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Quote:Mids doesn't show the Hami-O's having any effect on Eclipse, but that slotting gets 56.99% enhancement after ED, which will put the build at 88.7% resistance with 5 targets. These do work this way in game. The Hami-O thing is supposedly a 'feature' according to a long-lost post by posi, which really means it's not a big enough issue to get fixed ever or castigate players for. Previous to that there is a somewhat stern statement by Castle that "they will be fixed."Really? I've just checked again and I actually put it at 8 needed to hit 85% across the board with the build you've posted.
My take on the question of defense is that I tend get as close as possible to softcap in either s/l (for human/triform) or ranged (for nova), as long as I keep the recharge I need for perma-hasten, perma-eclipse, and 3 fluffies. Eclipse is plenty enough survival for the regular game, but I like to do stupid things like solo aggro-cap incarnate spawns. It makes builds extremely tight and expensive, but it's worth it to me. -
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Yes it is much weaker at low levels and without IOs; it makes up for it by being very strong in both mitigation and offense in the late/IO game, if you can wait that long.
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Hmm, time shadow has a newish pb guide and I think Memphis Bill has one too. You might want to just wait till the pb changes in I21 hit, as that will most certainly be followed by some updated guides.
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Quote:Off the top of my head the -res proc in Dwarf mire could do something like boost your final damage by ~6% (not precise mathematics there though).personally I have been using Dechs' 3 slotting for Human Mire (Oblit: acc/rech, scirocco: acc/rech, rech IO) and Armageddon in Dwarf Mire.
I have been using Dwarf as my AV form, I also use Kinetic Combats in Dwarf strike, smite, and drain with Miracle heal and heal/End in Dwarf Drain, and one Nucleo on the end of smite and strike. I have been seriously considering dropping a Fury of the Gladiator res debuff on the end of Dwarf Mire... How much do you think that would help DPS? I don't think I can find a way to get the slots for a human attack chain without gimping something else (I use my human form exclusively for buffs and controls)
Edit: I just remembered my last respec moved hecatomb to Dwarf Smite out of G Well and replaced g well with 4 kinetic combats and a lockdown proc.
I dropped all control powers (besides Gwell, obviously) to get my human chain where I like it; don't really need them with perma-eclipse and high defense, though Gravitic Emanation is always nice to have. -
Quote:No, actually, I left it in Dwarf mire. The reason is one of the mires must get armageddon and one of them must get obliteration for my build, and, considering the frequency Dwarf mire is used while in that form, I would rather have some more endredux in it. Now that you mention it, though, I spend so little time in Dwarf it might be time to switch that over. Dwarf has lost nearly all of its use for me.So I take it you have Armageddon in Human Mire? When do you actually use dwarf form, just for stacking Mires in crowds? I like putting Apocalypse in Nova Bolt... Do you sub it for Decimation?
I might use Dwarf mire for stacking in crowds as you say, or if I really need to taunt, or if I'm forced into dwarf by mez (in the unlikely event I run out of break free's and have something other than clarion currently slotted).
I don't use or slot Nova Bolt, as it is going to hurt your chain rather than help it (Nova Blast>Nova Em>Nova Blast>Nova Deton is best). If you mean Nova Blast, I give it a couple of damage enhancers and leave everything else to my set bonuses. On my range-defense nova build, Nova Blast gets the Apocalypse. Both builds get Ragnarok for Nova Detonation and Posi's for Nova Emanation (to boost the range). -
A large part of it is that reactive seriously boosts orbiting death. The chain I like is Gwell>sblast>edrain>sblast. There's a minorly better chain I can't remember that doesn't use edrain, but i find edrain necessary when I can't use stygian circle. Minimum slotting is different per build, but hecatomb is good for Gwell, kinetic combat + golgi for edrain, and apocalypse for sblast. My dwarf attacks have kinetic combats for the set bonuses, which works well enough; the dwarf centric build I used for its damage numbers has hecatomb and armageddon. Popping into dwarf with the human one will hurt you because of needing to retoggle orbiting death and defenses.
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It's a bit more than a 30 dps difference in favor of human form when both are totally maxed out.
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Quote:Human can do a good bit more single target damage than dwarf if built right. I can also run weave, combat jumping, and maneuvers to make it more survivable than dwarf, though that's not what I was concerned with.I can't understand why you would want to be in human form (while on a tri-forming WS) for any length of time against a hard target. It just doesn't have enough ST damage as the dwarf could put out, and even assuming you took Essence Drain...the dwarf has better survivability.
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Also from the patch notes with the autohit taunt thing:
Quote:Really impressed with the speed the devs are starting to pick up on these things.Warshades
Umbral Aura/Shadow Cloak now provides its defense to all types of damage, with no suppression of defense on entering combat. -
Actually if anyone has an uber claws/dark build they feel like sending me (regardless of the discussion, I just want a good reference) I'd appreciate it. Only requirement is that it can run followup - focus - slash and has spin.
Edit: brute specifically -
I can see where you are coming from. What I said about energy attacks though is not a feeling or anecdotal in any way. There are many and frequent attacks that are pure energy in this game, including the trials, more so than anything else by far, psi included (and electric is no pushover against psi). In a pure survivability analysis you need to make up for that on a dark or you will be in some tight spots, dark regen or no.
Confuse and fear don't bother me much (my electric solos lam collections too) because I tend to take tactics, which offers some confuse protection and some confuse/fear resistance. On my fire brute that lacks tactics it ca be a big problem, especially in baf during the escape. -
Quote:Yes, I remember that, but I distinctly remember that damage auras were purposefully saved from that particular nerf. Mids still shows as if they were, but I know that doesn't actually mean its true. Now I have to go test it.That was part of the nerf to Reactive Interface a few patches ago; they work just like all other procs. A chance to fire (on everything in the AOE) when the power's activated and once every 10 seconds thereafter.
This was done because a blaster with Reactive could drop Rain of Fire on a mob and totally wipe it out... the proc fired on nearly every tic of damage on nearly every target in the AOE making for another, higher damage, nuke. As fast as a rain power tics it was beyond awesome. All rain type powers behaved that same way. Let me tell you it was GLORIOUS! Probably overpowered, but it was truly nice while it lasted. -
If it functions like other damage auras, it should be checking once every 2 seconds. It does not function on the 10 second rule like other procs unless I missed where that was fixed.
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Quote:See, I feel exactly the opposite.Moderately expensive build? You'll probably get substantially better results from elec. Really expensive build? Dark has strengths that elec cannot make up with incarnate boosts or set bonuses.
-Once both are softcapped to s/l (arguably easier on dark because of cloak of darkness, but electric's ability to practically ignore endurance slotting somewhat negates this), electric's higher resistances and much better tier 9 push it closer in spite of dark's better heal.
-Dark also tends to get stuck with cardiac since it is quite end heavy, but electric can pick whatever it wants (though I think musculature radial is the best for improving both damage and endmod) since it has unlimited endurance.
-Dark's two mez toggles don't work on bosses, but electric's power sink and lightning field (well slotted and with that musculature radial) can sap 90% endurance from a minion, lieutenant, or even a boss, neutering them after the alpha.
-Dark's biggest weakness, energy, happens to be the most common type of attack not combined with s/l, so in order to cover that hole you are pushed to build for e/n defense too. Electric can shrug off the energy stuff, and its weakness, negative, is less frequent/pure or can be dealth with via the tier 9.
-Dark gets good endurance drain/recov debuff protection, but electric is immune to them. Electric also gets +rech and resistance to -spd/-rech.
Dark's heal is so freaking fantastic (practically as well as theoretically) that they turn out to be pretty close, but I give the nod to electric for the above reasons. -
There are things I don't like about dark, but I don't think it falls on its face, especially not when IOd. In fact, it should be one of the sturdiest sets all-around. I do feel electric outclasses it in a few ways.
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Quote:On SOs electric is one of the worst armors for mitigation but has a couple nice tools for offense. However, in the IO game it retains its offensive advantage and jumps up to one of the very highest mitigating sets (even for scrappers with their lower resistance cap). I recently did a rundown of uber electric for scrappers vs uber willpower, and electric actually had the advantage for most things.Scrapper/Tanker : The Attack sets are all decent, but the Electric Armor defense seems a tad weaker than the rest. The set is solid, but has similarities to Dark and Fire, but those sets both have self-rez and better healing.
My pick for bad sets is pb until the new stuff applies, and em/regen stalker. There are other sets I'm not fond of, but those come closest to unplayable. -
If your regen is softcapped, you will not be doing much clicking. You could actually be doing less clicking than the SR for better mitigation, as regen does not have a click mez protection and you would have really good passive regen. In this case the only difference besides defense debuffs is that if things do go south, the regen has more and larger heals to take care of it. In that instance you would do more clicking with the regen, but you would also survive... Whether it is gimped for that defense or not is on a build-by-build basis.
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Brute, /electric.
Dark is nice, and both it and electric are serious contenders for the crown with IO's, but I prefer electric. Using Dark Regen often will also cause slightly more redraw. -
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As the -end portion of rage still takes effect, I wouldn't hold much hope.
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OK, so Solar Flare is still a problem, but for all those wondering, I have tried fighting while hovering above enemies, and the knockback is sufficiently redirected to make it useful as long as they clump underneath you. Its radius is large enough that the extra difference doesn't seem to matter. A small solace in case the devs never change it to kd.
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When softcapped, DA helps against (A) defense debuffs, (B) enemy tohit buff, (C) higher base tohit of incarnate mobs.