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Posts
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Very nice builds, all.
Doc, I like it. I personally couldn't go for a Ninja Run build, I like speed runs too much, heh. But that could easily be tweaked. I like the Incin slotting, its a good way to both score another Ultimate Rec bonus as well as make Incinerate a decent attack.
Lifewind, Now that I like. Except for the goddamned Panacea proc in Health, haha. That thing is just not worth the money, haha. Though I suppose for a build as tight as this, that extra endurance might just be worth it. I dunno. Endurance use also is a fair bit higher than some of these other builds, but Consume would probably be enough to cover it.
Minor tweaks I made looking at it were: dropping the second CJ slot and moving it to Weave for a Def/End. Same defense numbers, lower end drain. Could also have a slot floating around if I took out the Panacea proc, might go in Tough for an end rdx or res/end, depending. Hrm.
Obitus, Very nice build. The recovery numbers I'm especially fond of. Hooray, Combustion is in. Downside is, Incinerate is still a set mule. Fair enough, but a shame. The resist numbers are great though.
Yeah, for the Incarnate stuff I've only been bothering to go up to tier3. I've got a lot of characters so the huge extra effort in going t3 -> t4 just isn't worth it to me. Speaking of which I was able to get my tier3 Alpha last night, so hooray. Time to work on Reactive -
Quote:Oh right, okay. That makes sense.Heh, sorry. When I said original friend's build, I meant the version of the build that was original to me. The way I try to juggle builds from the forum is to save one as 'original' and a second (the one I mess with) as 'revised.' So I guess I was projecting my file system here.
Yeah, Consume use is largely subjective. If using it often is doing the job and you don't mind it, then it's all good.
Thanks for the clarification on the other stuff. Will keep in mind. Any thoughts on Combustion? Like, dislike?
For Consume, ideally I wouldn't need it. I don't like having to rely on that kind of thing. I didn't build my Cold to require Heat Loss and I didn't build my Kin to require Transference. Unfortunately, for this build and what I want out of it, that's not a luxury I can have. Eh, its not too bad though. My experience of the build is that most of the time the Dom refills and my recovery are enough to keep my going. It's not like I'm using Consume as soon as it recharges, far from it actually. So I don't mind.
As for Combustion, I'm of two minds. On the one hand, its slow animating and all DoT. Wish it was FSC instead. On the other, it does pretty decent damage, has a wide radius and would be another AoE for even more carnage. If you can fit it in, that'd be a positive. More options are always good. It was just one of the first powers on the chopping block for me. -
Well, I've taken the build from a few posts above out on TFs but more importantly, farming. So in a situation where I'm running all my toggles and spamming my AoEs, I do burn a crapload of endurance but Consume is more than enough to compensate.
Which two builds were you using for friend's original and tweaked? The build a friend did for me that I tweaked (2 posts up) I didn't post the original one he sent me.
Cheers for the number crunching, very helpful.
As for Ring of Fire/Fire Imps. Well, yeah, the Ring of Fire slotting is unfortunate but getting the s/l defense and small recharge is a hard bargain to beat. I don't lament its loss as an attack, since Blaze, Blast and Incin are all much better attacks. I mean, it doe the same damage as Char, which is a better power to swap into my attack chain in almost all cases. RoF is more for occasional use to immob an AV, really.
I don't mind not having the Imps at all. They're squishy, they can't keep up and when they're around they don't seem to do a whole lot of damage. I don't lament their loss at allThey'd be a set mule power at best.
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This is what I've got from tweaking a version a friend worked on.
Code:End use is a little high, but gets the Heca slotting while maintaining defense. Hot Feet is the biggest end/sec culprit, but Consume is enough to cover it. Given the 15 second recovery buff and the animation time, I'll have a bit over half a minute downtime between Consumes. Should be fine, given how things work so far.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1437;680;1360;HEX;| |78DA6593D96E52511486F7E61C8AA50CC55A3A525A4A0B05A1D056EFD4984EB682A| |13651E34D83F5A43D090281A3B1773E82D6A10E8FA1461FC4E1291C6E341A075C67| |FD9B217202F9F6FEF762AD75D6CFCEDF5DF10871EF9C90FEE552B15EDF59A9DC32C| |B45AB5273E68B7BE6AE700921265AE2CE72A56CD52AA5F49A59339A9B70FBF87CBD| |5EBC5DB2E8D8A81D3477818DF2BE5133CA56BAB970172A9463BB6A1837BDBC5C33F| |7F62DB3BCE7E15DCE28566913E0CD46F98E59376F9825D33A185BAD9ABBA89D2FD6| |2DBB46ABF630359AA0EFB426D4D3D0C5864388ACE8BF00AC328EAF01EB8C6F8E563| |87DE811514A20A138E5A1B4831C0F80FB0CFD31F088D1F390F19DF268AAAC96E4D4| |3D09C6B118106764E718119AAB13E1D29914B6940266298B4BA2BCABC1C1C1DF8C7| |9BB00E117767F916F8A7FF58336BDAA7CEF73424C4C3E634C3D058E80178C1865EA| |53E17D9738D1F4456013C831A279ECA85BAF1A929787F49374BF52FC683C4E39039| |0B4C07B3A0F89C43BE00323F5912129D9808A1BD82244C489CB408131BCCDD0286E| |108390830BFCEAC1216967D0E964488D686890C73FEC634CF8013763B20FF032229| |46244F93A025F47E1EB282C1C87BDE3B07702F6DAC31EE3FF43C339063BA230200A| |57627F0065073C0A528721742842E8D04B52584D2C0CC9E7B2DF135204929D6C461| |93393E594B319200DA4506E9EE1A381C75578FC35DB30F70A7809BC6124DE32FC14| |9E54E1C9539CE1E412B0082C3052A77161283CADDE227D96A06BC24F3D6754CF19F| |43CAEB7AE902660A81B86BAE1A407BE46DA718D84FEFFB5CB7429D92E65B14B59EA| |5272B6223B9582DEBAD042B2D2DBDFBAAC8D4F6E3A959DA75FDA8A949BD2BE2FBE2| |BFCA69FBB62BFB615873CE2A9790E61CD13C696DB4E8352573BD6D73AD6D73BD667| |E86A64D5FA1F894AFC52| |-------------------------------------------------------------------|
I'm currently finding end to be nasty, but Consume is more than adequate for it. I've also only got Cardiac tier1 so far, so end redx will get better as I work up the tree. End use on this build is .24 end/sec worse than what I'm currently running. Mainly because of how the shields are slotted.
It also drops to 49.7 s/l res from 54.5% which is...hrm. Not a massive difference, but there nonetheless. -
Update: So I actually respecced into that build above. Seems good so far. If I (or anyone else) come up with changes I can always respec again later.
So far it looks like I really do need Consume to keep this build going. Granted, only at tier1 Alpha so far, but still.
Liking the build though
Edit: Friend suggested playing with the Tough slotting. Dropping the third slot I only lose 2-3% res but can then move that slot to Incinerate. Putting the Mako quad in Incin makes it a solid ST attack again. Then I think I should be able to make a ST chain using Blaze, Blast and Incin.
Edit 2: So putting 6 Oblits in Hot Feet lets me swap the Hecas into Incin. Puts me at 32.8% def, still softcapped with a purple. Can also put Efficacy Adapters or something in Consume.
Building is haaaaaaaaaaard -
Level doesn't matter. Contact me ingame @Silas. Champion server, not like it makes a big difference
Thanks! -
So I've put this together, reasonably happy with it but still not entirely. Was able to get 125% recharge, 34% s/l def and 54% s/l res. I'd have liked to pick up RotP but the only thing I could drop for it would be Invis, so I'd lose a LotG slot.
Also not super thrilled about the Consume slotting, but yeah.
Here it is, all feedback appreciated. Let me know what you guys think or how it could be improved:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1436;683;1366;HEX;| |78DA6593594F535110C7CFE9426DE9428552A09462D96AB1A517D0C48518C3A2606| |B8A246A7C21156FE026B56DDAAB91373F82E282CB27F0598D7E10974FA1F8A2D1B8| |D4B9F33F5D626FDAFCCEFCCFDC993933F7E4EE2E7985B87756C8C062B150AB6D2E9| |56F19A58259AE3A73856D634BB88410234D7173B15C32ABE5627AC5A8EA0D23D6DA| |3E57AB156E174DDAD6ABBB0D2BB85ADAD1AB7AC94C37169E7C99626C5474FDA68F9| |72BC6F68E6994B6BD6C65F542858C201BABA53B46CDB861140D7337B25C31B6903B| |57A899568E66EE012A3449FF31BB504FDD21566D4268A2E702B0CC38BC029C677CB| |335DDE9478F18A700128A53EE49CBC9F600B8CF703C061E31BA1E32BE531C64AEDB| |EDEB84B8E8BACC3894073618716AA8137ED2392DAC5753C024BDEE92C8EBAA7371F| |DBF19335664C22F587F19DA4BCEFB830CB73AAEFB39614A8C3E631C790AEC032F18| |5314A95BB9775FE2406317813520CB18CFC1A26A7DAA3B3EEECE4FD2034A09A0F00| |4C50CAAA3073FD07E5424DF031F19A94F0C49C17A955F2F5AD48716F5A145036891| |9DFC4268842D34CB47EF0F4B2B829644E7C921AC3A150EB134E0678C04000F63B41| |BF031E2146950CD7510731DC25C8730C2618C7718E31DC178AD9E47F87BA83B220B| |E8CD19E02463EA14701A13A3D2A2284D44519A8FA498EA580C92DF659D13521CD21| |F7A7D420D6642E3589319200DA4906786E1A78627947BE20D8FE1E86BE015F09691| |7CC70890FBB4729F3ECE118ECD0373C02C2375023785DCD338854CA3E75A8611A0C| |A33AAF20C2A1F76346F905D60AC1E8CD583797A31DD78CBAF9E74FC7FEB321D8AD6| |A1CC7528F31D4AB643C93B9AF7594856DC3DCDBB5AFFECA15DD9BE7BD052A45C93D| |6ADF15FE1937EE9F0FDDA526C729F7BE7DDC3809E30D63D5618A4BADAB6BED6B6BE| |DEB65EA00BA2A9F53F8543F9B3| |-------------------------------------------------------------------|
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Yeah, that's what I'm also considering. Full recharge build with s/l res from Tough and Fire Shield. Would be in the low 60s for resist, with the Rebirth Destiny and controls should be pretty sturdy. If I wanted defense I could always pop some purples, not like they're hard to come by
Definitely need to do more playing in Mids to find something I really like.
What I could do is get 90-100ish recharge since that'd be enough for permahasten while giving me more build flexibility. I have FoN so if I take Blazing Bolt I can snipecancel my way to Dom even if Frenzy isn't up.
re: Hasten and Dom, what I do is put Dom on auo and bind Hasten to g and put it at the top of my bar where it's visible. Same thing with my Nin Stalker, Rin on auto, Hasten bound to g. I'm used to hitting g a lot since I bind all my ally buffs to g and h for my Corrs, so this system works for me. It's also how my Fire/Psi used to work, so I'm very used to it by now. My logic was Dom recharges faster than Hasten and is a bigger deal if it drops. -
Quote:Damnit haha, that's what I get for posting on 2 hours sleep. As I was writing it I was thinking "wasn't there some screwiness with the 2.0 accuracy not being the real accuracy?" but thought fuggit. I think it also just seems like RoF is very accurate even though its got standard accuracy because of all the tick spam. Can't really tell when it misses.Moreover, Rain is not a terribly good single-target attack on its own merits. It has a longish activation and the damage isn't really anything special when compared with the various alternatives you have at your disposal. The only reason you'd really want to spam Rain against AVs is that the Reactive Interface proc turns Rain into a near-nuke-level power. That's only been true since the most recent patch, and I don't expect it to last. (It is hilarious right now, though
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Oh, and just to clarify: Rain doesn't have higher innate accuracy than Fireball. Or it didn't, the last time I paid attention. The real numbers display (and IIRC, Mids') is misleading; it shows you the accuracy of the power that summons the rain, at 100%, not the accuracy of each individual attack the pseudo-pet Rain directs at its targets.
Quote:As for whether it's worthwhile to slot Char as a hold, that's a matter of preference. I'm biased because I prefer a ranged playstyle. The character I've spent the most time on recently is a Mind/Fire/Fire Dom with soft-capped ranged DEF. For her, slotting Dominate as an attack is a no-brainer, because Dominate's 1/3rd of her ST attack chain. Even if I do come up against an AV that I want to permanently control, I can switch to Confuse stacking.
A Fire/Fire would have a more up-close-and-personal play style, and more damage overall. The fact that you can slot a relatively cheap purple set in Char is another factor. To make a long story short, it wasn't my intent to second guess you. There's no right or wrong answer.
Another thing is that Dominate is kindof a different case. While yeah, they're both ST holds, Dominate has several advantages as an attack that Char lacks. One, its Psy damage so it'll hit Unstoppable AVs for full damage. Two, its damage is all up front whereas Char is DoT. Finally, three, it doesn't have a positional vector, only psy typed, so it'll punch right through stuff like Elude.
Quote:Heh, well I'm pretty good at Mind/Fire Dom builds.I'm probably a little less recharge-hungry than most Dom players, so I don't know that what I'd come up with would suit you, but I'm happy to give it a shot if you like.
I suppose what I should do is come up with some builds that have 32-45% s/l defense and enough recharge for permadom and compare it with what I've got so far (the 32% def 126% rech build) and see which one I like more. Either way the build will have stupid amounts of recharge, so I may just have to get over my craziness -
The reason I first swapped the Rags into Fireball was force of habit. On my Corrs, I use Fireball so much more because of how spammable it is. Plus, the KD from throwing Fireballs around is decentish mitigation since they don't have AoE -KB.
On this build...I'm still debating it. Lot of tough calls like that for this. I'm also leaning towards Ragnaroks in Fireball because Posi Blast gives such crap accuracy, whereas RoF has higher accuracy. The extra 3-4 seconds not changing it from a once-per-spawn power is a very good point. It'll only sorta matter in AV fights, but there this build will be pumping out so much damage its not a big deal. Hrmmmm.
Apocs in Blaze is something I'm definitely leaving as is. Slotting my best attack with my best set is a no-brainer for me.
Cheers for the Char math Obitus, I didn't think it was possible to keep an AV perma-held without hold slotting. Whether or not its worth it is another questionI'd personally prefer to make the most of my individual powers and since Blast/Blaze do way more damage, DPA and DPS than Char but can't mez anything, I'll slot Char for the mez. The damage in Char is a nice bonus but I'm not going to slot it as an attack.
I have permaheld several AVs on my Fire/Fire Dom and I've always had Unbreaks in Char.
I've got a lot of toying to do with this build. Very good to know that the kind of things I want with it can be done, just gotta tweak it till I've got something I really like. Not terribly happy about the Hot Feet slotting, or end use in general.
Obitus, how good are you with Dom builds? Care to take a crack at this? -
Can you show the math for stacking enough mag to per ahold an AV with your slotting? I'm at work so I don't have access to the numbers.
It's not about "caring about big numbers" it's about slotting to make the most of your various powers. Blaze and Fire Blast both do way, way more damage than Char and all up front, unlike Char which is DoT. Char has very low base damage so it doesn't make good use of the Apoc set. If one wanted the best of both worlds, I'd say slot Blaze with 5 Apocs (all but the Dam) and 6 slot Char, 5 Unbreaks and the Apoc Dam.
The difference in end rdx for Blaze is a good point. Personally, I'd rather have my best ranged blast set in my best ranged blast. -
Quote:Even when only proccing once every 10s, Reactive will still be very good.I disagree. The "grind" to get one incarnate power to Tier 3 is pretty trivial. If (when) Reactive is nerfed, and who doesn't expect it, it's not that big a deal to just get another power to replace it. If you think it's still an arduous grind, then I doubt you have played any other MMO at endgame. This is easy by comparison.
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If you put the a given driver in a beat up old pickup and a shiny sports car, they're gonna go faster in the sports car.
Sure, they may crash and die in the sports car, but that's a failing on the drivers part, not the car :3
Edit: And Artic, it really surprised you Scrappers are the most popular AT? What would you have thought is the most popular AT? Scrappers are the easiest to get into. You've got good survivability and good damage, right the way from 1-50. Blasters are a little better at lower levels but once you hit the late teens and beyond, Scrappers are much easier to solo and team with.
Edit 2: but it's a bad analogy since a pickup has much more utility than a sports car. The sportscar AT is probably Blasters. -
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Quote:Looking at the numbers, I might actually swap the RoF and Fireball slotting. Putting the Ragnaroks in RoF drops the recharge by a few seconds, which is more important than on Fireball.I'm completely mystified why you'd swap Ragnarok in RoF with Positron's in Fireball. Fireball gets cast more often so will get much better effect from the damage proc and since it casts faster at base level, the extra recharge from Ragnarok will have a much more significant effect on RoF.
Also, Char does significant damage when slotted for damage (I wish my build had an extra slot for hold) but fully slotting Char with a hold set seems a waste. I think the damage bonus you got for blaze is smaller than the decrease in damage in Char and since Char gets cast more often, the effect will be even bigger.
Super speed needs a stealth IO.
I like the fact that you squeezed out a percent of recharge and the +end proc.
You should put in the performance shifter end IO for +5% run speed.
Slotting Char for Hold isn't a waste. You've got Blaze and Blast for damage. Slotting char properly means you can permahold AVs right through the purple triangles. Blaze is by far the best attack in either set, so it makes the most out of the Apoc set. Even slotted for damage Char does 100 points of damage less than Fire Blast, and all DoT.
One of the best things about Fire/ is how fast activating the hold is. You've got plenty of ST damage in your secondary, slot your holds for holds. The reason I put Basilisks in Cinders was because Cinders has such bad hold/recharge numbers that it doesn't make a big difference anyway. FF+Cages is your main control. The damage proc is also going to go off way more often in Char.
Aside from the fact that I don't bother putting anything in stuff like Hurdle/Swift and travel powers in Mids, I don't put Stealth procs in Superspeed. I put them in one of the Stealth powers, so SS can be slotted for runspeed. Superspeed, Swift and Sprint won't cap your runspeed alone. Putting a Run Speed IO in Swift still leaves you 5-7 mph from the cap. When you love speed as much as I do, capping runspeed is important. Even the run speed bonus from the P.Shifters won't cap you. -
Conspiracy Theory:
The real number is actually 56 trillion, but the devs figured this number was too large for the casual populace to believe, so instead went with 56 billion as a huge-but-believeable number.
All for the casuals to purple dem Warshades! -
Why would they need to eclipse Tankers in popularity when they already eclipse them in damage, team contribution and utility?
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This is what I've come up with. Still not totally happy with it, its a WIP
Code:Same deal, 32% def but without needing to run Stealth. Has a travel power as well as CJ. Moved the purple sets around to make the most of the powers. Only thing I don't like is needing the Glad Def IO, but that's not a huge deal for this kind of performance.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1446;684;1368;HEX;| |78DA6593FB4E134114C667BA5B4A4B4BA9502E221428378BB45DC13B4A0C502D520| |392A8F11F5271039BD496B4AB91FF7C04AFC1CB63A8D10751E34BA8A8D16850EBD9| |F34D2FB11BC86FE69B3367CEF9A693B933EF17E2EEAC90C1B95CB6545A9B2FDCB4F| |259BB507467B21BD6BAF00821FAABE2DA5C216F170BB978CA2A9A9549A4B67CB654| |CADECAD9B46C16B72BB3503ABF6916CDBC1DAF0C7CCB05CAB1BA659A37FC3C5C32B| |35B567E23C09394B5B169D32CC4B374FEB655B2AE5B39CBDEEE5DD8B2D67176265B| |B29D33AA677753A113F41FD584FACABA48BB843044DB79C6BE0520C5E838C7F8EEA| |A86D31F7D62981248286EF9403A41AEFBC04386FE18B8C7687AC4F84179707259D3| |560843C277095865F897194364A89BD397A5DBA9D71083C0286DF760C5ED39CDC50| |DCF00271863C781930CE31445EA9AF84933AFEAD7FB9430263A9E31F63F01761883| |CF1963744A8B0A6FB9C899FC8B8CD60BC0123CCB30A2546E40D913607B7E911E544| |A10958F53CE90EA3DF49ED6FBC4E03B46F42DF081D149C9DAD1A1680FB36D92A4B0| |DA1A866D9DB0AD137E75C33D8DE2BAB0D5D575069D772B1A87352E9C427A54613DC| |8AE93D4AB2CED8574A015F031FA83400B1060EC71B19277F595D98698E023627B3C| |9BFC0DFC6124FE22842222AA93C82E4B035F806FC05746D0E3F4833287509393674| |4DDC988C151A349601288E3E613B821F27A5C858FBFE21B38F8127803BC60C45E33| |82213C0C277CE2086738340D1C03A6D0CE515C3C85C795D371C7F23E9150465718A| |01692AA85A4B255AF3E234DE01E9B708FCDB8C066F5F3AFC59563FAFF4F2FD9A018| |0DCA548332DDA02C3528CB7AF5510BC98AB7ADFA60CB1F7DB42AEB573FD714292F7| |38BC38BD279409F1A62776B8A4BEEE0D90CB0F506B0E273D2E028FEAED40957EBC6| |D7EAC633EDB4558DFF016C5EFE56| |-------------------------------------------------------------------|
What do you guys think? Ideas, improvements, tweaks? -
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Now that's really interesting. End use looks like it could be a problem though, even with the Cardiac Alpha. Toggles burn 1.4 end/sec, total end rec is 3.62, with permadom adding about another 1/sec. Have you played either of these builds to see how endurance is when in use? Using all the AoEs and all?
One thing I'd change is put Invis where Bonfire is, then take Consume at 49. I'd also swap around the placement of some of the sets, but that wouldn't change anything but the stats on individual attacks.
Very very interesting though, might have to steal this and tweak it for my Dom! -
Quote:Cardiac Alpha only actually adds about 2ish% to the ally shields for /Sonic, assuming you've got them decently slotted. It's a nice bonus, but the real benefit is the end rdx. It allowed me to respec out of Mu Mastery and into Scorpion for softcapped s/l on top of my resists. My Fire/Sonic is now sturdy as ****, yo.Sonic is pretty good I hear. With the Alpha you can add close to 20% +RES to almost everything. /Traps is really fun but it's probably suited to a "slower" game; fights end so quickly that by the time you set up it's time to move on, sadly.
Traps doesn't have to be played slowly though. Toetrap stuff. Granted, its still slower than say /Cold which is only really gonna be dropping Sleet and maybe Heat Loss on your average spawn, but Traps can still be played fast.
Why sadly? If the lower unlock level for the epic ATs means more people get to enjoy them, that's a good thing. Its not like the HEATs/VEATs are an incredible reward AT, they're epic in the story sense, not the power sense. Besides, hitting 50 is hardly an achievement nowadays. WSTs, debt reduction, patrol exp, the SSK system, papers/radios have all made leveling much, much easier.