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Posts
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Working on a WM/SD atm, and from the numbers and the feel so far, it's going to be completely bonkers and with it's better than average attack chain, I'm hoping to put out silly dps (around 215 with one enemy in AAO range and 80% fury) during the end game.
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Quote:Ultimate Unique Dragon Kin Master?I've long since given up in telling Fire Kin Master anything. He's the second coming of UniqueDragon. I was remiss in not recognizing this brand of genius earlier and I will endeavor to make up for it.
Apart from having to back up 8ft to be able to read those huge letters, this thread has been as much fun as a public forum can be. Horrible build, zero self critique and an obvious distaste for learning the mechanics is a recipe for humorous disaster. I love it! -
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Sorry about that, thanks for pointing it out. Updated earlier post.
Oh, and it's starting to look like a real potent AV-hunter. -
That build will yield a total DPS of 122.2 and an attack chain of "RoF -> Char -> Fire Blast". With -30% res from sleet, and with another -30 from heat loss it'll bring you to an average dps of 169, but most likely it'll be stacked sleet as well and end up at around 200dps, and that will be enough to take down the Chronos titan with 73k HP with ease. This of course assuming that the AV has 0 resistance to fire.
During your Benumb DT of 6.5 seconds, he will regenerate 1977hp, as opposed to the 106hp regen during being debuffed by heat loss. If one application of benumb misses, he will regen 1.9k hitpoints, and assuming you never miss it'll take 14 minutes to down him. Of course, the Heat Loss miss will lead to more resists, so it'll take abit longer.
edit: I need to start sleeping. I had the powers completely mixed up and missed a key feature of heat loss. -
Back in i3 or something like that I got a transfer from EU to NA, but the only way they could solve it was to ban my EU account and set up a NA account for me. Nothing transfered over, just the play rights.
It sucks to lose your vet badges, earned inf etc, but I would get a new account and post on the boards about EU inf for NA inf, then just cancel the EU sub for a bit. -
DM/SR is the best option.
Anything can be built to insane levels with billions of inf, but a DM/SR can be near unstoppable at 36-37 for reasonable sums of inf and with fairly common stuff. /Shield would need more levels and alot more inf, and the not so well stocked black market makes it a long process.
DM gives you +heal, a really nice, long lasting build up in Soul Drain, endurance recovery, lots of tohit debuffs to help you in the pre-softcap levels and against targets with +tohit, and an immobilize.
SR will bring a much needed +20% recharge to help DM perform, and with the stacking of Practiced Brawler you'll be pretty much as hard to mez as a granite tank. With +regen set bonuses, the scaling resists that gives you 60% res when you're nearly dead and the insane def debuff resists you'll be surfing the end game.
Build for recharge and DM will put out silly amounts of single target dps, even though you don't have the AAO dmg buff like shields. Shields however adds a very nice AoE that complements DM very nicely.
Basically, if you got huge bags of inf stacked go with dm/sd and you'll be very hard to kill, but if you just want something that has minimal effects and is even harder to kill, go with dm/sr. -
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Quote:Fair enough, please tell me where I go wrong then.That's quite a few wrong assumptions you're making there mate (both explicit and implicit)
I've solo'd AV's with a fire/kin, but I don't have a high enough /cold (anything) to really have the IO's or real experience from it.
Sure, perma (or near perma is surely good enough) heat loss is a huge help, but you still don't get the base 240s recharge of hibernate low enough to heal often enough, and the loss of damage output during your hibernation to overcome the regen the AV still has. I'm guessing a fire/cold at best will be able to "hold" an AV's health bar. But that's just based on a quick glance at the numbers.
Did the maths, and if you manage to find 201% global recharge (including hasten of course) and have 99.08% recharge in your attacks and debuffs, you'll be able to take out anything with up to 90000 hitpoints. Kronos Titan has 73k according to da intarwebz.
BUT, this of course is based on applying benumb and sleet every 30 sec, Heat Loss every 90th second, and an attack chain of Ring of fire (1,17s cast) + Ice Blast (1s recharge)+ hot feet (1 tick every other sec) which will add up to 131.42 dps. You will do approximately 65% -regen to the AV after purple patching and the -res is afaik unresisted at -30% so add that to the damage. It's also based on the assumption that you never need to stop for hibernate, resummoning pets (which will be dead most of the time anyway).
During a 90 sec period, you will cast 41 Ice blasts, and 42 fire cages, burn through 1062.7 units of end (if no endrdx) or 11.8 end/sec or, if slotted with 3 lvl 50 IO endrdx in each power = 5.93 end/sec, and with stamina and heat loss fully slotted for end you'll manage to pull that off as well with a 6.66 end/s recovery. Hopefully you'll be able to get a fair share of +rec from your IO's since you'll most likely focus on other things than slotting your powers for endrdx.
Oh! One more thing: With 201% global recharge, Hibernate is up every 60 seconds. I'm pretty sure an AV will be able to land 2 serious hits during that time. -
Sure, I agree to that in 9/10, but combined with fire I don't see the synergy that will help you finish off that AV.
Relying on Hibernate to heal is dodgy at best, especially since you don't have the recharge to deal with 2 hits in short time, and the fact that alot of damage comes from hot feet.
I'd say it's a better chance to solo AV for a plant/cold than fire/cold. -
Basically, Perspective got it nailed:
Even at defense cap, AV's will have a fair chance of hitting you, and in case that AV does -def you lack def debuff resistance so you'll go down in seconds once first hit lands.
Your chances to solo an AV with fire would be greater with /kin secondary due to slows, recharge boost, endless endurance, a huge heal that does -regen and a way to boost yours and your pets damage to keep overcoming the regen of the AV. -
I knew a fun blaster once, but he has left the game for some feeble fantasy game that promised free mohawks to everyone or something like that.
Other than that, all blasters are awesome fun on good teams, but /mental is quite nice most of the time. -
Quote:Yep, 95% DDR, and nope, rage will still kill your defense unless you double stack it, so you got it all absolutely right.First, while SR technically gets 100% def debuff resists (or more, been a while) only 95% (or 90%, again, it's been a while) is actually in effect. It's capped just like defense and resistances, to prevent anyone from totally negating the effect.
As for SR and Rage, no, it won't work that way. Rage's def debuff is set to unresistable, so it'll always kick in. However, stacking Rage does negate the def debuff IIRC, and with 3 Rech in it and quickness it'll stack pretty much all the time, SR doesn't really have to worry about it. Of course, I may be wrong...
~JP -
It's actually quite interesting to see how you all bind and what you choose to activate when. On my shield toons, I actually have Active Defense set to auto, but I also have it bound to "E" on my keyboard because of the lag/not activating issue that I found to occur every now and then, especially during ITF, but sometimes also while just standing still and waiting for something to happen.
...and yes, I find mez protection to be important enough to have the premiere choice bind key on the keyboard -
Yes, mez protection is the most important, without a doubt. I spent some time thinking about the binds, and was trying to find a way around the limitations of binding multiple powers to one key. I was thinking something like I can rebind the keys that executes the 3 most commonly used attacks to also auto Rage, Hasten and Active Defense...
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Looking for advice from anyone who played ss/sd here. Rage/Active Defense/Hasten, which one do you prefer on auto, and how did you make it easier for you to manage the other two?
I have several shield toons, and plenty of SS toons as well, so I know the strenghts of both sets, but I also know the downside which is that I only have one auto-fire option, but I want rage, hasten and Active Defense of course.
I also know that it really sucks to have 2 of them crashing (rage and hasten) which can make things really difficult if it already is abit dodgy.
Basically: Is SS/SD worth the effort, or should I just look for another primary? -
Quote:All you need is 1 HP, everything above that is buffer and not needed for performance.I have a fire/SD, and it is by far my favorite toon. They look awesome, they absolutely destroy single target anything, and build up, AAO and Shield charge together are marvelous. There are few things more fun in this game than by announcing your presence to mobs with a shield charge, it never gets boring.
Honestly, I like more reserved sets like claws for /sr. They just seem to fit together better, claws is more like an understated blender, I want something that feels destructive to go with my four and a half foot tall sword of blue fire.
Performance wise, if you've got the money to invest, SD is just a fun defensive set. Claws is almost as boring as willpower, you'll panic every few missions when you realize you zoned out and forgot to hit aid self for five minutes and are under 10% health. -
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Brainz is da sexeh!
I tried to run an optimized solo streak to 50 on my elec/sd scrapper last week. I made a custom AE mish for the purpose, built to fit the strengths of the toon. I made it to 50 in 82 hours, and that's nowhere near the 36 hrs.
I didn't know about this thread back when I decided to roll and challenge myself this way, hence the reason I went with AoE heavy approach.
The reason for picking AoE was also based on 3 things: More kills in one shot = faster xp, and more kills/sec = more inspiration which in turn leads to alleviating the problem of endurance and survival. The third reason was the removal of travel between missions/contact which I figured should compensate for the lack of end bonus. An unexpected added bonus I found was that levelling on a high level mish didn't lower my xp/min as I was still auto-sk'd to min level of the mish.
I found 2 issues slowing me down: Survivability and endurance. For the ride up to SO's, hitting and killing stuff with ST was fairly slow, so I found an AE mish with nothing but high rewarding, single mob spawns. Needless to say, they took me down often enough for it to be tedious at best and with the sparingly few insp slots it was less than fun.
Once getting past 32 things really started to pick up, and with the second big AoE and more insp slots, I could stay at defense cap with purple insps and still get enough insps to keep my end lasting reasonably well, even though I sometimes ended up nearly detoggling on the last boss of the spawn, thus having to rest before next bunch.
Basically, I don't see it happening to even reach <50 hours. Especially if you'd try to survive with the drops from single enemies. -
I'll be turning my villains into full heroes then turning them vigilantes to be able to play both sides but still being able to access WW.
Most of all tho, I'm very curious about Praetorians. -
Quote:It was more a reflection of how farming might not equal less work, but more.. PL'ing where you pay a farmtard to do your work however qualifies.I don't denigrate their skill, just what they use it for - grinding. I personally find it pretty tedious work, something akin to raking my yard.
You have fun raking, I'll have fun only picking up a few handfuls of leaves while admiring the day or something. -
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Not sure what kind of monster you're going for, but I've sacrificed recharge to become soft capped without dipping into fighting or leadership pools.
This build might look abit borked, but it is quite able. Mid's have a bug that seem to think that the 3.75% defense from phalanx fighting shouldn't stack with the set bonuses, but I promise, it's soft capped.
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Zergalot: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dam%(19), T'Death-Dmg/EndRdx/Rchg(21)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), DefBuff-I(3), DefBuff-I(7)
Level 2: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(27)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), DefBuff-I(5), DefBuff-I(7)
Level 6: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal(9), Mrcl-Heal/EndRdx(17), Numna-Regen/Rcvry+(17)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), Heal-I(11)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31), LkGmblr-Rchg+(31), LkGmblr-Def(33), DefBuff-I(33)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Swift -- Run-I(A)
Level 20: Phalanx Fighting -- Ksmt-ToHit+(A), LkGmblr-Rchg+(21)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(37)
Level 26: Soul Drain -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(27), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Build%(40), GSFC-ToHit/EndRdx(40)
Level 28: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39)
Level 30: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 38: Grant Cover -- LkGmblr-Rchg+(A)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48)
Level 49: Dark Blast -- HO:Nucle(A), Thundr-Acc/Dmg(50), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 11,8% Defense(Smashing)
- 11,8% Defense(Lethal)
- 12,1% Defense(Fire)
- 12,1% Defense(Cold)
- 15,8% Defense(Energy)
- 15,8% Defense(Negative)
- 3% Defense(Psionic)
- 20,5% Defense(Melee)
- 21,1% Defense(Ranged)
- 21,1% Defense(AoE)
- 27% Enhancement(Accuracy)
- 47,5% Enhancement(RechargeTime)
- 10% FlySpeed
- 110,4 HP (8,25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 8,8%
- MezResist(Immobilize) 8,8%
- MezResist(Stun) 4,4%
- 9,5% (0,16 End/sec) Recovery
- 40% (2,24 HP/sec) Regeneration
- 3,13% Resistance(Negative)
- 10% RunSpeed
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