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Mids' might be displaying the crit damage on those powers. The best way to tell is to hover your mouse over the damage in the lower left corner of the window. Electric Melee's lack of a good ST chain makes the epic attacks an attractive option.
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Have you considered Scrappers? They do more damage than brutes when buffed and sets like DM/SD have the permanent buffs to ensure they can out-damage Brutes. The armor sets are almost identical, except for the lack of AOE taunts on most Scrapper armors. A few hit points isn't a big survivability difference.
Claws isn't exactly high DPS but it is fairly reliable DPS. Any of the other combinations can be made to do what you described. I just haven't seen any claws users posting about soloing a TF. -
You could make your own. Pick the same map everyone uses for ambush farms and customize the critters' powers so they only use pure negative attacks. The only problem with it is that your to-hit will be destroyed in seconds. So, it may not be possible to create a reliable high-speed farm for DA.
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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 a laser, DM/SD fits that style. -
You can calculate this for yourself.
A power doesn't start to recharge until it finishes animating. So, the amount of time a power has to recharge to do a chain seamlessly is the sum of the animation times of the other attacks in the chain. If an attack is used more than once in a chain, it is the shortest sum of animation times between using that attack. So, to find out how fast Seismic Smash has to recharge, add up the animation times for Stone Fist, Gloom, Stone Fist again, and Heavy Mallet. Be sure to use Arcanatime for an accurate result. It can be turned on in Mids options.
Now, you probably want to convert that recharge time into a recharge bonus. Take the base recharge of a power and divide it by the desired recharge time, then subtract the base of 1. That will give you the total recharge bonus required to make that power recharge in the required time.
Do those calculations for all of your powers just to be sure that you get enough recharge bonus in each one. Sometimes you will find that you don't need any slotted recharge bonus in a certain power because you have enough from Hasten and set bonuses.
Some things to keep in mind:
Powers can not benefit from more than 400% recharge bonus, so some attack chains are not possible. Most builds only achieve around 270% recharge bonus for perma-Hasten. The recharge bonus includes slotting as well as set bonuses and buffs like Hasten or Speed Boost. -
At the minimum, you should have 32.5% S/L and E/N defenses if you want a good balance between survivability and DPS. Some builds achieve 45% on a Willpower Scrapper, but those can get expensive. Fire and cold attacks are fairly rare, especially at 50. In addition, many of them have a S/L component to them.
If you hover your mouse over a power in Mids you can see how much you enhanced specific attributes. Health has 85% healing enhancement while Fast Healing only has 42% because you slotted the uniques in it. Fast Healing's base (before enhancements) regeneration is higher than Health's, so it should have the higher enhancement value for a higher overall total.
Steadfast Protection is not a good set to slot because it has very low enhancement value. You only need the 3% defense unique invention somewhere in your build.
Psionic defense is not important. It is another uncommon damage type and you have enough of it just by slotting your powers. If someone told you that psionic damage is dangerous, it is because they fought Rikti on a character that doesn't have any mitigation against psionic damage. Most armor sets do not have protection against it. Scirocco's is not a good set to use because it gives AoE defense and you need S/L or E/N.
Impervium Armor is not the best choice for your resistance toggles. I suggest 4 Reactive Armors so you can focus on S/L and E/N defenses.
Rectified Reticle is a good set if you get exactly two of them. In many cases, only taking one invention out of a set is worse than slotting a Hamidon invention. Frankenslotting works, but usually requires level 40 or 50 invention sets, and more than one.
Devastation is not a good set. Again, you slotted psionic defense when you don't need it.
Gaussian's is a good set to use for positional defense users. Willpower is a typed defense set, so avoid slotting Gaussian's.
Maneuvers is a decent defensive toggle but you left it with only the base slot. Slotting toggles generally saves on the set bonuses needed to reach your defense goals, which means you can slot more recharge set bonuses and do more damage.
Try again, but focus the build on S/L and E/N defense until you reach 32.5%. That puts you one small inspiration away from the soft-cap. If you don't understand what that means, Paragon Wiki should have a decent article on it. The other bonus you should try to get is recharge. That will help you do more damage by making your best attacks recharge faster.
Before you slot a set, consider how much S/L or E/N defense, or recharge bonus you gain per slot expended. You don't have to do the math, but at least avoid slotting something like 6 Touch of Deaths for 1.88% S/L defense when you could be slotting 4 Kinetic Combats for 3.75% S/L defense. -
I tried to do the same on my build, but I don't think it is possible to reach that high of defense while maintaining perma-Hasten and the ability to run the top attack chain with Gloom. DPS was more important to me, so I settled for 20% defense.
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The "Dark Armor Sucks" thread started by Dechs Kaison might be a good place to look for builds. There are a lot in that thread, including soft-capped builds.
For sets with little or no defense, I prefer to aim for 32.5% defense then rely on a small inspiration to reach the soft-cap when needed. Most of the time, good sets don't need to be soft-capped, but being able to reach it for tougher fights is important.
Dark Armor has to rely on its heal for a lot of end-game content because it doesn't reach the S/L resistance cap and the energy resistance is fairly weak. If you don't mind the play style that this requires, then go for it. If you are looking for an easier time surviving, Electric Armor and Stone Armor are currently the best sets for level 50 content. Any set can work, though. -
First, you should realize that you can afford any build you like. Purple sets and PvP sets are probably beyond the effort you want to put into an inexpensive character, but anything else is in your reach. Any character 25 or over can purchase Luck of the Gambler global recharge recipes for two alignment merits, which sold for over 100 million crafted last time I checked. Obtaining tips goes fast if you can kill level 25ish bosses in Terra Volta. If not, level 20ish mobs can be found in Dark Astoria in fairly large packs, but the bosses that drop tips more often are fairly rare. If you have enough stealth, or a durable character like a Tanker that can run past things, you can run through 5 tip missions in 15 minutes. Do that on a few characters a day and you'll be rolling in billions of INF in a couple weeks.
Next, search for Willpower builds. Ignore the primary set in your search. The primary sets are fairly easy to swap out while retaining the same set bonuses, and they generally don't differ in function by more than a couple powers.
Once you find a build that you think you like, post it in this thread if you want help improving it or converting it to Spines. Try to remember to post your goals for the build, too. If you want to be more survivable, or able to do more damage, that can change how the build is made. -
I wait until 47 to start slotting most of my characters because I prefer the level 50 inventions. You don't have to wait, but don't expect an amazing build from sets. A few defense bonuses can definitely go a long way to helping you level easier.
I plan my builds out before I make my characters. Leveling builds tend to demand different slotting, and I don't want to waste a respec just to get into my level 50 build. Did you plan a build out for your character? -
Screenshot or it didn't happen.
Err... well... if you don't have a screenshot of real life, a link to an article would be needed. -
It is definitely possible to reach 90% S/L resistance on Electric Armor without using a 3% resistance IO. You just have to over-slot your toggles a bit and add 5 Call to Arms.
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One of the great things about Electric Armor is that you don't have to worry about endurance management too much. Your heal provides a pretty nice endurance discount for 30 seconds and can be made permanent with enough recharge bonus. However, it is unlikely that you would obtain that much recharge without sacrificing defense.
I would definitely suggest the Cardiac Alpha. Even though you don't need endurance reduction, it makes it possible to reach the S/L resistance hard cap. Recharge, damage, and accuracy are not as useful as being able to survive better against the most common damage types in the game, in my opinion.
I think you should slot for the build you want instead of planning for Smashing Haymakers. Changing the build to work with Kinetic Combats after you made it work with Smashing Haymakers is probably going to require moving slots around to get the most out of your build.
I'm not sure why you would skip Tremor. I have never played Stone Melee, but I think it would be better to have two AoE knockdowns than just one. I guess it isn't a 100% chance to knock down, unlike Fault. You definitely don't need Build Up on a Tanker.
Darkest Night is not a good choice unless you are only using it to mule a set. Anything higher level than you, or higher ranked will resist the debuff so much that it isn't worth using. A +4 AV resists 85% of the debuff. Dark Obliteration acts as a ranged AoE taunt.
Here's my stab at it. Note that the slotting of toggles is light on endurance reduction because you have Cardiac and Energize. This may not be easy to play when exemplaring. I also removed Build Up so I could push the build closer to the S/L resistance cap without using a 3% resistance IO that costs 3 billion INF.
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English is a tricky thing to use. It is important to make it clear to most points of view. "Budget" can be another term for inexpensive, so "super budget" meant super cheap to me. The other way I was thinking about it was the build was "super" in quality and cheap at the same time. A more accurate wording that reflects the OP's build would be "unlimited budget" or simply "expensive".
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Fiery Aura is best at farming mobs that deal pure fire damage. You can set that up when you pick the powers for your critters in Mission Architect. I don't know why you would be farming Rikti.
A good farming build for Fiery Aura only needs fire defense and recharge bonus. A good build for general content should avoid fire defense because it is a rarely found, especially at 50. I would suggest that you make two different builds. The farming build should be fairly cheap and just get the job done. -
The part about damage doesn't make a lot of sense to me. I think it should more accurately reflect what actually happens in the game.
All powers deal a certain type of damage, except for those from Hamidon. Some attacks deal more than one type of damage. Most powers have a vector (melee, ranged, AoE) flag which is used for defense purposes only. The defense calculations only consider your highest applicable defense, so focusing on typed or positional and not both produces the best builds. -
Quote:Focused Accuracy is probably not worth the endurance cost. Even enhanced, it can eat more endurance than Physical Perfection gives you. Tactics gives more to-hit and costs less endurance.Yeah, I absolutely want more than 3 attacks lol, that would be a very boring-dry build for me if I only had a 3 attack chain. I mean I'm a scrapper, I want to maximize damage and have some variety as well! It seems like a rather large investment in my secondary compared to everything else. I would like to take focused accuracy, conserve power, perfection as well.
I wasn't suggesting you would only have three attacks. You obviously need an AoE. However, if you want to maximize damage, you need to run an attack chain. Otherwise, you will be using inferior attacks for the sake of "variety". If that's what you want to do, go right ahead.
Quote:Aid-self (pretty powerful self-heal) is an absolute must for me to reduce downtime and an extra layer of protection, it saves my *** many times. I think the issue with 40 vs. 45% is that it is potentially taking double damage over time (if you're going solo using no purples, never use elude, etc) but not doubling the actual survivability and when I die it is usually because of overwhelming burst damage where even popping a purple, elude, aid-self doesn't always save me. (The AV number-comparison is very appealing)
Quote:Basically, I have to decide if I want a little bit more offense and situational options or to invest in weave and go over 45%. Is it possible to get the cap without taking weave? Thanks for the speedy responses.
Why not just tell us what your primary is and we can make a build to show you that you can have your cake and eat it too with Super Reflexes? It won't even be expensive cake because Super Reflexes is that good of a set. -
Quote:I missed that Nihilii mentioned Maneuvers in his first post. That is equivalent to the set bonus needed to soft-cap with CJ + Weave + Steadfast 3% + Gaussian's. I posted a build that does it without Maneuvers.I think you are thinking Shield Defense? Super Reflex scrappers, with Gaussian's and Steadfast +3% Defense, will cap with Combat Reflexes and Weave, assuming good defense slotting in all your defense powers.
Quote:That is true, but 5% hit difference is still only 5%. Getting hit 10% of the time is still not getting hit that much. The question I was wondering does that 5% difference actually make a significant one for survival (hospital visit or not) that often, especially when you have other layers of protection?
The difference between 45% defense and 40% defense is literally double the damage taken. Accuracy modifiers are multiplied by the final to-hit result, so an AV with 100% accuracy bonus will hit the soft-capped character 10% of the time and the 40% defense character 20% of the time, which is still double the damage taken.
What exactly is too much of an investment here? Do you think the INF cost is beyond affording? Werner's build showed how to do it with SO's. Do you think you won't have enough attacks? Most attack chains only use 3 attacks. Do you think you won't be able to fit in Aid Self? Plenty of builds can do it if you don't use Maneuvers.
Quote:For the crash in elude wouldn't just a properly timed blue inspiration prevent your toggles from coming down? I mean you have 3 minutes to work with and go crazy with elude. If the threat survived it probably deserved to lol.
In the end, it is your build. If you don't want to soft-cap even though it is easy, that is up to you. However, realize that this game is designed with team-based content. If the people around you expect you to survive without the attention of a healer or buffs and you don't, they will likely remember it. Do that enough and people on the server will remember your name and avoid teaming with you, leaving only people with bad builds for you to team with. Trust me. Don't be the guy with the bad build that doesn't meet people's expectations. -
Please don't use long forum export with the set bonus totals. It takes up excessive space on the page and threads can get annoying to navigate to a specific post when there are multiple builds posted with long forum export. Short forum export works fine. Also, post the data chunk. The link does not always work.
The first thing I see is that you are calling this a "budget build" but you have a purple set and a Gladiator's Armor 3% defense IO in the build. The purple set will cost more than the rest of the build, excluding the Gladiator's. The Gladiator's will cost 2-3 billion INF.
You don't need Cardiac on Electric Armor. Your self-heal already has endurance reduction, and the resistance bonus is not significant enough to make a major difference on a Brute. The Spiritual would help more with the recharge bonus.
Maneuvers and Weave are under-slotted for both defense and endurance reduction.
The Gaussian's set is a waste for typed defense builds.
Stamina is under-slotted and you're missing the Miracle unique.
Gloom is your best attack but you threw a mule set in there.
Getting only smashing and lethal defense to a significant level isn't good enough. Energy attacks are fairly common at 50 and will hurt a lot even with your resistance. I would aim for 32.5% S/L and E/N defenses then rely on inspirations to soft-cap when you need it. That would also make your Reactive Armor sets useful instead of wasting four slots for a tiny S/L defense bonus. -
Quote:Defense debuff resistance will be more than enough to protect you as long as you keep Active Defense on auto.Well where can I improve on my builds? Assualt adds nothing, and I can't see where else to improve? Also, what about when I'm soloing AV's, if they hit me for -Def...or my AAO fodder sourrunding me, if they have -to Def?
You didn't post the build with excessive defense, so I can't offer specific improvements on it. Take out some defense sets that don't drop you below 45% and try to fit more recharge in. -
Quote:That doesn't quite work for Scrapper Super Reflexes. It does work for Tanker Shield Defense, though. You would need one more set for every defense category to hit the soft-cap.Hitting 45% def is trivial on a SR. Pick CJ, Weave, Maneuvers, slot a steadfast +3 def and a Gaussian set and there you go.
Nobody has explained the significance of 45% defense to the OP. What is boils down to is that it gives most mobs the smallest possible chance to hit you. The base to-hit is 50% and the smallest chance to hit is 5%, before accuracy modifiers which are calculated after defense. That means you need 45% defense to give mobs the smallest possible chance to hit you.
Why isn't 40% defense good enough? Well, if you get hit 5% of the time at the soft-cap, you will be getting hit 10% of the time at 40% defense. That means you are taking double the damage by neglecting only 5% defense.
A build strategy that I frequently suggest is aiming for 32.5% defense. This works because one small inspiration gives 12.5% defense and puts you at the soft-cap from 32.5%. Small inspirations can be bought at vendors before you start a mission or TF, and you can rely on having enough if you keep combining. Before using that strategy, I was NEVER using my inspirations on several of my characters.
Here is a skeleton build to show how easy it is to reach 45% defense on Super Reflexes. This can be adapted to work with any primary set.
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Small inspirations are available at NPC vendors at all hospitals for something like 10 each. You can also set up macros or keybinds to combine to make more purples as you press your movement keys. You can effectively always be soft-capped with 32.5% defense. What else are you going to use inspirations for?
I find it silly to restrict yourself to not using inspirations when they are an easily-accessible part of the game. Obviously, a damage inspiration skews test results against a pylon, but defense inspirations don't. -
The build I posted was just a skeleton or framework for you. It has most of the power choices missing, as well as the majority of the slots unspent. It would be wise to look at it just to see how easy it is to soft-cap Super Reflexes, even if you don't use it.
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Looks pretty solid. I wouldn't go that far past the soft-cap though. I would rely on inspirations to combat heavy defense debuffs.
If you want a better attack chain, drop the slots out of Taunt and put them in Gloom from the Soul Mastery Epic pool. You can spare the S/L defense and pick up a bit more recharge if you slot Decimation. For the extra power choice, you could pick up Dark Obliteration if you found more slots, or Resurgence. -
Guides for specific power sets are not needed. Generally, a primary power set and secondary power set have little synergy which forces certain build decisions that you would or wouldn't make with a different primary set choice. If you really want a guide, look for the latest on Super Reflexes and the latest on Dark Melee.
The most important parts of Dark Melee are the attack chain and Soul Drain. Get as much recharge as you can fit in the build if you want to be as effective as possible. The attack chain -- Smite -> Midnight Grasp -> Smite -> Siphon Life -- requires a lot of recharge in MG to run it seamlessly. Fortunately, more recharge means Soul Drain can be made permanent.
I developed a Super Reflexes template that gets to the soft-cap efficiently and leaves plenty of room for adding recharge set bonuses. It can be adapted to work with any primary power set, and lets you customize everything the way you want, except for the core powers that are already in place. Just try to put the set bonuses somewhere in the build when you change it to DM. I would put the Scirocco's set in Dark Consumption and the Gaussian's set in Soul Drain unless you feel like the recharge bonus from Gaussian's isn't enough.
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