PrincessDarkstar

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  1. Quote:
    Originally Posted by New Dawn View Post
    This is what I want people to do rather than be all subjective about it. If someone elses findings are different I would be interested to hear. I would personally love it if someone like Microcosm looked into it as I know much of what people claim to know came from him. I'd rather deal with the Master rather than the Apprentice so to speak. I am pretty confident he can excel too. I am sure you will be able to break things down. I personally have yet to finish with my breakdown. Mine goes as far as taking each attack, taking the damage, multiplying that damage by multiple targets. That gives me a max DPA per attack, then you need to know how many times you can use that within a time period. I chose the pets rechg times for that. There will be a maximum amount of usage per attack that is rounded down one rather than rounded up one. You do as many of the best attacks within that period, and the cast times take away from the time period. Ultimately the DPS over multiple targets is totalled and divided by the time period to give an average DPS.
    Assuming Monday is fairly quiet at work I will run the maths for you for a 1 minute fight with unlimited mobs, and a 1 minute fight with 1 mob for both classes using each form.

    I won't take into account any SO's or IO's and I am fairly sure the WS will win. I am also fairly sure SO's and IO's would just widen the gap.
  2. Quote:
    Originally Posted by OmegaS View Post
    Think of it this way, if you don't use the ones in your tray and your tray is full you don't get the ones that drop. Inspirations are great, use em often when appropriate and you will do amazing things.
    I use 1 when the tray is full, then 1 more every time it fills. So I never miss out on any, but never run low.

    Most of the time when I play single player games I finish the game with a health potion stock more valuable than the rest of my gear added together because I never dare use them
  3. Quote:
    Originally Posted by New Dawn View Post
    Going from the top there you say that your PB can not AoE the snot out of mobs like a Warshade can right? The reason is you as far as I am concerned. You built yours and you play yours. The responsibility is yours. When it comes to hitting multiple targets on Excel PBs have greater potential in my eyes. What helps is the amount of multiple target clicks involved, what might rein that in further for you is perhaps whether you took certain AoEs or not, whether you get around any KB or not. Then there is mob types. Another two things that can rein a PB in is the lack of potential survivability in a WS favourite environment and endurance.

    Use EXCEL, don't be subjective. The difference in DPS with multiple targets considered is a healthy gap in the PBs favour. The PB could do with Stygian to hold that gap really but without it it might be reined in. Tied down so to speak, tired sooner. WS TP about a bit, getting to mobs sooner potentially, allowing for end rec less, these factors have to be involved. All factors do.
    On paper I might just believe you (I haven't really checked) but the synergy Warshades have with their forms makes it MUCH easier to actually use their maximum AoE damage.

    They are set up to jump into a mob, buff resists, buff damage, then drop to Nova and AoE everything with little fear of death. Then at the end of the fight a short Stygian Circle and they are away again with no real break.

    PB's on the other hand have reactive heals instead of upfront resistance so they have to stop doing damage when they get hurt. It means they cannot leverage Nova form half as well as a Warshade, and Nova form is the only form that does enough AoE damage to really count.

    I saw the other day that Light Form can now become perma, but i think that still means you get a crash, can't use Nova form at the same time and have to work around the KB mechanics in the human attack powers which again makes it very hard to leverage that extra survivability.

    Changing Light Form to work like a clicky version of Eclipse might be a good idea (Drop the crash, make the resists 50% to all or something) and allow form changing while in Light Form so PB's can leverage Nova that bit better.

    Drop any radial KB (But keep the direct KB) to allow fighting in human form to be a bit more convenient (Warshades have just as much radial KB but their human form is more like a controller, reducing the KB will turn PB's into more of a scranker which I think works well).

    All these changes mean a PB is still self sufficient, still ~75% of a peak Warshade (But all the time) and they don't step on a Warshades toes in any aspect, but they bring the performance a bit more into line.

    PB's will still lack something to get their health a endurance back to full, but you could work recovery and regen into Light Form maybe, or turn Glowing Touch into something that gives both health and endurance to both the target and the caster (Make it fairly powerful and on a longer recharge though).

    Edit: Of the dev's don't like the scranker idea then they probably need to make the PB more 'defendery' which I think could be done by giving Light Form a +resist aura similar to Arctic Fog type powers. This aura would get a slight damage buff when Inner Light is used, a slight heal or +regen when Reform Essence is used, and a slight endrdx when Conserve Power is used.

    This way they buff the team in a big way, are encouraged to take all the powers (I can't really think of anything to do with Group Energy Flight sadly) and just like a Warshade would have to work around the KB.
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I think hating i-Trials is nonsense propaganda made up on the forums, much like the theory presented that there is a "game before 50." It just doesn't seem reasonable to me.
    I actually quit because I hated them that much...

    I hate anything where I need a team of more than 8, I am pretty antisocial and hate pugging so forcing me into a pug annoys the life out of me.

    Edit: That and unreistable damage which I feel is a very lazy mechanice. Keyes was the final straw for me, I logged off halfway through my second one and cancelled my sub there and then.
  5. Quote:
    Originally Posted by Stone Daemon View Post
    *shrug* So instead of only taking an hour or so playing a day, you play for a bit more. Or maybe it ends up making the month it took him to finish getting his level shifts stretch into two months for you. Point is, people are exaggerating how long it takes.
    My last post came across more negative than it was meant.

    I was actually mostly happy from reading that thread because it does seem reasonable. In fact speed running seems the least reasonable way because the time gating would annoy me.

    Running at x8 would probably mean I can do the same missions each day, but not hit an artificial barrier stopping progression so I would probably still enjoy it.

    I will get my scrapper through them and then might turn my attention to me 'shade.
  6. Quote:
    Originally Posted by Stone Daemon View Post
    DA isn't really that slow, it's just not as fast as trials. If you check out this thread, a guy did an experiment to see how much he could do in a month of DA content. I'd say he did pretty well.
    I have read 'most' of that thread actually but there is no way in the world I will ever speed run all the arcs in the way he did so it is only slightly relevant to me.

    Plus I haven't read about incarnate stuff yet to know what the rewards do and how many of them I would need so a lot of it didn't make much sense.

    Hopefully I can just keep doing them at x8 and I will get where I need in a reasonable amount of time.
  7. On my TW/Elec scrapper I went for 32.5% to all positions, you are 1 small purple away from the softcap when you need it, and then 1 Defensive Sweep away from the I-cap to melee (You can 1 slot the power with an LoTG because you will only use it when you absolutely have to).

    In general across any toon that doesn't fly I have never found ranged defense to be as much value as s/l however, but I would still build for positionals, and I have found it it quite possible to get enough recharge and defense (Though not cheap!).

    See my sig for my build (Bear in mind it is a scrapper though, so different epic pools).
  8. The build isn't loading for me, most likely because of whatever you did to the ATIO's.

    Reading what you say the build has makes me think it is a very good build though, but I am happy to take a look if I can get it to open.

    Regarding the self heal - are you averse to dropping 2 powers so you can pick up Aid Self (If we can fit it in without losing bonus')? On my Elec/Shield I took it then dropped it, but I never really took on single hard targets so it depends what you plan on doing.
  9. I have realised that I will need 2 +5 recharge IO's in Hasten, so I stole one from Power Sink (And will make the remaining EndMod there a +5). I also thought I best get some +ToHit so I swapped the LoTGefence in Combat Jumping for a Kismet:ToHit - which means I will have to +5 the LoTG:Recharge to keep my defence numbers.

    I can't get mids to only show certain IO's as +5 so I left them all at level 50, and as before the Scrapper ATIO set is in Rend Armor:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yvi: Level 50 Magic Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
    Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/Rchg(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam/EndRdx(17)
    Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(25)
    Level 4: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Dam%(40), Sciroc-Acc/Dmg/EndRdx(42)
    Level 6: Conductive Shield -- GA-ResDam(A), GA-End/Res(7)
    Level 8: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(42)
    Level 10: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
    Level 12: Static Shield -- HO:Ribo(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rend Armor -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), Achilles-ResDeb%(19), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 20: Boxing -- Empty(A)
    Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(48)
    Level 24: Tough -- GA-End/Res(A), GA-ResDam(50)
    Level 26: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(50)
    Level 28: Weave -- HO:Cyto(A), LkGmblr-Rchg+(29), LkGmblr-Def(29)
    Level 30: Lightning Reflexes -- Run-I(A)
    Level 32: Arc of Destruction -- Armgdn-Dmg(A), FotG-ResDeb%(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
    Level 35: Power Sink -- EndMod-I(A)
    Level 38: Maneuvers -- HO:Cyto(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 44: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Shadow Meld -- LkGmblr-Rchg+(A)
    Level 49: Power Surge -- GA-3defTpProc(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 1: Momentum



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    Because the defence comes almost entirely from set bonus' there is very little difference made if I +5 even the entire build (~0.3%). Resistance could increase by ~1% across the board, but I am not yet sure how hard it would be to +5 all my resistance IO's (And I know level 53 HO's won't be cheap!) so I may or may not bother with that.
  10. Quote:
    Originally Posted by Draeth Darkstar View Post
    You may be struggling to find help with this combo because Resist armors favor Brutes, and to some degree, TW does too. Momentum really plays into the Fury mindset very nicely.
    I agree that TW is very brutish, for me it is the right combination of chasing something, but not having to worry about breaks or it having too much of an effect (I hate chasing fury on a brute at lower levels so much I have never got out of the teens on one).

    However I find the mere presence of Shadow Meld in the scrapper epic pools to mean resistance sets are actually better on a scrapper. I certainly wouldn't swap my i-capped defence for 15% energy resist and a few hundred hitpoints anyway.

    Still I did get some of my inspiration from threads on the brute forum so that does seem to be where the discussion is, but there still aren't many people talking about it.
  11. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Don't forget the -res from FOTG will stack with the -res from t4 reactive. I would say with almost absolute certainty that utilizing procs in your ST chain (which OD contributes to) is a much better build strategy than chasing down such minute amounts of recharge to fill in gaps that are completely unnoticeable in a ST chain.
    My gut feeling is telling me that you are correct. I got carried away trying to prove a point that never really needed proving in the first place.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    As for the accuracy of Eclipse, a few people have gotten by that I know of without bothering to slot it for accuracy. The reason why I always do is that while against a big mob if it misses a couple of targets it's no big deal, when you only have say a few bosses left in a spawn to work with you'll want to be as certain as you can that you'll hit all three of them.
    My Warshade is sadly bereft of IO's at the moment, but the last build I had did include accuracy because I was sick to death of it missing just when you can't afford it.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    I had to adjust to looking at Mire as not only a +dmg buff but also an AOE attack after making the transition to human form only play. Human form has to sacrifice AOE compared to tri form, and while in my opinion the benefits are worth it (better control=more team contribution, higher survivability, better ST damage) it still feels necessary to get the best AOE that I can out of my Warshade. Mire is a decent attack and imo should be slotted as such, so I like your tactics idea. Detonation is nice because like I mentioned, it's an extra AOE, but I decided with my last respec that I'd rather play to my strengths by picking up Provoke and increasing my usefulness in team situations as it would overall be more efficient than risking AOE scatter when there's nothing to immob/-kb everything on my behalf.
    I have a feeling that the way your experience has changed your build over time would probably end up changing mine in a similar way too, either way seeing the amount of defence a Warshade can now get has made me happy if I do ever manage to stop building scrappers.

    Actually the more I post the more I want to slot mine again so I will see what happens after this weekend, I might be able to pull enough resources to sort both toons - I am just not sure about how long it will take to get the incarnate stuff since I hate the i-trials and people say DA is slow.
  12. TW and WP is unfortunately a hard combination to slot for because WP gets nothing from +recharge, but TW seems to get quite a bit.

    However I would probably concentrate on defence over recharge at least until you are 32.5% to all types (Not positions) and then squeeze in whatever recharge you can manage.

    WP doesn't really need too much +regen, and +hp seems built into most of the sets you will be looking at anyway.

    I can't remember how much positional defence a WP starts with, but using Defensive Sweep to help cap melee while also looking for typed defences could also be a good idea, but many people seem to skip Defensive Sweep as the weakest of the attack powers.
  13. Actually making that last build gave me just the inspiration I need!

    I ended up dropping Tactics for Power Surge, so hopefully the confuse and fear can be mitigated with the extra defence.

    The Scrapper ATIO set is 5 slotted into Rend Armor, all normal IO's are +5 (With the 2nd slot from Power Sink being free to swap into Hasten if I need to - though 2 +5's would almost sap a +0 enemy which would be nice):

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yvi: Level 50 Magic Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Dam%(31), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/Rchg(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam/EndRdx(17)
    Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(25)
    Level 4: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Dam%(40), Sciroc-Acc/Dmg/EndRdx(42)
    Level 6: Conductive Shield -- GA-ResDam(A), GA-End/Res(7)
    Level 8: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(42)
    Level 10: Build Momentum -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Static Shield -- HO:Ribo(A)
    Level 14: Hasten -- RechRdx-I(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rend Armor -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), Achilles-ResDeb%(19), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 20: Boxing -- Empty(A)
    Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(48)
    Level 24: Tough -- GA-3defTpProc(A), GA-ResDam(50)
    Level 26: Whirling Smash -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), FrcFbk-Rechg%(50)
    Level 28: Weave -- HO:Cyto(A), LkGmblr-Rchg+(29), LkGmblr-Def(29)
    Level 30: Lightning Reflexes -- Run-I(A)
    Level 32: Arc of Destruction -- Armgdn-Dmg(A), FotG-ResDeb%(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(48)
    Level 38: Maneuvers -- HO:Cyto(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(25), P'Shift-End%(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 1: Momentum



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    I will need to recalculate the attack chain, because I have had to lose two purple sets, but I think +5'ing a few select IO's in each power will cover that.

    Any improvements are always welcome though, or even any comment of any kind
  14. I have read that confuse and fear are very common in the DA arcs, so with that in mind I made a build where I dropped a travel power and picked up Tactics:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yvi: Level 50 Magic Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Dam%(31), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/Rchg(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam/EndRdx(17)
    Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(25)
    Level 4: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Dam%(40), Sciroc-Acc/Dmg/EndRdx(42)
    Level 6: Conductive Shield -- GA-ResDam(A), GA-End/Res(7)
    Level 8: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(42)
    Level 10: Build Momentum -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Static Shield -- HO:Ribo(A)
    Level 14: Hasten -- RechRdx-I(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rend Armor -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), Achilles-ResDeb%(19), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 20: Boxing -- Empty(A)
    Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(48)
    Level 24: Tough -- GA-3defTpProc(A), GA-ResDam(50)
    Level 26: Whirling Smash -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), FrcFbk-Rechg%(50)
    Level 28: Weave -- HO:Cyto(A), LkGmblr-Rchg+(29), LkGmblr-Def(29)
    Level 30: Lightning Reflexes -- Run-I(A)
    Level 32: Arc of Destruction -- Armgdn-Dmg(A), FotG-ResDeb%(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(48)
    Level 38: Maneuvers -- HO:Cyto(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(25), P'Shift-End%(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 1: Momentum



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    The IO's in Build Momentum would be 55's.

    And I am still no closer to 32.5% to all positions! Boo
  15. If I was to redo the build without taking Dark Detonation that would probably let me pick up Tactics and use that for the Gaussian set, so I could slot Sunless Mire as an attack.

    That would probably be a better idea, since I do hate Dark Detonation's radial KB.
  16. Quote:
    Originally Posted by Sophia Llriandri View Post
    I guess my main query would be - is it worth using anything other than Granite once you hit 50? If not, then for my primary build I would focus on Granite then. I do want to be able to exemp this char though should I decide to run arcs/TFs etc that are below the Granite level. But I guess that is what a second build is for.

    As for purps - this is what you would call a "dream" build, so the Armageddon and Hecatomb would be replaced by other sets in reality. So far, the most expensive build I've been able to afford/achieve is one around the 4bill mark, which is my Psi/Psi Domi. And that is excluding the damage purps in her "dream" build, which would thrust the cost into the 15bill range (in total).
    Personally I think that Stone tanks outside of Granite are too squishy to be proper tanks without outside buffs or building for non-Granite survivability. That however means that you could drop Granite and contribute more damage when on a team that isn't really in need of a tank, but if that were me I would play another character until a tank was needed (Or risk feeling like a weak scrapper).

    As for exemping I would make a decision on which way you want to go, you can get a very survivable tank with exemping capabilities by taking all the armors, or a next to unkillable endgame tank by just taking Granite, but that would mean using the 2nd build for exemping. The difference in survivability will be almost un-noticed for 99% of the game, so it is a personal choice.
  17. Quote:
    Originally Posted by TwoHeadedBoy View Post
    1.) My attack chain is fine as is. Any scrutiny being attempted of it at this point is silly and clearly unnecessary.
    With you fitting in more procs than me it could well be better than fitting in the recharge to completely smooth out the chain. It would be something I needed to look into.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    2.) I'm not dropping Stygian Return. Sh'happens.
    Yeah I wouldn't really drop it either.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    3.) Clarion gives KB protection.
    Didn't know that. I need to learn the Incarnate powers a lot better still. Thankfully the -kb slotting just went in inherant powers so it wasn't a real issue.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    4.) By slotting E Drain for heal you are losing DPS. I used to use 2 touch of the nictus+Kin Combat and found that my AV times were noticeably better with pure damage slotting.
    I was unsure about this myself and would probably depend on the build. Less survivability means you would need a bigger heal, more survivability means you could get away with more damage. It is one of the reasons I skipped set bonus' to give greater flexibility.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    5.) You are so worried about a milisecond of recharge that doesn't even matter that you are missing out on a toxic damage proc in Shadow Blast.
    Yeah I did have those procs in at first but I think it was defence that I had to move them out for. It could well be worth allowing some gaps in the chain to get the procs in.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    6.) You don't have a -res proc in Orbiting Death. Your ST damage won't be as good.
    As with above I did have it in at one point, but I don't really like -res procs in aura powers, I don't think they proc often enough to make too much of a difference (20% chance every 10s means that it is up for 10s from every 50s so an overall 4% res debuff). If I could have fitted it into an attack I probably would have. I know plenty of people who disagree with me though, so I wouldn't say either is the right approach.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    7.) It's better in my experience to put Ragnarok in Unchain for the better recharge values (Detonation recharges so fast that Posi Blast is fine in it.) Also you're going to see the energy damage proc go off much more often in a power with a quick recharge like Detonation. I personally can't stand the scatter so I removed it from my build.
    I don't like either power really, but couldn't not include them because they do improve the AoE if the team has some control. It really made me wish I could pick Hover instead of Combat Jumping though and fire the AoE from above the enemy to mitigate the KB. Swapping the sets might be a good idea though.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    8.) Eclipse can miss, and you failed to slot it for accuracy.
    Yeah that was my biggest regret with the build, in theory Sunless Mire would cover accuracy, but I know from experience I often stealthed into mobs to open with Eclipse and having it miss isn't nice.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    Overall, it's a fine build. Just pointing out why I wouldn't personally ever use it. You're fine Princess, but if New Dawn wanted to leave this thread (and if I could have it my way, every thread on the board) I wouldn't complain at all.
    I do see the difference in your builds so the playstyle definitely differs, and as you mentioned with the AoE KB I am not sure if even I could play the build, but it is probably where I would start.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    Edit: I do like all the positional defense that you were able to work in to your build Princess, I've tried to build positionally before but I was never happy with the sacrifices I had to make to get any worthwhile results. Not slotting Mire for damage isn't something I could recommend to anyone, especially on a human form build that could use all the AOE output that it can get. I suppose Dark Detonation is a bit of a band aid in that department... How fast are you generally able to work through a 54x8 spawn on that build?
    I have only been back a few days so I don't have Incarnate powers on any characters yet. I have enjoyed making the build though so once my new scrapper gets her incarnate powers I might well go for something like this for the days when I just don't want to die.

    I think after this post I would have to reconsider is I could fit some more procs in, and what I could do if I wanted to replace the AoE. Though for now I am happy with what I have done.

    As for Sunless Mire I have personally never counted it as an attack because of the recharge time, I really wished it got the Black Dwarf Mire treatment then I would be on my 'shade in a heartbeat.
  18. Quote:
    Originally Posted by TwoHeadedBoy View Post
    You realize that I've already soloed AV's up to 53 in level, right?
    Was just putting the math to it for anyone who wants to try a build (Turn out it isn't as hard as I thought. I saw your ITF so knew you had soloed AV's with insps.

    Did you do any with no temps/no insps at any point?
  19. I would rather not be able to use any human powers in form mode because I enjoy the playstyle that tri-form brings, but I would love insta-shapeshifting.
  20. Quote:
    Originally Posted by Stone Daemon View Post
    Why would he want to drop one of the best self rezzes in the game for a redundant travel power?
    Because the build is designed for loads of survivability, plus its the easiest way to fit in a 3rd -kb IO.

    Most people wouldn't actually do it, though when I made the build I was torn between Super Jump and the rez.
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    Princess, there is nothing that two kb protection IOs will save you from that just one will not. Either get three or one. Two is a waste.
    *Sigh* yes you are right, seems like this is another thing that slipped my mind while I was gone.

    Even so with New Dawn pointing out 2 inherant powers that can take BoTZ it thankfully isn't an issue, and for those wanting -12 Stygian Return can be swapped for Super Jump which will take the 3rd.
  22. I am almost certain that I am using a wrong formula here, but a level 50 AV should have 28271 hp (From Paragon Wiki) and regen at 5% every 15 seconds (From Paragon Wiki also) which equates to 94.24 hp/sec regen.

    Therefore any attack chain putting out more than this can solo an AV assuming you can A: survive, and B: have enough endurance.

    A human form using a gapless Grav Well > Shadow Blast > Essence Drain > Shadow Blast chain with a well slotted Orbiting Death, and assuming Sunless Mire hits will put out ~160dps (Based on my build in another thread that is linked below) so damage is not the issue.

    The issue is survivability, a lot of which is based from Eclipse, and endurance.

    I think that using a combination of the last build posted by TwoHeadedBoy (Which is very survivable) and the build I posted in this thread (For the damage) it would be quite possible assuming you pick the right AV. Something like Chimera would be a good start iirc, all s/l damage.

    I haven't really got the inf to spend respeccing just for this so it isn't going to be me doing it, but anyone who want to should be able to do it, even using the no temps, no insps rule the scrappers do.
  23. Quote:
    Originally Posted by New Dawn View Post
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    lol I didn't realise they could take BoTZ!

    This is why I always share builds
  24. If Elec didn't have a heal I would probably say WP is best since you can cap defence (45%), but the heal really swings it Elec's way for me.

    Especially with all the unresistable damage floating around.
  25. The first time you see the Assault Bot proc the Soulbound proc then fire off his burn missiles the smile on your face will be worth the cost.

    As for how much it would benefit the build as a whole we would really need to see the rest of the powers, you sound like the AssBot is 5 slotted so I would try and find the extra slot from elsewhere, then you have extra damage without having to wonder if it is better than a standard IO.

    Edit: Also - a KB IO? Really?