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Freedom, blueside.
I need the following:
ACQUIRED, no longer need: Rectified Reticle, level 20: ToHit/Recharge - would pay 175 Million
Serendipity, level 36: Def/End - would pay 25 Million
Red Fortune, level 36: Def/End - would pay 25 Million
Luck of the Gambler, level 36: Def/End - would pay 35 Million
I already have the Ancients D/E lvl 36, so I actually only need 2 of the last 3 D/E's, any 2 will do.
Can anyone help?
Edit: Note: the levels that I need are precise - one level off won't do. Thanks. -
Why RoF instead of Hot Feet? Doesn't RoF have a stronger "baddies run away" component? Does RoF do more damage than Hot Feet?
One of the things I like about Hot Feet is I can just leave it on and it does its stuff.
I'll consider the Consume change, but since I will retire this character at 50, I don't imagine I will get much if any use out of Consume no matter how I slot it. -
Quote:I am a little confused.Not a bad build, but i see a few things wrong with the "high points" of the build and what i see in mids. You are soft capped to Ranged, Energy, and Negative Energy. But only have 13% def to smashing and lethal. Now you do have 45% RESISTANCE to S/L, but the cap is 75%, not sure if you thought you were capping Defense when you slotted for it. And i dont see Hasten in the build at all. To get that lvl of defense you usually have to sacrifice recharge and other nice bonuses so when i saw almost perma hasten in the highlights i HAD to look lol. Unless you mean you are close to 70% global recharge from set bonuses, but perma hasten usually means getting the actual power to recharge before it wears off. All and all not a bad shot at capping a blaster though.
1) Hasten is Level 24. It's right there.
2) Mids is telling me that Hasten will have a ~144 second recharge time. Since Hasten lasts 120 seconds, that means 24 seconds without Hasten - that's not bad I think compared for a build not primarily focused on Recharge.
3) Again, reading directly from MIDs, it says udner totals that my Smashing/Lethal Defense is 45.9%. That's soft-capped, right?
4) Again, according to MIDs, my global recharge pre-Hasten is 65%.
All in all, I appreciate your feedback, but it is either entirely inaccurate and you need to take a second look, or I am utterly confused and doing something really wrong.
However, as ar as I can see, everything I said is accurate as of what MIDs is telling me - is MIDs wrong? Or perhaps you have more than one instance of MIDs open and were looking at the wrong one?
Here is the detailed breakdown from MIDs:
Decimation
(Fire Blast)
MezResist(Immobilize) 2.75%
13.6 HP (1.12%) HitPoints
2.25% Max End
6.25% Enhancement(RechargeTime)
Enfeebled Operation
(Ring of Fire)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Positron's Blast
(Fire Ball)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Touch of Death
(Fire Sword)
MezResist(Immobilize) 2.75%
18.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Positron's Blast
(Fire Breath)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Obliteration
(Fire Sword Circle)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Rectified Reticle
(Aim)
1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
20% Perception
Rectified Reticle
(Build Up)
1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Decimation
(Blaze)
MezResist(Immobilize) 2.75%
13.6 HP (1.12%) HitPoints
2.25% Max End
6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
7.5% Enhancement(RechargeTime)
Karma
(Maneuvers)
Knockback Protection (Mag -4)
Steadfast Protection
(Tough)
3% Defense(All)
Luck of the Gambler
(Weave)
7.5% Enhancement(RechargeTime)
Obliteration
(Burn)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Scorpion Shield)
7.5% Enhancement(RechargeTime)
Enfeebled Operation
(Web Envelope)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) -
I have levelled up my Fire/Fire now to 31. After some soul searching, I made my peace that until I hit around 36-37ish I won't have softcapped S/L - such is life. However, on teams I am doing ton of damage and having a blast, no pun intended.
For those who don't know my Paragon Project, I am going to level the best Blaster, Corruptor, Brute, Scrapper, and SoA I can to the following specs and playstyle:
-goal: create a character that can solo padded missions, and an thereby level himself just as effectively as if he had found a really good team - maybe even better!
therefor goal is also: most xp/min in a solo padded mission of +A/xB where A and B can be any numbers that work toward max xp/min
-no pvp
-character gets shelved @ 50
-therefor no purples or hamis
-However, as far as IOs, the skys the limit, price is no object. Usually I slot for sets as soon as I can, say around 22 or 28.
-To enhance survivability on this blaster, aiming to softcap S/L Def and boost Melee Def - and also kill as fast as possible as a dead baddie is the best defense
-Little or no dying, possible ways to ditch and restart without dying or riding the death line too closely (I have modified my stance of this slightly -I don't mind the odd faceplant provided I don't get several in a row, and the debt is quickly wiped up by the vast xp/min rolling in.)
-Not a pet or device character, but a kicking-a$$ character.
-As I work toward softcapped Def, I will pop a purple before each fight to help bridge the gap.
Anyways, I think I can begin to put this into play as my 30s progress, and on into my 40s, until I complete this character @ 50 - here is my proposed build. Constructive criticism highly desired!
Here are some of he high points of my proposed build:
-Capped S/L Def
-Nice Melee Def
-Almost PermaHasten, good recharge
-good global Damage and Accuracy buffs
-Great AoE damage, decent ST for backup
-Web Envelope to holds baddies in a clump as I kill them
-several spec. IOs for QoL: -KB/IO, +Per/IO, +Stealth/IO (which when added to SuperSpeed yields ghetto invisibility)
The Global Totals are:
+8.5% DamageBuff(ALL)
+20.5% Defense(Smashing)
+20.5% Defense(Lethal)
+24.9% Defense(Melee)
+36% Enhancement(Accuracy)
+65% Enhancement(RechargeTime)
+45.2 HP (3.75%) HitPoints
+Knockback/up (Mag -4)
+20% Perception
Here is the finished build:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(34), Decim-Dmg/Rchg:40(34), Decim-Acc/EndRdx/Rchg:40(34), Decim-Acc/Dmg/Rchg:40(39)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(5), Enf'dOp-Acc/EndRdx:50(5), Enf'dOp-Immob/Rng:50(19), Enf'dOp-Acc/Immob/Rchg:50(29), Enf'dOp-Acc/Immob:50(29)
Level 2: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(3), Posi-Dmg/Rchg:50(3), Posi-Dmg/Rng:50(7), Posi-Acc/Dmg/EndRdx:50(7)
Level 4: Fire Sword -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(31), T'Death-Dmg/Rchg:35(31), T'Death-Acc/Dmg/EndRdx:35(31), T'Death-Dmg/EndRdx/Rchg:40(43), T'Death-Dam%:40(43)
Level 6: Super Speed -- Clrty-Stlth:50(A)
Level 8: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(13), Posi-Acc/Dmg/EndRdx:50(15)
Level 10: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(15), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-%Dam:50(23)
Level 12: Aim -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(13), RechRdx-I:50(46)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(17), RechRdx-I:50(43)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-End%:50(A), EndMod-I:50(21), EndMod-I:50(21), EndMod-I:50(27)
Level 22: Blaze -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(37), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Maneuvers -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(27), S'dpty-Def/EndRdx:40(40), GftotA-Def/EndRdx:40(40), RedFtn-Def/EndRdx:50(40)
Level 28: Boxing -- KntkC'bat-Acc/Dmg:35(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Weave -- LkGmblr-Rchg+:50(A), S'dpty-Def/EndRdx:40(33), GftotA-Def/EndRdx:40(33), RedFtn-Def/EndRdx:50(33)
Level 35: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Flares -- Acc-I:50(A)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), S'dpty-Def/EndRdx:40(42), GftotA-Def/EndRdx:40(42), RedFtn-Def/EndRdx:50(42)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
Level 47: Hot Feet -- Sciroc-Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx:50(48), C'ngBlow-Dmg/EndRdx:50(48), Erad-Acc/Dmg/EndRdx/Rchg:30(48)
Level 49: Consume -- Acc-I:50(A), EndMod-I:50(50), EndMod-I:50(50), EndMod-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Thoughts? -
How do you make a macro that combines inspirations?
Takes too long to right mouse click, want to do this in the middle of battle. -
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Quote:You are quite wrong in this case. For example:Changing one word or sentence in a post and copy/pasting it in a bunch of different forum sections is still unnecessary cross-posted spam.
"Can anyone tell me how to use IOs?"
is a very different post from
"Can anyone tell me how to use Costumes?"
Q.E.D. -
Quote:From what I was hearing, ED thoroughly trounced the large majority of buff the Incarnate gave, so you wound up with like a 5-7% buff after ED.Based on what was in beta the uncommon Alpha Incarnate items were similar to having a high level dual IO or Hami-O that applied to every power, and the really rare ones would likely be better than a purple set IO, enhancing 3-4 aspects of every power by at least a full SO or more and partially ignoring ED caps. If they keep something like that then by the time you get 10 rare Incarnate slot items you'd probably be a whole lot stronger than a fully purpled out level 50. And since some fully purpled out level 50s can solo Statesman / Recluse as full Heroes / AVs...
Of course that may all change before the system is actually launched, but I'd expect to be able to be effectively level 60 once fully Incarnated out, which means swatting normal AVs like flies. Of course I also expect major Heroes and AVs to get buffed to still be a challenge since they're supposed to be among the most experienced and dangerous enemies, and Statesman and Recluse to be effectively bumped to level 61 since they are supposed to be the absolute most powerful humans alive.
As for time investment, I'd expect a lot of raiding or TF / Trial grinding to be needed. It will probably be fairly quick to get the common Incarnate bonuses and very involved for the rare ones. Hopefully it'll be "fully purple out a toon" level involved, not "get the new 100 times Master of the Doc Q TF badge" level...
Which you would have to grind for over and over and over and over again.
Bleh. -
Quote:Thanks for the build, I will check that out.Here is a Fire/Fire/Mace build for the AoE Immob. It is has capped S/L, 30% melee defense, and 87.5% global recharge. The new burn and and AoE Immobilize changed my attack chain a little. My old build didn't have either of those fire powers. Obviously, you said you didn't want to use purples so you will have to supplement those for sets that give lesser recharge. I figure it will cut it in half. Chain goes, Web Envelope - RoF - Burn - Fireball - FSC - clean up with ST. I think a fire mental would be kinda cool to do this on too. Let me see what i can come up with in mids. BTW, with the incarnate system coming out don't give up on some of these 50's just yet! lol Maybe pick one to purple out for when the issue hits
As far as the incarnate system, I may indeed dust off one or more of my 16? level 50s -
IF the power increase is significant and not just another tiny edge, and
IF it doesn't take a year and a day to get there.
For example, IF I can gain ten Incarnate levels over the course of 10-20 weeks, and by the end BE STATESMAN in ALL his glory - becoming in effect a FULL AV myself - *that* might get me into post 50 content.
However, if it's just getting another 5-10% Acc, Rech, or something else, and you have to slog through mission for a month to do it - no thanks, I'll pass.
What I heard of the 1st Incarnate Slot before it was yanked made it sound an awful lot like the second, not the first. ;/
Anyways, thanks for your assistance. -
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Quote:I don't cross post - sometimes I come close to the line, but I always stay on this side.Would you please stop cross posting questions across the various boards.
Spam is bad, mmmkay.
Well, I guess technically this one might be over, but i didn't know which would be more effective (hehe)
However, the previous posts in various At subforums are not cross posting at all - each was for a *different* topic
mmmkay?
;p -
Waitasec! I just realized that if I go back to my always have a small purple running (pop one every 60 sec) then I actually need only 32.5 global S/L Def. With Weave and Maneuvers that gets me 9.2 percent there, meaning I only need 23.3% Global S/L Def.
That seems a lot more doable.
Of course I plpan on getting Scorpion Shield at 41, which will add 16% S/L - at that point I can either stop popping purples, or I can respec out of some of the IO sets.
Will think about this some more. -
I am looking for somehwhere (or some program) that I can do the following:
I want to build a character with High Ranged Defense. I want to generate a list of all the IO sets that give Ranged Def as a set bonus (for example).
I went to CityofData and found it frustratingly incomplete - many sets don't even seem to come up that I KNOW should. The only other option I seem to have is picking through MIDs one set at a time which is VERY time consuming.
Anyone have a tip on how, when designing a character, to autogenerate a list of Invention Sets with the desired IO set bonus, along with info as to how many slots in you get it and what the level of bonus is?
Thanks. -
More and more it is sounding like whlie I can make a beastly blaster for team play, making a beast for solo play midlevel for padded missions isn't really doable.
I guess I am going to poke at what sets can yield Ranged Def, and if it doesn't synergize well enough to get to 45% Def by 40 (including Weave, Maneuvers, etc) then we will ditch blasters as a viable option for this Project. -
Quote:Wow, I hadn't considered that. In my naivete about these things (never tried to IO for Def or Res before, only Recharge), I sort of assumed that usch as build was *possible* (without severely handicapping one's powers and effectiveness.)Then you'll need to be a Scrapper. Blasters can barely softcap Ranged defense by itself, at the expense of devoting nearly the entire build solely to that purpose. They might be able to softcap both Ranged and AoE since many sets offer both, but Ranged and Melee both? No way, at least not without selecting and slotting every single power solely to boost defense and ending up with the damage output of a solo Earth/Empathy Controller.
This dds a whole new wrinkle. I suppose I have two options:
1) Forget about using Blasters as a candidate for KickAss padded mission solo-er.
2) Assume that if I kill fast enough I will always have a small purple or better running. Even so I will have to hit 33% to be capped with the purple.
Foes will always be using Ranged on me, they may also be using Melee on me, especially if I get in there with my secondary - which regardless of /Mental or /Fire requires me to get close for Burn, FSC, Cremate, Drain Psyche, Psychic Shockwave.
The truth is, no matter what I figure I will be up close and personal with many baddies, so being in melee range is I think unavoidable, unless I simply don't want to take some useful powers, or I want to be constantly zipping in and out.
Hmmm. Well, I am a shot hop from considering option #1, but lets pause and consider. If instead I cap (or close to cap) S/L instead of positional (since I can't do both Melee and Ranged), any attack that has *any* S/L damage as part of it will use it. However, I should probably plan to unfortunately get hit more foten than my original plan. Therefor I should choose /Mental, which gives me Drain Psyche @ 20 which can help my Regen to recover from the few hits I may take.
So now we are talking about a Fire/Mental (or maybe Archery/Mental), specced for S/L softcapped Defense, with an emphasis on recharge as well.
Is such a Fire/Mental doable? And am I giving up on Fire/Fire too easily - can the odd green Inspiration stand in for having Drain Psyche, and anyways, does /Fire do so much more damage than /Mental that it has effective damage mitigation by simply killing things quicker?
As ar as comparing /Fire to /Mental, we would be comparing using Psychic Scream and Psychic Shockwave to using FSC, Combustion, Burn, and Blazing Aura.
I dunno - the more I think about it, the more I imagine that with the rate of killing my Fire/Fire might do, the more greens (and purples) he will have to pop.
Can S/L Defense be close to softcapped while haste is pursued as well on a Fire/Fire?
Another tidbit on information - I tend to level when solo through radio/newspaper missions, and now that I can abandon as many missions as I want, I usually recycle through the choices until I get offered a Council mission.
They're usually S/L damage, right?
PS. I will probably want to take Hasten, therefor I will probably want SuperSpeed as my travel power. It is my favorite because not only is it fast, I can drop a stelth IO in it and have functional full invis when it stacks with SS's own stealth. -
Quote:Quick reply - was hoping to softcap Rnaged & Melee DEFENSE, and THEN stack on as much S/L RESISTANCE as possible - that'll work in theory, right? That way any S/L Damage that gets through the defense gets diminished.So you know If you have Ranged/ Melee/AOE capped then you don't need Smash and lethal capped.. It's either one or the other.. Typed or Positional. The reason Depending on what your doing with the build Many try for Smash and Lethal and try to get Ranged capped or if your a Ranged attacker then your looking to get Ranged since your not looking to get into Melee range. The system will take which ever defense is greater to help you
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OK, the more I think about it, the more I think that Fire/Fire has the possibility to (IMO) *look really cool*.
Is there *any* possibility that FIre/Fire could be made into a rageariffic Blaster build capable of running missions solo, paded to +2/x4 or higher?
I am hoping that with capped defenses (which I hope to maybe cap by 25-35?) I can rock this character?
If I did go Fire/Fire, I would probbbaly want Flares + Fire Blast (for Defiance), Fire Ball, Fire Breath, Aim and Blaze. Maybe get Blazing Bolt, maybe not. Def skip Inferno(End Crash) and Rain of Fire(since it makes foes run away).
In he Secondary, I would be thinking of taking Ring (of course), Combustion, FSC, BuildUp, Blazing Aura, and Burn. I may skip Consume (I will have pently of End with Stam, +PerfShift, +Numina, +Miracle.) Not sure about Hot Feet, as it makes Foes run, albeit slowly.
On top of that, I ould like to get Stamina and Hasten, and probably need to factor in Weave and Tough to pursue the capped Def (and some Resists)
Prolly slot in a KB IO and a +per IO.
Unless I take Leadership - maybe Maneuvers could be worth it to help get to the cap, and possibly Assault and/or Tactics?
As far as the Epic or Ancillary, I have no idea - however, some add even more Def and Resistance, so that ould be good. Mace Mastery would give me decent S/L Defense plus an AoE Immob. However, S/L Resists might be more desirable, if I can cap my Ranged and Melee Def.
Before I go that far, what do you guys think? Is choosing Fire/Fire a bad idea? Is it as I fear a distant second to options like Fire/Mental, Arch/Mental, or Arch/Fire?
Or can the AoE goodness and high DPA of Fire Breath/Fire Ball/Consume/FSC/Burn/Blazing Aura kick some tail? (Not to mention nice ST damage from Blaze/Fire Sword/Blast/Flares?
Thoughts? -
Good to know about Def not breaking much with higher level baddies.
By the way, here are my numbers from my Fire and Archery comparisons:
damage rec cast dpa Snap Shot 52.6 S 2 1 52.60 S Aimed Shot 82.6 S 6 1.66 49.76 S Blazing Arrow 161.7 S 10 1.88 86.01 S Fistful of Arrows 56.9 Cone 8 1.66 34.28 C Explosive Arrow 56.3 AoE 16 1 56.30 A Rain of Arrows 225.2 AoE 60 4 56.30 A damage rec cast dpa Flares 63.2 S 2.18 1 63.20 S Fire Blast 92.6 S 4 1.66 55.78 S Blaze 188.9 S 10 1 188.90 S Fire Breath 109.8 Cone 16 2.66 41.28 C Fire Ball 78.8 AoE 16 1 78.80 A -
OK, been overwhelmed by all the possibilities for this project - not only was I looking at 5 ATs (Brute, Blaster, Corruptor, Scrapper, SoA) but I am look at 3-6 different builds in each.
So I have decided to simplify things a little. I am going to break this project into 5 separate parts, and one at a time, do the 0-50 journey with *each* of the 5 ATs. That way I only have to focus on optimizing for kick-assery one AT at a time.
I decided to start with Blasters first, so I am going to pause the discussion into the AT from *this* forum, until I get to it - but thank you ll and I will return to this topic when this AT get's it turn.
By the time I am done I should have played the best each AT has to offer or the goal. Then I will know which is king.
Thanks again. -
A lot of food for thought.
OK, been overwhelmed by all the possibilities for this project - not only was I looking at 5 ATs (Brute, Blaster, Corruptor, Scrapper, SoA) but I am look at 3-6 different builds in each.
So I have decided to simplify things a little. I am going to break this project into 5 separate parts, and one at a time, do the 0-50 journey with *each* of the 5 ATs. That way I only have to focus on optimizing for kick-assery one AT at a time.
I decided to start with Blasters first, so I am going to pause the discussion into the AT from *this* forum, until I get to it - but thank you ll and I will return to this topic when this AT get's it turn.
By the time I am done I should have played the best each AT has to offer or the goal. Then I will know which is king.
Thanks again.
PS. FOr me, I would love the whatever build I choose to bloom significantly at least by 22-28. Until then I can slog easy. -
OK, been overwhelmed by all the possibilities for this project - not only was I looking at 5 ATs (Brute, Blaster, Corruptor, Scrapper, SoA) but I am look at 3-6 different builds in each.
So I have decided to simplify things a little. I am going to break this project into 5 separate parts, and one at a time, do the 0-50 journey with *each* of the 5 ATs. That way I only have to focus on optimizing for kick-assery one AT at a time.
I decided to start with Blasters first, so I am going to pause the discussion into the AT from *this* forum, until I get to it - but thank you ll and I will return to this topic when this AT get's it turn.
By the time I am done I should have played the best each AT has to offer or the goal. Then I will know which is king.
So when I do come back, I will probably take a hard look at Fire/Dark, among others.
Thanks again. -
OK, been overwhelmed by all the possibilities for this project - not only was I looking at 5 ATs (Brute, Blaster, Corruptor, Scrapper, SoA) but I am look at 3-6 different builds in each.
So I have decided to simplify things a little. I am going to break this project into 5 separate parts, and one at a time, do the 0-50 journey with *each* of the 5 ATs. That way I only have to focus on optimizing for kick-assery one AT at a time.
I decided to start with Blasters first, so I am going to pause the discussion into the AT from *this* forum, until I get to it - but thank you ll and I will return to this topic when this AT get's it turn.
By the time I am done I should have played the best each AT has to offer or the goal. Then I will know which is king.
Thanks again. -
OK, been comparing Fire/ to Archery/. What I wanted to find out was that Fire, with it's DOT secondary effect did more damage. What I think I found out instead is that Archery actually outperforms Fire.
Let me qualify the above. Because I hate end crashed, I always skip Inferno. Rain of Fire I think makes Foes scatter, which I don't want. The Snipe I may take, but don't of course factor them into damage consdieration. Likewise, on the Archery side of things, for the purpose of damage I factor out Stunning Shot, and the Snipe.
On Fire/, this leaves me with 5 attacks: Flares, Fire Blast, Fire Ball, Fire Breath, and Blaze. 3 ST, 1 AoE, 1 Cone. On Archery/, we have Snap Shot, Aimed Shot, Fistfull of Arrows, Blazing Arrow, Explosive Arrow, and Rain of Arrows. 3 ST, 1 Cone, TWO AoEs.
Basically, ith Archery/, I can Aim+BU, RoA, ExploArrow, Fistfull. Than ST whatever is left. With Fire/ I got Aim+BU then Fire Breath, Fire Ball.
The DPA of Fire is a little higher. Blaze leads the pack there, with a DPA of 188.9 where Archery highest DPA is 86.01 with Blazing Arrow. Both Fire and Archery's cones have crappy DPA, but Fire's is better. However the other DPA are much closer - for example, Snap Shot's 52.6 versus Flares with 63.2.
Th recharges are pretty close too, except for Fire Blast's recharge is 4 seconds instead of Aimed Shot's 6.
So, which is more effective, Fire/ or Archery/? Do I chose Archery because of the Fast recharging Nuke, which also gives me one more AoE in my alpha, or is aomewhat higher DPA of Fire/ the key factor?
If I had to guess, I would say that being able to Alpha with 2 AoEs and a Cone each spawn is probably more effective than the added DPA of Fire/ - does this sound accurate?
Also, with the added +Accuracy of Archery (86% versus 75%) that means I will miss somewhat less often, especially at higher levels (+3 and +4). Doesn't this also help offset the DPA difference?
Once I make this choice of Fire/ or Archery/ Primary, I can think about whether /Fire or /Mental is better for my purposes.
So, Fire/ or Archery/? (I almost want to find a way to justify taking Fire/, because it looks so much cooler than Archery/. But maybe that's impossible.) -
It would be cool to softcap ranged/melee/AoE Defense along with softcapping S/L Resistance.