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You can find info on the various AT caps on paragonwiki (or cohwikia, I forget which one is the trash one haha).
That said, the softcap usually refers to the defense softcap of 45% to a given type or vector, since getting any defense above that won't reduce the enemies chances to hit you any more.
Pretty much all other caps in the game (like damage, hit points, +tohit, +regen) are hard caps.
As for the recovery cap, that's a hard cap because you can't get any more recovery than that. Rest assured though, you're not gonna even come close with set bonuses. Only massive +recovery powers like Heat Loss, Adrenaline Boost and Recovery Aura will get you there.
I'll try and find you the link for caps when I get home, on my phone atm -
The way I see it, if there's a Tanker and a Brute on a team they should both be grabbing as much aggro as possible and ideally not fighting over that aggro, (for example grabbing different spawns together to a central point).
If they're fighting an AV and all the lesser mobs have died, if the Brute can handle the AVs aggro the the Tanker shouldn't try to take it back just because. They've got the same threat modifier and punchvoke, so the squishies shouldn't be at risk.
This does depend on the Brute demonstrating that they can take the punishment and the Tanker being willing to play off-tank, so to speak. Honestly, my biggest gripe about aggro fights is that they're not usually done to maximize Fury or minimize threat to the squishies, it's done for ego reasons. Which is fail. -
Fire. Traps needs neither the utility nor debuffs of Dark, both of which are paid for with bad damage.
If you want a more solo-safe and debuffing primary, go Sonic. -
Hrm. While I've not seen anyone kicked or not invited for not having IO bonuses, I've seen plenty of equally stupid things so I don't disbelieve it
While I personally check the global and info of everyone I team with, it's just out of curiosity. Having a lot of bonuses doesn't mean their build is good. You can tell if a build has say, LotG 7.5s or purples. You can't tell much more than that without really reading through it and even then it'll only give you a rough idea of what kind of bonuses they have a lot of.
Heavily IOd build does not necessarily = good build. Anyone who has spent some time looking at builds posted on the forums can tell you that much. -
Heh don't worry about the derail, it's all good stuff for me to think about and add to the guide. Speaking of which Obitus, do you mind if I shamessly steal from your last post for the official version of the guide? The Fury stuff is a very good point.
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If you want to take a look at my build for info, my build for my Fort (i19 updated) is in my Fort guide in my sig.
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Please don't slot Psychic Wail for control D:
I wouldn't bother with either of the AoE mezzes, they've got terrible uptime and you've got Wail for a panic button.
I'd take Ball Lightning over Static Discharge, does more damage and has the advantage of not having to line it up.
Other than that, looks pretty solid -
Uh, what?
AVs and GMs heavily resist -tohit. Dark also cannot easily maintain 0 regen, TG is -50% and HT is -500% and has a really long recharge. Most -regen powers are -500 (Benumb, Heat Exhaustion, Lingering Radiation) PGT is -1000% and is easily made permanent.
Dark is good at many things and is very powerful, but Traps blows it out of the water for -regen. -
Quote:Uh, actually /Traps as a bunch of advantages over /Dark for AV and GM soloing.Guys, pretty sure he asked for a melee toon.
Anyway, you got an SS/fire already. Make a STdps focused build and you should be able to take out most AVs.
And if you consider Doms to be melee mind/fire/ice perma dom, i know i play mine in melee about 90% of the time, can get some insane STdps while keeping more AVs confused (basically everything but LR, states, honoree and i19s) I still consider mine to be my best toon.
I'd also like to mention Bot/trap is overrated. I mean itÂ’s still awesome, yes. But my bot/dark has done all the kinds of crap people say bot/traps is best at. I've taken out GMs on primarily SO builds. It's really the massive -regen from bot that is important. Only thing /traps has going for it that might make it better than /dark is that you can slot the -res proc. I also find that dark is easier to lvl up.
+def and mez protection from the FFG, huge -regen from the PGT, -def and much more -res than Dark gets from the Acid Mortar. -
Holy necropost, Batman.
No, 6slotting the armors is not worthwhile anymore. Pretty sure this was written before Enhancement Diversification.
Surely there's a more recent Stone/Stone guide around >.>
Edit: here's a more recent one, Stone/Fire though. Still kinda out of date, but at least less so than this one. What you can always do is put together a build and ask for feedback in the Tanker forums. -
Quote:I just went and beat on a Rikti dummy on my SS/FA, just doing my normal attack chain. I was hovering at around 70 Fury once I got going. So that's with literally nothing attacking me, just Fury gained from my attacking. Since on teams I'm usually at 80 Fury with entire spawns unloading at me, I don't consider it a huge difference.On the times I've hung back a bit, I usually end up with something like 50% Fury as opposed to 80% Fury.
That's 60% base damage, which is almost like never turning Rage on, or never using BU - which no one would advocate doing whether it is a "blip on the radar" or not (and it's not always a blip on the radar btw, only with Fulcrum shift).
Besides, if 20% base damage isn't a blip on the radar, Silas should start endorsing Defenders over Corrs.
TBH, it was a bigger deal before the Fury changes. Back then, you really did need a lot of aggro to maintain high Fury. -
I wasn't saying that the Tanker should have aggro, only that you shouldn't always fight them for it.
People fighting over aggro can often be counterproductive. My experience of playing my Brute on teams is that I can get plenty of Fury just attacking, I don't need the entire spawn aggroed on me. Of course, the more is aggroed on me the better, but if a Tanker has a lot of aggro its not a big deal.
You've gotta be responsible for your own Fury to a certain extent. You can't really expect a Tanker to take a backseat and not fight as much so that you're always at max Fury.
Ideally, you'd be cooperating so you've both got lots of stuff aggroed on you. Less stray aggro for the squishies, Tanker feels good since he's taking hits and in the thick of things and you've got good Fury. -
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Requiring a travel power is fail.
That said, Hasten is great for Kinetics, as is Super Speed. Siphon Speed gives you +run but requires aggroing an enemy and getting slowed as a result since its an offensive power. Superspeed also gives you stealth, so that and a stealth proc = full invis. IR also has a longish animation and CJ is great for combat movement and defense.
Moral of the story: You don't need a travel power, but skipping one just because you have access to IR and Siphon Speed = :C -
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Scrapper SD > Brute SD
SS > MA
I'd personally go SS/SD because the way I see it, the advantage SS has over MA is greater than or more important than the advantage that Scrapper SD has over Brute SD. -
See, that's what I'm talking about
The survivability/DPS spreadsheets are a pretty good and fairly objective way to find out just what your build is capable of.
Then of course, it comes down to player skill, which is a much trickier beast -
Quote:Oh, I wasn't trying to suggest Organica doesn't have well built Scrappers, I've not seen their builds so I couldn't say one way or the other. My apologies if it came across that way. Besides, even if I had, it'd still just be just like, my opinion, manHow do you not know whether or not your Scrappers are very well built?
OK, I suppose there are lots of players out there that think their Scrappers are well built only because they don't understand the game's rules, don't understand what a well-built Scrapper looks like, and have no idea how high the bar is in terms of what you can survive and defeat. Occasionally they post their builds on the forum seemingly only looking for praise, and we're all, "WTF?", and then they go off on us like we're the ones that don't know what we're talking about because they survive longer than Tankers or what not. (A claim, by the way, that never ceases to amaze me. Of COURSE you survived longer than the Tanker. If the Tanker is any good all, even the squishies survive longer than the Tanker. The Tanker job description includes, "Nobody is allowed to die unless I am already dead.") OK, I seem to be off on a tangent bordering on a rant.
Anyway, I don't think Organica is one of those people.
I was just curious about how one would quantify or qualify the statement of their characters being well built. What factors they'd considered, what metrics, that kind of thing.
As you say, its one of those things that people will say and doesn't necessarily have a bearing in reality. I'm personally quite interested in builds and player skill, so I'm interested in any kind of insight as to how someone judges these things for themselves.
So TY Organica for the insight
As for how could someone could not know whether their Scrapper is well built, as above you've got people with crap builds who think they're awesome and people with awesome builds who think they're crap, but its also difficult to objectively qualify whether or not a build is good. How do you judge it? For example, softcapping. With IOs you can softcap to just about anything, that doesn't mean the build and the sacrifices you make to do it aren't terrible though. I've got a few quasi-benchmarks I use for my own builds, but that's more 'does this build have what I want' rather than 'is this build totally rad and also boss as hell', hence why I'm curious as to how others measure these things. -
Quote:Given the Hasten down time, do you know if your Mind Link is actually perma? I'm terrible at maths so I won't embarass myself trying to calculate it, but if you know how to work it out I'd recommend you take a look. Just because if ML is perma when Hasten is up, but hasten has a 14 second down time ML might not be fully perma. Since ML is a huge chunk of your softcapped defenses, I wouldn't want any downtime on it.I pulled one slot from Mental Blast and moved it to Follow Up. I'm now at 155% recharge, with Hasten.
1. Mind Link is now perma (with Hasten) and in fact has about 4 seconds of overlap.
2. Hasten is not perma. If I calculated correctly it has 14.5 seconds of down time. Not too bad though.
Quote:3. Still no use of the Leadership pool, and I'm still soft capped.
Speaking of the Leadership pool and End use, what do folks think of the various slottings for Health and Stamina in this thread? Which one is best?
As for Health/Stamina slotting, a couple things. The Stamina slotting with the proc and the generic end mods is better than the 3 end mods slotting. The Shifter proc itself works out to about .2 end/sec so it provides more end/sec than a generic End mod will and provides more relative benefit the more end mod enhancement in the power you have. My Fort has 4 P Shifters slotted, gives 91% end mod plus the proc.
For Health, if you're single slotting it you'd be better off using the Miracle proc since it provides more recovery. The +regen in the Numi +/+ is a nice benefit, but not the real value of the IO. -
Mind and Plant are both pretty straightforward to perma because they both have sleep and confuse powers, the sets for which are always pretty cheap and good for recharge. I don't know what your budget is, but the purple sleep and confuse sets are really, really cheap. If cash is tight, put in some lowball bids on all the recipes as you're leveling up.
There's a lot of benefit in softcapping, but much more in getting permadom. You can get permadom and softcapped defenses, but it'll be very pricey.
Plant/Fire will benefit immensely from permadom. Since Seeds of Confusion is your go-to mez power, being able to confuse bosses with it too is awesome. Plus the recharge required for permadom will bring SoC and all your other great powers back faster.
As for other Doms, I'm a big fan of my Fire/Fire. Damage out the wazoo, very fast paced gameplay. For something very visceral/melee, I'd recommend something like Fire/Earth. /Earth has a lot of melee powers and is very stompy and smashy. Fire because you're gonna be right in melee anyway, might as well be running Hot Feet to melt them too -
Heh, good story. Reminds me of the first time I attempted a solo ITF on my Fire/Traps. Everyone but one person quit, a friend logged an alt. Went into first mission, huge spawns of +4s.
Oops, forgot to turn my difficulty down.
Out of curiosity though, how do you know your Scrappers are "very well built"? -
I've seen you say stuff like this before and while its fair enough if you wanna run a pvp build, I don't really get it. Why not use your alt build for a SO/generic IOd pve build?
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Y'know, upon consulting my schedule I can actually make this. Pen me down for the Corruptor one. I'll bring whatever depending on the team.