darminiam

Apprentice
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  1. I love the look of the Dark one. It looks more like a gauntlet, and its small on your hand, but you leave this very long trial of dark energy in your wake that doesn't look good to me.

    But someone else suggest the energy or electrical shields which I recommend as well.
  2. I think it's much harder for me to get my Hitpoints up on SD. I can only get to about 2400 or 2500 hp. More than a scrapper, but not as high as other Tanker primaries like Stone or Ice. But then again, others, like Fire, don't get anything at all.

    And, right now, my Tanker build is looking to have a regen rate between 300% and 350% this includes the Regen Tissue, Numina, Miracle, Per Shifter, and the Panacea. Now is this over kill on a SD/Dark? Would this be overkill on a SD/EM tank that is damaging himself?
  3. Yeah, I'm figuring the same thing. I'm going to respec my SD/Dark Melee tanker and try to do it with him first to get the experience. If I can, then I'll try a different powerset. Gotta get the experience first before jumping in.
  4. Thanks for that Werner. It took out some of the headaches on figuring out what I can do for a DPS chain. But it does look like I'll have a hard time with some of those AVs if I go the Smashing route with War Mace. Hmm. I may be going with Fire or DM then.
  5. I decided to post this here instead of creating a new thread since its based on the info in here. Ok, so from everything I've learned here, I've decided to try the following.

    First, I'm trying to get a SD/WM build that could take on AVs, but I'm unable to create a successful attack string that would have a good DPS output. I also did some searches to see if anyone has talked about this but nothing.

    I was trying Shatter -> Jawbreaker -> Clobber -> Jawbreaker but Jawbreaker seems to need almost 300% recharge to support this. I was thinking Shatter -> Jawbreaker -> Clobber -> Pulverize -> Jawbreaker but not sure if this is the best use of a string.

    Also, once again, I was thinking about the -res PvP proc to put into Shatter since for the most part it could act as ST attack when focused on one target. I tend to think of this attack as an ST that can sometimes hit others. That could help out with the AV resistance.

    Why an SD/WM? I have one readily available. I know that Smashing is a heavily resisted type.

    The second option is an SD/Fire, but I have to get that character to 50 (which shouldn't take long since I have one up there). I was going to try Energy with SD, but I would have to level one up from scratch. And then there is the fact that the set doesn’t currently make me happy, and my regen goes down ever time I use Energy Transfer.

    And for the enhancements to do this, I'll end up doing what I always do. Take the enhancements from one character and carry them over to the next character since I have so many vet reward respecs whenever I create a new character.

    What do you guys think? Should I go forward with this? Think its worth trying it out?
  6. I just want to thank all the scrappers that came over to help our discussion. I'm not a numbers person, but I do appreciate the discussion. It has provided a springboard for us to go through and attempt something that scrappers, and to a lesser extent, other ATs, have been doing for a while.

    Ever since I saw Nihilii do it on his Tanker, I've been building up resources to attempt the same thing on my tanker. I was planning to do it on my SD/Dark tank, but now that I see it is potentially viable with other secondaries, I want to try and see if I can do it with another secondary. Time to put the theory to the test.

    So thanks again for coming over.
  7. I'm guessing that to figure out how long your fight is going to be, you have to know how much health the AVs have. Where do you find that out?
  8. Yeah, that is my goal. I currently have a SD/War Mace and an SD/DM. I've seen an SD/DM do it, but not the others. I'm thinking of continuing a couple of characters sitting close to the 50s, but I wasn't sure if it was worth the effort or not.

    Now that I know that on paper its possible with several different combinations, now its time to try and do it. I gotta give it some thought and see which one I want to try. It's now about looking into the resistances of the different AVs and figuring out which ones you can do.

    I'm thinking either Fire or Energy (even with the Energy nerf). War Mace, I don't know. I know that it can do the DPS. It's been my current main lately, but with all the AVs with smashing resistances... I don't know.
  9. Oh yeah. I was. Thanks for the correction.
  10. Soo... Your telling me that based on these numbers, an SD/EM could also solo an AV? They have a taunt aura that increases the damage of their secondary's attack so that means more DPS right? And with EM, you have a damage type that isn't as often resisted. Or at least too much.

    Hmm, but you would have to fit Medicine in there somehow.

    Fire wouldn't be good with Shields because if you have to use GFS in your chain, then you are taking out the mobs that are fueling your damage increase.

    I'm just trying to see if there is another secondary that could solo an AV consistently besides DM. And even then, I think very few people have done it with DM.
  11. [ QUOTE ]

    The point of my reply is that, when worried about dying, energy transfer is the wrong attack to use, with any animation.


    [/ QUOTE ]

    Ah, I didn't get that from what you wrote. Then I agree.

    [ QUOTE ]
    1st, I never suggested EM doesn't "feel slow",

    [/ QUOTE ]

    Your right, you didn't. You even mentioned that in the post before. Forgot about it in the heat of writing.

    [ QUOTE ]
    As far as hitting dead enemies is concerned, I don't see anything you mentioned that explains why it's better for the blaster to hit the dead enemy than it is for the tanker to hit the dead enemy, outside of a faster animation allowing the tanker to do something else sooner (which is true regardless who gets the kill shot).

    [/ QUOTE ]

    I never said it was better. I just wanted to give an example of how it is more apparent and obvious with an EM tank, or any primary or secondary that has attacks that last a long time. And with EM, their two biggest attacks, and their set defining abilities, take a long time to cast.


    [ QUOTE ]
    edit: are you arguing that faster animation times for Energy Transfer and Total Focus would help prevent teammates from wasting their attacks? That's the first I've seen anything of the sort, and has nothing to do with the explanations previously given. Seriously?

    [/ QUOTE ]

    Not at all, and I don't think I ever mentioned that. Attacks get wasted all the time. It just the sitting there and watching yourself slowly waste an attack is what I'm talking about. Every AT wastes an attack but typically, it is just a second or so. Or actually, its dependent on the power.

    And yes, some powers, actually, a lot of powers have cast times that are longer than a second, but its when you start getting closer to the 3 second time frame, or when your attack applies its damage at the very end of the cast time, that is when people start complaining. Remember, unlike other MMOs, this is a fast pace game. Long animation times are a lot more noticeable to players.

    [ QUOTE ]
    I'm not defending energy melee, and I have my own complaints about it, but I find them hard to express among the reports of repeated deaths caused solely by an additional 1.6s in activation, or somesuch.

    [/ QUOTE ]

    And by the way, this conversation started with me saying that most people complain about... I personally don't like the set because of the longer cast time on ET and the animation. The animation doesn't fit my character concept anymore. And the set feels slow to me.

    And if you look at some of my other posts, the only suggestion I ever made about Energy Melee is that if they are going to leave things the way they are, then they should up the damage on Whirling Hands because the set is not an ST target attack anymore, so the Devs should adjust the set accordingly, not just one power. They did that with War Mace and Dark Melee. They adjusted the set, not just one power.

    But as you were saying, everything is about perception. I haven't seen anyone datamining the set and comparing it to other sets, so who knows how good/or bad the set really is. But that is the reason I come to the forums. To hear everyone's opinions on something, and learn why people like, or hate things. Just wanted to give my opinions is all.
  12. 20%, 40% 60%, maybe I shouldn't have picked such a low number. Or maybe I shouldn't give examples since you are only focusing on the examples I may up. My whole point of that paragraph was that your health goes up and down in the middle of a fight. And that you make decisions based on what you see. That was it. Not the amount that you make your decisions on.

    Oh, and if you don't feel like you are attacks are slow, then good for you. Like I mentioned earlier in the thread, everyone that gets the power set after the nerf knows what the power does, and makes the decision to go with the power set knowing full well what they are getting. Most or the people that had the power before the nerf don't like it now because we picked the power set based on something that doesn't exist anymore (at least in the way we knew it). It is very likely that people will get upset when something they expected to work a certain way all the time, changes all of a sudden, and not for the better.

    Oh, and regarding your example on if two people attack the same target. (Here is an example only) If its an EM tanker and a blaster. If the tanker uses Bonesmasher and kills the target, the blaster uses Power Burst less than a second later. Now his attack has a very small chance that it fires off between the tanker killing and his attack going off. If it happens, it was a quick casting power his power goes off hitting nothing. Blaster quickly moves on to next target since he is not stuck in casting time and can use next attack. Same if the blaster kills it and tanker moves on. For the most part, you barely noticed that it happened. Also, depending on the window, if the blaster was pressing the button when the tanker was killing it, they may have targeted another mob and the attack goes off.

    Now same tanker and a controller. Tanker uses Bonesmasher, Controller uses Propel. Target is dead, propel still going. Controller gets fustrated because his attack is still going when the target is clearly "captured" already. He can't move on immediately until the casting time is over. Same if Tanker used Energy Transfer and Controller used Crush. Tanker is now stuck in animation when you clearly see your target down.

    Now wouldn't it be cool if you can cancel your cast time like a blaster's snipe could? Target is done, ok move, on to the next mob. But you can't.

    And extremes? Your right. I should have removed that last statement. I could instead just use all other attacks but those two if I really loved the set but hated those last two powers now. Or I could stop playing the character. Or I could continue playing it and grumble all the time, or I could keep playing it and maybe the Devs would one day change their minds, or I could just love what the devs did and continue playing it to my hearts content, or I could come on the forums and give my opinions on it, or I could ... Yeah, there are many options, I just picked one. Maybe it was the wrong one. Like my decision to attack at 20% health instead of healing.
  13. Didn't really want to argue. For the most part, everything you said is valid. The only a couple of things I want to point out:

    [ QUOTE ]

    A healer? You must be joking. Going from full health to dead in three seconds because you're animating an attack is a problem, and you think a healer is going to save you?


    [/ QUOTE ]

    First of all, most people aren't at full health in the middle of battle. Especially a tank. How many times have you entered into a group, taken alpha, and been unluck that your bar goes into the red and you are able to heal yourself?

    Your health bar yo-yos up and down the whole battle. The player has to decide when to heal, use inspirations, etc. Sometimes you make good calls and sometimes you make bad calls. If you have 20% health, should I fire off Energy Transfer to get rid of this guy, or should I hit an inspiration? If I miss, do I have time to heal myself before he attacks? As a player, you make these decisions all the time, their not always going to be good. Experience teaches you what risks to take.

    The 3 seconds of animation hinders your ability to make an immediate decision on what to do with your health, end, etc. I'm not saying that Energy Melee is the only tanker secondary that has this, but the rep that EM had was a ST damage monster, quick attacks and little AoE. Now all you have is a slow set with long activating ST damage attacks, little AoE, but still does great damage. That is where the complaints are coming from.


    [ QUOTE ]
    the mobs may be already dead when the attack goes off

    The corollary to this is if you were to hit with those attacks a second earlier, the attacks your teammates were making would be wasted instead of yours. The only negative consequence of such an event (that being one person wasting an attack instead of another) is if the person who is a fraction of a second late looses out on a beneficial side effect of the attack (i.e. siphon life or follow up). Energy melee doesn't have any such powers, so what you're describing seriously doesn't matter.

    [/ QUOTE ]

    It does matter. It's one thing if it happens once in a while. I don't know how many times blasters want to shot off a snipe but by the time it goes off, that mob may be dead, moved around a corner, etc. But typically that is not its main attack. They have other high damage attacks they can use the fire off immediately (but then you can argue that that is their role...)

    For an EM character, the two biggest attacks it has are really slow. You don't feel frustrated when you are in the middle of a group and every time you begin to do ET the mob dies while you are looking at your hands glow? If this doesn't bother you, then don't worry about it. I just want people to know that it happens, and they can make their opinions on if they mind that or not.

    True, if a mob is dead, then a mob is dead. In a team everyone benefits, we all get the same influence and xp. But I want to feel that I contributed to the team by doing some damage. If not, I could just sit there, and taunt all the mobs to me and let the team take them out. After all, isn't that what a tanker is supposed to do?
  14. I really need to figure out how to calculate all this. Numbers aren't my thing, but this theorycrafting can help me make some decisions on current builds that I have before I spend millions of influence to find out it doesn't work.

    For example, does Energy Melee have a chance to take on AVs? It's a less resisted damage type, has several great single target attacks (although very slow) and paired up with Shields, I think it has a chance, but I have no idea if this is even possible DPS wise.

    Or does Fire? Or War Mace? Hmm, I gotta figure out how to calculate this...
  15. darminiam

    SD/DM: Amazing

    Love this thread. Such a good resource for my SD/DM. I was trying to figure out how to tank LR.

    Do you use One with the Shield with him? I'm trying to figure out if I can get by without that power. For everything I've done (AE Boss farms, regular missions, TFs including ITF) I don't use it at all. I can only picture maybe needing it to tank Lord Recluse, but I haven't tried it yet.

    So can I tank LR without OwtS? Can I take on most, if not all AVs without this power?
  16. It does happen. Quite a bit. If not, you wouldn't see so many complaints in the forums over the years about Shadow Maul, Propel, and other time consuming attacks. And this is more important for tanks in my opinion because a group can (not always) live or die by its tank.

    A fire tank can jump into a group and take Alpha, thanks to its powers and Healing Flames, but what happens when the second wave of attacks happen that can overwhelm a tanker. Can't hit an inspiration in time, no healer around. Dead.

    This of course is less noticeable when solo. You don't have as many mobs around you as in a team, but crank it up to 5. Or if you want to see how noticeable it is, then go to AE.

    Oh and back to my original train of thought, the other half of the posts regarding these long attacks is the fact that in group settings, the mobs may be already dead when the attack goes off (Energy Transfer, Propel, etc.) but, if you are using these powers, you know that already.
  17. Alright, everything is definitely subjective here.

    For almost the entire life of the game, Energy Transfer took less then a second to animate. My Fire/EM was my main character ever since the beta of the game, and is one of 3 characters that I've had since the beginning of this game that I have not deleted (only reason he is not deleted now is because he is the first character I ever created).

    Most of the people on the boards loved Energy Melee because of this. Sure some attacks were slow. Sure Barrage is really weak. Sure AoE sucks with Whirling Hands being the worst or one of the worst AoE attacks for a tanker (I only used it to keep aggro). But the saving grace of all that was Energy Transfer. And it was like that for 4 years.

    Now in the last year, two of the biggest changes to Energy Melee was:

    Energy Transfer: casting time was increased by 2 seconds
    Total Focus: Magnitude for stun was decreased from 4 to 3. (no more stunning bosses with the one attack).

    Anyone who has played Energy Melee knows that the main reason to play one (besides the cool pom poms) was because it had one focus. It was the best single target secondary a tanker could get. With the loss of those two things, all of a sudden, the main attraction was gone. It's glory lessened. This is why the veterans feel that the set is slow (and it is). Too many of its main attacks have long casting times.

    If this is a brand new set for you, then please enjoy it. But for others there are better sets out there that can give you the same performance, or similar, plus you have better AoE attacks.

    Being a Fire/EM tanker, (which I know many have been including Heraclea) it hurts more because Fire Armor received lots of nerfs as well, so with the two combined, its just too many changes for those that played both.

    Now of course, if you don't care about the numbers, if you don't care about efficiency, if you don't care about AoEs, and if you never played it before, then yes, Energy Melee doesn't feel broken to you. Please enjoy it because its one of the sets that make you feel like a hero. Big numbers, impressive moves, etc.

    Don't let us discourage you from a set you enjoy, but if you come to the forums, the vets will pipe in. We could argue about it, but it will just end up being a long thread about us going back and forth. This post is not meant to be mean, sarcastic or anything else if it come out that way. Please enjoy Energy Melee, its our game and have fun with that which makes you happy.
  18. darminiam

    SD/DM: Amazing

    Yeah, I kept going back and forth on it. I was thinking I wanted more recharge, but once I added all my global recharges and hasten, I realized I don't need that much, but a heal or damage becomes more important.

    But then again, imagine tanking Lord Recluse, and all you do is spam SL... (don't even know if that is possible)
  19. Which is what I'm looking for here. Which tanks are good for dps soloing.

    I'm trying my hand with SD/Dark so we'll see what happens. (though I secretly want to try SD/Mace to see if I can or if it is even viable)

    Oh, and even though I'm not a numbers guy, I enjoy seeing this back and forth, and the number crunching. It gives the tanker community a chance to see if we are able to accomplish some of the things solo that other sets are able to do. So please, keep crunching.
  20. darminiam

    SD/DM: Amazing

    True, the above is my compromise version of the best of both worlds.

    But the best I've seen with regards to the best of both worlds (not perfect of course) is this:

    3 Nucleous Exposures
    3 Golgi Exposure

    That gives you:
    Accuracy: 94.93%
    Damage: 94.93%
    Heal: 94.93%
    Endurance: 94.93%

    Only thing you are missing is recharge and if you have tons of that, you can be good. Also, no set bonuses.

    But yeah, Siphon Life is very subjective.
  21. darminiam

    SD/DM: Amazing

    Yep, using the Hammies for the Defense Debuff resistance. Never had a real problem with cascading failure with it in ITF.

    Also, based on what you said, I'm swapping spots between Shadow Maul and True Grit. I'll see how that works with exemping down.

    Siphon Life has been bugging me too. That is my current slotting, though I've toyed with Numina's instead of Touch of the Nictus for similar results. The difference is endurance versus accuracy for enhancements. And with set bonuses, Regeneration versus accuracy again. There is so many ways to slot it that I'm just picking this and not looking back... much.
  22. darminiam

    SD/DM: Amazing

    I think its fine for regular missions, but yeah, AE mission will stomp all over me. I've been playing with my SD/Mace character for too long. He doesn't have Fighting on him and he can do 54 boss farms and main tank ITF, but I forget how much knockdowns help so much.

    With SD/Dark you so need Fighting to help. Thanks for reminding me. Another pipe dream cruely crushed by the forums.

    Well, since I'm on the topic, here is my new, upcoming build. The only difference between this new build and my current build is that with my current build I have Shadow punch slotted up (take the slots from Shadow Maul), no Shadow Maul and Taunt in its place. Kruunch has convinced me on the virtues of Shadow Maul.

    Also the slots in True Grit will be 5 of the Panacea sets. I just placed the Doctored Wounds for a placeholder. Also the empty slot in OwtS is for the PvP +3% (as usual).

    Let me know what you guys think as this guy will be my main/badge hunter/AV solo attempter...

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Defiant: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), S'fstPrt-ResDam/Def+(11), ResDam-I(50)
    Level 1: Shadow Punch -- Acc-I(A)
    Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dam%(5), Zinger-Dam%(5), Hectmb-Dam%(50)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), Ksmt-ToHit+(11)
    Level 6: Hover -- LkGmblr-Rchg+(A), Zephyr-ResKB(13), Zephyr-Travel(13), Zephyr-Travel/EndRdx(25)
    Level 8: Swift -- Flight-I(A)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(23), HO:Membr(25)
    Level 12: Against All Odds -- Taunt-I(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Siphon Life -- HO:Nucle(A), HO:Nucle(17), C'ngImp-Dmg/EndRdx(17), Nictus-Heal(19), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Acc/EndRdx/Heal/HP/Regen(36)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34), Mrcl-Heal(37), Mrcl-Heal/EndRdx(37), Numna-Heal(37), Numna-Heal/EndRdx(39)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(23)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: True Grit -- RgnTis-Regen+(A), Dct'dW-Heal/EndRdx(43), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(45), Dct'dW-EndRdx/Rchg(45)
    Level 26: Shield Charge -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(27), Oblit-Dmg/Rchg(33), Oblit-%Dam(34), Oblit-Acc/Rchg(34)
    Level 28: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Shadow Maul -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Dmg(42), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42)
    Level 35: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Rchg(36)
    Level 38: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(39), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40)
    Level 41: Boxing -- Amaze-ToHitDeb%(A), Amaze-EndRdx/Stun(46), Amaze-Stun(46), Amaze-Stun/Rchg(46), Amaze-Acc/Stun/Rchg(48)
    Level 44: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: One with the Shield -- ResDam-I(A), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  23. darminiam

    SD/DM: Amazing

    True, I was just looking at it for the -res proc, thinking I had a great idea to get even more DM damage out on a tank. But the DPS gods aren't that kind.

    But I was playing around with a build that had Travel Pool, Fitness, Speed and Fire Mastery (including Fireball) for an AoE SD/DM Tanker build. May actually do that one day:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Defiant: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(5)
    Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), Ksmt-ToHit+(7)
    Level 4: Shadow Maul -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(13), Armgdn-Dmg(43), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(43)
    Level 6: Swift -- Flight-I(A)
    Level 8: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(9), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(11)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(13)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Siphon Life -- HO:Nucle(A), HO:Nucle(17), Hectmb-Dmg/EndRdx(17), Nictus-Acc/Heal(19), Nictus-Heal(19), Nictus-Heal/HP/Regen/Rchg(23)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx(25), Mrcl-Rcvry+(34), Mrcl-Heal(37), RgnTis-Regen+(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Against All Odds -- Taunt-I(A)
    Level 24: True Grit -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(36), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(46)
    Level 35: Dark Consumption -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36)
    Level 38: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Acc/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Dam%(39), Hectmb-Dmg/Rchg(40)
    Level 41: Char -- Acc-I(A)
    Level 44: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Dmg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50)
    Level 49: One with the Shield -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



    Note: One with the Shield is only there for the PvP +3% IO.

    Don't know if its viable or not, but if I don't respec into the AV/solo/Main tank build I'm playing around with, I may go with this one.
  24. darminiam

    SD/DM: Amazing

    LBE = Laser Beam Eyes

    Was going to use the Achilles' Heel proc in that one. So my goal is the ole faithful attack chain of Smite ->SL -> Smite -> MG without either of the two -res procs.
  25. Only comment I have is just remember as Starman already mentioned, these numbers don't take into account several, very important things for AV soloing:

    1. Resistance: We all know that most, if not all AVs have (in some cases high) S/L resistances that automatically removes Stone Melee, War Mace, Super Strength and Battle Axe out of the top 5 for AV hunting. This also pushes Dark, Energy, Ice and Fire Melee to top just on that merit alone.

    2. Secondary effects: Secondary effects are a big reason why Dark Melee rises to the top. Having a heal as an attack is huge. All the other secondaries have to stop their damage output in order to heal. Dark Melee doesn't. Then there are the other secondary effects of Dark.

    3. Primaries: Of course your primary also have a huge effect on your AV soloing ability. If you are Stone/DM for example, while yes, you have the right secondary, you don't have the right primary. This chart doesn't take power mixes into account.

    So while I'm not a numbers person (is Energy Melee still that good in the ST damage realm? Feels super slow to me) this chart could mislead you if you don't take into account some of these points. This is just raw damage amounts, against things that don't have any resistances.

    There are other things that can skew this chart as well. Others have already mentioned them, like attack chains, regen rates, etc. But to factor everything in would be a huge task. But I bet someone could do it.

    Edit: Just read Kruunch's note and he said a lot of the same things I mentioned ...