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Posts
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Joined
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I agree, on a WP if you must have a hole having it smashing damage is one of the better places to have it.
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I haven't got time to look much today, and won't be able to look on the weekend but I will take a look on Monday. I think I rememeber your Incinerate comments on another thread, and would probably be in the same boat if I ever roller a Fire Melee toon (I hate the swords and am the only one who thinks it is weak on AoE though so doubt I ever will).
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Quote:Unfortuantely I don't know how it plays on Stalkers, but I prefer scrapper in general so would recommend that.DB/WP Stalker is what I'm leaning towards for this particular character, but it's not too late for me to reroll as a Scrapper. What is the general consensus on Dual Blades when it comes to Scrapper vs. Stalker?
The big plus for a Stalker is that you will get a clicky heal instead of RttC, but you are sacrificing AoE to get there and for me the fun about DB is the combo's which I think work better on a Scrapper (I love all the KD!). -
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Seeing powerlevelling being charged for is something I will never understand, it is much easier making an actual friend and getting it done for free surely?
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Funny, I always thought massive AoE damage was meant to be the blasters 'thing'.
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Would love to catalyze it into a global version
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Quote:That will just encourage you to try and get mezzed more. It could work backwards where 1 mag of any mez shuts off 1 tier of powers, so it would take a mag 6 (Or 7?) mez to get you to the point you are now, and a single minion would only drop 2 powers.I still like my solution: As the mez Mag and Duration stack, the Blaster should have more of their powers available while under mez. If my Blaster gets hit with a Lt's Stun Mag 2 for 3 seconds I may not even notice. When the two Lts lay on Mag 6 for 20 seconds my Blaster should have up to his T6 to shoot back with. Two Bosses and all their ridiculous mez? Unlock my T9s and stand back.
But that still wouldn't get over the problem that blasters should top the damage charts by as much as they lose in the mitigation charts (IE: Lots). -
Quote:It is mainly because survivability buffs are generally massive, easily allowing a brute to reach a tanks level of survivability, but damage buffs aren't so big and prevent a tank from getting anywhere close to a brute (Even if somehow the brute managed to miss the buff).It is actually incorrect to assume team buffs give more to a brute than a tanker. Because tankers have a higher damage modifier, +dam buffs are actually more potent on a tanker until the cap is reached. Contrary to popular misconception, that is not a hugely frequent occurrence.
Since tankers have more HPs, extra mitigation can favor them as well, since the mitigation is magnified by the higher HPs. I concede that tankers will reach caps quicker since they start off higher, so in that sense, brutes can get more out of team buffs, but only because they need more.
Brutes high caps on top of that compound the problem, but that is never going to change because too many people enjoy brutes and since IO's (Maybe since aggro caps even) there hasn't really been an absolute need for a tank in CoX so fixing them isn't a priority. -
Quote:The misconception was that you think Tankers should be the ones that take the lead in teams and make sure they have the aggro. That is what a tank does, the tanker AT doesn't perform that role by default.It's not a misconception. It is a difference of preference in language use. Many use Tank as a short form for Tanker. The context of a conversation usually makes it quite clear if those involved are referring to the AT and/or the role.
Your complaint falls in the category of pet peeve rather than error or misconception by those using a word in a manner you happen not to like.
Personally I can't think of any situations where I would prefer a tank over a brute, because on a team the buffs will give more benefit to the brute, and most of the time what kills the tank is mass debuff, which tends to be so big it floors you no matter how many HP you rack up. -
I always thought it was just the performance that attracts people to it, but the actual mechanics (IE: Rage crash) are what puts people (Like me) off.
I also don't think "Enough people like it so we won't mess with it" is a good enough reason to leave a clearly unbalanced set in the game. Unless of course they are happy to admit that people love it because of how powerful it is and base other sets off that benchmark (Since clearly fun is the aim of the game). -
Quote:Good point about Ageless, that probably makes ~47% the best goal to aim for.a FM/SD without T4 Ageless? no thanks
Unless your running cardiac....but then thats not musculature....and thats what you should be running on a damage dealing scrapper. hrmmm
My Elec/Shield gets away with popping blues, but I never run into a 1 on 1 situation which a Fire/Shield probably will. -
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If it helps this is my Elec/Shield toon that I aimed for 54% defence with, you can probably swap my powers for your almost directly, though you may have to play around with the levels where each power is taken.
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I was looking at making a Fire Melee toon for myself last night and I think the best attack chain is Incinerate > Cremate > GFS which is probably within your budget (You might have enough recharge now but I haven't checked).
However I just noticed that you don't have Incinerate.
I assume this was because you couldn't fit in enough attacks?
The other thing I noticed is that with the inclusion of the Glad Armor 3% you have ~50% defence to all which leaves you with 2 options:
- Drop the defence back down to ~47%
- Push the defence up to 54%
Personally I would drop OWtS for Incinerate, 1 slot Fire Sword with the ATIO proc (Since it is global), replace that with an extra proc in GFS and drop RoF for Char (Which you can slot with Lockdown for some awesome defence bonus') and I would aim for 54% defence using Barrier to softcap.
Or I would still to that, but use Basiliks Gaze for the recharge instead of Lockdown and aim for 47% defence.
But either way there are probably significant changes you can make. -
I agree with DB/WP, but I don't know how it works on a stalker and would always suggest a scrapper anyway.
Both sets are pretty solid at all levels, and DB's combo's do knockdown, which compliments the regen in WP nicely. -
Quote:But you can work it out by measuring speed and distance, and then you will know. Which is the point.Theoretically speaking, if I had an airplane, I bet it would get me to work faster than my car. Then again, it might not, because I don't actually have an airplane, so I don't know.
Very clever people get paid a lot of money to use maths to figure things out that they can't pratically test themselves, then when the technology is created to perform them tests they are more often than not proved correct.
Maths is a fundamental underpining of life and particularly a computer game which is basically just a spreadsheet with pretty pictures in front of it.
I agree that just because maths says it can be done doesn't mean that any particular person can easily do it, I probably couldn't copy your blaster build and do the same things as you, but I would still know the build was capable of it. Just like when I theorise a build I know what it is capable of in advance of trying things, even if I know I have to push my limits to actually achieve it (Or find out that I am not as good as I think I am and fail).
Reppu not having the ability to practically prove something does not make it false. And to account for player skill the only real way you would know is to make one yourself and dedicate the same time you did to your blaster, because if Reppu did beat you it could be that he is a better player, and if you beat him it could be because you are the better player.
I don't think anyone is trying to say you didn't do well, but honestly if it was the best build in the world you wouldn't be able to move for them, and I hardly see any archery toons since Shield Charge came out and showed everyone that in a fast team all RoA does is corpse blast. -
Quote:Divine Avalanche gives lethal defence doesn't it? Though you would have to accept a smashing hole.Other than the no/less redraw aspect this isn't a synergistic combo imo both Kat and WP sacrifice stuff for def but since they're providing competeing types of def they don't synergize
Alternatively stacking enough DA would probably allow you to cap positions, even if it isn't synergistic. -
There are no incarnate powers on those builds, are you planning for that? Because even just the alpha slot can let you have a vastly different build and I think that slot is easy enough to get so would always build around it.
Something like T3 Agility will boost your defence by a few % allowing you to concentrate on more recharge etc (It will also boost your recharge but the defence is the biggest build changing boost). -
What are you planning on fighting?
I always aim for 95% against +3's and you are way over that with your accuracy slotting. So you could replace the odd IO's in FS, FSC and FBall with something that has less accuracy. Also I don't know the attack chain for fire but do you need the extra recharge from that IO? Looks like you might be better off with a proc.
Similarly things like swapping the acc/dam/rech for the pure damage in FS, FSC and FBlast might net you more damage without losing any worthwhile accuracy or recharge.
Swap the LoTG: Def/End in Deflection for a Cytoskeleton because the +hp is a wasted bonus.
Lasly I noticed no Glad Armor 3% which is strange considering the amount of purples in the build. That would significantly change the build. -
DB/WP was what first got me addicted to scrappers, very simple toggle and go secondary, and all the KD from the primary made me feel like I was in control of every fight.
I put that toon on the back burner for my main (Elec/Shield) and although that toon is better overall I get less scrapperlock (Partly because things die too fast!).
My newest project is kind of back to basics with DB/Nrg and I think it should be a great combination of both, with an almost toggle and go secondary, the same great KD feeling and the added mitigation from Energise and Energy Drain to allow for bigger things than my DB/WP was capable of.
Edit: I also find the combo system from DB encourages scrapperlock, because you have to concentrate on your target and your powers to make sure you perform the right combo. -
Quote:You can min/max any toon you want to be fair.So when people start getting all up in arms about their Brutes being all min/maxy and flames ensue, me bringing up "If you really want to min/max, you should be playing a dom" is still correct?
But in each case the person doing the min/maxing usually has a goal they want to achieve. In this case it was a lot of goals and pointing towards a dom would be a good thing.
If people want easier to build and play toons then pointing them towards a dom is not necessarily the right thing because they need a certain playstyle.
So while it may turn out the a particular type of dom is the greatest ever character it still won't suit everyone because personally I dislike having to work for my survivability. -
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Quote:This, there isn't really a set amount for any build, you need to work out what attacks you want to use and go backwards.The exact amount of recovery needed will vary from build to build. It's pretty straightforward to calculate the total cost of your attack chain, and divide by the length of the chain to get an end/sec consumption number. Add that to your consumption from toggles, and that's how much recovery you need to break even while using that chain.
Doing this also allows you to change your slotting in case it turns out you have too much recovery (Which can happen).