Reptlbrain

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  1. From a TopDoc article a while ago:

    Quote:
    Accuracy Enhancement = (FinalToHit / AttackAccuracy / (BaseToHit +/- buffs))-1

    Accuracy Enhancement = (0.95 / 1 / 0.75) - 1 = 0.2667

    Say you want to fight higher-level mobs. The BaseToHit against +1 mobs is 65%, +2 mobs is 56%, +3 mobs is 48%, and +4 mobs is 39%. Plugging those numbers in above, the Accuracy Enhancement needed for +1 mobs is 46%, +2 mobs is 70%, +3 mobs is 98%, and +4 mobs is 144%.
    ....

    Most melee types can get Focused Accuracy through an Epic or Patron Power Pool. It provides +5% ToHit (which can be enhanced via slotting) and +20% Accuracy (which cannot). Assuming the ToHit is well slotted to 7.8% ToHit, the extra Accuracy you need to slot in your attacks to hit even level mobs is 0%, +1 mobs is 10%, +2 mobs is 29%, +3 mobs is 50%, and +4 mobs is 83%.
  2. Quote:
    Originally Posted by Heraclea View Post
    Fire/DB is a fairly good choice for a tanker. Fire is a very undemanding primary with at least four skippable or postponable powers including the 7, 8, and 9 tiers; you have the basics down at level 12. This helps with a demanding attack set like DB is.
    Working on an /FA (lvl 36) and a WP/DB (lvl 40), I'm in total agreement. The problem with Dual Blades from a tanker perspective is unlike a scrapper you can't skip Nimble Slash and Taunt (well, I can't). I found I needed all the powers in DB to be happy. (Happiness includes making words in the air, lots.)


    Quote:
    Originally Posted by Heraclea View Post
    Plan on saving 125 merits for the Steadfast -KB IO; one's really enough, but the market's a bad joke right now. The Karma works too, but you have to have a defense power to put it in, and Fire doesn't get that natively apart from Temperature Protection, which you should still skip. Or you could bite the bullet and take Acrobatics.
    Three disagreements here:
    1) I don't think Temp Protection takes def IOs.

    2) A Fire tank needs two -kb IOs.

    3) Do not save merits for a Steadfast. Roll Bronzes 10-14 if you have tickets, and you will get one in rapid order. If you do not, craft worthwhile Bronze recipes and sell them and buy your Steadfast -kb. If you don't AE, sell your salvage carefully. 10 commons these days can often garner you half a million. If you save merits, roll them too, preferably choosing the range 35-39, if you can wait that long.
  3. Now that I've picked up my tier 9 attack on my Katana/Fire, it seems that with a little recharge I won't need all the attacks that I have. Would it be foolish to drop Flashing Steel? Will I be sorry? Am I assuming too much about recharge (without Hasten)? Would it be too costly to give up a potential slot to the Achilles' Heel proc?

    The toon in question plays on an all scrapper team (thus the Maneuvers and Tactics), and I'm not worried about gapless single target chains. The current build is below. I'm fairly eager to cram in the rest of /Fiery Aura sans Temperature Protection, and Vengeance, too, with maybe Caltrops to keep things in Burn.

    (I've never used Burn--it isn't a targeted drop, is it?)

    A few things I aim to fix and add to the build:
    Higher level IOs to cap damage.

    Achilles procs in Flashing Steel (if not dropped) and/or Lotus Drops.

    Replacing one of the frankenslotted AoEs with five Scirocco's.

    Crushing Impact Acc/Dmg into Divine Avalanche and probably replace the GotA triple with a straight up defense or a GotA +run speed.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jungle lvling at 30: Level 36 Science Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg:36(A), Mako-Dmg/EndRdx:36(3), Mako-Dmg/Rchg:36(7), Mako-Acc/EndRdx/Rchg:36(13), Mako-Acc/Dmg/EndRdx/Rchg:36(21), Mako-Dam%:34(29)
    Level 1: Fire Shield -- S'fstPrt-ResDam/Def+:13(A), Aegis-ResDam/EndRdx:34(9), S'fstPrt-ResKB:30(9), Aegis-ResDam:34(15), Aegis-ResDam/EndRdx/Rchg:30(25)
    Level 2: Flashing Steel -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(3), Erad-Acc/Dmg/Rchg:30(7), M'Strk-Acc/Dmg/EndRdx:30(13), M'Strk-Dmg/EndRdx/Rchg:30(19)
    Level 4: Healing Flames -- Tr'ge-Heal/Rchg:30(A), Heal-I:35(5), H'zdH-Heal/Rchg:35(5), H'zdH-Heal/EndRdx/Rchg:35(15)
    Level 6: Combat Jumping -- Zephyr-Travel:25(A), Zephyr-Travel/EndRdx:25(31), Zephyr-ResKB:25(33)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg/Rchg:35(A), C'ngImp-Dmg/EndRdx/Rchg:36(11), C'ngImp-Dmg/Rchg:34(19), C'ngImp-Acc/Dmg/EndRdx:35(25), GftotA-Def/EndRdx/Rchg:34(33)
    Level 10: Build Up -- RechRdx-I:30(A), RechRdx-I:30(11)
    Level 12: Swift -- Run-I:35(A)
    Level 14: Maneuvers -- EndRdx-I:30(A)
    Level 16: Plasma Shield -- Aegis-ResDam/EndRdx:32(A), Aegis-ResDam/EndRdx/Rchg:32(17), Aegis-ResDam:32(17)
    Level 18: Hurdle -- Jump-I:30(A)
    Level 20: Stamina -- P'Shift-EndMod:36(A), P'Shift-End%:30(21)
    Level 22: The Lotus Drops -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(23), M'Strk-Acc/Dmg/EndRdx:36(34), M'Strk-Dmg/EndRdx/Rchg:36(34)
    Level 24: Super Jump -- Zephyr-Travel:25(A), Zephyr-Travel/EndRdx:25(33)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg/EndRdx/Rchg:36(A), Mako-Acc/Dmg:36(27), Mako-Dmg/EndRdx:36(27), Mako-Dmg/Rchg:36(29), Mako-Acc/EndRdx/Rchg:36(31), Mako-Dam%:36(31)
    Level 28: Consume -- RechRdx-I:35(A), Erad-Acc/Rchg:30(34)
    Level 30: Blazing Aura -- EndRdx-I:35(A), M'Strk-Acc/EndRdx:36(36), M'Strk-Dmg/EndRdx/Rchg:36(36)
    Level 32: Tactics -- EndRdx-I:35(A)
    Level 35: Golden Dragonfly -- Sciroc-Acc/Dmg:38(A), Sciroc-Acc/Rchg:39(36)
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  4. Quote:
    Originally Posted by Heraclea View Post
    I have not seen them that low, at least not blue side.


    See also lvl 48.

    Quote:
    Originally Posted by Heraclea View Post
    I don't do random rolls, because they are random.
    Barring AE (though excluding recipes), all the loot in the game comes from random "rolls".
  5. Quote:
    Originally Posted by Heraclea View Post
    At any rate, under current conditions, the less you depend on defense bonuses as the key element you want from your IO sets, the easier you will find it to develop your character. ...Defense bonuses are powerful, but they are hard to come by under current conditions, so characters that have other ways to improve might be the way to go.
    Defense bonuses are hard to build into a leveling character because the best positionals (Zephyrs excluded) are in the sixth and sometimes fifth slot. You rarely have the slots to get ample def bonuses until in your 30s.

    Quote:
    Originally Posted by Heraclea View Post
    And, FWIW, I didn't really start enjoying the DM/SR scrapper either until I had gotten all three of the Numina, Miracle, and Performance Shifter endurance enhancements. This is on top of Dark Consumption. And, of course, all that stuff had to be bought with merits as well; if I pooled the influence on all my level 50 heroes, they still wouldn't be able to get one of those recipes from the AH. ... This is another factor that argue against choosing /SR, IMO.
    Exaggerating doesn't help your case. At least some of the Performance Shifter procs are selling for around 6 million (including a few crafted). Running radios intently for one hour with a 50 scrap with a few lucky drops could easily earn that six million. If all your 50s don't have six million total ur doing it wrong.

    Other indications that ur doing it wrong: If you bought those three recipes with merits you spent more than 600, which rolled would likely have gotten you far more riches. Even targeted merit purchasing could've earned you quite a bit--selecting minimum or maximum levels of those recipes, selling them, then buying a cheaper recipe in the middle and pocketing the change. Although the price has ballooned recently, I've seen a gap of almost 100 million between different levels of Miracle uniques.
  6. Quote:
    Originally Posted by Nethergoat View Post
    We'll let anybody in.

    Getting out again is the challenge. =)
    It's a lot like New Jersey.
  7. Quote:
    Originally Posted by Werner View Post
    unkillable damage machine looking for team
    Hmmm. Think I have my new team search comment for my DM/Shield.
  8. I thought about making a high-defense build with my Grav/TA, since he doesn't have quite the all-the-time-alpha-strike-from-no-cover capability that Earth does, but never got around to it. Gotta appreciate the Lockdown bonuses x4. Impressive that you got so much defense w/o Weave or Maneuvers.

    I would dump Glue Arrow for Flash, since it recharges far slower than Quicksand, can't be thrown around corners, and requires the bow to come out.

    One suggestion: Steal two slots from Earthquake, leaving it with only two recharge IOs (certainly plenty for an Earth/TA with Hasten). Steal a slot from Entangling Arrow (only needs one acc, amiright?). Slot up Flash Arrow with a full set of Cloud Senses and get a 6.25 recharge bonus (to make up for the DWD +5% lost), +2.25 end, +5% runspeed, and your last +3.75% def ranged. This brings you really close to the soft cap, although it completely negates the ability to use Flash as an aggro-management tool.

    I would also throw two Dmg/Rech in Oil Slick instead of straight recharge. You lose 3-5 seconds of recharge for MO DAMAGE.
  9. Unless you're going for set bonuses, damage procs are worth more damage (on average) than slotting plain damage enhancement. Each damage enhancement adds about 4 points of damage per target while the procs add an average of 14 points per. If you were aiming for the set of 5 Positron's Blasts, I'd throw in an Acc/End from one of the Immob sets, because Positron doesn't enhance these well enough.

    If six-slotting, I'd slot the acc/dmg/end from Detonation and Positron's, the procs from Positron's and Trap of the Hunter, an Acc/End from Trap, and either a Acc/Dmg or a Dmg/End, depending on your global accuracy bonus.
  10. Flashfire and Fire Cages do different things--that's why their recharge is different.

    Flashfire is your (almost) every spawn control, and shouldn't be left out. Its mez stacks with Fissure as well.

    The mez protection on Acrobatics is nearly worthless (most holds are mag 3 and it provides mag 2 protection), and the -kb can be easily replaced with a single IO that can fit nicely into Combat Jumping.

    I would recommend holding off Enervating Field or Hotfeet (or both) til post-Stamina.

    The defense of Weave is worthwhile when stacked with others defenses, but you should try and see how survivable the toon is without these 3 powers (and you can pick up Hasten, etc. earlier).

    The toggles you have would be prohibitively expensive to run all simultaneously--even with a near-perma AM.
  11. Quote:
    Originally Posted by Smurphy View Post
    I leave any team where a player says "we need x".
    I could swear on one of your ITFs you said "we need more Fallout"!
  12. Reptlbrain

    Ebil Samaritan

    Fruit:

    Theft of Essence +End proc
    LotG 7.5% rech

    and, um,

    Commanding Presence Acc/Dmg/End
  13. Quote:
    Originally Posted by Speed_Force View Post
    So while Throw Spines may be contributing they do seem to run even when it isn't used.
    Does not compute! (When is Throw Spines not used in a 10 second span?!)

    The -rech for all the powers except Throw Spines (-16%) and Impale is -8%. The run speed is -16% for each of the powers (Quills doesn't self-stack) except for Throw Spines (-40%). You should probably use Throw Spines as often as possible to keep them from running out of the area (which, of course, against purple cons won't be so effective).
  14. Quote:
    Originally Posted by Speed_Force View Post

    I may have to experiment and see if turning off Quills will help with that.
    I think that Throw Spines has the biggest slow, though Quills may self-stack?
  15. Quote:
    Originally Posted by Nethergoat View Post
    I'm tempted to -rep Fulmens for doing manual labor to make his millions...


    =P
    Oh, like torching zombies is a bourgeois pastime...
  16. Anyone willing to trade a 36 or less Zephyr -kb (IO or recipe) for a 30 Theft of Essence +End proc?

    Today?

    The owner of the +End is on Justice/Hero and the intended recipient of the -kb is Virtue/Hero...
  17. Quote:
    Originally Posted by Kruunch View Post
    Not sure ... Quills has a terror component but its set to 0 iirc.

    Might just be fleeing on low life? (or you using Caltrops?)
    The -rech stacked from spines might be making no attacks ready, inspiring the critter AI to try to flee.
  18. Reptlbrain

    Ebil Samaritan

    More Unhandsomeness:

    You received Dark Watcher's Despair: Recharge/Endurance Reduction (Recipe).
    You received Pacing of the Turtle: End/Rech/Slow (Recipe).
    You received Aegis: End/Rech (Recipe).
    You received Aegis: End/Rech (Recipe).
    You received Aegis: +Psionic and Mez Resist (Recipe).
    You received Gaussian's Synchronized Fire-Control : Rech/End Reduction (Recipe

    I'd be stoked about the Gaussian's, but I stockpiled a few when they began disappearing.
  19. Quote:
    Originally Posted by Sionn View Post
    This is a build i have just fiddled with on mids anyone tell me if it looks any good.
    It's hard to tell what looks good without your even general enhancement ideas. /kins are able to underslot recharge (in short recharge powers) and eventually end redux compared to other toons. A few comments:


    Quote:
    Level 1: Block of Ice -- Empty(A), Empty(17), Empty(19), Empty(19)
    Ice/Kins are relatively light on defense compared to many other troller combos, particularly without Glacier and Arctic Air. BoI should have 6 slots, frankenslotted for acc/hold/dmg/endrdx/rech.

    Quote:
    Level 2: Frostbite -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
    Frostbite will *not* need its slots early. Acc and Endrdx (maybe two Acc) should be enough til you get to epic power levels.

    Quote:
    Level 4: Siphon Power -- Empty(A)
    Early on this will be an end sucker, because it recharges fast, and you click it.

    Quote:
    Level 6: Combat Jumping -- Empty(A), Empty(40)
    CJ does not need extra slots unless you're using interesting IOs--and it can use a lot. Karma -kb heavily recommended. Unbounded Leap stealth also highly useful here. All the special def IOs with the exception of the Gift of the Ancients are good in here.

    Quote:
    Level 8: Shiver -- Empty(A), Empty(9), Empty(9), Empty(11), Empty(11), Empty(13)
    Overslotted unless you're going for a whole slow set's IO bonuses. One Acc will probably do.

    Quote:
    Level 10: Siphon Speed -- Empty(A), Empty(40), Empty(43), Empty(46), Empty(48)
    Good slots, but a priority, not lvl 40+ additions. 2 acc 3 recharge.

    Quote:
    Level 14: Health -- Empty(A), Empty(34), Empty(37), Empty(40)
    Health doesn't really need to be slotted unless you have Heal uniques. Those aren't even that valuable on a /kin once you reach 35.

    Quote:
    Level 16: Ice Slick -- Empty(A), Empty(27), Empty(31), Empty(34), Empty(34)
    Two or three slots. Maybe four if you put a range in there (which can be quite handy). Start with 2 recharge. One additional recharge will probably only get you 3 or 4 seconds (with Hasten/Siphon Speed up)

    Quote:
    Level 18: Flash Freeze -- Empty(A), Empty(23), Empty(23), Empty(27)
    As remarked above. Pretty inferior to Glacier. (Super Jump here?)

    Quote:
    Level 26: Boxing -- Empty(A), Empty(50), Empty(50), Empty(50)
    Level 28: Tough -- Empty(A), Empty(29), Empty(29)
    Level 30: Weave -- Empty(A), Empty(31), Empty(31)
    The only reason to take these is if you build for softcap (or near) defense. Building to get great defense requires a lot of sacrifices and careful planning. (Adding Weave to the Ice Armor below can get you pretty substantial smashing/lethal def, though.) Boxing is almost always a waste of slots (it can be a set mule sometimes), though taken at a lower level can help soloing (though it's no Air Superiority). Congratulations, you have three new powers and 7 slots!


    Quote:
    Level 41: Hibernate -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43), Empty(43)
    One slot will do.

    Quote:
    Level 44: Frost Breath -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
    Level 47: Frozen Armor -- Empty(A), Empty(48), Empty(48)
    Level 49: Inertial Reduction -- Empty(A)
    I would grab Ice Storm. It is deliriously damaging (am not sure if Fulcrum Shift buffs this "pet," which would of course make it better) and critters on Ice Slick stay in it.

    I find IR inferior to SJ, because its cast time is way longer, it costs more end, and nearly everybody has travel powers by 28 (or 49).

    If you plan on soloing at all, pick up Chillblain initially instead of Frostbite. You can vetspec or freespec into Frostbite when you hit the epic levels and your attack chain is fuller.
  20. Level 38: Lightning Storm -- RechRdx-I:50(A), Thundr-Dmg/EndRdx/Rchg:50(40), Thundr-Dmg/EndRdx:50(40), Ruin-Acc/Dmg/Rchg:40(40), Ruin-Dmg/EndRdx:40(42), Mael'Fry-Dmg/EndRdx/Rchg:35(42)
  21. That'll teach me to try to use the new forums without preview...
  22. A frankenslotting suggestion for Lightning Storm, that gets you 19 acc/96 dmg/88 endrdx/95 rech. I would also dump two of the Dark Watcher's Despair (including the proc) for more slots elsewhere. The set bonuses 5-6 aren't great and the power doesn't get much enhancement out of them.

    [color:#1E90FF]Lightning Storm[/color][/b] [color:#1E90FF]--[/color] [color:#FFC000]RechRdx[/color][color:#FFC000]-I[/color][color:#FFC000]:50[/color](A)[color:#FFA500], [/color][color:#FFE600]Thundr-[/color][color:#FFE600]Dmg/EndRdx/Rchg[/color][color:#FFE600]:50[/color](40)[color:#FFA500], [/color][color:#FFE600]Thundr-[/color][color:#FFE600]Dmg/EndRdx[/color][color:#FFE600]:50[/color](40)[color:#FFA500], [/color][color:#FFE600]Ruin-[/color][color:#FFE600]Acc/Dmg/Rchg[/color][color:#FFE600]:40[/color](40)[color:#FFA500], [/color][color:#FFE600]Ruin-[/color][color:#FFE600]Dmg/EndRdx[/color][color:#FFE600]:40[/color](42)[color:#FFA500], [/color][color:#FFE600]Mael'Fry-[/color][color:#FFE600]Dmg/EndRdx/Rchg[/color][color:#FFE600]:35[/color](42)
  23. Reptlbrain

    Ebil Samaritan

    Since I like to begin IOing toons out in the 20s, and find a shortage of many <31 pool Cs about, from now on I'm gonna do all my gold/TF rolls from the 25-29 range. I don't produce a lot of merits/tickets, but dadgummit someone needs to help the Cloud Senses proc situation.

    (The experiment has had an ugly side so far. A Stupefy proc with 8 for sale and last five of 100.)

    This also may be the tequila typing.

    Also, a Pulverizing Fisticuffs quad of max level.
  24. Quote:
    Originally Posted by Dr_Mechano View Post
    Me: Dark doesn't suck, it's got tar patch which makes the groups easier to kill,
    Not on the AE team I was on the other night. Tar Patch was repeatedly carefully placed between the boss spawn and the body of corruptors.
  25. Quote:
    Originally Posted by Polydeuces View Post
    I would hit 36 and get Sweeping Strike slotted for 3 dmg before making any decisions. If you aren't already, I suggest using Blinding Feint before starting the AV combo.

    Getting better at positioning yourself for cones would definitely benefit you since DB has two pretty good ones.

    As for the combos, I only kept Sweep and Attack Vitals. Weaken's debuff gets resisted pretty easily and Empowerment's buff wasn't worth the time it took.
    Thanks for the response--and I did hit 36, three-slotted Sweeping Strike, with a kin/ on the team, and I was filled with glee making the much larger Vital Strike word animations. (Might've ignored the tanking business a little just to make more pretty words.) Also worked on getting better at ending the combo with a cone. (On other toons no problems opening with one and a strafing movement for maximum coneage.) Now salivating over a future that alternates Attack Vitals and Sweeps.

    I had spec'd out of Blinding Feint, mainly because Empowerment is lousy and I wanted to try all the others before 40+. In retrospect that was a mistake, since the only really dangerous mobs are ones that his to hit isn't capped against.