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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%.
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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%. -
Quote: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.)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.
Quote: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.
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. -
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]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
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Quote: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.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.
Quote: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.
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. -
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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. -
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. -
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. -
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Fruit:
Theft of Essence +End proc
LotG 7.5% rech
and, um,
Commanding Presence Acc/Dmg/End -
Quote:Does not compute! (When is Throw Spines not used in a 10 second span?!)So while Throw Spines may be contributing they do seem to run even when it isn't used.
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). -
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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... -
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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. -
Quote: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:This is a build i have just fiddled with on mids anyone tell me if it looks any good.
Quote:Level 1: Block of Ice -- Empty(A), Empty(17), Empty(19), Empty(19)
Quote:Level 2: Frostbite -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
Quote:Level 4: Siphon Power -- Empty(A)
Quote:Level 6: Combat Jumping -- Empty(A), Empty(40)
Quote:Level 8: Shiver -- Empty(A), Empty(9), Empty(9), Empty(11), Empty(11), Empty(13)
Quote:Level 10: Siphon Speed -- Empty(A), Empty(40), Empty(43), Empty(46), Empty(48)
Quote:Level 14: Health -- Empty(A), Empty(34), Empty(37), Empty(40)
Quote:Level 16: Ice Slick -- Empty(A), Empty(27), Empty(31), Empty(34), Empty(34)
Quote:Level 18: Flash Freeze -- Empty(A), Empty(23), Empty(23), Empty(27)
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)
Quote:Level 41: Hibernate -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43), Empty(43)
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 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. -
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)
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That'll teach me to try to use the new forums without preview...
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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) -
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. -
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Quote: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 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.
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.