Werner

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  1. Quote:
    Originally Posted by Shutter2 View Post
    Would another Achille's Heel proc be sensible?
    Actually, yeah, probably another Achilles' Heel in Soaring Dragon. Normally I just go with Gambler's Cut and call it good, but since you'll only need the five piece bonus in Soaring Dragon, and probably don't need the accuracy or endurance, I'd do it here. The benefit of each new one is less than the last, but since there's little compromise, it seems like a good thing.
  2. Fair enough. Outside the box can be good.
  3. Quote:
    Originally Posted by Ishtar View Post
    Since he has a tanker buddy with him, any small splash agro will not be a problem on a /da scrapper...
    But we're not talking about aggro bleed and splash damage. The plan was that he would engage a separate group or two of +4x8 and bring them back to the Tanker. That requires quite a bit of survivability. He's also asking for good single target damage. Spines is pretty much the bottom of the heap for single target damage, no matter how much it rocks the AoE.

    Spines/Dark is a GREAT combination. Just not for the stated purpose.
  4. Quote:
    Originally Posted by JamMasterJMS View Post
    /da wont hold up well against + 4x 8 either,
    maybe kat/da, but that's not what ur looking for...originally
    Yes, a Katana/Dark with a survivability build is excellent on +4x8 as long as there are no defense debuffers. So the mentioned Circle of Thorns, Council, Crey and Freakshow should be child's play. It crumbles easily against Arachnos, and is instant suicide against, say, Cimerorans. But then, they have a Tanker for the dangerous groups, and as mentioned, they can turn down the difficulty.

    But I think the survivability of Katana/Dark is actually overkill, and gives up too much single-target DPS. My DPS isn't horrible, but any chain requiring Divine Avalanche isn't going to set any records, even if I can soft cap with a single hit.

    I still think Dark/Shield or Fire/Shield are the best compromises between survivability and damage output for the given task. I'm now leaning toward Fire/Shield if we're herding multiple groups together, as the additional AoE is still useful for the bosses then, and Aid Self lets you heal while bouncing away from the group towards the Tanker, while Dark requires you to remain engaged with the enemy to heal. Either would be great, though.
  5. Perhaps I should have said "Looks pretty good to me on the surface". I shouldn't give the impression that I looked at every set in every power and calculated both DPS and EPS and am satisfied that this is as good as it gets or anything. I was just glancing at the basics - soft cap, slotted passives, decent hit points, Aid Self or serious regeneration, Tough slotted and used, likely sustainable endurance (didn't actually calculate, just an educated guess), and a high recharge to hopefully run the top chain.

    On closer look, yes, high enough recharge to run the top chain, and I'd be shocked if it didn't have sustainable endurance and then some.

    Very good suggestions on how to move the slots around, and I agree with replacing the Armageddon damage with the proc. And yes, the PvP -resist would also help a fair amount since even Golden Dragonfly is getting spammed in that chain. (Edit: It opens up a 1/50th of a second gap in the chain. I'm pretty sure it's worth it. Accuracy and endurance should still be fine.)

    And I am a fan of the PvP +3% resist IO. I do buy and sell those for profit, so I have a conflict of interest in recommending them. But the idea is that anything you can do to more reliably survive a streak of bad luck will be a significant help in AV soloing. Now, 3% won't help much, and is only worth the influence if you're rolling in it, but it helps.

    And of course you can take advantage of the alpha slot. I'd probably go with the obvious - musculature for damage. You don't really need recharge, accuracy or endurance. Your defense is already too high to benefit directly from defense (without a respec). You don't have enough resistance to benefit from resistance. The healing of Spiritual might be nice, but you might get just as much of a survivability boost out of killing them faster. Hard to say for sure.

    If it were me, I MIGHT completely redo the build around Spiritual, trading some recharge bonuses for other things. But that would be a lot of work, and might not end up any better than brute force musculature.
  6. Looks pretty good to me. You wouldn't be able to scratch Nightstar, as I think she has 50% lethal resistance. The others should be doable, particularly Chimera and Marauder. The missing ingredient may simply be persistence - Super Reflexes WILL get killed, and frequently, when trying to solo AVs. It is simply too subject to the whims of fate. Luck results from persistence.
  7. Quote:
    Originally Posted by TBoxer View Post
    Even with the judicious use of purple inspirations? We'll typically be up against the easier enemy groups (CoT, Council, Crey, Freakshow) anyway. I realize that I'd easily get torn apart by +4 Arachnos, DE, Vanguard, etc. So we'll most likely drop the difficulty slider down on those unless we really want the challenge of it.
    Maybe on a Katana/Fire if you stick to easy groups and enough purples drop. Not sure though, at least if you want to keep your damage high, which means focusing on recharge instead of on defense. I don't think you want to chug several purples every spawn, more like one to top you up I'd think. Getting to that point isn't trivial on Katana/Fire. Two at a time might be doable, but I'm not sure you'll really get that kind of drop rate.
  8. As I recall, Burn doesn't do enough damage to include in a single-target attack string, though obviously it's nice for AoE damage.

    Perhaps Dark Melee/Shield Defense. That's top of the charts for single target DPS right now, at least when surrounded, and Siphon Life gives you a built in heal to help you survive aggro bleed.
  9. Quote:
    Originally Posted by Santorican View Post
    This is such a bad bad idea because what if the PvE gets stale in this game? What will players have to turn to? There has to be some kind of balance in this game of PvE and PvP because otherwise the dev team could run into trouble later on.
    If the PvE in the game gets stale, I'm not turning to PvP; I'm turning to a different game. I don't ENJOY PvP. Letting the PvE get stale isn't going to make me suddenly enjoy PvP. Don't get me wrong; I think the PvP community deserves MUCH better than it has gotten from this game. I do think the devs should pay more attention to it and to the ideas of the people who love it and want it to be better. But I think it is reasonable for the devs to FOCUS on the bigger PvE game, because that's where the majority of players spend the majority of their time.
  10. Quote:
    Originally Posted by bAss_ackwards View Post
    I've been doing my favored activity - Taskforces with my buddies!

    Honestly, I haven't been playing as much as I could have. I'm over 200 Incarnate Shards now, but I suspect if I was really going for it that I would have been at the 300 mark by now.
    Do you get anything special for drops from task forces, or is it just that you and your buddies slam through a lot of content quickly and efficiently, and you're putting in the hours?

    I don't have nearly as much as you, but Alexei has been "boss farming" the Storm Palace for his, and Turiel has simply been running alignment and other missions on +0x8 with bosses and AVs duoed with a Tanker. Rikti invasions seem to be particularly good for shard drops, and I suspect the drop rate is very high for elite bosses. I suspect it's even higher for archvillains, and Silver Mantis kindly dropped a shard for me. I don't know actual drop rates, though.
  11. Quote:
    Originally Posted by Death_Adder View Post
    I have well over the softcap which helps considerably when fighting +4s
    No it doesn't. +4s get an accuracy modifier, not a to-hit boost. Very different thing, and it means that more defense isn't generally helping you.
  12. Quote:
    Originally Posted by EvilRyu View Post
    I think alot of people are missing the point of the alpha slot. Its not to make you that much stronger by building on your strengths directly but to do that indirectly. Instead of ED capping yourself stop short of 1 slot if you can on a few powers. Allow the alpha slot to make up the difference. For instance on a SR toon you can 2 slot the passives and go with a defense alpha slot to make up the difference, or if using resistance set like invulnerability you can 2 slot the passive resists there. In those cases those slots can be used on another power where you previously didnt have the slots for. The only thing right now I dont like about the alpha slot is that it doesnt help all ATs the same. Its for the most part worthless on masterminds. Maybe once we get to the very rares it might make a difference when more of the bonus bypasses ED.
    I agree that people should keep this in mind. While you can just make a generalist build and use various alpha boosts to emphasize various aspects of the build, it may be more useful to build around a specific alpha boost. As you said, this lets you underslot powers. However, the enhancement in the power is often dictated by the set bonuses you're going for, so as always, getting the most out of something involves trade offs and a careful balancing act.

    As you suggest, though, the higher we get in the tree, the less is affected by ED, so the less benefit you get out of shorting your enhancement values. So I wouldn't want to short things very much.

    In my case, I planned my Katana/Dark around the cardiac boost, aiming for endurance sustainability once I get the very rare. That allows me to run 12 toggles. I also didn't have to worry much about endurance reduction in attacks, allowing me to slot Eradications (only 15% endurance reduction) in my AoEs for the set bonuses, for instance.
  13. Quote:
    Originally Posted by DreadShinobi View Post
    That same player base that wouldn't want a taunt aura is also the same ones that usually run around with fly thinking its awesomesauce and are constantly dieing trying to get past enemies because they don't understand how valuable the -threat and stealth is in super speed. =/
    Off topic, but both Scrappers I'm actively playing now are fliers. One is a concept character, and the other is using Hover plus Combat Jumping to help soft cap. I'm actually even ENJOYING the Shadow Shard. It's amusing being the only person in an entire zone. Not everyone with flight is dazed and confused.
  14. Werner

    Kat/DA Critique

    Quote:
    Originally Posted by Nihilii View Post
    I find the hardest thing about budget building is that people value the only real currency (time) very differently based on their gaming habits. Some will have no problem planning over months - lowballing market bids, using A-merits to get some pricy uniques and AE tickets for rare salvage. Some will want to get a build done within a week - buy it now prices. The difference between the two can sometimes be measured in billions even on "budget" builds.
    I'm typically a patient bidder, but I wanted my Katana/Dark up and running in I19 as soon as possible. It wasn't quite buy it nao prices, but I think I had almost everything within a week. So it cost me, but I'm really enjoying the new build. Influence well spent.
  15. Quote:
    Originally Posted by Rodion View Post
    This is a misapprehension of what the soft cap means. The soft cap is relative to level and rank: the 45% soft cap is relative to even-con minions. Higher conning enemies have an accuracy bonus (see the ParagonWiki article on attack mechanics), as do higher-ranking enemies like LTs and bosses.

    This means that if you're fighting level 54 bosses and AVs -- which you find in the Tin Mage and Apex TFs -- you want to exceed the even-con minion soft cap.
    If others haven't convinced you already, read the article you linked to again. Then take a level 54 AV, and calculate what their chance to hit you at 45% defense is. Now calculate what their chance to hit you at 100% defense is.

    45% is not not an even-con minion defense soft cap. It's an everything up to +5 AVs soft cap. Yes, a +5 AV will have a much higher chance to hit you than an even-con minion, but adding more defense will NOT help. Defense doesn't directly protect against accuracy bonuses, only against to hit. Only at +6 do all enemies start getting to hit bonuses, so that's where you need more than 45% defense. Most people, and anyone wondering about shards (since they're level 50), won't be fighting +6s.

    Now, a few enemies DO have extra to hit, such as pets, and defense debuffs are relatively common. So more than 45% defense definitely does SOME good situationally. But it doesn't do nearly the good you seem to think it does.

    Battle Maiden in whichever task force it is has 64% to hit, so you'd need 59% defense to floor her chance to hit you. So you're correct there about more defense being useful, but it isn't because she's a level 54 AV; it's because the devs made her extra nasty.
  16. Werner

    Kat/DA Critique

    Heh, I'm not much of a budget builder. It makes it easy when you don't even THINK about price when selecting sets. Budget building is harder, I think, though I guess it's not that hard when a typical rule is simply "no purples, no PvPs, no Hamios".

    I guess my main comment would be that as nice as it is hitting the melee and lethal soft cap with one Divine Avalanche (and it IS nice), I don't think it's worth slotting for melee defense set bonuses. If you must have it in one hit, consider tossing a defense IO in Divine Avalanche. I think one more slot would be much cheaper in terms of trade offs overall. But really, I'd probably just accept needing two hits.

    I'd want a lot more accuracy and/or to hit. A Kismet unique at a minimum, but I'd really want to fit in Tactics. For things I'd be willing to axe to make room, Flashing Steel, Soul Transfer and Super Jump. Dropping Flashing Steel has the advantage of giving you slots too. Tactics would get the Gaussian set.

    You also have, if I'm seeing this right, no knockback protection in the build at all. Ouch. You need either Acrobatics or a few knockback IOs. I think the Blessing of the Zephyr pieces have dropped in price now that they provide less stratospheric defense values, and I think it's an excellent set for a Katana/Dark - knockback protection plus ranged and AoE defense. Yeah, fine, you hardly need to enhance your travel powers, but they're good set bonuses.

    I'd enhance Cloak of Fear. It's practically useless with just an endurance reducer in it.

    Endurance could be a problem, though I'm not certain, and you can always use the endurance alpha slot. Not sure which one you were planning, or if you wanted a build that was good without them, and then just use whatever seemed appropriate for the night's adventure.

    Edit: OMG, duh. I didn't even notice that what you were emphasizing was energy and negative defense. Hmmm. I wouldn't have gone that way myself. I have energy and negative at 16.5% of incoming damage, while smashing alone is up at 28%. Also, with ranged defense at 38.6%, it's not helping a lot against ranged attacks (well, it's arguable either way). It's not helping much at all against melee. So it just seems like a lot of effort to go to for what seems to me very little benefit, though of course it depends on what you tend to fight.
  17. The 0.4-second gap won't be eliminated with the very rare, only slightly reduced.

    Yeah, level 53 Hamios boost you 23% (Membranes) or 38.3% (Enzymes).

    I'd only replace one Membrane in Active Defense with an Enzyme, if any. You still need the others for recharge to keep that sucker double-stacked.

    I'm not sure I'd bother with Parry until we know more about the incarnate content. No, that's not true. I'd bother with Parry, but I'm not sure I'm comfortable raising that to the level of recommendation until we know more about the incarnate content. Still, if you feel the same way (overly cautious and wanting to make sure you can handle whatever they throw at you), then yeah, slot yourself some Parry, and Boxing seems like the most obvious place to raid for slots. You'll probably then have a small gap in your Active Defense stack, at least until you get the very rare boost. Also a very slightly larger gap in your chains, but probably not so much that you'd want some other chain (except when you're spamming Parry).

    There's nothing special about level 54s as far as defense goes. For defense, I'd target either 59% (to floor tip mission devouring earth and Battle Maiden) or 70% (to floor pets). Since that's one unenhanced Parry or two unenhanced Parries over the soft cap, you should be fine slotting Parry as an attack. On the other hand, since you won't normally be using it as an attack, you could do something like a couple Nucleolus, a Mako's quad, the Luck of the Gambler, and an Enzyme. That's what I did on my Katana/Dark. That saves a slot over a full set and will let you put up ridiculously high defense numbers if for some reason it should be necessary. Like maybe you could tank Recluse without purples by beating on one of the towers with Parry. OK, you'd probably need big oranges and serious team support too. Or skip the Enzyme and save two slots, which might be the better overall choice.

    I'd definitely add a Kismet unique, but I'd put it in a toggle or passive.

    I'd want a lot more regeneration or Aid Self, but you should normally be fine with greens.

    I wouldn't be happy being below 45% defense.

    You're one over the cap on 10% regeneration, but it looks like just a side effect of the sets you're slotting, not what you were actually going for.

    You'll get twice as much endurance out of a Performance Shifter proc in Physical Perfection, at least on average.

    You could consider a stealth IO in one of the prestige sprints just so that you have some stealth capability.

    Looks pretty good to me otherwise. I haven't played with and haven't seen many Broad Sword/Shield builds, so I'm not really sure what good numbers are just looking at it. But it seems to hit the basics pretty well - soft cap (sorta), defense debuff resistance, good chain, sustainable endurance, AoE capability, good hit points, slotted Tough, bunny hopping, accuracy (with the Kismet added).
  18. OK, OK, OK.

    1. For HS>Hack>Dis>Hack, with spiritual uncommon, you should have 66.25%+22% = 88.25% before ED in Hack, 70+(0.9*(88.25-70))=86.425% after Ed, plus your 150% global is 236.425% recharge, allowing it to recharge in 2.378 seconds, giving you about a 0.4 second gap, and Mids' unslotted average damage of 68 DPS. That looks like your best option despite the gap. Your gap in your AoE chain is even shorter, not much more than a tenth of a second. Go for it, I say.

    2. Failing to push hard against the ED cap? I have two level 53 Membranes and a level 53 Enzyme in my Active Defense. It's probably not working as intended, though - the game does NOT apply the ED cap to the DDR, at least for Active Defense, at least as of a week or two ago when I checked it. I can't remember if it does for Deflection. I'm again thinking it isn't. So I can't really suggest super-saturating your defense enhancement like I have, since it will probably go away and is very expensive. Honestly, I wasn't even aware of the bug (assuming it is one) when I did it. Found out after the fact when I started questioning why my DDR was so high. Mids' USED to fail to apply the ED cap, and I think at the time, the game DID apply the ED cap. Now the situation looks reversed. So you'll probably have a little over the 89% shown in Mids', but probably not 95% since you aren't losing much to ED anyway.

    3. Heading to bed and too tired for an endurance calculation, but it looks pretty good to me. I shoot for about 3 EPS net recovery before the attack chain as my first pass on a build before I start calculating, and that's roughly where you're at. With Conserve Power, your massive recharge and the Spiritual boost, decent endurance reduction in your attacks, I just can't imagine you having an endurance problem outside of massive drains. In fact, you might end up being able to replace one or two endurance reductions in the attacks with some proc damage, maybe some Achilles' Heels if you want to take on hard targets. I'd START with the endurance reduction though, and just see how it goes. Though aren't most procs pretty cheap? As long as we're burning influence, I'd frankly start with the procs and then just replace them one at a time with endurance reduction if I found I had a problem. Bet you don't have a problem, but if I'm wrong, it's a relatively cheap mistake to fix.

    Edit: Any other build comments will have to wait. Sleepy!
  19. Werner

    Farming Scrapper

    Quote:
    Originally Posted by Acious_Nihilist View Post
    I can run my Spines-Dark at 4/8 no problems. Granted it's vs S/L mobs.
    Still, cool, and good to know that it's capable of it.
  20. Chance for build up isn't worth it in Build Up. The Gaussian set is a good one, though, so if Build Up is the best spot for it on your build, then go for it.

    If you're uber rich, a Panacea proc is always nice.

    Other than that, yeah, what BrokenPrey said.
  21. Quote:
    Originally Posted by Gaidin View Post
    I like the idea of taking OwtS, now that slots are freed up with inherent fitness, but I think the end crash would preclude me from using it to solo AVs, though for any other content it would be awesome.
    It's only a 60% endurance crash, and boosts recovery while its up. As long as you have sustainable endurance without it, you should be fine for AV soloing with it. Mind you, you have to survive while its down as well, so it's not making the job much easier overall.
  22. Werner

    What secondary?

    I'm confused as to why you would pick a secondary to match your desired alpha slot. That seems like putting the cart before the horse. But yes, Regen gets the most benefit from it.
  23. Mids' can now report Arcanatime as activation time, making calculations even simpler.
  24. Confirming what Gaidin said and continuing on:
    • Gambler's Cut is better than Sting of the Wasp.
    • Elude is mostly pointless on a soft cap build.
    • You only take all the attacks if you value variety over efficiency.
    • You probably want a Gaussian set somewhere, even if Build Up isn't the ideal spot.
    • The idea with Super Reflexes is that defense is easily covered, allowing you to focus more on other aspects of survivability like hit points and regeneration.
    • Performance Shifter has great set bonuses. Six slotting is a reasonable approach if you need that much recovery.
    Not trying to pick on anyone. I just want to make sure that people reading the thread get good information.
  25. Quote:
    Originally Posted by bAss_ackwards View Post
    Seems like Succubus Kali would be 10 to 15% short on Recharge with the Very Rare Alpha boost. Not bad at all. Only a few seconds of Hastened downtime I think.

    So you don't think the difference between 32.25% less and 25.78% less is a big enough difference to have that third slot on Hasten?
    I would not generally add a third slot to Hasten. It gets slammed by ED and only enhances for 15.26% of its value. The next three get 15% of their value, so basically, no difference between the third through sixth slots. Only worth it if you need to close a gap to something important, and can't find a better way. And I don't consider a few seconds of Hasten downtime to be something important, or at least not worth throwing a slot at.