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I just made a new BA/SD brute. He's now 22 and pretty fun.
Is Mace buffed beyond what Mids is currently showing? I knew it received some animation fixes to put it's animations equal to Axe, and a lot of damage was added to Clobber. Has there been anything else?
SD is rough, because for the most of the way to 22, I've had about 13% defense to Melee, Range, and AoE. That ain't a lot. Axe has been fine IMO. I realize it isn't the best primary numerically, but there is something satisfying about knocking bad guys all around with the nice crunching sound of the axe.
SD is nice once you get AaO, and combined with fury you start regularly fighting with 100-200% damage boosts.
But I'm curious to hear what makes WM so good now. -
If you had an Axe/whatever Brute and had room for 2 out of three of the following powers, which two would it be and why:
1) Chop
2) Gash
3) Swoop -
I actually made a few changes to my Fire/Fire last night, getting him pretty close to the build I posted above. Main difference is I don't have the Obliteration set yet, and am just using Multistrikes in FSC. So I only have 39.25% def to smash and lethal instead of 40%.
I ran several missions on an 8 man team last night. Holy cow, I was tougher than the tank! Malta, Family, and Freakshow were complete jokes. I was generally going 1 direction by myself, or maybe with a brave blaster while the other 6 or 7 teammates were heading their own direction. I think generally fighting 52's for an 8 man team while I was 50. Something I definitely couldn't have done before. Endurance wasn't even a problem last night as it had been on my Fire/Fire before. I think I'm running around 1.15 end/sec, and all my attacks have about 60% end reduction in them.
Now the Hydra things that hit you with toxic damage are still a pain in the **** and we had to use actual teamwork for those.
But outside of that, I felt incredibly strong on my fire/fire.
Good thing I picked up 4/5 sets of Kinetic Combat back when AE was all the rage. They're expensive now. Also lucky that the last set I needed went into boxing, so I really didn't care about the level of the enhancements or what they were actually enhancing. I just put 4 of the cheapest ones I could find in there, lots of level 20's. I'd say that set was close to 50mil. -
Here's one with 40% smash/lethal & 31% melee:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), F'dSmite-Acc/EndRdx/Rchg(43), B'Snap-Acc/Dmg(50)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), B'Snap-Acc/Dmg(15), F'dSmite-Acc/EndRdx/Rchg(48)
Level 4: Healing Flames -- Tr'ge-Heal/Rchg(A), RgnTis-Heal/Rchg(15), H'zdH-Heal/Rchg(40), Mrcl-Heal/Rchg(43), Tr'ge-Heal/EndRdx/Rchg(45)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Hurdle -- Empty(A)
Level 10: Temperature Protection -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(21)
Level 12: Build Up -- Rec'dRet-ToHit(A), RechRdx-I(21), Rec'dRet-ToHit/Rchg(46), RechRdx-I(46)
Level 14: Super Jump -- Empty(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Health -- Empty(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(45), EndMod-I(45), P'Shift-End%(46)
Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(29)
Level 24: Consume -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), F'dSmite-Acc/EndRdx/Rchg(34), B'Snap-Acc/Dmg(50)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 30: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), F'dSmite-Acc/EndRdx/Rchg(43), B'Snap-Acc/Dmg(50)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def(42), RedFtn-Def/EndRdx/Rchg(42)
Level 44: Conserve Power -- Empty(A)
Level 47: Physical Perfection -- EndMod-I(A)
Level 49: Rise of the Phoenix -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 32.4% Defense(Smashing)
- 32.4% Defense(Lethal)
- 4.88% Defense(Fire)
- 4.88% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 23.3% Defense(Melee)
- 5.5% Defense(Ranged)
- 6.75% Defense(AoE)
- 5% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 100.4 HP (7.5%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 20.4%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 5.5%
- 1.5% (0.03 End/sec) Recovery
- 4% (0.22 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
Set Bonuses:
Kinetic Combat
(Fire Sword)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fire Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Cremate)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Healing Flames)- 4% (0.22 HP/sec) Regeneration
(Combat Jumping)- Knockback Protection (Mag -4)
(Temperature Protection)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Temperature Protection)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Build Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Plasma Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fire Sword Circle)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Consume)- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Incinerate)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Boxing)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Blazing Aura)- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Greater Fire Sword)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
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So 2 questions on slotting HoB because I don't really know how this power works:
1) What will a damage proc do in this power? Do you get a 20% chance for the proc to fire on all 24 attempts per enemy, or do you just get 1 chance for it to fire per enemy? I'm betting the latter, but I can hope for the former.
2) What do people find the best slotting to be? -
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Quote:The difference being that if a stray AoE takes out 1 of the 10 people, it doesn't potentially keep you from damaging the remaining 8.I feel everyone has already made their point but I just want to clarify something I said:
No, I was actually talking about if you used Whirling Sword/Lotus Drop and a teammate splashed some damage and killed half the mobs in range. You've essentially paid for an AoE that hit fewer foes and/or received little to none of the DoT. The quirk with CI is no different from the quirk of a lag spike causing you to misfire the mentioned PBAoEs and hit *nothing*.
That's what it does to CI.
If the charged target is killed by the splash before the charge jumps, it won't jump. Meaning that no matter how many people you would have/could have damaged, you didn't get the opportunity to damage any of them because your first target died while still charged.
Could the AoE have take out 9/10 of them? Sure, and you're then in the same boat as you would be with any AoE. But that's not the problem. There is an extra problem in addition to that that if the charged target dies before the jump, your AoE is wasted as well. It has the same quirk all AoE's have in addition the this one.
Play with it for a few levels. It happens more than you think it would. -
Quote:You could consider the incredible lack of ST damage that ELM has quite a drawback.That is my thought. I keep reading this thread and all I see is a plea to Castle to properly balance JL and TS as AoEs.
What did Siphon Life give up? How about AoE damage? The whole freaking DM set is AoE light (I am not complaining, it has many other advanatges, including the heal in SL).
ElM is extremely potent as is; CI is a fine power, which doesn't always work as well as it can, but often does. It is OK that CI sometimes falls short, especially when you look at the set as a whole, instead of just trying to look at one power individually.
Was DM a terrible set before SL got buffed? Nope. Did it/does it have poor AoE damage? Yep
Is ELM a terrible set with the current CI? Nope. Does it have poor ST damage? Yep.
Again, the reason I didn't start the first post with numbers, was because my initial problems with the power weren't the numbers. It was how the power worked.
If you want to keep the numbers the same, I'm fine with that. I'd just like a power that reliably does whatever it's supposed to do. Somehow I doubt that the power is supposed to be reliably unreliable.
Hell, keep the numbers. Keep the .5s delay. How about just make it calculate the hit or miss for 5 targets when activated so that death or movement don't affect the outcome? That would be a great starting point. -
Quote:Fair enough. Big deal. It doesn't change anything as I said before. Since I used Mids #'s throughout, they're all off together. So you reduce them all by the same amount, and the comparison is still the same.There you go. Mids calculates in the crit chance as a boost to the base values, a decision which I somewhat regret as it has tripped up people time and time again. CoD does not.
Quote:As for the rest of your argument, you've glossed over some pretty important points. Yes, CI looks poor when compared to Jacob's Ladder and Thunderstrike, but this has less to do with CI and more to do with the fact that Jacob's Ladder and Thunderstrike get their AoE damage component for free. Their DPE (when using the base values, not Mids' inflated numbers) is 0.192, the standard for single target attacks. Whether CI is overpaying for its multitarget potential or not, JL and TS are strongly underpaying for theirs.
Quote:CI, JL and TS also pay nothing extra for their end drain, the secondary effect that all Elec powers share, and TS pays nothing extra for its KD and stun effects. But that is all immaterial in any case, as melee attack costs have never been balanced for secondary effects - perhaps an unwise decision, but one the current devs have chosen not to revisit - and, in fact, in at least two cases (Siphon Life and Clobber) they have chosen to increase the damage on a power despite the fact that it originally had a greatly reduced damage due to its useful secondary effect.
And your point about them doing it with other powers sure does dismiss the idea that they should do something for this power as well. Good point there.
Quote:I glossed over your comparison in the prior post out of mercy.
Quote:Calculating the DPA of CI by adding the jump times to the activation time of CI is extremely misleading. The reason DPA is important is because animation times are important: while you are animating one power, you cannot activate another, and in a fully populated attack chain, that becomes the major limiting factor on your DPS. But you can activate another attack while CI is still arcing, so the arcs improve your damage output over time rather than reduce it as you would indicate. If all of the arcs fire, you end up dealing your 4.05 damage for an animation cost to you of 1 second: a DPA of 4.05, better than a target-capped TS!
I think it's extremely misleading to assume CI will do it's damage in 1s. Notice I wasn't listing this as an attack chain argument. Attack chains have already been looked at by many others, and I don't remember Electric Melee shining too well there either.
Quote:A subtler error is your consistent assumption that other multi-target powers can hit their target cap as easily as CI can. In particular, it is rare to pack ten ordinary-sized enemies into the eight foot radius of Whirling Sword, to say nothing of getting five enemies into the 7 foot cone of Slice. By contrast, each of the arcs in CI can strike any enemy in a 10 foot sphere around the target of the last arc. As an opening gambit against a reasonably sized spawn, CI has a high probability of arcing its full possible number of jumps.
I went over the cone argument in perhaps my second post in this thread. Is it reasonable to expect 5 people? Not usually. Is it reasonable to expect 5 from CI? Nope.
So what was your point exactly?
Oh yeah, it was the asinine superiority complex you seem to want to display. Carry on.
Quote:So, let's look at your proposal: each arc does the full damage of the original strike (1.32 DS, since we're not adding in the crit chance), and the cost of the power is 8.53 End, giving it a break-even multiplier of 1.24. Let's look at that DPE/DPA calculation again, without pretending that we can't do anything while CI is arcing:
(1.32 * 5) / 8.53 = 0.77 DPE
(1.32 * 5) / 1 = 6.6 DPA
Yeah, um, that's almost as good as target-capped Foot Stomp (0.77 DPE/6.76 DPA), on a 14 second recharge. Would I like it? Absolutely! But I think it's best to be clear and accurate about precisely how much candy you're asking for. The end cost reduction is about in line with what I would consider reasonable (remember when I said 1.25x for break-even?), but the damage increase is a little bit much.
Quote:A more reasonable request, IMO, would be to keep the end cost and arc damage the same, reduce the recharge to 12 seconds, and increase the first-target damage to about 1.55, so that the additional cost for the four extra damage ticks is only 2 seconds of recharge and 1.25x end cost compared to a ST attack of the same damage. But that's just balancing CI against other single attacks from other sets, discounting that it's in a set that also gets JL, TS, and of course Lightning Frickin' Rod.
Here's another off the cuff idea for you to ***** about. Look back at Siphon Life. It heals 10% of 1339 hp's. We'll call it 134 so we won't argue about decimals again. If you get one heal enhancement in it you get 178 HP's. Not too shabby, and that's not even looking at the gaudy 90+% heal on top of max damage some people have (~255HP's). That's a freebie for that power as you so eloquently explained above, and nothing the power is balanced around.
Let's consider the jumps a freebie for CI. Let's give it something close to 178 HP's worth of jump damage. 178/4 = ~45 damage/jump. That's a value of .72 damage. A whopping 10% increase in jump damage. And then since the jumps are a freebie, obviously CI needs a base damage increase closer to 2.05, and also a recharge reduction of 4 seconds. That way it's in line with the other similar powers. Remember, we're just calling the extra damage a freebie. One could argue that you don't always get full jump damage whereas you always get the full heal. Hell, I'll even spot you an activation time increase to a whopping 2 seconds. Feel better? Now we have a 2 second activating CI that does 2.05 damage to the first target, and has potential jumps to 4 other targets for .72 damage each. Of course CI still costs 10.2 end, but it's recharge would now be 10s.
***** away.
And the funny thing is, you'll still think that the numbers are the problem with the power. -
Quote:Well, -10% End to the target is pretty much worthless, and no, it doesn't make the attack any cheaper.Well, besides the fact that you failed to mention Chain Induction has a chance to drain 10% endurance (which can make the attack slightly cheaper) and the -100% recovery it applies for over 10 sec, powers aren't balanced in a vacuum. Siphon Life may not give up anything for the heal it gets but Dark Melee gives up any chance to do meaningful AoE damage for the utility it provides.
It subtracts 10 end from whatever you are fighting. It doesn't return 10% end to you. Charged Brawl and Havoc Punch are the two powers that do that. I assume CI doesn't because it's actually a summons.
You are correct, I didn't list the -100% recovery for however long (Mids has it listed as a 1 s Duration, but that's so worthless I'll not believe that. Instead I'll assume it's something like 10s.)
But Dark Melee is actually good at debuffing the ToHit of an enemy.
Broadsword can make a not completely insignificant different in the defense of an enemy.
I think you would be hard pressed to find an Electric Melee scrapper finding a good use for end drain. Since to have any noticeable effect, you need to drain a lot (upwards of 90%) if not all an enemies end. And I certainly wouldn't think that the end drain + the awkward jumps is reason enough for a 33% reduction in damage and a 40% increase in recharge. Would you care to argue that point?
I realize powers aren't balanced in a vacuum, but the damage/end/recharge of this power seems to have been designed in a vacuum since it doesn't get close to conforming to any of the standards of other powers.
Quote:
I wouldn't be opposed to lowering the endurance cost on CI, really, but as I see it's not hindering the set. The jumps are 'fast enough', if the foes are dying before the jumps, they would have died before Thunder Strike or Spine Burst or before the DoT of Whirling Sword/Lotus Drop, etc. The jumps occur often enough, people use it to hit foes normally hard to hit directly and I rarely hear anyone complain that it jumps less than 3 times the majority of the times.
That means if you're surrounded by 5 guys
Hit CI
CI hits first foe
wait .5s
Jump to 2nd foe
wait.5s
Jump to 3rd foe
wait .5s
Jump to 4th foe
wait .5s
Jump to 5th foe
If splash damage takes out any foe in that chain, CI stops. That means you've paid for an AoE that didn't get a chance to hit or miss all of the foes in range. It's not about a followup attack from you. Plus if any foe is Knocked out of range of his friends, his charge can no longer jump to his friends, also ending your chain.
The hit foes that are hard to hit argument doesn't hold a lot of water IMO. Sure, the jumps have a high accuracy, but you still have to hit the first guy for it to work. If you miss the first hard to hit target, you're actually in worse shape than you would have been in than missing with a normal attack since if the normal attack is an AoE you still get a chance to hit his friends that are in range, and if it's a ST attack, you've not wasted nearly as much End.
Even when you do hit the first guy, you are only tickling his friends with your mighty .65 damage.
Quote:The way I see it, CI is a different kind of AoE so you should either use it differently or play to its advantages. You're campaigning that you can't leverage it the same as a regular AoE so expect it to change.
It's not a learn to play better issue in that regard, it's a use it the best you can, and hope things outside of your control don't negatively affect it. That's not how most other attacks work. With other attacks, I push the button, and I know what to expect to happen. The vast majority of the time, that's exactly what happens. Enemy movement and outside damage have no effect on how other powers perform, but they have a great impact on this one.
But even then, the numbers show that when used to it's full extent, it still lags behind other powers by a not insignificant amount. You can learn to use it as effectively as you want, but that won't make the power do something it can't. -
Quote:The condescending tone is a bit much. At least I cited where I got all my data. And even if your numbers are correct, they really don't make any difference in my arguments which still stand.Crane Kick: 2.06 DS, 10s rech, 10.2 end
Siphon Life: 2.06 DS, 10s rech, 10.2 end
Really now. As I said, I wouldn't mind an improvement to CI, but you must work a little harder on your arguments.
According to MIDS v1.6 (like the first line of the first post says, so look there if you want to argue exact decimals):
Crane Kick - 2.15 Dam 10.2 End 10 Rech
Siphon Life - 2.15 Dam 10.2 End 10 Rech
Disembowel - 2.15 Dam 10.2 End 10 Rech
All 3 powers do 134.9 damage. Scrappers do a base of 62.6 (technically 62.56 I think)
134.9/62.6 = 2.15
Siphon life also has a quite useful heal component to it. Which is a point that actually helps my argument.
Siphon Life:
2.15 Dam, 10.2 End, 10 Rech + 10% enhanceable heal + -5.63% ToHit
Chain Induction
1.45 Dam, 10.2 End, 14 Rech + potential to do four .65 Dam jumps.
It gets a 33% reduction in damage and a 40% increase in recharge time for the hampered potential of 4 piddly splashes of .65 damage.
What did Siphon Life give up for the automatic 10% Heal?
What did Siphon Life give up for the automatic -5.63% ToHit?
What did Disembowel give up for the automatic -7.5% def?
What did Crane Kick give up for the automatic 6.23 KB?
As I pointed out in my last post which you seem to have glossed over; the power is pretty balanced with other melee AoE's when used against a ST. Outside of that terrible instance it's not balanced numerically, and maybe more important, it's actual use in game play is hindered. -
Quote:It costs as much end as TS, does less damage, and recharges shorter. I'd say it costs more than this AoE, but still doesn't work as well. TS does 1.0 damage to 10 people plus an addition .96 damage to the main target. A total of 10.96 damage to 10 people for 10.2 End and recharges in 18s. CI does .65 damage to 5 people and an additional .8 damage to the first target for a total of 4.05 damage to 5 people for 10.2 end and recharges in 14s.The major premise of the OP is that this attack costs the same as an AoE but doesn't work as well as an AoE. However, it DOESN'T cost the same as an AoE, so I still fail to see the problem here.
It costs more end than JL, does less damage, and recharges longer. It definitely costs more than this AoE, and definitely doesn't work as well. JL does 1.65 damage to 5 people equally for a total of 8.25 damage to 5 people for 8.53 end and recharges in 8 s.
It's not numerically balanced.
Total Possible Damage per person:
10.96/10 = 1.096
8.25/5 = 1.65
4.05/5 = .81
Total Possible Damage per end
10.96/10.2 = 1.07
8.25/8.53 = .97
4.05/10.2 = .4
Total Possible Damage per Activation
10.96/3 = 3.65
8.25/1.67 = 4.94
4.05/(1+.5 +.5 +.5 +.5) = 1.35
There is a .5s delay between jumps, so in order to hit 5 people, it'll take you 3s. Even to hit 2 people it will take you 1.5s making it a 2.7 DpA.
Against 1 Target:
TS - 1.96
JL - 1.65
CI - 1.45
DPE/1 target
1.96/10.2 = .192
1.65/8.53 = .193
1.45/10.2 = .142
DPA/1 Target
1.96/3 = .65
1.65/1.67 = .99
1.45/1 = 1.45
That's against AoEs. It'll only look worse against ST's. So tell me how this power is balanced? The only thing it beats 2 other AOE's in is DPA against 1 target. Otherwise it falls far behind them.
If you want to compare it to a base Scrapper AoE let's look at Whirling Sword and Slice:
Total Possible Damage per person:
14/10 = 1.4
6.76/5 = 1.35
4.05/5 = .81
Total Possible Damage per end
14/10.2 = 1.37
8.25/8.53 = 1.35
4.05/10.2 = .4
Total Possible Damage per Activation
14/2.67 = 5.24
6.76/2 = 3.38
4.05/(1+.5 +.5 +.5 +.5) = 1.35
AoE Against 1 Target:
WS - 1.4
SL - 1.35
CI - 1.45
DPE/1 target
1.4/13 = .108
1.35/8.53 = .158
1.45/10.2 = .142
DPA/1 Target
1.4/2.67 = .52
1.35/2 = .675
1.45/1 = 1.45
Looking at the #'s to WS and Slice, it's mostly balanced properly for an AoE against 1 target. But when used as an actual AoE, it's terrible.
Compare it to a ST attack and these numbers will look horrible.
Why is this power only balanced around being and AoE used as a ST attack?
If you've actually used the power in regular gameplay, you will see that it's also harder in several situations to get it to function properly.
A simple, easy, quick fix would be to make each jump do full damage and lower the end cost a tad. That would at least place it closer to par with other AoE's.
Full damage jumps:
Total Possible Damage per person:
(1.45*5) = 7.25
Total Possible Damage per end
7.25/10.2 = .71
If it cost 8.53
7.25/8.53 = .85
Total Possible Damage per Activation
7.25/3 = 2.42
AoE Against 1 Target:
CI - 1.45
DPE/1 target
1.45/10.2 = .142
Lowered end cost
1.45/8.53 = .17
DPA/1 Target
1.45/1 = 1.45
A quick tidbit. A ST attack for a scrapper that costs 10.2 end should be a 2.15 damage power and recharge in 10 seconds. CI does 1.45 damage and recharges in 14 s. That's a large penalty for AoE potential that also makes it a crappy AoE power. -
Quote:No, that's not what I've said at all.So your major beef with it is that it's different? Well I don't like that argument at all.
Problems:
Quote:If your any target in the chain dies, the power stops jumping. It's over. No extra damage is passed on to another target. If it's the first target that dies, you just paid for an AoE power, and got a ST power instead. Quote:But in either the 2 or 3 man instances, you don't have to make sure that your main target will survive your attack to ensure that it will function as an AoE. Quote:If a bad guy has a brawl's sliver of life left and I use TS on him, I expect him to die and the AoE to still go off. I don't expect to get shortchanged on the AoE. Quote:Suppose I've planned CI perfectly to where he'll have some life left and I'll get my jumps out of him and his friends, but at the same time I'm firing CI, someone else finishes him off with splash AoE damage. My AoE is still wasted. Because my AoE had to wait .5 s after hitting to then decide to jump Quote:I'm not concerned with the main target die from my power or from my teammates, but rather that my AoE power didn't function like an AoE. Quote:CI has to hit every time it Jumps. Instead of an AoE that has the same accuracy for all foes in the area it affects, CI HAS to hit in order to effect all possible 5 targets. If any jump misses, the chain ends. Quote:There is a delay in the Jump. .5s, no big deal right? Wrong. If the target dies during the delay, the chain ends. If CI kills the first target, there is no jump. If the 1st jump kills the second target, there is no 2nd jump, and so forth. Or, if outside damage from another player kills one of the CI targets, there is no jump. It's practically impossible in a team situation to rely on CI performing like an AoE. Quote:You are charged for an AoE. This power is scaled for damage/recharge/end as an AoE. Yet it is the most unreliable and unpredictable AoE I've used in this game.
Quote:As for the point of the power, it's not "I need you to survive for this power to work properly", it's more like "If you don't go down, you and all your friends are gonna feel it".
Quote:If Jacob's ladder is more your style then use it. Chain Induction seems pretty nice, IMO. Especially if you're a Stalker. JL only has a 50% chance to crit from hide while CI has a 100% chance not to mention it's fast to use after a placate. -
Quote:If you assume that those %'s are based off player accuracy:It does need to land extra tohit rolls, but the jumps have higher than base accuracy that declines per jump.
Jump 1: Accuracy - 2
Jump 2: Accuracy - 1.5
Jump 3: Accuracy - 1.25
Jump 4: Accuracy - 1
To put it in perspective, attacks with higher than normal accuracy (Controller st holds, Tanker t9 attacks, etc) have a base accuracy of 1.2.
I have a 75% chance to hit the first guy
Jump 1 has a 150% chance to hit 2nd guy
Jump 2 has a 112.5% chance to hit 3rd guy
Jump 3 has a 93.75% chance to hit 4th guy
Jump 4 has a 75% chance to hit 5th guy.
.75 * 1.5 * 1.125 * .9375 * .75 = 89% chance to hit 5 targets.
I don't know how a pet's accuracy is scaled from the enhancements. But assuming that they benefit from Acc enhancements, the power basically it gets a small accuracy boost looking at it like that.
My problem isn't with it being able to hit. It's that is HAS to hit the previous target in order to get a chance to hit.
I don't get a shot at guy 3, 4, or 5, unless guy 1 & 2 are hit. The hardest guy to hit is Guy #1. If I missed him, then I missed every target of my AoE. That's my problem. Most if not all AoE's in this game don't work that way. -
Quote:I think I might have been unclear.In reguards to targets dieing disrupting the jump... that doesn't really hold water when comparing it to an AoE. Fact is, the target's dead... hitting it with an AoE wouldn't do any damage either. Granted, it could have hit 3 instead of 1 if it jumped a 2nd time, etc... but small melee AoEs miss a lot of hit opportunities do to team play... I don't think there's that big of a discrepency.
If your any target in the chain dies, the power stops jumping. It's over. No extra damage is passed on to another target. If it's the first target that dies, you just paid for an AoE power, and got a ST power instead.
If I line up 5 guys for Jacob's Ladder, if the main target dies, the other 4 still take damage. Is it a meaningful debate to suggest that it's very tough to get 5 guys lined up? Sure. Is it that tough to get 2? Not really. 3? Maybe. But in either the 2 or 3 man instances, you don't have to make sure that your main target will survive your attack to ensure that it will function as an AoE. That seems like it misses the point of the power just a bit. I'm going to attack you, but I need you to be able to survive this attack in order to make it work properly. (Not to mention the fact that JL does more damage has a faster recharge, and costs less end than CI)
If a bad guy has a brawl's sliver of life left and I use TS on him, I expect him to die and the AoE to still go off. I don't expect to get shortchanged on the AoE.
This is especially true in a team situation when I can't control the amount of damage a bad guy takes. Suppose I've planned CI perfectly to where he'll have some life left and I'll get my jumps out of him and his friends, but at the same time I'm firing CI, someone else finishes him off with splash AoE damage. My AoE is still wasted. Because my AoE had to wait .5 s after hitting to then decide to jump. I'm not concerned with the main target die from my power or from my teammates, but rather that my AoE power didn't function like an AoE. I took the time and the care to do what I could to make it function, which is often a lot more than I have to do with other AoE's, but it still didn't work. Although my El/El scrapper is only 35, that's happened a ton in the 11 levels I've had CI. I'm already busy switching targets to try to use CI on a guy that won't die, and when I find one and press the button, he's either killed or hurt enough for CI to finish him off before the power is able to jump. -
(According to Mids & CoD)
At level 50, Chain Induction currently does 92 damage for a scrapper, 51 Smashing, and 41 Energy.
If the attack hits, the power then waits .5s and discharges to the nearest enemy (?) within 10 ft. The target stays "charged" for 3 s in order to have a window to deliver this damage. If the Jump hits, it does the energy portion of the original attack, 41 damage.
IMO, this power needs some tweaking.
You may ask why.
Here's why:
1) CI has to hit every time it Jumps. Instead of an AoE that has the same accuracy for all foes in the area it affects, CI HAS to hit in order to effect all possible 5 targets. If any jump misses, the chain ends.
2) There is a delay in the Jump. .5s, no big deal right? Wrong. If the target dies during the delay, the chain ends. If CI kills the first target, there is no jump. If the 1st jump kills the second target, there is no 2nd jump, and so forth. Or, if outside damage from another player kills one of the CI targets, there is no jump. It's practically impossible in a team situation to rely on CI performing like an AoE.
3) The target can still move while it is charged. Meaning, when I queue up CI, thinking I have a nicely bunched group of targets to hit, and my target starts running as CI starts, he's likely too far away from the pack to be able to hit the rest, or suppose a teammates power Knocks him back. Not the same as a regular AoE, when you initially start the power, if the bad guys move or are moved, it doesn't matter. If they were in range when you pressed the button, they still get hit. Again, that .5s delay is detrimental. In the case of an enemy like the retarded Sky Raiders, if they TP at the same time you hit CI, they're long gone before being able to affect the rest of the group. Not only that, but since the charge lasts for 3s, if they happen to TP into an unaggrod group, you now have problems.
4) You are charged for an AoE. This power is scaled for damage/recharge/end as an AoE. Yet it is the most unreliable and unpredictable AoE I've used in this game. I can throw fireballs, and hit whirling sword all day long and have a very good idea of what I'm going to hit regardless of whether I'm solo, on a team, or whether the initial target is low on health. CI is a big question mark every time. It has the end cost of Thunderstrike, but only does the damage of Havoc Punch.
The Fix.
1) Decide whether this power is an AoE or a ST.
2) If ST, it needs higher damage, and perhaps a longer activation. We already have Havoc Punch, so it needs to be a tier 3 damage power. It has the end cost but not nearly the reliability of Thunderstrikes AoE. Give it a slight penalty for it's AoE potential, but the current recharge penalty is too high. A 1.64 damage power with 8s recharge and 8.5 end is a good place to start. 1.64 also fits nicely between the 1.32 of HP and 1.96 of TS. Maybe increase the damage to 1.64 and the recharge to 10 and call it a day. Currently it's 14s recharge and 10.2 end. Heck, if there was a way to link the Jumps to extra end usage I would take that as well. Charge an extra 3 end per successful jump.
3) If it's an AoE make it work reliably like an AoE. Get rid of the .5s delay and make it jump seamlessly. Get rid of the 3s charge as well. Make it also work if an enemy in the chain is defeated.
Please do something to help this power. I love the idea and the concept, but just using it in actual gameplay, regardless of the balancing numbers is frustrating to say the least. -
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electric Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:35(13)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19)
Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:35(13)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(42), RechRdx-I:50(43), RechRdx-I:50(45), RechRdx-I:50(46)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Acc/Dmg/EndRdx/Rchg:50(11), Oblit-%Dam:50(40)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
Level 12: Hurdle -- Empty(A)
Level 14: Super Speed -- Zephyr-Travel:50(A)
Level 16: Grounded -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(37), S'fstPrt-ResDam/Def+:30(45)
Level 18: Health -- Numna-Heal:50(A)
Level 20: Stamina -- EndMod-I:20(A), EndMod-I:20(21), EndMod-I:20(21)
Level 22: Energize -- RgnTis-Heal/Rchg:30(A), Tr'ge-Heal/Rchg:30(23), Numna-Heal/Rchg:50(23), H'zdH-Heal/Rchg:40(48)
Level 24: Chain Induction -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(27), C'ngImp-Acc/Dmg/EndRdx:35(27)
Level 26: Jacobs Ladder -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(40)
Level 28: Lightning Reflexes -- Run-I:50(A)
Level 30: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(46)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Lightning Field -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(36), M'Strk-Dmg/Rchg:50(36), M'Strk-Acc/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
Level 38: Boxing -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 41: Combat Jumping -- DefBuff-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50), RctvArm-ResDam:40(50)
Level 47: Confront -- Insult-Taunt:20(A), Insult-Taunt/Rchg:20(48), Insult-Dsrnt%:20(48)
Level 49: Weave -- LkGmblr-Def/EndRdx:50(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
That's the best I've come up with so far without too much of an insane budget.
Stats:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 38.3% Defense(Smashing)
- 38.3% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 30.5% Defense(Melee)
- 6.13% Defense(Ranged)
- 4.88% Defense(AoE)
- 15% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 100.4 HP (7.5%) HitPoints
- MezResist(Immobilize) 19.3%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 8.25%
- 1% (0.02 End/sec) Recovery
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
So for those counting at home
Highlights:
45% Def Smash/Lethal
37.2% Def Melee
48.4% Res Smash/Lethal
72.8% Res Energy
30.8% Res Psi
105% Recharge with Hasten (hasten down for about 20s a cycle)
27% Acc
The lowest protection is Neg Energy at 16% Def and 26.5% Res. Not much I can do about that. Just hope the Neg Energy attack is typed with Smashing as well.
I couldn't get a solid D with a Rech/Regen build. Although I was able to get one of those around 130ish% Recharge and 550% Regen (IIRC). But no Tough or Weave.
So I abandoned Regen, and went with a Def/Rech build. If there is a concern on End, I can drop CJ and pick up Power Sink which with 1 recharge would be on a 24s timer.
Hopefully I can do enough TF's to afford two LoTG recharges, which I would put in CJ and Weave. That would lower my Def to 44.8%, but raise my recharge to 120% making Hasten recharge in about 13s instead of 20 and Energize in 38s as opposed to 40. Seems like 6 of 1, half a dozen of the other to me, so it may not really be worth the effort. -
What's is the current view on the best way to IO these creatures?
With the new Energize power, is Recharge now better than Def?
If Recharge can be made fairly high, should Regen be stacked on top, or is it worth it? As I'm playing around in Mids, I'm currently getting somewhere in the 450+% Regen when Energize is active. Is that worth it? Especially if I combine it with Physical Perfection in the Epics. Slotted, that adds about 40% regen.
I know what I can get from soft-capping, or almost soft capping smash/lethal defenses. But would a high recharge/regen build be more or less survivable?
What are the current "best" build views out there for an Ele/Ele?
Thanks -
Quote:I'm looking at dusting my Fire/Fire/Fire off, but I had a quick question.The slow is to prevent them from scattering.
With one Slow enhancement, Hot Feet caps (or at least stays very close to cap), vs. +2s. It matters, IME. Hot Feet + Rain of Fire should cap up to +3s, IIRC, without any enhancing (and as Miladys Knight already noted, Rain cannot be enhanced for slow).
It is preferable to cap damage in Hot Feet, but without set IOs I do not think it is workable. You would have to sacrifice either Acc, Slow, or End reduction, all of which are more important than that last 15% or so damage.
Burn is a power I've never used on my Blaster as I hate the scatter, and it ruins my other PBAoE's from /Fire.
But another thing I haven't tried is slotting Hot Feet for Slows. (I'm usually cheap and stick a set of multistrike in there because it's good on Acc/end/Dam and cheap).
With Hot Feet well slotted for Slow, is that enough to make Burn viable?
Jump in a spawn, hit them with your initial FB + FSC, let BA do it's thing, and with Hot Feet slowing them, will they stay in a Burn patch long enough for it to be effective?
I'm looking at slotting Hot Feet with Pacing of the Turtle and a couple Multistrikes, giving it a 121% slow effect. Would that be enough to basically make the bad guys stand still for the duration of a Burn patch? A Pseudo-AoE Immobilize so to speak? -
Quote:I hated putting the Numina in HF, but that's the only heal set with ranged def bonus, and I was trying to get my defenses to the 30% point.Put the Miracle unique in Health, not in RoTP. It needs to be in a passive power.
Same for the Numina Unique, don't put it in healing flames.
Ditch Acrobatics for one or two -KB IOs.
Hmm...
...Ok, I tried a few things.
Removed Miracle and Numina. Moved the 6th HF slot, losing 3.75 ranged D(that used to have the Numina), into SJ and put 2 Blessing of the Zephyr in there for 3.13 ranged D (almost a wash). Then changed the 3 slotted Def in CJ to 1 slotted D and 2 Blessing of the Zephyr in there for another 3.13 ranged D.
This makes my D totals:
Defense:
Smashing 27%
Lethal 27%
Fire 15.8%
Cold 15.8%
Energy 28%
N Energy 28%
Psionic 14.8%
Melee 33.6%
Ranged 35.6%
AoE 16.7%
No idea how expensive 4 Blessing of the Zephyrs are but the have to be less than a Numina and a Miracle. Right...?
I'd like to use KB Enh, but those things are outrageously priced. Plus I'm fine with Acro since there's not another power I'm in dire need of, and I don't have the slots for anything anyway.
Also, since I removed the 6th slot from HF, I could also remove the 5th slot and just leave the power 4 slotted. Then I could stick a mix of 4 heal/recharge's in there and get about 88-89% in each (which is more recharge than previous, 56%). This would free up a slot to stick in Stamina to allow me to add another end mod in it.
How much does the performance shifter unique add to stamina? I tried watching it last night to see if I could tell a difference, but the jerky kins on the team kept speed boosting me (sarcasm). It says 20% chance for 10 end. Is that per tick of stamina? How often does Stamina tick?
Thanks for the help so far. -
Quote:Lol. Didn't realize that was there. Ignore it, I was probably just messing around.Hi SoulScorch!
I would also take my Miracle out of RotP because you are not getting the full potential out of it being there.
If I could actually afford a miracle, it'd go in Health.
So my End Rec # would probably be nearer to 2.6/s. -
Ok, from building as inexpensively a build as I could (since I don't have tons of inf in the bank and I hate grinding for cash), here is my current plan for my Fire/Fire:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(13)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(27), Mako-Dam%(43)
Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(15), Numna-Heal(25), Numna-Regen/Rcvry+(36)
Level 6: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(40)
Level 8: Combat Jumping -- DefBuff-I(A), DefBuff-I(46), DefBuff-I(46)
Level 10: Hurdle -- Empty(A)
Level 12: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 14: Super Jump -- Empty(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19)
Level 18: Health -- Empty(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(37), T'Death-Dmg/EndRdx(37), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dam%(39), T'Death-Dmg/EndRdx/Rchg(43)
Level 28: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- RedFtn-Def(A), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(50)
Level 47: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(50), RedFtn-Def(50)
Level 49: Rise of the Phoenix -- Mrcl-Rcvry+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 20.5% DamageBuff(Smashing)
- 20.5% DamageBuff(Lethal)
- 20.5% DamageBuff(Fire)
- 20.5% DamageBuff(Cold)
- 20.5% DamageBuff(Energy)
- 20.5% DamageBuff(Negative)
- 20.5% DamageBuff(Toxic)
- 20.5% DamageBuff(Psionic)
- 15.2% Defense(Smashing)
- 15.2% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 21.8% Defense(Melee)
- 21.1% Defense(Ranged)
- 4.88% Defense(AoE)
- 15% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 125.5 HP (9.37%) HitPoints
- MezResist(Held) 18.2%
- MezResist(Immobilize) 22.6%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- 12% (0.67 HP/sec) Regeneration
- 3.47% Resistance(Fire)
- 3.47% Resistance(Cold)
So when all is said and done, and I'm running my toggles, here is what my totals look like:
Defense:
Smashing 27.6%
Lethal 27.6%
Fire 16.4%
Cold 16.4%
Energy 27.3%
N Energy 27.3%
Psionic 15.5%
Melee 34.3%
Ranged 33.6%
AoE 17.3%
Resistance:
Smashing 52.8%
Lethal 52.8%
Fire 75%
Cold 23.7%
Energy 35.2%
N Energy 35.2%
Toxic 15%
Psionic 0
Health & End
Regeneration 195%
Max HP 109.4%
End Rec 2.85/s
End Use 1.47/s
Misc
Recharge 15%
Acc 9%
Damage 20.5%
Few questions:
With no Def Debuff Resistance, how helpful will my Def be?
With no consume will my End be ok? Attacks are all well slotted, and I have the performance shifter proc. I could drop Maneuvers for Consume, and lose about 3.5% def but gain end recovery. I'm not a big fan of consume's long recharge though.
Should I focus more of my defenses to melee and get close to capping that while leaving my ranged Def low, or is this more even spread a better approach?
Any other suggestions would be appreciated. This isn't going to be an AV soloing guy, but if I want to jump into a spawn of 54's ahead of the tank, I'd rather not be licking concrete before Build Up wears off.
I'm currently level 40 with this guy, and with base /Fire defenses, this build can certainly feel very squishy at times.
Critting with Incinerate at the damage cap is a wonderful thing.
Thanks for the help. -
Castle's very diabolical and seems to be messing with our minds at this point.
Did he say upcoming patch referencing I8? He could have easily not posted here until I8 was out, so is he trying to hint it's gonna be I8?
Did he say upcoming patch meaning the first patch after I8? He did say the word patch, and not issue. Did he really mean patch and therefore it won't be in I8?
Did he say upcoming as in I8 is upcoming? Or did he say upcoming as in 'Soon'?
If it's just spreadsheet changes, is it possible it could make it into I8? If it's animation changes as well, does that mean it will take more time and be in a patch after I8 is released?
Plus he also referenced his wording slip up about Gadgets. Does that mean he was extra careful in choosing his words in the post and the answer lies in it, and we just have to figure it out?
Castle, you will rue the day you tried to outsmart this forum with your vagaries and doublespeak!!!!
Now where did I put my decoder ring???
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*piddles at the mention of Greater Fire Sword*
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Well, you are certainly free to disagree with my assessment of Firebreath, but I don't think that that necessarily rules out the possibility of changing it to a 60ft range.
I've seen it posted that FB's range is 20ft, and i've seen it as 40ft. Although I use it all the time, I've never really bothered measuring it. I would agree that it's probably 40ft already, because I am sure it has a longer range than Blaze.
I don't think it's unprecedented that a cone power gets a 60ft range. Look at the following examples (all data taken from City of Data):
Fistfull of Arrows: 50ft
Shockwave: 50ft
Nightfall: 60ft
Psychic Scream: 60ft
So perhaps you are right. Firebreath may not be increased to 60ft., perhaps it will just be increased to 50ft. Then it would be the same as range for the 2 newest blaster cone powers.
We shall see though. I don't think you will have masses crying to the nerf gods to bring their wrath upon firebreath if its range is increased to 60 feet though.
Plus going by a lot of Castles previous changes, most of them have been spreadsheet stuff. Increasing a range here, lowering an end cost there. He hasn't really done a whole lot about adding secondary effects to powers, and it takes some pretty strong persuasion to get an animation change. That's part of what makes me doubt that RoF will be changed to have a Fear/KD effect added.
Now perhaps a change for Fire/ could be this (though I highly doubt it):
Most sets have a 5.2 end, 4s recharge, 1 DS blast for their first power. Fire and Archery do not. Perhaps, the first two powers in Fire/ would be changed so that Flares is a 5.2 end, 4s, 1DS attack, and Fireblast is a 8.5 end, 8s, 1.64 DS attack (instead of its current 5.2 end, 4s recharge, 1.4 DS state).
Again, I highly doubt this happens, but it is possible.
Even though I may have jokingly hinted that I "know" what the changes will be, I unfortunately do not. I am just guessing like everyone else. I think they are good guesses, but they are only guesses after all.