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Quote:does soft capping have any meaning in pvp?
just asking because i was away from the game for awhile and to see if things changed to be better for defense-oriented toons.
No i'm pretty sure they were just using soft cap as a benchmark to explain that their defense was boosted. Soft cap isn't much different from 44% or 46% in pvp. As far as i know anyway, most SR toons try to hit around 60%. -
Using three 50+ SOs in each resistence power on invul (56.4% enhanced on each)
Important to note that in a pvp zone, Brutes get an extra 10% res to all, and tough gives resistence to all, not just S/L.
-TANK-
RPD - 15.64% S/L
Temp - 46.94% S/L
Tough - 23.47% S/L
Unyielding - 7.82% S/L 15.64% F/C/E/NE
Resist Energies - 15.64% E/NE
Resist Elemtns - 15.64% F/C
Totals for PvE
90% (93.87%) S/L
31.29% F/C/E/NE
Totals for PvP (In a PvP zone under the effects of stupid DR)
54.45% S/L
39.42% F/C/E/NE
1 Orange in a PvP Zone (to mimic +res bonuses PvP IOs may give)
57.22% S/L
44.23% F/C/E/NE
-BRUTE-
RPD - 11.73% S/L
Temp - 35.20% S/L
Tough - 17.60% S/L
Unyielding - 5.87% S/L 11.73% F/C/E/NE
Resist Energies - 11.73% E/NE
Resist Elements - 11.73% F/C
Totals for PvE
70.40% S/L (Should be noted brutes gain 10% in zone)
23.47% F/C/E/NE
Totals for PvP
56.27% S/L
40.52% F/C/E/NE
1 Orange in a PvP zone
60.79% S/L
46.61% F/C/E/NE
Let's compare the DR curve
No Oranges
Brutes to Tanks = 56.27% - 54.45% = 1.82% Difference
1 Orange
Brutes to Tanks = 60.79% - 56.27% = 4.52% Difference
So that means the DR curve is much harsher on tanks then brutes the higher they get.
Conclusion...
Brutes get more resistence then Tanks in a PvP zone.
DR hits tanks harder on resistence, which lets brutes get a head more and more as their resistence grows (Unstoppable on a Brute > Unstoppable on a Tank)
It isn't just the DR curve though, as brutes get 10% extra from pvp resistence bonus. If a tank got the same bonus (shown as one orange), the tank would have 0.94 (basically 1) more resistence then the brute. But it's the combination of the two that let's the brute jump ahead.
It's also interesting where the DR curve is exactly. It shows that once they both get an extra 10%, the amount inbetween them grows, meaning tanks are getting hit by DR harder and harder compared to Brutes. But if a tank was to have 10% more resistence, they would just slightly be better than brutes. Where the DR curve takes place, is right where Tank+1 Orange almost = Brute+PvP res. Wait, no, that would imply they actually did something in i13 on purpose.
What's surprising is that the brute even gets more F/C/E/NE resistence then the tank, this is something i wasn't sure of. If it's all about DR curves, i would think it would surpass brutes because it's not being hit as hard by DR, which means the 10% brutes get helps a lot.
It really is good that tanks HP cap was raised. Before, an invul brute could each 3150 hp and have more resistence. I still think invul brutes are better because their t9 (their claim to fame) is more powerful with brutes.
This also means that fire armor/ele armor brutes are better at surviving their type of damage then a tank would be. I could get those numbers if anyone is interested, i'd just need to spec my Fire brute and Fire tank so to make their slotting the exact same.
It should also be noted that brutes and scrappers are affected the same way by DR on resistence. So yes, an invul scrap would have more resistence then a tank as well. But an invul brute with unstop hits 82% resistence, where as the cap for scraps is 75%. So brutes still come on top.
I guess i'll sort this away with all my other tests -
Quote:Just tested it on an Inv tank and brute with identical slotting in Tough/Temp Inv/RPD
PvE : Tank 90% Res S/L Brute : 67.9%
PvP : Tank 55% Res S/L Brute : 51%
Tanks may end up losing more from DR, but they do end up with higher res values.
That...can't be correct.
I've never seen a invul brute with less than 55% resistence. That or the slotting is off. Mids shows PvP wise, 81.3 S/L with 3 slotted RPD/Tough/Temp/Unyielding, meaning it should be at least 71.3 S/L PvE.
PvE tank shows 95%.
Looks like i'll have to go test the numbers myself. I'll find out my invul brutes res with just 3 slotted (with 3 even leveled SOs) RPD/Tough/Temp/Unyielding. And find someone with an invul tank, or wait i have one.
Won't take me too long, brb. -
Well there's a difference between someone who finds a cool AE mission and uses their fire/shield to kill stuff, and the actual community of farmers who race, compare stats and builds. Also, you aren't really a farmer unless you have several farmers (some of us had over 10, although i stripped a lot for purples), alt accounts and emps to buff yourself. Some people take it more seriously then others, and is the only reason they still play.
Unfortunately all the best farmers i've come to know have quit, which is really too bad, they had some unbeatable times on those farm missions. But yea, if you're doing it inefficiently, you aren't really a farmer. You're more of a PvEr who wants to farm a bit.
Correct farming is an art you can't just stumble across. I thought i was farming 2 years ago with a fire/ss tank, and now tanks can't even preform -real- farming because the lack of damage.
Unless you guys want to just talk about the farming anyone can do, you know, SS/fire brutes with SOs "farming". Then i can't really add anything, and i misunderstood. -
As a side note, since it seems like nobody here is a real farmer, I farm daily with a recharge built ele/shield. For money, to PL my toons, but mostly because i just love killing everything.
Lol at blue/white/yellow
+2 x8
AE or missions. Or else us farmers get bored really quickly. What makes us efficient is not getting bored and giving up, as that's the only thing that really ever limits us.
Sometimes +4 x8 just for some fun and a challenge.
-1 is idiotic, 49 recipes aren't nearly as good. Only going for purples won't make you as much either. And farming isn't fun at 0 or +1. Not to mention +2 x8 is the best for leveling a character as well, and you can easily make money at the same time as leveling a character, so why not?
I'd agree with what's been said, that right now nobody feels like they need to jack up their difficulty or else they're missing out, and that's pretty nice. We're fine as it is, and this thread isn't going to change anything anyway. -
Quote:Actually it's DRed to around 53% S/L on a tank. I would love to have 65% resistence on anything, but the highest resistence i've seen without a t9 is an invul scrap or brute. Tanks are hit really hard by DR, but brutes/scraps aren't as much. I've seen an invul brute with 61% S/L, but that was with shield wall proc, 3 sets of glad strikes and 4 sets of panacea. So about what...100% res on mids? Or around there. I've seen an invul tank hit around 56% with the same bonuses.Yeah Now that I think about it I see that. As an example a invuln tank can hit 90% res to smashing without any set bonuses and that's DR'd to about 65ish.
I guess I was blinded by my hatred of DR and not thinking straight
I think electric tanks hit around 65% but that's 155% on mids. Electric brutes get around 70% if i remember correctly.
Although i should mention an invul brute with demonic/unstop can reach 87% resistence. And taking on 13% of total damage while a huge chunck is being absorbed and running around with 3100 hp is just godly. Until the psi blasters come, then you're just 3100 hp with normal defenses/resistences.
DR is messed up, with brutes and scrappers hitting more resistence than tanks, it's a good thing they raised the tanker hp cap.
Anyway, carry on. -
Burn hits what, 5 targets? SC and LR hit 16 each last time i checked. A fire brute has very easy survivability on a fire ambush map, but if you build your shield right and constantly organize your inspirations to oranges, it'll survive a +2x8 fire ambush mission too. So survivability is equal, this brings us to purely damage.
Let's say burn does as much as shield charge. But it only hits 5 instead of 16. But there's LR too. So you need to use burn a total of 6 times to get the same as LR/SC, but you also need to use it 6 times within -20- seconds. Meaning with it's moderate animation time, you need it to recharge in about 2 seconds and spam the thing. GL with that. Not to mention how much rage crash will cut your farming when you get into the high numbers, where you have to constantly do damage to get the high numbers we all want.
ST, definitely. AoE? Not a chance, because at %185+ recharge levels, you can use LR and SC enough to constantly kill 16 targets at once. LR and SC are only as powerful as they are because of the damage being split up into 2 radius' where one is smaller. But that doesn't matter when you're surrounded by 150 guys. And also because they have pet damagae caps of 400%.
SS/Fire is way easier to farm with, which is what most -need- while farming or else they'll get bored. But i stopped using my ss/fire to farm because i hated being slower than my ele/shield, and that sort of stuff bugs me, even if the shield is 100x harder to play with the repetitive inspiration management.
People praise burn too much, it's been nerfed to hell. Shield scrappers with their already high base damage get AAO, which means they're pumping out more damage than a brute with high fury and rage. Brutes do as much damage, sometimes more, than scrappers until you get to shield scrappers or dark melee scrappers with the +dmg. Shield scraps break the game, and are perfect to abuse for farming.
The only complaint about ele/shield is that it has to wait for it's big hitters. But all you need is as much recharge as you would on a fire/kin and it's golden.
And if you wanted some real answers, should visit the scrapper forums. They actually calculate all these things. -
The very best farmer would be a ele/shield scrap, not even a brute. LR and SC are pets which get capped on damage at 400%, which is easy with fury and slotting for a brute, but much better for a scrapper with higher base damage.
My ele/shield brute has 185% recharge and 45/45/45 defense, (though i had to use the glad proc to hit soft cap, i just happened to have one).
LR and SC every 22ish seconds, thunderstrike and chain induction every 3, fireball every 8 seconds. End is fine as long as i kill fast enough to earn blues.
The great thing is that i can farm any farm mission, including purely fire missions.
I prefer the big ambush missions on +2 x8, even if it's annoying getting pushed around by all the mobs, but if i do mob to mob on that difficulty, i spend about 15 seconds on each mob.
Build up, lightning rod, fireball, (minions rez) Thunder strike (Lts rez), shield charge, fireball. Everythings dead except for the bosses, which i drag to the next mob then rinse repeat until the bosses following me die.
It's too bad i'm not a scrap...might PL one for the extra damage.
But nothing does better than a ele/shield/blaze recharge built scrap.
If you're not planning on investing billions like i did, ss/fire would be better. -
Quote:How interesting he comes in here and you are hostile to him. I can't imagine why you don't get more posts from devs in PVP threads ^^
-C.A.
Captain Amazing is totally right about this, Posi has a shiny red name. We should suck up to him, excuse him for everything and stop acting like we're paying him to fail at his job.
I pay my 15 a month, same as everyone else, but solely for pvp. So fix it. -
If there's already a thread about this, i apologize, as i couldn't find it. i went through several pages and google searches trying.
The first incarnate boosts all list two difference bonuses, for example.
+27.50% strength to accuracy on self Ignores buffs and enhancements unresistable +5.50% strength to accuracy on self Ignores buffs and enhancements unresistable
I'm assuming that the 5.50% is the part that ignores ED. But then there is damage.
+27.50% strength to all damage on self Ignores buffs and enhancements unresistable
The Damage (Masculature) incarnate alpha ability slot whatever is missing the +5.50% that every other one has. And if you go up a level, where everything is +22% this and +11 that, where the +11 is most likely the part that ignores ED, damage doesn't have it.
+22.00% strength to accuracy on self Ignores buffs and enhancements unresistable +11.00% strength to accuracy on self Ignores buffs and enhancements unresistable
compared to
+22.00% strength to all damage on self Ignores buffs and enhancements unresistable
Where the +11% isn't there.
Either the boost isn't there or it's just not being displayed, which is it? I have enough incarnate shards to create it but i don't want to if it's currently broken and weaker than the other alpha slots.
Thanks for any answers! -
Regen is jokingly invincible in pvp, but it's just "alright" PvE, and especially horrible for farming. I can soft cap everything to S/L except regen. Even the soft cap on electric armor is fine. Regen has the most difficulty with the RWZ challenge IMO as well.
As for the OP, a shield tank can be alright. Shield/fire or Shield/SS tank. But you'll farm at half the speed an ele/shield/blaze scrap would with perma hasten. I really wouldn't suggest trying to make a toon do both, even with seperate builds.
but...SS/Fire brute maybe sure.
and Arch/MM? yep. Phillipine Eagles or something is a very good one i know on freedom.
GL -
Got my answer. Does last 120 seconds.
http://tomax.cohtitan.com/data/power...fted_Panacea_F
Ty @UberGuy -
It's much better in an auto, but in the build i've made i could only fit it in a click without sacraficing more regen which would make it completely useless as my end is fine.
The chance for +end should roll everytime i use the click, but how long does the 20% regeneration last? 2 minutes like other regen procs?
If nobody knows for sure, i can put it into my PB and respec it back out.
Thanks -
Trying to hit the defense debuff cap on my ele/shield brute. And it's possible on mids with double active defense and all, although after reading some threads i saw someone...possibly werner, scale Grant cover with 1.57 So i did that as well (actually 1.40 as it had 2 hamis, though i switched 1 with a generic def IO for more defense).
My grant cover has 1 generic defense IO and 1 def/end hami. It still gives the 13% or so it does not slotted. It also doesn't scale on mids. Has this been nerfed? It seems like it's the only way for me to hit the cap, if i can make that number bigger.
Just need someone to point me in the direction of why it's not scaling, or if i'm doing something wrong. I turned it off and back on again, so that definitely wasn't it either.
And if it was nerfed, has anyone else hit the defense debuff cap without Grant Cover's defense debuff res scaling?
Thank you! -
Ctrl + F
Arcanaville
Nope, therefore i am not convinced of either. -
Hi rawr, it's absolute
I tried an EM/EA brute once, put a few billion in it, and it failed. Stripped and deleted. EM's damage really isn't that good. ET and TF is alright against squishies but against won't do too much against anything melee. I don't think i've ever seen a good EM melee, except a tank, but that was back a few years, either when i wasn't very good or pre ET nerf.
The only way i could see this working is aiming for a bit of +acc and taking the Mu mastery. Hit them with some Mu attacks, use power sink and summon the Mu pet. And have taunt incase they go after the pet.
EM/Ele/fitness/speed/fighting/medicine/mu
I could see that working a bit, drain people's end with Mu lighting/Electric fences/Pet/power sink while using aid self to stay alive long enough. That's basically going to be my tactic once my ss/ele hits 50, he's only 42. GL with it -
I don't have test, or i once did but got rid of it for more space. But i'll move my claws over to freedom this weekend, since he's fought everyone on virtue and every duel is just a reduel.
Lt. Colonel Bahn, i'll be in RV perhaps tomorrow, definitely saturday or sunday unless something goes wrong. And this goes out to anyone who wants a duel -
Quote:Kib, Sentry was talking about melee on melee fightclub but in his build he is talking about colds and debuffs? Hmmm, I think he got sidetracked. My understanding is you were looking for a KM/Regen build to fight other melee in a fightclub (toe to toe) situation. Based on that, here are a couple of things to keep in mind that Sentry either forgot to mention or does not understand:
1. Regen is all well and good in downtime (not in combat) but during combat your regen goes bye-bye during travel suppresion (which just about 100% of the time in fightclub.) Don't ask me why but the devs have failed to fix this.
2. All that damage in his attacks is getting resisted. Purple, PVP, and a number of other procs (like Mako's, check Mids) are UNresisted damage which far and away make them more valuable to have in your attacks than that extra 10-15% he's going to get slotted for damage.
For fightclub, your best damage is going to be fast animating, low recharge attacks (ala quick strike, and boxing, yes...boxing.) Slot one with five purples (Acc/Dam/Rech, Acc/rech, Dam/End, Dam/Rech, Proc) and a Glad Strike proc. The other slots three glad strikes (Quad, Acc/Dam, Proc) and three mako's (Quad, Dam/End or Dam/Rech, Proc.) Slotted with enough recharge you can spam just those two attacks and win.
Now, KM being what it is and getting a bonus for using only KM attacks + Power Siphon... Quick strike, body blow, and smashing blow can be used in place of quick strike and boxing (leave boxing unslotted in this case) and cycle between those three attacks. Personally, I still like boxing and quick strike. You can skip the ranged attack for fightclub (people generally don't move for fightclub) and get concentrated strike for those heavy hits once you've gone through your attack chain while power siphon is on.
Sentry's advice to ignore recharge on a regen is not good advice, especially since your regen is going to get killed every time travel suppresion kicks in (check it out in real numbers in game.) You need those heals and having to wait an extra five seconds makes all the difference in fightclub. In zone, it's not as important because you can run away.
I'll toss a fightclub build together later when I get home.
I use a DM/SR scrap for fightclub (in the past I have also used ma/regen, dm/regen, inv/ss, elec/ss, and ice/energy) and use shadow punch and boxing back to back with the occasional siphon life for heavy hits/small heals. In hundreds of fightclub duels on the DM/SR in the past 4 months or so I've lost maybe 5 or 6 times tops.
You'll catch alot of flack for fightclubbing. Just ignore it, it's just another form of PVP. It does require a big investment for a fairly small portion of the PVP playerbase, so you may want to reconsider making something strictly for fightclub. I have lots of cash to burn so for me it didn't interfere with my blasters, debuffers, healers, and tauntbots I use for regular zone and arena play.
I talk about colds and debuffs because apparently some tanks are starting to use cold mastery to slow you down, and i've fought some cold melee or ice armor tanks before. Those are extremely rare though so they don't matter too too much, but when i make an FC build i want it to be able to duel other things...like demons with ice powers or cold cors, which i always duel too. I laugh when people ask for "Melee only" duels. A duel is a duel, and my builds are made to 1v1 anything, as well as dominate in 1v1 FC. I will never in my life make a FC ONLY build, because frankly not taking any ranged or a travel seems idiotic to me. If i lose to some FC only person, i just switch to my blaster or cor and ask them to duel, they usually refuse, which is pathetic, or accept and lose.
Also i might as well use numbers as well...
1. Regen, it's true you lose some regen when under Travel suppression, which is perma in FC, but that only takes away your BASE regeneration. good ole 0.42%, or 100% on mids. That doesn't hit you that hard, i believe it will take about 6 hp/sec off before DR. Not a huge change, it would be a huge change if you say...had a SS/Invul brute who hit around 3150 hp like mine once did, i believe i lost something like 11 hp/sec, which really crippled me. But /regen is based off of regeneration bonuses more so than hp, where as invuls and WPs who focus more on HP get crippled by it more. Either way you're going to have more regen than the regen you're fighting. TS isn't a problem and i barely notice the difference on my regen when i've tried to arena without it...only on my WP tank with capped (old cap) hp.
2. Yes the damage is getting resisted, but the fact is that those dmg %s need to be high, and even being resisted they still dominate. Regens don't have any resistence compared to other secondaries like WP/Invul/Fire etc. So if you're fighting them, which is who you were losing to, it won't matter at all. In fact the only time i've seen the damage procs do considerable amounts of damage was when my opponent was in unstoppable. Swipe would do around 30 damage per, and only 20 if damage % was half slotted. 1 mako proc adding 72 dmg 20% of the time would = 14.4 extra damage. Which is higher than the 10 damage added by slotting max dmg %. But that's in one situation, against something with around 84% resistence to S/L. Procs are nice and fun, but i've tried 3 procs vs 2 procs, and even 4 procs. I came to the conclusion that 4 IOs and 2 procs was the best choice. Unless you want 2 Acc/Dmg HOs, 1 Dmg IO and 3 procs....but when i tried that my chain wasn't complete and i missed the hp/dmg bonuses from mako. So i have a lot of experience with the damage and how to slot attacks.
Unfortunately you are getting FC advice from people who never do it. So yes, i beg them to try to fight my claws spamming quick strike/boxing. Your DPS will be horrible.
Oh well somebody didn't read the numbers i put up....He suggested using Smashing blow even though it's bad DPS, and i suppose he missed the incredible DPS of Concentrated strike....instead of using it every 1m or so with power siphon, spam it to hell whenever it's up. I'll assume the OP is smart enough to check the numbers on this.
I didn't say ignore recharge, that would be crazy. But like i said the most survivable regens i've fought had a lot more hp and regen than i did. I never go below 50% rech on my regen builds. As we all know, DR kicks in around 120% or so and recharge becomes less and less effective. I get the basic/necessary recharge then focus on hp/regen.
You use boxing and shadow punch Merc? Nice, you only missed [Smite] your best attack for DPS chains. Not to mention siphon life is worse than midnight grasp too. Midnight grasp is the exact same DPS as boxing, except it has DoT to stop aid self, is a big hitter to throw your opponent off a bit (timing for heals etc.) and has -tohit which can be very useful against new scrappers without FA/Targeting drone.
But of course i'm not here to help you make your dueling toon better, i'm just helping the OP.
I'm not impressed by the win %, my claws/regen, being only 2 billion and without pvp IOs, beat a bunch of 20 billion duelers who came to virtue for more duels. In fact i was undefeated, until a 15 billion DM/Regen, one i had already beat, got some advice from one of my good friends on how to fix his toon up better. He respec'd according to the advice...then beat me, and he's still the only one i've lost to.
I dueled CraZnictus or whomever from freedom, worth a lot, it was extremely close but the duel was interrupted. I don't know which way it would go, probably depended on crits and procs at that point, but, well i thought i would match this little record up there or whatever you call it.
I can't keep up with the prices though, and only 1 toon of mine has PvP IOs. The bonuses aren't necessary so i usually do without them.
But i'm done on this thread, i don't want to argue it all. The OP got the build he wanted. Also if you want to contact me about more builds, feel free, i usually get some experience out of making them and i have spare time at some point in my day. Again, GL -
I agree with all that's already been agreed upon and i'll buy GR if it happens.
-
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I'll explain the build if you're interested why i did what. To put it very quickly, this is the damage per time of each attack but also factoring in arcanatime. Which means when someone is standing still, like in fightclub and melee duels, you want to do as much damage in as little time as you can. These numbers are taken off mids without any enhancements, the animation times were taken from CoH, then i had to include arcanatime for each one individually.
Attack...Damage / animation time = DPS
Quick strike...81.7 / 0.924 = 88.4 DPS
Body blow...107.6 / 1.188 = 90.5 DPS
Smashing blow...103.3 / 1.32 = 78.3 DPS
Repulsing torrent...178.5 / 2.112 = 84.5 DPS
Burst...208 / 2.772 = 75 DPS
Focused burst...169 / 2.112 = 80 DPS
Concentrated strike...441.2 / 2.904 = 151 DPS
This means smashing blow and burst are bad, body blow is the 2nd best, quick strike is pretty good and CS is just plain OP in every single way. The build i provide uses focused burst rather than repulsing torrent because of 2 reasons. First, you want Apoc and devast IOs for their awesome regeneration and hp bonuses, and 2nd, the recharge is of focused burst is low enough that against colds or slows or whatever comes your way, you will still have a perfect attack chain. Just looking at it breifly it may be...CS/quick/body/quick/focused burst/quick/body/quick and restart. That should work, and i gave you sharks for ranged toons, but mostly for apoc and devast again.
The build has 794% regeneration, having three 16% (2 apoc and 1 soulbound), five 12% (3 numina and 2 devast), and finally five 10% (1 LotG, 1 shield wall, 3 panaceas). I assume you know the rule of 5 bonuses so i aimed for just about as much as i could without including 8% regen bonuses which would wreck your attacks. You have 67.4 hp/sec which is what most people have with DP on, but with DP on you jump to 79.9 hp/sec. Which is extremely good for a regen. I believe i've only seen 2 regens that have passed 80 hp/sec without sacraficing everything for it.
Your HP is 2048, some may see this as useless as you hit cap with DP, but it isn't always on. I usually beat regens once their DP drops, it's as if they are squishy again. Therefore with a very high HP, no matter what you are not squishy. Actually the most survivable regens i have ever seen had a lot of resistence and a lot of health, usually around 1900, and you instead have 2048. You also have 46.9 resistence to S/L (not DRed).
Recon has perfect heal/rech %s, DP is lacking a little tiny bit of recharge but your massive amount of hp makes up for that. IH is lacking a bit of recharge but you never use it twice against another regen, while MoG has a perfect recharge as well. Your end will be perfectly fine as you have low end consumption/high recovery/MoG for end. IMO your chance of hitting people will be fine too. There's Power siphon and other regens don't have defense anyway. That is obviously who you are currently losing to.
Your damage should be very good, since your attacks reflect the DPS i showed at the beginning.while having good Dmg %s and then procs accordingly. If you look at the top attacks and their DPS, you can see why Burst is a good set mule but horrible attack in a duel.
Also, most people think recharge is the only way to go, but in fact it isn't and the only reason i get recharge on a regen is for my damage and attacks. It doesn't matter if recon comes back 3-5 seconds earlier than normal if you have this much hp and regen. Let's say you have 55 hp/sec in zone with this, that means within 12 seconds you have healed as much as recon would but you didn't need to stop attacking or waste a single heal. Regen over recharge for dueling.
Even if you don't use this build, i've had a few friends who have been bugging me to build a km/regen for them, so i'll just direct them to this page. I would be surprised to see this KM/Regen build lose in a duel, not before KM gets nerfed anyway, hopefully it will.
I'm very tempted to take a slot from hasten and put another numina in integration to make you hit over 80 hp/sec, but as a regen and not having the best recharge in the world...you need it.
Good luck. -
Quote:Whether dueling is stupid or not isn't the topic at hand, and thank god, we all know i could argue that with you for a few good months like i used to. The OP said he was looking at this build for dueling and fight club (he said clubfighting but we all know what he meant).Dueling is stupid, but even if you are going to make a dueling build you are going to need SJ, unless of course you are going to lol fiteklub just stand there and trade attacks. If he wants to play this in a zone then SJ is pretty much a requirement and by-the-by those sets are there for the....wait a minute....oh that is right, the set bonuses and the one I made has perma dull pain, so it is always hp capped, reconstruction recharging in 16ish seconds if I remember correctly. Procing out quick strike is the way to go, it will do more damage over time with the procs hitting.
It is built like a blaster since really that is about what they are now, just spam CS. Mog up every 75ish seconds. Between MoG, perma dull pain, reconstruction, instant healing and hibernate, the OP should mostly never die. I can't wait to see your lol fightklubber build so hurry up with it.
So yes, lolfightclub is what he wants. And this is what my build will provide, if you guys still haven't gotten it, that's sad, but to clear it up, some people like lolfightclub. So i'm gonna go ahead and post a build for what he's asking, not just putting out different builds.
Yes please go ahead and brag about perma DP when it isn't. Your build has 157.5% rech and DP has a recharge % of 88. It "says" DP comes up every 104.2 seconds. let's compare it to my claws/regen with 182.5% rech and DP having a recharge % of 97. It says DP comes up every 94.7 seconds. In zone my DP is down for about 20 seconds at best, DR hits recharge very hard. I can't even perma it with Geas giving me an extra 100% for 1 of those minutes. So you don't have perma DP, no. Check your numbers, maybe go to the game and try it yourself.
Maybe if you knew how to calculate procs and how often they go off then divide by the damage you'd know that the it's much much better to replace that Mako proc with a regular damage IO. 20% chance for 72 damage isn't worth changing the actual damage from 45% to around 85%. That's factoring in the mako 3% damage bonus you lose as well.
I put some time into the build i made because it's actually for some friends of my own, i'm just giving it to the OP because giving my friends a link to this page is simplier and i play on virtue so who cares if there is a good FC player on freedom. -
I love when people who never duel melees try to make a build for it.
Don't be fooled by the people here, they only play squishy ranged toons and on teams.
SJ isn't needed, it's waste. And no tough and resilience? I can't wait to hit that guy for 900 with a critical EC.
I had a claws/regen without either and i actually got hit for over 1000 i think it was, and it didn't matter how many heals i had taking that about 3 times.
The recharge on MoG should always be maxed, i've never seen someone put it so low at 45%.
Quick strike, procs are there to add extra damage ontop of the damage %. Replace that mako proc with a damage IO and the attack would be doing more damage overall, of course i wouldn't that. I would probably do 4 glad, 1 heca and 1 acc/dmg HO.
Yea because stamina and QR really need that many slots, i 3 slot them. 1 +end proc, 2 end mod IOs. I've seen regens 1 slot them and 2 of my regens don't even have stamina. MoG and QR are enough, but if you want stamina that's fine. They just need to be slotted less.
aside from that, it's got good rech/hp, the regen is sub-par, inbetween what my real regens have and what my recharge regens have. You can tell the health is slotted like a blaster, not a regen scrap.
If you want one for dueling, you don't really want hib/water spout anyway. They usually just hibernate for zone wars which is fine, but personally when i didn't take FA or Targeting drone and hate fighting any sort of dark/storm. I took blaze mastery on my claws for the mez, hated fighting thiose WPs with RttC on, was horrible.
Anyway, I'll make one later today when i have time and put it up for everyone to hate on. But I know how to build regens for dueling.
Oh and i was talking about the build Psyrene put up, as it was the latest one and people pretty much go with the last one put up. -
already did, but it's nice to know i did the right thing.
Still if anyone has any ideas i could try, i was in the middle of building some new toons with all my money on one toon, on a different server. -
Yes, my global names. And it wasn't more then 2 weeks ago i had no problem emailing myself. everything was spelled correctly, i didn't forget the @ sign. All should have went well