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Posts
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Joined
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Mr. Microcosm is far and away my favorite character ever. WS's are just plain awesomesauce, and they keep getting better all the way to 50. They also respond exceedingly well to certain IO bonuses, such as recharge, with the only perma-able tier 9 armor left in the game.
Techbot: if you kept your teammates at range the cyst wouldn't spawn so many puffballs. Also, if you're experiencing a one shot kill (unless the attack had DoT in it), you need to bug it as that is supposedly coded out of the game now.
Also, imo, Peacebringers are like an entirely different AT and just not worth it in general. If you play a warshade first and then try a peacebringer, you may not be able to stick with the pb. -
Updated a second time with movement binds inspired by Stratos's version of my damage binds
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Update 2: Added movement binds, inspired by Stratos's versions of my binds.
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One thing Cleave does have over Shatter, unless mid's shows incorrect numbers, is longer range with that higher damage. This would not compare to the bigger arc of Shatter, except it leaves an interesting option I'll let you figure out for yourself.
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You know, I really wish they would change Golden Dragonfly to have a 100% crit from hide on the intended target like Thunder strike at least; its kind of annoying to have your baddest single target attack besides AS only get the AoE crit chance. Plus it's not like ninja blade is so full of AoE's that they couldn't give Golden Dragonfly the 100% crit for all targets hit. I think the power says, after all, that it is supposed to have a slightly higher crit rate than other powers in the set.
just whining.
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Quote:You're not wrong; the posts you are referring to in this thread were "why didn't they do it that way" about making larger insps, not saying that you could do it with the current system. Many people initially assumed that insp combining would turn out to be 3 small reds combining into 1 large red, but it obviously did not turn out that way.
Please do correct me if this is wrong, so I can headdesk myself for not knowing about this since inspiration combining went live. -
Quote:Ya, I plugged my redraw in at 1.2 I think, to be on the conservative side. I've got the same problem with not knowing how exactly to calculate the pets' damage, but even if I don't include them at all the damage is really high.Bane's can be friggin sick. Did you remember to factor the added time for the redraw? I'm not sure how fast it actually redraws, but I just plug it in as 0.77 sec's.
I've started testing the first two spiders on my Bane to get a picture of what they will produce in actual gameplay, but it is going slowly as the excessive redraw of the toon has worn me out...hopefully temporarily.
Quote:I was hesitant to mention it, but I think I have a Bane build that could throw out 460 dps. I actually sat down and drew out the chains over a full 60 seconds and lined up the -res powers rather than just factoring avg damage minus parasitic drain and lets just say it was dam impressive. Roughly half the damage is generated by the pets though. -
Quote:I think you're misremembering.334 seems a little low compared to some of the numbers I've seen thrown around the Scrapper forum.
A) The highest dps by far I remember listed in the pylon thread was Frosty's MM, at 321 dps
B) The highest scrapper dps listed I believe is 286, which is with saturated soul drain and AAo. Many builds have problems breaking the 200 mark
C) If you look further in the thread, you'll see that we actually got these builds above 400 dps.
Anyway, I've crafted a bane build myself that on paper should do well over 400 dps; not as much defense as Frosty's, but within the range of using one small purple to go over the softcap. Trying to outfit it and actually test it now, but unfortunately I'm gonna be gone for a while starting soon. -
Also, Lightning rod has such a consistent knockdown to it that you can almost always pull that AS off without a problem, provided you activate it immediately. Secondly, using Leviathan for Water Spout, if you lay down a water spout followed by a lightning rod you can usually go straight into an AS, as neither of those affects hide's cool down; only works if you are not hit during this, obviously. Great for AV fights.
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Quote:Hah! Well for you, Shred, you can simply tag those three commands Jaelen listed onto the end of your popmenu or your inspexec bind to do it automatically while you're combining/using.
Keep one? Oh, heh... you mean for my teamates. I'll think about it. -
Well if you need more melee defense, touch of death is good; if you need more ranged defense, mako works. If you are softcapped without it, 5 of crushing impact gives a nice little bonus to recharge. Recharge in the power itself is not really that important. With just regular IO's, base accuracy is a weee bit higher, and you will probably be hitting BU before it, so I don't think more than one accuracy is necessary.
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Well, kb protection is the only status hole that ninjitsu has, so that's good. If you can't manage the sets to softcap with nin (these IO's aren't the most expensive by far), you can still go with nin over sr if you use defense insps. Otherwise, I'd rather have higher defense. Other than that, elec, nin blade, and spines all have significant knockdown in their attacks, which helps mitigate damage a lot. Or if you don't want to work with IO's or insps, but still want the high defense, go with ninja blade for Divine Avalanche.
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Overall PvE game is Electric/Nin. Do you plan to use IO's? If not then I'd probably go with SR (with aid self) as you will get higher defense.
The stalker's assassin strike makes the godly aoe set that is electric an all-rounder, as opposed to the other melee versions of it which lack significantly in single target damage. Only power I consider skippable in electric melee is Havoc Punch; you will want to figure out how to put everything else in, srsly. Skippable powers in ninjitsu would be Smoke Flash above all, while caltrops can have its uses, but is skippable for tight builds, and so is Kuji in Retsu (hopefully you are getting yourself softcapped with IO's).
Ninja blade and spines are both good primaries, but they're also mostly lethal damage, which is heavily resisted and you will be able to tell the difference in upper level play. Plus, if you take Ninja Blade, you have to figure out how to leverage some aoe damage out of it, since the set only gets one pure aoe attack. That said, I have one of both in the 40's (Spines/Nin and Nin/Electric [don't recommend that secondary unless you really know what you are doing, and then only with Ninja blade or Broadsword, and significant IO investment]).
DM is nice single target-wise, and negative damage is awesome, but it lacks so miserably in aoe that you will not be as useful on teams. -
Just came back to the game after a little break, and updated that guide with some popmenus that should work, if you prefer those.
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Now updated with two types of POPMENU for you to test
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look for posts about PAX and I think you'll come across it.
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It's been discussed in various places all over the boards. There're even videos from it that show kinetic melee.
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I tanked Rom on my elec/nin the other day, easy with a few orange insps to get through the autohit aura. And I thought someone had already done a MoLRSF with Stalkers?
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Quote:That's something I've thought about in the past as well, 2-3 Pb's in light form with taunt rotating. For a regular STF (I didn't know you guys had done one
We learned quite a bit along the way. You might not think that PB's with Lightform would do well, but they turned out to be our best tankers for AV's. One PB would start, and right before the crash occurred he would yell out and another would hit Lightform and take their place. ) I think this would probably be better overall with their heals and extra hitpoints, it's just the 'master of' part that makes this scary since timing has to be perfect.
Quote:Didn't realize that you could get quite a bit of defense to layer with dwarf. I was really peeved about the BotZ thing cause of this build, almost deleted it out of frustration, but checking the new numbers on it made me think of doing this
It's just now I need two small lucks or one medium sized one to cap me to ranged as opposed to one small luck. The only times it would really matter would be for AV fights, and for that I can plan ahead to have a full tray of them so it's not gonna kill me.
Grav snare might not be necessary, really, I'm just being extremely cautious with the AV's; if someone has the aggro and everyone else is flying outside of range blasting, immobilizing the AV is probably a waste, actually, since it gives up the damage that player could be doing in nova. I'm thinking it still would be useful with GW though, as we don't want her in melee with the tank if at all possible and dwarf moves too slowly to keep away from her.
Likewise on the Maneuvers and Grant Invis, I can get the rest of the defense from insps, although I would still prefer one Pb as dedicated healer/buffer. The buffer could still use ranged human attacks as well. Popping down to human from a form to heal is instant though, so really the only advantage would be from the defense buffs...
Dawn, what part(s) would you change on it and why?
I've also thought of a crazy thing that wouldn't work for an Mo run, but might for a regular run. AV's have, what, mag 50 mez protection in the triangles? 7 Shades/Pb's doing Grav Well and Inca Strike whenever up would hold them at 3 cycles, and those are the heavy hitters in human form anyway... Don't see that working too well against GW and Recluse though.
Edit: I'm on Protector; I think the portion of the Kheld community that would be up for this is spread all out over the servers, so it's just a thought for the future when the test server is open again (and my account's back up :P) -
You read that right. My account is going to expire in a couple of days, so I want to get this out there for people to see. This is for some point in the future, at a time we have access to the test server again so we can get khelds from all over that match our needs. The team I would like would consist of well-slotted and skilled players. If we failed at the Master of part, it would still be an all Kheld STF
My team of choice would be one Ws other than myself, with well slotted nova, hopefully perma-Eclipse, Gravimetric Snare, Grant Invisibility and Maneuvers. (Not completely opposed to an all-human, but I would feel better with a tri-form).
Five Pb's with well slotted Novas, all attacks with an Achilles' Heel proc.
One Pb with the following powers well slotted: Glowing Touch; Maneuvers; Grant Invisibility.
The other Ws' duty would be the AoE heavy hitter against minions throughout to speed things up, Gravimetric Snare spammer and Maneuvers/Grant Invis buffer for AV fights.
The five Pbs' role should be pretty obvious, hammer the AV's and keep the -res/-def going.
The last Pb would be basically a buffbot and healer (Sorry).
My Ws would play tank in Dwarf. The altbuild I have would be softcapped to all positions with those defense buffs added from the one Pb and Ws, with ~62% resist to all except psi (12%); after the BotZ nerf, I would have to add a small defense insp for the ranged and AoE defense, not a big deal. I'm confident it can manage all the AV's, given some correct insp layout for GW and Recluse and the glowing touch heals coming from the pb buffer.
Why not a Pb with Lightform for tank? The crash, plain and simple, is too dangerous, plus it's not perma. If someone has a White Dwarf build with similar res/def, that might be better because the heal can't miss, but it's also up less frequently.
For the Recluse fight's banes, the other Ws mops them up easily with eclipse, mire and nova (my job on the first MoSTF I did). The nova's high damage mod plus inherent tohit bonus plus 5 sets of Achilles' Heel -Res pretty much always on the AV, I seriously think this is doable.
Thoughts? The question of whether this was even possible was brought up a long time ago, and I think this would be a pretty safe bet. -
Well, you convinced me, so I've updated my guide
Needed a few other changes anyway.
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Quote:Or wait till i17 and get one to 20.
Get a toon to 50 and it opens up this EAT -
Quote:You cannot avoid taking one or the other. As the first two powers one must be chosen. Using Assassin's Shock to fill the time runs the risk of getting interrupted, which completely negates its damage; on average I don't think that's going to get you higher dps, even when softcapped. Yes, there is a pause still with Havoc Punch, but until you get very high levels of recharge for CI it's still overall better damage than the Charged Brawl version. I would definitely use Gloom for brutes though, wicked damage on that.
Or use Charged Brawl in between everything and use Assassin's Shock (which has a higher DPA than Havoc Punch even without the critical) to kill the dead time while waiting on Chain Induction if you really want to avoid taking one or the other. Especially since the CI>HP>JL>HP chain requires you to cycle Havoc Punch around Chain Induction, which puts you over the recharge cap at ~405% (albeit only needing 117% in CI due to the extra animation time on HP).
Quote:Soooo maybe (if you have the slots) Dark Blast/Mu Bolts could have a place in an attack chain as fillers? Dark Blast/Mu Bolts do 55.5 damage on a 6 sec recharge, same as Havoc Punch. Mu Lightning does 55 dmg and Gloom 73ish (of course more because of Fury), but Mu is on a 9 sec rech and Gloom, 12 sec