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Posts
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Joined
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You don't need RoA to level to 50 and can get by with just Fistful of Arrows or even just Brawl, either. Some people like going faster, be it by picking additional powers or moving faster with greater maneuverability.
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Well, switch my argument to "I don't get people who worry about what might happen based on unrealistic expectations" if it reads better for you. Based on the current rates, it seems kind of far-fetched to me to assume that the very rare will require heavy grinding/farming.
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I don't get the whole shard farming thing. Do a thirty minute story arc, run about 4 TFs, and there you go, uncommon boost in 3 hours. Even if you can't TF for whatever reason, normal playing should get you there in about a dozen hours in the worst case scenario.
Considering leveling a normal character to 50 without powerleveling or powergaming takes, what, 50 hours ? 100 hours ? The time required to get an alpha slot seems quite fair, generous even, considering the performance boost it provides. -
Quote:No amount of fly enhancements is going to make Hover as fast as CJ + Hurdle, nor will it enable you to kite as efficiently.
Put a couple fly enhancements in it.
The only people that beat my hoverblaster to a spawn are those with Superspeed on.
For that matter, if you take long enough to go from spawn to spawn that people with Super Speed (affected by travel suppression for 4 seconds after attacking) beat you to it, well... That says it all, now doesn't it? -
I think 110% should be enough (90% + Quickness), assuming you've got 95% recharge slotting in Hasten.
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Quote:Answering that one, as many good answers have already been given for the main question, I doubt you could notice the difference even if you looked for it, unless you have a minimal gap (say, ~0.2s) in your attack chain that would be resolved with the additional 7.5%.
Is 67.5% before Hasten markedly better than 60% or would I barely notice? -
Quote:My experiences with AFKing on a WP against packs of +4s more often than not involve my face and numerous floors. Whereas this is a testament to my poor ability to build a WP character or something else is left for other people to decide, but I personally think that quote is a bit of an exaggeration unless one cherrypicks his foes.
As for Willpower being less impressive than other sets in the end game, well, I do believe it was a Katana/WP who soloed a MoITF, and I have heard the set described as "jump into a pack of +4s, put your AoE on autofire, go make a sandwich," so that's not necessarily true either. -
Dual Blades' Sweeping Strike for me. Yeah, the set still isn't anywhere near impressive after that for most people, but DB without SS is so terribly, terribly bad I can say it turned the character around.
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If you're looking for high ST orange numbers, it seems to me that Fire Armor would be your best bet. Fiery Embrace boosts base damage now, and BU + FE + Headsplitter is downright impressive.
As for primaries, Kinetic Melee can also be worth looking at. It doesn't get the one-click, hit-harder kind of deal BU is, but once it gets going with Power Siphon, Concentrated Strike hits higher than pretty much anything else a scrapper can do in one hit (save for crits). -
I think Inv synergies better with DM than WP.
One of the biggest draws to DM is Siphon Life, and WP being based on regen gets proportionally less out of it than Invul, which has better def/res numbers but pays for it by lacking any kind of regen.
Dark Consumption is great for endurance ; again, better for Invul than WP because Invul lacks an endurance recovery power. It can also turn Unstoppable from a power you don't want to use ever because of the crash to a mere inconvenience (refill end with DC as you crash, hit DP immediately after, and you're back in business).
DM benefits a lot from +recharge ; Inv also sees improvements from +rech (DP, Unstop), while WP gets nothing from +rech.
Basically, DM plugs most of the holes Invul has. You'll still be lacking psi/res def, but between ~2900hp and a 300hp heal every few seconds (plus, eventually, positional defense you might grab from weave, CJ, IOs and set bonuses), you can still survive a fair amount of psi damage.
That's not to say that DM/WP wouldn't be a perfectly fine toon to play, but I believe DM and Invul really work well together. -
You and approximately about eleventy billion and twenty-two other mind doms, cold/sonic or rad/sonic defenders, ill/rad or ill/cold controllers and bots/traps masterminds. I'd give you a cookie, but my jar is empty.
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Quote:I don't see anything in his post suggesting that. I'm a 100% PvE player in this game and I feel the exact same way as he does.
Another PvPer who truly believes that PvP is the only thing that draws users to a game -
Quote:Dual Blades/Invulnerability has to do with EVERYTHING!
umm...what does Dual Blades/Invulnerability have to do with fire/fire?
... Or maybe I started working on a different build between the time I first posted the fire/fire datachunk and the time I read RaidenX's post, and then stupidly assumed the first build opened up by Mids would still be the fire/fire and copied the damn thing without even checking first.
Two times the same kind of mistake (not paying attention) in the same topic. That's a new low even for me.
Thanks for cleaning up my mess, guys. -
Is this topic from 2006 ?
Nowadays you can switch sides and play every AT on each of the two sides, so complaining about villains having it worse because such AT is supposedly worse than such AT is just stupid. -
Quote:As of one week ago he did summon Banes before his low HP pet nuke.
I've noticed that since i18 hit he no longer summons Banes until the pet nuke at 20% -
Heh. I must be such an Apple hater my mind blocked the Mac part.
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Here's my hypothetical perfect fire/fire build, based on my own playstyle. Be careful what you wish for.
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
comment: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Power Slice- (A) Accuracy IO
- (A) Resist Damage IO
- (9) Resist Damage IO
- (13) Steadfast Protection - Resistance/+Def 3%
- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Accuracy/Damage/Endurance
- (3) Crushing Impact - Damage/Endurance
- (5) Crushing Impact - Damage/Endurance/Recharge
- (5) Crushing Impact - Accuracy/Damage/Recharge
- (7) Achilles' Heel - Chance for Res Debuff
- (A) Impervium Armor - Resistance
- (7) Impervium Armor - Resistance/Endurance
- (9) Impervium Armor - Resistance/Recharge
- (45) Impervium Armor - Resistance/Endurance/Recharge
- (A) Doctored Wounds - Heal
- (11) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Heal/Endurance
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (21) Doctored Wounds - Recharge
- (A) Hecatomb - Chance of Damage(Negative)
- (11) Mako's Bite - Chance of Damage(Lethal)
- (15) Hecatomb - Damage/Endurance
- (17) Hecatomb - Damage/Recharge
- (17) Hecatomb - Accuracy/Damage/Recharge
- (19) Hecatomb - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Absolute Amazement - Endurance/Stun
- (19) Absolute Amazement - Stun
- (A) Impervium Armor - Resistance
- (21) Impervium Armor - Resistance/Endurance
- (23) Impervium Armor - Resistance/Recharge
- (46) Impervium Armor - Resistance/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (23) Impervium Armor - Resistance/Endurance
- (25) Impervium Armor - Resistance/Recharge
- (46) Impervium Armor - Resistance/Endurance/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (25) Crushing Impact - Accuracy/Damage/Endurance
- (27) Crushing Impact - Damage/Endurance
- (27) Crushing Impact - Damage/Endurance/Recharge
- (29) Crushing Impact - Accuracy/Damage/Recharge
- (29) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (31) Gift of the Ancients - Defense
- (31) Gift of the Ancients - Defense/Endurance
- (40) Gift of the Ancients - Defense/Recharge
- (45) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Armageddon - Chance for Fire Damage
- (33) Armageddon - Damage/Endurance
- (34) Armageddon - Damage/Recharge
- (34) Armageddon - Accuracy/Damage/Recharge
- (34) Armageddon - Accuracy/Recharge
- (36) Fury of the Gladiator - Chance for Res Debuff
- (A) Luck of the Gambler - Recharge Speed
- (31) Gift of the Ancients - Defense
- (36) Gift of the Ancients - Defense/Endurance
- (36) Gift of the Ancients - Defense/Recharge
- (40) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (37) Impervium Armor - Resistance/Endurance
- (37) Impervium Armor - Resistance/Recharge
- (50) Impervium Armor - Resistance/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (37) Impervium Armor - Resistance/Endurance
- (39) Impervium Armor - Resistance/Recharge
- (48) Impervium Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Gift of the Ancients - Defense
- (39) Gift of the Ancients - Defense/Endurance
- (40) Gift of the Ancients - Defense/Recharge
- (50) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Apocalypse - Chance of Damage(Negative)
- (A) Ragnarok - Damage
- (46) Ragnarok - Damage/Recharge
- (A) Soulbound Allegiance - Damage/Recharge
- (48) Soulbound Allegiance - Damage
- (48) Soulbound Allegiance - Accuracy/Damage/Recharge
- (50) Soulbound Allegiance - Accuracy/Recharge
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Unbounded Leap - +Stealth
- (A) Healing IO
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (42) Numina's Convalescence - Heal
- (42) Numina's Convalescence - Heal/Endurance
- (43) Miracle - +Recovery
- (43) Miracle - Heal
- (43) Regenerative Tissue - +Regeneration
- (A) Endurance Modification IO
- (42) Endurance Modification IO
- (45) Performance Shifter - EndMod/Recharge
Assuming Recharge/Heal alpha uncommon. It would use the cremate - incin - GFS chain against AVs and tough targets (throw in a Fire Blast during the few seconds while Hasten is down). 20% def to everything allows it to softcap as needed with 2 purple insps. This build skips Burn and takes RoTP, that's right ; don't care much for Burn's activation time and radius, and I hate going to hosp/loading times (and this is why "perfect" is always subjective).
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I find taking a break always works for me. Ideally, cancelling my sub so I'm not tempted to log on every now and then, this way the desire to play builds over time until I can't stay away from my sweet, sweet MMO crack.
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Here's what I would go with for a general all purpose DM/SD in I19, using the rech/heal uncommon alpha boost :
Code:Attack chain would be Smite MG Smite SL, with possibly a small (~0.1s) gap, while Hasten is up, and Smite MG Smite SL FireBlast while it's down. It should be end efficient for a while for soloing AVs and stuff if you keep fodder around (and should take out AVs fast enough to make keeping fodder alive not too much of an issue).| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1595;740;1480;HEX;| |78DAA594596F125114C7EF3083080C7BE94217BAB7403B856E768B265A4D6A4AD25| |8ED93DA8CF416B08492A1C6D6273F80AFC6275FD4BA7C04E317F2C5E55D2B9EE542| |551E9DC0F9DDFB9F73CE9C736E66F2C7EBA6104FAF082D78AD62D7EBBBDB05C7AED| |5A4E3CEDBC572417884103D4D6D372F2B525AEBB673C0CB64EBCEBADC97D5BAB4B6| |4B6559D96B6E231BD5927464F5C86A2E7C5B8787156BBB26E59E49CB4D69D7CAD56| |2803637CAC5D211EC42CD5B7BD2A997CAB5E8F55AB9605DADD84FE46EDEAE1F49E7| |A41B0A5B80BF8315D2D5708B8C4B889C70A519E304639291225CF80C88095F00023| |415750960E8C2540CCE6BE819EC02F48B709676E105821FE2348E73697192263A08| |A930C104075D25D647054AD13B7427BA43E8E0EC1D9C3691230C43136E8ED2DC198| |ABAC07804773CAA3DCF1A1778F11FFA96FEA6A918805ABC1CAB7957589B56EC84A4| |7ED5889F1B49730753DC8F060E010E168104D512847D88BA6F88D010498FC12B225| |88A3CA70987C02BC69945EC4CE00C75F08AB3A4C7B9FF4EEEBF93FB1F98D5E98CC0| |AF4B15D5C545757335DD5CDB3138F4F0E38C9E257ADCC032638530B8CA582344C0B| |D57E5EBE57C7D9CAF8FF3C53C581E4FB7FF1DC58CBF659C323E1026DE30DE134E20| |2AA9A292073487C17DC2D043469151228C94091198CBB08A1A6E50A2911F8C9F845| |14143183DE3DD2F4214A2C638CA3566F139A51919C22B709854E734B9C887FB1AB4| |0C6B46264779A6B28C29C2B4C598219C82BBA5DCAD4592666619738C79426E81100| |6F7AC3AE0AC9AAAD17A09E10797D86C53B60CF5C681A29192345A2FE17F5D1FCD66| |1EEF2D1FD8DB68B6C0683BB8BA8BE61E6EEFE3CAC6D5033405DC363E99CD4A434B5| |8D0329A1534AB68E26130CFD0D3E307E34763A209A009A209A109A389A149A07989| |A6E185609D7B6E7CF1B53E1DAAFFAF6DCAB77345D76EC26242243608A9CBF4354AF| |127E5BBEF8FCFD020493985177446D9B6F1A7DB945C9B32DFA6CCB529E763FF0DEB| |CB233A| |-------------------------------------------------------------------|
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At a quick glance, money doesn't seem to be a problem ; Werner says the build looks good, so I'm going to assume you're softcapped and that endurance management is fine ; I'm also going to assume you run GC GD GC SD as an attack chain seeing as I can spot Hasten, Quickness and a fair amount of recharge bonuses.
One thing I see about the build that could improve your DPS would be to switch the Hecatomb set to Gambler's Cut, and swap one of the pieces (Dam/Rech?) for the damage proc. Consider this : a purple proc does 105 damage and goes off 33% of the time, which more or less averages to 35 damage. Gambler's Cut does about 58 damage with crits factored in, so all in all the purple proc is equal to an additional 60% damage enhancement that bypasses the ED cap.
To put it another way, if you run GC GD GC SD (5.412s), GC is used twice in that time, so the purple proc alone gives you an increase of (35*2/5.412)= ~13 DPS, before you even consider the -res from Achilles Heel.
By the same logic, I'd also try to fit in the purple Arma proc in GD, instead of maybe the Damage IO. While GD is only used once in the chain, it's still going to be a 6-7 DPS boost.
With just that you can boost your DPS by more than 20, which might not seem all that much in theorical DPS but can make all the difference in an AV fight once you consider not only regeneration but also time spent healing.
The Fury of the Gladiator -res proc would also be a great boost, you already mentioned it yourself.
Now, you mentioned you take 12 minutes to kill a pylon with that build, without spending any time healing. Even with your current setup (which isn't bad at all) I believe you could be faster. You might already do this, but just to be sure I think it's important to mention that you should trigger your next attack while your current one is animating to maximise DPS, due to network latency. This is especially true for Katana as this powerset attacks faster than anything else.
That's about all I can think of. -
10s downtime every 120s is already 8% of the time, if you start stacking rage it's even more than that.
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Nowadays (if not since a while) a strong DM/Inv build can for sure go toe to toe with Rommie and the 3 Nictus, and defeat them, without insps/temps or any kind of trickery ; with Inv resistances, SL heals for about as much as the auto-nictus hits.
You can pull Rommie at a specific point without the nictus following - it has to be not too close, but not too far either. I've also heard of some kind of teleporting trick during the cutscene that makes the nictus not spawn or something.
But really, if you're going for either tactic you might just as well pop insps and go to town on all of them at once. -
There was a cargo map a while back where you could trick the RNG into always dropping the same things at the same amount of defeats, regardless of which mob you attacked. I'd lean towards drops being tied to defeats, that's how most games do it anyway.
It would seem to me that in a relatively random distribution it wouldn't matter if you cleared a mission or not, nor if drops are determined at spawning or at death ; the number of drops you'd be missing would be proportionally equal as the time you saved, unless you'd be thinking of some pretty complicated system like "you have to kill 90% (or any other arbitrary percentage) of the enemies in the map to get a purple drop", which I'm pretty sure isn't true based on my own drops. -
The last thing you want with Siphon Life is for any dev to take a close look at it.