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The Shield Scrapper will likely get more benefit from a Gaussian set. The higher the defense you're starting at, the more a given amount of additional defense will contribute to your survivability. Now, if you were sitting on a ton of influence, you might be going for, say, a range-soft-capped Blaster build, and the set might be useful (though that's a lot of slots for 2.5% ranged defense). But as is, I'd definitely be putting it in the Scrapper.
Also, before I spent any influence on a Gaussian set, I'd spend it on a Steadfast Protection unique, which gives you even better defense and for just a single slot. You may already have that, though. -
To see accuracy against +4 mobs, options -> configuration -> exemping & base values -> base tohit = 39. Make sure that if you put the Gaussian set in Tactics, you remove the proc when checking the accuracy, or it will count both Tactics and the proc.
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5% chance of +100% damage for 5.25 seconds every 10 seconds = 2.625% base damage buff = maybe 1% actual damage buff. So think of it as a passable +damage set bonus, which is to say not very important. The main use of the Gaussian proc is to complete the Gaussian set. The damage buff might be minor, but the +2.5% defense from a full Gaussian set is exactly what Shield Defense needs during its quest to hit 45% defense. Either way though, Focused Accuracy is going to be the best spot with your current power picks, so you got it right.
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Divine Avalanche should be slotted mostly as an attack and used in your attack chain. Pick up and use Tough and Weave. Hit point bonuses aren't nearly as useful as recharge, as with some reasonable recharge, you can have Dull Pain up pretty much any time you need it, and with the accolades and just a little bit of set bonuses cap your hit points. Defense is a good thing to focus on secondarily, once you've pushed the recharge. I'd have fewer attacks better slotted. Specifically, I'd drop Sting of the Was and Flashing Steel. Gambler's Cut is just about your main attack, and should be slotted as such. Your attack chain should be Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut. For AV killing, you'll want an Achilles' Heel proc in Gambler's Cut. Since you don't want purples, probably match that with five Crushing Impacts for the recharge. Moment of Glory doesn't need anything but recharge, though you can put a Luck of the Gambler global in it just because it can be hard to fit five of those into a build. You don't need extra knockback protection. You've done a lot of slotting for tiny mostly useless set bonuses at the expense of simply enhancing your powers properly, such as Rectified Reticle in Build Up instead of some decent recharge. I'd put a full Gaussian set in Tactics. I'd pick up a Kismet unique, though it isn't needed for AVs. There's probably plenty else, but that's a starting point.
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Katana/Regen has soloed at least four AVs at the same time without temporary powers or inspirations. So it's a pretty good tool for that job.
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Among forum goers, higher level builds typically use Blinding Feint, Attack Vitals and Sweep. Some skip Sweep. Very few use Empower, and I think even fewer Weaken. You're fine.
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Quote:As long as you're willing to take greens, those 4 seconds probably won't be a big deal. But playing no inspirations, I can't tell you how many times I've been badly injured and hoping for Dark Regeneration to recharge before I die. On the other hand, that's generally while doing really ridiculous things, like herding up giant monsters just to see what will happen. In "regular" play, such as boss farming the Storm Palace, I almost never touch Dark Regeneration. AV soloing falls somewhere in between - a little extra recharge would occasionally be useful.I think there's a matter of perception, as well -- losing 40% Recharge seems huge, but in practice it's something like the difference between a 19s and a 15s recharge. A significant difference, but not likely to be something that will cause you to go down in the majority of cases, I'd think -- given the existence of some emergency greens or something to cover the gap, I don't think it's worth the stress of moving the slots around such.
I do about 185 DPS on mine, but I have purples. Maybe 175 on yours? Something like that? Just a rough guess, not a calculation. -
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Well, the Regens seem to love it. I haven't heard about much use with other secondaries, and I haven't used it myself, but it seems like it would be good as long as you have your endurance under control and don't need Conserve Power and Physical Perfection. Seems like it would be nice to just absorb the alpha strike instead of take it and then heal from it. On the other hand, unless you have massive recharge, you won't be able to do that on every spawn. Probably still good for "oops, I combined two spawns".
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Quote:That's been my understanding, that the definition has always been debated, though I wasn't on the forum for the first few years. To me, PvP is just another situation where burst takes on a more specific meaning. I'm also not sure how burst damage has meant big orange numbers since day 1, and that a primary reason for this is PvP, since that wasn't in the game on day 1, but that's probably just me concatenating two sentences in my mind in a way that wasn't intended. But PvP has always been a small portion of the player base, and probably an even smaller portion of the Scrapper player base due to LOLmelee. When Scrappers ask about burst, they're rarely asking about PvP.Those definitions have been fought over since they were invented, like most definitions.
In the PvE game, huge orange numbers are mostly for impressing yourself and other people. They're not particularly useful. Generally speaking, I'd rather have more attacks doing less damage so that I waste less damage on blow through.
I don't consider a single run through an attack chain to be DPS. To me, DPS is SUSTAINED single target damage. Five to ten seconds isn't sustained. And chances are excellent that the first run through your chain is NOT going to be very close to your sustained single target damage. Many combos have a build up power, so they'll be doing a lot more damage on the first run through. Many have a follow up power, so they'll be doing a lot less damage on the first run through. Certainly Brutes, with Fury, have to build up to their DPS.
In the end, it's just semantics, as long as people are clear about what they mean. Unfortunately, most people aren't very clear about what they mean, and so these debates continue.
Fortunately for us, Gimix clarified. HUGE orange numbers. Numbers that make people sit up and take notice. That's not Katana.
I'd say Fire/Fire might be just what the doctor ordered, at least if you can survive it. Just think of it as a high hit point Blapper with mez protection, and you should be fine. -
I'll guess about 1% better survivability on average. Let's have a look. I'm just going to plug it into my Fire/Shield because I'm too lazy to find and type in your numbers. Initial survivability = 517.23. Survivability with the extra 3% to those types and no other compromises = 524.00. Improvement = 1.3%.
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While I agree, Katana depends how you define burst damage. Broad Sword can put up a bigger orange number from a single attack, and that, to many people, apparently defines "burst". But to me, burst is more like how much DPS you can do in the first five or ten seconds of the fight or so. I believe Katana is ahead in that regard.
In a practical sense, the duration of burst that matters to you may also differ by build. On a Regen, for instance, I might burst damage in terms of how much you can kill before Moment of Glory drops. That's your initial burst, and you want to do a lot of damage during it, because you want a lot dead before that sucker drops. -
Quote:On paper, the lack of recharge in Dark Regeneration is a horrible mistake - once you have sufficient defense and resistance, they become a gigantic multiplier for the healing you do have. At that point, every little bit of recharge you can get on your heal makes a huge difference in your survivability. However, the on paper calculations are overly simplistic, and I suspect are leading us a bit astray here. They assume the damage is constant, as might be roughly achieved by surrounding yourself with the aggro cap of minions of whatever level necessary to challenge your survivability. They knock you down, you heal back up, repeat every time it recharges like clockwork. Outside of test cases, though, the type of enemies that can challenge a build like this don't behave like that. We're talking about AVs, large crowds of uplevel enemies with bosses, that sort of thing. Damage is a lot more spikey, and the challenge to your survivability seems at least as much about surviving the spikes as about dealing with any sort of average damage output. So then we're talking about things like hit points and resistance instead of healing and regeneration.I am wondering about the recharge on Dark Regeneration -- is 40ish percent enough? Given the Defenses, I doubt I'll be needing maxed recharge on the heal...
Still, better recharge (and accuracy) on Dark Regeneration is probably the EASIEST thing you can do to significantly improve your survivability. This doesn't help much, but I might give up the endurance set bonus and go Theft of Essence proc and acc/end/heal, Scirocco's Dervish acc/rech and Doctored Wounds heal/end/rech. +22% accuracy, +17% endurance, -5% heal, +4% recharge. There are probably some other useful combinations. I'd really want another slot though. Then you could do some serious frankenslotting like Theft of Essence proc and acc/end/rech, Scirocco's Dervish acc/rech, Doctored Wounds heal/end/rech and Harmonized Healing heal/end/rech. +22% acc, +36% endurance, -3% heal, +39% recharge. Again, there might be a better combination. But the idea is that Dark Regeneration is SUCH a critical power that any set bonuses are purely secondary. What is critical is enhancing it properly.
Getting a slot is easier said than done, of course. If you can accept a two Divine Avalanche chain, you could drop the defense from it. You still have 42% defense on the first hit, though your alpha survival will still be significantly reduced. But if you can weather that storm, you might be in better shape for the rest of the fight. I'm not sure I could bring myself to do that, though. You could pull out the acc/dam, but then you drop to 76% accuracy against +4s, which I don't consider good enough. So many full sets. Hmmm, perhaps the least critical are the Crushing Impacts in Gambler's Cut. Yeah, 5% recharge is nice, but 39% recharge in a critical power may be better. So maybe I'd be thinking in terms of frankenslotting Gambler's Cut and stealing a slot? Not sure, and since you're using Gambler's Cut every other attack, decent slotting there is pretty important. Ugh. -
I'm running a soft-capped Katana/Dark. Yes, I use it instead of Oppressive Gloom. It's most useful when I'm AV soloing, as it keeps my Dark Regen fuel very passive. I like how it looks, and it's fun having your enemies cowering in place. It's also easier to keep Divine Avalanche up when minions aren't wandering all over. And I'm sure it reduces incoming damage some, even if not by a large amount. So I guess my overall experience with it is quite positive, but that positive experience is entirely from the fear portion (and from concept and graphics). Since I'm soft-capped, the to hit debuff portion is normally worthless to me. I'm sure it helps some occasionally, like when defense debuffed, but not enough that I consider it any more than a negligible benefit in my specific build.
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I consider my Cloak of Fear effective with two slots - L53 Endoplasm and L50 Nightmare acc/end. It could certainly be better, but I didn't feel that making it better was worth the additional slots. Yes, I'm running the cardiac boost.
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I don't consider it the king, but Broad Sword does great burst Damage. Broad Sword/Shield and Broad Sword/Fire even more so. I agree that Fire is squishy, though Broad Sword at least makes it less so. Sword and board is frickin' awesome, though. Most fun I've had 1-50.
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Looking good. Accuracy is about good enough for +4s now. It's tempting to do something like this with my second build, just to see how it compares to an unlimited budget build. There are some significant differences on paper, but I'm not sure if they would feel significant in play or not. I'm kind of curious.
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Looks like you're in good shape to run the one Divine Avalanche chain now, and you should be doing better damage. I like that you're still soft capped with only a single Divine Avalanche. I do prefer Tactics to Focused Accuracy due to the endurance issues. Let's see, you have your knockback protection. Soft cap. Regen is low but that's what Dark Regeneration is for. Your hit points have improved. Hopefully endurance won't be too bad. Accuracy will limit how high uplevel you can hunt, but that tends to be common on the soft capped Katana/Darks, so no surprise there. Fitting in a Kismet unique would help, but finding slots in such a tight build is always a problem.
I have friends coming over momentarily so can't really look closely, but on the surface, it looks GREAT for a budget build. And it is, unless I'm missing something, better than I would have thought possible at that price level. Nice job. -
You're no longer limited to Regen and Willpower for unlimited endurance. The cardiac alpha boost is very very nice... once you get to 50.
I'll second the suggestions of Dark Melee/Shield Defense and Katana/Willpower.
DM/SD - Top end DPS, plenty of survivability to take advantage of it, cardiac alpha boost available at 50 if you do find yourself having endurance problems. AoE can be decent with Shield Charge and if you take an epic that gives you an AoE. Can be a bit pricey if you want absolute top end performance out of it.
Katana/Willpower - Easy to build, easy to level, easy to play, very hard to kill, and gives up nothing in top end power when IO'd to the gills. Rather average damage output, but you'll have all the time in the world to get the job done. -
I suspect that Oppressive Gloom is actually counter-productive on a soft-capped Dark. I suspect that you'd take more damage from it than the minions could do to you through your defense and resistance.
If you can do without sustainable endurance, you might be able to go for the Spiritual alpha as a way of picking up the recharge. With the common you should have enough recharge for the two Divine Avalanche chain (possibly with the tiniest of gaps). For now, you could frankenslot some damage as best you can with the three slots to keep the DPS from completely dragging you down. With the very rare, I believe you'd have enough recharge for the one Divine Avalanche chain. But I'm not sure if your DPS would improve or get worse by doing that and switching to defense in Divine Avalanche and I'm too lazy to calculate. -
The problem as you guessed is recharge. Your sticking points are Golden Dragonfly and Gambler's Cut, both of which are just too slow. Your Golden Dragonfly is fast enough for a two Divine Avalanche chain, but Gambler's Cut is still a problem, and your damage would suffer drastically as currently slotted.
Anyway, so you have numbers to shoot for:
1 DA: DA (6.34 seconds) -> GC (1.58) -> GD (5.94) -> GC -> SD (6.34) -> GC (1.58)
As far as fitting an Achilles' Heel, consider putting the Mako's Bite from Gambler's Cut in Divine Avalanche instead and going with the two Divine Avalanche chain. That in theory also lets you fix the recharge in Gambler's Cut. Finding three slots without breaking the build, of course, is going to be a challenge.
2 DA: DA (3.43) -> GC (1.58) -> GD (8.45) -> GC -> DA -> GC -> SD (9.50) -> GC
I haven't calculated endurance, but I doubt it's sustainable without the cardiac alpha. Sustainable endurance may not be a goal, though, or maybe you planned to use the cardiac alpha.
It makes me sad to see you with neither minion-mitigating aura, but I think it's reasonable to sacrifice Cloak of Fear on a budget soft cap build, and I think that Oppressive Gloom would do more harm than good. -
In a way, there's nothing really special about Fire/Shield for AoE that wouldn't also be true of, say, Broad Sword/Shield. Basically, you combine a PBAoE from your primary with Shield Charge and then take the Fire (or Mu, right?) epic for Fire Ball or whatever the Mu one is. Buff it all with saturated Against All Odds, and poof, a primary with mediocre AoE becomes an AoE powerhouse. But yeah, put it all together, and it sure works.
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There are a lot of good Fire chains, and that's one of them. Assuming you have the budget for a high recharge high DDR build, though, you might want to aim for the top DPS chain of Incinerate -> Greater Fire Sword -> Cremate at +237% recharge and 3.56 seconds in Greater Fire Sword. Also very good is Incinerate -> Cremate -> Fire Sword at +204% and 3.3 seconds in Incinerate.