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Posts
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A few questions:
You took Revive, but not Instant Healing? Hell, you took Revive before MoG? You didn't put any +dam or +rech into FU? Also, you do know that the +heal set bonuses do pretty much nothing for */regen, right (Recon is unaffected by buffs and debuffs and the +heal doesn't enhance regen in the least; the only thing being enhanced is the heal portion of Dull Pain)?
Other that the stuff I mentioned (and I mention it with a look of horror on my face), the build looks pretty decent. It's got decent +rech, decent +def, perma-DP (just barely). -
Quote:I wasn't sure if the 75% thing was still true (it used to be, but that was a while ago and PvP is in a decent state of flux).This is partly incorrect. Players have a base tohit of 50% in PvP. But the second is partly right, most PvP builds do have gobs of +tohit and +acc, so defense is still mostly useless.
Quote:Also, Katana would be one of my last choices for a PvP scrapper primary. PvP attack damage is *roughly* calculated from animation time. The very thing that makes Katana great in PvE (fast animating attacks) make it a poor choice for PvP. -
When you edit/preview a Mids' build, make sure you re-paste it. The build you posted doesn't have an operable link.
As to the accolades, it's not that hard to get the accolades, at least in my opinion. The only ones that take a decent bit of time are TFC and Portal Jockey, but if you run the TFs to level 10-40 and Tina/Maria arcs 41-50, you'll get them easy (since those are actually some of the best sources of non-farm xp you can get). Atlas Medallion generally falls into my lap in the mid 30s (all you need to work on is the 2 Council defeat badges, the others just take a quick 10-15 min badge tour). Freedom Phalanx Reserve member is slightly harder than the Atlas Medallion, but if you spend 45 mins hunting down Fake Nems in Peregrine with a team, you should be able to get it at roughly the same time as Atlas Medallion. I've gotten all 4 of the passive accolades on all of my 50s. -
Confront/Calling the Wolf can be great for PvP with the -rng debuff, but remember that, if you get it, it's going to need to hit in order to be effective, so you'll want to slot it a bit (6 piece Mocking Beratement, anyone?). Web 'Nade is nice, especially since it takes the immob purple set, but the immob doesn't last very long (~4.6488 sec with normal slotting, immob resist is common and reduces it further), so you'll need to close quickly (SS +SJ makes it easier). Either could work. I'd suggest getting one or the other, depending on whether you want/like Weapon Mastery or prefer one of the other APPs.
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Recharge, recharge, recharge, then defense. +HP is largely pointless because, with perma DP and the passive accolades, you're already within shin-kicking distance of the +hp cap. The tangential +hp bonuses from sets such as Mako's Bite and Touch of Death will be all you need to be sitting there at the cap. +Regen is also similarly less than useful because the increments are so tiny compared to what you're already packing. An extra .5 hp/sec sounds great whenever you're running around at 5 hp/sec base, but when your passive hp/sec is more than 50 hp/sec, and you can crank that up to ~200 hp/sec with your clickies (converting Recon and DP heals into hp/sec), .5 hp/sec is less than a drop in the bucket.
For your defense bonuses, go positional, with priority to melee over ranged and AoE. The bonuses are more common and benefits more broad. Touch of Death 6 piece in your ST attacks, Obliteration 6 piece in your PbAoEs, and BotZ 3 pieces in your transport powers. -
Yes. The EndMod enhancement enhances the +recov from the Miracle and Numina's procs, allowing PP to grant more +recov than Stamina.
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If you slot PP to maximize +recov, then yes. Of course, you use your tier 1 pick for CP to get even more recovery assistance. I'd actually be tempted to do this, especially since you can always use Tactics to do almost everything FA does (and what it does, it does better, for cheaper).
As to your problems slotting, it depends on whether you're talking SO or IO. In IO builds, I almost never touch FH or Resilience because the benefits of slotting them are so paltry in comparison to slotting up everything else (though I generally give them a second slot to get a set bonus out of them). Integration generally gets 3-4 slots, depending on the sets that I can fit into it. MoG gets 4 because it needs an LotG +rech and all of the +rech I can stuff into it otherwise. IH, DP, and Recon all get 5. That's a total of 22 slots for the entire secondary and leaves me plenty of slots for everything else. My primary uses up much more slotting than my secondary for all of my */regen builds. -
Quote:I look like my avatar too, but that's because I swear that Edward Elric was based off of me... We act the same, look the same, and think the same...In real life, I look a lot like my avatar - heavy beard, flat top, well-built, middle-aged. Not enough to pose for one of those pictures of you and your character in the same costume, and I don't have the goggles and correct leathers to pose in anyway, but not so far off either.
As to PvP, you're going to want to generate 2 different attack strings. One which is cycled for long, drawn out fights against tough melees, and another that is short, sweet and eats the face of squishier characters.
The second one doesn't need to cycle specifically because, if you're using it, you should be having to chase your target down half the time and the other half you should be standing over their corpse if you manage to hit them with it. GD>GC>SD>GC will work for your cycling string, and, for your short string, GC>GD and GC>SD>GD should work well (which you use depends on how long you can ensure they'll stand there taking it to the face, remember that you just need to start the animation to get them to take the damage, so animation time only matters within the context of getting another attack in). Of course, BU should be interspersed as needed.
The reason why +def is seen as pointless in PvP is twofold: players have a base tohit of 75%, and players often have unholy gobs of +tohit and +acc. If you're packing 30% +def in PvE (a very respectable amount), a player attacking you will have a 95% chance to hit you if he's packing just 111% +acc, which is crazy common considering all of the set bonuses. The only characters that I would recommend slotting for +def would be power sets that already have lots of +def, and, because of that, get to run around with the sacred +elusivity. Elusivity, which is only accessible through primary +def powers in personal shields, iirc, is an end modifier that multiplies the end chance tohit by its inverse (re: 30% elusivity multiplies the chance to hit by .7). It's incredibly powerful. Of course, it needs to be because otherwise defense based characters would get eaten alive all the time. For more info on Elusivity, check out the Paragonwiki link, as well as the one on Attack Mechanics, paying specific mind to the fact that you're trying to avoid attacks from players.
For */regen in PvP, from what I've been told, your best bet to increase survivability is to crank out the +rech, +regen, and +hp, and ignore +def (except for the +rech being top priority in both, this is pretty much counter to everything I tell people about */regen in PvE). The +regen and +hp are needed to counter both diminishing returns and the -rech effects that will eat into your clickability (can't rely on perma-DP). The +rech is pretty obvious as to why. For offensive punch, +dam and procs are king. -
Quote:Are you talking about the specific powers needed?ahhh... hmmm... ok so stupid question here... what do I need for AV combo...
totally dislike DB...
Ablating Strike > Vengeful Slice > Sweeping Strike
The great thing about it is that, if you toss in Blinding Feint beforehand, you get an excellent attack string with incredibly low +rech requirements.
BF: 12 sec base, 5.28 sec needed, 128% +rech needed
AS: 6 sec base, 5.544 sec needed, 9% +rech needed
VS: 8 sec base, 4.092 sec needed, 96% +rech needed
SS: 11 sec base, 5.28 sec needed, 109% +rech needed -
I get neg repped rather often, though I figure it's because I refuse to behave in a diplomatic manner most of the time. I thrive on my conflict! Of course, I've gotten a surprising number of neg reps even when I was behaving in a civil manner just because I assumed that people were intelligent when I was making my post. Being neg repped because I didn't dumb down some analysis is just stupid >.<
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Quote:Yeah, you would be able to run that smoothly. Would I want to? No. That's only 143 DPS. You'd do much better just grabbing Hasten and switching to the normal Storm>CAK>Storm>Crane attack string. Fire Blast is actually worse DPS than any of those attacks so including it isn't going to improve anything (Mids' doesn't calculate the bonus DoT damage correctly, it inflates the value).what about doing tk>fb>sk>cak?
would that be able to be run smoothly?
Here's the an I15 MA/Regen build I made. It's not entirely up to date (probably going to ditch FA, Hurdle, Health, and Stamina for CP, Physical Perfection, Maneuvers, and Tactics), but it should show you something to aim for. You're definitely going to want to get more defense and recharge than your existing build had going for it. With defense, I generally recommend that you get at least 20% +def or don't bother. For recharge, more is always better. You're going to want to get 130% at the very least, just to be able to run the attack string I gave you, because Storm Kick might not have 95% +rech in some slotting set ups.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Mako-Acc/EndRdx/Rchg(46)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
Level 6: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(36)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(29), Numna-Heal/Rchg(31)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Boxing -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(50), Amaze-ToHitDeb%(50)
Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(42)
Level 32: Hurdle -- Jump-I(A)
Level 35: Health -- RgnTis-Regen+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(43), RechRdx-I(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(42), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:Okay, here ya go. Compared to the most recent build of yours that I could find, the only sacrifice is a loss of 10 hp/sec. The comparative benefits, according to your list of potential "sacrifices", are an extra ~1.4% +def, ~2.5% +res, ~1.9% +tohit, +2.2 mph movement speed, complete endurance sustainability without ever using CP, and ~5 points higher DPS.You, as in a general "anyone who feels CP is a waste for a DB/WP AV soloer" you, want to prove your point, it's simple : POST. A. BUILD.
That goes for you too, mister anonymous "plz l2math" red reputation. Plz l2read, plz l2manup.
As to the semantic debate, that is one of my primary hangups, especially when it's coming from someone that most people willingly accept build advice from. The manner in which you presented the information implied that any deviation from your original build, no matter how small the cost or large the benefit, was worse than the original, which is simply bad building. Encouraging bad design in that way is the reason why I "flipped out" (considering you were the one that said that it was pretty much impossible to make the attack chain sustainable without CP except by using suboptimal methods; I simply countered with math).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(7), Aegis-ResDam(13), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), HO:Nucle(17), Achilles-ResDeb%(17)
Level 4: Mind Over Body -- RctvArm-ResDam(A), S'fstPrt-ResDam/Def+(7), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(37)
Level 6: Fast Healing -- Heal-I(A)
Level 8: Blinding Feint -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), Mako-Dam%(40)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23), SW-ResDam/Re TP(36)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(43), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46), Zephyr-Travel(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 16: Rise to the Challenge -- Panac-Heal/+End(A), RgnTis-Regen+(21), Panac-Heal(25), Numna-Heal(25), Numna-Heal/EndRdx(27)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), HO:Nucle(31)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(36)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Heal-I(A)
Level 26: Sweeping Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34), FotG-ResDeb%(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(45), Numna-Regen/Rcvry+(45), Mrcl-Rcvry+(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Strength of Will -- GA-3defTpProc(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Quote:Are you talking about using a Storm>Crippling>FB attack string because the one you list is impossible, unless you found a way to have Storm Kick recharge as soon as you use it. If you're talking about Storm>Crippling>FB, the build you provided couldn't even run that because CAK would need to recharge in 2.508 seconds when it recharges in 3.45 seconds. Assuming you pumped the build full of enough recharge to run that attack string, you'd be getting 182.16 DPS, which is substantially less than you should be getting considering the investment to get to that point.Storm Kick > Crippling > Fire Blast > Storm Kick?
my ma/regen is already 50 and what not just curious how that chain would be for just like lvl 50 missions?
Quote:would it work for just doing silly missions the such? -
And what +dam amounts are you currently running? Do you also have the AH proc in Slash? Assuming you're running ~95% +dam in all of those attacks, and you've got the AH proc running, then you're better off taking the BU proc.
FU>Slash>Focus>Strike would generate 2 stacks of FU for all powers (the second stack will fade on FU while it's still animating, but that still counts fully so no loss) and 6.9% -res from the AH proc for all of the attacks (gotta love that 10 second duration, no?). -Res is going to increase any additional damage from procs just as much as it would +dam so we can ignore that. Each attack is going to have ~175% +dam (75% from FU, ~95% from slotting, ~5% from the BU proc), so the question then arises as to which would be better: an additional 4.86% +dam (1 - (.95 ^ (1-/5.28)) * 5.25 / 10 * 100) or an additional 14.36 damage.
First things first, 175% +dam for that string would give you 227.7 DPS (1202.3 damage over 5.28 seconds; assuming 100% hit rate). An additional 5% (rounding up because it's late and I'm feeling lazy) would give you an extra 21.86 (base damage * .05) damage per string iteration. The Mako's proc (because there's only a single check per string iteration) would give you an extra 14.36 damage (71.8 damage * .2 proc rate) per string iteration. 21.86 > 14.36. BU proc wins. -
Quote:I was applying that to me, specifically, as opposed to Scrappers in general. It's probably a popular sentiment that most Scrappers agree with, but I don't think there isn't a place for survivability focused Scrappers. Their place just isn't with me. I'd much rather get just enough survivability to survive, just enough endurance to be sustainable, and then put everything else into dishing out the damage.I think it is overly simplistic to say that "As a Scrapper, my first priority should be the ability to beat face in." There are a wide range of player preferences, and I think both survivability Scrappers and DPS Tanks are something that players can reasonably prefer to play over the more common roles of the two archetypes.
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Quote:You're forgetting that the 550 second endurance period was without any end redux. Getting the equivalent of a single end redux IO in each power (which is what most builds tend to manage on average) would reduce the costs down to 3.83 end/sec, which would give you 1.43 end/sec active endurance gain to play around with for additional toggles.To overall succeed in AV soloing, I disagree on skipping Conserve Power. Assuming 150 DPS, that's practically equivalent to soloing an AV (with no resistances) in 507 seconds (28272 / 507 + 94.24 = 150.003). Despite the remainder of 43 seconds, it's still deprived of the ability to solo other AV's with resistances.
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That depends entirely upon what your build currently has and what attack string you're running.
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Quote:I use FA as another example of the horrible state of Scrapper APPs. Castle has told us that a power is supposed to get 3 times worse (ignorant of AT mods) when it converts from a normal power to an APP (the tier isn't supposed to matter). When you look at Targeting Drone (Blaster version; Scrapper version), you'll see that the Scrapper version is actually ~6-7 times worse (27% of the tohit and 250% of the endurance cost, but the addition of acc, which improves the tohit by roughly 20%)Don't forget, you can take FA without taking a prerequisite power from the Body Mastery set too. You need either Manuevers or Assault before taking Tactics.
I agree FA is essentially a useless power now for how long you need to wait to access it and what it provides in return. -
Quote:And I know that the sacrifices aren't there, especially with the additional benefits of Physical Perfection. CP isn't nearly as necessary as you seem to be trying to make it, especially with the advent of Physical Perfection and the ability to super-slot the endurance recovery capabilities of the procs thanks to the presence of End Mod IOs within it.I don't *think* there are that many sacrifices to make the attack chain sustainable. I *know* it.
I've had a DB/WP at 50, with numina, miracle, both perf shifter procs, some end slotting in attacks. It couldn't solo AVs without CP. Making it able to solo AVs without CP would have required even more sacrifices.
With Stamina (Perf Shifter proc, Perf Shifter End Mod, common End Mod), QR (same as Stamina), Physical Perfection (Numina proc, Miracle Proc, Perf Shifter proc, Perf Shifter End Mod, common End Mod), and the passive +end accolades, you will generate 5.26 end/sec. Running all of the */WP toggles, the Fighting pool, and CJ would cost 1.55 end/sec without any end redux slotting. The BF>AV attack string would cost another 3.91 end/sec. That's a total of 5.46 end/sec without any endurance reduction anywhere. You'd be able to run for ~550 seconds before you run out of endurance. With 150 DPS, that's more than enough time to defeat an AV (~30000 damage overcoming regeneration). Endurance consumption for DB/WP is not an issue any more, if it was ever a major issue before. -
It's much more likely that the additional cycles would be eaten up by NPC actions, since there are so many more of them going on globally for any time frame than player attacks. Keep in mind that attacks aren't the only things that the server is storing and constantly updating. AI determinations may be an even higher workload than calculating damage and storing hit points for NPCs.
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The biggest problem for Stalker AV soloing isn't damage. Just as it is for Scrappers, the biggest problem is the survivability. For Stalkers, the problem is even bigger than it is for Scrappers because they've got substantially fewer hit points. An Stalker AV soloing build is going to need pretty hefty survivability in order to be able to accomplish it. I don't doubt they'd be able to defeat the AV given enough time, but the problem would be in the AV eating the Stalker's face.
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Quote:I have looked at Kinetic Combat. In fact, I've made builds that use Kinetic combat. I still don't like the set because it's so low level and have such pitiful enhancement for everything but damage.By this response, it looks like you haven't really looked at the Kinetic combat set much. All my attacks on my DM/WP are in the red for damage, so that's not an issue.
Quote:I also have 40% global recharge, and with slotting in the attacks, that is plenty to run MG - SP - Smite - SL - SP - Smite attack chain, which isnt far off the the "top tier".
Quote:So, you think a scrapper running the above attack chain is Tanker level damage? lol. Most AV soloing scrapper builds have to sacrifice somewhere, and the extreme survivability of this build MORE than makes up for the few percent more damage it could be doing.
Quote:Of course, if I wanted to be hardy at the expense of damage capability, I'd just roll the character as a Tanker. -
Quote:I'm curious why you think there are that many sacrifices to make the attack chain sustainable? */WP is already packing QR, and the OP is going for Fitness and Body Mastery. He shouldn't have any problems with endurance, considering all of the passive +end he's going to be pulling in. He's not running Spines/Invinc or MA/Dark. He's running DB/WP. Endurance sustainability is pretty much a foregone conclusion once he nabs the passive accolades and the Perf Shifter procs, not to mention the fact that he should be getting respectable amounts of end redux slotting tangentially when slotting up his attacks. Going overkill on endurance won't allow him to do anything more. It would just going to sit there doing nothing.CP is so nice for AV soloing I can't imagine living without. The sacrifices needed to make a chain sustainable without it are just too much, lacking any mitigation in the primary you can't really afford to waste many slots for endurance management in my opinion (after the usuals like miracle, numina, perf shifter procs).
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Quote:I highly doubt that unless you're fighting enemies that resist energy damage more than smashing damage. Boxing's base damage is less than Charged Brawls (and I checked in game to make sure). All things equal, Boxing will always do less damage than Charged Brawl.At the moment, my boxing is doing roughly 9% less damage than my CB, and its damage is 19% less enhanced -- if I enhance them equally, boxing will be doing more damage.
Quote:1.056 and 1.32 won't be noticeable for me, I'm sure. For me 100% more of "not much" is still "not much," so percentage analyses are of limited use. Thanks for the feedback, it was helpful! Although maybe not in the way intended -
Are you endurance sustainable without using CP (possibly by turning off FA, which shouldn't be needed at all times, especially once you've gotten FU active)? If you are, then ditch CP. If you aren't, ditch SoW. In an IO build, it's less than useful since you'll already be incredibly hardy by virtue of set bonuses and sheer damage recovery.