, so the nature of defensive secondary effects such as -tohit is largely irrelevant.
Firstly, it'll be levelling with a Stone Tanker. Secondly, I already have an Empath, a Sonic and a Rad... the Kin is going to be all about keeping team damage ticking out (hence the Sonic -resists to increase damage already being output, or Fulcrum + Rain of Arrows to inflict regular large damage onto Herded foes).
At present it's really [Blizzard carnage], [-Resist fun], or [Rain of Arrows carnage]
versus [Already got one + no mez], [Already got one and Shout is slow] or [Redraw issue] -
OK, here's the deal:
With the whole "new character slots" business I've rediscovered altitis. This has led to my rerolling of an old level 4 placeholder Stone/Ice Tanker as a Stone/Stone tanker. Not the most original toon, I know, but the prospect of double Force Feedback Proc stomps whilst in Granite Armor appeals to me (Tremor and Fault)!
This tanker will be used for Tanking. Pure and Simple. Mostly main-tanking on PUGs... for AVs, GMs and endgame TFs. Support will be irrelevant. It's going to be an aggro-holding and "maximum survivability" build. I've got a INV/SS tanker that is built much the same way, but due to powersets choices it is more balanced between offense and defence, and requires a bit of support when tanking non-S/L damage AVs without a horde of "buff minions".
Now, I could powerlevel the Stone/Stone fairly easilly. But that's not my cup of tea. I like content, I like getting temp powers from arcs, and I like having all my zone contacts phonable in order to buy insps off them later. So in order to avoid constant teamhunting with the Stone/Stone I'm going to be levelling up a Kinetic toon on my second account at the same time. This Kinetic toon will eventually be used as a team buffbot/secondary damage-dealer, and might even make it into some lighthearted PvP (primarily as a buffbot/sapper). It'll also probably eventually be used alongside my Spines/DA Scrapper and Fire/Ice Blaster for some mob-farming fun.
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Herein lies the point of this post: I haven't got a high level Kinetic toon yet. And I don't know what offensive set to go for.
I've partially levelled a Fire/Kin and an Ice/Kin troller before to test them out, but nothing "serious". I know the theory of how all the Kin powers work. I've decided against anything with "Knockback" since it'd detract from Fulcrum Shift/Transfusion/Transference. That rules out an Illusion/Kin troller. I've got an Ice, a Mind and a Fire troller, and the other troller Primaries don't interest me much, so I'm going for a Defender for the new Kin.
Energy Blast is obviously out due to Knockback, and I've already got an /Elec defender. That leaves me with: Psy Blast, Dark Blast, Ice Blast, Radiation, Archery and Sonic.
+ I have an Ice Blaster and a Sonic Blaster so ideally I'd prefer to have a different set, but I'm willing to consider taking them.
+ I like the idea of Archery. Siphon Speed + Hasten = very regular Fulcrum Shift + Rain of Arrows, but is the bow redraw issue annoying enough to take the fun out of this? On a level 2 Kin/Archery toon running about in outbreak this would appear to be so...
+ Sonic -Resistance plus Kinetic's +Damage is the obvious synergy option. Siren's Song would let me skip Mass Hypnosis to cast Fulcrum safely, and the Sonic Debuffs are handy for PvP (as well as Scream's DOT to interrupt Aid Self). However I have a Blaster with Sonic Blast, and can't help but wonder if Shout's long animation bites even with IR's unsuppressed movement?
+ Is Psy Blast worth taking on a Kin? Psy damage sucks in PVE. In PVP it'd certainly be damaging enough, but I'd lose "Aim" to make sure the Siphons and Transference land properly.
+ Rad Blast is another one I've looked at and it might be a contender. But although the accuracy would be spectacular the damage output doesn't measure up to Archery or Sonic.
+ Ice Blast is fast and high damage. Also, Siphon Speed + Slows + Fulcrum + Blizzard is full of win. But I already have a Ice/Dev Blaster and an Ice/TA Controller, and Ice lacks an acro-breaking mez for PvP.
+ Dark Blast looks a bit pants to be honest. No synergy with Kin at all and the attacks aren't that great damage output.
At the moment I'm leaning more towards Sonic (Maximum +Damage plus -Resist), Ice (High Damage ST blasts, plus Blizzard) or Archery (Rain of Arrows + Fulcrum). Sonic's probably top of that shortlist.
Any thoughts from people that've got a Kinetic Defender(s)? -
That "farmers have more inf" argument is true in part, but you could equally apply it to a regular casual player who simply hordes inf for when they absolutely need it. The complaint boils down to "People have the means to pay and are prepared to pay more than I think N item is worth", which is part-and-parcel of the supply and demand model.
As the cost of a rare item rises, the number of people prepared to save that much money drops (and complaints about high prices proportionally rise!) until demand once again equals supply, albeit with the item selling at a higher price. This applies to both casual players and farmers alike, since prices will rise to the point where farmers have to spend more time farming between making purchases... or to the point where more people start hoarding those costly items to sell for "the big bucks".
I suppose you could argue that Pool C drops like LOTGs tend to be bought up by people who farm, but I'd contend that it's the scarcity and cost of such items that drive people to farm for money in the first place. If the items didn't cost so much, there would be less need to farm. After all, what other real reason is there for gaining influence in the game other than "buying enhancements"?
Thankfully such items are luxuries. These days the prices of all types of salvage, Purple IO recipes, all Pool A Set IO recipes and all Common IO recipes are kept low thanks largely to drop farmers. For the "Casual" player it has never been so easy to make a very good build for very little money. If a player wants some of the Pool C 'extreme luxuries', then sure, they will have to save hard to afford them... but at that point they have to question whether they're still really a "casual" player.
Even then, they could always just run any TF and "get lucky"... something that's very hard to do in most other games (they tend to revolve around camping certain individual monsters for specific rare drops).
I have to say that when the CoH "loot" idea was introduced I didn't like the smell of it, but aside from one or two items they've kept things remarkably level. I'd be happy if the devs introduced a higher drop rate for those specific items (LOTG +Recharges and the Miracle/Numina Uniques) or switched them to Pool A, because frankly the prices on them is out of most people's reach (often 100 million+ inf)... but aside from that and the obvious Villains-Heros disparity (they've mentioned merging the markets at some point in the future, which I also think is a good idea) I think the CoX economy is working out quite well! -
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Psychic Civilians, Longbow, Psychic Clockwork, Rikti, Carnies, Rularuu or Behemoths Heroside.
CoT, Longbow, Nemesis, Rikti or Rularuu Villainside.
I never bothered with Family or Freakshow farming. I go for Drops first and Exp second (if at all).
Naming the specific maps might be a bad idea. Can you picture a Big Red "NERF ME!" button?
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Nerfing them would be a good Idea IMO.
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"Why"?
If it's to discourage EXP farmers, there are far faster ways of making Exp than grinding the same map. Such as radio/paper mission burning (or the Lusca stomp!!).
If it's to discourage Drop farmers:
(i) Frankly the economy and AH system not only promotes, but requires farming of item drops to function.
(ii) If you don't agree with (i), how do you plan on nerfing the drop rate for the farmers without negatively impacting the "normal" players?
Note that on (ii) I'd contest the definition of a "normal" player. SMART normal players will farm as they go along. EG. Gravitating towards fighting foes that give them less hassle to defeat, or foes that have a good chance of dropping decent items; regardless of whether or not they set out to actively gain items or inf.
In other words, everybody collects influence and items, "drop" farmers merely set out with the intention of maximising that collection rate, and greatly help the economy while doing so.
I look on it as an aspect of maximising your gameplay, or "powergaming" which is along exactly the same lines as building a toon for damage output... if you want to kill one thing quickly, build for ST damage. If you want to kill many things quickly, build for AoE damage. If you want to collect inf and/or items, pick a toon type and a foe type that's suited for that aim.
Drop farmers fill up the auction house with the drops; increasing the supply of Pool A recipes and all types of salvage, thus keeping the cost of those items lower. I honestly don't see a downside to "drop farming". It's not even as if you can argue that it produces players that don't know their toon's abilities (which aside from "filler invite spam" is the only rational complaint against powerlevelling).
RMT is the only possible complaint really, and the fault in RMT lies mainly upon the purchasers not the suppliers of the in-game currency. I don't like the idea of buying/selling inf for real money, but honestly in this game because of instanced missions and no "mob camping" you're unlikely to ever encounter RMT'ers outside of the odd idiot still farming Recluse Victory Pillboxes. And if you took them away the PVPers would have nothing to shoot at... -
Depends what way you're slotted I suppose. Katana and Broadsword have loads of Procs and 20% -resist which help a lot, Claws and Dark Melee is meant to be doable but requires a "buzzsaw" build.
I'd imagine that the new Fire Melee set could do it too with good slotting and +Recharge... but MA, Dual Blades and Spines haven't a hope of getting the single target DPS needed. Monsters just regen health too fast. -
Try it with a Blaster?
IIRC the most hardcore RWZ one is "no using insps or Tier 9s and stay toe-to-toe with the mobs". There's the old Peregrine Monster Isle challenge too, but that's more geared towards Smashing/Lethal resists. -
I'd go with capped -runspeed and work up from there. From what I recall, the Caltrops -runspeed debuff will stack with two or more Caltrops patches... so slotting the power for recharge can be quite handy too.
Procs roll once when you cast it, and once every ten seconds afterwards. Handy for trapping and wearing down large groups of PvE minions, but fairly useless for PvP unless you're fighting an AFK Mastermind...
If I remember my Devices PvP handbook correctly, it's Webnade for -fly/-jump and Caltrops to make sure a grounded toon stays still. Superspeeders largely ignore Trops and require several webnades to immobilise.
I suppose in these days of vertical debuff patches you can use 'Trops as a Stalker-B-Gone too, in which case both recharge and -runspeed would come in handy. -
Psychic Civilians, Longbow, Psychic Clockwork, Rikti, Carnies, Rularuu or Behemoths Heroside.
CoT, Longbow, Nemesis, Rikti or Rularuu Villainside.
I never bothered with Family or Freakshow farming. I go for Drops first and Exp second (if at all).
Naming the specific maps might be a bad idea. Can you picture a Big Red "NERF ME!" button? -
I noticed it back in i6 when fighting Frostfire in the Hollows on a lowbie PUG.
Nowadays? Not so much. My Fire/Ice Blaster uses Rise of the Pheonix as part of his attack chain (right after "Inferno" for extra lolz), and my Spines/Dark Scrapper loves Soul Transfer's AV-level stun.
I was actually a bit annoyed a few issues ago that it took so long to attain and work off large amounts of debt before hitting level 30 (was farming debt for one of my CoV accolades on a Stalker). -
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Though Protector Bots still get stuck regularly even on flat ground, and the /traps FF Generator still occasionally "gets lost" temporarily when following you (thus you lose your mez protection...)
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From what I've read on the US boards, it appears that the Protector bots aren't getting stuck on the ground. They're getting stuck on their Seeker Drones.
At work atm, so can't go digging for info/links, but from what I recall, the seekers may be blocking pet movement, even after they've got foom, hence why recall works, since you yank the bot off the seeker drone 'obstruction'
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Cheers for that, I went digging and found it detailed here.
Seeker drones aren't despawning properly (they go invisible though) and they aren't pushable. That'd explain it... although it's odd that after a while the Bots can jump "free" of the invisible obstruction. -
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afaik it was just the family that was nerfed.
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Behemoth's "invincibility" power was tweaked so they get HIGHLY buffed if there is even one person or pet standing in melee range of them. Try fighting one, and watch the ToHit rolls on your combat tab. -
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*No Farming
*No Fast levelling past the lvls youv done a million times
*No filling the market with a ton of items you deem useless
*No Overpaying an item YOU want because it makes it harder for others.
*No smacktalk in pvp zones/arena
*No PUG's
*No playing to your strengths in teams, you MUST listen to whatever the captain says at all times regardless whether theyr right or wrong.
*No moaning on the forums (does this count as a moan?hehe)
*Everyone should leave the mechs in RV alone until i let them have it.
*More penalties for death even though a lot of people complain when they do currently die (im pro more penalties btw, debt needs to be doubled at least).
*No farmers in the game because they ruin the late lvls for us because the devs nerfed the family!!! Farmers screwed the TRUE players of the game! Yet afaik isnt there just the ONE family mish?
*People should only use atlas broadcast to say when theyr lft or to announce important things, doesnt matter that some people use it to start a convo off in the zone and to make new friends. We have to play the way THEY want too.
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+ No Farming? Lies. Farming is fine as long as they don't spam you with filler invites.
+ Fast levelling? See above. Farmers populate the market with more drops and recipes.
+ Filling the market? This actually HELPS people to buy things cheaper.
+ Overpaying? Supply and demand in action. Place lower bid and wait for supply to increase.
+ Smacktalk? Turn off villain/hero broadcast chat.
+ PUGs rock. Great comic relief.
+ It's the leader's team. Suggest an action, but abide by their decision.
+ Moaning is fun. I like moaning. Where would we be without moaning?!?
+ Heavies suck since the buff nerf, and even a buffed one was easy to perma knockdown.
+ STOP NERFING DEBT OR THE BADGERS WILL GET YOU!!!
+ Two or three Family missions actually, one big one heroside. They nerfed behemoths too.
+ Am I the only one who hides the chat tab whenever I need to zone into Atlas Park?
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Oh and for all the people that do think they play the game "properly" . . . . . . . . how'd you fund your latest toons? Did you sell that hami goo for (now) 700k? or that rare recipe for a few mill? because thats down to farmers too you know
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Actually, this is quite a nice balancing thing. For people who just level through content and don't farm consistently, it's a great change. Normal TFs and mission runs mostly drop tech salvage, and tech rares sell for more now (though magic rares are still slightly more costly).
For farmers, it's a mixed blessing. You have two types of farmers, those that farm for the influence (or drops) and those who farm for experience points (Powerlevelling). The first sort tend to farm big outdoor maps of mobs on the second difficulty level for maximum drops over time, and don't care about the exp. The second sort only care about exp and drops are of secondary importance.
"Drops" Farmers? Personally, I fall under this category: I farm for Influence and drops in order to outfit my toons with expensive IOs and HOs. Heroside I farm magic mobs (Behemoths and Carnies). Redside I farm tech mobs (Nemesis, it's faster than the longbow or possessed scientist map). With the tech/magic salvage drop changes the cost of magic salvage has plummeted, but the cost of tech salvage has risen. Farming any mob is therefore still profitable. This change would have impacted me negatively heroside, since selling rare magic salvage isn't worth as much now as it once was... but they're still worth selling, and a large amount of inf comes from Purple IO recipes and Common level 50 IOs anyway. However on villains I love the fact that tech rare prices are on the increase, since I get them by the barrelful.
"Exp" farmers? With the Family and Behemoth nerfs (Family are worth less exp now, Behemoths are a LOT harder to hit) only the untimed Freakshow map is available for the "outdoor" powerlevelling crowd. The large number of "Family" map powerlevellers contributed to the vast surplus of tech salvage, which is why prices are now on the increase. The cost of Purple recipes and general level 50 pool A recipes should remain fairly stable, since powerlevellers are always going to find SOME form of mob to farm. However only fairly unintelligent Exp farmers have been doing outdoor maps in recent issues anyway, since the best exp-over-time is now repeatedly running radio or paper missions on "invincible" for the mission bonus. (the original untimed Dreck mission is still a favourite for some reason, habit is a hard thing to break...)
Market trends? Personally, I expect the cost of tech salvage to remain at decent levels on Heroside (less Family map farmers feeding it) and the cost of magic salvage to stabilise once enough people realise that it's not so easy to farm Behemoths anymore (unless you have Focussed Accuracy or perma-Fortitude!) which leaves Carnie maps and that Preatorian "psionic citizens" one as the only other big outdoor sources of magic rares. And hardly anyone likes to farm Carnies; they're not great exp, they mez and phase a lot and they don't "clump up" well. Yay for my Spines/DA's "niche"!(Heroside there is also a small bunch of people who farm Magic mobs in the Shadow Shard by running round and round the outside of Fathim's temple. Strange folk...)
The big outdoor maps to farm on CoV are either Longbow, Freakshow-and-DE, Family-and-Nemesis or Pure Nemesis. The indoor Possessed Scientist map deserves a mention for magic salvage farmers, but being indoor it needs repeated more often than other maps for the same amount of kills, which cuts down on your "farming speed". On villains the supply of magic and tech salvage has always been more equal that on heros due to the large number of Longbow maps, but at higher levels tech-only maps become slightly more common. That Nemesis map is quite hard to beat unless you're a defence-based toon with low accuracy...
Finally, it's definately worth mentioning Cimerora. Level 50 Magic-dropping mobs on infinitely repeatable missions, and an endgame TF that features those same mobs. Available to both CoH and CoV... I think this might be a big factor. Expect the price of both types of salvage to stabilise and for the magic prices to remain fairly low. Recipes are going to be the main earner from now on. -
Looks as though the latest patch has fixed the stacking buff icons issue on pets, and my Bot/Traps henchmen were killing Nemesis mobs a HECK of a lot faster than they were previously last night, so I think the Damage enhancement thing is also fixed (or at least alleviated).
Though Protector Bots still get stuck regularly even on flat ground, and the /traps FF Generator still occasionally "gets lost" temporarily when following you (thus you lose your mez protection...)
In short: Power/Buff issues fixed, AI issues ongoing. -
If you're looking for a general build for a Katana Scrapper, I'd advise you go for +recharge and procs.
The animation changes are going to make Katana the highest DPS Scrapper primary (moreso than even Claws and Fire) and slotting good procs into the fastest activating powers will increase that DPS even more.
Sting of the Wasp: 1.17s (72.57 Base Damage)
Gambler's Cut: 0.67s (52.56 Base Damage)
Flashing Steel: 1.17s (61.94 Base Damage)
Divine Avalanche: 1.33s (52.55 Base Damage)
The Lotus Drops: 2.17s (85.09 Base Damage)
Soaring Dragon: 1.33s (112.61 Base Damage)
Golden Dragonfly: 1.83s (142.64 Base Damage)
Build Up: 1.17s (+100% Damage for 10 Secs)
Calling the Wolf: 1.67s (Mag 4 Taunt for 23.1 Secs)
Every attack apart from "The Lotus Drops" does -defence, so the Lady Grey "Chance for NE Damage" proc is the best one to go for. Stick an Achille's Heel -resist proc into your fastest attack too, and call it golden. Personally, this is what I'm going for (bear in mind I've not touched my Kat/Regen build since issue 6, and have had Laser Beam Eyes and Energy Torrent for ages... but with the animation changes the extra redraw time means taking pool power attacks isn't worth it anymore)
Here's my currently planned IO build, for whenever-I-get-around-to-it.
Let's see... highlights include:
+ 717% Regeneration rate as "standard"
+ Global +37% Accuracy
+ Global +55% Recharge (Just enough for Perma Dull Pain with 'normal' Hasten)
+ Recovers 4.59 Endurace per second
+ Recovers 72HP per second (permanently at the 2410 Scrapper HP cap)
+ Recovers 171.5HP per second with Instant Healing (up 90secs out of every 210)
+ MOG (which every /Regen should really take now), ED-capped for recharge
+ Two Damage Procs in Gamblers Cut, Soaring Dragon and Golden Dragonfly
+ One Damage Proc in Flashing Steel and Sting of the Wasp
+ Optimised DA slotting: ED-Capped Damage and Defence, plus decent Recharge and Accuracy.
+ Due to "Gambler's Cut" recharge time, a -20% Resist Proc is usually active.
+ Will output around 3450 Damage (not counting crits) inside "Build Up" period.
[BUILD UP START]
Soaring Dragon
--- 1.33 ---
Gambler's Cut
--- 2.00 ---
Golden Dragonfly
--- 3.83 ---
Gambler's Cut
--- 4.50 ---
Soaring Dragon (Recharged @4.49)
--- 5.83 ---
Gambler's Cut
--- 6.50 ---
Sting of the Wasp
--- 7.67 ---
Flashing Steel
--- 8.84 ---
Gambler's Cut
--- 9.51 ---
Golden Dragonfly (Recharged @8.05)
[BUILD UP FINISH]
Total = 855.25 Base Damage Total
or 2530 Dmg with slotting and Build Up's buff.
+ 14 20% Proc chances (71.8 Damage) [= Maximum +1005.2, Average +201.04 Damage]
+ 4 33% Proc chances (107.7 Damage) [= Maximum +430.8, Average +143.60 Damage]
+ 4 20% Proc chances (10 Second 20% -resist) [Very likely this stays "active"]
= Average of 3449.568 Damage (Not counting criticals)
(theoretical maximum of 4759.2 Damage, not counting criticals)
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
If PVP is more your thing, drop Taunt and/or Revive and pickup SuperSpeed and/or Resilience.
Personally I'm more a PVE'er, as PVP doesn't really gel with Katana's lack of burst damage and mez... Melee-vs-Melee would be doable though, and it's a PVE single target DPS monster. Complete Boss/EB/AV killer. -
The FF Proc icon is the same as Dark Armor's Soul Transfer.
Assault Bot still does well with it via the missiles, but I wouldn't bother sticking it in a pet that doesn't have knockback AoEs now TBH. Bruiser has Handclap and Footstomp, so it's still useful there.
At present I've got a 10% Resistance and FF +Rech Proc in the Assault Bot, and a 5% Defence and Smashing Damage Proc in the Battle Drones. Protector Bots are better slotted for Defence/Acc/Damage/Endred than procs, makes a big difference to get the bubbles from 7.5% to 12% defence when they're double-stacked. -
Sounds like you're a "Feral" type scrapper to me Doc!
The OP might also want to read the classic "On the Care and Feeding of Your Scrapper"... -
+ Fire (Fire Swords could only really be "magic")
+ Ice (Ice Swords could only really be "magic")
+ Energy (Glowing Energy Ball Pom-Pom Fists?)
+ Electric (Lightning "Zap" effects on Fists?)
+ Mental (Blasting stuff with your brain)
Personally I'd say Devices is your best bet. You can come up with low-tech variants of Caltrops/Webnade/etc. and the rest is fairly invisible... think "lump of TNT + a Tripwire" instead of "High Tech Sensor Mine"
Frankly though I'd say nothing says "Dwarf" like an INV/Axe Tanker (or Maybe WP/Axe...) -
[ QUOTE ]
Some PvPers have inhuman skill but you can't put all PvPers in the same category and a better way of putting it would be - PvP and be polite. Anything else and your just showing how ignorant and prejudiced you are.
[/ QUOTE ]
I'm not talking about some form of mythical skill. I'm talking about having green skin, eating newborn babies and conversing in a strange language that contains more symbols than actual letters. Oh, and the smell.
I thought it was widely known that all PvPers are evil mutants from outer space? -
I've been getting a mixture of issues in i12 so far on my Bot/Traps.
+ The buff stacking, which is a known issue but makes it difficult to tell which Bots are equipped/upgraded and impossible for me to tell when Bots are in Supremacy/Leadership range.
+ No Damage enhancement numbers showing up in the enhancement screen for ANY powers.
+ No damage enhancement numbers showing up on the Combat Attributes screen for henchmen.
+ Less damage inflicted than there should be by Henchmen slotted with [Set IOs] and [Common IOs]. Untested with SOs). Trip Mine seems to be unaffected. This can flicker "on" and "off" at random between mission instances. One mission the Bots are fine, next mission they might as well be unslotted.
+ Protector Bots have developed a distressing tendency to repeatedly get stuck in the floor. This ONLY applies to Protector Bots, and ONLY since issue 12 hit. Assault bot and Battle Drones are fine.
+ The Nerf to Poison Trap's "chance to puke" cycle time is noticable, but not setbreaking. However no -runspeed seems to get applied. Foes hit by Poison Traps' haze will now still move at full speed. -
[ QUOTE ]
PvPers aren't human.
[/ QUOTE ]
^ This