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Posts
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Joined
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Sounds like it might be psuedopets that do damage + levelshift which causes this.
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I got one level, well, 8 bars.
I made an obsene amount of inf selling to people who just had to have it now though. -
Pretty sure the raid duration timer caps well before all bombs are planted, to the point you are at the max by planting enough to spawn ukon, and then defeating him. Outside of quickly getting credit for the bomb badge and for kicks, I'm not real sure why you would want to do it all the time.
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That looks like a good mix for general soloing.
I don't think I would put damage procs in attacks the way they are slotted now. Your acc would suffer against higher level foes and you would lose damage. A non-purple melee proc adds a little under 14 dmg per attack on average. That is roughly what you gain with the crushing impact piece, but when you factor crits in, you pick up a little more damage with the CI piece on average, plus the acc and end redux.
Enzymes do buff defense, its a side affect of the way the system works. Everything, mostly, has a buff and debuff side. They haven't fixed it in however many years the game has been out. Afaik, they would have to rewrite the underlaying system, or mark powers to not accept certain types of enhancers, which they could do but they have ignored it for a very long time. -
Figgered Animal would be one for pouting.
Merry Christmas -
That is a pretty decent build, I poked at it a little before I went to sleep last night and didn't get a whole lot more out of it.
Couple questions/comments:
Im not sure how married you were to EC, I ditched it on my ma, but some people like it.
I think your end will be ok with a cardiac as long as you don't run FA unless you actually need it, and the radial will probably give you another 3-4% dr. I think with the four attacks you have, you should be able to make a decent ST chain.
The slots could be juggled to give ~15 acc or get the last 1% of e/n or bring f/c up a few points or increase rech, at the cost of probably a point of e/n and some rech in most cases.
Enzymes were ~300mill last night, you may want to keep that in mind since you mentioned budget.
I've been pretty happy with ~33 def on my ma/fa, it isn't invincible, but it does alright. I think you would have been better off with s/l instead of melee, on the build you mentioned. If you dropped down to about 35-40 to all types (s/l/f/c/e/n) I think you could get a lot more rech and acc out of it, but that depends on how you want to play. I'm pretty happy with 33ish s/l and 20-25 on the others, but fa drops the minions a lot faster, esp with fireball.
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There are times not to rush into battle.
Co* isn't one of them. -
I definitely haven't agreed with all the changes under your auspices, pvp and ET most notably.
But I want to wish good luck in all your future endeavours, and thank you sir. -
I'll get you my pretty.
*releases flying monkeys -
Ships raids/rikti in general have a fair amount of pure energy damage, in their ranged attacks.
Even there, if I had to pick one, I would go for s/l and try to force them to melee.
For chars I want to expose to the ship raid or similar(mixed damage types), I usually shoot for a respectible balance (~30+) across everything, where I can pop a luck and not have a hole, or just have a single hole I can try to plug with healing.
Also, I remember having the discussion which prompted this thread about 4 years ago. It really wasn't funny even then, but they eventually got the idea than it wasn't totally linear. -
Grats, you just had to shake your bad luck charm.
Why so slow though? -
Looks pretty good, you could probably save some inf by using a piece from a cheaper def set in one of the powers that has 4 lotg, you are at 6 9% acc bonuses I think.
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To get a free slot, you could unslot brawl and put a couple slots with rectified in BU, and the 3rd in pistols. You wind up about .4% def under the s/l cap that way.
Another way would be to take the resistance piece of reactive out of tough, you stay over the s/l cap that way, and the DR in the +3 def IO keeps the DR slotting in tough near the ED cap.
I think the end recovery is still a bit light, depending on how you play. If you have similar recovery/consumption now and it is working, hopefully it will be fine. -
It looks alright, but I think you will have end issues if you turn the difficulty up and try to go flat out, or wind up being the main source of damage on a tf. Your net gain is only slightly over 1eps. Even with cardiac every attack would take a while to have its end cost recovered. A general rule of thumb is that attacks use more end over time than toggles. It may be worthwhile to move the end redux from toggles to attacks, or to recovery. A pshift proc works out to be about as good as a miracle in the long run.
Particularily since defense is your goal, I would work a steadfast +def into the build.
If you intend to use pistols primarily and not the EM part, depending on your chain, a lot of +rech is somewhat self defeating if you use the aoes, executioners or piercing frequently. You could get a lot of energy defense by going with 3 t-strike in the ranged attacks over the deci's.
I would probably drop BU to 4 slots, 2 rech IOs and 2 pieces from rectified; then find a home for the other two slots, there are several places they could be useful. You wind up with a half a point more s/l def and the others drop, but none of them are really what I would call significantly affected. You would still have a net gain if you put in a steadfast.
I would also move boost range earlier, it is quite nice to have for the short cone and executioners.
Anyway, that is my two cents and inflation has probably gotten its hands on them. -
Rangle, got access to mids and looked at the build, I should have used eradication in stomp not sure what was going on there.
You have about .1eps (6 end per minute) flat more and lose about 500hpm regen going with the GotAs. With pshifts included, the one I posted has 6 end per minute more. The price differential between serendipity and gota (even non-level 40 ones) should allow the purchase of two pshifts if shopped for with patience.
I am curious why you went with 50 s/l defense but dropped the f/c? It (50 s/l) would provide some insulation to defense debuffs, but having more foes in melee will also do that because of invince. For just running around, my personal pref. is to have balanced defense vs all types for running around against things which throw out a lot of different damage, such as the ship raid, just so I don't have multiple holes I need to plug up, though that is just my preference.
I don't find myself using unstoppable much since the advent of IOs, but coupled with high defense it is very nice in a few situations, suchas the STF (recluse can't kill you if you think a little, GW's hold can't kill you if it hits, something it can even do to granite and go), 5tf, ship raids, etc. Not every day cases to many people, but still very useful from time to time.
Anyway, Tex, I think you'd be well off with pretty much any of the builds in the thread as long as you shop smart, which is don't buy things at the maximum level (I can help you pick levels if you arent sure where the enhancer drop off is "too much") and don't pay the buy-it-now price.
A couple updates to the build, one of them based on the erads rangle used and I forgot to use and some minor moving of IO's for better slotting I missed due to being in a hurry and changing a couple things I shouldn't have done in the first place.
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On manuvers: with phys perf, conserve power and probably cardiac, with not a lot of recharge, it should be quite managable. However, it is in the 49 slot for a reason. It is taken because there isnt really a way to get that much defense to everything in that few slots, and have it be affordable inf-wise. I would not have taken it before the fitness changes, but now I think it is quite viable to take if you are interested in defense primarily.
It could be swapped for another power of interest or dropped, and the defense numbers will still be decent for the price of the build.
re: Tex,
Everything I remember putting in LBE should fit in hurl fine. I usually take LBE just because of the extra range.
Prices for most of the stuff should be pretty low, I used the second teir stuff, which is still very servicable, but I did have not looked at prices recently, so checking would probably be a good idea.
I wouldn't say no to fighting by default, but its not really needed, just a cheap way to make an easy game easier. Fitness wasn't fully required either, but to keep pace with even an average pug group it is probably something everyone wanted, and newer players might miss out on for a while.
On your last build Rangle, some of the GotA's were somewhat expensive a while back, at least past a line I drew in my head about cost/benefit provided. Also, there is some evidence that the winters proc is only protecting movement speed, and not having an effect on recharge. -
End game I would aim for something like this.
It is fairly cheap and has good defense numbers, at the cost of recharge.
It should be a build you can go from 36-50 on, and start slotting IO's for at 36/37, though you might be a bit pressed for end early on if you run everything and solo at increased difficulty. You can always shut one or both of tough/weave off when you are not teamed.
Slotted at 50, it should be able anything in the game and not have too tough of a time of it with moderate support because of high resists and almost softcap defense to most things with 1 in invince, though it wont be an offensive powerhouse.
I may be falsely assuming you are going to team with it, if you arent going to at all, I'd change some things.
The miracle/numina will probably cost as much as (more than) everything else put together, but they may not be needed if you get cardiac as an alpha.
Yell at me if you have any questions or I made bad assumptions and Ill poke at it some more.
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Since brutes can access physical perf. the end issues got a lot more managable, but it was quite possible to solo AV's before then. +2 baphomet did give me some trouble because of his healing flames, I will admit though.
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These have seeped in over the last few issues.
Hoarfrost (tank at min) roots for a very brief duration.
Dull pain roots for a very brief duration.
Shadowfall roots for a very brief duration.
Targeting drone (Blaster at min.) has had its animation changed, and roots for most of the cast duration.
Scrapper burn damages the caster, not 100% of the time. -
It is happening on all my /fa scrappers, just not every time I drop burn. Dont have it on my tank to check.
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Scratch the alpha slot part, burn is doing self damage to all my /fa scrappers, it just isn't happening every time I use burn.