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Posts
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Quote:Could you make a short Youtube video of your SS/Fire brute doing the Foot Stomp? Elec Fences > Ball Lightning > Burn > repeat chain with no pauses, then? Or anyone, for that matter. If you actually can do it, this means the numbers everyone has been using are wrong and it bears further investigation. TBH, though, I won't believe it until I see a video proving it.Thats just not true, i seem to always have an AoE up (every few missions there is a point where nothing is up though). For the love of god, didnt i just say that? I think people are forgetting about FF+rech with this math.
Quote:Quickly glancing through the last few pages, the disconnect between these spreadsheet analysis and ingame reality is that while these numbers assume the damage cap, none of them include the time spent using inspirations or other click powers. -
Quote:KO Blow still reigns as the filler attack no matter how much +recharge you have. Assuming perma-hasten levels with a T4 Spiritual Alpha, Ball Lightning is still going to hold your attack chain up. To have a flawless attack chain of Foot Stomp > Elec Fences > Ball Lightning > Burn, Ball Lightning needs to have a recharge of 6.5s or so. Assuming you build entirely for recharge speed on your SS/Fire (which isn't efficient in the first place on an SS/Fire) you won't be able to reach that amount of +recharge. A ST attack in the chain is inevitable.Yeah, the problem you're having is that you're including KO blow when you shouldn't be.
KO Blow only has .7s more activation time than Haymaker and does more DPA than it. It's better to use that as your filler in the chain. -
Quote:The answer to this question is just a page down. Here is Bill's optimal attack chain comparison chart for SS and Claws:*** All my statements reference Fiery Aura Brutes only ***
I understand the prevailing logic is that 'SS is king of the higher stuff'. I also understand why Claws and DB are good at the lowbie maps and are a smoother ride to 50. But, by my observation, Mace 'should' be just as good as Claws and DB on the way to 50 (the dmg auras do more dmg in 1-3 maps than the aoes do) and Mace should be close to SS at 50 due to more AOEs, more Oblits, more +Rech IOs, excetera.
The arguments for SS superiority I expect would be:
• The greater AOE radius on Foot Stomp.
• Rage.
My counter-points to those reasons would be:
• The greater radius just makes it 'easier' not 'better'. Foot Stomp still has a cap of 10.
• Rage is only helpful when below the damage-cap and is a hinderance when your at the damage-cap.
I'm looking for some logical/factual arguments as to why my assumptions are invalid.
Mace has two useful AoE powers that fit into a typical AoE chain just like Claws does. However, Eviscerate and Spin beat out Mace's parallels (Crowd Control and Whirling Mace respectively) in damage. The extra third of a second on Eviscerate's cast time does not give Mace the edge, given Eviscerate does roughly a third more damage than Crowd Control. Spin activates .16ish seconds faster than Whirling Mace and severely outclasses it in damage. Build Up won't make up for the gap in damage between the two power sets' attacks.
Mace does not beat out Claws or SS in damage. Is it a viable farmer? Of course.
(heck, you can just eyeball the bloody numbers in City of Data or Mids to see why Mace isn't better. But I figured you wouldn't accept that so I threw in some data)
Edit: Have you tried the lowbie map without an AoE? It gets painfully slow with just a damage aura once you stop stacking level up inspirations. An aura does 120ish damage every 14 seconds compared Spin's 78 damage every 14 seconds. 40% of your damage in the lowbie map comes from the AoE attack as a Claws brute. -
For single target, I know BF > AV combo is the sweet spot for Dual Blades, but what about AoE? I can't seem to find the numbers/stats for the Sweep combo effect, so it's hard to crunch out the best chain. Has anyone done this with Burn in the combo?
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For low level farms, I don't really think level makes a difference in xp/minute. If you're fighting +2s at level 1 you'll start missing a -lot- more (even with inspirations) which lowers your xp/min down to level 1 times.
I just finished leveling up a Claws/Fire to 50 in ten hours off of my map (#504915) which was set at level 1. That's ten hours including trips back and forth to spend tickets, craft IOs, and sell them. I'm also sitting at a healthy 1.2 billion inf from all of the drops, so I'm fairly satisfied.
Mine was a little faster than Neo's time, but the difference isn't big enough for me to attribute one being better than the other. I personally prefer the level 1 setup because it's a lot more mindless (half of the time I can just leave Spin on auto and browse the internet while everything dies).
Because this was decent inf, and I've wanted a DB brute for a while, I'm going to run it and time myself again to see how consistently fast this is. -
Quote:Let me elaborate on the above a little bit.Thanks for replying ultrawatt.
Just to be clear, you're basically saying there's not really much point at all to melee defense?
Melee covers every attack done do you at melee range.
S/L covers every attack that has a smashing or lethal damage component. This means that powers like Bone Smasher and Fire Sword are deflected by S/L defenses because they deal S/L damage in addition to their energy and fire damage respectively.
There are very, very, very few attacks that deal non-S/L damage at melee range. The only power that I can think of off the top of my head is Incinerate. Melee defenses will cover those attacks, but it won't cover ranged or AoE attacks that deal S/L damage (and there are a ton of those as well).
tl;dr S/L defenses cover a far wider range of attacks than Melee defenses do. It's not harder to slot for S/L defense (unless you count cost; this is why Kinetic Combat jumped to being such an expensive set), so you may as well slot for it over Melee. -
Quote:[edit: meh, not worth itNo it hasn't. It's been number crunched to be better than SS in ambush maps assuming every attack can targetcap and you're constantly damage capped from reds. Any time Foot Stomp's extra larger area matters or you're under damage cap (and that is quite a lot of the time when farming), Super Strength is superior.
That said, Claws/Fire is a fine farmer and won't do you wrong. Just don't spread misinformation, okay?]
I found the damage numbers myself courtesy of Bill Z Bubba. Given you enter at damage cap (inspiration crunching) and during the farm you're at least at around +100-200% extra damage from inspirations carried in and inspirations dropped in an ambush farm (the middle area Bill's chart doesn't take into account), Claws should leap up to being a little under or a little over the DPS of SS over the course of a fire ambush farm depending on the luck of your inspiration drops and how lazy you are (macros/binds to convert everything but red and purples to reds help substantially).
tl;dr Claws/Fire will probably be a little under the inf/min of a SS/Fire in an ambush farm, but barely enough to notice. Claws/Fire has the disadvantage of being slower than SS/Fire outside of AE (Demon Farms won't keep you at the target cap), but with the advantage that a Claws/Fire is now infinitely easier to level up solo.
Quote:You can always give the baddies kb protection and craft yourself the handgrenade temp power to speed things up. Just buy everything you need in a stack of 10 to save time and work out the quickest trip to the crafting table and back.
Having a 2nd Aoe can be put to good use. Spin/Aura on the mob that your in and toss the nades at the other side of the room. Speeds things up a small bit. -
Quote:Actually, since you're capped at 1, /dark and /ele have an almost an equal advantage (only lower by one point of damage off the damage auras). These maps give great xp all the way to 50 due to how fast stuff dies, so any combination of claws or db with an armor set that has a damage aura will have an incredibly easy time getting to 50.They would expire at 24, but they are definitely on the low side for helping. Part of the reason I slot common IOs if I take the time since level 15s can be used until 22.
I got my SS/fire up to 33 after getting to 22 on lowbie maps and I got an invite for some runs on the cyborg mission. My Claws/fire is at 39. Based on the level 1 and level 3 lowbie maps I will easily give the edge to Claws and DB/fire for smoothest ride to 50. If a player wants a casual farmer that mostly just generates tickets and doesn't need to be a top end PLer, that would be my pick. If you want a top end farming workhorse, then by all means roll a SS/fire and just work your way to 28+ to at least get a second AoE going before taking on the more normal farm maps. For me, I would be more than ok with a Claws/fire being my main farmer.
But, yes, if you want a farmer, claws/fire is the way to go. It's been number crunched to beat out ss/fire in ambush maps due to how close enemies consistently are. -
You shouldn't have any problems past 22. I made a quick and dirty video of a fairly efficient run. Check what you're doing against it and see if there are things you can fix. http://www.youtube.com/watch?v=e_xeL...el_video_title
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Quote:It gives great XP and inf.From the sounds of the initial post, a claws brute will get an AoE one shot with spin, so the auras aren't "necessary" even if they do help a lot.
The initial post is fairly misleading. Enhancements don't matter at all since they all scale down to only providing a 3% boost or so at level 1 (SOs and IOs). Spin deals 78.8 damage every 14 seconds. Blazing Aura, on the other hand, ticks for 9.18 damage every second; 14 seconds of Blazing Aura deals 128.52 damage. Your damage aura is far more important than your AoE attack.
For optimum speed, I would run with a Claws or DB primary with Fire, Elec, or Dark secondary. If you want to mix it up, dropping Claws/DB would hurt you a lot less than dropping the damage aura from Fire/Elec/Dark.
Just because I know this will eventually be asked, this is only truly effective on a Brute. Why? Two reasons: A) Brutes have a taunt on their damage aura . B) Fury will keep you at +250% damage. The way low level scaling works, Fury is what makes you deal absurd amounts of damage at level 1. Scrappers -can- run this, but will have a lot of problems with enemies running and they don't deal as much damage as a Brute with Fury will at level 1 (even counting inspirations since brutes have the higher damage cap and scrapper crits will go wasted in this type of farm). Tankers have the taunt, but don't have the broken damage scaling that Fury provides. You can run these types of missions on ATs other than brutes, but you're not going to even approach the speed a Brute runs through them. -
Slotting doesn't matter, since everything scales down anyways. Resistances really don't matter either. Likely you didn't inspiration crunch before entering which is important, since that gives you the temporary boost to get the killing going so more inspirations drop to use. At the rate you kill at in the maps, you should be at or close to the defense cap the entire time (barring unlucky streaks).
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These have been around in the farming circles for a while now. I don't think this is too bad, given Brutes with damage auras are the only ones that can really make the best use of these maps.
There are a bunch of these on AE right now with varying effectiveness. I made an optimized version for max XP/inf capped at level 1: try arc 504915 if you're looking to do this. (Ambushes triggered off of enemies rather than objects work better, as you can lure both ambush triggers to the same spot so they all congregate in the same area. You also want an open map, otherwise you get shoved against a wall and that limits your AoEs and you waste time repositioning yourself) -
My aim for this build was to maximize recharge while getting ranged and s/l defenses as high as possible. Ageless Destiny will make all of my necessary powers permanent as well as filling in the endurance gap when I don't have Heat Loss active. Given I'm a controller and have 5-6 pets, three of which that are invulnerable with high threat, I don't really see the need for perma-Clarion or capped defenses.
I don't think shields are worthless in the current IO envionment, but I don't really think they're worth slotting. One-slotted they give 14% defense which is enough to cap people who build to softcap with a purple. Throwing the slots into Maneuvers and other powers adds an additional 4% defense to help make up for the lack of slots, but has the benefit of giving me the defense as well. Maneuvers also lets me pick up Tactics; the worst thing ever is watching a Benumb or Flash miss, so that'll help out a bit in that department.
Here's the build:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9), Lock-Rchg/Hold(36)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Acc/Rchg(13), CoPers-Conf%(13)
Level 6: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(17), EoCur-Acc/Hold(17)
Level 8: Ice Shield -- DefBuff-I(A)
Level 10: Glacial Shield -- DefBuff-I(A)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-ResKB(19)
Level 14: Fly -- Flight-I(A)
Level 16: Group Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def(19), RedFtn-EndRdx(21), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(23)
Level 18: Phantom Army -- S'bndAl-Build%(A), C'Arms-Acc/Rchg(25), C'Arms-Acc/Dmg/Rchg(25), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(27), S'bndAl-Dmg/Rchg(29)
Level 20: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def(29), RedFtn-EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 24: Snow Storm -- Slow-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(37), Abys-Fear/Rng(37), Abys-Dam%(37), Abys-Acc/Fear/Rchg(40)
Level 28: Benumb -- Acc-I(A), RechRdx-I(33)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(43), RedFtn-EndRdx(43), RedFtn-Def/Rchg(46), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(34), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-+Res(Pets)(36)
Level 35: Sleet -- Achilles-ResDeb%(A)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod/Acc(40)
Level 41: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def(45), RedFtn-EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Tactics -- EndRdx-I(A)
Level 50: Spiritual Total Core Revamp
Level 50: Void Core Final Judgement
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A) -
I'm running a 50 Spines/Elec and having a ton of fun with her. She has 32.5% melee/20% ranged defenses, perma-hasten, and puts out some brutal damage. I went with Soul Mastery, because this lets me pop Shadow Weave to take alphas for groups very easily in case there isn't an external source of +defense (and the snipe is a good IO mule).
I went with Spiritual because it helps reach perma-hasten a lot easier, the +healing on Energize is amazing, and I can manage my endurance just fine without any incarnate abilities (running all of the ElA toggles plus tough/weave). At perma-hasten levels of recharge, Energize comes up fast enough for healing and endurance reduction issues, and Power Sink fills up the blue if I'm ever lazy and don't keep Energize up.
Provoke is worthless on this character. It has a 5-person target cap, and why spend time provoking what could already be dead with another attack?
I'm...iffy on the T9. It was useful getting up to where I am now, but right now I feel like it just doesn't add enough survivability to be worth the crash. On the other hand, I used my slots elsewhere, so I don't think there's anything really worth taking that only needs one slot, so I'm keeping it in my build for now.
I can run a +4/x8 ambush farm with her, but I mostly do +3/x8 farms because they require a lot less attention (and I usually only farm when I'm looking for something mindless to do). You won't be as effective as a brute for farming because of the scatter (even crunched up to +400% damage you're still going to see scatter in farms), but you're pretty close. I was having a blast taking alphas and brutalizing Rikti with her on a +4 LGTF the other day.
The set performs pretty good, but it really starts to shine once you hit 33/34 and get Throw Spines slotted. The first time I saw it crit brought a childish grin to my face. -
Just because you have DA doesn't mean you have to use it. You can still go, say, Katana/Elec and IO your positionals out.
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For secondaries, I agree that I'd want a Resist-based set. Soft-capped melee and ranged defense, with the right amount of inf, can be added with IOs. You can't really do that with resists (at least, not covering the same amount of attacks that +defense does). Since we're not worried about defenses beyond this, I would want a secondary that adds damage to the build. This leaves us with Fire, Electric, and Dark Armour. TBH, all three are great at their own things:
Fire - Adds a lot of extra damage through Fiery Embrace and Burn.
Electric - Doesn't need a Cardiac Alpha thanks to Energize and Power Sink. Between Lightning Reflexes and Spiritual, it can add a gigantic amount of recharge to a build. Could take a Musculature if the recharge isn't needed in the primary.
Dark - PSIONIC RESISTANCE. After running with my Spines/Elec for a while now, I am really starting to hate carnies, arachnos, and just about anything that does psionic damage. Dark is the only set of the three that offers full resistances. Extra mitigation is added through the later powers in the set.
Primary really depends on what your preference is. Are you trying to solo a pylon in record time? Single target. Groups and soloing? AoE. Why AoE for soloing? Because this'll let you ramp up the difficulty to a level that really tests your defenses.
For single target, go with whatever's been number crunched out to being the best. Is it katana?
For AoE... Out of all of the sets, I'd go with Spines. Why spines? Throw Spines is the most loving cone you will ever use. With most targeted AoEs, you have to do some finagling to get a pack of mobs to hit everyone with it. Throw Spines? You can welcome everyone into your AoE's sweet embrace easily from the start. With a high-level build, you can get it down to a 3.2s cooldown, too. Did I mention it has a 1.63s activation time? JAWESOME. Spines also has a second damage aura -and- it can slot three Obliterion sets which are made of jelly and win. The single target damage in the set isn't too shabby either once you get to the higher levels of recharge with IOs.
Or you could go with the best of both worlds and get a high-performance ST damage with decent AoE with a set like Dual Blades.
With all of this said, I've been playing the crap out of my Spines/Electric recently. Just got the Spiritual alpha into her and she's become a whirlwind of AoE destruction. With softcap melee defense (with one purple) and Shadow Meld to softcap melee/ranged so I can take alphas for teams (since I'm floating in so much +recharge and AoE that I don't need EPP attacks), it's been a blast playing her. -
Welp, I sat on it and swapped some slotting around. I managed to get just shy of softcapping melee defense with a purple which suits all of my soloing needs just fine. If I'm in a teaming position where scrapperlock takes over and I start taking alphas, I can pop Shadow Meld to softcap melee/ranged defense and get 40% AoE defense as well.
I'm sitting at 46 and with about half of the build right now, and my recharge is high enough to chain Throw Spines > Ripper > Spine Burst, and I should be able to get to Throw Spines > Ripper > Throw Spines > Spine Burst for more AoE goodness with the rest of my IOs and the spiritual alpha. My ST chain of Ripper > Impale > Throw Spines works wonders against bosses.
The character's been an absolute blast to play. If anyone has any other build suggestions, let me know.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(21)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(36), TtmC'tng-EndRdx/Rchg(36), TtmC'tng-ResDam/EndRdx/Rchg(37), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(46)
Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-%Dam(13), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15)
Level 4: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11)
Level 10: Conductive Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(37), ImpArm-ResDam/Rchg(39)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 14: Super Speed -- Run-I(A)
Level 16: Static Shield -- EndRdx-I(A)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29)
Level 20: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(39), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(40), Numna-Regen/Rcvry+(48)
Level 24: Kick -- KBDist-I(A)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), ImpSkn-ResDam/EndRdx(50), ResDam-I(50), ImpSkn-ResDam/EndRdx/Rchg(50)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/Rng(34), RechRdx-I(36)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(40), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(46)
Level 38: Power Surge -- RechRdx-I(A)
Level 41: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(42), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(43)
Level 44: Shadow Meld -- S'dpty-Def/Rchg(A), RedFtn-Def/Rchg(45), LkGmblr-Def/Rchg(45)
Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), RedFtn-Def/EndRdx(48)
Level 49: Combat Jumping -- DefBuff-I(A)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25) -
Hey all. I'm aiming to use this character for a mix of farming (a change of pace from my blaster) and general soloing/groups/incarnate stuff too. I have around 500m to spend on it, so I'm not really interested in purples.
With the spiritual alpha, I'm just shy of perma-hasten. Energize and Power Sink trivialize endurance costs, so I don't really need Cardiac. I'd ideally like to squeeze a little more defense into the build if possible; if I can get it high enough without Shadow Meld I'd be willing to ditch the EPP, but I'm not going to waver much on power selection otherwise. I'd also rather not turn Impale into an IO mule since I use it in my ST attack chain.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 1: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam/Rchg(37)
Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-%Dam(13), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15)
Level 4: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11), Decim-Build%(21)
Level 10: Conductive Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(37), ImpArm-ResDam/Rchg(39)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 14: Super Speed -- Run-I(A)
Level 16: Static Shield -- EndRdx-I(A)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29)
Level 20: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 22: Energize -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(39), Mrcl-Heal/Rchg(39), Mrcl-Heal/EndRdx/Rchg(40), Tr'ge-Heal/Rchg(40)
Level 24: Kick -- KBDist-I(A)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), ImpSkn-ResDam/EndRdx(50), ResDam-I(50), ImpSkn-ResDam/EndRdx/Rchg(50)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/Rng(34), RechRdx-I(36)
Level 35: Power Sink -- EnManip-EndMod(A), EnManip-EndMod/Rchg(40), EnManip-Stun%(43), P'Shift-EndMod/Rchg(43), Efficacy-EndMod/Rchg(46)
Level 38: Power Surge -- RechRdx-I(A)
Level 41: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(42), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(43)
Level 44: Shadow Meld -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(45), Ksmt-EndRdx/Rchg(45), Ksmt-Def/EndRdx/Rchg(45), Ksmt-ToHit+(46), RedFtn-Def/Rchg(46)
Level 47: Weave -- DefBuff-I(A), RedFtn-Def/EndRdx(48), GftotA-Def/EndRdx(48), LkGmblr-Def/EndRdx(48)
Level 49: Combat Jumping -- DefBuff-I(A)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25) -
I've wanted to make a Spines character for a while, but I couldn't get over the look of the power set. This thread gave me the inspiration to have a go at it with power customization. The new auras really help, too! Here's my new Spines/Elec, Exile Seven:
I wanted to try making a Spines character that looked good without demonic/plant-like skin tones. I'm very satisfied! -
Turning the chat log off solved it! I'm also not seeing any stuttering in game now which I'd occasionally get in combat. Thanks guys.
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Quote:I don't understand this.Try you have chat logging on, turn it off. That has solved similar problems for other people.
Quote:It helps to zoom out more with powers like that on some machines. Although I can't understand why a proc would add lag video lag. Then again coh isn't as video optimized as other games are and seems to be very hard on systems despite systems like that running games like crysis, STO and DC on full settings with no video lag. -
Mmm, weird.
I just tried turning my graphics down to minimum to see if the effect persists, and yep, it does. Here's a picture of the effect that lags my computer to death:
http://imgur.com/VlWd1 -
Anyone else face this issue? Kind of bums me out that I can't use my Blaster I've been working on to her full potential.
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Has anyone else experience something similar to this? I just upgraded my Interface slot to add the fire damage proc. I click the Burn patch button and all I see is a slideshow of a giant orange cloud. This happens to a lesser extend with other abilities as well. I can't play with the Interface proc slotted because the video lag it induces is too much.
I'm running a GeForce 260 GTX and a 3.0ghz dual core and don't experience much lag normally. I recently updated my drivers as well.
Edit: Here's a picture of the effect that's lagging my system: http://imgur.com/VlWd1