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I haven't heard about bosses dropping rare recipes, but that I haven't heard of it doesn't mean anything, since I don't keep my ear on the rumor mill, and almost never read the patch notes.
I believe the technique on both Fire/Shield and Electric/Shield is nuke and move. With Fire, I think you Shield Charge + Fire Sword Circle, move to next group, Fireball + Fire Sword Circle, move to next group, repeat, but you'd probably need a ton of recharge for that. With Electric, I think you Shield Charge + Fireball, move to the next group, Lightning Rod + Fireball, move to the next group, repeat. Again, lots of recharge. I could be wrong about the specifics, but I'm pretty sure what you DON'T want to do is get stuck fighting single targets.
So I'd guess that +Nx8 no bosses is best, where N is the highest level that you can still nuke the entire spawn to death and then move on without needing to play single-target clean up and without endangering yourself.
Someone who actually farms on one of these could probably give a much better answer, though. -
If I remember correctly from a top end raw + vendored influence per hour thread on the market forum, both Fire/Shield and Electric/Shield were completely competitive with the big boys.
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Quote:In the game, as it exists today, a top end Dark/Shield build has the same capped DDR that Super Reflexes has. It may change some day, but I don't plan around what maybe, someday, might happen, if the devs are in a bad mood and feel like swinging the nerf bat. We could just as easily suggest that they may someday nerf something that benefits Super Reflexes as they could someday nerf something that benefits Shield Defense. Advantage: Tie.I wouldn't say in every way. SR has superior DDR to shields (without exploits that wont last forever), and SR has more recharge potential with quickness, and scaling resistance if your health does get low.
I don't count the recharge of Super Reflexes as an advantage. Why? Well, recharge is merely a tool. What does it improve on a Dark Melee/Super Reflexes? Damage, and very little else. It makes it easier to get the top DPS chain (heal included) and lets you keep Soul Drain up for a slightly higher percentage of the time. But Dark/Shield can run the top DPS chain too, and destroys DM/SR on DPS, AoE, and pretty much any other measure of damage output. Advantage: Shield Defense.
Then we have scaling resistance. That's great and all, and it adds up, and it's saved my bacon. But Shield Defense has full time resistance. You don't have to wait to get badly hurt, so it's better for the sharp spikes of damage you tend to see in high end play, like AV soloing. You also get the hit point bonus from True Grit, which is functionally equivalent to resistance. Against All Odds also has a damage debuff. Advantage: Shield Defense.
I'm not saying I WANT it to be this way. I WANT DM/SR to have SOMETHING that it can claim to be better at when IO'd to the gills. I do, after all, have a DM/SR IO'd to the gills that I would like to be competitive in SOME way. But I'm just not seeing any advantage to DM/SR over DM/SD when both are IO'd to the gills. -
Yep, they work very well together. One thing that Super Reflexes wants to be really, really unkillable is a self heal. Dark Melee gives that to you without even needing to stop attacking.
Pros: Very survivable, good single target damage output, almost fire and forget easy
Cons: Poor AoE output, so easy it can be boring, a top end Dark Melee/Shield Defense is better in every way -
In a long fight, you likely want to hit Build Up as soon as it has recharged. Now, if your recharge just happens to be such that it's up right before you start that chain again, then yes, running in that order will help your DPS a little, mostly because you get a second shot at your two biggest attacks during the Build Up. But my recharge on Build Up has never been that finely tuned. I click it when it's up. Actually, I'm lazier than that. I click it when it rhythmically makes sense, which is totally lame, but it keeps my fingers from getting confused. My fingers confuse easily. They like repetitive motion.
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Ditto. I don't bid on L53 stuff that doesn't exist. I bid on recipes I would love to have for the price I'm offering. Well, technically, I'm only bidding on a single Gladiator 3%, because I'm "influence poor" at the moment, at least compared to before purpling out my last build.
Quote:Isn't this just slightly hyperbolic? I suppose this is the first real nerf to a player ability we've seen in a long time, but all thing's considered its incredibly minor compared to past nerfs.
EXACTLY. -
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There was some dying during Ghost Widow on the all-Scrapper STF I was on. But not enough for us to use any, you know, strategy. We all just jumped in and pounded on her until she went down. Had some trouble with the towers, but eventually powered through.
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I don't have time for more than a brief glance, but those defensive numbers look quite good to me. Power Sink should have endurance covered. You don't have the recharge in Blinding Feint for Blinding Feint -> Attack Vitals when Hasten is down. It's easy enough to add Power Slice at the end, but it would annoy me, particularly when you're so close to having enough, 5.5 seconds when you need 5.28. Achilles' Heel in Ablating Strike, good. 1802 hit points with that defense and resistance should be plenty for most things.
Is it OK to gut regen so much? I think so. You have a self heal and access to greens. Energize gives a big bump to your regeneration for the over 50% of the time that it can be up. You should be fine.
Drop melee to raise ranged? I wouldn't. The numbers I tossed out were just a rough guess as to what could be achieved without major sacrifices elsewhere, not a specific hard target. The higher melee gets, the more valuable it is, the more I'd choose it over ranged and AoE, particularly when your smashing/lethal defense is so meaningfully high. Keep the melee defense. -
Quote:Continue running the chain exactly as you have it. You have the correct order for burst damage. I was merely repeating the order I was given rather than initiating a burst damage discussion. The order makes no difference for required recharge or for DPS.Werner: I'm curious about the order of attacks in this chain. I'm running about the same recharge numbers as you have there, except for Cremate which is under 4.5 seconds and Fire Sword which is close to 3 seconds, and I've been running a chain of Incinerate, GFS, Cremate, FS. I don't notice any gaps in the chain, but would I be better off changing the attack order?
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Greater Fire Sword (5.15 seconds, +134% recharge) -> Cremate (5.94, +35%) -> Incinerate (5.81, +73%) -> Fire Sword (6.07, +0%)
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Katana/Willpower will probably make you wonder how come your green bar or blue bar never move in any meaningful way.
I'm not sure what you mean by stiff. Yes, you'll be tough but easier to hit, though with stacked Divine Avalanche, a whole lot will miss you. That which gets through will be resisted and then healed.
While Divine Avalanche isn't technically mandated, I would absolutely take it, at the very least while leveling. It's still a decent attack. Not a great attack, but not completely sucky. Slot it as an attack and go to town. And if it were me, I'd keep it in my attack chain, probably even in a completely IO'd build, but it depends on the build. I haven't fiddled with Willpower for a while. -
Strangely enough, it felt like my Fire/Shield has had more endurance trouble than my Katana/Dark while leveling. I've gone to more radical extremes to deal with it on my Fire/Shield, like frankenslotting my attacks with an average of probably 90% endurance reduction in them.
Katana/Regen is a classic combination. Regeneration can be a school of hard knocks, but it's lots of fun. Enjoy! -
Quote:It seems like we've so far identified three possible cases for using Build Up, which are largely based on how long an enemy is expected to be standing.Actually, they use RoA first because it only gets the buff towards the end of the animation. Meaning if you wait to cast it, if the buff wears off before the arrows land, its not going to get the buff. And that Most INTELLIGENT people otherwise, who wish to maximize their damage output, will figure what powers can recharge in the biuld up time, which usually leaves your big heavy hitters with long animations to be towards the end of the build up duration to maximize the buff. In addition to using them first, with their long animation when they don't recharge within the build up duration means that its taking up time you can fit other powers that can recharge in that time with small enough animations increasing the damage you can do during the build up duration.
1) Pure burst damage to take down lesser enemies that won't be alive in ten seconds.
2) Maximum damage output on an enemy expected to be standing for more than ten seconds, but less than a Build Up recharge.
3) Pure DPS to take down hard targets that will survive for more than a full Build Up cycle, like AVs and pylons.
The first case seems by far the most common to me. I spend the vast majority of the game destroying crowds, and even on +4x8, minions aren't likely to last ten seconds. Some harder targets in the crowd will likely survive past the Build Up duration, but I still want to front load the damage, leading with my AoEs to eliminate minions, then my heavy hitters to eliminate a few more targets. In that case, the 5.25 second duration of the proc, used in Build Up itself, is buffing my AoE and a heavy hitter or two. I'm taking maximum advantage of the proc.
The second case seems rare to me. I'm trying to think of good examples. Maybe an uplevel boss farm? An Elite Boss where you want to leave the minions alive as fuel for some power? In those cases, yes, you'll be best off with an attack sequence where your biggest, longest attack happens at the end of the Build Up duration so as to get maximum overall damage out of a single Build Up. In this case, delaying big attacks is taking sub-optimal advantage of the Build Up PROC, but optimal advantage of the Build Up. This seems to be the situation you're focusing in on when suggesting that you won't get maximum benefit out of the Build Up proc, even in Build Up.
The third case is also rare. But unless you have a very carefully tuned recharge so that you can repeat your optimal damage sequence of attacks right after Build Up recharges, you'll likely be best off just hitting Build Up as soon as it recharges. In this case, you're taking merely average advantage of the Build Up proc. It is buffing a random selection of your attacks.
So from my perspective, you're focusing on rare cases to support your point, where most of the cases will actually support the opposite point, and some support neither point. -
Well, I'm not crunching numbers, just looking at Mids' average damage.
220.8 - 5 Apocalypse (all but damage)
226.8 - 5 Apocalypse + Devastation quad
232.3 - 6 Apocalypse
235.2 - 5 Apocalypse + Explosive Strike
So if average damage is the only concern, go with the Explosive Strike over the Devastation quad or the sixth Apocalypse. -
Quote:Except when AV killing or pylon soloing, where Build Up is being used ONLY to improve DPS. In that case, some very careful timing might be of minor use. When I'm doing DPS calculations, I may well carefully tune which attacks go when to maximize use of the Build Up for DPS purposes. Ending up with a long activating big-hitter at the end up the Build Up is good in that case. But generally, it's the second or third activation of the big hitter in the build up period. And I don't play the game that carefully by any means. I'm a lazy gamer.Actually, in most builds that intelligent people use that know how BU works, they let fly with their most powerful attack first because the primary advantage of BU is the ability to frontload that damage and take out hard targets incredibly quickly.
So I understand what Windenergy21 is talking about with wanting to put the big attack at the end. But using Build Up purely for DPS is a bit of an aberration in the game as a whole. The basic use of Build Up is for burst damage, where you want as much up front as possible, so most people in most situations will lead with their big attacks. -
Quote:Dangnabbit. I've been trying to be careful about what's a raw damage buff and what's a final damage buff, but I still managed to confuse myself. Ah, well. Sorry. My dumb. *chuckle*Actually, it wouldn't. The DPS of the build itself doesn't matter significantly because it's modifying base damage
Quote:not to mention that the "benefit" of the proc actually extends past the duration of the proc thanks to only needing +dam at the time of the power's activation. Even with a series of quick animating powers, you're still going to get more than the 5 second assumed duration thanks to that.
Quote:What you're discounting is that the "damage later" is delayed over the course of less than 5 seconds. It's not going to be a particularly big issue of immediacy when, unlike the AH proc, the damage is delayed only by an attack or two and the damage is global rather than specific, so killing the target doesn't end it whatsoever
Quote:I'm curious to see how exactly the BU proc is losing out compared to a rare damage proc. The BU proc deals more damage, and it actually applies its benefit to all damage dealt rather than to a single specific attack. The fact that the damage is delayed is minor when you factor in the ability for a player to capitalize on the activation by using multiple target attacks to guarantee use, not to mention that it doesn't suffer from the problem that AH does wherein the proc is virtually useless against a vast majority of targets.
Wait! Sorry, I think I know what you're talking about. You're talking about where I was saying I'd rather have the purple proc than the Gaussian with twice the duration, right? Because my own math would then put the build up proc at slightly more damage than the purple proc, but I was still saying I'd prefer the purple proc? I think I was discounting the "damage later" by too much, though that might be balanced by the possibility that we're at the tail end of a fight (assuming the proc is in an attack) so don't get the full five seconds. Still, it seems like average damage of it would be comparable to the purple proc, plus it comes with extra to hit. So yeah, on second thought, with the things you've pointed out, I'd probably go with the double duration build up proc instead of the purple proc. Chances are I'd have both, but if I had to choose, the double duration build up proc might be the better choice.
And if that's true, then it seems like the current build up proc with its current duration might be better than I've been giving it credit for. Maybe I need to reexamine some slotting and actually do some calculations in real builds rather than just thinking, "Oh, that's the build up proc. It's lame." Mind you, pretty much the only time I end up with damage procs is when they're parts of sets, so it may not affect any of my current builds. Something I should keep in mind in the future, though. Might affect my Fire/Shield, since I'm considering going for max damage output instead of max survivability. -
In a toggle, it's a 2.625% raw damage buff on average. I don't know how timing keeps entering into this. Y'all must be trying harder than me for every last possible point of damage. I'm not sitting around holding onto my big attacks until I see it fire, because it almost never fires. I don't bother looking for the icon. I just run my attack chain. On rare occasions, I do more damage. I usually don't even notice.
I understand what you're saying about holding off on high damage powers until the end of build up. But generally, I'm firing my high damage powers FIRST, and then wanting them recharged and firing a second time by the end of Build Up, so if a proc fired it would indeed help my biggest attacks. But in all honesty, I don't do that in practice. I'm not that careful. In practice, I see it recharge, then insert it in my chain as soon as makes sense. So I'm buffing an average selection of attacks, not an ideal selection of attacks. Well, unless it's the build up before hopping into a group. Those buff the attacks I intended, and I usually lead with my nastiest attacks.
You're right about my analysis being with a fairly high DPS Scrapper. Some do more, but most do less, making the proc less valuable for them. Blasters probably tend to do more, making it more valuable. Most other ATs do less, making it less valuable. Some high end DPS Scrappers might benefit as it stands now. Most probably will not. Most other ATs except Blasters probably don't benefit from it either most of the time.
In general, I'd say it's a little underpowered now, and if the duration was doubled, it would be a little overpowered. Not too far out of line either way. I think that's the range of reasonableness they can play with.
But since it's already in the range of reasonableness, I wouldn't hold my breath to get it buffed to the top end of reasonableness. -
Gobbledygook's build is almost fast enough for Smite -> Midnight Grasp -> Smite -> Siphon Life. Close enough that I'd just run that chain with tiny gaps. Yours and MunkiLord's are both fast enough, at least while Hasten is up.
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Well, it would only be better than a purple proc for high DPS builds, let's say over 200 DPS. And even then, since a purple proc is damage now, and the build up proc is damage in the future, I'd be prone to taking the purple proc on anything but an AV and pylon soloer. But given the difference in rarity, I don't think I should be trying to choose between a purple proc and a build up proc. I think I should be trying to choose between a regular damage proc and a build up proc. And that's about where we sit today, with the Build Up proc almost always losing. Maybe not by much, but losing.
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You need +128% recharge in Blinding Feint for the standard Blinding Feint -> Attack Vitals chain. That's the standard DPS chain, and by far the most practical. If you can't swing +128%, it's reasonable to add a Power Slice at the end, which cuts the recharge requirement down to +75% in Blinding Feint, which should be trivial in an end game build.
For Blinding Feint -> Ablating Strike -> Sweeping Strike -> Ablating Strike, I'd probably want about +280% recharge in Ablating Strike or higher. You'll still be running with a gap, but it's a tiny gap, and the DPS is huge with the right slotting (purples, Achilles' Heel and Gladiator).
Also worth considering is Blinding Feint -> Ablating Strike -> Sweeping Strike. The DPS is about mid way between the two previous chains, but the cone AoE damage is somewhat higher, so it's a good alternative for general play instead of AV killing. Again, I'd probably want +280% recharge and up for it. It's going to run with a larger gap too. On the other hand, that means it benefits more from Speed Boosts and the like.
Unless I was specifically going for a DPS build, I'd just stick with the standard Blinding Feint -> Attack Vitals for my single-target damage. The recharge for the other chains would completely dominate the build, and cost an arm and a leg as well.
The standard DPS chain uses Vengeful Slice, of course, so it sounds like it isn't something you want. Other than the standard and the top two chains, I haven't studied Dual Blades chains much, so I don't really have something to suggest for the attacks you do want to take. -
I'm more used to working on positional defense, but a lot of people like smashing/lethal. Certain enemy groups will, of course, tear you apart that way. Melee might be a little more consistent, in that most enemy groups have a mixture of melee, ranged and AoE attacks. But I don't know for sure.
Just throwing out nearly random numbers, but maybe shoot for something like 30% melee and 20% ranged and AoE. Something like that. You'll still get hit a lot, but it'll be enough less to make a significant difference, even if it often doesn't feel that way. I'd definitely take a look at typed defense too, though. If you can do 30% smashing/lethal and 20% FCEN, I'd think that would feel fairly similar. One advantage of positional, though, is that you can actually affect it. Having trouble but not enough to burn a purple? Use positioning or geometry to position them around you and hopefully make them switch to melee attacks. -
Consider Hurdle + Ninja Run. I'm moving over 60 mph with nothing but a single jump enhancement in the default slot in Hurdle. About the only reason I'll be taking a travel power from now on is if I need to slot additional Blessing of the Zephyr sets.
I haven't studied Electric Armor yet, but my guess is that you'll still want to get a lot of defense. Even if you only get 25% to 30%, that's still half of the attacks missing that otherwise would have hit. That's kind of like having twice as many hit points, and I know you're not getting THAT many hit point bonuses. Also, defense like that makes purple inspirations MUCH more effective, turning them into a crashless tier 9 god mode. -