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Posts
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Joined
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The damage aura wakes up all the slept enemies needlessly, the gremlins themselves love grabbing extra aggro, their jolting chains stack to KB!, and they generally mess up all my careful controlling.
Then if I am on a team that needs my damage more than my control they just plain die.
I respecced out of them and won't put them back in. I would far prefer 2 voltaic sentinels or something that didn't have an active aggro presence. -
Quote:Don't quite get that? I would keep the damage the same, but simply lower the animation time and remove the interrupt. That's a buff not a nerf, and keeps the situational value just as it is now, while increasing the usability outside those situations, which is where I think stalkers struggle.Then it'd most likely stop being the most damaging ST attack. Basically, you have to openly advocate that you're in favor of nerfing AS just so you can use it more often.
I don't like it. I'd rather just use my other attacks and use AS when I'm trying to assassinate something instead of just beating it up. -
Quote:I didn't mean that I wanted my stalker to be a scrapper, I meant I wish it was as effective as a scrapper. Though I should have been clearer.And this is where people will say 'Then go play a scrapper!'. If that is the playstyle you wish, either build toward it and bite the bullet or GO PLAY A SCRAPPER!
Since I play all the melee ATs, I *NEVER* wish Stalkers were Scrappers. Scrappers are nice but can be boring. Stalkers have an interesting aspect of controlling their criticals that give them some tactical play as well as the instant gratification of big damage at once.
Quote:Any changes to the AT, I'd want to differentiate them from Scrappers and make their burst damage more noticeable/still controllable because that's why I play the AT. That a Stalker can scrap is for when there's no tactic left to exploit (which is pretty much after AS/placate/Hide are used up). The Stalker just needs to end the fight quickly to come out even/on top of Scrapper performance.
Quote:Changes don't need to be aimed at AS, specifically because AS is a situational attack. It'd be about as useful as slightly lowering Hide's timer from 8sec to 5. It'd still require you to wait around 5 seconds to get a burst which slows down the death of the targets.
Changes should be aimed at the less situation attacks of the set and be focused on fulfilling the ATs burst damage role.
AS is what a stalker does, so let the stalker use AS! -
Quote:Damage scales don't really mean too much to me so I can't use those numbers to work off, but unslotted Assassin's Shock does 139 damage over 3 seconds when not in hide. That is 46.33 DPA.A 3 second AS has a DPA outside of hide of .789 DS/sec.
Some single-target primary set Stalker powers that have a lower DPA (BS not included because I'm lazy and haven't added it yet):- Swipe (0.720)
- Power Slice (0.732)
- Nimble Slash (0.707)
- Vengeful Slice (0.621)
- Havoc Punch (0.769)
- Focused Burst (0.731)
- Divine Avalanche (0.53)
- Impale (0.773)
- Lunge (0.714)
- Barbed Swipe (0.356 -> truly a garbage power here)
It actually is the worst DPA single-target attack in 2 sets - Energy Melee and Martial Arts; note that in Kinetic Melee the AS is shorter than the standard 3 seconds and so ends up better off than Quick Strike as well as Focused Burst.
My Elec/Nin Stalker uses Assassin's Shock as an attack chain filler against single targets, whether Placate is recharged or not, simply because it's better than Mu Bolts (which I had), Havoc Punch (which I skipped), or Thunder Strike (which is horrible when used as a single-target attack). And while she's softcapped, she wasn't for most of her leveling career, and it still worked out fairly well.
Charged Brawl does 62.1 in 0.83 seconds, or 74.81 DPA.
That isn't far from being twice as good as AS, and Charged Brawl is a T1 power from a set not really known for it's single target damage.
AS just needs to be better. It really should have the highest DPA of any stalker power even when outside of hide. Even then I still don't think stalkers would have enough single target damage too offset their lack of AoE in teams, but it would be a good start. -
For /Traps I wouldn't take Hover/Fly because you have to be near the ground to use the traps, which negates the biggest advantage of Hover mostly, and sometimes means faffing about having to move to use your powers. I would tend to stick to Combat Jumping and Super Jump, CJ gets the in combat mobility but you are always able to drop a trap since you are always on the ground.
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If it helps this was my old build, fairly cheap IO sets, capped to Ranged and AoE, and uses Hover to keep out of melee. Uses Challenge and Provoke to keep the aggro off the wee 'uns, and the -fly in Air Superiority to keep people out of melee.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Pneumatica: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Force Bolt -- Empty(A)
Level 2: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(21)
Level 4: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19), RedFtn-EndRdx(33)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23), DefBuff-I(23), DefBuff-I(25)
Level 10: Aid Other -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(25), Mrcl-Heal/EndRdx/Rchg(31), H'zdH-Heal/EndRdx/Rchg(31), RgnTis-Heal/EndRdx/Rchg(33)
Level 12: Protector Bots -- SvgnRt-PetResDam(A), DefBuff-I(13), DefBuff-I(13), SvgnRt-Acc/Dmg/EndRdx(15), BldM'dt-Acc/Dmg/EndRdx(15), EdctM'r-Acc/Dmg/EndRdx(17)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34)
Level 16: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(34), Mrcl-Heal/EndRdx/Rchg(34), H'zdH-Heal/EndRdx/Rchg(36), RgnTis-Heal/EndRdx/Rchg(36)
Level 18: Repair -- RechRdx-I(A), RechRdx-I(36)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(39), RedFtn-EndRdx(39)
Level 22: Swift -- Flight-I(A)
Level 24: Health -- Heal-I(A)
Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/EndRdx(40)
Level 30: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(42), Mocking-Rchg(42)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Challenge -- Mocking-Taunt(A), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(45), Mocking-Rchg(45)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Air Superiority -- Acc-I(A), Acc-I(45)
Level 44: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(46), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(50)
Level 47: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 49: Resuscitate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run
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Quote:I am sure I read that they stopped this working for pets < level 50 at the same time as they did the recharge change on pets (I assumed they did it on purpose), which wasn't all that long ago (Or am I just mis-remembering dates?).Second, the Soulbound Allegiance proc was fixed so long ago that we were still on the old boards. It will proc on Fire Imps when they attack.
I only found out myself that is now worked on lower level pets last night, and don't remember reading anything about it being fixed in the patch notes. -
As long as you are actually in hide, which is either the start of the fight, or every once every 30s (Being kind and assuming 3 slots of recharge in Placate). Without the crit from hide it is a frankly awful power.
This just isn't good enough for what is essentially the signature stalker power.
I have played scrappers for a long time, but am currently levelling a stalker with the intention of PvPing. I didn't expect to enjoy my ride up to 50 (And I don't PL) and although I must admit there is a certain type of fun to be had (Which I wouldn't want lost with any changes to make stalkers nearer to scrappers) there is still a feeling of 'I wish I was a scrapper'.
Basically outside of AS my Elec scrapper has 2 single target attacks. Two. Chain Induction (High end cost because it is pseudo-aoe) and Jacobs Ladder (Small cone) both got skipped on my scrapper because they aren't great, yet my stalker is pretty much forced to take them in order to have some kind of attack chain.
Whatever happens to stalkers AS needs to be made into a power that is worth using when NOT hidden. Personally I think that should equate to a 1.5s animation with no interrupt, and a change of the crit from hidden modifier so the crit damage remains the same. I would also change the placate animation to 0.5s since after all it is just a wave of the hand.
That change wouldn't be huge, and it wouldn't turn stalkers into scrappers, but it would mean that stalkers can actually use their signature power more than once or twice a fight like now. It would also mean you can have some more freedom in making your build because with AS usable in a real attack chain you can drop one more power than you would previously. -
I haven't really got time today, or for the rest of the weekend, but sometime next week I will be able to have a proper look. Keeping your power choices makes things easier for me at least
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Quote:I would cap my market not by an artifical number stopping you listing it higher, but by WW propping up the supply with unlimited IO's already available at that set price.Market caps create a true black market we've been over this ten thousand times. See: Pvp +3% defense
There is no such thing as too much inf.
I disagree.
So assume I wanted to cap those 3% IO's at 1 billion, then anyone who bid 1 bil would get one instantly. Queue a drop in price. You would then also see a fall in demand, and I honestly wouldn't think the WW dude would be selling his own IO's for very long as I seriously suspect most of those bids on them IO's are people wanting to sell off market.
As for too much inf, in real life I might agree because you have family etc to pass it onto when you are gone, but in a game if you aren't going to be spending it, then no matter how easy the market is to play, every 5 mins spent earning more than you will spend is surely a wasted 5 mins? (Unless that is where you get your fun however, in which case it doesn't say much for the rest of the game!). -
My Warshade had 7 purple sets (Though not all part of each set for bonus purposes) and I think that makes the best use.
Most other characters I can make really great without purples, but with the massive slot crunch on Warshades I think purples give them slightly more help than other toons.
However: I always thought this was the reason you lot made so much money? Are you telling me that some of you are sitting on billions and haven't purpled out every toon you own? - No wonder you are stil sitting on billions!
Edit: If you are looking for ways to throw inf into making a build godly, as opposed to ways of using purples (Which aren't the most expensive things in the game by far), I would look into a Fire or Dark or Elec/Shield scrapper. They are going to make heavy use of PvP IO's, purples, uniques, HO's and pretty much all the expensive things you can imagine. -
I don't think there is too much wrong with the ecomony, but I think a few changes should be made so that the lower reaches of 'IOness' should be easier to reach, while still keeping the top stuff expensive, but ironing out the rediculous prices some things go for.
- Ignore the reward pool for merit prices, the good IO's that people want should cost more merits then the stuff nobody wants, regardless of pool (Or just plain rework the pools).
- Lower level stuff should cost less merits than higher level stuff, with the exception of procs and uniques.
- TF's should give reward based on the difficulty you set. Those rewards should include one random recipe and x merits so even the currently worthless TF's like Eden and Katie no longer give less than they used to.
- Rework TF's to no longer be 'speed runable'. Yes that is right, make people actually earn their merits!
- Up the drop rate for PvP IO's.
- Set caps on items in the market (High caps - but realistic caps) so that items are no longer able to be sold for 2bil+ etc.
- Remove the inf cap per toon, but set a global inf cap instead. There is such a thing as too much inf.
I think the net result of all these changes is that entry level IO's will be easier to get, high level IO's will remain expensive but constrained and merit earning will actually be linked with time rather than scewed as it is now. -
I don't know attack chains for Stalkers really so I haven't tried to create a new build for you since I wouldn't be as much use as I would like, but:
Your build has I think capped defences (IE: 45% to all positions) making Shadow Meld obsolete.
Actually your build has too much defence to some positions really (Even without Shadow Meld), unless you are using Shadow Meld deliberately to deal with defence debuffs? -
Quote:While my Elec/Shield has been on the side of 'complained about for killing too fast' it surprises me how nobody thinks to up the rep a notch or 2. If you took this team to +4 then SC and RoA would have both been useful in every mob, and Fulcrum Shift would have meant you hardly notice a change in killing time.I teamed with a shield scrapper (and a couple other shield ATs) on a team of 8 the other day. I was on my Kinetics / Archery defender. I could not get off a meaningful Rain of Arrows. Almost every minion was dead by the time my animation was finished. I had trouble getting a good fulcrum shift to buff everyone with.
I think a Defender, Corrupter, or some other buff-focused character is best for teaming. Scrappers are mostly great for soloing.
So I would say roll a shield scrapper, and up the diff! -
I must say I am actually starting to see your point, not sure if that is a god thing or a bad thing because like I say I don't mind PvP as it is, so I would rather not end up hating it lol.
I play a blaster, but have never done anything organised and stick to RV where I think the most I have seen is 7 v 7 and this is all PuG stuff - no vent servers or anything.
Level of skill wasn't really something I considered since I am probably in the target audience for the i13 changes. I will never really know for certain how much skill is now lost from the pvp game, but if what you say is true then I do feel your pain
From reading the posts (And I have been trawling the history of the forum for a few days now as well) it even seems the changes made could still have given salvagable pvp if they were just tweaked slightly - like less travel supression, different DR curves so they are no where near as harsh, let BF's work or maybe tweak mez further. That it was kinda just left while nobody was happy is quite sad now :/ -
Quote:Oh you are entitled to disagreeso you should be able to get mezzed for 4-8 seconds and be able to do nothing about it? your heals should be doing less and less each time you use it (note: not just self heals) and you (and be extension, the entire game of pvp) should get slowed down evertime your character does anything from using a power to getting hit by a power or popping an insp?
I respectfully, disagree with you.I am not trying to cause an arguement.
But not once have I died as a direct result of a mez (in fact the only thing that annoys me is -jump which seems to last forever) and it certainly doesn't feel like anywhere near 8 seconds (I guess due to resistance). It is certainly better than having to carry breakfrees about all the time.
The heal thing yeah I agree with, one thing I would hate is to follow a toon around watching him get healed all day. You aren't always in a team. Also I did say they might have got the numbers wrong if it decays too badly.
And travel supression is meant to stop people just running away when they see you coming. I didn't feel the fast play of i13 so have nothing to compare it too aside from other games, but it doesn't really feel bad to me.
Quote:Cool story bro.
Hows about we take the PvP 2.0 rules and apply them to PvE? And we'll see how quickly you "understand" and "get behind" them at that point.
PvP 2.0 is all fail. Epic huge fail bigger than the rings of Saturn.
As for DR, I think they implemented it wrong - no arguement there - but the idea was to level the playing field and I think it was an ok idea. -
Going only from limited experience (All post i13) and reading as much as I can:
Mez, travel supression and heal decay I can get behind and understand (I don't have enough experience to know if they got the number right though).
DR I understand (Not the maths!) but here I think they did get the numbers wrong and DR'd stuff too harshly I think which prevented buffing AT's from having much use. Just adjust the DR curves, EXPLAIN them clearly and PvP would probably be ok again. Or maybe add +elusivity into ally buffs, so they work above and beyond DR.
Oh and they might want to do a slight rebalancing of certain powers, yes DPA is a good balancing point, but some powers should be allowed to fall off this rule (IE: Flurry! And most of Ice Blast). -
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I seem to have lost the edit button lol.
In addition to the build are there any tricks and tips someone new to PvP stalking would be keen to know? Like certain AT's they are good at killing, things like 'follow the domi and wait for him to hold someone' etc?
I know about 'keep well away from VEAT's' already -
I have a pvp blaster hero side, and am currently levelling an Elec/WP stalker, which I heard was about the best choice these days? So I can help out the villains if they get outnumbered and am interested in some build advice.
I have capped HP (Not hard with WP lol), pretty much ignored slotting for defence (Good/Bad?), HO'd and proc'd my main attacks, capped stealth (I think), maybe capped perception?, got some reasonable recharge, plenty of defensive powers (Hibernoob, phase and reconstruction), and capped my movement speeds. Anything missing from that list?
And in general any improvements (Powers I have missed, slotting tricks that might not have been obvious) you can see without going crazy on the cost (IE: I didn't use Microfilaments in the travel powers on purpose)?
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Stalkz: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Willpower
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5)
Level 1: Hide -- RedFtn-EndRdx(A), RedFtn-Def(5), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9)
Level 2: High Pain Tolerance -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(15), ResDam-I(17)
Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Numna-Heal/Rchg(15), Dct'dW-Rchg(21)
Level 6: Stealth -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(11), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 8: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19), RedFtn-EndRdx(21)
Level 10: Assassin's Shock -- Hectmb-Dam%(A), HO:Nucle(11), GS-%Dam(23), Mako-Dam%(23), HO:Nucle(25), HO:Nucle(25)
Level 12: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(27), GSFC-Build%(27), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-Rchg(31)
Level 14: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ResDam-I(31), S'fstPrt-ResDam/Def+(42)
Level 16: Invisibility -- LkGmblr-Rchg+(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 20: Super Speed -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Zephyr-Travel/EndRdx(34), QckFt-EndRdx/RunSpd(34)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36)
Level 24: Super Jump -- Zephyr-Travel/EndRdx(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(33), Winter-RunSpd/Jump/Fly/Rng(33), SprngFt-EndRdx/Jump(39), Winter-ResSlow(43)
Level 26: Tactics -- EndRdx-I(A), Rec'dRet-Pcptn(46)
Level 28: Thunder Strike -- Sciroc-Dam%(A), Oblit-%Dam(39), Armgdn-Dam%(39), HO:Nucle(40), HO:Nucle(40), HO:Nucle(40)
Level 30: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(36), GftotA-Def(42), GftotA-Def/EndRdx(42)
Level 32: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 35: Placate -- RechRdx-I(A), RechRdx-I(43)
Level 38: Fast Healing -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 41: Assault -- EndRdx-I(A)
Level 44: Spirit Shark -- HO:Nucle(A), HO:Nucle(45), GJ-Dam%(45), Dev'n-Hold%(45), Apoc-Dam%(46), HO:Nucle(46)
Level 47: Hibernate -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(48), P'Shift-EndMod/Rchg(48), Efficacy-EndMod/Rchg(50)
Level 49: Phase Shift -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
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I am coming to this post VERY late, but it is something that is too important to PvP to be lost (And something that should be stickied at the top of the PvP section!), and the link from Paragon Wiki doesn't seem to work either ...
Anyway, does this formula (Which I am not sure I understand) give results like:
A <insert class> should aim for x% defence which is DR'd down to the 'DR softcap of y%' because that is the best case etc? Same for resistance etc?
Basically what I want to know what % of defence/resistance/whatever when making a build is the optimum considering DR?
Damage/tohit etc I am not so fussed about because those change depending on each power pretty much, but things like defence and resistance are a constant as far as planning builds are concerned, and I would hate to be slotting for 30% defence only to find that it has been DR'd to almost the same as if I only slotted for 20% defence etc. -
Quote:Any primary?Also, DB does have the highest-DPS chain of any scrapper primary. Some people like that.
I know it was capable of a great chain with loads of recharge, and agree that if you want to build for that then yes by all means throw the combo's out (I didn't think the OP sounded like that much of a powergamer though) but I find it hard to believe it is the highest DPS? -
Quote:Just want to pick up on this point. I PvP occasionally, but not a great deal and I don't know that much about the mechanics, but what other than +Hp is worth slotting for if DR ruins everything?Originally Posted by Neuronia;3200657[*Competitive builds need billions in inf to be complete, outside of HP cap.
I slot for global recharge, HP, +damage and space for procs (Maybe for KB if needed) and then I run out of ideas before my PvP build even approach the cost of my PvE builds. I don't know if that is lack of knowledge on my part or what?
Edit:
For me the single worst part about PvP is the lack of documentation! People spend ages learning the PvE mechanics so I can work out how to softcap my builds, or if it is worth getting that last bit of +res, attack chains etc. Considering they don't really want people knowing too much I think it was ok not to give this out, but when you get people like myself who know the PvE game pretty well scratching our heads why we are being flung about RV despite having mag 12 kb protection we have to come here for information.
Nowhere in game am I told that I need mag 41 KB protection for PvP, nowhere does the game mention DR or how much it effects you, nowhere does it talk about the animation time thing. I think having to come to the forums to find out basic information is stupid.
I actually don't mind PvP in it's current format (I didn't PvP at all pre-i13, even pre-i17), and I know that if the other side has a healer it is harder to kill players so they must have some effect and can't be totally useless. -
Quote:I think with your high ambitions Katana/WP would be the best.well /WP seem like a very solded pic.
but katana or claw for mian.
katana gives me easy melee def. leting me slot for recharge/dam/maby S/L def for when something is AoE attacking or Range.
claw well easly be the fastest. and probly beter DPS(not sure thow) but ill need to slot for S/L def. then work on recharge and dam.
what wood be beter for solo/team/cheap low end AV killing build.
To make a claws/WP build that can take on AV's would mean you have to invest in a lot of defence via IO's, with Katana you wouldn't need quite as much and if you pick the right AV's even less, so it would be cheaper.
That said Claws will probably do more DPS (And the more you rely on Divine Avalanche for defence, the more Claws will outdamage Katana) so I think it is a personal choice of which set you prefer most.
Edit: I think if you want a Claws build that can take on AV's and the like you might want to look at Claws/Invuln, if you pick the right AV's then /Invuln won't need any propping up from your primary set. Though /Invuln has it's weaknesses which will be exposed more often than /WP which doesn't really have many weaknesses. -
Quote:Yes, but then /SR lets you do that with pretty much any primary set.I was toying with a Katana / SR build in Mid's the other day, and I feel like it could be quite powerful with inherent fitness coming in I19.
Have any of you others been looking into this? Sorry, I'm at work, so I can't post the exact build (if I even saved it), but I remember I had the following thoughts:
1. Drop divine avalanche. It isn't needed at all in the later levels from the numbers I saw.
2. Power Pools
Speed - Hasten
Leaping - Combat Jump
Fighting - Boxing, Tough, Weave
Leadership - Tactics/Assault (maybe both), Maneuvers
3. Ancillary Pool
Body Mastery - Probably Conserve Power, Physical Perfection
Basically, what I saw was that I could easily cap all positionals and get a pretty huge amount of recharge, so I was just curious if others thought this would be a good option come I19.
Thanks!
I don't know enough about Katana to be able to say how its damage performs on a high end build like that, but personally if I don't need Divine Avalanche for survivability I would be looking at a different primary.
Katana/SR's strength lies in Divine Avalanche helping take the levelling strain away from /SR (Which is a fairly late blooming set) rather than in the end game I think (But I might get corrected!).