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Posts
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Quote:The manner in which it is misleading is simple: you're suggesting that every toggle costs the exact same amount of endurance. The assumption would be that 4 toggles costs half as much as 8 toggles. This isn't always, nor is is often ever true.What the hell is so misleading?
I run FOUR TOGGLES. I listed the FOUR TOGGLES. What's so misleading?
My SCrapper runs EIGHT TOGGLES. That means the Defender is running HALF AS MANY. What's misleading? Is is because I didn't list the Scrapper's toggles?
Quote:Ok, he runs Deflection, Battle Agility, Against All Odds, Tough, Weave, Manuevers, Tactics and Assault. That's EIGHT.
Running all those toggles, he runs out of endurance very fast, but is still able to defeat a single minion (though not much more than that) because he does enough damage for the exerted endurance.
The entire point I'm making here is that, even if you didn't intend it, you were trying to make it sound like the Scrapper was running through twice as much endurance per second from toggles as the Defender was (re: "HALF as many as my Scrapper") and still getting better endurance efficiency than the Scrapper. The manner in which you made the comparison (re: "# of toggles : # of toggles" rather than the more appropriate "end/sec : end/sec") generated a flawed argument, which simply demonstrated your poor analytical skills, which virtually everyone already knows about and cites as to why your analyses are fundamentally flawed.
Quote:You mean you HOPE no one beleives me. Why you would hope that is beyond me. You may notice I didn't put out ANY NUMBERS. I just described what my PERSONAL EXPERIENCE HAS BEEN. -
Quote:Testing has actually been done and people have checked the specific listing of the powers within the confines of the game and found that all of the heal IO procs benefit from the slotting of the power that they are in. This is why you want to slot the +regen procs into a power that is getting more +heal slotting (re: Why top tier builds put their Numina's procs into RttC/Integration rather than Fast Healing). The +recov values are similarly benefited, except that there aren't many power that accept both end mod and healing IOs, much less ones you want to put the procs into.I'll admit I haven't tested it but slotting End Mod should not increase the recovery bonus from the Procs in the same way that damage Procs in an attack slotted with damage IOs don't do increased damage. The bonuses from all special IOs (procs, proc120s and globals) are not affected by the other slotting of the power that they are in.
Unless the devs changed the operation of these specific procs in I16 (and I haven't seen any listing of those changes), it will work exactly as I described. -
Quote:This is horribly misleading to say, especially since there isn't a single standard toggle cost. Tough and Weave each cost .325 end/sec. Dispersion Bubble costs .52 end.sec. Maneuvers costs .39 end/sec.I run with four toggles (HALF as many as my Scrapper) - Tough, Weave, Dispersion Bubble and Manuevers.
Depending on what build Ultimo is specifically using with his Scrapper, every single one of the toggles that he's running is probably going to cost less than any of the toggles that he's running on his Defender. Not to mention that his Scrapper (Claws/Regen, iirc) actually has several other reasons for vastly increased endurance sustainability (Claws/* has 25% lower base end costs, */Regen has only a single toggle that only costs .21 end/sec and Quick Recovery to make endurance even easier).
It's information like this that Ultimo is great at putting out, which is why no one really believes anything he says: he'll put out some numbers that, at first glance, look as if they might be accurate. Sometimes they even are (in only the most general terms). The problem is that they're interpreted completely and totally wrong just to make his point seem more valid. I've yet to see any of his "analysis" or "conclusions" withstand any degree of scrutiny. -
Quote:It's 12.5% +recov base (.209 end/sec with 100 end), or, in qualitative parlance, half of Stamina. If you fully slot it (3 even level end mod SOs), you'll get ~24.375% +recov, which is, with 100 end, .407 end/sec. With the +end accolades, you'd pull it up to .448 end/sec.it is a level 44 power choice, so you'll need CP or FA. PP itself is about equal to two normal armor toggles of end reduction if you 3 slot it with end mods from what i remember in the beta forums.
I don't really encourage much in the way of slotting up PP for end mod or heal. The base values are simply too low in my opinion (re: the +regen is similarly unimpressive). Of course, it's a great spot for the Perf Shifter, Numina, Regen Tissue, and Miracle procs (especially the +recov ones because you can slot the end mod to make them bigger), which is what I'd advocate slotting into it. -
Yeah... I was talking numbers at the two extremes : SOs and unlimited budget. I'm pretty psyched about Elec Armor, though I'm not particularly enthused about it in the hands of a Scrapper. After I get my Elec/* Scrapper (now undecided on what I want his/her secondary to be because Elec/Shield seems like it'll be a massive FotM), I'm planning on doing an Elec/* Tanker of some kind.
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Quote:It's not just the fact that Power Sink is stronger. It's also the fact that the end redux isn't all that impressive. For normal gameplay, the +end redux is going to contribute slightly less than an SO over time (47.7% uptime * 59.6% end redux = 28.4% average end redux). At top tier play (250% +rech), it's only going to contribute 50% end redux, which isn't really going to solve many endurance problems. Power Sink is significantly stronger (assuming decent native slotting for end redux thanks to IOs, you'd need to be consuming more than 4 end/sec on average in order to equal Power Sinks' contributions, assuming they're both used at the appropriate intervals to use up the same percentage of animation time).Agreed on regular gameplay.
Now for AVs and such the 2 second animation hurts DPS pretty bad, if you rely on it for end ; on a more personal note I'd rather have stuff working passively than having to use a power to refill my end - the latter works, of course, but there's always the issue of not finding a foe to drain at the right time. Arguably that happens about once a hour or less, but that's still enough to annoy me.
Either way, because the heal got made significantly bigger, my sincere recommendation would be not to use Energize in a permanent manner. The self heal is the most substantial component of it and should be the center piece of any tactical use of it. If you're having to use it to keep yourself endurance sustainable, then you're doing something very wrong (and wasting a lot of endurance because it costs 10.4 endurance like all of the other similar powers). -
Quote:Well, considering the 120 second base recharge, 1.32 sec Arcanatime animation, and 30 second duration, it's highly doubtful you'll ever get perma-Energize. You'd need to pull the recharge down to 28.68 seconds (319% +recharge) in order to get it permanent, and, considering that 250-260% is considered to be stretching it even for builds that are packing native +rech (re: */Elec and */SR) and IO'd out to the gills, it's pretty doubtful you'd even get it permanent.Personally for the new elecs I'm mostly interested in the secondary. My new pet project will be a kat/elec, quick and easy to softcap melee with divine, crank up my recharge to a silly proportion to perma Energize and I'll call it a day.
Even so, the +regen component is actually less important than the self heal portion and the +end redux component is largely pointless when you consider Power Sink. A 25% heal does twice as much for you as 30 seconds of 100% +regen does at base hit points. In order for them to be equal, you'd have to have double base hit points (impossible since the hp cap is 180%) and no +heal set bonuses. -
The big issue with calculating your DPS is how involved you want to be. You could simply calculate average +dam from Soul Drain (95% chance to hit * 79% uptime * 60% +dam = 45% average +dam), factor it into the total damage modification of all of the attacks individually (243.43% damage for MG, 250.15% damage for Smite, 225.64% damage for Siphon), find the pre-proc/crit damage of each attack individually (420.33 damage for MG, 206.57 damage for Smite, and 276.68 damage for Siphon), add the average contribution of any procs/crits for each attack (14.36 and 20.65 damage for Smite, 35.35 and 42.03 damage for MG, and 27.67 damage for Siphon), find the sum of all of the attacks making sure to add Smite twice because it's in the attack string twice (1287.22 damage), and then divide by the total animation time (6.732 seconds) for a total of 190.9 DPS.
Of course, this method is only of middling accuracy because it ignores the extra damage from Soul Drain while simultaneously ignoring the animation time that it also uses up (it totals up to less damage). If you want to account for this, you would probably do it based off of the Soul Drain activation cycle (re: an "attack string" based off of using Soul Drain as the primary power with every other attack just operating within the time frame of its activation) and just calculate the +dam for each attack in the string at the time of activation (re: any attack that starts more than 29 seconds after Soul Drain finishes activating doesn't get the Soul Drain buff). Once you do that (Umbral too lazy right now because he has class in the morning), you just total up the full damage of the string and then divide by the total animation time. You'd still get something close to 190 DPS though.
If you want to get the most accurate determination of your DPS, you'd need to just test it in game so that it actually accounts for every variable. Rikti pylons in the RWZ have become the standard for such an action. Just clock yourself as you kill one and plug your time (in seconds) into this formula (ripped from this thread, which ripped it from some of Werner's earlier comments):
( 38343.75 / time ) + 127.8125 = DPS -
Quote:Import/Export>Short Forum ExportHere is the build, not sure how to put it the long way. Anyway could use some help. Looking to try and solo AV's. Cost is not much of a problem.
Pick a decent color scheme (the US color schemes generally work the best) from the color scheme section in the top left, make sure that you're using the "phpBB / Zetaboards" formatting code in the top right, and then hit "Export Now". From there, it's just a matter of pasting it where you want to see it. Make sure you don't preview seeing as the data links don't withstand the changes that they go through when you preview.
As to the build, it's not too bad, but there is simply a lot of slotting that is pretty much pointless. Most of the 6 piece set bonuses you went for (Hecatomb, Doctored Wounds, Aegis, Crushing Impact) don't really do much for you. Your best bet would be to reduce the slotting down to 5 pieces and use those slots elsewhere for other, more useful set bonuses.
Here's a build that you should work better for you. It manages better survivability, better damage, and it's got better endurance sustainability (even assuming you were planning on getting the passive accolades).
Hero Plan by Mids' Hero Designer 1.401
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 -
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The only thing that Physical Perfection is going to do for me is give me another excuse not to have Fitness.
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The answer is... maybe. It depends on how good you are with those click powers. If you can't really predict incoming damage well or have a hard time managing clickies, you're gonna have a hard time soloing large group content. Even if you're not a great player, you should still have no problem soloing normally. There isn't a Scrapper alive that can't solo normal content.
Quote:2.) Can MA/Regen solo AVs with no defense or resist?
Quote:3.) Can Ma/Regen pvp some? I'm not a good pvp fan, but it's ridiculous to have a ton of set bonuses and lose to a level 46 blaster with none because you're a LOLShade.
Quote:4.) I played with some builds, is it worth to stack regen to it's maximum or recharge is priority? (it got up to 760% base regen with toggles and no IH and 72.5% recharge on mids, I could lower the regen to increase the recharge, how much would I need?) -
Quote:As far as PvE is concerned, one of the big advantages of */regen is that it actually gets additional survivability from one of the most important offensive attributes around: +rech. Since optimized attack strings play such an integral part in top end DPS (and, I would argue, in optimized DPS even at low levels), enhancing */regen for survivability will work double duty to increase your damage dealing capabilities. */WP doesn't have that benefit, as is generally seen by the substantially lower amounts of theoretical damage output by top end */WP builds as they compare to */regen. Of course, they'll sustain higher theoretical survivability thanks to not having the controllable peaks and valleys of survivability that are the hallmark of */regen, but they don't have as much offensive synergy to play with.Hands down, Regen is better than WP in PvP.
In PvE, well, that thread has been debated many times over, and it usually comes down to playstyle. Regen's health tends to go up and down, and gets better with more global recharge. Willpower is all toggles, so its fire and forget, and doesn't need +recharge, and it has a steady level of damage mitigation.
Regen tends to be less Endurance heavy than WP, though both have access to Quick Recovery.
With just SOs, performance tends to be about the same, with WP needing to herd a bit to get the most out of it.
Once you start building with IO and set bonuses, WP will probably come out ahead when you start to stack layers of defense with +regen; you would need to really plan a out a good build in that case.
AV soloing will probably depend on what defense values you can get, if you consider the MA primary. If WP can't get a high enough defense against a particular AV, then Regen will probably be better. Again, this is considering the MA primary. Otherwise, WP would be better if its defense matches up with the AV. -
If you want to check to see whether any specific build breaks the rule of 5, go into Mids and hit "Ctrl + B" (or, for the mouse inclined, Window>Sets and Bonuses). It'll give you a list of your totaled set bonuses and a separate list of each of the sets you've got along with a warning next to any set bonus that breaks the rule of 5.
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Quote:You may want to edit it so that you're using the "phpBB / Zetaboards" formatting rather than the "Official Forums (UBB.threads)" formatting. The Official Forums no longer use that same formatting code. It would make it substantially easier to read.My bad on making the forum post like 8 miles long....The only issue I can think of right now is the survivability
As to the actual build (from what I can read of it), you're doing a lot of stuff wrong. You're short slotting the recharge on MoG and IH for defense and healing, respectively, when those are the attributes that contribute very little to your actual survival (defense because MoG is already giving you redundant defense without any slotting and IH because only 200% of the baseline 800% +regen is actually enhanceable). You completely shattered the "rule of 5" for the 5% +recharge set bonus with your 10 copies of it (re: the last 5 of those set bonuses don't do anything). You're also stupidly breaking the rule on the 1.12% +hp and 10% +regen set bonuses.
You haven't even got the recharge to run MG>Smite>Siphon>Smite chain. MG, which requires 235% +rech (re: 4.488 second recharge) for that string to run seamless, is nearly a full second off. Unless you plan on actually investing in the expensive purple sets that are actually going to allow you to run that attack string (Hecatomb for MG at the very least), you're not going to have the recharge for it.
As to your build, don't break the rule of 5. Having that many Crushing Impacts, Obliterations, and Doctored Wounds sets is pointless beyond mentioning. The primary benefit of Doctored Wounds and Crushing Impact is the 5% +recharge set bonus and you've rendered most of them entirely pointless by having so many of them. Switch back so that you've only got 5 of those set bonuses.
Stick with the 3 slot slotting for QR and Stamina (it'll open up better slotting options everywhere else and get you more end/sec recovery). If you don't know what it is: Perf Shifter proc, Perf Shifter End Mod, level 50 common End Mod.
Don't use Crushing Impacts in your attacks. Use 6 piece Touch of Death. The +def(melee) is incredible and it'll give you enhancement attributes that are just as good.
Health and Fast Healing shouldn't get loads of slotting. Their actual contribution to your survivable is minimal at best. Don't give them Doctored Wounds at all. Just give them either a heal set proc or a level 50 common heal IO.
Instant Healing needs more slot loving than Integration does. Integration doesn't cost much endurance as is on at all times. It only needs heal enhancing. Instant Healing on the other hand needs recharge more than anything else. Additional +heal slotting just makes it nicer. Switch your slotting of the two powers, switching the Heal/End for the Recharge when you give the Doctored Wounds to Instant Healing.
The 3 piece LotG set bonus is largely redundant unless you plan on doing everything without the 4 passive accolades (which you plan on getting, right?). Because you've got perma-DP, all that +hp is eaten by the hp cap. It's only effective when DP is down and, I assure you, if you're using DP correctly, is barely any time at all.
As to power selection, if you're going budget, don't try for MG>Smite>Siphon>Smite: you can't afford it. Take Shadow Punch and accept that you'll have to use MG>Smite>Shadow>Siphon>Smite>Shadow. It's worse on the damage by a little but it's actually attainable with a budget build.
This build will work much better for you. It's pretty much the same cost for substantially better damage, survivability, and overall playability. It uses the attack string I mentioned, is endurance sustainable with everything running, and has excellent melee defense so that AVs will be dealing substantially less damage.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(13)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(23)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25), Dct'dW-Rchg(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Heal(29), Mrcl-Rcvry+(40)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam(34), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/Rchg(36)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), S'dpty-Def(36), S'dpty-Def/EndRdx(37)
Level 26: Soul Drain -- 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-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(50), Dct'dW-Rchg(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(45)
Level 35: Hurdle -- Jump-I(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(46)
Level 41: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 47: Health -- RgnTis-Regen+(A)
Level 49: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:Werner has a Kat/Regen, not a BS/Regen.Werner I believe has this very same combo and has no trouble soloing AVs, so he would be a good person to ask.
As to the build, my first question would be what attack string are you using? You may be using too much Parry, which is going to hurt your DPS. Even so, you should be able to do enough damage to whittle down AVs, little by little. Endurance sustainability shouldn't be an issue either since you've got both Stamina and Quick Recovery (3.69 end/sec net passive to burn on your attacks means that you pretty much can't run out of endurance).
The other question I would ask would then be what level AVs you're fighting. Soloing an AV more than 2 levels above you is going to be a stretch, not only from the damage department but also in the survivability department. Soloing highly lethal resistant AVs is also going to be a problem (Infernal is pretty resistant to lethal, iirc).
Your best bet is to simply go with an HS>Parry>Hack>Parry attack string. You'll get decent enough damage to start bringing the AVs down (~140 DPS), but it'll still take a while. I don't really see any reason why you'd be having problems. -
Quote:Apparently mediocre tohit debuff balances out the offensive disparity. Getting Nightfall rather than either Shadow Meld or Darkest Night really let my jaw dropped. Just... bad...I am with Umbral. Nightfall is terrible. For being cones and requiring two powers to match Fireball in power, the AoEs in Dark Mastery are disappointing, at best. And here I was hoping for a reason to go Dark/Shield/Dark instead of Dark/Shield/Fire...
Or am I missing an angle that makes NF and TT more even versus FB? -
Umbral is incredibly enthused about the color customization. The Dark Melee changes look like they could be awesome, especially when combining dark primary with light highlights.
Umbral feels more than a bit let down concerning the new APPs. Physical Perfection is a massive let down (though not that bad because it makes it even easier to go without Fitness). Nightfall even more so. Melt Armor was expected but, as similarly expected, the actual numbers are complete rubbish. -
Quote:You're assuming that everyone should be able to overcome a given threat that is designed around having 6 players present. That's... just bad.Now, this may not be the case for all Defender power sets. However, it can't be permitted for any set to be incapable of overcoming a given threat.
It was never intended for anyone to be able to solo the entire game. It has happened, but only for a specific few that are specifically built for it. AVs were never intended to be solo content. Trying to claim that, because your Defender can't solo AVs, you're too weak is simply ignorant. -
Quote:Of course, I would use the first half of your quote to explain why the second half is wrong. If it's a power that is highly situational and can be skipped with little to no drop in real performance, that's a contemptible power from where I'm standing. Sure, it's not like Resilience (5.635% s/l resist and stun protection on a melee AT that's available 10 levels after you get your mez toggle... are you serious?) or Revive (worst self rez in the game), but it barely warrants the power choice when you consider everything else you could pick up that would contribute more.Situational? Sure. Skippable? Yup. But not worthy of contempt by any stretch.
I will admit that a lot of this feeling comes from having used it in its pre-nerf state wherein it was actually useful for dealing damage. It's a pale reflection of what it once was. It used to be taken because it was effective, and you were crazy for not taking it. Now it's just kinda of... there. -
Quote:You're going to want to use the IP>ToF combo right at the start simply because it will allow you to prevent all of that damage. Using it late doesn't really hinder you much, but it's kinda pointless to do damage first and then control when the target is half dead. Your best bet would be to jump in, pop MoG, use ToF on the boss while letting everyone group up around you, and then dropping IP for spawn controlleryness. Keep in mind that fear won't keep from from attacking like a hold will. If you're dealing damage to them, they'll break the fear every 5 seconds or so to throw an attack your way.So..would throwing out ToF/Intimidate right after IP to fear bosses be seen as crossing that fine line, or would it be better to work them in after a few other initial attacks first?
Quote:Didn't you say Glimpse of the Abyss was a pretty expensive set though? If so I probably wouldn't slot it in until 50 because I'm very poor. The build I posted was more about getting the most out of my powers, not really about set bonuses. I'll start thinking more about set bonuses at 50. -
Quote:Well, first off, you can't actually get that attack string. At the recharge cap, Smite would be recharging in 1.2 seconds and you'd need it to recharge in 1.056 seconds (the Arcanatime normalized animation time of Shadow Punch). Secondly, even assuming you were using an MG>Smite>SP>Wait>Smite attack string (with 250% +rech in Smite, which is more than a bit of a stretch), you'd still be doing worse damage simply because of that wait. You'd have to use MG>Smite>SP>Wait(.66 seconds)>Smite which would generate 429.3 damage in 6.336 seconds for 67.75 DPS. MG>Smite>Siphon>Smite generates 506.4 damage in 6.732 seconds for 75.22 DPS. In order for MG>Smite>SP>Smite to even equal MG>Smite>Siphon>Smite, it would need to be absolutely seamless, which, as I said before, isn't gonna happen.I'm coming off an awkward MG>SP>Smite>SP buzzsaw build. The attack string I had in mind was MG>Smite>SP>Smite, which has a better DPS on paper than MG>Smite>Siphon>Smite, but it might not play smoother. Siphon also has a high DPE cost, which is why I disliked it when I used it in earlier levels and never bothered with it again. At 50, end isn't an issue, so the added-heal totally swings the argument.
Quote:Thanks for your build. I'm not sure I want to trade ~10% Def for the tighter endurance (I hate DC) and the loss of Regen, but I can see that choice coming down to playstyle (and not necessarily what's "better").
As to including the Fitness pool (if that's your thing), you could always get rid of the Concealment pool and Super Speed. You'd have the extra slots for Stamina by pulling them out of Super Speed. Of course, you could also replace Invisibility with Conserve Power for another option.
Quote:Is your build intended to be out-and-out Def for a DM/Regen?
As to where endurance powers fit in to that, it's not really all that important. Once you become endurance sustainable, anything over that is simply a buffer zone to make you happier. My feeling was that I should simply achieve sustainability without going over because it would bring down either my DPS, my survivability, or both. -
Quote:Brutes always got more mileage out of Buzzsaw simply because damage slotting and damage buffs mean less to them overall because they can get huge amounts of +dam via Fury and, thanks to their low damage scalar, procs add more functional +dam for Brutes than they do for Scrappers.I know this isn't the right forum for this question, but my only buzzsaw build was for my DM/EA brute... does it even make sense to have a buzzsaw build on a brute anymore? One of the advantages was building fury with a lot of quick attacks, as I recall.
I've been meaning to rework my brute someday, knowing that my whole buzzsaw approach is sooo last year would be a nice start. ^_^
From what I know of Brutes, it's not as bad an idea as it is for Scrappers, but it's not the best path like it used to be, especially for knocking out large targets. -
Quote:DM/Fire follows pretty much the same advice that I give to all */regen Scrappers (*/Fire in general does, but DM/Fire moreso than the rest because of DC, Siphon, and Soul Drain):In my experience with this combo, there's no such thing as "something to focus on after recharge" because you can never have enough recharge
The more recharge you have, the less you have to rely on separate endurance recovery. Heals are tied directly to recharge. Just recharge and recharge and more recharge! Extra HP tend to go well with resist sets, and there isn't that much good in terms of resistance bonuses to go around. You can get a modest amount of defense without much trouble (my DM/FA has around 15-18%), but it's all about the recharge!
1. Get more recharge.
2. What do you mean "enough"? I said more recharge.
3. Do I have to repeat myself again? More Recharge!
4. You're sure you can't get any more recharge without gimping your build? Are you sure? Okay, now stack as much defense as possible. -
In my expert opinion, it's decent but not great. Sure, you're managing impressive levels of recharge (though perma Hasten through crazy overslotting of Hasten isn't really all that impressive since it's burning 3 slots for a tiny benefit) but completely forgoing some of the best things about said recharge: namely MG>Smite>Siphon>Smite and grotesquely high uptime ratios/cycle speed on your click powers. You're not even achieving all that impressive a level of DPS (thanks to a lack of a real attack string) or survivability (thanks to low mitigation and electing out of Reconstruction). It's like all you cared about was getting perma-Hasten.
First off, the entire point of getting stupidly high recharge on a DM/Regen (from an optimization standpoint) is two fold: so you can use all 4 of your click powers more often (Revive doesn't count because it's friggin' bad and friggin' stupid) and so that you don't need to have Shadow Punch around pulling down your DPS (MG>Smite>Siphon>Smite is what you should be aiming for) just to fill out your attack string. You elected out of both of those.
Something more like this build would be a better expenditure of all of that expensiveness. It'll cost pretty much the same and give you much better returns, both in survivability and damage.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
+def concept: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(46)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dam%(11)
Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(48)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(27)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-Heal(27)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37), Aegis-Psi/Status(39)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(45)
Level 35: Stealth -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(48)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(45), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit