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Posts
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I thought we still weren't going to be allowed to run task forces solo? If we can, I may finally get to experience the half of the game that I haven't experienced. That would be cool.
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Quote:Perhaps. I could see some short Ouroboros mission at a high difficulty setting becoming the new standard, as it would be more representative of what you might face in game. No temps, no inspirations, some time limit, exiting the mission not allowed. So you can't hit the hospital, but you can use a self rez. Some enemy group with something nasty for everyone. You could use Unstoppable on every spawn, except that you'd run out of time. Etc.Sooooo....when we get the new difficulty sliders will the RWZ challenge become obsolete?
On the other hand, custom encounters in AE could have easily replaced the RWZ challenge, and didn't. So it might survive custom difficulty levels too. -
Quote:Not to dissuade you from trying, but awesome as your build is, you'll probably get destroyed. There's a whole lot of pets (75% to-hit), and probably some debuffs flying around. So one leg of your survivability (soft-capped defense) isn't going to be nearly as stable as you'd like. Maybe you'll get enough out of your resists and heal to pull through, though. Here's hoping.I'm going to try Arcana's challenge with my BS/DA when he's done. Came up with a pretty wicked build, I wanna see how it stacks up to everyone's horror stories.
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I'd say that Attack Vitals is the only must have combo, as Blinding Feint -> Attack Vitals is the DPS chain of choice. There are better chains, but they require crazy amounts of recharge that are generally only reachable on unlimited budget Super Reflexes builds. On my Dual Blades/Willpower, I was running that chain while Hasten was up, and adding a Power Slice at the end while Hasten was down. Worked fine. If I were doing it again, I'm not even sure I'd take Hasten, since nothing else in the build benefits from it.
Sweep is popular as well. -
Gambler's Cut only needs to recharge in 1.58 seconds. Time for Divine Avalanche = (roundup(1.33/.132)+1)*.132 = 1.584 seconds. It looks like you missed the +1 part of the formula.
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Well, I think we're mostly answering the question of Self Heal Why don't some of you have it? rather than offering advice. On the other hand, when everyone says don't need it, it's probably equivalent to advising you, don't take it. If you want a no temps, no inspirations AV soloer, I'd take it. You'll be able to beat more AVs more easily. For most of the rest of the game, or if you plan to use inspirations for your AV soloing, or if you're going to have support, I wouldn't bother with Aid Self.
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Not needed. Purples help, but would probably only make a noticeable difference at levels of difficulty that are rare in the game. Having a handful of purple inspirations on hand will do MUCH more for you than having a handful of purple sets in your build.
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Regen is fine. If you want to consider what's available from IOs, Regen benefits most from recharge, recharge, recharge and defense. Those are already readily available from IOs. The main problem is that recharge is very expensive. So it's more a matter of price rather than of possible vs. impossible.
I do think that the low resistance levels available from IOs is kind of silly.
I would support minor Regen tweaks like recharge debuff and regen debuff resistance.
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Greens.
This game is easy. On a good build against even seriously nasty enemies, you'll be better off popping a few greens to get you through. Against most content, a good build won't even need those greens. So taking two powers just to get a slowwwwwwwwww, interruptible self heal would be a waste in most situations that this game will present you with. You really have to go out of your way to find extremely difficult content PLUS start introducing artificial restrictions like no inspirations before you need to pick up a self heal.
Now, that pretty much describes how I play the game. Absolute maximum levels of survivability require a self heal. So my IO'd out builds are always going to include a self heal. But I'm not going to need one for normal content. -
Generally speaking, you don't need that much healing in Dark Regeneration. I only had high healing in my build since I wanted very high survivability even facing an AV without any targets for fuel. It's pretty much overkill in the rest of the game.
Not slotting and running Tough always makes me sad, particularly when you have some good resistance to stack it on top of. I guess you can turn it on any time endurance isn't a problem.
Less accuracy than I shoot for you're at 76-79% against +4s. I guess it depends on what you intend to fight. A Kismet would help.
I don't like seeing Gaussians in Build Up, since it doesn't have particularly high recharge enhancement, but my own build is even worse in that regard. Still, it's nice to have Tactics for accuracy against uplevel enemies. Something to consider.
I know that there isn't any such thing as close enough in regards to the soft cap, but really, 42.7% ranged and 44.3% AoE is close enough on a Dark Armor with all of that resistance and the heal backing it up. And knockdown. And stunned minions. You'll be unkillable. We're just talking about degrees of unkillability.
It's actually pretty amazing for the price, IMHO. I haven't priced anything for a long time, but the only thing I recognize as being hugely expensive is the Luck of the Gambler global. Do you even need the 7.5% recharge for anything specific? I didn't check. -
Quote:Not much. From a survivability standpoint, the last thing Regen needs is more regen. But it would be really frickin' cool.So theoretically say you can beat the 1k regen barrier, what does that mean? How much survivability does that actually provide you? I haven't got mids on this computer so i can't tweak a build or do any damage/regen calcs.
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Well, here's what I have planned at the moment. My spreadsheet gives it the best survivability score I've seen on a scrapper (2345 to 4720 for 1 to 3 targets). That's cool and I'm excited about it, but it's a build in search of a reason to exist beyond just being cool. Survivability and probably sustainable endurance to solo AVs, but with only 150 DPS, it'll be slow and annoying. Some AoE, but it's no farmer. Can't hold aggro, so can't take advantage of the survivability by being an off tank. No resistance to defense debuffs, so it isn't an ITF or AE monster. Still, I might make it just because I can. Nothing wrong with just having some fun with a build.
I'll definitely need to look into Physical Perfection, as I16 is likely to hit before I get to 50. Hoping to get the Wernerscore over 5000.
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I'm not surprised, but I AM sad. I was hoping to be able to see my Katana/Dark for once.
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Quickness is necessary for maximum DPS on Claws. Granted, AAO will probably make a Claws/SD do better DPS than a Claws/SR, but it might not be as much more as you would expect due to an inferior attack chain.
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Someone had a build with mid or upper 800s way back in I think I9. I don't know if anyone could hit 1000%, but maybe you could get into the 900s now.
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Who, me? Leveling mine right now after a week of neglect. I'll definitely need to redo my planned build for I16, though. I think I'd gotten to sustainable endurance in most situations, but I can probably do it with fewer sacrifices now. And the extra regeneration won't boost my maximum power by a whole lot due to Dark Regeneration being so huge, but it will be nice to not need Dark Regeneration so much. I'm a fan of having a lot of regeneration, kind of separate from overall power level. It's just... nice.
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EPS is endurance per second. So I was suggesting that the lower endurance cost of Tough would compensate for the 8 more seconds waiting for Conserve Power to recharge.
I just buy my Hamios on the market, or pull them from storage if I have them. I used to farm Hamidon back in the old days before IOs, so I have a few sitting around.
Midnight Grasp -> Smite -> Siphon Life -> Smite is the same chain that I mentioned. That's the one you want, yes. With Arcanatime, Smite takes 1.188 seconds and Siphon Life takes 2.112 seconds, so Midnight Grasp must recharge in 1.188 + 2.112 + 1.188 = 4.488 seconds. And since we actually aren't certain that we understand when powers start recharging and by when they must be recharged, I'd shoot for a little lower than that for a margin of safety. Also useful when recharge debuffed. -
Quote:You're not crazy. Katana/Dark Armor is my current project, though I can't seem to set my altitis aside long enough to level very fast. The weakness to defense debuffs bothers me, but it'll otherwise be the most survivable scrapper I've ever built, assuming I ever get it built.I may be crazy but have you thought about /Dark Armor for katana? I know Dark Armor is not a very popular set but it can be very effective.
Dark gives some good resists, has a great heal, and some nice mitigation tools. I only mention because I got to see one in action and they were impressive. It was not a high end (Read: Expensive) IO build either.
Just 2 inf for a different breed of toon.
I agree that Dark Armor doesn't seem very popular. I think it tends to be underrated, perhaps because it takes more understanding and effort to whip your build and play style into shape than most secondaries. For example, I'm having the stereotypical endurance problem at the moment. I know how I could have avoided it, and I know how to fix it, but fighting is more fun than build tweaking and putting in bids, so I probably won't get to it for a few more levels. I can see players stalling out if they run into problems like that and don't have a good understanding of what's going on and how to fix it. Then we have a damage aura, and I think damage auras are poorly understood by a lot of the player base. And you get a lot of mitigation from either Cloak of Fear or Oppressive Gloom, which aren't straightforward like defense and resistance. I suppose heals are well understood, but it's still not as straightforward as simply not getting hurt in the first place. Also, it comes with a huge endurance cost. Oh, and a biggie for me, your immobilization resistance and only defensive power means you never get to see your awesome costume. So yeah, lots of reasons for it to be unpopular, I suppose, but it's a very good secondary if you understand it and can put up with or enjoy its idiosyncrasies. -
I highly recommend slotting and using Tough. I'd steal one slot from Swift, as I don't think an extra 2 mph is worth it. Use it for a Ribosome. I'd probably steel the second slot from Conserve Power, as the recharge only goes up by 8 seconds, plus you're lowering the EPS on Tough.
Your Midnight Grasp slotting doesn't give it enough recharge to run the Smite -> Midnight Grasp -> Smite -> Siphon Life chain. You want it to recharge in 4.48 seconds.
Other than that, and assuming you're avoiding purples on purpose, it looks good to me. Your hit points are about what I'd shoot for. Your regeneration is very good. Siphon Life is a decent hybrid of damage and healing. I haven't calculated endurance consumption, but I'm guessing it's sustainable. If there IS a problem, a very simple tweak is to replace the recharge in Practiced Brawler with an endurance reducer. -
My opinion is that it is worth having, but not worth going out of your way for. Kind of something to pick when you don't have better options, and to just leave with the default slot unless you have slots you don't know what to do with. One advantage people state for it is that you don't need a break free after a wakie, but I don't die often enough for that to make a difference to me.
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Yeah, this isn't for Regen. Regen isn't made better by improving on its regeneration and recovery. It's made better by recharge and damage mitigation. I might take it, but I'll get more out of it on other characters.
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EVERYTHING works well with Katana.
Super Reflexes Divine Avalanche will turn a late-blooming secondary into an early-blooming combination, then can be dropped when you soft cap for maximum DPS. This is your choice if you believe that the best defense is a good offense, and the defense isn't bad either.
Invulnerability Very solid secondary made even more solid by soft capping melee and lethal defense. Probably the most capable of completely insane feats in the end game, at least when going up against lethal or melee smashing enemies.
Willpower The most common suggestion by the forums for anyone just looking for a good scrapper and without any specific needs. This combination is easy to build, easy to play, easy to level, and gives up nothing on top end power. -
Quote:Not even close to the soft cap on Ranged (28.7%) or AoE (17.4%). At the time (I12), those were very good defense numbers. They're almost laughable now, or at least laughable if you knew how much I had to give up to get there.Werner! I'm your fan!! :P
And I didn't know Katana's DPS was good against AV's, I have a friend with capped defences on a Katana/fire and he was complaining he was immortal, but couldn't kill AVs due to lack of damage.
Also, a question for you Werner, I noticed on your videos that the enemies were missing alot of ranged attacks, I suposed you have mellee soft cap with divine avalanche and some defence IOs and also ranged softcap. Do you have AoE soft cap too?
Katana's DPS is actually very good. You sacrifice some of that to double stack Parry, which is what you'll want on a Regen, but you'll still be OK. I do about 175 DPS, which is plenty for most AVs. One of the key components of that is an Achilles' Heel in Gambler's Cut and an attack chain to spam it. -
But probably not without some defense and resistance. I don't think Umbral was saying Martial Arts/Regen can't solo AVs. Just that Martial Arts/Regen isn't going to solo AVs without significantly buffing up its damage mitigation.
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That works too. There are a lot of ways to make a lot of influence in this game.