Werner

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  1. Quote:
    Originally Posted by Soul Storm View Post
    I'm surprised no one has mentioned the -def and -rech options. What are you guys thoughts on this?
    My guess is that the only time I'd need it would be when it would be highly resisted. If I'm going for a debuff, I want one that isn't normally resisted, like -regen or -resist. Technically, -resist is resisted by resistance, but it only means that the damage buff in percentage terms remains constant regardless of the current resistance of the enemy. I'm fine with thinking of that as an unresistable percentage damage buff, even though that's not technically what it is.

    But I don't actually know whether the new debuffs are resisted, or how big each is, so I'm not making any decisions until I look at some real numbers. I should probably look at some real numbers, but I should probably also actually run the new trials and unlock this stuff.

    It's kind of sad... I JUST got my I19 build finished on my main, just in time for it to be obsolete. I suppose that's the MMO treadmill in action, though.
  2. Werner

    Dark/SD synergy

    It has very good survivability, excellent single target DPS, and you can get passable AoE by combining Shield Charge with an epic AoE like Fire Ball if you really want. It's the AV soloist of choice for many people.
  3. Quote:
    Originally Posted by Dirae View Post
    Don't have access to mids but with shield you'll want to prioritize soft capping your defenses to even con mobs (45% to melee/range/aoe)...
    45% is the soft cap to everything up to +5 mobs. Only +6 and up get to hit buffs. Until then, it's accuracy buffs, which defense over 45% won't help against. It WILL help against enemies with higher-than-normal to hit, or with defense debuffs, though Shield Defense can pick up very good defense debuff resistance (unless they've "fixed" some things in I120 - I haven't checked yet).
  4. I haven't played the new trials yet, but if "well above 100%" defense is useless, I'm really not liking the sound of that.
  5. It looks pretty survivable for a leveling build. I wouldn't think you'd have problems farming +0x8, so I'm guessing you're right about them using Rage. I don't think you can see them using Rage in the log, but you CAN see their chance to hit. If it's much higher than normal, then it's definitely something with the mobs that's causing the trouble.
  6. Quote:
    Originally Posted by ricohdah View Post
    Sting of the Wasp does more damage than Gambler's Cut so I swapped them.
    Trading Gambler's Cut for Sting of the Wasp is a bad idea. It isn't that Sting of the Wasp is a bad attack, but basically all the best Katana chains require Gambler's Cut and don't use Sting of the Wasp. Damage alone is a very poor way to judge attacks. You want damage over the amount of time the attack takes to execute in an attack chain, which is to say:
    Options -> Configuration -> Effects & Maths -> Use ArcanaTime for Animation Times
    Window -> Power Graphs -> Damage / Anim
    Do that, and you'll see that Gambler's Cut beats Sting of the Wasp by a small margin. Not enough that that is what really makes the difference, though. The difference is in how it behaves in real atack chains, optimizing use of the Achilles' Heel proc, getting proper timing on other important attacks like Divine Avalanche, Soaring Dragon and Golden Dragonfly, that kind of thing.
  7. What sort of smashing/lethal farm? If they have defense debuffs (guns, for instance), and if you haven't focused on defense debuff resistance, they might take you down pretty quickly now and then.

    With a decent build on an appropriate farm, you shouldn't be having any problem. I suspect either build or farm problems.

    As far as inproving survivability, increase defense, increase hit points, increase resistance, increase regeneration, and/or add a heal.
  8. Yeah, I worry that Brutes may be better with the Incarnate abilities and for the Incarnate content. I do wish I had Brute hit points and resistance caps. And in practice, while I LIKE that Scrappers go from 0-60 in 0.1 seconds, when I do play a Brute, I almost never have problems with Fury generation because I do tend to have a go-go-go play style.

    So... why do I like Scrappers better? Seriously, I don't know why, but I do.
  9. Quote:
    Originally Posted by Pattern Walker View Post
    In general, is it better (or easier or cheaper) to build for positional defense or typed (meaning primarily S/L)? I suspect it's easier to build for S/L (though *really* pricey with the Kinetic Combats), as it means you can focus on one type rather than 3 positions. Or do people build primarily for melee defense on scrappers?
    Unless your Dark Armor Scrapper uses a sword, it's better to go with typed defenses with a focus on smashing/lethal. I'm not sure about cheaper, though.

    I don't think very many Scrappers build primarily for melee defense. Positionals tend to be get them all or take some other approach. That's not always the case, and my Katana/Regen would be an example, but I think it's usually the case.
  10. Quote:
    Originally Posted by Igor_The_Mad View Post
    I'm still a firm believer that a scrapper's first job is damage output. Granted dead dps does no dps, but I've run both apex and tin mage quite a few times (and ended up tanking everything because of AAO) and I've never been below 60 percent defense on any of them.

    I really think that the effort spent gaining an additional 15 percent defense would be far better served increasing layered defenses in 95 percent of these situations - more HP, more resists, more DDR (where appropriate), more regen, or alternatively by increasing global damage and recharge. As Obitus said, if worst comes to worst - hit a small purple.
    It all makes sense, and yet, unless I'm specifically TRYING to get myself killed, I HATE getting killed in this game. I hate even thinking that I COULD get killed. Like last night I was on an ITF with my concept Fire/Shield. He's soft capped, which I consider the bare minimum, but has low regeneration and no heal, so definitely isn't one of my survivability builds. His hit points dropped very rapidly in the Rommie fight. We basically had no healer and I must have briefly gotten some bad aggro before the Tankers had everything firmly controlled. I popped a green, hit points dropped like a stone, popped another... and the thought that went through my head was "I'm going to run out of greens and die. DIE. I can't DIE on this." I probably popped a big orange at that point, and then Rommie was down quickly, and we didn't have problems the rest of the time. But seriously, it freaked me out. A walk of shame back from the hospital? NEVER!!!

    Yes, yes, I know that if you don't die, you aren't really trying. I have no problem getting myself killed on purpose, like my 50+ attempts to solo Ghost Widow on my Dark Melee/Super Reflexes before finally giving up, or when I herd up giant monsters to see how many it takes to kill me. But in something basic like a +0 ITF? *shudder*

    So I guess while I don't expect to be shooting for 59% defense any time soon, I do understand it. And I'm actually fiddling with an Invulnerability/Super Strength Tanker build, trying to see what sort of defense I can pull off while still having excellent resists, near perma Hasten, capped hit points, Aid Self, and other goodies. I don't see 59% happening without more than one enemy in range, but something in the 50s looks perfectly doable, even if I haven't worked out the details yet. I suppose if I frequented the Tanker boards I'd have a much better idea what I was doing.

    (Edit: And all of that may be irrelevant in I20 anyway, since I haven't paid any attention to what it has on offer.)
  11. Hmmm, well, I didn't know that it was common to the Praetorian versions of critters. I'd only heard of a couple examples, which seemed a bit much to draw conclusions from.

    I DID make 70% melee/lethal defense with double-stacked Divine Avalanche a build goal for my Katana/Dark, and ended up hitting 75%. The idea was a buffer for defense debuffs, but also to handle pet to-hit a little better. I also leveled a Broad Sword/Shield with the same idea in mind, but ended up abandoning that project. My Dark Melee/Super Reflexes should be in a good position if I need 59% in the future. But I haven't paid any attention to the I20 stuff, so I'm not in a position to theorize about which of my builds will be best in the future.

    But yeah, on teams, if you have 45% at the start, it seems likely that you'll have somewhat higher than that in practice. I don't want to rely on purples, though, because I don't want to chug them through a whole mission.
  12. Iggy Kamakaze gave his interpretation of the same idea in this thread.

    I'm not a believer in the new soft cap, in the sense that I'll be surprised if there are very many enemies with exactly 64% to hit. But if it comes to pass, Super Reflexes is in a good position to deal with it, and I'm glad that people are thinking about it.

    Damage looks problematic. Follow Up and Focus are critical to high DPS, and they're both badly underslotted.
  13. My niches haven't dried up exactly, but I've turned into a flipper instead of a crafter. I did it largely because in my niches, the margin between recipes and crafted IO prices shrank to much lower than the variability in the prices of both. Rather than changing niches, I simply changed tactics.


    As with Obitus, my interest has waned, probably because I have more influence than I have places I care to spend that influence. I only have a couple toons I'm concentrating on now, and they're both almost maximized (one of them I'm still trying to get a few Hamios up to 53 instead of 50). So at least for me, yeah, my influence spending is concentrated on very high end items.

    Also as he suggests, I'm not touching the characters until I20 goes live. I want to see how it plays out before making any changes.
  14. OK, well, as I said, for the most part it's a very bread and butter Super Reflexes build. You've hit the soft cap plus a little wiggle room for debuffs. You have good hit points and regeneration. You have Tough slotted and in use. Endurance should be just fine. Now you need to focus on having enough good attacks slotted with damage sets instead of utility sets that you can do some damage. The easy exchange is likely to be for anything slotted for melee defense, as you have significantly higher than you'll typically need.

    (Edit: Oh, and those comments are on the previous iteration. Links don't work for me.)
  15. So... what was the goal with this build? On the surface, it's a very bread and butter Super Reflexes build. However, two things really stand out:
    1) It does very little damage
    2) It has higher-than-usual melee defense
    Some people theorize that higher defense is or will be necessary, and seem to latch on to the 64% to hit number of Battle Maiden and tip mission Devouring Earth. But in that case, you'd want 59% or higher, and really to all positions, not just melee. As for not being able to do damage, that just looks like something you may have forgotten in your quest for set bonuses.

    Or were you just posting it for a friend, say, and weren't looking for forum feedback? With no comment, we kind of don't know.
  16. I haven't done the number crunching personally, but as I recall, the answer is "Scrapper". I believe Against All Odds wins that contest for Scrappers.
  17. I admit it - I'm impressed with what you did without purples or PvPs. I wouldn't play it with over ten seconds of OUCH every other or maybe two out of three cycles (didn't compute recharge on Geas itself). I'd save this for top dollar purple and PvP levels of recharge and fewer compromises on other aspecs of survivability (and even then only if I expected to face very high levels of to hit on a routine basis). But still, interesting.

    I'll have to see how Ageless works. I haven't looked at the I20 stuff. Maybe it'll let me pull something like this off with a high budget Dark Melee/Super Reflexes even though it's harder than Spines or Claws. I'm curious about "impossible" recharge chains like Shadow Punch -> Smite -> Siphon Life (446% recharge) or Midnight Grasp -> Smite -> Siphon Life (456% recharge), and I can't get the idea of an extreme build like this out of my head even though I'd hate sitting in Hibernate and a traditional build would be better for most content. You're a horrible person for doing this to me.
  18. Quote:
    Originally Posted by Organica View Post
    My builds are not "Werner quality" good builds as a rule, I suspect. ^_^ But maybe not too far off, I hope.
    I really only have one top of the line build at this point, Alexei (Katana/Dark). Werner (Katana/Regen) and Sergei (Dark/Super Reflexes) have I13 builds and no alpha level. Turiel (Fire/Shield) is I19 with the alpha level, but is compromised by having a concept build (only sword attacks in melee, no Aid Self because the tricorder is inappropriate). They're all pretty tough, but most of them are a bit off the curve these days. And I have plenty of Scrappers that only have leveling builds.
  19. That was fast! Guess you should have charged more.
  20. Ah, well, totally diferent question than I thought then. I know my Scrappers are well-built because I understand the rules of the game, I've seen a whole lot of builds, I know what's possible at the top end both numerically and in accomplishments, and I know I'm there both numerically and in accomplishments.

    I don't think I'm a great player, in that I've seen other players do things with builds that I really don't think I could do with the same builds (oh, say, Iggy Kamakaze). But I'm at least good enough to pull great things off with a great build on my side.

    As far as quantifying, I have both survivability spreadsheets and DPS spreadsheets. I also know the weaknesses of both and have a good feel for what works in game and when mere numbers could lead me astray. And when I've finished making what I think is good build, I go test it - RWZ challenge, AV soloing, +4x8, monster island, that sort of thing. It gives me a good feel for my and my build's strengths and weaknesses.
  21. Quote:
    Originally Posted by Silas View Post
    Out of curiosity though, how do you know your Scrappers are "very well built"?
    How do you not know whether or not your Scrappers are very well built?

    OK, I suppose there are lots of players out there that think their Scrappers are well built only because they don't understand the game's rules, don't understand what a well-built Scrapper looks like, and have no idea how high the bar is in terms of what you can survive and defeat. Occasionally they post their builds on the forum seemingly only looking for praise, and we're all, "WTF?", and then they go off on us like we're the ones that don't know what we're talking about because they survive longer than Tankers or what not. (A claim, by the way, that never ceases to amaze me. Of COURSE you survived longer than the Tanker. If the Tanker is any good all, even the squishies survive longer than the Tanker. The Tanker job description includes, "Nobody is allowed to die unless I am already dead.") OK, I seem to be off on a tangent bordering on a rant.

    Anyway, I don't think Organica is one of those people.
  22. Quote:
    Originally Posted by EarthWyrm View Post
    I agree that people who know a little about it seem to think it's useful. I just think they get excited over its utility in theory without seeing how it plays. I had one granted on Test while the sets were still in beta testing, and it was so completely underwhelming in practice that I've never bothered with getting one on Live, despite being able to afford it many times over.
    I get 0.17 EPS and 1.29 hit points per second from the Panacea proc.

    I get 0.17 EPS and 1.12 hit points per second from the Numina proc.

    So, if you like, think of the Panacea as marginally better than the Numina. The main difference is that you get the endurance and hit points in discrete random chunks instead of tiny increases every tick. I don't consider that a big deal, though I tend to prefer reliable sources to unreliable ones.

    If you like the Numina proc, and you're rich, slot yourself a Panacea proc. If you think the Numina proc is a waste of slots because you can't notice its contribution in play, then don't slot the Panacea either. But I'll be wondering what IOs you DO slot if your criterion is that you must notice that specific bonus making a difference in your actual play. What IOs do you think are good if you think these are bad?
  23. Quote:
    Originally Posted by Eric Nelson View Post
    Certainly -- but if the IO wasn't considered useful by a majority of people, would it be regularly trading for over a billion inf?
    Of course. Very, very few exist. So all you need is a very, very small (and wealthy) minority that considers it useful. Though I suspect quite a few people consider it quite useful, but simply not worth the price (or other trouble required to get one).
  24. Quote:
    Originally Posted by Eric Nelson View Post
    People are (seemingly regularly) paying upwards of a billion or two for an IO that most don't consider useful?
    Useful or not depends on the build and what else you could get from a single slot. I had it on two characters for a while, then dropped it on one when the alpha slot fixed my endurance problems. The heal alone wasn't tempting enough as a use for a slot when I had other things I wanted to do with the build.
  25. Quote:
    Originally Posted by Santorican View Post
    O I didn't see that. Is there really that much difference in theoretical damage output than the normal chain?
    Nope. Unenhanced, you're looking at virtually identical DPS, so it's down to how it's enhanced. It would be nice for survivability since it uses Siphon Life more often, but I've only seen one build capable of that kind of recharge, and it wasn't Dark Melee, and wouldn't be directly and easily adapted. You might accept a small gap for the sake of survivability, but generally speaking, I'd just stick with the normal chain, and spam Siphon Life if necessary. You'd probably lose less DPS overall, I'm guessing.