Nemeros

Apprentice
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  1. Nemeros

    Help on Kat/DA

    without the data chunck the build is unreadable.
  2. When i'm farming with my spine scrap (+1/x6) i'm doing like this :
    BU => TS => jump in pack then SB

    So here minion are dead meat, and LT are seriously wounded, i continue then with ripper / TS whatever you want.

    You have to consider too that TS is really usefull for any ranged foe that are hitting you.
  3. Quote:
    Originally Posted by Silas View Post
    So I was thinking: since Spines/DA is an old classic for farming, how would Fire/DA/Blaze compare? You lose the second damage aura but FSC >>> Spine Burst. I've never farmed with a Spiner though, so I don't know how much you rely on Throw Spines for damage.
    Hmm ok but SB + TS + quills obliterate totaly FSC in therms of AoE dommage.

    TS is really a wide cone, when i say wide, it's even more wide than a lot of blaster cone.
    Plus the fast recharge on it, make this power a stapple power for AoE dommage (and single target dommage too)

    The main problem i see by going spine/DA is, if you don't want to invest in the build, a major recovery problem.

    I think it will be barely playble. And it's not the little trick with theft of the essence (that don't work that great by the way) that will change somethings.


    Else there's also spine/FA, that sounds cool right out of the box, and you could farm the praetorian demon map.
  4. Quote:
    Originally Posted by Exxar View Post
    Cheap IO builds are definitively possible, but today "cheap" is 150 M for example. And most of that cost is taken up by salvage. I'd wager you could save some if you have more patience with the auction house than I had when I was making mine.
    hmm yes ok, 150m it's nearly the price of 4 kinetic combat, a stapple IO set in invul build.

    2 years ago with 150m effectivly you would have been ok, but now, i don't see this happen if you want something a little structured, with some usefull bonus.
  5. A cheap IO set build....

    I don't think it's possible nowaday.
    Really in 6 month price have increased by 4 or 5 times ...

    Anyway, if you want to put time and money in it, i really think that you could go with any primary.

    Although, till invul is an agro magnet, i think that there's a really good synergi with set like spine or claw.

    For the build i would focus first to soft cap S/L def, then put some regen or global recharge in the mix.

    Taking weave / though isn't mandatory, but it's a really good choice to help you up your survivability.
  6. Quote:
    Originally Posted by Wanted_NA View Post
    Well, I don't do AE. I just do regular missions and a lot of TFs. And while Throw Spines and Ripper do great damage, they're cone based. That's why I wanted the additional AoE to tag ontop of Spines Burst and Quills to eliminate mobs as quickly as possible (we speed TFs a lot). I see where you're coming from, It's just a last ditch effort to be able to keep Fireball AND fix the Endo problem, lol.
    Sorry, by AE i wanted to mean AoE.

    Else, i'm totally agree with your other statemant, my spine / invul is an aggro magnet and can take a nice bitting
  7. Quote:
    Originally Posted by PrincessDarkstar View Post
    Do you really mean upping melee defence considering 2 x DA caps you? Or did you mean ranged and AoE?
    Yes, i really mean considering soft cap mele with only 1 DA because :
    - missing happen a lot when you need to not miss
    - Dark Armor offer no defdebuff res
    - You can't always have 2 DA going, but 1 it's ok


    AOE def is my least concern, in fact im considering dropping it more to increase my melee / ranged def.


    @jonnycash : yes you gonna have serious end problem hehe, but some power got some interesting slotting .. thanx
  8. Quote:
    Originally Posted by Wanted_NA View Post
    While I appreciate the effort, I would rather keep fireball if possible, even if Fireblast was just a filler. I want as much AoE damage as possible.
    Why that ? what are you doing with your scrapper ?

    What is your attack chain for the ae stuff ?

    Coz by dropping fireball and so you could just take hasten .... TS + SB + a filler like ripper + Quills sounds enough for ae destruction no ?

    Then it would open you the body mastery. This is the only way i see your build evolving if you dont want to sacrifice your def bonus for adding endCost modifier in your attack.
  9. Hello,


    So with the upcoming nerf of zephyr, i didn't finded yet a build that can soft cap all position without sacrifing too much thing.

    I'm working actually on a build with limited budget (no purple / pvp io / gambler rech).


    My break down atm :
    def M/R/AOE : 39 / 38.7 / 27.4 and this with 1 DA (so soft capping mele with 2 DA)
    regen : 245% (hmm not sure of mid ..)
    Attack chain : DA => GD => SoW => DA => SD => SoW
    Attack chain consuption : 2.66
    Toggle consuption : 1.41
    Recovery : 4.05
    Net consuption : - 0.03 (sound good till i've got conserve power to play wiht)

    So what i'm looking for now is perhaps up my melee / ranged def while staying with a stable recovery management like now.

    Any idea would help me


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  10. Quote:
    Originally Posted by Schismatrix View Post
    The power customization screen at the tailor/character creation. One of the options is Cloak of Darkness can now be set to not hide your character model. The no fade/pulse setting for Cloak of Darkness IIRC.
    Ah thank you got it.

    But what are the dark armor initial color ?
    When i put no fade they give me orange and ... another blinky color :/
    I tried full dark but it's not this, any idea ?
  11. Sorry for the necro, but what is actually this option ?
    Got Cloak of darkness last night and i missed to delete my toon coz i can't see him anymore
  12. DA offer some def to smash/lethal, not much but a bit => Cloak of Darkness

    And for the thread i would go with S/L def aswell.
    In late game i don't know a big melee attack that don't have a componant of Smashing or lethal in it.
  13. hello,

    A little bump to this interesting thread.

    In regards to the up-comming zephyr nerf i'm looking towards new idea for my kat/da.

    I can't afford purple, but the other big IO that i putted in the build i've got em already.

    So i would like to raise a little my ranged def without sacrifing too much rech or regen ..

    It sounds hard in fact.

    I would like to keep the attack chain : DA > GD > GC > DA > SD > GC as it will work with that much recharge i think.

    Any idea would be welcome.


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  14. [ QUOTE ]

    I think a more problematic archetype comparison is corruptors vs defenders. The problem isn't absolute magnitude of the powers: that's something most players have only a vague sense of anyway. Its more the case that a corruptor is a much more easy to solo defender. The numbers are different, but not so different that the average player is going to notice much on the buff side, but will perceive the difference in offensive due to faster kill-speed and soloability.


    [/ QUOTE ]

    I'm not really agree on this.
    If you look at CoH, there's already somthing like this.
    Def vs Controller.

    Controller have already the deffensive sets of defender and top of that got a lot of utility tool and more damaging attack than defender (for this i'm not 100% sure but it's looks like for me).

    And you still got a lot of player that play defender, because they want to support the team, and be good at this.

    Defender is and will be the only with a defensive set as a primary.
  15. well for the E/NE def, a lot of big damaging energi attack got a component of smashing or lethal too.

    I wouldn't worry too much about of this.

    You might have a look to your end consuption too, i'm not really sure that you need CP on the invul build.

    On my spine / invul i've got more end consuption from toggle, but i don't have the Miracle +recovery. And i don't really miss end on a single attack target chain.

    YOu lost 8% regen by not slotting 2 serpendity in weave/invincibility too, but perhaps it's intended ?

    As for the accuracy it might be a little too few liek you said, 22% if you debuffed you will hit nothing.
  16. spine/invul (50) - never saw another one x_x
    BS/WP (38)
    Claw/SR (2X)
  17. Nemeros

    Going Rogue

    i don't think i'll roll a brute.

    I tried few times but, i really don't like to have to try to kkep the fury bar up everytime i'm playing.
    Kinda annoying.
  18. Might be really hard ... it's like squills for spine, it's hard to count it in a multiple foe fight, till you will likely jump out the spawn to maximize the number of hitted foe with Throw spine.

    Same for the case of ripper / eviscerate, depending of what you are fighting, and if you are tanking, there will be near 0 chance that you hit several foe or you will always hit several...

    And i won't even speak of a double stacked follow up before spin, because the time you stack it, all minion will be likely already dead.
  19. i think his spreadsheet is for single target dmg only (or i've miss readed something)
  20. hmm perhaps take an average of 7-8 foe hitted during half of the fight ? (because sometimes you will hit 10 but with some lag / positionning you can hit less)

    Sounds resonable to me, till generally i have time to launch TS, Spine burst, then : they are all dead but the boss.

    Or if the mission is though, i'll have time to launch again a TS/spine burst.
  21. [ QUOTE ]
    Changed all crits to 10% except those marked as 15%
    Added 15% crit to battleaxe cleave and warmace shatter.

    Brutes now do .94% more damage than scrappers on average.

    [/ QUOTE ]

    The only set where you could use less crit chance, is for me, spine.

    I play my spine scrap since .. launch, and i learned in all those years that i will never beat another scrapper in single target dmg.
    So.. in team i focus on all thing that arn't boss till i'll contribute really more to the dmg side than if i was trying to kill this big [censored] purple boss alone.

    edit: on the other hand with your chart, spine will never shine till it's for single target dmg.
    On the other hand would it be possible that you try to calcul the dps that could do a spine scrapper in a 8 man team, when you have your power hitting 10 foe each time ?
  22. I saw a build once on this board with nearly all typed def capped with 1 foe in invinc. The Problem was that he made a lot of sacrifice for that result (attack wasn't really sloted).


    On the other hand it's kinda easy to have a build with 35%, or so, def in all typed position with 1 foe in iinvinc.

    Or, if you want to focus more on S/L def, soft capping it but you will have a whole in F/C or E/N def.

    Anyway for a global slotting : take weave, cj or hover. Add in a steadfast, 5 set of reactive armor (4 piece are enough) and add in some Kinetic combat.

    Then play with either, aegis, mako, touch of death, scirocco, obliteration and blessing of the zephyr.

    With this you will have a good basis.

    Now for the medecine or not, with DM i think you could go without medecine, till siphon life is better on the healing part if you dedicate some good recharge in your buid. Top of that it deals really good dmg.

    In a set without DM, medecine will be really appreciate when you got bad roll while fighting really hard target (like AV).

    But if yo uarn't going to try to kill those really hard target, it's totally skippable. Just grab some regen (like 300%+) and you should be ok in 99% of the situations.

    edit : here is my scrapper for another exemple :

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  23. but with the widow natural higher +Recovery doesn't it balance it ?
  24. In fact, we don't compare the same thing so my arguments can't be used in your demonstration.

    You are, since the begining, comparing 2 AT with some linear easy to use number.

    You are doing X dps and he is doing Y dps.
    This is only true if you are fighting for hours the same target, and that this target don't die.


    But this is isn't representative of a team rolling in a mission. With travel, break, and so on that will always favor and increase the overall effectiveness of a power like build-up.

    And this always defavor (it is english ?) a mechanism like furry.

    The best thing you could do to proove that the brute will do more dmg than the scrapper, is by running some mission, with a brute and a scrapper, and put a dmg logger.

    After a lot of try you will be able to begin to compare this 2 toon, on the dmg dealing side.

    On a side note, i don't play brute.

    And for my english he is bad, but it's life.
  25. why would you remove the peack ability of a build up power ?
    With just standar SO and hasten (well kinda normal build), build up will be used every 30 to 45sec.

    In a "average" pick-up team what mean 30-45 sec ?

    Well kinda every 2 group of mob.

    To Kill all in 15-20s seems not too unreallystic (and at high lvl it will be less)

    So basiclly when you are using it, it will last half of the fight every 2 fights.
    Or with a good dmg team, build up will last all the fight every 3 fights.

    It's not unsignifiant.