Werner

Renowned
  • Posts

    3682
  • Joined

  1. Defense affects everyone. Stun affects one target. I'm loving my newly-improved Cobra Strike, but it's no Divine Avalanche in the survivability department (even if it's more fun and doesn't hurt my DPS the way DA does).
  2. Quote:
    Originally Posted by MunkiLord View Post
    That's because this suggestion is never about what's good for everybody, its about what is good for that individual poster. People that are for power suppression for everybody are putting their wants ahead of other players. Which amuses me because often times people that suggest this claim others using their powers are inconsiderate and rude. Don't get me wrong, I have no problem with people looking out for themselves first. It's perfectly normal and acceptable IMO. But for people to claim this suggestion is anything more than selfish is a lie, and it's hypocritical.

    Instead of mandatory suppression for everybody, which a lot of people won't like(and their reasons for not liking it are irrelevant), the only good solution is to add some sort of optional door people can go into that dismisses all pets and suppresses powers. That way everybody wins.
    I agree.

    Some people HATE other people's pink pulsing auras and screaming demons.
    Some people HATE detoggling and retoggling, dismissing and resummoning.

    I am firmly in one of these camps, but they are BOTH petty. Nobody gets to stand up on a podium and insist that THEIR petty annoyance is logical and really important, while the other people's petty annoyance is stupid and makes them inconsiderate jerks. We're all wallowing in the mud together.

    I agree with the separate door solution, particularly if it can be modified slightly to allow certain powers, such as travel powers (perhaps with graphics somehow suppressed) and the portable workstation. That way everyone gets what they want. Unless you hate both other people's powers AND retoggling, in which case you're just out of luck, at least unless they implement a market interface in super bases or something.

    However, if it's lag and poor framerate in the market that's bothering you, but you're fine on teams, I suspect it's the large number of people in the area, not the auras. Or it can even be your graphics settings as they relate to large numbers of people. I fiddled with mine until I had a nice compromise that kept my market humming along, even though I'm on a five year old computer. Still, even here, if having a door splits the market population in half, that's half as many people in your area causing the problem. So I think it's still a good solution.
  3. Let's see. The debuff acts as future possible damage. It does the most "damage" when enemies have the most hit points left, and you'll finish them off in the next ten seconds. But Fire Sword Circle itself does a lot of damage, particularly when built up (i.e., burst). Even with the 20% less damage from attacking +2 enemies like I'm planning, it'll still very badly injure minions, and injure lieutenants. The possible "damage" that the proc does is then Remaining Hit Points*(20%/120%) = HP/6. So let's say I've left a minion with 120 hit points or so. The proc, if it fires, then does at most 20 points of damage. That's an average of only 20% * 20 = 4 points of damage. It'll do more if I'm not in Build Up, but still, for minion munching, I could get significantly more damage, and faster (a goal) by just slotting a damage IO. How about Lieutenants? Well, they'll probably have about 450 hit points left. I'll probably be doing enough AoE to finish them off in ten seconds. So then we're doing 450/6 = 75 points of damage, or 20% * 75 = 15 points of damage on average. That's only slightly better than a regular damage proc (14) or a damage IO (13). Plus it's delayed, and not a guarantee since I might not finish the lieutenant off. I'd probably be better off with a proc or a damage IO even against +2 lieutenants.

    That leaves us with Bosses, who come in two classes - primary target and AoE targets. The primary target I think is in the DPS realm, which we've already decided benefits significantly from the proc. What about the secondary targets? Well, +2 bosses are probably not going to die in ten seconds from mere AoE damage, so it's more a matter of how much I can put out than how many hit points they have left. I'm talking Build Up, and Shield Charge is approximately on the Build Up cycle, so I'll include it. I should be able to do a Shield Charge, Fire Ball, and second Fire Sword Circle in the Build Up and Gladiator proc window. Very roughly speaking (Mids' average damage), that would be 481 + 268 + 446 = 1195 damage. Call it 1200, with a 20% buff when the proc fires, and it's 240 points of additional damage, which is very nice. But that's only a 20% chance, so it's more like 50 additional points of damage on average (when built up). So it's very nice for both the primary boss target and for the secondary boss targets, and I do plan to run with bosses up.

    Bosses will almost certainly be the bottleneck on kill speed, and for that matter, the biggest threat to my survivability. Unlike my survivability scrappers, I have no heal, so I'm dependent on kill or be killed. So the greater kill speed should increase my survivability, and decrease the number of times I need to use greens. Mind you, on +2x8, greens will probably be falling like rain, so that may not be an issue. But still, kill speed is exactly what I'm after. And concerns about endurance are obviated by the fact that blues will be falling like rain as well. So I can't do the Rikti War Zone challenge, and so I can't take out a pylon or an AV without blues. So? Those aren't build goals, and damage output IS. Also, all of those were likely to kill me without greens anyway.

    Well, that wasn't the conclusion I expected to reach, honestly. I woke up thinking about the big long essay I'd written in the past about why you shouldn't put an Achilles' Heel in an AoE, and by extension, why you shouldn't even use Fury of the Gladiator most of the time. So I figured I'd be reviewing the essay and the math, and concluding that it wasn't a good idea. But I think I've concluded the opposite. For me, for this build, for my goals, for the enemies I plan to fight, it makes sense. It's not HUGE, but it's NICE, and I can afford the endurance because I'm willing to pop the occasional blue.

    Build wise, I think that means I'm swapping in the Fury of the Gladiator without additional changes. Looks like that has me losing 0.40 endurance per second using the sword chain. That's on the high side of what I was looking for, but still in range.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1419;714;1428;HEX;|
    |78DA9D93594F535110C7CF6D6F296D6F37A014CA528AD085CA657105541205DC688|
    |2B4F2A040732D47DAA4294D5B13F5C9076362F4C9F5C91715978F60FC26EA3751BC|
    |CE724AF4D59BF6FF3B3367E69C99696FEEEE9221C48345A1052E54AD66B3982F35A|
    |C7A5D365C396BB752EA28DC695464D52D8488B5778A395995D25CA9C8C63D5EC70F|
    |B796E46D596B4A335F86AC9DB619BE5C2BCB86ACB5CCF6C258DBDBABC211AD9A6C3|
    |6D9589556BD52DBF5AB9DDD720B2C2F59F9BA943B5DCBF54AC93C5FB5EECB62CE6A|
    |B6E0F63E282B03DF87581F3DB64B241D42CC08479A9121E8138C2CA12321105E3F4|
    |0A32CA78868E8EA3C0596DB296251308744EAAA13BD3E08D43850D738D01B22183D|
    |84904AEB553420C1C9092EE7750AE9B8C617E4396F83105867140029F108BA70A92|
    |E5CEFA9D2D067426C9F30F881F19130FC899B812C37DF25DC696ACC0FD77BD8E5F0|
    |CC73495EC5A976A990E653CDFBB8A73E6E267920B0F7A40A7443A05F1DE6BF42858|
    |E8DD058320942006E0BD2786C11E4C93E869CB0EA243C476576CD3316083D671867|
    |09BD8B7450276475ABA975BFA69DBE6784C44B42EA3961F215E305210A5911BECB1|
    |1F946AECC77C2C40F820601510E10511B1EE1044FBF1A59FF396E5307DF806A7380|
    |5A17624C31C5F31985E5900A19CA52A3C3FFE00904C455DBF11B0247357293B1C9D|
    |82224B619454218E637AAB2467F52C9477E310E18BF0963362129685841C81A573D|
    |8C47E8DFFA165C693E484F2FF1249679122B8C8B84A94B8477109E55E1D949721D3|
    |519538C699EF30C611FC24D156E1EE3838E13664E304E3266F98786F06935F5E959|
    |2A79503F7C4BE1833FC4EADF1E0FE5ADE9EA9D0497464171FDF035B53D2181ED0BC|
    |EFFAFE78BD13ECEB3EE052DA0AC81681BB8DA44D942731B5716AE6EA194D0B4BF1A|
    |ED8A83A7B1AE39947994059408D4279E62A4DB07E2433150FC280194204A08A51B2|
    |586F206C5FE0328A2EF66|
    |-------------------------------------------------------------------|
  4. Quote:
    Originally Posted by Hejtmane View Post
    Also would it be worth it in your fire circle sword to drop the end IO and put in a flurry -res proc ?
    Well, it looks like it would cost 0.36 EPS. From the last build I posted, that's still under my limit, but it's getting iffy. Very roughly speaking, it's one hit every duration, so about a 20% * 20% = 4% damage increase. But that's underestimating, so let's call it 5%. Guessing I'll be doing around 200 DPS, so around 10 DPS improvement. 10 DPS for 0.36 EPS is about 28 DPE. That's lowish but not too bad. By way of comparison, Assault would be probably something like 6 DPS for 0.27 EPS, or about 22 DPE. So it's better than adding Assault, and doesn't require a power pick. Since I'm fairly AoE centric, my normal argument about not putting it in an AoE doesn't apply as much. It really might be worth considering. I'll have to tune the endurance even further, though.

    But yeah, I think that'll be the next thing I try - trying to figure out how to get the endurance back down after that big hit. So good idea - IF I can figure out the endurance to power the extra damage! And frankly, I might take it even if I can't figure out the endurance. I'm after big damage here, and I'm willing to pop blues occasionally.
  5. Cool, thanks! I'd gotten to 95% DDR without Grant Cover, saving endurance. But getting there with Grant Cover is fine too, since it's only just a little bit of endurance and it would only be run situationally. Also slightly more team friendly for those rare occasions. OK, let's see what you did here... Ah, Aegis in Tough, yeah, that makes sense for the ton of AoE defense, making up for the AoE defense lost in Stamina. Red Fortune in Weave gets the 5% recharge and 2.5% ranged. Sounds good. Accuracy has dropped to 89% against +4s, and as you noticed, 0.8% AoE defense short. Might be a way to pull it all together, though. I'll fiddle with it too to see if I can figure something out. It makes me sad to lose Super Jump, but that's only a nice to have to weigh against the other nice to haves.

    And with I19, I'll probably pick up Flight, which will be better for concept, but I'm not willing to give up Combat Jumping for it, which is why I'm sticking with the Leaping pool for now. I pass the wings off as for stabilization, control, and added height, but not strong enough to actually fly with.

    Here was my own latest tweak, pulling the slot back out of Health and back into Deflection, but slotting a Shield Wall +3% resistance. It loses 25 hit points and 8% regeneration, but gains 3% resistance to all. Probably worth it.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1419;713;1426;HEX;|
    |78DA9D93594F135114C7EFB4534ADBE9069442A194229496CAB0B8022A89026E344|
    |18A3C28D08CE50A4D9AD2B435519F7C3026469F5C9F7C5171F908C66FA27E13C5F1|
    |2C7788BE3A81FFEF2EFF73EF39673A85BB0B86100FE68516BA50B59ACD52B1DCB0E|
    |A75D9F014AC9D4AB96DED4EA322AB5E2144C2D9291564554A73A9221BF7789C3ADC|
    |5A90B765AD29CDE22E446D3BD3E8E5DAAE6CC85ACB7406C6CADE5E158E68D564B3C|
    |9936569D52BB59DA0DAD9D96DC1CC4FB3625DCAED8EC57AA56C9EAF5AF765A96035|
    |5B707B0FA49583FF87981F3DB647645C424C0957969123E8638C3CA12D2D10FE204|
    |0A328978869B8D47E0A6670D8E855374E03E0D0D8A16BECF04708461721427EB7E8|
    |563420C0CD011EF775B2B45DE3938B1CB74E08AD32D600A3E211DCE851E97BDE538|
    |A91CF84C43EA1FF03E32361E0135701515EBE4B78B3545110AEF7A98A7CB39C925F|
    |71C24915C202EC7107B8A61E2E2673008B499151462F1883EAB0E0154A747890DA9|
    |24B1342705B98DA638B30B7F431C4445525D1194AB363963147E83AC3384BE8E6A8|
    |7688EA545DEB7C4D3B3DCF08E99784D1E784F1578C17843844C5F82E57EC1B2DE5B|
    |E13C67E103430C4D920E2363CC20D2BBD7C91D61BD7B0DAC439AE5687AD3E556D9F|
    |FA150C3BBF066ED3100C93CA92CC53E603FFE0091852AAFAD40D811D1BBCC9D8606|
    |C12D25B8C12210A6D1C5251433F29F323BF18078CDF84619B9011D4FC30448DA8B7|
    |3F12A352DEC252960FD2B30BDC90456EC812E32261E212E11DD8F3CA9E1FA7A5A32|
    |6638231C9ED9E22EC83DD5476F3181F749C307582719231CDEF1BEC93AAF993D394|
    |72BF7EF895C21FBE8FE5BF577C14B7A2AB6F12963432A5F4C3CFD4F64504962F38F|
    |EBF9E2F86739C6FD50FBA86B202A2ADE368036513A75B38B270740BA58C53FBABE1|
    |641C3E8D79CDA0CCA2CCA1C4203FF1149DDE004800C54009A28450C22811944E940|
    |4CA1B14FB0F7417EF42|
    |-------------------------------------------------------------------|
  6. Yep, the aura is basically an AoE attack for the endurance cost of a single-target attack. It's an endurance bargain.
  7. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    can't really do much on that build but a +10 HP maybe. Taking a slot out of deflection, sticking an enzyme + the lotg. That free slot goes to health for 3 miracles.
    OK, maybe it's not much, but I'll take 10 hit points and a 0.01 EPS reduction over 2% regen and 0.2% over-the-cap melee. Thanks!

    Updated build:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1419;711;1422;HEX;|
    |78DA9D93594F135114C7EFB4534ADB296D8152284B2D42172AC3E24A7149B445313|
    |4418A3C28D08CE55A9A34A5696BA23EF9604C8C3EB93EF9A2E2F2118CDF44FD268A|
    |E3596E89BE3A81FFEFDEB3DC7BCE994EE16ECE10E2C105A1F55CAA59AD56A9586E5|
    |A8D866CBA0A56A55AEE5ABFD3ACCA9A5B0811ED784A055993D25CAACAE63D5EC70E|
    |5D39795BD65BD22CEE42D64E671B5AAEEFCAA6ACB7CDCEC258DDDBABC111EDBA6CB|
    |578B322AD46B55EF12B4F65B70D3B2FED8A0D29777AF38D6AD9BC58B3EECB52C16A|
    |B5E1F641282B0DFF0FB13E7A6C9748388498138E14234DD0A7181942575C20BC7E8|
    |046599A086B68EA3E0D3B38CC072E8D5DBAC62E6F9060F4138214E814038A062438|
    |39C1E5BC4E215DD7F8C822E76D107AD618EB80A4780457B954DDAEF7545BF03321B|
    |A4F18F9C0F84818FBC4E543969BEF12EE14B5E287EB3D6C7278B25C925771A6532A|
    |F6C5314E1FF734C8CD240EC0382A122AD00D817E15E8BF4A854E2C139279423AEEA|
    |426E0D2004DC916011EE963480DA986420B546D6F96B148E83FCB384718E0AC6EC8|
    |EA53C3EB7B4D9EC16784F84B42F23961FA15E30521025961BECB11FE46A6F477C2D|
    |40F820601110E10111B1EE104CB907AE343110D9B8E9EE7A675700DAB090EAB5FC1|
    |846292A7350ECB5115329AA1CAC7FEC1130888A9EE6337048EEAC84DC626638B10D|
    |F6694082118E3B8CA1AFF49951FFDC53860FC264CD88484A0E107206B52FD0826C3|
    |D4CA5B30A5F8203D95E381E479204B8CCB84992B8477109E51E19969321D3319338|
    |C591EF71C611FC24D156E1EE7834E10E64E324E31E6F97D43F8AC1AFEEC3C953CA2|
    |1F7EA5F087EF63E56F8B87F25675F54D8249A3A0987EF899DA9EA0C0F605E7FFD7F|
    |3C5E81CE759F382AEA3AC82681BB8DA44D9C2ED36AE2C5CDD4229E3D6FE6A742A0E|
    |9CC1BA1650B2288B2861A84F3CC548B70FC48762A0F8517A50022841943E9428CA1|
    |B14FB0F88F9EF4D|
    |-------------------------------------------------------------------|
  8. Quote:
    Originally Posted by Iceboxer View Post
    Slightly off topic but....there are groups I can plow through at +3-4/X8...Rikit, Freaks, Council come to mind, and those that rock my socks off...Arachnos, Cimeroans & Vanguard leap to mind. Now that we've got some lvl 50 tip missions with DE in them, how are you all finding them at those settings?

    /afk "looking for socks that have been rocked off by DE"
    Haven't tried it. I'm guessing that when they drop one of those crystals, you'd be dead before you can target and destroy it. So probably have to immediately move. The other drops are probably just annoying. Hmmm, no, the bosses would release swarms of swarms, wouldn't they? Yeah, doesn't sound particularly doable. But I'm guessing, and you already know.
  9. Quote:
    Originally Posted by Moonlighter View Post
    Does anyone really believe the game is too easy on +4/8? Sure, I can grind Freaks and Council at that level, but anytime I am in the mindset that the game is too easy I just run my tricked out scrappers against Romans, Arachnos, or Vanguard with the settings cranked up (not even all the way) for a reminder that hard content is out there and easy to find.
    My Katana/Dark finds a several enemy groups too easy on +4x8. But if I want to be humbled, all I have to do is vary the enemy groups I fight a little more. Arachnos are very difficult. Cimerorans and Vanguard are suicide. (Edit: I personally think the game settings should go up to perhaps +10x8, basically much higher than anyone could ever have any hope of doing. I want there to be no ceiling on difficulty, even if the current ceiling is VERY high... and I really, really appreciate that, devs.)
  10. Quote:
    Originally Posted by Moonlighter View Post
    I find just the opposite, that the lack of tool to decrease downtime between battles make me run everything on easier settings.

    I don't find running out of Endurance or not having Rest available to be challenging, just boring and frustrating. The lack of Endurance pre 20 and the rest Recharge just prevents me from doing more challenging stuff. I don't ride the edge of difficulty not because it's too hard, but because there is too much downtime.

    Having Stamina at level 2 and better health recovery between battles will mean I'll definitely faceplant more often because I will not be discouraged from increasing the pace and difficulty by the downtime of waiting between battles because that sucks.
    That totally makes sense. Maybe it WILL be just as challenging, only FASTER. Sounds good to me.
  11. Quote:
    Originally Posted by Pinny View Post
    And I highly doubt the game is ever going to be balanced around everyone having purple IO sets, so if it's too easy, it's kinda your own fault :P
    I can always find SOMETHING to kick my *** when it needs kicking.
  12. All my opinion based on the Scrappers I've leveled:
    • Scrappers are kinda lame 1-10
    • Scrappers totally suck 11-19
    • Stamina at 20 helps a little, but they continue to suck before SOs at 22
    • They slowly become good 22-30
    • Then they start getting awesome 31-40
    • They remain completely frickin' awesome 41-50
  13. Quote:
    Originally Posted by Death_Badger View Post
    Thats what difficulty sliders are for, or do your lowbies find +4/x8 too easy?
    Not that you're responding to me, but you might as well be. And yeah, you're completely right. I complain that this will make things too easy, but obviously my lowbies won't be able to handle +4x8 with the mere addition of a little extra speed, jumping power, regeneration and recovery. All it will do for them is smooth out the ride to 20 a bit. And honestly, I'm OK with that. It seems strange to me that the ride to 20 is the HARD part of the game. I'll just crank up the difficulty sooner than I otherwise would.

    So yeah, I think I've already made peace with this change. The slot challenge will still be there, and even worse than today, so I can still have my "fun" trying to make so many powers work with so few slots to go around. It'll smooth out 1-20, which is one of the rougher patches of the game. Everyone can feel super earlier, running and leaping faster and farther, and not huffing and puffing between every fight. I can crank up my difficulty earlier. And I'm not forced into any changes. I CAN just leave my characters as is, and think of them as having "vintage builds", like honestly how I wish I'd left my fully-Hamio'd blaster. My vintage builds will play EXACTLY the same as they do today. Or at my leisure, I can make some improvements.

    Not sure what the impact will be in builds I do change. Aid Self may make an appearance here and there (I believe I only have it on a single toon). I may pick up Hasten in a few cases. Hell, I think my concept character may pick up flight. He has wings, but I still couldn't bring myself to deviate from Leaping/Speed/Fighting/Fitness. How can a concept character with wings skip flight? I just tell myself, "they're for stabilization, control, and extra oomph when he's super jumping". Medicine would be MUCH more useful, but I'm not pulling out the tricorder on him. Nope.
  14. A little more fiddling. 95% DDR, slightly better regeneration, net recovery and melee defense. Slightly worse ranged and AoE defense, accuracy, and jump height for Combat Jumping. Seems like a good trade off, even if the differences are fairly trivial.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1418;711;1422;HEX;|
    |78DA9D93594F135114C7EFB4534ADBE9462985422945E84265585C0197440197D00|
    |469E54181662C5768D294A6AD89FAE4833131FAE4FAE48B8ACB47307E13F59B288E|
    |67B925FAEAA4FDFFEEF23FF79E732653B8BB6808F1E0BCD002176B56AB552E569A5|
    |6A3219BAE82B553AD7495EE34ABB2E61642C43B3BE582AC49692E5765F31E8F9387|
    |5B8BF2B6ACB7A459DC85A8EDCE347CA5BE2B9BB2DE363B0363756FAF0647B4EBB2D|
    |5E2C98AB41AD5FA8E5FEDECECB661E6A559B121E576CF52A35A312FD4ACFBB25CB0|
    |5A6DB8BD1FD2CAC1FF21E6478FED1269871033C29165E408FA04234FE84A0984D70|
    |FD028CA21A21A2E75F712BC21820F0C1A1B748D0D061B426CE83B057B6EA7C8281A|
    |10E0E40097F33A59BAAEF1C1450E5F2704D6182540463C82EC5D2A7BD77BCA30F49|
    |910DF270C7D607C240C7FE22220CACD770977960AF2C3F51E5590679E53F22A4EA9|
    |14FB20CCC71EA78F6BEAE762D207B0981069657483D1AF0EF35FA544C7524E34E64|
    |60801B82D48EDB145903BFA1862C2AA92F01CA5D933CF5820F49E619C25F4715437|
    |444554D722AF69A7FF1921F59290794E987CC5784188415494EF7244BFD152EE3B6|
    |1E2074103438C0D2266C3239CB032C0176903310DAB8D9FE36A75D81A54D50E5207|
    |841853CC709B4661985096449E321FFE074FC09054D5276F08ECD8C84DC60663939|
    |0DA6294096168E3A88A1AFD49991FF9C53860FC268CD984B4A0E607216A5CBDFDF1|
    |2895F21696B27C909E5DE4862C714396199708539709EFC09E57F6FC242D1D35195|
    |38C696EF70C611FECA6B29BC7F8A0E38499138C938C597EDF609F56CD9F9EA59487|
    |F4C38F147EF83E56FE5EF150DCAAAE3E4958D2C894D40FBF52DB131258BEE0F8FF7|
    |ABE189DE33C6B5ED012CA2A88B68EA30D944D9C6EE1C8C2D12D940A4EEDAF4627E3|
    |E069CC6B0E651E6501250AF989A7E874FB407C28068A1F2580124409A14450E2286|
    |F50EC3F2D5DEF09|
    |-------------------------------------------------------------------|
  15. Quote:
    Originally Posted by Aaron Islander View Post
    Which leads me to this question. Why can't or wouldn't they lower the start of the 3 slot lvls. Move it from lvl 33 to say lvl 23. That would add 5 new slots and really allow us to benefit from the new inherents.
    I guess I'm the opposite. I think the remaining slot limitation is what kind of makes this vaguely palatable instead of just a HUGE giveaway. Sure, I can pick up more powers, but I'm still going to face tough slotting choices. And I WANT to face tough slotting choices. Maybe I'm in the minority here?

    All I can hope is that the incarnate level content makes the buffage necessary, and we're not just making the game even easier (except for lowbies). I know their niche is to be a nice, casual MMO, and I do often play very casually, but it's already really easy to play casually. I suppose I can always crank up the difficulty at a lower level once this goes in. I suppose it's not like it's difficult for me to make the game ridiculously challenging for my lowbies.

    I guess buffs make me as nervous as nerfs. I should probably relax.
  16. Quote:
    Originally Posted by Santorican View Post
    What is the concept behind this character?
    Basically, I'm going for a demon turned good with "sword and board" made out of blue fire or plasma or hell fire or angelic fire or whatever.



    Hey, I never said it was a great or unique concept.
  17. Quote:
    Originally Posted by Roderick View Post
    Note that a ticket will only stay open for 3 days, then they assume that it's fixed and it auto closes. Check on it BEFORE the three days is up, and if there's no response, update the ticket, even if it's just to say "Hey, it's still broken, still waiting for a fix."
    OK, thanks.
  18. Boxing and Kick are pretty much both useless as attacks, so take either. Boxing is sometimes used as a set mule though, as there are a few good stun sets.

    I'd slot Tough and Weave up. However, some people just stick a Steadfast Protection unique in Tough and never run it. I think that's often a mistake, as Tough helps round out your survivability on a Super Reflexes. But whether you run it or not, START with a Steadfast Protection in Tough, and slot up from there if you want.

    General thoughts on these? Don't think I've ever made a Scrapper without them. To me, they're core powers that you always take. Technically you don't have to, and there is more than one way to skin the survivability cat, but I think they're a very good approach.
  19. OK, I've petitioned, throwing myself on the mercy of the GMs. They said they'd look into it, but it could be a while because they're swamped. We'll see how it goes.
  20. I feel like this build could be better, but I've stared at it for so long I'm probably missing opportunities that others can see more easily. So I'm throwing myself on the mercy of the Scrapper forum and asking for help.

    General Information:
    • This is a concept build - all melee attacks used must be sword attacks
    • Not a hypothetical - I'm level 50 and I'm ready to start purchasing
    • AoE and burst damage are more important than single-target DPS
    • Probably mostly used for solo missioning around +2x8
    • Will likely be used for some farming, but no specific map chosen yet
    • Want to be able to solo AVs and pylons, but that's not the primary purpose, so I'm happy to pop a few inspirations
    • Most likely will remain blue side heroic
    • I don't care about exemplaring performance
    • Unlimited budget – go wild; no expense is too high for even the tiniest improvement (but don't slot something just for the sake of slotting it either, and I have the Gladiator's Armor already, so supply isn't an issue except probably on L53 Hamios)
    Must Haves:
    • Chain: Fire Sword Circle (+253%, 5.67 sec) -> Fire Sword -> Greater Fire Sword -> Fire Sword
    • Fire Ball
    • Shield Charge
    • Soft-capped defense
    • Over 80% defense debuff resistance
    • 95% to hit +4 enemies with all attacks that are actually used
    • Good endurance using sword chain (0.5 EPS or less, significantly less preferred)
    • Reasonable hit points, resistance and regeneration (no specific targets, just not totally sucky)
    • Combat Jumping and Hurdle
    Nice to Haves:
    • Sustainable endurance using sword chain
    • 95% DDR
    • Build Up recharged after only three sword chains (Edit: 25.74 seconds, I think)
    • Alternate Chain: Fire Ball (+273%, 8.58 sec) -> Fire Sword Circle -> Fire Sword -> Greater Fire Sword -> Fire Sword
    • Super Jump
    • Solo +4x8 with inspirations
    • Highest damage output possible given the concept constraints and must haves
    • High hit points, resistance and regeneration
    • Perma Hasten
    • One with the Shield
    Below is my attempt. It hits all the must haves. From the nice to haves, the sword chain looks almost endurance sustainable, losing about 0.1 EPS for nearly 20 minutes of fighting. That should be enough for AVs, pylons and the RWZ challenge without endurance problems. Survival problems maybe, but not endurance. DDR looks to be 93% as long as I'm seriously on the ball with my clicking. My idea here was to skip Grant Cover to reduce endurance consumption while also letting me pick up One with the Shield, and just overslot Active Defense and Battle Agility. It seems to have worked, and I'm happy with the result. Build Up and Fire Ball don't recharge quite as fast as I'd like. It does have Super Jump, and it's even slotted so it'll be fast. Not sure if it'll solo +4x8 - I'm thinking I'll burn through greens too fast to actually complete missions except on the easier groups. Damage output seems excellent as long as we're not talking DPS, which isn't good, but mostly because of the concept constraints. Hit points, resistance and regeneration are only so-so. I'd like for them to be higher, but I can deal with what I have here if I need to. Hasten isn't permanent, but it's only about 5 seconds off, which I can live with. I have enough additional attacks that my damage output won't suffer in the down time. It does have One with the Shield, but only barely since it isn't slotted. Won't be overly useful, but I'm sure I'll find situational use for it as a slight buff.

    On the down side, I dislike set mules. I plan to use Fire Blast for the sheer fun of it, so slotting that up doesn't bother me much. But I'll never use Char, so I hate that it's five-slotted. But I really need that recharge for all the other build goals, and I just don't see how to get it without slotting Char. Maybe someone can see a way. The biggest issue is Fire Sword Circle. It's RIGHT on the edge of not being fast enough. Any loss of recharge means I need to slot it for more recharge. And that will have a big negative impact on endurance use, plus cause problems for DDR, since Active Defense is also right on the edge of not double stacking.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1416;711;1422;HEX;|
    |78DA9D93594F135114C7CFB4534ADB296D29A550C05A6469A90C8B2BE09228E0129|
    |A20451E1468C67285264D69DA9AA84F3E1813A34FAE4FBEA8B87C04E33751BF8962|
    |3DCB2DD15727EDF9DDE57FEEFD9F3399DCDD790BE0C179303A2E969D7ABD902FD69|
    |C6A55D53C3967BB546C5BBD532BA9B2170012AD9D424E9595B2174BAA764FC6C983|
    |AD79755B55EACACEEF60D6566B1AB952D951355569D8AD81B5BCBB5BC6231A1555A|
    |FCB644939D552653BA877B6771A38F3F32C5F556AAB73A15A2ADA17CACE7D55C839|
    |F506DEDE83B632F87F48FEF8697A60C4053005AEB420C330C70459465B0A08FE20C|
    |2E02C17C40C5A6AEF62F8C38C000A0C119886082C118445D01D65644EA1C4EB060B|
    |F56ED17BDCD779ABED9A9C9B97EC3546C78A6015310A8FD0BC479BF7BC6783E1CF8|
    |CC41EA3FF83E023E3D027A901B3BC721778D35C4F10AFF7E97A7CB362C9AF39A12D|
    |76635A40971490927AF671360023DFF8DC91EF8CD11F0C2FCA8322378257D9EE50C|
    |ACDE6F1B21037A70921E9E763144774219119CEEF9C15CC31BACE08CE32BA25AB1D|
    |B3A2BA69D1D7BCD3F38C917A29569E33C65F095E30E2981593BB5C31719E11E763E|
    |2DC40415C04106FE2036E5CE9D5B5F4C60DAA39714EBA62E2569FEE5C1F770A6048|
    |7354BA3488C3012D19C8B2F343FFE0090A92BAFAE40DA0561DBE2958176C30529B8|
    |20223826D1CD459833FD9F9915F827DC16FC65053DE0E70F3439835AC5FFE708C4B|
    |798B4B6939C84CCF4B4316A4218B824B8C89CB8C7728CF6A79769C978EDA8209C1A|
    |4B47B8AB187725BCBED6372D071C6D409C149C1B4BC6F944FEAE64F4EB3E57EF3E0|
    |13C51FBD8FA5BF577C9CB76CEA0F12970C1625CD836FB4E90B03950F92FF5FCF17A|
    |B759C6FC58F7195C23206638D46EB143668BA49238746B7281469DAFC6AB51C874E|
    |93AF190AB314E628C4D01F3C25A537802140C1A210A4D0412144214C214A2141E10|
    |D85E61FAA2DF160|
    |-------------------------------------------------------------------|
  21. Oh, good grief. I didn't need a buff, and I LIKED having to make serious trade offs in an uber build. And yeah, it's going to suck if they're unslottable.

    But I suppose it panders to the unwashed masses.

    (OK, I WILL appreciate it leveling up to 20. But that's such a small portion of the game.)
  22. I was bidding on some Gladiator's Armors to stash some cash, and stupidly bid the exact same amount on two. So the game stacked them. Now, it was barely over a billion each, so I'd cancel, take my lumps and move on, but the game ALSO now has a handy-dandy error message to prevent you from losing influence by going over the cap. So... nobody's ever going to sell me a Gladiator's Armor for a billion, and I can't cancel, so I'm down two billion influence and I've "permanently" lost a market slot.

    Petition? Or am I missing some obvious way out of the corner I've painted myself into?

    And I'll remember in the future to bid slightly less than a billion when stashing cash instead of slightly more.
  23. It provides a 2.625% damage buff over time, but that's to raw damage, the equivalent of a +damage set bonus. DM/SD has a very large amount of damage buff already. I'd say less than 1% buff to DPS.
  24. Werner

    Dark/SR

    Quote:
    Originally Posted by Doomguide View Post
    How about in Soul Drain (as in MunkiLord's build) ... or is 20% to fire once every 30-32 seconds as awful as it sounds typed out (at least for uptime against the AV, who cares if it fires every time its up vs some of the fodder after all)?
    Well, let's see. Figure 30% of the time * 20% chance * -20% resistance = -1.2% debuff over time, which is a 1.2% damage boost against a really hard target. Better than nothing, but you can find a better use for the slot.
  25. Yeah, ideal is for everything to die all at once as you trigger a final AoE, because you're buffed by numbers. However, holding off on AoE damage just sounds questionable to me except for elite bosses and AVs.

    I really need to do some calculating, because I'm planning out my Fire/Shield. I'm targeting serious AoE damage, but I probably don't want so much AoE that I finish off all my fuel before the bosses are down. On the other hand, with multiple bosses (playing on +?x8), the AoE is taking them down faster as well. I'm going to guess that I'm still best off spamming as much AoE as I can, but I haven't actually done any math, and I really should before I commit billions.