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Posts
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I already have a great Spines/Dark that I'll be posting for feedback here in a bit, but I like Spines/ because it has such a fast recharging, seamless attack chain thats easy to use and to position. Spines/DA has excellent synergy in slotting and build mechanics as well.
What I can't decide on is if I want to shelve him in favor of an 'ultimate' AOE & ST Damage machine in Fire/Fire. I wanted to get some feedback from Fire/Fire Scrappers because I'm not sure how the 'feel' of the Fire Breath > FSC > Burn AOE attack chain is going to synergize in real application. Frankly, I don't like the recharge on it on this build, or in general.
Seems like if those three attacks don't completely kill the mob group you're wading into, the AOE chain gets 'clunky' as I like to put it, because you're forced to hop back out of the center and once again line up the slow cone that is Fire Breath. But after that happens, I'm not even sure FSC would b recharge for use again, and there might be a delay there. FSC @ 6 seconds (and Hasten @ 135 for that matter) is too long, IMO, for this build. The only good thing about that scenario is that, after BU + FE + FB + FSC + Burn, there shouldn;t be much alive unless they are + 3's and 4's. I guess that would be the logical argument there.
I'm also not really crazy about the survivability on it, but I may be able to accept it if I can keep it the same while improving the recharge on this build somehow. (I'm currently sitting at 38% Melee Defense, and 27% S/L Defense with 'Fair' Resists.
Only thing is...If you mess with anything too much on this build as it's currently constructed, and the endurance management goes to absolute crap. I usually try to keep it a bit above a 2.0 differential to usage and recovery, and typically both +End Procs take care of keeping my blue bar up.
Any thoughts or suggestions? (BTW- if you don;t have the new Mid's patch for Fitness inherents this wont be accurate for your program):
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Black Massacre - Base: Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Body Mastery
Set Bonus Totals:- 18.5% DamageBuff(Smashing)
- 18.5% DamageBuff(Lethal)
- 18.5% DamageBuff(Fire)
- 18.5% DamageBuff(Cold)
- 18.5% DamageBuff(Energy)
- 18.5% DamageBuff(Negative)
- 18.5% DamageBuff(Toxic)
- 18.5% DamageBuff(Psionic)
- 16.6% Defense(Smashing)
- 16.6% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 7.25% Defense(Energy)
- 7.25% Defense(Negative)
- 9.75% Defense(Psionic)
- 27.3% Defense(Melee)
- 8.5% Defense(Ranged)
- 8.5% Defense(AoE)
- 6.3% Max End
- 4% Enhancement(Heal)
- 62.5% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 5% FlySpeed
- 95.4 HP (7.12%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.2%
- 22% (0.37 End/sec) Recovery
- 8.8% Resistance(Fire)
- 6.3% Resistance(Cold)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1481;735;1470;HEX;| |78DA8D94DB53525114C6F78183C84D4444F18EA680A2246AA5F5D064E64C8D14938| |E0FE5654EB813260618B0997CEBA1CB54F6D0534F4D0F95D57F50D39FD685D65ADF| |41AD5E3A03DF6F9F6FAFCD5E6B9DB3C93E58F22BF5F0A232DA2E97AC7A7D7B355FB| |3AA555DF3AEE97CA15C295576F7238B252B7F2F96A5692B5FD3B1A9D8A255D76EA5| |546F337A3BAB4B5AA7978BBAB68F71DFD1D492BEABCBF5E6E4A5FB352B74B55CD03| |55DDE4B3707DE5CA5524AAF56B5DEF1CB70455BD5627937D8BCD9D1B57AA1580DC8| |FD7271B7B047B3A12BD5623EBD58D9A13DADFA1EFD7C94921AA7EF23CE4EAE067DE| |85233EC18E238D5280D126A340E2404F1A46096E20CC4B98CEF0EA532CAF14360FE| |047E095A1A807232E6689513FB99CE1B065BED2B405610BD2E88E7044F28DC8570C| |3F54E7EA8F5ADE029CD20F786CB3D839959817F0E3823683B077C518C115AE241D2| |0E4F4A2CEF1F3845013E0428DFB0585D64056C2B1091B4CE9215B46B0F76D360400| |D4701742C8E5625D0AA04FAF78C5685EC9443E858073AD6818E75A2639DE858173A| |16A25561EC6584B17D068975D04CC44E2C02CB20ABDB7E9CDDF2381F93D3636FDA7| |34B711EBDB7810D416C13D802B605F3B4AACF5ED58754FB916A3F521D44AA834875| |10A93ADDDC02EC3E3023D60BB286ECE73D1497E0530920098C0B46537867287C042| |599232836614AF3C6DD800B68153CA7F0313BCD31143781E22650DC048A9B447193| |282E4CAB92F6D34BBE977D273F08A60E818FC027C1E9CF8255AA27651797C2CB721| |8502A6D1F95F401825F02AF0499D78205DA70DA7E8BA7B13403F49B7F1FBF957F9C| |9C699F47720C7186CCA323DAF0B41F1DA8FFB95CC7A75BA929C9A1E5A49514CB7D6| |C196A5D1E83E39A74BCF5E4BF034AEE42C951943C8C92BFFA9B719E9B5ED235961C| |89B1CEA30D964DBEDDE291C572876FF33C6A7CF3379B109CE75A1758CEB35C60895| |0CDEA8023DD3E121F8B9F25C0D2C61264696709B3F4B2BC6169FC06D3BDF73B| |-------------------------------------------------------------------|
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Yup..They changed the mobs even in the old mission. Its now Warworks units, and they hurt. A lot of Psi still, but also a ton of Toxic/Fire/Energy damage mixed in with a pinch of lethal as well.
Definitely not a good focus farm anymore I'd say... : ( -
Quote:So in other words, they stealth nerfed the farming mission....They nerfed nothing. What they did was completely restructure the praetorian arcs. That you can no longer use some for farming is a mere side effect.
Quote:Did they changed the mobs for an existing mission you haven't finished? I still have an untimed wolf mission from way back in the day, and a friend in game still has a mission with the old Anti-Matter. I'm assuming that if you have an existing mission, the mobs haven't changed...could be wrong though.
I'm going to log in and check today. -
They nerfed the YMCA farm? NOOOOOOOOOOOOOOOOOOOOO !!!!!
Damn that was one of my better money makers.......This anti-farming sentiment is going to lose them more customers if they don't watch out.... -
Candle what's your experience on your Rad/Fire Blaster w/ soft capped S/L defense on TF's, Raids, etc.? To me it would seem like a death sentence on the STF/RSF, Rulaaru raids, against the Rikti, etc...
Is your experience different? Being a 50 who is only interested in TF/Incarnate/High level content on my Blaster (Not farming at all), I'm thinking s/l defense, even soft capped, would put me at a severe disadvantage on some those Trials/TF's/content compared with ranged defense that I know is going to avoid most incoming attacks if I just stay out of melee range.
Whats are your thoughts on that? -
lol... Bill you're cracking me up in this thread, man.
Run back to the halibut buddy! ; P -
Because I'm tired of getting opinions from a hundred different threads, I figured I would create one opinion thread for this subject, as there seems to be well formed opinions out there in many places that all go back to one or two aspects of this 'Which should I go with?' cycle argument.
The Lineup
From a vast majority of players, these four power combinations are considered to eb the top dog heavy hitters in a league of their own for many reasons. Here's is a brief summary as to why this line of thinking is popular among the masses:
SS/Fire Brute : Key Strengths include Fiery Embrace + Rage Dmg bonus for some heavy hitting action, a powerful damage aura that utilizes bonuses from fiery embrace, 2 heavy damaging AOE's in KOB and Burn-of which burn also receives dmg bonuses from FE. Other strong points are a self heal, very good utility self rez, and endurance replinishment power. Weaknesses include rage crash, limited defense until you get a highly specialized (and some would say very expensive) build, vulnerability to some damage types, and the lack of a good/synergistic AOE chain without top class recharge.
SS/SD Brute : Key strengths include Rage+ AAO stacking damage bonuses, two major dmging AOE's w/ Foot Stomp and Shield Charge, and one ST heavy hitter in KOB. Weaknesses include rage crash, endurance management, clicky mez protection, and no self heal in the secondary.
Fire/Fire Brute : Key strengths include multiple heavy damage AOE abilities with BA + Fire Breath + FSC + Burn + AOE pool power, the insane damage of Fury + BU + FE + Blazing Aura + AOE or ST Fire DMG Attack Chain, self heal, and an endurance replinishment power. Weaknesses include aggro problems, low survivability for a Brute in a non-optimal IO set build, and vulnerability to certain damage types.
Fire/SD Brute : Key strengths include the three heavy hitting AOE's in Shield Charge + FB + FSC, includes the heavy dmg component of Fury + BU + AAO bonuses, excellent defense, good ST attack chain. Weaknesses include a clicky mez protection, potential endurance management problems, lack of a self heal
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Having the opinions and facts of these combos in one thread might help me- and many others-form a collective opinion about some of these sets. So here's the feedback I'm looking for from experienced players utlizing these power combinations (keep in mind I play and farm with a SS/SD Brute, but I'm also curious about the other combinations)
1) Who is the fastest killer in a 'combined' AOE and ST mentality? And why do you think one might be (or is) superior to another powerset?
2) Which /Secondary do you feel is better at speed killing (both AOE and ST), and which is better for overall survival against the 'challenging' TF, Raid mobs, and 'harder' mission mobs one sees @ lvl 50, and why?
3) Which power combination has the better synergy, in your opinion?
4) How do you feel about the damage potential of Fury + BU + Fiery Embrace (/Fire) -- vs. -- Fury + BU + Against All Odds (SD) ? Is one clearly better than the other speed wise, stat-wise, etc.? If so, why?
Any and all feedback from experienced vets, farmers and TFers alike is, of course, greatly appreciated. I may also chime in with questions/feedback of my own. Please discuss!
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((I've placed this in the Defender forum for more specialized opinions for this AT))
In preparation for i19, I'm trying to theorize about the newest builds incorporating the recent changes and newer slotting philosophies that have taken root over the course of the last 6 months.
Let me say this much before continuing: This build is pure Kickass for AV and TF teams. Psi Blade is built for single target AV/Elite Boss/Boss slaying, and does a great job of it. I use it currently on TF's/AV teams and it's highly effective, fast, sleek, and smooth. There are very few Defenders that can pump out the single target damage like I can as quickly as I can with this build. Its nasty from an offensive perspective, and when its managed correctly, you can have Enervating Field and Rad Infection both anchored on an AV + SS/Acro/CJ/Assault/Tactics/Temp Invul toggled and still wail away without impunity, and not worrying about end for awhile.
I'm a pretty darn good Mid's builder most of the time, and it's one of my better builds and better toons that I always go back to when I need to feel a powerful, slick and smooth build. That being said, I'm thinking about challenging content ahead and have a few thoughts I'd like to get some insight on. I'd like other Mid's guru's and savants to really dive into this build and philosophy and tell me if there is ANYTHING that can be improved upon, or if there is a better way to build while still keeping the insane recharge, endurance management, and damage on this guy.
***** Note: I am aware Fitness pools will be inherent in the coming release. Disregard that for the moment, but if you have specific feedback regarding how that change could improve things a noticeable degree, by all means speak up. Also...Please take no offense when I say I don't need newb advice from folks that think they know mids after toying with it for a few months. I really need some good insight here from hardcore Mid's vets that have had at least one year of prior mind-screwing on account of Mid's. ; p *****
So Bubba/Arcana/Mac/Psy/Umbral/Candle/Mercury/Evil- and whoever else who's worth their salt in Mids: Here are my specific thoughts/concerns/questions I'm thinking about as it relates to this toon that you may be able to give insight on:
1)I'm definitely going full Incarnate on this guy, but right now, from a defensive aspect, this is a resistance/minor healing build. I've noticed that S/L or Ranged Soft Capped Defense builds are all the rage these days.
Is there any way to cap his S/L or Ranged Defense while still maintaining this kind of damage, recharge and endurance stats? If so, any builds/suggestions/ideas? If not, would you guys still recommend capping one of those at the cost of losing something that is currently a strength?
2) How is your philosophy compared with mine? Do you think that, in building such a good TF/AV team Debuffer/Dmg support toon, I could have done anything better in power selection or slotting? I'll be honest and say I haven't taken a lot of suggestions on alternate slotting for this toon last year, because honestly I didn;t think anyone would be able to best it.
But- I've been out of the game for more than 9 months now and just coming back, so I want to make sure there's no new or different phillosophies that have evolved while I've been away, or if there's a better way to skin this cat in the way it's currently slotted.
3)I love Temp Invul, Power Build Up, and TF- but if there is a better EPP or PPP suggestion out there, I'd love to hear it as long as it's justified and makes sense without taking away any degree of power from this guild. PowerBU on this guy is pure win, but I'm willing to look at new things if it's going to increase it's overall performance.
4)I recently took ou Vengeance and replaced it with Lingering Rad because I missed it so much, but in doing so I lost a LOTG and therefore AM/Hasten are no longer Perm (only off by 2-3 seconds each now). Any way to get perma status back without sacrificing some core essentials of the build?
5) This is a tough one, because only a few folks understand the mechanics of how the Alpha Slot was working. Assuming that it will return in a similar fashion with the same mechanics, what would I slot in this toon that would even make a significant difference? I'm not sure I fully understand the Incarnate System or the Alpha slot, but what I have seem to put togerther is that, if you have damage already capped on most of your powers, the overall net effect/increase isn't that much?
If that is true (and that may not be exactly accurate), then how would a toon like this- who is ED capped out on so many things already- improve by a large margin if I'm only going to get minor gains by slotting an alpha slot (or other) in a stat Im basically tapped out on? Can anyone give me some insight here or tell me where I'm going wrong.
Again guys- thanks in advance for all the help. Heres the build:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Psi Blade - TF: Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Set Bonus Totals:- 22% DamageBuff(Smashing)
- 22% DamageBuff(Lethal)
- 22% DamageBuff(Fire)
- 22% DamageBuff(Cold)
- 22% DamageBuff(Energy)
- 22% DamageBuff(Negative)
- 22% DamageBuff(Toxic)
- 22% DamageBuff(Psionic)
- 0.94% Defense(Energy)
- 0.94% Defense(Negative)
- 1.88% Defense(Ranged)
- 2.25% Max End
- 4% Enhancement(Heal)
- 68.8% Enhancement(RechargeTime)
- 24% Enhancement(Accuracy)
- 5% FlySpeed
- 148.8 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 13% (0.22 End/sec) Recovery
- 62% (2.63 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 47.60% Resistance(Smashing)
- 47.60% Resistance(Lethal)
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1424;729;1458;HEX;| |78DA9D93594F135114C7EF74B194962E9442D9A48542297406FAA6F260824082A13| |841C28B4B33B6539804A70D5303181FFC00B81B51898A1A357E0103F2E41B188DDB| |A39FC5D4B34C31C63727EDFF779773FFE7F4CC6D6E6DC22FC4F593420A9C5AD62C2| |B3FA19774B3A8AFB873DAA25108A896111F5FD68A7A5C8ECF4F798410F17A447EFC| |4AA9A4CC694543AB1A65333F79D9B02C18741F06CC69E6A25E54546BBDB06414F2E| |06355C3D3E692BEA29B55A53E6854CBE565E56C45D78B7E1A4E195553B72C9ECCE8| |5AC5301783F509F85A4B46A579B2621414B5BC0A697260ABAFACC7A0B8347C571DC| |27E6A6E714612222B1C338C1CC135CB5009725220F6FF9C72894D404A0C3D643C62| |3C26C85B84030897EC24D24B7238F28AF19AD0F086B14D68DC82E06EB10EA79C129| |F726E3868E706C17F93718B10B84D08DD215C0575732E873B417E214633E3230478| |ECDA3D5F78E72BA1E51BE33BA1F507A11762BD5C85C33BCC3B8C18C30D013E0E103| |E9996FA60A9C93ED33406703945A0D3895B292EE2131411B43B12E48EC4B8231DDC| |910EEE481777A40B7B11111EF00DB3AF337C5AC2D6F64D3316E8F5F425284903C44| |538CE15B94B6D89DF2324EE331E3036099F41A37631D10C2D1D95190A63843DB28C| |73845648D2C649A4B628A54FFF12F8E2DA60A79DFD44FB4F0A8EC152A7DDA44E6EC| |19A0363396BF707FA7DC977801691DCA133C9F784D42E21BD470883518FEDDDC359| |9B61A9D7F6EE65EF082CF5DB57A7FF291D1C78C6D8663C67EF1704F92D611F9A37C| |8DED220BFDC34E3007686EDC60F0F51C7333225CF288C0CDF2D8853ECBBA50C90E9| |488A31C84813B243846BA0A3F65D1DE54CD9BFD0E53AFC9FC1071E31F3CF8AEA3AF| |C73098956663186ABAD7943142938F8BF9E5D7FDDCE3BD7083A8FA282480B383A8F| |7201A71771A4A15CC2690147B53D7FBDE0E031ACEB38CA0994319428D4273630D2E| |303F1A1F8519A5002284194104A04A503E5094AED3760520282| |-------------------------------------------------------------------|
(PS: Psy Lance is slotted on this build for the bonuses alone- I dont use the attack. Attack Chain is Will Dom > TK Blast > Subdue w/ TF Focus mixed in every now and then) -
We're beginning to argue conjecture at this point, but I do think it's two-fold Arcana...
In a nutshell, I dislike that a clunky feeling attack chain is now 'statistically' putting out more damage/DPS than the attack chain I liked previously that felt and looked smooth and natural for the set. I have a problem with both subjects! ; P -
Quote:I think you may be reading too much into those powers when you start to describe their intent. The powers simply are what they are, regardless of what you or I think they are meant to be. Issues ago, Siphon Life was a very poor attack and used only as a heal, but when Dark Melee was revamped its damage was increased. This suggests to me that regardless of how it was intended issues ago, it's now meant to do a lot of damage.
Not really. It's pretty obvious what they meant Siphon Life for when designing the DM set, just looking at it's stats and use for years before it's revamp. Thats a very common sense look at things.It was meant to be a heal, but they then changed it and improved it's damage after years of people skipping it and saying it's useless.
Now it's a grey area now in terms of what it's there for- it just so happens the damage is now a great asset to put in an attack chain, and that might have been what the new intention of it is. I'm just saying if that's the case with the new intent, I don't agree with it. Thats all. I'd rather have a free-flowing, fast-recharging damage chain unlike what DM has turned into witht his new chain. It makes the set feel clunky.
"Hey I'm a Dark Melee scrapper, but I only use one punch attack in my DPS attack chain!"
Conceptually it doesn't even make sense, and it's just a minor nuisance. -
True.
Yeah it's definitely more free-flowing of a chain, for sure. I don;t even think Siphon Life was meant to include in a primary attack chain, so it's frustrating to see that using it in a string benefits more than a power like SP that is a quick, rapid firing attack MEANT to be there as part of an essential attack chain when DM was initially being created/built.
MG is already slow enough, but to throw SL in there as an essential part of the same top DPS attack chain is painful for me after years of using SP. I'm going to play with it a bit more and prolly optimize/improve the build a bit more from here and still use SP instead of SL.
To me, (and I think someone above pointed this out) the difference in DPS is still small enough to where I don;t feel bad using two SP's instead of one SL. I might use SL as a finisher on that string to improve DPS a bit: MG > SP > Smite > SP > SL
But past that I'm not going to spam it. I refuse! ; P -
Bill thats good info bud, thank you. I may go back to the drawing board with some changes.
I think the key thing I was trying to discern here is- if I put two Procs in Shadow Punch (one of which is a Purp) and use it in rapid succession on a constant DPS chain, gaps aside, would it be better over time on like a boss or AV considering multiple procs firing.
We now see the average damage is a bit below the top recommended chain, but thats still averaged out with Procs considered. We are not using the assumption that the procs may fire 4, 5, or 6 times during that chain, which would seem like it would vault the DPS over the recommended top DPS chain at times- maybe more often than not if the purp and other Neg DMG proc in SP is firing off multiple times in each chain. -
Yeah but thats if the Procs do not fire, right? My thinking was that if the Procs Fire-maybe even just 3 firings out of the 7 opportunities in that string- my chain easily becomes superior. Is this incorrect? If not, I think I'd go with my build without a doubt. When you start talking a difference of less than a second in the overall chain times with the chance for more procs to hit over time, it seems like that would have much more of an upside if you didn't care about or count on the healing aspect of Siphon Life.
For sure though, Bill- plug it in and let me know what you come up with- thank you for your help, btw!
Im curious to see some of the numbers. I know in-game, my chain feels faster because of the two SP's in roughly the same time as one SL. When the Procs fire multiple times in a chain, the build really does seem like a chainsaw chewing through bosses- especially if I get a Siphon off first on 2-3 mobs. -
Not sure if I'm missing something or if you guys are, so bear with me here...That build above is a 1.91 recharge on Smite, or 1.88 if I really wanted it to be just by re-slotting Tactics with Adjusted Targeting.
Per my comments above, thats like me waiting all of...like half a second to a full second before launching Smite again...? Thats not that big of deal and still puts the timing of the chain pretty close in line with the top DPS one.
Are you guys thinking its more than that? The wait time is truly minimal for that second Smite. I accounted for that brief lapse in my OP above when asking the questions, so I'm not sure if I'm missing something here? -
Yes Smersh- but Mids does that for me here to give me a basic average of the damage with that in mind, but that's not what I'm focusing on here.
I'd like Arcana, Umbral, or another long time DM vet to comment on the theory behind two SP's in 'roughly' the time it takes for one SL, and if that seems to be the better option if I have the necessary procs triggering enough (like on the build above). -
The highest DPS 4-string attack chain for DM has been tested as MG >Smite >SL >Smite. I won't lie when I say I've always felt that chain feels slow and clunky for a cumulative 6 second chain (maybe a bit more with real activiation/usage times).
I continue to feel Shadow Punch is a more essential DPS tool than Siphon life due to Siphons animation time. Why though, considering SL is much more damage than SP?
With the below build in mind, it just FEELS like, with a .89 recharge on SP and .83 cast time (even taking into account REAL cast/usage times), I can get two SP's off in the time it takes to cast one Siphon Life, therefore doing more damage in the same amount of time, and giving more procs the chance to rapid fire over time. So in essence the attack chain would be MG >SP >Smite >SP >Smite instead of MG>SM>SL>Smite.
Here's the build:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Blood Reign Buzzsaw: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Set Bonus Totals:- 20% DamageBuff(Smashing)
- 20% DamageBuff(Lethal)
- 20% DamageBuff(Fire)
- 20% DamageBuff(Cold)
- 20% DamageBuff(Energy)
- 20% DamageBuff(Negative)
- 20% DamageBuff(Toxic)
- 20% DamageBuff(Psionic)
- 11.6% Defense(Smashing)
- 11.6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 6% Defense(Psionic)
- 17.3% Defense(Melee)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 77.5% Enhancement(RechargeTime)
- 14% Enhancement(Heal)
- 24% Enhancement(Accuracy)
- 7.5% Enhancement(Range) (in PvP)
- 5% FlySpeed
- 185.7 HP (13.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 5% (in PvP)
- MezResist(Held) 10.5% (in PvP)
- MezResist(Immobilize) 13.8% (in PvP)
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 5% (in PvP)
- MezResist(Stun) 7.2% (in PvP)
- MezResist(Terrorized) 9.4% (in PvP)
- 10.5% (0.18 End/sec) Recovery
- 78% (4.36 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.58% Resistance(Smashing) (in PvP)
- 1.58% Resistance(Lethal) (in PvP)
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 5% RunSpeed
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My calculation has the usual recommended top-DPS DM chain for this build at around 1,216.9 in around 6 seconds, and my build is 1,261.80 in a little under 7 seconds (like 6.7-6.8) due to the VERY small .50-.95 I have to wait for Smite to fully recharge after the second SP.
So thats going to put the standard DPS build @ 204-205 DPS p/second on average, and my build at 189-191 DPS p/second on average. However- that's an average. When my Procs activate (especially when multiple Procs fire in the same chain- i.e., Hecatomb Proc firing on each of the SP's in the chain) Im thinking my build would far surpass that of the typical recommended DM attack string. Am I correct in theory, or I am just hopelessly grasping here because I want to take my DM off the shelf after parking him for three years? Is there anything I'm missing? Any and all help would be greatly appreciated.
Also, just to head off any "You need SL for the Heal" argument- Due to the defensive strength of the build already w/high melee defense and Shadow Meld quickly recharging, I don't need Siphon Life in an attack chain- so the heal element is worthless. Right now I'm looking @ a raw DPS/Proc heavy build theory.
Also...let me know what you guys think about the build in general if you don't mind. Once Fitness becomes inherent, this build should shine even more once I can put Combat Jumping in there and have Quick Recovery + Stamina, and/or use my Ninja Run as my travel power freeing up another power slot. It should be an invincible buzzsaw build tailor made for AV killing. -
Well there's a popular mentality out there that you can never have enough recharge, but I've always been of the opposite mindset. I think as a Blaster, you can have too much recharge when your attack chain or the attacks you use often are recharging faster than you can use them, then you're usually fine and do not need anymore recharge on a power.
For instance, when you use fire breath, throw a fireball, jump in and do fire sword circle, and then by the time you run up to another group of mobs and fireball is already up again- there's no need to focus on recharge anymore at that point.
The problem is- for any useful attack chains to have any decent recharge to where you're not waiting around at a new group (or the same group) of mobs, you're going to need IO set bonuses these days, or usually at least a couple of recharge IO's as a Fire/Fire (and most of the other Blaster sets as well.)
For example: Take the Fire Breath and Fire Ball powers- both still have over an 8 second recharge if you're just throwing 2 regular recharge IO's in their slots. Thats not bad, but depending on what group of mobs you're fighting and their level, you might be stuck at one group of mobs wishing your Fireball was up 2-4 seconds faster, because another fireball would be useful if there are still 4-6 mobs still standing next to each other...so in that case, why not have the extra 2-4 seconds of recharge you can get from slotting IO set bonuses? You end up pumping out more AOE carnage at a faster rate, making your toon more efficient.
The next problem is that, if you are only using regular IO's, and you're slotting 2 recharges, 2 damage, 1 accuracy, and 1 end reduction IO, you're going to whiff on some attacks against higher mobs (sometimes at a noticeable rate), you will notice your attack chains are spending a lot of endurance, and you're going to be missing out on a ton of damage.
When you get slotted up with IO sets, you'll notice the killing rate difference, and just how much smoother and free flowing a Fire/Fire build is. Jump on Mid's Hero Planner and play with the different set bonuses, and use some builds posted on here as a starting point with how you want your Blaster slotted. You'll find something you like with time, eben if you don't have a ton of money to spend.
Hope that helps. : ) -
Even with Rage crash considered? SS/Fire Brute..Not even close-especially if we're talking a farm toon.
SS/Footstomp + Brute survivability + Fury is just THAT good on a farm toon. -
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Telekin has a good build posted-especially if you're all about the recharge and decent damage.
However- in my personal experience, you can dumb down a build with overkill stats, and from what I've tested, that much recharge and accuracy on a Fire/Fire is overkill and not fully utilized. But again, thats personal opinion.
With pure offensive damage numbers in mind, I've seen very few to builds that can match my offensive Fire/Fire build I put together last year.
Per your OP Hazzard, you said raw damage- and with only 8 seconds of hasten downtime but significantly higher damage numbers, you'll get more pure damage from this build I posted below, as your AOE powers are still cycling quicker than you can use them. Just compare the damage from each attack and you'll see what I mean. (Completely no offense, btw, Telekin- thats a very good build if recharge is top priority)
You can throw Inferno in there to replace FSC if need be (all your preference), and of course throw the Gaussians Chance for Build Up Proc in Tactics (taken out so you can see base global bonuses). I don't use this as my primary build on my Fire/Fire, but from an offensive damage perspective, I haven't seen very many blaster builds that can match it. With Assault it's almost a 36% Global Damage buff. Thats almost 10% higher than most damage builds out there. Could it be even higher? A bit, yes- I've seen it a few times- but you'll want SOMETHING in terms of survivability, and this build below will at least give you more options with a heal and hibernate instead of having to rely on insps to stay alive.
Hope you like it:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Nova Vega - Offense: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Set Bonus Totals:- 24.5% DamageBuff(Smashing)
- 24.5% DamageBuff(Lethal)
- 24.5% DamageBuff(Fire)
- 24.5% DamageBuff(Cold)
- 24.5% DamageBuff(Energy)
- 24.5% DamageBuff(Negative)
- 24.5% DamageBuff(Toxic)
- 24.5% DamageBuff(Psionic)
- 0.94% Defense(Energy)
- 0.94% Defense(Negative)
- 1.88% Defense(Ranged)
- 4% Enhancement(Heal)
- 82.5% Enhancement(RechargeTime)
- 60% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 140.1 HP (11.6%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 3.3%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 17% (0.28 End/sec) Recovery
- 50% (2.52 HP/sec) Regeneration
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
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In preparation for i19, I'm trying to theorize about the newest builds incorporating the recent changes and newer slotting philosophies that have taken root over the course of the last 6 months.
Let me say this much before continuing: This build is pure Kickass for AV and TF teams. Psi Blade is built for single target AV/Elite Boss/Boss slaying, and does a great job of it. I use it currently on TF's/AV teams and it's highly effective, fast, sleek, and smooth. There are very few Defenders that can pump out the single target damage like I can as quickly as I can with this build. Its nasty from an offensive perspective, and when its managed correctly, you can have Enervating Field and Rad Infection both anchored on an AV + SS/Acro/CJ/Assault/Tactics/Temp Invul toggled and still wail away without impunity, and not worrying about end for awhile.
I'm a pretty darn good Mid's builder most of the time, and it's one of my better builds and better toons that I always go back to when I need to feel a powerful, slick and smooth build. That being said, I'm thinking about challenging content ahead and have a few thoughts I'd like to get some insight on. I'd like other Mid's guru's and savants to really dive into this build and philosophy and tell me if there is ANYTHING that can be improved upon, or if there is a better way to build while still keeping the insane recharge, endurance management, and damage on this guy.
***** Note: I am aware Fitness pools will be inherent in the coming release. Disregard that for the moment, but if you have specific feedback regarding how that change could improve things a noticeable degree, by all means speak up. Also...Please take no offense when I say I don't need newb advice from folks that think they know mids after toying with it for a few months. I really need some good insight here from hardcore Mid's vets that have had at least one year of prior mind-screwing on account of Mid's. ; p *****
So Bubba/Arcana/Mac/Umbral/Candle/Mercury/Evil- and whoever else who's worth their salt in Mids: Here are my specific thoughts/concerns/questions I'm thinking about as it relates to this toon that you may be able to give insight on:
1)I'm definitely going full Incarnate on this guy, but right now, from a defensive aspect, this is a resistance/minor healing build. I've noticed that S/L or Ranged Soft Capped Defense builds are all the rage these days.
Is there any way to cap his S/L or Ranged Defense while still maintaining this kind of damage, recharge and endurance stats? If so, any builds/suggestions/ideas? If not, would you guys still recommend capping one of those at the cost of losing something?
2) How is your philosophy compared with mine? Do you think that, in building such a good TF/AV team Debuffer/Dmg support toon, I could have done anything better in power selection or slotting? I'll be honest and say I haven't taken a lot of suggestions on alternate slotting for this toon last year, because honestly I didn;t think anyone would be able to best it.
But- I've been out of the game for more than 9 months now and just coming back, so I want to make sure there's no new or different phillosophies that have evolved while I've been away, or if there's a better way to skin this cat in the way it's currently slotted.
3)I love Temp Invul, Power Build Up, and TF- but if there is a better EPP or PPP suggestion out there, I'd love to hear it as long as it's justified and makes sense without taking away any degree of power from this guild. PowerBU on this guy is pure win, but I'm willing to look at new things if it's going to increase it's overall performance.
4)I recently took ou Vengeance and replaced it with Lingering Rad because I missed it so much, but in doing so I lost a LOTG and therefore AM/Hasten are no longer Perm (only off by 2-3 seconds each now). Any way to get perma status back without sacrificing some core essentials of the build?
5) This is a tough one, because only a few folks understand the mechanics of how the Alpha Slot was working. Assuming that it will return in a similar fashion with the same mechanics, what would I slot in this toon that would even make a significant difference? I'm not sure I fully understand the Incarnate System or the Alpha slot, but what I have seem to put togerther is that, if you have damage already capped on most of your powers, the overall net effect/increase isn't that much?
If that is true (and that may not be exactly accurate), then how would a toon like this- who is ED capped out on so many things already- improve by a large margin if I'm only going to get minor gains by slotting an alpha slot (or other) in a stat Im basically tapped out on? Can anyone give me some insight here or tell me where I'm going wrong.
Again guys- thanks in advance for all the help. Heres the build:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Psi Blade - TF: Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Set Bonus Totals:- 22% DamageBuff(Smashing)
- 22% DamageBuff(Lethal)
- 22% DamageBuff(Fire)
- 22% DamageBuff(Cold)
- 22% DamageBuff(Energy)
- 22% DamageBuff(Negative)
- 22% DamageBuff(Toxic)
- 22% DamageBuff(Psionic)
- 0.94% Defense(Energy)
- 0.94% Defense(Negative)
- 1.88% Defense(Ranged)
- 2.25% Max End
- 4% Enhancement(Heal)
- 68.8% Enhancement(RechargeTime)
- 24% Enhancement(Accuracy)
- 5% FlySpeed
- 148.8 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 13% (0.22 End/sec) Recovery
- 62% (2.63 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 47.60% Resistance(Smashing)
- 47.60% Resistance(Lethal)
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
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(PS: Psy Lance is slotted on this build for the bonuses alone- I dont use the attack. Attack Chain is Will Dom > TK Blast > Subdue w/ TF Focus mixed in every now and then) -
Yeah, good stuff Soul. Ill try out a few different combos you suggested to see how things work out.
When you start working with builds of this magnitude, you are always talking .% when slotting extra enhancements like the recharge in ROA, or the few points of resistance in Tough, etc.
I guess what you have to do is say, ok, yeah, Im only putting my recharge or resistance up .3-.7, etc., but if I place the enhancements elsewhere, is it only going to do the same thing, or improve things dramatically?
I think a couple of the things you point out are great, so once I put it together and try it out Ill repost. I do like the idea of placing a Stealth IO in there though. That could only help a blaster. -
Evidently, a few of us are having issues with the market currently, having to rebuy or re-bid on items, as well as having to claim earned cash several times before it shows up in inventory.
Sometimes Im having to close and re-open the Market/WW window for it to register my bought items so I can claim them.
Its also taking time for bid history to show up. -
I keep having to rebuy salvage, or re-open the market menu to claim bought items or earned cash. It taking forever to slot up a toon Im working on, and its definitely getting annoying.