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Quote:This.The trick there is to whittle them all down and then finish them off in quick succession, or with an AoE.
Save the lieutenants for last. Depending on how much AoE you have, that may mean not cutting loose with it for most of the fight. On my Katana/Dark for instance, I leave my Death Shroud on but don't use The Lotus Drops. When there are nothing but lieutenants left, even out their hit points at some low level, then try to drop them all at the same time (easiest with Build Up + The Lotus Drops). Playing +?x8, sometimes one or two will live, but even with stacked vengeance letting them hit you every time, one or two lieutenants can only kill you so fast. Plus Build Up is still up (and I have Kismet and Tactics) so they usually die almost immediately after. If necessary pop some yellow, but I rarely find it necessary. The result of all this is that I don't find Nemesis more dangerous than other groups, just more annoying because I can't cut loose with AoE.
The snipers are an annoyance. They won't ever move, so you can pull everything else around a corner if desired, or just take the fight to them.
You've probably noticed that a Fake Nemesis will throw up an impenatrable bubble near the end unless you kill him fast enough. Try to kill him fast when he gets near the end. But since that doesn't always work, my attack order generally goes Fake Nemesis until bubble, then start on War Hulk, back to Fake Nemesis when bubble drops, finish up War Hulk, then clean up the minions, then handle the lieutenants as noted above.
Oh, and it can sometimes be worth moving the fight out of the toxic cloud if you end up in one. I'm usually too lazy. -
Fire/Super Reflexes for a cheap AV killer and decent all-around toon.
Fire/Shields for not so cheap obliteration of everything in your path.
Fire/Fire for getting lots of opportunities to use Rise of the Phoenix. -
As a low-recharge Regen, I try to cycle between Dull Pain and Instant Healing in AV fights and the like. Instant Healing gets triggered immediately when it recharges. Dull Pain waits until I'm badly injured. Without Instant Healing, my level of survivability would drop significantly for a little while, and that's when I'd likely get killed.
I wouldn't skip it for normal play either. Normal play has a pretty variable level of danger, and Instant Healing, like other Regeneration clicks, lets you save up your survivability through the easy parts, then spend it on the hard parts in a mad click fest. So if you skip Instant Healing, your top end burst survivability is going to be lower, so you won't be able to crank up your difficulty as much, and you'll have to face lesser enemies through all the boring parts, making them even more boring. -
I was just commenting on the primary. Didn't check the secondary, and have company at the moment, but I wouldn't want you to be misled by what I didn't say in my comments.
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Werner's thingy on this:
“There are definitely other approaches, but here's what I'd consider a basic plan for the Regeneration secondary using SOs or common IOs:
- Fast Healing at 1, 3 heals
- Reconstruction nice and early, 3 heals, 3 recharges
- Quick Recovery nice and early, 1 endurance modifier at first, add 1 or 2 more as necessary
- Dull Pain when or shortly after when available, as there is a lot to squeeze in at that level, 3 heals, 3 recharges
- Integration at 16, 3 heals, possibly 1 endurance reducer
- Resilience when and if you can work it in, 1 resist
- Instant Healing when or shortly after when available, 1-3 recharges, no heals unless you're swimming in slots
- Skip Revive
- Moment of Glory when or shortly after when available, 3 recharges
- Hasten when convenient, 3 recharges
- Health when convenient, 3 heals
- Tough when convenient, 3 resists, 1 endurance reducer
- Stamina if and when you start having endurance trouble, which may not be until 30 or later, 1 endurance modifier at first, add 1 or 2 more as necessary" -
Quote:DPS chain.: GD>GC------>SD>GCMy questions now are more katana related, as in what's a normal Katana rotation? Should I just be rotating through my ST attacks, or is there a preferred set?
1 DA chain: GD>GC------>SD>GC>DA>GC
2 DA chain: GD>GC>DA>GC>SD>GC>DA>GC
In other words, it's just a matter of inserting one or two DA>GC into the DPS chain as necessary for defense. However, for Willpower, since it doesn't benefit from recharge, and since it does benefit from defense, I'd probably forget about achieving the DPS chain.
Also, you don't have enough recharge to run ANY of those chains at the moment. One problem is Gambler's Cut, which needs to recharge in 1.58 seconds. That could be easily solved with a sixth slot, but you should really have an Achilles' Heel proc in that sixth slot, so solving it will be at least a little more complicated.
I'd probably recommend the 1 DA chain most of the time. As you have Divine Avalanche slotted, one will get you to the soft cap. However, you also don't have enough recharge on Golden Dragonfly to pull that off. You need to recharge in 5.94 seconds, and are at 7.43 seconds. One recharge IO would get you there, though I'm not specifically saying that that's your best slotting option.
When defense debuffed, you should then be able to smoothly transition into the 2 DA chain, but spend most of your time with just 1 DA to avoid losing TOO much DPS. -
Quote:Who says they're "supposed to be"? You? The devs? General consensus? And regardless, I've never found other people's visions of "the way things should be" to be very compelling.Scrappers are supposed to be more skill and agility based while Tankers are supposed to be more brute strength and raw power.
Quote:I have to agree with Umbral. The Super Strength set as it stands, doesn't seem very Scrappery.
Anyway, if you don't like the idea of brute strength Scrappers and finesse Tanks, don't play them. But is it really going to ruin your game if someone else plays them? Is the fact that they exist going to break your immersion or something? -
Quote:Welcome back! I quit for a few months myself after repeated nerfs issue after issue. Not only does that appear to be long since over, but there have been a number of buffs. To me, overall power levels feel about like they did before all the nerfs, just with nothing obviously broken, and a whole lot more balance, and a whole lot more interesting complexity to it all. I LOVE what's been done to the game since those days. I hope you will too once you get used to everything.I've been playing this game a month after quitting when Enhancement Diversification hit.
Willpower has good defense, good resistance, good hit points, and very good damage recovery.
Strengths:
Easy. Easy to build, easy to play. Nothing to click. It just fades into the background and keeps you alive. Your hit points generally move fairly slowly, giving you time to react with inspirations or changes in tactics, or time to simply keep smashing heads until everyone is down.
Good at surviving a big spike of damage, such as you'll find fighting large groups of uplevel enemies, Archvillains and the like.
Survivability ramps up in large groups. You "Rise to the Challenge".
More complete Status Protection than most sets.
You have to really work at it to give yourself any endurance problems past level 20.
Taunt aura. Enemies will glue to you, which is what you want for Rise to the Challenge to do its work.
Weaknesses:
Too easy. No personality. Boring at parties.
Almost no resistance to defense debuffs. That only matters against certain enemies, but there seem to be a lot of those enemies. Still, some is better than none, and you have a lot of other tools in your toolbox when debuffed.
With a mixture of defense against some types of damage, and resistance against other types of damage, you aren't really one inspiration away from god mode the way you can be with some sets. This can be fixed with IOs, and on high-end builds to the point of not needing inspirations, but that's likely just in the end game.
Said to be weak to the beta strike (not the alpha strike), though I haven't really experienced that. The idea is that it has enough defense, resistance and hit points to survive the alpha strike, but while it recovers rapidly, it doesn't have any spike healing to get it back to the point of surviving the next wave of attacks.
Taunt aura. On a team with no tank, you may find yourself the center of attention. That may be more incoming damage than you are prepared for (or it may not). Or if you WANTED a taunt aura to act like a tank, it's kind of a weak taunt aura, so people can peel aggro off of you.
Quote:2) What is the best way to address or mitigate the negative aspects (like the alpha vulnerability I've heard so much about)
Not much you can do to give it more personality.
Quote:3) If someone could post a build for Mids and explain it in detail, Id love you forever, preferably high end expensive ish build, with a mind towards maximixing strenghts
As far as what to maximize for survivability, I believe current consensus is to soft-cap most positional defenses (45% to smashing, lethal, fire, cold, energy and negative). After that, you probably want as many hit points as you can get. Then you can find a really nasty group of bad guys, stand in the middle of them, and go make a sandwich. It's not just tough; it's AFK tough.
Quote:4) Aid self and willpower, genius idea or stupid idea?
It's not that Aid Self is bad... no, wait, Aid Self IS bad. It's takes forever, it's interruptible, you pull out a tricorder... I frickin' hate that power. I'll take it if absolutely required, but frankly, I just level up toons that are better off without it. Willpower is probably better off without it.
And we can look at it another way. Let's say you take Aid Self instead of some additional damage mitigation, specifically defense. Now it still takes a lot for Willpower to get in over its head, so we're talking about being surrounded by a large group of enemies all pounding on you. Now you want to hit Aid Self. Unfortunately, your defense is only so-so, particularly to smashing/lethal, which are the most common damage types in the game. So they're going to be hitting you the whole time. That makes it hard to get off an Aid Self without it being interrupted. So it MIGHT work and save you, or it MIGHT mean you just rooted yourself in the middle of a nasty pounding and got nothing for your effort, and now you're almost dead or dead. (Granted, this is theorycraft, as I've never taken Aid Self on a Willpower.) -
Link fixed, or at least what I assume he was trying to link to. If not, that's what I'd have linked to. Did link to. Whatever.
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Yep, see ParagonWiki for Attack Mechanics.
But the short version is that you subtract your defense from 50%. What's left is... sorta... how often you get hit. 34% gets hit 16% of the time. 37% gets hit 13% of the time. So 16%/13% = 123%, so you're taking 23% more incoming damage on average at 37%.
Getting a little more complicated, accuracy buffs are applied to that percentage. Someone at default accuracy is 100%, so no change. A +2 minion has 120% accuracy, not 100%, so that 16% becomes 16%*120%=19.2%. But the ratios between two different levels of defense stay the same, so it's extraneous when discussing how much less or extra damage you're taking. -
If I ever make it to epics... dono, which is the most gimp? Body's way too useful, so that's out. Wait, have I EVER done a different epic? I don't think I have. Weapon doesn't fit concept. Either Blaze or Dark would be fine.
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The level of the enemy improves their accuracy, but not their to-hit, up to +5 anyway. In practice, that means that their level won't make a huge difference in how easily they hit you. But to answer the question, eh, it depends on what you notice. I think the rule of thumb around here is probably in the 20% to 30% range, but I wouldn't personally hesitate to pick up 15% defense, even if that was all I could get. Once you head above 30%, it starts getting very noticeable. Above 40%, and every percentage point is making a significant difference. Whether or not you can notice it is a different story, but it's significant. Then you hit 45%, and further defense is only helpful when your defense is debuffed or you're facing enemies with more than normal to-hit.
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Yes, it's five of EACH named set bonus. You can have five 10% recharge bonuses from purples, plus five Luck of the Gambler +7.5% recharge bonuses, plus in theory five MORE +7.5% recharge bonuses (since the LotG bonuses have a different name), plus five 5% recharge bonuses, and so on.
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OK, now I have two threads telling me to take the plunge. First, a thread discussing the worst primaries and secondaries and combinations, leading me to think I want to play a Martial Arts/Fire Armor because it sounds pretty low end, and I've never done that primary or secondary (past level 8, anyway). And now this thread commands me to make a Fire Armor. OK, OK! I'm working on it!
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The Hecatomb is best left in Gambler's Cut. As DaveMebs says, your DPS chain is GC->SD->GC->GD, so you get two procs to just one if it's in Soaring Dragon. But it's actually better than that. One Divine Avalanche soft caps you, so you'll probably want to run DA->GC->GD->GC->SD->GC most of the time, which gives you three procs instead of just one.
As far as which power benefits most from the recharge of the Hecatomb set, Soaring Dragon IS a bit of a problem when running the DPS chain. It needs to recharge in 3.83 seconds, but is at 3.98 seconds. But that's easily fixed by going to some other slotting in Soaring Dragon. Touch of Death doesn't seem to be doing much for the build anyway.
With all the global recharge, you should swap the damage/recharge in Gambler's Cut for the damage. You'll still have more than enough recharge even when Hasten is down. -
Quote:They do have the same activation time but Boxing actually deals slightly more damage than Jab.
Punch however has a higer DPA value so it might be better to use it instead of Boxing.Quote:Boxing does 3.5 more unenhanced level 50 damage but Jab recharged .5s faster and has a lower endurance cost.
As far as Jab, the recharge doesn't matter in that chain. Endurance might be an issue, but wasn't something I was worrying about when I came up with that particular chain. And again, saving a power choice. -
Or run circles around expensive IO builds if the builder thinks that spending influence is a substitute for knowing the mechanics of the game and what bonuses they actually need. In any case, yes, I think selling it was an excellent idea. I had no idea they were going for 60 million these days. Sweet!
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Knockout Blow (+227%) -> Haymaker (+189%) -> Fire Blast (+98%) -> Boxing (+0%) -> Haymaker -> Fire Blast was the best I could work out when I looked at this a lot more closely several months ago. Probably something better than Boxing for the gap, but on a real build, where you need to take Boxing anyway to get into Tough and Weave, and where power picks are in short supply, it seemed the best choice in practice. Obviously you're going to want Rage as stacked as possible.
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Quote:I think Tanks DID adopt the 2xRWZ challenge as one of their tests since the RWZ challenge was too easy for Tanks.I do remember us saying "see, tanks should do the 2xSpawn RWZ challenge, since that's obviously something out of reach for scrappers" or somesuch. Ah, good times.
What I'm thinking I remember (though my memory sucks, so maybe my subconscious is just making it up and pretending it's memory), is someone in jest suggesting that we go solo a pylon with two RWZ challenge spawns beating on us. This would be back when the RWZ challenge was considered hard, and taking down a pylon was at the high end of DPS. So I think it was in the Scrappers bragging about both stage. And I think the pylon->2xRWZ was sort of a response to the bragging, "Oh, yeah? Then why don't you do this?" It was obviously impossible at the time, so much so as to be a joke. I remember what I thought was JUST in the realm of possibility at the time was to solo a pylon with a single RWZ challenge spawn beating on you, and I think I mentioned it, and I'm not sure how many people believed it could be possible. I made a number of attempts on Sergei, but the closest I came was having the Pylon down to 25%.
Flash forward to the present, and...
LOL. Yeah. -
Nice!
Remember how that was originally proposed as a joke? Hahahahahahah!
So are you the first to do that? I'm thinking so, but my memory sucks. Wait, did Powerforge do it?
I was hoping that Alexei could pull it off. That joke of a challenge was one of my motivations when I built him. But there's no way, not after I saw how he performed with "just" the two RWZ challenge spawns. I just don't have that combination of hit points and resistance required to handle huge bursts of damage. There's just too much luck involved for me, which is GOING to give out in a 30 minute fight. -
Maybe I should start one. I'm feeling overwhelmed with all the amazing builds that are possible. Maybe I should play something that I'm pretty confident I'll never purple out. I've never done Martial Arts. I've never done Fire Armor. I could go to the school of hard knocks by doing both at once. Heck, I could play it with only SOs just to be core.
(Good lord, I think I'm really going to do it. But not tonight. Must sleep tonight. Must not make new Scrapper.) -
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Well, which sets do you think are weak? It sounds like you're saying something smashing or lethal combined with Fire Armor or Dark Armor sounds the weakest to you? Hmmm, maybe. Martial Arts is arguably the weakest primary, but if you pair it with Dark Armor, you get to stack stuns, which might be pretty useful. So that's out. So maybe Martial Arts/Fire Armor? Well, you have a moderate damage mostly single target set. It has some secondary effects, but with nothing to stack them on, they probably won't gel into anything very useful. Fire Armor would really benefit from some mitigation from the primary, and for the most part it isn't going to get it. Hmmmmmm, well, it IS sounding kind of low end to me.
But I don't think it would be BAD. Just less good than some of the alternatives.
Also, SOME combination has to be worst. I think what's important is that even if that is the worst combination (and I highly doubt you'd get any consensus on what the worst combination is), that it's still perfectly playable, and if built right, would even let you feel pretty strong. And I'm betting it meets those criteria. If I suddenly had a concept for flaming kicks of doom, I wouldn't hesitate to roll one.
As for WHY some combinations seem more doable, more powerful than others, I think it is mostly because balance is very very hard. Not only do you have to balance the primaries with each other, and the secondaries with each other, but also the combinations of both with each other, plus handle everything from lowbies on TOs to level 50s IO'd to the gills. Not easy. And given how difficult a task it seems, I think the sets and combinations have pretty amazing balance.