StormDevil

Super-Powered
  • Posts

    525
  • Joined

  1. StormDevil

    Dark/Elec ?

    /threadjack

    Pan, that is the best sig ever.

    /endthreadjack
  2. StormDevil

    Thunderous Blast

    One possible EndMod slotting exception, but I think the answer negates this idea; can you slot the PerfShifter Proc in here? Well, I know you can, but who gets the End if it goes off, the dead mobs or the Blaster?
  3. StormDevil

    Fire/MM Advice

    So, you're looking to fight at Range, but w/o Hover (using CJ/SS instead), keep your Range cap, and boost your AoE Defense? Just checking, because I think I could make some adjustments that'd get you there.
  4. StormDevil

    Thunderous Blast

    Pretty much joining the chorus line, here. No need to slot for the End Mod at all, just Recharge and Damage; a little bit of Accuracy wouldn't hurt, but I'm not sure if I can remember a time that I fired off a nuke without using Aim+Build Up first.
  5. Since the OP was specifically asking about those 3 powers (CP, PSink, Drain Psyche), and not external buffs, I figured I'd post the build that lets me do the routine I mentioned in my post. Fully self-sufficient vis a vis End Recovery after the Nuke and/or FoN (but not both simultaneously), FoN is up roughly 1/3 of the time, darn near softcapped to Range, about 30% defense to AoE, yadda yadda...

    Anyway, here it is.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1420;698;1396;HEX;|
    |78DAA5934B4F135114C7EFF4616967DAF22C50402805A1940E545DF858F8A4D1440|
    |8A1C6155087328189CDB4994E13D8F901D4444559E16B6B74A3468DDF44FD2AA49E|
    |73FFB76C583A69FFBF3BE79ED73D33B3BC77DB10E2F135A1C56FD5AC66B37293D4B|
    |7BD48B9EAD86ED54E957DCBDBAAEF170A2BAD478EBB33B162F92DCF8E082186956B|
    |65CD7277EC6DB3E47836C2B39D9D72ABD1A87BBEB96CBBBE55AB2C5BAED368D52CD|
    |FA9BB3D77DD5DDB23BBD959C456EBF59A596ED8F6B6219725C777ED6653C74DCDD9|
    |D9F5E36A8396D44CEF52C3A99AA5BA57B5293757DC1FA2C672F4BF2E3A573B2C3E1|
    |08A62EE3D7024517803BC95587827F1FC74541A513944E5109543D41CA26E906A2A|
    |4A4354005101440D216A08516944DD240DAAA8E037690AFD00BE4B9CF922D1F5154|
    |84B4CD2E4C3B2585B0BE7E107846927821D11C94AD30169549588225B0C696228D8|
    |8D4ADDA89B42A52825D29128A4FF0EB0C9F803FC959818D018C5637219133AB9C75|
    |12410877B02EE09B847C821A91A4B4EC91225D21ED5580F26D68B89F56262FD9858|
    |3F2696C2C4BA28519F3A7BDFA1CC9D7D21F18A6C03C8A70D601C33C012E9A0DA198|
    |4290368946D183B62B84D97089265441D7CE4A23CE3E8225094983A0F5C900891FB|
    |18DCC36349693A9B0062802E9131101597784DFEE35A8CA382E30798E733E0A944E|
    |6A5C41DF29854639DDC931D673DE0583A1CD2CDB42A3FFD509ACE59C03AB02131B3|
    |0954243ED22B37AB4E3D8BE7F8894C7995283FA8F1339DC7E9E771FA799CBE80D32|
    |FE0F49F29CA54FD9979ECC0AFC85DCD882C8D67514D7E11EF45112FC468E8E42BA3|
    |1F4FFEDE29CB6AE8E49B129AB464429DCFACFD5FD74FA39327BAC68FE13ECB2A89F|
    |68057EB2C1B7CBBC92B8B575B2C55F9CC7E199D4E9397B8A1CB2C5758AEB23C61A7|
    |884EA2B3182C7196044B92A59BA58F25C59266396269FF03D3AA0C3D|
    |-------------------------------------------------------------------|
  6. Drain Psyche. Here's why.

    CP and PSink both require you to nuke, pop a blue, then activate them. With Power Sink, you'd need a mob or two still "alive" and in range. CP's pretty much the same story, excepting of course the availability of nearby mobs.

    Drain Psyche, on the other hand, is preemptive. Optimally slotted for Endurance Recovery, you can get into the middle of a pack, hit Drain Psyche, nuke, and be pretty much fine. You WILL have a couple of toggles drop...most of the time. At 99% End Rec in Drain Psyche, you can pretty much negate the End Drain of the nuke if you hit 8 mobs (with DP). Nukes crash your end and impart a 15 second period of no recovery. Drain Psyche lasts for 30 seconds. So, if you get in the DP right before the Nuke, you'll still get the crash, but the End Recovery kicks in and you're fine.

    This is all from experience; I've got a kind of oddly built Fire/MM/Force Blaster, who's not quite done yet (lvl 44). But I slotted Drain Psyche for the exact reason you mentioned in the thread title; to mitigate the crashes of Inferno and FoN. So far, mitigating the crash is pretty easy, even solo. Turn on World of Confusion, grab a bunch of bad guys (I try to get at least one whole group, running at 0/x6--I'm not quite softcapped to Range yet), turtle up with PFF, let the mobs group up, hit Aim+Concentration, drop PFF, hit Drain Psyche, nuke. If I hit enough of the mobs, my end is fine; in fact, it won't crash to 0, because the crash is a 1000% End "debuff", while my Drain Psyche is about 1150% with 8 mobs hit (can't recall off-hand, but that's close). If I hit the maximum amount of targets (again, can't recall off-hand, but I'm imagining it's 10 enemies, like most things), I don't even lose any of my toggles.

    tl;dr version: Drain Psyche

    EDIT: Edit to mention that Drain Psyche really only helps with PBAoE Nukes, or Ranged Nukes used in melee.
  7. No worries, I'm in no hurry. I don't level as quickly as most, so it'll be a while before I could implement any suggestions ingame, anywho.
  8. Quote:
    Originally Posted by Shred_Monkey View Post
    When you're looking at ST damage, if your AT has blaze... that's the set with the highest attack chain.

    edit: Did someone actually say dark?
    Hey, don't sell it short...he didn't just say Dark, he said Dark "with 3 End Rdx IOs slotted" in his ST attacks. Praetorians everywhere shudder at his approach.
  9. Not like me to do this, but

    *bump*

    I suck at attack chains, just want to give folks a chance to rip mine so I can improve it.
  10. Fire slaughters Sonic for DPS; much as I wish it were otherwise. I do have a Dark/Sonic Def who can solo AVs, but he has to chew on blues to do it. Sonic's better on Corrs than on Defs, because the inherent actually does something. But there's no decent 3rd attack, which is where Fire pulls way ahead; Blaze is ridiculous, and so is the DPS of Flares.
  11. AVs resist -toHit to the degree that RI and stacked Dark Blasts are going to add about, at most 10% to your defense...and even that's a stretch. Using Moonbeam in an attack chain just slaughters your DPS. I'm sorry, I just plain don't believe that a Dark/Dark is soloing AVs at level 36...and without Inspirations, and the attack chain you mentioned (especially including Pet. Gaze in your chain, another thing which AVs laugh at), I don't see it happening at any level. Maybe you were fighting EBs? Or tailor-made AVs that are weak to Negative damage?
  12. I think it was Silverado who ran down the list of AT combos with the quickest AV soloing potential (which wasn't specifically what you were asking for, but is really where ST chains shine). If I recall correctly, he had Fire/Rad Corrs ranked either 1st or 2nd.
  13. StormDevil

    The Noob is back

    For a newer player with no funds, I'd suggest the MA/WP, if those are the two you're considering. Willpower is pretty much "fire and forget", and you won't have to worry about Endurance issues too much.

    Elec/SD has more potential for doing some of the more ridiculous things you might see folks posting about, but most of those ridiculous things are self-imposed challenges (like soloing AVs, beating up Rikti Pylos, etc.). The damage boost aura from Shield Defense (Against All Odds) does add a noticeable amount of damage, and doesn't really suffer from any sort of trade off in its defenses. What it lacks is a heal (although it does come with some +hp), Endurance management, and a damage aura (but Shield Charge is a crashless Scrapper nuke, so with Elec, you'd have two). The big trade off with high end Shield builds is cash. But for just a "walking around' build (i.e., normal content and teaming), it shouldn't be too costly.

    MA probably has the weakest AoE capabilities of any of the Scrapper primaries. Elec suffers a bit from the reverse (pretty good AoE, not so much single target), but when paired with Shield, the damage boosting aura helps that out quite a bit.
  14. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Please tell me you don't actually use CP that way
    Typically not...as in, not ever. It's actually moot, since I reslotted Flashing and am reworking the chain.

    EDIT: OK, best chain I could come up with: DA->FS->GC->DA->SD->GC. No gaps, 3.21 EPS, which means I'm losing .24 End/sec without Death Shroud or CoF, which is essentially limitless End (it'd take ~470 seconds to fully drain, which is more than enough time for CP to come back). With CP up, I can afford the to run the chain+Death Shroud. The only thing I'm not thrilled with is the Achilles proc only getting checked every 5.3 seconds or so.
  15. OK, so I went back in and tweaked some things, mostly to try an incorporate the suggestions regarding Death Shroud and Dark Regeneration. I think the trade-offs work out, but there is one thing giving me pause.

    With the build below, I get the following increases
    Regen: an extra 20% (13hp/s vs. 14.6hp/s)
    Death Shroud: jumps from 54% Acc, 54% Dam, and 36% End reduction to 92% Acc, 92% Dam, and 42% End reduction...just huge, huge increases there
    Dark Regeneration: jumps from 48% Acc and 42% Recharge to 89% Acc and 65% Recharge (recharges in 17.1 seconds vs. 19.7 seconds). It does lose some of the heal (508 hp w/one mob hit vs. 593), but the quicker recharge combined with the much higher accuracy seems like a net benefit.

    I swapped Sting of the Wasp for Flashing Steel, and this is where my hesitation comes in. First, to keep Ranged Defense at the cap, I'd have to slot Gambler's with 6 Mako's, and slot the Achilles proc in Flashing...not thrilled about that. I'm having a hard time working out a chain, but I should be able to get a handle on it.

    Anyway, here it is:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1404;721;1442;HEX;|
    |78DAA553DB6E1251143DC30C0E97010A14E89DDAD2524A198A97C4CB83B1A2895A9|
    |2C6367D52C948A7148B3364188DF5C90FF09636D1275FFD07E393BFA17E81974F50|
    |DC97032F3E3A81B5CEECB3F63A67EF73A6F1B46E08F1FC8A50E2D7BA56BFDFDC6E7|
    |956AF677BC186D5EEB48CBADBF25D6F7EA3EBBA7BBA1022339C6F36ECAE6D9BB72D|
    |DF72ACE951B46EEFDB4EDF36EB9677D8BCEA3D72BDE44DE7C0F66CC737870363CB7|
    |5BBE6A66DF53A4E9B5F6E747CC7EEF763F2A57DE0C3548ADE76609D9EEBF996DF71|
    |9DE4F55EA7656EB87B47CD86D5F76DEF6802365582FF4BDC1D3D83A0D807AA89C02|
    |1539B483B60EA109D7A4854C22C85B234714EA19975A2508DE90C51E42CD12B5DAA|
    |6111E56740885911F945643C263F6310408A7FA760FC33505A94214B958BA8E7C96|
    |88CD71A63F714BBA778C92CC8832C5783BF051A8D7F21DBF16F44D9AF446F40A72B|
    |01DA8CCEA566B9AA09AE71820B9FE2C2A7B8296B9015667711CE29E81E84505486A|
    |20378840E91988CC47649A44028C1A58B04898E2192E48896E466CCFC209AE39ECC|
    |FDA17DCE713342204FCBB2D2EF6866FE98E92DD309D12AE8326CAB667CDAF3E9674|
    |C3DA6274415D0E5E834065A2EA5E2128B39156716334C490AD68E487E02F2497974|
    |93DCAD0277ABC0DD2A709B96B969CBDCAD2A644DCBACE910D9CEE844CB61A262842|
    |94AB46610999035CBA50667E330288A6282CEB614215A8D2A2C27AAC48854C8CA73|
    |5620CF97B0C417A3C4D74403C182B45D88B391F44BD02215B6ADB06D956D5F43D69|
    |23CB8A53255B50DBB5C91A1150E7D880951666FA5CCA7B3768B4C9720DF6471C0E4|
    |7B58E50B58E5EB5804C1BA14ACB3A0C6821A0B66B4D1A7093FBC3A9BFF44B6B4D19|
    |725148AE4B5D1A7F95FCF4763E813BE1301DC41D8025076717417E11EBEDEC79185|
    |A307082D7C1D7C32863B4D5CC00D5D44B8847019E1058AF4284014C1408821C4111|
    |208630869842CC214C27B84C15FC146027B|
    |-------------------------------------------------------------------|
  16. Mid-level Mako's are all of a sudden very, very scarce. I haven't seen a single one under level 42 in the last week.
  17. StormDevil

    N New Noob

    The main reason there's a lack of newer Guides out there is that, since your absence, a new feature called "Combat Attributes" has been introduced. While a pretty awesome addition, the numbers you see there (you click "Powers" in your tray, then "Combat Attributes") really only mean something to people who have a deeper-than-usual grasp of in-game numbers. However, the Guides are still an extremely valuable resource for figuring out the specific synergies between power set combos, as well as strategies for both general play and what to do at certain levels.

    Well, the better guides, anyway.
  18. Great feedback, thanks Werner. Really, thanks to everyone else who chimed in; I'll keep tinkering with it and try to incorporate your suggestions.
  19. Ah, well; "looks awesome and gets me to 40% AoE Defense" will have to do. Plus there's a proc in there that pumps out a ridiculous 20% toHit (yeah, it's only going to fire off once every 100 seconds, on average, for 10 seconds, but still)

    EDIT: regarding the attack chain, it's looking like DA->GC->SotW->DA->GC->SD. I have no idea how to calculate the DPS of a chain, though, short of beating up a pylon.
  20. Hm, I thought I was pretty set in the End department, if I managed my toggles correctly. I'll have to look into that a little further.

    And yeah, the attack chain is probably pretty...weird. I was hoping to avoid Purple sets entirely, but if I absolutely had to, I could pull some Inf together to slot Hecatomb in GC. Or, alternatively, I could just frankenslot it better. As Werner said, dropping SotW for GC, while being a vast improvement in DPS, would cripple that build's Ranged defense. It's still very much a work in progress.

    EDIT: Oh, another factor in my CoF choice; given DA's complete lack of DDR, I was thinking that the 7.5 -toHit from it would mitigate that shortcoming. I might be entirely off base in that regard, though.
  21. Thanks for the input Des, I was hoping you'd chime in. A couple of explanations/parries:

    With CoF, strategy-wise, my thinking with this was that I could use it to keep Minions off me completely, while I chewed up a single hard target, like an AV. That way, if that single hard target gets a good one or two in, I can use the fodder around me for Dark Regen, which would somewhat make up for DR's fairly low accuracy. Sure, that means the Minions would get to fire off an attack due to DR's damage component, but they'd have a hell of a hard time hitting me.

    AoE defense-wise, I actually wouldn't be able to use the Eradication bonus with the build as is, since I'm capped on 3.13 bonuses (Siphon Insight's is 3.75), but that wouldn't be an issue if I pulled a BotZ piece from one of the travel powers. I might have to look into that. I'd be "sacrificing" .62 AoE defense, but I think I could live with that.

    I feel like I've got enough AoE capability, but the hardest part of the build for me, from a power choice standpoint, was between Flashing Steel and Lotus Drops. Obviously LD is the superior "all these guys have to get hit now" choice, but the quicker recharge on FS makes it an attractive choice. Having both by dropping CoF would be sweet, but I really wanted either CoF or OG in the build. Plus, CoF looks cool.

    Good suggestion on the Stam slotting; I'll have to play with the numbers to see what kind of returns I can get from alternate slotting.
  22. Yeah, to be honest, I'm not a huge fan of TP either--it seems to require two travel pools to make it viable (Hover+TP; I don't know how folks get around with just TP), but that was a concept sacrifice. For the most part, I get around using Swift+Sprint+Ninja Run; TP is taken that late both for the BotZs and navigating land travel unfriendly places like the Shard.
  23. Quote:
    Originally Posted by Cold_Blizzard View Post
    Actually, procs in passive powers check once every 10 seconds.

    The Performance Shifter proc has a 10% chance. Therefore, one of those will, on average, fire off once for every 100 seconds.
    It's 10%? I thought it was a 20% chance to gain 10% End. Hm, I'll have to double check that. Even so, an extra 11.3 End every 100 seconds is very helpful.
  24. Cool, thanks Claws. I know there are some odd choices in there (specifically the teleport pool), but I was really trying to have my concept cake and eat AVs, too.

    The end use does worry me, but I think that's part of the "mini metagame" of the Dark Armor set. I'm still fairly new to that set. I can't imagine times when I'd be running ALL the toggles; right now, I tend to swap out CoF and Death Shroud, depending on what I'm fighting. I keep CoF on and focus on the ST chain until whatever hard targets there are are down, then I turn that off and bring in Death Shroud to wipe out the minions and Lts.

    For AV fighting, I'm thinking that you don't need all the Resist toggles on all the time?