Syntax42

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  1. Please use the short forum export when posting builds. The long forum export just takes up unnecessary space and can make it annoying to scroll to certain posts when there are multiple builds on a page. Also, post the data chunk as the link does not work for some people.

    Take Crane Kick out of the build unless you enjoy the masochism of chasing after enemies every time you attack them. Replace it with Cobra Strike. Eagle's Claw is only useful for setting up a crit Dragon's Tail.

    Your ranged defense is too high and your AoE defense is under the soft-cap. Super Reflexes can reach 95% defense debuff resistance just by slotting the powers, so it does not need any significant buffer to absorb debuffs.

    Most of your sets should end on either a recharge or a defense bonus because those make the most difference in a character. Sets that should be changed are your two purple sets, Red Fortune in Weave, and Positron's Blast. Any other bonus is insignificant and will not make a noticeable performance difference. This includes damage buffs, regeneration, recovery, and HP bonuses. Those are nice to get, but should be given a low priority until you reach your goals for recharge and defense. Attainable goals are perma-Hasten and soft-capped defenses.

    You will need perma-Hasten to run the top attack chain for Martial Arts. The chain is Storm Kick -> Crippling Axe Kick -> Storm Kick -> Cobra Strike. Storm Kick should have your best procs and set in it because it is your best attack and it is used twice in the chain. Storm Kick needs to recharge in under 1.848 seconds. CS and CAK need to recharge in under 3.96 seconds.

    Here is my SR template to show you how to reach the soft-cap for all positions efficiently. Swap in Martial Arts and keep the same sets somewhere in the build. Add recharge anywhere else that you can and you should be fine. Don't forget to add Hasten if you want to do decent DPS.
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  2. Ageless is definitely going to supply you with enough endurance. The Spiritual Alpha is much better for DM/SD because you benefit from the recharge and healing portion significantly.

    If it helps, try looking at other builds. My build does fine on endurance and only needs to use Dark Consumption on longer fights.

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  3. I think my build has good potential to fit your goal then. It achieves 32.5% defense to all positions and has 88.8% resistance to S/L. It does not use purples or PvP sets and most of the expensive IOs (LOTGs) are optional. Recharge bonus helps, but not as much as defense.

    At 32.5% defense, one small inspiration can put you at 45% for one minute. Buy a tray full of them before you start a TF or trial and that should last you most of the time you need it. Many fights won't be tough enough to really need an inspiration. If you happen to run low, you can combine to make more inspirations. There are also macros and keybinds to allow you to combine faster or by simply pressing movement keys.

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  4. Quote:
    Originally Posted by Prometheus30 View Post
    Also What are the pros and cons of Ela/Dm and if it is better on Brute or Scrapper
    What are you wanting to do with your character? Do you want to tank, or do you want to do more damage than most people? Tanker is the obvious choice for anyone wanting to tank as it is the easiest to make tough enough to survive anything the game can throw at it.

    Scrappers and Brutes are difficult to determine which one will do more damage. As a general rule, sets with permanent (or able to be made permanent with recharge bonus) damage buffs benefit Scrappers more than Brutes and likely do more damage on the Scrapper. Dark Melee is one of those sets that performs better on a Scrapper than Brute if you can invest enough into it.

    I would rate the posted build as mediocre. Your defenses shouldn't be S/L and melee. It should be S/L and E/N, or melee + ranged + AoE. Most melee attacks have S/L in them and the game only checks your highest applicable category. Try to slot something other than Obliteration if you want to go for S/L and E/N.

    If you choose the Cardiac Alpha, Electric Armor can be made almost as tough as a Stone Tanker in most content. Reaching 90% S/L resistance is possible, and energy is the next most common damage type in the game. Stacking enough defense to soft-cap with team buffs or one small inspiration can make you feel invincible on the Electric Tanker.
  5. LSK, you didn't really answer the OP's questions. Also, try to make your posts seem like you passed English in school. I get a headache every time I try to read your run-on sentences and half-spelled words. Abbreviating long terms is fine, but shortening an already short word ("sux") is just lazy. Cell phone English is fine for text messaging, but written English should be formal enough for the audience you are writing to.


    1. Farming S/L mobs is going to take advantage of Invulnerability's strengths. You probably knew that, but it sounds like you didn't figure out how to focus your build. Aim for 45% S/L defense with one enemy in range of Invincibility. Some may argue that you can get by with less for farming, but S/L attacks tend to have defense debuffs in them. After you get enough defense in your build, put as much recharge in it as you can afford. The more often you can use your AoEs, the faster your farming will go.


    2. Make your own mission. Do a search for "fire farm" and play a few of them just to see how they work. Most of them use the same map with several objectives in the very first room. Completing those objectives triggers ambushes. You can generally cap tickets by completing all objectives on +0/x8. Don't worry about venturing deeper into the map. When you have the mission figured out, make your own, but replace the mobs with ones that do primarily S/L damage. You can make your own mobs and pick the exact powers they get, but try to avoid giving them more than one defense debuff power each.


    3. You would be better off making a SS/Fire Brute for farming tickets. You can level it up on the fire farm maps and never leave Mercy Island if you want. The problem with Invuln/SS is the lack of AoE attacks and the low base damage.
  6. Frankenslotting is for raising multiple enhancement values to a higher value than just slotting SOs or generic IOs. For example, two heal/end inventions would give 53% to healing and endurance while one heal or end generic IO only gives 42.4%. I would probably put one heal/end in RTTC and two heal generic IOs. If you want a useful set bonus, 3-slotting Numina's with the Heal, Heal/End, and Heal/Rech would work.

    The Miracle +recovery can stay, but it might be better to put it in Health so it is always on.
  7. The second build looks much better. The only thing you really need to change is your slotting in Rise to the Challenge. Healing enhancement in that power should be at least 90% because it is your biggest source of self-healing. It is a low endurance cost power and does not need much endurance reduction, if any.
  8. A good Willpower Scrapper build should have 32.5% S/L and E/N defenses. Fire and cold damage are rare enough that you can ignore them. Some people like to aim for 45%, but I feel that it takes too much away from your offensive potential if you do that. Inspirations are plentiful and you won't run out if you use them at the right times.

    You started well by putting Weave and Maneuvers in the build but you left them horribly slotted. Slotting your defensive powers can save you on set bonuses which means you can fit more recharge, and thus more offense into a build.

    Sets which add more positional (melee, ranged, or AoE) defense than typed (smashing, lethal, energy) should be avoided when making a Willpower build. Obliteration is probably the only exception because it gives recharge bonus at the 5th slot.

    In general, your sets should end on either a defense bonus or a recharge bonus. Anything else won't make much of a difference on your character. Resistance bonuses like the psionic resistance from Impervium Armor are not worth using. People who fear psionic damage are generally those who lack any form of psionic mitigation. Willpower has more than enough. The mez resist bonuses are completely worthless on a melee character because you already have status protection, and in some cases mez resistance.

    You got 4 Apocalypse, but it is a waste of billions of INF if you don't take it to 5 slots. Positron's Blast isn't as expensive but should also be taken to 5 slots.

    The Force Feedback proc won't work in Lightning Strike because it summons a pseudo-pet. Put it in Thunder Strike if you want to use it. Also, turn off the proc effect as it can skew your recharge numbers for the entire build. Do that by clicking the green circle in the power so it turns grey.

    Strength of Will should not be turned on when looking at a build's totals because it is not a permanent power. It is nice to know what you can achieve for a limited time, but most of the time you will be performing without it. Click the green circle so it turns grey.
  9. If you want your Stone Armor Tanker to be the toughest to kill, getting 90% resistances to all but psionic is a good start. Reaching 45% defense to go with that is fairly easy. I have posted my Stone Tanker build in the past but I will post it again. The key to making my build possible without being expensive is the Cardiac Alpha.

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    Some people don't like being slow all the time. Make a second build for the easier missions that focuses on the non-Granite toggles. After you are experienced at playing both builds, you will know when to switch.
  10. Brutes have same defense and resistance modifiers for their secondary sets. I suspect the Brute version of Parry will be exactly the same, leaving it just as powerful as the Scrapper version. In my opinion, it won't be overpowered because it lowers your DPS when you use it.
  11. The Gaussian's set gives 2.5% defense to all positions at 6 slots. It is the most efficient defense per slot set for positional defenses but you don't have it in your build. With it, you could take out one set of each defense type and replace it with recharge bonus.

    Good FM/SD builds can soft-cap and reach perma-Hasten for maximum DPS potential. Running a good attack chain is very important. Try looking at other Shield Defense builds to see how they reach the soft-cap while squeezing in enough recharge.

    Red Fortune would have been better to take to 6 slots for the ranged defense bonus. Then, you wouldn't need ranged defense from other sets. Also, Luck of the Gambler global recharge IOs are important for achieving perma-Hasten. I would suggest that you avoid the Red Fortune set completely until you have 5 LOTGs in the build.

    Phalanx Fighting does not benefit from defense enhancement with no allies in range. It is a good spot to drop a one-slot global enhancement like the Kismet unique or a LOTG.

    If you don't want to use the Destiny slot for endurance management, Physical Perfection can help some.


    Here is a DM/SD build that shows you how to soft-cap and reach perma-Hasten without PvP IOs or purple sets. It does require the Spiritual Alpha. Try to adapt it to fit your build by slotting the same set bonuses. You will likely have to get rid of some of your attacks and run an attack chain which will benefit you in the long-run. Hint: Breath of Fire is junk.
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  12. Syntax42

    so perma hasten?

    LSK, you should be clicking the green circle (so it turns grey) in Foot Stomp to turn off the Force Feedback proc effect. You are misleading yourself into thinking you will have perma-Hasten in your build by leaving the proc on in Mids. Due to the nature of the proc, it is difficult to calculate how much of an actual impact it will have in actual gameplay. I wouldn't shave more than a couple seconds off Hasten's recharge when estimating the effects of the Force Feedback proc.
  13. The long forum export is excessively long and is annoying to scroll past when looking for the data chunk. The set bonus total are also not needed because we basically need Mids to look at the overall numbers.

    The Shield Wall and Gladiator's resist and defense uniques are going to cost you up to 3 billion INF each. The resistance unique is not worth slotting on most builds. The Panacea proc is also probably out of your budget.


    Quote:
    Originally Posted by Spadra View Post
    I made sure to get over soft cap in as many areas as I could for Resistance.
    The "soft-cap" actually refers to defense. Resistance has a hard cap of 90% for Tankers, which means it is not possible to go past that. The defense soft-cap is 45%, which means you can go past it but it won't help in most situations. The only times it does help are if the enemy has increased to-hit or if they have debuffs. To-hit buffs on enemies are generally so large that you can not even hope to slot enough sets to combat them. Defense debuffs are generally around 7.5% and slotting for them is a bad idea because you could be hit by several at once. Inspirations are your best way to combat defense debuffs.


    Your defenses should either be focused on S/L and E/N, or melee + ranged + AoE. You can aim for 45% defenses, but that will likely be expensive and use all of your slots for defense bonuses. I suggest aiming for 32.5% defense then using a small inspiration when you need to be at the soft-cap for tougher fights.

    To help you achieve your defense goals, you should first slot your defensive toggles. You picked up Weave and Combat Jumping, which are the best two pool powers to start with. Maneuvers costs a lot of endurance to run, but replaces a full set bonus worth of defense in the categories you need.

    When you slot your powers, you should try to end sets on either a defense or recharge bonus. Any other bonus won't make a significant difference in your performance. Recovery bonuses are included in that. If you get enough recharge, your Consume power will be up often enough.

    Obliteration has nice set bonuses but lacks endurance reduction. Only use it in your best attacks. You won't even need Conserve power if you ensure your attacks have enough endurance reduction slotted. Blazing Aura definitely needs another set because it costs so much endurance.

    Gaussian's is only worth using if you are slotting for positional defense and you take it to 6 slots. Instead, use 5 Adjusted Targeting or 2 Rectified Reticles.


    The Musculature Alpha is generally not worth using. Damage bonuses from all sources are added together, including from enhancements. Attacks generally have 95% enhancement bonus. Adding an extra 35% from the tier 4 Musculature (after ED) gives about a 15% increase in damage before other buffs, like Build Up. The Spiritual Alpha can help you run a better attack chain and improves your heal power.
  14. Quote:
    Originally Posted by JawDropper_EU View Post
    Recharge? The secondary has very little benefit to that.
    That doesn't mean you should ignore it completely. If you want to deal damage, Electric Melee needs recharge so your best attacks come back faster. If you don't care about damage much, focus on defense instead.

    You will be just fine with 32.5% S/L and E/N defenses. Use one small inspiration when you get in the tougher fights and you will be at the soft-cap. The builds that aim for 45% defenses with Willpower end up sacrificing too much recharge, in my opinion. That means they do less damage because they have to run a lower DPS attack chain.


    Your build has a few slotting quirks that don't make a lot of sense.

    You have a lot of sets that are slotted for recovery bonuses. You shouldn't need these at all because you have Quick Recovery which is like a second Stamina power, but better. Many people get by with just Stamina. In your defense powers, go with 4 LOTGs for the accuracy bonus because your build is short of the 95% hit chance vs +4 enemies.

    Indomitable Will could hold 4 Reactive Armors. Psionic resistance isn't too important but it would be nice to get the defense bonus.

    Slotting two Adjusted Targeting is a drop in the bucket for your damage. Fury will usually add 150% damage bonus and slotting can add around 95%. An extra 2% damage bonus translates into less than a 1% increase in damage. Slotting two Rectified Reticles would be better.

    Panacea is a PvP set and may be expensive. I'm sure the proc is. Rise to the Challenge does not need the to-hit debuff enhanced. Just enhance the healing and endurance cost. If you want to tank, taunt enhancements will help cover the gap of downtime between ticks of RTTC.

    Mako's Bite is a positional defense set and should be avoided on a typed defense build. Use Kinetic Combats for defense or Crushing Impact for recharge. If you need energy defense, Pulverizing Fisticuffs and Pounding Slugfest give better defense per slot.

    Mocking Beratement should either be at 4 or 6 slots. You can ignore fire and cold defense because they are rare damage types. Recharge bonus and S/L or E/N defenses are the most important set bonuses to get.

    You do not need the Provoke power from the Presence pool. Taunt will hold aggro just fine.

    Thunderstrike is ok to take to 6 slots for the extra E/N defense.

    Positron's Blast is best when taken to 5 slots for the recharge bonus.

    Enfeebled Operation gives recharge bonus at the 5th slot and defense at the 6th slot.

    An endurance reduction in Resurgence does absolutely nothing. It doesn't even cost endurance. A recharge reduction would help it come back faster but hopefully you aren't dying enough to need it. Resurgence is a skippable power if you want to add something like Maneuvers or Hasten to the build.


    You will likely run out of slots if you try to get every bonus I mentioned. Some powers can function well without extra slots and some can't. Look at other Willpower builds and read the posts to see what they did wrong or right.
  15. I may as well copy my other post from a couple days ago since this is almost the exact same question.

    Quote:
    Originally Posted by Syntax42 View Post
    Electric/SD gets to pull off its big attack (Lightning Rod + Shield Charge) every 25-30 seconds with top-end builds. It is great for burst damage and works well for a play style that involves moving between spawns. The powers get to recharge as you move. However, long-duration pulls of more than 16 enemies (like in ambush farming maps) tends to make Elec/SD's main weakness stand out. It lacks sustainable damage.

    If you are the type of person who likes to fire a big cannon every 30 seconds, Elec/SD is for you. If you prefer napalm that burns anything it touches, Fire/SD is for you. If you prefer focusing on one target with attacks focused like a laser, DM/SD fits that style.
  16. Syntax42

    My Scrapper.....

    Quote:
    Originally Posted by Postagulous View Post
    This is a /WP, but it's also a Kat/WP. Defense built for should be FCEN, only getting S/L within one DA hit if you want to. In my last build that I liked, I had to hit DA twice to get over softcap, but I was going to do that anyway.
    The problem with that build strategy is that DA gives lethal and melee defense which leaves you open to smashing attacks. The melee defense will help against most smashing attacks, but it isn't an optimal set-up and decreases your overall DPS if you have to include DA in the attack chain. Willpower is a typed defense set and is easiest to work with when adding more typed defense.

    Also, fire and cold damage are rare enough that you can ignore them. No task force or trial is composed of mostly F/C damage mobs. I can only think of one mission within a task force that forces you to fight Circle of Thorns.
  17. Syntax42

    AV Tanking

    There is no situation that forces you to solo an AV. You can fight them as EBs when solo. It is just bragging rights if you can do it.

    Not many AVs do enough damage to kill a defense-based (SD or SR) Scrapper with minimal self-healing, so surviving isn't too difficult. The AVs that almost require a Tanker are the buffed Lord Recluse and Reichsman, though I have seen Scrappers tank them.

    The main obstacle when soloing an AV is beating their regeneration. If you want to beat their regeneration, you need a set that does a lot of damage per second. Permanent or reliable damage buffs help a lot. Dark Melee's Soul Drain can be made permanent with the right build. Rage from Super Strength can help, especially if paired with a secondary that does damage like Fiery Aura. Melee sets with defense debuffs can be slotted with resistance debuff procs for a slight increase in damage. Any other set can be made to work with inspirations but will likely kill slowly or won't beat the regeneration without inspirations.
  18. Syntax42

    My Scrapper.....

    Six-slotting attacks was necessary before IO sets. You can get by with 4-5 slots if you're going for a certain set bonus. The extra slots would be useful with a proc in them.

    Do NOT enhance defense debuffs in your attacks. There is a limit to how often you can hit a target and you will easily hit that limit with one unenhanced debuff after you slot your powers better.

    Putting 4 slots in each power makes me think this is just a troll build. If it isn't, you need to look at other Willpower builds on these forums and read about what is effective.

    In general, recharge and defense set bonuses make the most difference on a character. If your set doesn't end on one of those, you aren't slotting optimally. In the case of Willpower, the defense set bonus should be giving more typed (smashing, lethal, energy or negative) than positional (melee ranged aoe) defense. If you can reach 32.5% S/L and E/N defenses you will be in a good position to stay alive in most end-game content.

    Look up attack chains for Katana or figure one out for yourself. In Mids, go to window then powerset comparison. The attacks with the highest damage per animation time are the best ones to use. Recharge is explained on Paragon Wiki. Most attack chains only use 3 attacks and press buttons in a sequence of 1232 repeatedly so you can focus on your situation instead of the powers that recharge.
  19. "Cheap" is relative. Some people consider 50 million cheap. Others consider 1 billion cheap.

    Create your own build. Nobody is going to take the time to research the market to find out what you can or can't afford. If you're farming with SS/FA, you need fire defense and as much recharge as you can get. Aim for 32.5% fire defense for a cheap build and use one inspiration to soft-cap.
  20. Quote:
    Originally Posted by LSK View Post
    Plus a tank can farm just as good as a brute if built right.
    Statements like these make you look like you don't know what you're talking about.

    When farming, inspirations can frequently drop enough to help a player reach their damage cap, so consider Burn, Foot Stomp, and Blazing Aura at the damage caps for both ATs as they are the biggest sources of AoE damage.

    Tanker
    Burn: 107.4 base * 400% = 429.6
    Foot Stomp: 63.2 base * 400% = 252.8
    Blazing Aura: 9.79 base * 400% = 39.16

    Brute
    Burn: 103.4 base * 775% = 801.35
    Foot Stomp: 59.2 base * 775% = 458.8
    Blazing Aura: 9.18 base * 775% = 71.15


    As you can see, the Brute does almost double the damage of a Tanker in an optimal situation. Consider a situation with a single Rage buff, no inspirations, and 75% Fury for the Brute if an optimal situation is too rare for you.

    Tanker
    Burn: 107.4 base * (1 base + .8 Rage + .95 slotting) = 295.35
    Foot Stomp: 63.2 base * (1 + .8 + .95) = 173.8
    Blazing Aura: 9.79 base * (1 + .8 + .95) = 26.92

    Brute
    Burn: 103.4 base * (1 + .8 + .95 + 1.5 fury) = 439.45
    Foot Stomp: 59.2 base * 775% = 251.6
    Blazing Aura: 9.18 base * 775% = 39.02


    Brute still out-damages the Tanker by a large margin in a cheap build farming scenario with no inspirations. To say that "Tankers can farm as well as Brutes" is ignoring the facts. A more accurate statement would be, "Brutes are better at farming, but Tankers can perform well."
  21. Syntax42

    DB/???

    The best pairing for Dual Blades is Willpower. As TrainRobber somewhat pointed out, using your secondary's powers can lead to re-draw delay. Willpower is the only set that is completely hands-free because all but the tier9 power are either toggles or passives.
  22. Microcosm, you don't seem to understand, you're ignoring the facts, or your version of Mids is out of date and does not show the mentioned bug.

    Look at Mids for a Scrapper's unslotted Fire Blast from the Blaze Mastery pool. In the info tab (lower left corner of Mids) it shows the damage as 154.5. This is incorrect. The actual base damage from the game is 62.56 + 4 ticks of 80% chance of 6.26 fire damage.

    The difference between the game and Mids is easily seen when you hover over the damage graph. An extra 62.6 damage is shown at the bottom of the list with no conditions, which can only be explained by Mids assuming a critical hit or sneak attack is being done. This is likely a database error introduced when the Blaze Mastery pool was adjusted for Stalkers.

    The telenukes have the correct numbers, but my point was that caution should be exercised when relying on Mids for specific DPA numbers for powers you are unfamiliar with.
  23. Quote:
    Originally Posted by Microcosm View Post
    Those don't actually crit. The dpa is worth putting in a chain.
    I wasn't suggesting that they do.

    What the OP is referring to can be seen in Mids' Powerset Comparison window. Compare Dark Melee to Blaze Mastery. The damage per animation time shown makes all of Blaze Mastery (except Char) look better than Midnight Grasp for DPA. This is simply not accurate. The damage that is being displayed and calculated is either a critical hit or a sneak attack from Stalkers. In either case, it is an error in the way Mids' is displaying the damage.
  24. If you look at the Rikti Pylon results thread you will see the top DPS performers. They are FM/SD and DM/SD. If you are set on Willpower, FM might not perform so well due to the lack of the damage buff from AAO. Dark Melee lacks AoE damage, so it may not be what you are looking for. You will have to be a bit more specific about what you want.

    Spines is not a top contender for DPS. It is great for AoE damage, but lacks good single-target attacks and is excluded from using Shield Defense.
  25. I don't disagree about it being a good build. However, it is quite expensive. Enzymes and the Gladiator's are probably not something to include in a farming build because the goal of farming is to make INF. If you don't have the INF to buy those things, this build is less effective than intended. If you have the INF, it is likely that you don't need a farming character.

    For farming, I would suggest 32.5% F/C defense on a cheap build. That lets you fit in enough recharge to keep the damage up and achieve perma-Hasten. Inspirations will drop often although you may not need them. In addition, a Brute would be a better choice.