-
Posts
525 -
Joined
-
This might be in the "Guide to Procs", but I couldn't find it (granted it was a quick look around). I'm trying to calculate what my End Recovery will actually be, since Mids doesn't do this for you...unless it does, in which case I just need a pointer for how to figure it out.
I've got (in a build; not live just yet) 2 of these in a build that has ~113 End (after Accolades), and in passives (Stam and PP). If I recall correctly--and it's entirely possible that I don't--procs in passives check every 20 seconds. The two questions I've got are:
1. How often, on average, does the math say these fire off?
and
2. Do these procs suppress each other? (that one seems kind of impossible, since there's no duration for the proc's effect, but I just wanted to see if there was a weird wrinkle I didn't know about). -
Long time reader, occasional poster, first-time build poster. I've been having an ongoing back and forth with Werner about my Kat/DA build, and I think I've finally gotten it to a place with which I'm happy. I was hoping Claws, Des, Bobitron, Umbral, etc. (just naming some names; anyone can feel free to hop in) could offer up their two cents.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1404;716;1432;HEX;| |78DAA553CD6E125114BEF3E71418A040296DE97F0B945286A22EFC59182B9AA8C53| |4B6E94AC5299D522CCEE0300BEBCA07A8D1D444576E7D07E3CAD7509FC0A86FA078| |7E0612E3D2097CDFBDE77EE73B67EEBD537F5A3384787E4548B16B1DABD76B6C373| |DABDBB53DAD6EB5DA4DA3E6367DD79BDFE8B8EEBE2E84480FD61B75BB63DBE66DCB| |B71C2B3B8CD6EC03DBE9D966CDF28E1A57BDC7AE97B8E91CDA9EEDF8E660606CB96| |EC7DCB4AD6EDB69F1E446DB77EC5E2F1A4C5A873E2C2569B60375BAAEE75B7EDB75| |12D7BBEDA6B9E1EE1F37EA56CFB7BDE30968AA08FF17D81D3D7D4D7C92854809F92| |1CCAA42DE23529B4C36D199474445CC92284B15E7255A59271AA9329D250A9F233A| |D1033514918EC821CC46C601538B2876C8D4262A4196C245342503831931CAB546D| |93DC9EE492E39C60D8C4396C6598AF64B60D6D8679956BE1055BF12BD029D4E5DF5| |359D7B1AE79E26B8FC04F734C53D4D71A36B9015627711E2821A84224128D28747E| |810890691E82E352E4128CE3B20E2243A854882236AE29B8CA2E9EF44B33F987E53| |9FB34FA8F008C853C16BA5DED2CAFC29D31BA679D2AD822ECDB64A9AFD167E32B1E| |DC233D2954197E1D7573249055796320AAE2CA599EED0DBBD06DD64707493BC4DCB| |BC4DCBBC4DCBBC3F79DEAD3C6F5305B2B241567684FCA675A27C88A810668A10AD1| |9442664CD04073E1383414114E2D445314CB41A91584E548E12299035C759F21C1F| |49912F4691AF890A82C5C07631C646815F9C8A94D9B6CCB615B67D0959B9E0C4722| |57AAB6DE8722508AD70E87D5488127B4B253E96B55B649A837C93C5B2C917B0C217| |B0C217B00082F540B0CE82EA5F37745A1D7E9AF0C33BB3F94F644B1D7E5942A2C89| |C3AFC34FFEBF9600C7C4277C3803B085B00D22E8EEE21DCC7E9031C5938DA4368E2| |B4FFD118741ABF800D5D44B8847019E104457A0420826020441162087184518414C| |238C214C23B84FE1F659800C4| |-------------------------------------------------------------------|
-
Like most damage auras, Lightning Field will do as much damage over the course of a mission as your Tier 1 attack (it might be Tier 2, I can't recall off-hand), without interrupting your attack chain. And as Shred mentioned, it's a huge help with what would otherwise be a bunch of green-slivered baddies running around.
A further application of Lightning Field (which, admittedly, I've only looked at "on paper", as it were); in an extended fight with multiple enemies, you should be able to completely drain mobs with 2 Power Sinks, and Lightning Field will keep them down. Again, this is hypothetical, as I've not tried it in-game, and don't have a firm grasp on End Drain strategies. Also, there are two big factors to consider: 1, there shouldn't be many fights that last long enough for two applications of Power Sink; really only the RWZ challenge comes to mind, or certain TFs; and 2, unlike sets like /Shield, /Inv, /WP, /Dark, and /Fire, /Elec doesn't really benefit much from being surrounded by mobs. I'm talking here about using mobs as batteries to fuel certain effects (AAO, RttC, Dark Regen, etc.). -
Second Ice/Elec; I'm a bit of a concept nut, so I like this combo for the fact that you can combine it with either Arctic or Electric Mastery, depending on the playstyle you develop. Arctic gives you some excellent S/L defense, as well as the "oh crap' button of Hibernate, while Electric lets you quickly hold a boss at range, which then lets you close to melee in complete safety.
-
While it wouldn't be all that difficult, eventually, to get your Ranged, AoE, and S/L defenses pretty decent, I don't think that would be the biggest concern with an Energy/Fire. I think that concern would be Knockback.
If you're planning on staying in melee range fairly often, most of your primary attacks are going to be actively working against you. -
So, I decided to give one of these Fire/MM/Force builds a try. Right now, the only thing about which I'm undecided is the debate in the topic. I was hoping to gain some insight from people who have already tried both powers (either together or separately).
My build is mostly focused on Ranged combat, although I do have Psychic Shockwave instead of Fire Breath (bit of a concept choice there). Choosing FoN will save me at least 2 slots, possibly 3. Also, with the build plan I'm looking at, Inferno would be up every ~2.5 minutes, while FoN would be up every ~10 (I think; don't have Mids on this PC), and Drain Psyche is slotted so that hitting 8 mobs will negate the crash from either power.
Thanks in advance! -
Didn't BaB post a while back that they'd found a way to eliminate redraw, and would be rolling it out soon(tm)?
-
I'm bringing up a Kat/Dark (level 28 at the moment), and I've been doing a lot of reading on the combo. A recurrent theme amongst /Dark guides is the "endless debate" regarding the merits of CoF and OG. I wanted to try to get some input from veteran /Dark players as to this debate.
Since I'm specifically interested in how the two will work with Kat/, it bears mentioning that I'm geared towards AoE more than ST (I'm actually skipping both Soaring Dragon and Golden Dragonfly in favor of a DA>GC>FS>DA>LD attack chain, minus the LD for prolonged ST fights). With the AoEcentric build, I'm of course running and loving Death Shroud. My understanding is that DS seriously crimps CoF's main selling point, while still allowing the -toHit to do its thing.
Will CoF keep stunned mobs from wandering away? Is it worthwhile to keep CoF up and DS down while fighting large numbers of mobs, then switching (CoF down and DS up) once the hard targets are clear?
Anyone who wants to chime in on this topic is more than welcome, and I'd also welcome any kind of general debate between the two powers, as opposed to their utility with just Kat/.
Thanks in advance! -
The "no/not much" downtime requirement is the one that makes SR vs. Regen kind of tough. Yeah, there's lots of clicking in Regen, but it does boast an advantage over SR; Endurance. Most downtime issues are going to be due to your blue bar more than your lack of an available attack. Plus, your better Regen builds are built for Recharge, and it doesn't take a ton to always be able to run CB>HP>CB>JL. The little sleeps (zappy dance) from CB and JL, plus the KD of HP, TS, and LR pair pretty well with a Regen character, also (not to mention a WP, which might be the best "no downtime" option, but the choice was SR or Regen, so)
-
I have to agree with Bill here. This whole problem could be solved by grabbing and using a Shivan temp; you're trying to solo an Elite Boss with a subpar soloing AT (generally), set combo (more specifically), and build (very specifically). Defenders are force multipliers and/or team supporters. My Sonic/Elec Blaster, which can solo AVs, has a hard time tanking the ITF; does that mean it's the game's fault? My Rad/Ice Defender, which can solo AVs, has a hard time farming the wall; does that mean it's the game's fault?
I understand that your greater point isn't this one specific instance of your FF/Nrg vs. this specific EB; your point is that Defender damage, for the AT as a whole, is underperforming. However, you then state that both Kin/ and Rad/ characters don't have this problem. Therefore, the problem isn't with the AT as a whole. The "problem" is with specific powerset combos.
Within each AT, there are powerset combos (aided by smart IO slotting) which will allow you to "break the rules" of those ATs. If there weren't, Silverado wouldn't be soloing Giant Monsters with a Blaster. Iggy Kamikaze wouldn't be soloing the Master of the ITF following RWZ Challenge rules. Hell, I'm willing to bet either one of them could come up with a FF/Nrg build which could solo EBs with relative ease. -
Quote:That may be true, but Pine and Conifer seem to have the best survivability. 'Cuz, y'know, they're "evergreens"....Elm attack chain?
I've had good luck with Leaf-Branch-Bark-Branch-Bark
It seems to work pretty good, though I've noticed Oak and Pine are better at AoE.
Ahem. Thanks again Nihilli, it's good to see some unsubstantiated theorizing validated by someone who knows what they're doing. -
It looks like most of the Elm/SD/Blaze builds I've seen are more for general/farming play; I'm not sure how they're able to sustain the End Recovery necessary for prolonged AV fights, which is really where an ST chain would matter anyway. Of course, I might just be much worse at theorycrafting builds than I think I am (totally possible).
I'm liking the first option Nihilli presented, although without the Gladiator +Def, I can only get "near" the softcap, not quite all the way to it. There's also a very, very small gap (.01 of a second) in the 2nd go-round of Jacob's Ladder, but again, that might be a build crafting issue on my end.
Thanks! -
I know there was/were one/several thread(s) on this topic at one time, but I'm not finding them. Let's say you've got an Elm/SD, so the ST damage isn't quite the problem it usually is. How does CB>HP>CB>JL fare as an ST chain, compared to...well, whatever the "top" chain is?
I'm sure that Chain Induction, with its fairly ridiculous (within the Elm set, anyway) DPA should be in there, but I can't find a way to include it in a soft-capped, split AoE/ST build. That 14 second base recharge time is tough to work with. -
OK, good info thus far; thanks to Silverado for fixing the attack chain, and to Wonder and Arcana for the -Res debate. You guys solved some misunderstandings I was harboring about -Res.
On the other side of things, I'm still wondering about the multiplicative effects of the attack chain; i.e., the interplay between Sonic's -Res and the Defiance inherent. I may be misunderstanding both of these, as well, in a number of ways. My current understanding is that Sonic's -Res are only applied by unique attacks--i.e., Scream's debuffs do not stack with themselves--whereas Blaster attacks do stack the Defiance effect; i.e., Scream's 11% Defiance boost becomes 22% after the second application. Further, and I dove into Kossy's excellent Kin/Sonic guide to check my memory, the -Res and +Dam should be multiplicative, not additive, correct? -
I know a few of the Scrapper Forum regulars have been creeping over to the Blaster boards lately, so I was hoping one of those math gurus (or any Blaster ones of which I'm unaware) would be able to lend a hand here.
I've got a Sonic/Elec build planned out, which will be able to chain Scream>Electric Fence>Scream>Shriek without gaps. Given the following data, what kind of a damage boost should I be able to expect?
Perpetual -Res of -26%
Perpetual +Dam of 51.6% (Defiance from the 3 attacks above plus some small set bonuses)
Thanks in advance!
EDIT: There will, of course, be occasional spikes due to Amplify and Build Up, but I was hoping to establish a baseline value. -
Also, if you look in the Team Flag/Search box, Silverado has typed "Fire/Ment/Force".
Hell of an impressive feat. I'm imagining that you weren't running into and out of melee range to use Drain Psyche for the -Regen (since that seems like suicide) ? -
Even without the AE, it really doesn't take that long to get a character to level 20. Between sewer teams and police band PuGs (or running with SG mates/in-game friends), it's pretty easy to hit 20 in just a couple of days' worth of sessions. I actually think that the current setup is fine; having endurance issues before Stam (or Quick Recovery, etc.) provides an incentive for players to find teams, which teaches them teamwork and group tactics...which are pretty good things to learn.
The argument to that is (watch as I build my straw man!) understandable; veteran players know all about teamwork and might not really feel like running the L1-20 content for the Nth time. However, veteran players should (hopefully) have acquired a group of in-game friends/SG mates with whom they can team so that the endurance issue is obviated. Or there's always the AE.
In short, it's fine the way it is, IMO. -
Either my Forum Ninja School training has paid off, or this is the World's Most Perfect Build. No feedback at all, folks?
-
Hello Tanker folks. I put together a rough build in Mids, and was hoping to get some feedback on it.
CAVEAT: Yes, Hover and Fly, not CJ and SJ; those guys are there due to "concept". Yes, making concessions to concept means it's not super-optimized, but I'm okay with that. I just wanted to see if there were any major oversights on my part, or things which could be done differently/better within the powers selected.
Oh, and there are no Purples in there because, as Garthalus once said, I'd rather use all that Inf to make another character much better than make this character incrementally better.
That said, have at it (please)!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Starboy: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (3) Luck of the Gambler - Defense[*] (3) Luck of the Gambler - Defense/Endurance[*] (5) Steadfast Protection - Resistance/Endurance[*] (5) Steadfast Protection - Resistance/+Def 3%[/list]Level 1: Scorch <ul type="square">[*] (A) Focused Smite - Accuracy/Endurance/Recharge[*] (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (7) Mako's Bite - Accuracy/Endurance/Recharge[*] (9) Mako's Bite - Damage/Recharge[*] (9) Focused Smite - Damage/Recharge[*] (11) Mako's Bite - Accuracy/Damage[/list]Level 2: Battle Agility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (11) Luck of the Gambler - Defense[*] (13) Luck of the Gambler - Defense/Endurance[/list]Level 4: True Grit <ul type="square">[*] (A) Healing IO[*] (13) Healing IO[*] (15) Healing IO[*] (15) Titanium Coating - Resistance[*] (17) Titanium Coating - Resistance/Endurance[*] (17) Titanium Coating - Resistance/Recharge[/list]Level 6: Hover <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (50) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 8: Active Defense <ul type="square">[*] (A) Recharge Reduction IO[*] (19) Recharge Reduction IO[*] (21) Recharge Reduction IO[/list]Level 10: Combustion <ul type="square">[*] (A) Obliteration - Chance for Smashing Damage[*] (21) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (23) Obliteration - Accuracy/Damage/Recharge[*] (23) Obliteration - Damage/Recharge[*] (25) Obliteration - Accuracy/Recharge[*] (25) Obliteration - Damage[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 14: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (27) Regenerative Tissue - +Regeneration[*] (27) Numina's Convalescence - +Regeneration/+Recovery[*] (29) Miracle - Heal[*] (29) Numina's Convalescence - Heal[*] (31) Healing IO[/list]Level 16: Fly <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (50) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 18: Phalanx Fighting <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (31) Performance Shifter - EndMod[*] (33) Endurance Modification IO[*] (33) Endurance Modification IO[/list]Level 22: Against All Odds <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 24: Fire Sword <ul type="square">[*] (A) Focused Smite - Accuracy/Endurance/Recharge[*] (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (34) Mako's Bite - Accuracy/Endurance/Recharge[*] (34) Mako's Bite - Damage/Recharge[*] (34) Focused Smite - Damage/Recharge[*] (36) Mako's Bite - Accuracy/Damage[/list]Level 26: Taunt <ul type="square">[*] (A) Perfect Zinger - Chance for Psi Damage[*] (46) Perfect Zinger - Accuracy/Recharge[*] (46) Perfect Zinger - Taunt[*] (48) Perfect Zinger - Taunt/Range[/list]Level 28: Fire Sword Circle <ul type="square">[*] (A) Obliteration - Chance for Smashing Damage[*] (36) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (36) Obliteration - Accuracy/Damage/Recharge[*] (37) Obliteration - Damage/Recharge[*] (37) Obliteration - Accuracy/Recharge[*] (37) Obliteration - Damage[/list]Level 30: Shield Charge <ul type="square">[*] (A) Obliteration - Chance for Smashing Damage[*] (39) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (39) Obliteration - Accuracy/Damage/Recharge[*] (39) Obliteration - Damage/Recharge[*] (40) Obliteration - Accuracy/Recharge[*] (40) Obliteration - Damage[/list]Level 32: Boxing <ul type="square">[*] (A) Empty[/list]Level 35: Tough <ul type="square">[*] (A) Titanium Coating - Resistance[*] (40) Titanium Coating - Endurance[*] (42) Titanium Coating - Resistance/Endurance[/list]Level 38: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (42) Luck of the Gambler - Defense[*] (42) Luck of the Gambler - Defense/Endurance[*] (50) Endurance Reduction IO[/list]Level 41: Incinerate <ul type="square">[*] (A) Focused Smite - Accuracy/Damage/Recharge[*] (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (43) Mako's Bite - Accuracy/Endurance/Recharge[*] (43) Mako's Bite - Damage/Recharge[*] (45) Focused Smite - Damage/Recharge[*] (45) Mako's Bite - Accuracy/Damage[/list]Level 44: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[*] (45) Recharge Reduction IO[*] (46) Recharge Reduction IO[/list]Level 47: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (48) Recharge Reduction IO[*] (48) Recharge Reduction IO[/list]Level 49: Grant Cover <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]15% DamageBuff(Smashing)[*]15% DamageBuff(Lethal)[*]15% DamageBuff(Fire)[*]15% DamageBuff(Cold)[*]15% DamageBuff(Energy)[*]15% DamageBuff(Negative)[*]15% DamageBuff(Toxic)[*]15% DamageBuff(Psionic)[*]8.62% Defense(Smashing)[*]8.62% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]6.13% Defense(Energy)[*]6.13% Defense(Negative)[*]3% Defense(Psionic)[*]14.3% Defense(Melee)[*]9.25% Defense(Ranged)[*]9.25% Defense(AoE)[*]27% Enhancement(Accuracy)[*]57.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]203.8 HP (10.9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 14.9%[*]MezResist(Sleep) 4.4%[*]MezResist(Stun) 6.6%[*]MezResist(Terrorized) 2.75%[*]4% (0.07 End/sec) Recovery[*]52% (4.07 HP/sec) Regeneration[*]5% RunSpeed[/list] -
So I've been seeing some posts here and in the Tanker forums about Elec/Elec, but no one seems to be talking about pairing Kat/ or BS/ with the Elec armor (well, for obvious reasons, in the Tanker case). With the high level of Resists, the extra Recharge, the auto-hit End boost, and the AoE aura of Elec Armor, coupled with the +Def from Kat or BS, what are some opinions on how the set would perform?
Of course it's all speculative (although Stalker players might have some added insight here), but I thought those two pairings at least looked interesting. -
OK, thanks folks, it looks like I got a few things answered. I'd still like to hear someone chime in re: Defense Debuff Resistance, but I can figure out what works and what doesn't once I get a few more levels on me.
Thanks again. -
Hey folks. I'm planning out the build for my first serious attempt at a Tanker, a Shields/Fire. I think I've got it sussed out pretty well, but I do have two key questions.
1. Phalanx Fighting: I'm trying to figure out how this reports in Mids. It looks like the best thing to do is "toggle" it off in Mids, and just add 5% to each of the positional defense values, since there is no way to set the slider for it to 0 teammates. Is that the trick?
2. Heal IO Set Uniques: I'm looking to pick up the Numina's, Miracle, and Regenerative Tissue Uniques. Right now, I've got them (in Mids) slotted as follows: 2 Miracles in Health (the Unique and the Heal), and the Regenerative Tissue Unique, along with 2 Numina's (the Unique and the Heal) in True Grit. The question is, mathematically, is that the best way to maximize +HP and +Regen?
Thanks in advance for any tips, advice, etc.
P.S.: Oh...I'm having a hard time getting everything I want, and still Soft Capping my AoE Defense. Right now, with no teammates in range, it's sitting at 42% (44.5% if I toggle on Hover; yes, Hover, no CJ--that's a sacrifice I had to make for character concept). For the folks with high-end Shields/general Defense experience, should I be all right with that level of Defense against AoE attacks?
P.P.S. Aaaand...what is the general consensus on an acceptable level of Defense Debuff Resistance? Right now I'm sitting on 56.2%, but that spikes to 77.8% for decent periods of time (due to 3 Rech IOs, Hasten, and Global Recharge causing Active Defense to double stack)
OK, I think that does it this time.
-
It's been just about 15 months since the first, and only, round of Proliferation. Any news on this?
-
My signature character has somehow fractured into several signature characters, but they're all heroes.