Werner

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  1. Any of those secondaries combined with Katana would be very nice. I just started running Katana/Electric through Praetoria myself.
  2. Claws/SR is a classic, but I'd personally suggest Katana/SR, as Divine Avalanche will smooth out the ride until your secondary kicks in, which is fairly late in the game on a Super Reflexes. Katana isn't as good as Claws or Dual Blades for AoE, though. Depends on what you're looking for, I guess. Really, they're all good.
  3. Werner

    /inv vs. /wp

    Quote:
    Originally Posted by Jonas1974 View Post
    I have heard many good things about dm/invuln......but also heard it does crap AoE damage......is that true?
    It's true.
  4. Werner

    /inv vs. /wp

    Both are good. Willpower is probably easier to make good. It can also depend on your primary. Dark Melee/Invuln, for instance, is extremely survivable.
  5. Quote:
    Originally Posted by Stupid_Fanboy View Post
    =) Dark still gets these posts more than any other primary.

    I'd run HeroStats like MattB said. Problems with accuracy melt away in the harsh light of statistical certainty.
    Except that as everyone well knows, Herostats actually improves your accuracy, which is why it won't confirm the known accuracy nerfs the devs put in every issue. To avoid problems, you need to run Herostats in the background at all times.
  6. Quote:
    Originally Posted by drounds View Post
    Ok i have run my dark/regen up to lv 29 and the whole time i'v had acc problems. I have sloted all att with 2 acc and i seem to miss more than i think i should or have seen any other toon. Why is this and how do i fix it without spending craploads on special IO's.
    Why is it? Well, it's possible that you're coming off of characters with sets that offer extra inherent accuracy. Dark Melee is at base accuracy for the most part. It's also possible that now that you think your accuracy is bad, you're noticing the misses much more than the hits. To confirm your suspicion, pull up your combat attributes, and monitor your last hit chance. If it's firmly 95%, you don't have a problem, so there's nothing you can do.

    If it often dips below 95%, then it's worth addressing. For IO solutions, I guess it depends on what you consider spending craploads. I always slot a Kismet unique, which will probably run you a few million. But you should have a few million by now, and I consider reliably hitting to be influence well spent. By your level, you could also consider frankenslotting your powers with cheap multi-aspect IOs from a mixture of sets. In your case, most of them should have accuracy as one of the things they enhance. Going that way isn't much more expensive than SOs in the long run, but it does take some time. If you simply want to avoid IOs completely, you can pick up the Leadership pool and get yourself into Tactics. Also, use Soul Drain in crowds. It'll boost your to-hit a lot when saturated. Pick it up if you don't have it yet.
  7. I used Siphon Life in my attack chain pre-buff. I was after survivability to solo AVs, not DPS. I couldn't care less how it was "meant" to be used, if there even is such a thing.

    Yes, the chain FEELS clunky to me. But the numbers make me happier than the animations make me sad. And I just figure I'm a warlock with all the hand waving, and not strictly a melee combatant.
  8. Quote:
    Originally Posted by bAss_ackwards View Post
    Werner, I know you're making this build to be outfitted on your character in the here and now, but are you interested in making an I19 version of this build?
    Nah, I'm not really interested in planning out my I19 until we have I19 and I'm reacting to it.

    Not that I haven't given it a little bit of thought. Yeah, Aid Self is the obvious add, but I'm not doing it unless we have a good way around the tricorder animation. As I recall, you used to be able to do an emote at the same time, and the emote would override the tricorder animation. But as I recall, that stopped working. As a concept character, I don't want to use that animation, even if I can pass it off as "someone gave me a healing tricorder".

    Leadership is a definite maybe. I have it on most characters. No endurance to run them, though.

    I might honestly just take Hover and Flight, and just use Hover to mule a Luck of the Gambler or something. It'd be nice to use those wings to fly instead of just to steer and gain altitude while jumping. I'm not willing to give up Combat Jumping for it, but I might go for it when I19 allows.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    I can up damage output, but you'd lose the softcap, and I figured that was pretty important to you.
    Yeah, it's not a survivability build, but to me, the soft cap is just a fundamental basic on a Shield build. You do it, or you did something wrong. Here specifically, I want to make sure I have enough survivability to plow through +2x8 with no problem, and at least have a shot at higher. Figured the soft cap would be a big part of that. I suppose I should have said "soft cap or equivalent survivability", since I'm all right with 44.97% since I'm getting something better than that last 0.03% defense to ranged and AoE.
  10. Quote:
    Originally Posted by Bionic_Flea View Post
    What's with the HO is combat jumping? Wouldn't you be better off with another Kismet or LoTG or even moving the slot to deflection for a res/end steadfast?
    Let me have a look. Well, the reason looks to be to get his defense higher, but it looks like things elsewhere in the build have gotten him high enough that it's probably no longer necessary.

    If you replace the Enzyme in Combat Jumping with a Luck of the Gambler defense/endurance, ranged and AoE defense drops to 44.97%. Technically not soft-capped, but probably worth it to get another 15 hit points. Mmmm... 5%/5.03%-100% ~ 0.6% survivability from the Enzyme, but only on Ranged and AoE, which I personally call only 30% of incoming damage, so about 0.2% survivability. Gaining 15 hit points is 2036/2021-100% ~ 0.7% survivability the way I count it, which slightly underweights hit points. Yep, hit points are several times better, and I don't think anyone will complain if I call 44.97% soft capped. A Kismet, though, drops it to 44.93% with no corresponding improvement in survivability, only in endurance recovery, which I'm trying to not target as much as I normally would. And moving the slot to Deflection hurts even more because melee wasn't the problem, and ranged and AoE drop to 44.73%. So the Luck of the Gambler looks best.

    OK, done. Luck of the Gambler defense/endurance replaces the Enzyme in Combat Jumping, even though it technically violates my must haves, and now I REALLY need those level 53 Hamios. Thanks!

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  11. Quote:
    Originally Posted by Bill Z Bubba View Post
    Werner,

    How are you figuring that the triple stack can land on both focus and slash at all? What did I do wrong in the post up thread?
    Well, I might have something wrong. Here's how I have it with a 0.1-second pause (+300% recharge) and putting Focus first:

    0.000 Follow Up 1 activated
    0.500 Follow Up 1 takes effect
    1.056 Focus activated (1 FU)
    2.376 Slash activated (1 FU)
    3.960 Pause
    4.060 Follow Up 2 activated (1 FU)
    4.560 Follow Up 2 takes effect
    5.116 Focus activated (2 FU)
    6.436 Slash activated (2 FU)
    8.020 Pause
    8.120 Follow Up 3 activated (2 FU)
    8.620 Follow Up 3 takes effect
    9.176 Focus activated (3 FU)
    10.496 Slash activated (3 FU)
    10.500 Follow Up 1 expires
  12. Quote:
    Originally Posted by Arcanaville View Post
    I believe Follow Up's buff beings 0.5 seconds after activation not after cast time concludes.
    Well THAT'S rude! *chuckle*

    Lame. Then you'd need +300% recharge to triple stack it on both Focus then Slash, I think, and assuming there's no inflation of gaps. Which would then explain the cases of stacking not being as good as expected occasionally.

    I really need to read up on the timing of everything again. My brain's getting fuzzy, probably because I never really tried to understand it, only how to apply it to a few specific things. Not at all the same thing, and leads to poor guesswork outside of those things.
  13. Honestly, I don't think we know for certain how it works. I don't anyway. My ASSUMPTION in my own calculations is that the Follow Up buff starts IMMEDIATELY upon the completion of the cast, at exactly 0.83 seconds, and isn't waiting for the next server tick. Therefore, you have 0.226 seconds already expired by the time you hit the next attack, which WILL be buffed. From then on, I'm assuming Arcanatimes for the attacks, and then the final attack MUST activate on a server tick before Follow Up expires. With those assumptions, it can just triple stack at +279%. Now, it's possible that some of those assumptions are wrong, and you'll triple stack at lower recharge, or that you won't even triple stack at +279%. Someone might know for sure how it works. I'm afraid I don't, and a long time ago when I brought up the subject of "are we really calculating recharge correctly?" the consensus was "we're not certain, but if not, we're awfully close". But "awfully close" might not be good enough here.
  14. I'd put Focus first, yes. However, in a Sample build at +296% recharge, I'm showing Follow Up stacking on both of the other attacks. Let's see how far down I can drop the recharge before we have a problem. Looks like it can only go down to +279%. Any worse than that and it drops off of Slash, and is only on Focus. However, it's only triple-stacking on Slash by 0.006 seconds, so I wouldn't count on it. I'd be curious about the testing, though, to see if it really worked, or if it didn't. But I don't think you want this to be a "let's test how exact our understanding is", in particular because similar tests a long time ago demonstrated that we MIGHT have it slightly wrong, because in at least one case very much like this, something wasn't stacking that we thought should have.
  15. I strongly suspect that gaps in chains round up to the next 0.132 seconds, since you can only do things on server ticks, though calling 0.132 a server tick is overly simplistic, and I'd need to refresh myself on what's really going on since I've used that shorthand for so long. That would further negatively impact chains with gaps.
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    Nope, couldn't do any better.

    Sorry Werner, I tried!
    Well, thanks for trying! Probably irrelevant now, but I don't mind other attacks as mules as long as I can ignore them. (Edit: Well, technically I hate mules because they're usually inefficient, but numbers don't lie, and I'll take a better build with a mule over a lesser build without one.)
  17. Quote:
    Originally Posted by Fellhunter View Post
    the Gaussian's: Chance for Build Up will be awesome in tactics.
    The set is awesome, but not the proc. The proc contributes +2.625% damage over time, but that's just a buff to base damage, so probably barely over +1% on a finished build. It's like picking up a so-so damage set bonus. Not saying it's a bad thing, but it doesn't blow me away either.
  18. I'd probably say Broad Sword/Shield Defense. Mine was the most fun I've had so far 1-50, and I've played quite a few Scrappers. Broad Sword is a mostly single-target set, and with the damage buff from Against All Odds, puts out very respectable single-target damage. Parry will ease your leveling experience. Martial Arts/Super Reflexes seems good thematically, but will probably be more of a pain leveling up, at least through the early levels. Still, Martial Arts just got a boost, and I'm enjoying my Martial Arts/Fire.
  19. Honestly, what I probably SHOULD do is just get over my hangup of paying "too much" for crafted lowbie IOs. If I consider my time too valuable to "waste" it crafting junk when I could be playing, then I should pay someone else top dollar to do it for me. I HAVE the influence. I'm just a cheapskate. But yeah, I could also do a better job of crafting whatever drops if it might be useful. And when I respec in the mid 30s, I can pull out the ten best lowbie IOs for reuse on later characters.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    I'll take a look at it when I get home. If Iggy couldn't improve on it, I doubt I can either, but I'm good at thinking outside the box, so you never know.
    I appreciate it. The problem might be that we're near a local maximum, but that doesn't mean it can't get a lot better if we approach it from a different direction, like Hejtmane tried, or even something more extreme. A little outside the box thinking might be just what it needs. As for me, maybe I should start over from someone else's optimized build, and see what happens differently when I modify it to meet my goals, while trying to forget how I did this one.
  21. Quote:
    Originally Posted by Spruce View Post
    I'd go as far as to say that such a buff would be even crazier than getting fitness for free. I'm pretty sure that offered the choice between 4 extra power picks and 6 extra slots, I'd take the slots on most of my characters.

    CoX characters really, really don't need access to more set IO bonuses.
    This.
  22. Quote:
    Originally Posted by Hercules View Post
    I've read a number of posts where people intend to take powers to serve as a "mule" for LoTG recharge reduction, which is a shame IMO. A power should be taken for what it is meant to be .... not as an unused power to hold a bonus.
    While I'm not fond of set mules as I consider them generally wasteful, I've also never subscribed to the idea that there is a certain way things "are meant to be" and that's how it "should" be. The numbers are what the numbers are. If a set mule makes sense, it makes sense.
  23. Quote:
    Originally Posted by Gaidin View Post
    That, or slot an End Redux in Fireball, which will lower your overall end usage more than the Panacea set bonus will. Even keeping the Panacea in Health, I think forgetting the +Res IO and slotting an End Redux in Fireball would be more beneficial.
    Well, I loves me some endurance sustainability. One of the builds in here was, I think, down to losing only 0.04 EPS, so probably the margin of error in my calculations is larger than that, so we might as well call it sustainable. But with all these procs, I'm no longer even close (losing 0.44 EPS, I think).

    But if I'm using Fire Ball, chances are I'm munching up minions. And if I'm munching up minions, blues will be raining down on me, and I won't have any qualms about taking them. I might not get many blues when trying +4x8, where inspirations won't be raining down, but they'll probably still be dropping fast enough to keep me ahead on endurance. Not sure about hit points, but I'm thinking I'd be OK on endurance.

    Where I wanted to be closer to endurance sustainability would be for the occasional weirdness, like soloing a pylon or an AV or making a horribly embarrassing attempt at the Rikti War Zone challenge. For the pylon or AV, I wouldn't be using Fire Ball at all, so endurance reduction in it wouldn't help there. For the Rikti War Zone challenge, it might help, because I'd probably be going all out on AoE for a while to reduce incoming damage. But I'd probably also be using One with the Shield, which gives more recovery, and hoping that two minutes would be enough to get me through the majority of it. Take the crash, and then just stick with the sword chain with no extra AoE, and hope to make it to the end before I run out. I'd probably die, though, so endurance might be a non-issue in the end. *chuckle*

    So I think I need to break myself of the endurance sustainability habit. Everything in me is screaming that the latest build is burning endurance way too fast and I need to fix it. But I think I need to ignore that voice, because this is a completely different toon with a completely different purpose.

    Fortunately, if I'm wrong, it's pretty easily fixed. Like just respec to pull out the Fury of the Gladiator and stick in an endurance reducer. That knocks the consumption WAY down. And yeah, I could swap out the damage proc for endurance in Fire Ball at that point too if it looks like I need even more.

    ?
  24. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Would probably just forget that +res IO and slot a damage proc on Fire Ball, or take the slot from health.
    What's your thinking on slotting a proc in Fire Ball instead of Fire Sword Circle? That when I'm doing AoE (primary purpose), I'll be using Fire Ball just as often as Fire Sword Circle (probably nearly as often, yes), and Fire Ball has a greater radius (15' vs. 10'), so I'll likely hit more enemies with it? Also, that a regular proc in Fire Ball is damage NOW, instead of potential damage later if the enemy isn't dead yet and I finish it off in the next 10 seconds?

    I guess my thinking was that ten feet would be good enough, and that the Fury of the Gladiator proc would help a fair amount against bosses, not much against lieutenants, and almost not at all against minions. And I'm guessing that bosses will be the limitation on my kill speed rather than lieutenants and minions. So I was thinking that to improve my overall kill speed, a proc that preferentially took down bosses was a good thing.

    However, I really have no relevant experience here, or honestly with high end AoE toons at all. I only have Fire Sword Circle on my current build. I have a Fire Blaster with Fire Ball, but that's probably a rather different animal. So I'm not sure that I'm guessing right about the bosses thing, and the bosses will be the ones I'm attacking with my "single target" chain.

    Putting a proc in both instead of choosing may be the best option, though. Let's see, a slot from Health costs me 17% regeneration and 0.04 EPS (still acceptable). And probably the other least important slot is the Shield Wall +3% resistance, since this isn't a survivability build, and since good resistance is just on my "nice to have" list. Since I'm willing to pop greens and blues, I'll probably get more out of resistance than regen and recovery, so I guess I'd be pulling the slot from Health like you mentioned.

    Hmmm. I COULD even consider slotting the purple proc, chance for knockdown. It's possible that knocking down a couple enemies will improve survivability as much or more than what I'm giving up. Bah, survivability is such a hard habit for me to break; this is supposed to be about damage output. Damage enhancement is already way over ED cap, so a damage proc is definitely better. Guess it would be a Positron's Blast chance of energy damage. Definitely a possibility.

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  25. Quote:
    Originally Posted by GavinRuneblade View Post
    By that definition neither of my level 50 scrappers, my 44, or any of my three 11 to 26 scrappers are or ever will be awesome. Between them they have a grand total of zero SOs.
    I'm so sorry about your obvious suckage.

    I'm too lazy to buy IOs until the mid 30s (for that matter, I'm too lazy to even slot TOs). I could buy lower level ones, but I hate paying buy-it-nao prices, particularly for something I'll want to trash later, and I don't want to take the time to bid and wait when I'm leveling so fast. For me, buying SOs every five levels seems faster and easier until the levels start slowing down, and cheap frankenslotting performance starts to more thoroughly dominate SO performance. Around the mid 30s, once I have my final attacks, I'll typically frankenslot the attacks, and MAYBE a couple other key powers. Plus every character gets Steadfast Protection and Kismet uniques while they level. And now I've banked a bunch of Performance Shifter procs, Miracle uniques and Numina uniques, so characters will start getting those as a matter of course too if they have endurance problems. If I did much exemplaring, the mid 30s would also be a fine time to start moving into full sets, but I don't exemplar, and I don't normally plan builds before I hit 50. For me, leveling up is kind of the trial period, seeing if I like the character enough to spend some serious inf on good IOs.

    Hmmm, probably TMI. Ah, well.