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Posts
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Joined
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If you really want to go balls out after the softcap, you can also use the pvp glad armor unique. I'm kinda thinking about using one myself.
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For the record, here's what I'm planning for mine whenever I get around to getting her to 50.
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End consumption is going to murder you in the build in the OP. Obviously you have power sink, but even with energize up you're barely over 1.5 net end/sec.
I personally would drop down to 33-34% s/l defense and use those slots/powers to reduce your end use a little more and maybe add some recharge. You'll be plenty durable in most situations at 33ish % s/l, and you're still only a small purple away from the cap when you need it. The six slot zinger in focus for example is six slots that are doing basically nothing for you other than the 3 percent defense. I'd rather use those for something else. -
People often prefer to play kinetic melee on scrappers because they get to refresh siphon on crits, which brutes can't do.
EA is awesome though. I'm playing a claws/ea brute and it's been a lot of fun so far (level 23!) SS would be great too, I just already have an SS brute. -
I run random tips and things at x8/+2 on my earth/fire/fire, though I don't typically have bosses on. If I ever really wanted to find a farm map I could probably go up to +3 and/or include bosses.
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Earth/fire/fire is pretty great.
Really anything /fire is pretty great. -
I assume for soul drain (and maybe consumption), but I would think /fire winds up being worth more damage.
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Suppressive fire is fine if you want to use it, but it's a stun and therefore isn't useful for stacking with /time's holds.
Bullet rain and empty clips are pretty standard aoes compared to other sets; being DoTs just makes them feel sort of weak. You can maybe skip empty clips if there's something else you really want and you don't like cones or something, but I would keep both.
Piercing rounds is frankly pretty bad. It has a long animation, a longer recharge, and costs a ton of end for the damage it does. It'll occaisionally hit a second target, but this was more of a source of frustration for me than anything (trying to line up a five degree cone sucks.) -
So, we were having a conversation the other night about different sets' attack chains and which powers to skip, and somebody mentioned that fire blast's preferred attack chain uses flares instead of fire blast, because a chain using flares as a filler winds up having higher DPA.
This didn't really make sense to me; I understand the idea that flares having a faster animation time means more time can be spent using blaze/fireball, and that over a long enough sample this results in more damage, but it seems like this ought to be heavily dependent on recharge and that flares probably wouldn't pull ahead until you'd been blasting away at a single target for a long time (since blast's dpa, on it's own, is quite a bit higher than flares'.)
Is there a thread hiding somewhere on the forum where folks have posted analysis of all this? I started doing it on my own but plotting out chains for different amounts of +rech got pretty tedious. And, does this idea of omitting the second blast in favor of the faster-animating first one apply in other blast sets where the T3 blast has a longer recharge? -
I too enjoy charleston chews
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"too much" would basically be the point that you're using blue bar faster than you can replenish it. Beyond that, more recharge isn't doing much good for you, and you might as well build for other things.
Aside from that though, recharge recharge recharge. -
I leave domination on autofire for the same reason.
One thing you can do if you find yourself forgetting about hasten is macro it into your move forward key. That way you're trying to activate it pretty frequently and you won't miss putting it back up for long. -
I wouldn't use flares, personally. With the amount of recharge you're at you can easily chain blast > blaze > incinerate together. If you're up around 190 or 200% recharge (with hasten), you can almost just use blast and blaze as a two power attack chain.
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It's difficult to see the reasoning behind crashing nukes at this point in the game, when so many ATs can level a spawn in seconds without a crash (even without incarnate powers.)
That, and the crashes are so easy to circumvent at this point anyway that it seems pretty inconsequential to just remove them. -
It sounds like you just need to bind some more keys.
Me, I hate clicking things. My first tray binds are 1-5, A, D, C, Z and tilde. Second tray is alt+1-3, shift+1-3, and shift+A, D, C, and Z. Third tray is four button mouse binds and some other esoteric ones that I don't use in combat (ouro portal, fortune, etc.) -
Quote:This still smells like confirmation bias to me.Another data point on the subject of participation-based reward tables.
Something is going on. What is going on I'm not sure. But I'm prepared to state that the probability is essentially zero that the thread/common/uncommon/rare/VR table selection is completely random. Worth noting I have yet to see anything but the middle three, and uncommon is *overwhelmingly* the highest frequency table for me so far.
Your sample leads us to believe that the determining factor in measuring "participation" for purpose of weighting reward rolls isn't enemies defeated, just raw time spent in the trial, and that spending a large amount of time in the trial leads to better rewards.
In your sorted-by-time table, compare the first result to the 11th result: the first result got only ~10% more inf, but spent nearly twice as much time in the trial. The reasonable conclusion based on this data seems to be that spending more time in the trial (independent of enemies defeated) caused the reward table to be weighted in favor of rarer rewards. Does seem like sensible (or likely) design to anybody?
Aside from that, with a sample of only 13 runs it is in fact quite likely that the results did or could occur randomly.
edit: you're also waving away the fact that the correlation disintegrates completely in your BAF results. -
Threads and exp seem to be distributed inequitably, but that's because rewards are based on the group you're in, rather than the league as a whole (so a group that kills more stuff because it has more damage dealers or because it's on add duty or whatever will receive more threads/exp.) That doesn't have anything to do with the reward window, though.
What does "certain characters clump around certain rewards in a very un-random way" mean? This sounds like confirmation bias to me. -
Maybe I'm clueless, but I always assumed the reward window you got was random.
Is it instead based somehow on your performance in the trial? -
Quote:This is actually a really good point. In the day a fire/dev would just toss down caltrops and nuke a whole spawn. Can't do that so much anymore, without a defense build anyway.I think the problem with blaster is, that the devs forgot to really adjust them to the game changes they made. Back when the game came out it was like range = defense because most mobs did not have ranged attacks. It was City of Blasters for a reason. They said Scrappers get shields in their secondary because they need to be in melee range where they get attacked. But now that all mobs have nasty range and mezz attacks I really think that blasters vs scrappers are unbalanced.
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Insane damage compared to what? A blaster doesn't do "insanely" more damage than a scrapper, and scrappers (and stalkers) get armor secondaries.
Comparing blasters to corruptors 1:1 is kind of a pointless thing to do, especially in the context of the new trials.
However much damage a blaster does compared to a corruptor, it certainly isn't enough to keep up with how much larger team sizes favor ruptors' debuffs. Maybe on 8 man teams they're relatively even, but on the BAF? Tar patch is "worth" a lot more damage when it's increasing 23 people's damage than it is when it's increasing 7. Blasters benefit from the larger team too, because there are more debuffs for them to take advantage of, but not as much as the corruptor benefits.
This arguably would be okay if blasters had a set devoted to survivability (scrappers are in the same boat, scaling-wise), but they don't. Their secondaries consist of a few melee attacks (that new content is making increasingly difficult to use effectively) and some anemic debuffs and controls. Blasters are effectively using their primary and secondary to do what other damage dealers do with their primary alone. -
earth/fire/fire is a lot of fun. You're basically a fire blaster, but with a control primary.
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I think villains are more intriguing when they're human, personally.
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elec/ control is kind of a special case because you don't really have very much hard control. The confuse is great but unreliable in terms of locking down a large spawn, your sleep patch is awesome but it's still a sleep, and your ability to sap is great but won't keep a spawn from killing you with it's alpha.
Other flavors of dominator can rely on mez to be their primary mitigation; elec/ has to mix it with soft control from the secondary and with defense. Fortunately conductive aura lets you offset the cost of running defensive toggles, and earth's large number of melee attacks makes it relatively easy (if somewhat expensive) to build for permadom and the s/l softcap. -
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This sounds more like a server population issue than a content issue. On virtue I still see lower-level TFs and teams form pretty regularly, especially when a lower level TF is the weekly target.