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Posts
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I have one I could post or pm tonight maybe (at work
). My builds tend to be for level 50 play, and absolute money-no-object... I am currently revising my electric builds (km, kat, ninblade, and ss) to take advantage of the Musculature Radial Paragon thing I had missed before.
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Quote:To be fair, he used truckloads of t3 insps, not that that diminishes the achievement much.
I am serious. A Fiery Aura brute soloed the STF. Granted that does not answer this topic's question, but it does suggest that rolling Fiery Aura is not an invalid choice. -
Well, at the very top end of io'ing, I think the km/elec will be more survivable than the km/shield; on the lower end of IO'ing, shields has electric beat by miles since the softcap is generally much better than the scrapper resistance cap. Also, with the shielder you need to fix your endurance consumption, increase your recharge, and finish getting your way to the softcap; but with the electric, you just need to worry about adding defense and a little bit of recharge, as its endurance is completely taken care of and it has a nice 20% recharge boost.
I'm a bit biased in favor of electric though, especially since I figured out that with the Musculature Radial Paragon I can sap 100% of my enemies' endurance with one use of Power Sink and one tick of the damage aura
In the end I think it just depends on what you like, and since you used "" for shields, I'm going to say stick with electric.
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I am torn between km/elec, km/dark, and km/fire. I don't think km/elec has any special synergy, but the sets do not get in each other's way either. If you get your s/l to softcap, you can have an extremely hardy character that hits like a champ too.
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Is this seriously affecting the game engine? Because it seems like they would have fixed it a while ago if it was.
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I really doubt they'd "fix" HO's little benefit ever. If anything, they'll fix something in shields as Igor mentioned. All they would accomplish by fixing HO's is make them less valuable and annoy a small portion of the population, including almost all widows. That's not really worth putting time and resources into.
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That link is to a beta board. As such, I don't know if we can talk about it, and it is subject to change anyway. If it stays that way, though, musculature sounds muuuch better.
Edit: So much beta info has been flying around, I don't actually know what we can talk about and what can't :O -
Quote:I have experience with this on my /nin stalker. It will detoggle hibernate if you turn it on before the crash unless you are supremely lucky with a +end proc. Normally you have to pop a blue and then turn hibernate on, like you said.Yeah, we wondered the same thing in the earlier thread. We don't know. Murdok surely knows, but I don't think noticed the question. Seems to me that, like any other toggle, it would detoggle in a full endurance crash. I would guess you hit it immediately following the crash (edit: well, a blue inspiration, then it). You probably have at least a couple seconds to react. They probably won't kill you instantly, and any damage will heal back during Hibernate. And really, the recharge isn't QUITE good enough because you need to toggle on Elude before Hibernate drops, and it has a long cast time. So you'll have a rough moment or two at the beginning or the end. Probably best to have it at the beginning so that you're at full strength coming out of Hibernate.
Oh, and KM can do this trick too... As can a peacebringer with qflight and conserve power, but the lack of quickness hurts there. -
Holy Speed Boost, Batman!
That is sick in more than one way.
I just replaced claws for spines and indeed it works as well. (One thing, the Recharge IO in Hibernate doesn't really do anything, since you can't use the power a second time until the no-phase period is up). -
Quote:Wait, what? Wouldn't you have to be the tiniest smidge short of the recharge cap for that, or did I miss something?Also, while I poo-pooed the idea at first, you can take a Spines and probably Claws Super Reflexes and pile on so much recharge that the down time on Elude fits inside the up time on Hibernate. I wouldn't want to twiddle my thumbs for 30 seconds, but if you think you need 100% positional defense with 95% defense debuff resistance, it's possible.
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Quote:Something to add to this: mobs have a (normally) 50% base chance to hit you. If you are at 90% resistance, you will take 50%tohitchance*10%postresistance=5% of the damage the mob is throwing your way. If you are at 45% defense, you will take 50%-45%=5% of the damage, so the same. Two points of resistance are roughly equivalent to one point of defense.Resistance reduces incoming damage from being hit (Up to 90% for Tanks).
Defence reduces the number of hits you receive (Up to 225% for Tanks but mobs always have a 5% chance to hit you).
The Defence Soft-Cap is (usually) 45%, this means that if you have at least 45% defence then against the vast majority of mobs, they only have a 5% chance to hit you. -
It's perfectly fine to do that, especially since Kuji-in Retsu adds movement speed and can be used as a ghetto travel power for times when you may be locked out of ninjarun/jetpack.
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Quote:Yup.
I am still an Incarnate noob - did I read somewhere that you can craft more than one alpha slot enhancement, and swap them in and out?
Quote:Alternatively, the Radial Paragon for Musculature would yield 33% Damage and 33% End, with a 2/3 ED protection.
Quote:I guess what I need to do is check MIDs and see how much damage goes up with Core Paragon Musc overall, and compare that to Radial Paragon Musc, compared to the recharge that Core Paragon Spiritual would yield in real terms (eg, how much faster would the heal be ready), plus it would boost the amount of the heal as it also enhances Healing.
Quote:Question: Since (I think) the Paragon include a level shift, can one safely ignore Nerve? How much Accuracy does one want to have going into incarnate content? For that matter, Nerve (Core Paragon) gives you a 20% Defense Buff (12% I think after ED), is that appreciable, or ignorable? If I understand that right, having 17.6 unenhanced defense would add a paltry +2.1% Def.
Quote:(Additional thought: Would the Recharge/Spirit Alpha cause your Incarnate abilities like Lore and Destiny to recharge faster? Or are those unenhanceable even by global buffs?) -
Musculature- it's because it adds to base damage, and because most of it is so resisted until you get to the rare/very rare level that the first two tiers add nearly nothing. It just doesn't quite give as much to a build in general, especially the lower your AT base damage.
Nerve- (you solved); 59% would indeed be the softcap for 64% tohit mobs. If you do normal softcap of 45%, and then pop a small purple when you come across these guys, you will be at 57.5%, so pretty darn close to softcap again.
Cardiac- You may be self-sufficient with all of that, and you may not; it depends on the final build you come up with. I tend to run several extra toggles to help with the softcap, and my endurance is not completely sustainable by itself. If you can avoid using it, great; Spiritual boosts your recharge as well as your heal, while Cardiac doesn't do much else for you besides endurance.
You did the math right. Luckily it hurts just about everyone, not just defense characters. It sort of brings defensive sets a little more in line with resistance based sets. It also means you would be wise to bring other forms of mitigation: Caltrops, Blinding Powder, Kuji-in Sha, Kuji-in Retsu, Tough, Hibernate, Waterspout. Then again, these mobs with higher tohit are still not everywhere in newer content, just Battle Maiden and tip-mission Devouring Earth so far. -
1) SS with a stealth proc helps for pvp, so you can ignore those if you are never going to pvp. Likewise, spirit shark in these builds is for its pvp strength.
2) You can actually get both the softcap and perma hasten, but it likely will require some purple sets or the Spiritual Alpha; using more common IO sets makes it slightly more difficult.
3) Unless you have acrobatics, you do need a kb protection IO.
4) It will be perfectly suitable for incarnate stuff. The problem I find in incarnate content is not so much the def debuffs, but the higher +tohit of some mobs (64% instead of 50%). With either nin or sr just carry around/create extra lucks to bridge that gap when you come to it, and you will be fine.
5) Cardiac is very helpful for endurance, so you could focus on recharge and defense. With Spiritual you can focus less on recharge and worry about defense and endurance. Nerve is not a good choice because it does not add significantly to your stats; same for Musculature. -
This is a generally "ok" build someone posted a long time ago (way before inherent fitness). You can use it as another reference for ways to get to the softcap. One thing, don't pay attention to the order that powers are chosen here, as it seems somewhat random.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Rchg(7), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dam%(11)
Level 4: Ninja Reflexes -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(7)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(43)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(19), GSFC-Build%(29)
Level 10: Hurdle -- Empty(A)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(50)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(50), Zephyr-ResKB(50)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(19)
Level 18: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 24: Kuji-In Rin -- RechRdx-I(A)
Level 26: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(34)
Level 28: Danger Sense -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(31)
Level 30: Boxing -- Empty(A)
Level 32: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Conf/EndRdx(36), CoPers-Conf%(37), CoPers-Acc/Rchg(42)
Level 38: Assassin's Shock -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A)
Level 44: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Achilles-ResDeb%(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Hibernate -- Dct'dW-Heal/Rchg(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
Level 0: LEGACY BUILD
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Ideally you want to only have to use DA once per 10seconds to softcap your Lethal and Melee Defense, because even when slotted for damage its dpa is really low. If you can get the rest of the build to that level, and only have to use 3 slots in DA for defense, you can put damage/acc/procs in the other three slots and not lose nearly as much dps. Stacking it is nice for debuff situations or mobs with +tohit, but the power recharges very quickly as it is, so that is not an issue.
The endurance on that build is definitely sustainable; the problem is it is way more than sustainable on an electric armor character. Any recovery that is more than you need to sustain your armors and attacks is not benefiting you at all (especially when you have enormous resistance to enddrain and -recovery).
Still at work (), so can't post a build yet
I forgot to ask, are you going to alpha slot this? -
It's not terrible, but it does have some problems. Stuff like 4 slots in hasten has got to go; also, Superior Conditioning and Physical Perfection (except for the regen portion) are pretty much a waste for the secondary that has limitless endurance.
Hecatomb, along with its proc, should be in the attack that gets used most frequently, likely Sting of the Wasp (which you should switch for Gambler's Cut, btw).
If you are going to use the Panacea proc, that set should be in health instead so it has more chances to fire.
The slotting for Divine Avalanche is no good. That power begs to be frankenslotted.
I will pm you a build when I get home tonight. -
What's your budget? I have a couple of builds for this I could share, but they are pretty expensive.
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I've got an old one too, which I can post when I get off of work tonight.
SR is a little easier to softcap, but nin really isn't that difficult. You can easily do it with your budget. I do recommend one purple set (even though you want to avoid them), because it is cheaper than the rest and offers a large chunk of ranged defense to help with softcapping. It's the Coercive Persuasion confuse set, which just so happens to fit in a /nin stalker's Blinding Powder.
Other than that, SR gets two things to trade for Nin's heals and toys.
-SR has scaling resists (not as helpful on a Stalker as a Scrapper or Brute because of lower hp) and knockback protection. SR also gets up to 95% Defense Debuff Resistance, which means defense debuffs do little more than tickle you.
-Nin has the heal, obviously, which is a big deal because it is uninterruptible (unlike Aid Self, which SR users generally take), and it gives you some toxic resistance. Nin also gets resistance to Psi, which is a damage type that is sometimes not covered by the positional defenses of the two sets, in which case SR hurts a bit. If you use a knockback protection IO, Nin actually has no mez weaknesses, unlike SR. Nin still has respectable DDR, though part of it is in its tier 9 power. Nin also has toys like Blinding Powder and Caltrops.
*Big deal for me: SR has to wait until level 35 to get its AoE defense, but Nin has it baked in with its ranged defense toggle.
You are right that Smoke Flash is generally crappola; even if you wanted it, you could buy the temp power version off of the market instead. You do not have to use Caltrops as a trap. You can just throw it down as you are fighting something for some mitigation and actually solid dps over time. (Caltrops also has a specific use for an elec/nin, which I cover in the posts following the guide; you probably don't want to skip it for that reason alone). -
The energy and knockdown portions of the attack are AoE; the smashing part applies only to the targeted foe.
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Quote:Not possible. Even at the recharge cap you would have a slight pause in there.If I could some how find enough recharge to get SB to recharge in the activation of BB (which is a crapton of it) then BB->SB and then CS when its up is the best (i believe it will be BB->SB->BB->SB->CS).
Edit: unless you were factoring in that pause... at the recharge cap that chain comes out ever so slightly ahead. -
Thx for the input all
Quote:I've heard from several people that scrappers just don't leverage it as well because enemies tend to run away instead of standing in it (no taunt aura). If that is only a fringe case, then FA goes up on my list.On a Brute with 75 Fury, 2x Rage, and 3 damage IOs in Burn, it does 526 damage in Mids'. On a Scrapper with Power Siphon x5, it does 474 damage (calculated because Mids' doesn't add Power Siphon damage). With other damage buffs, like Fulcrum Shift, the Scrapper will pull ahead.
Quote:Why not Shield Defense? It adds a nice damage buff from AAO and would likely be the best single-target damage secondary to pair with KM.
Quote:I hope you don't mind using inspirations if you plan on 32.5% defenses. It isn't a build hole if you plan it out beforehand. Going for 32.5% makes it a lot easier to add other bonuses like recharge while still being able to be nearly unkillable.
Quote:if it's damage you're after, go Fiery Aura, but I suppose that fails on your "unkillable" criteria. Might as well try Invuln or Willpower, then. They're both excellent secondaries. -
So I need opinions on the very best secondary for KM. I'm talking level 50+, standard and incarnate content, alpha slotted, money-no-object build. The only secondary I'm not open to is SD.
I am leaning toward electric armor (would attempt to softcap s/l for any non-defense secondary) just because I really like the set's perks and consistent performance. DA looks interesting but also seems like it would have end issues... FA is appealing for the extra damage, but I feel Scrapper burn will let me down after I have experienced double-raged/high fury Brute burn. I have never tried Invuln or WP. SR kind of turns me off because its protection seems too one-dimensional, even with scaling resists.
More info: I like to be unkillable whilst dealing immense damage (duh). I would rather not have to use insps to fix a build hole, but that is a possibility. I will likely go with Leviathan pool no matter what secondary (no Shadow Meld for me).
Thx in advance