firespray

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  1. Quote:
    Originally Posted by Beauregard View Post
    As for Corruptors/Controllers solo'ing GMs where melee archetypes couldn't, you're talking about a past bug where Radiation Emission wasn't impacted by the AV protections or purple patch. So a RE Corrupter/Defender could deal the equivalent of 1305 extra dps on a level 54 AV - a target that ordinarily reduced a player's damage by over 50%.
    How does a bug involving AV protections and the purple patch as it relates to level 54 AVs have anything to do with melee toons traditionally not being able to solo GMs? Do you understand what the difference between a GM and an AV is?

    The reason that corruptors, defenders, controllers, and masterminds could fairly easily solo giant monsters when melee toons couldn't, despite the fact that melee toons could solo AVs reliably is because GMs have much higher hit points, and therefore regen than AVs do. AVs base regeneration is something like 94 hp/s, so in order to kill one, you have to be able to do at least 95 DPS (though to do it quickly and reliably you'll want something more like 140-150). Though it isn't easy, melee toons are perfectly capable of achieving these sorts of DPS numbers. A GM on the other hand has something like 250-300 hp/s regen, and that's damn near impossible for a melee toon to do (or at least it was before we got the incarnate slots). A corruptor, defender, controller, or mastermind though doesn't need to do anywhere near that much DPS, because they can debuff that massive regen number.
  2. Quote:
    Originally Posted by Rebel_Scum View Post
    Peregrine is also, you know, an island. Building a monorail track all the way out there is probably kind of expensive.
    Not much of an excuse. Talos is also an island and it has a monorail track to it.

    I agree with the OP though, there really is no excuse to not have tram access in PI.
  3. I've decided on my next High-end build. A dark/shield scrapper. I want him to be capable of soloing AVs, as well as handling incarnate content without too many problems. Goals for the build are Softcapped positional defenses, perma-hasten, and enough added mitigation tools to deal with the higher base to-hit of praetorian critters. The build below meets those criteria, but I'd like advice on whether it can be improved any. Price isn't really an issue.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Darkling Aegis: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Smite
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (15) Mako's Bite - Chance of Damage(Lethal)
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance
    • (7) Luck of the Gambler - Defense/Endurance/Recharge
    • (7) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Recharge Speed
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense/Endurance/Recharge
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Recharge Speed
    Level 4: True Grit
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (21) Doctored Wounds - Heal/Endurance
    • (42) Doctored Wounds - Heal/Recharge
    • (48) Doctored Wounds - Heal/Endurance/Recharge
    • (48) Doctored Wounds - Heal
    • (50) Doctored Wounds - Endurance/Recharge
    Level 6: Super Jump
    • (A) Jumping IO
    Level 8: Siphon Life
    • (A) Mako's Bite - Accuracy/Damage
    • (43) Mako's Bite - Damage/Endurance
    • (43) Mako's Bite - Damage/Recharge
    • (43) Mako's Bite - Accuracy/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (46) Mako's Bite - Chance of Damage(Lethal)
    Level 10: Active Defense
    • (A) Recharge Reduction IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Spring Attack
    • (A) Obliteration - Damage
    • (17) Obliteration - Accuracy/Recharge
    • (17) Obliteration - Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (23) Obliteration - Chance for Smashing Damage
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Dark Consumption
    • (A) Obliteration - Damage
    • (25) Obliteration - Accuracy/Recharge
    • (25) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 20: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    • (21) Luck of the Gambler - Defense
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 24: Boxing
    • (A) Accuracy IO
    Level 26: Soul Drain
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 28: Grant Cover
    • (A) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 30: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 32: Midnight Grasp
    • (A) Hecatomb - Damage/Recharge
    • (33) Hecatomb - Accuracy/Damage/Recharge
    • (33) Hecatomb - Accuracy/Recharge
    • (33) Hecatomb - Damage/Endurance
    • (34) Hecatomb - Chance of Damage(Negative)
    Level 35: Shield Charge
    • (A) Armageddon - Damage/Recharge
    • (36) Armageddon - Accuracy/Damage/Recharge
    • (36) Armageddon - Accuracy/Recharge
    • (36) Armageddon - Damage/Endurance
    • (37) Armageddon - Chance for Fire Damage
    Level 38: One with the Shield
    • (A) Aegis - Resistance/Endurance
    • (39) Aegis - Resistance/Endurance/Recharge
    • (39) Aegis - Resistance
    • (39) Aegis - Psionic/Status Resistance
    • (40) Aegis - Resistance/Recharge
    Level 41: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Recharge Speed
    Level 44: Dark Blast
    • (A) Apocalypse - Damage/Recharge
    • (45) Apocalypse - Accuracy/Damage/Recharge
    • (45) Apocalypse - Accuracy/Recharge
    • (45) Apocalypse - Damage/Endurance
    • (46) Apocalypse - Chance of Damage(Negative)
    Level 47: Shadow Meld
    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Defense/Recharge
    Level 49: Summon Widow
    • (A) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (50) Soulbound Allegiance - Damage/Recharge
    Level 50: Spiritual Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Rebirth Radial Epiphany
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (13) Numina's Convalescence - Heal
    • (13) Miracle - +Recovery
    • (15) Regenerative Tissue - +Regeneration
    • (23) Healing IO
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (34) Performance Shifter - EndMod/Recharge
    • (37) Performance Shifter - EndMod/Accuracy/Recharge
    • (37) Performance Shifter - Accuracy/Recharge
    • (40) Performance Shifter - EndMod/Accuracy
    • (40) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 21% DamageBuff(Smashing)
    • 21% DamageBuff(Lethal)
    • 21% DamageBuff(Fire)
    • 21% DamageBuff(Cold)
    • 21% DamageBuff(Energy)
    • 21% DamageBuff(Negative)
    • 21% DamageBuff(Toxic)
    • 21% DamageBuff(Psionic)
    • 16% Defense(Melee)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 13.5% Defense(Fire)
    • 13.5% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Ranged)
    • 16.31% Defense(AoE)
    • 66% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 82.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 175.7 HP (13.12%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 13% (0.22 End/sec) Recovery
    • 94% (5.24 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 9.3% Resistance(Fire)
    • 9.3% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 6% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 15% RunSpeed
    • 2.5% XPDebtProtection



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  4. Quote:
    Originally Posted by Madam_Enigma View Post
    Then there's those freaking ruluu eyeballs that can hit through 200% defense like it's not even there. Same with the end boss for Who Will Die part five. I noticed even with hardcapped defense he still ignored my secondary (SR).
    Really? I've run through it twice each with two different defense based toons (a /sr and a /shield) and I noticed I was getting hit more than normal, but not to a degree that would suggest they had eyeball level to-hit buffs. I just figured they had the same 14% buff that praetorian enemies did.
  5. If buying game time cards will work for what you want to do as you suggested in your OP, why not just buy them online? Amazon sells them.
  6. firespray

    Numbers in Mids

    Are the numbers in Mids for Scrappers' ancillary pools correct? Specifically for Blaze Mastery's fire blast and fire ball? Because the numbers for Fire blast make it seem considerably better than most of the attacks in my primary (155 base damage at level 50 with a 1.2 s cast and 6 second recharge).

    I'm trying to work on another high-end build and if those numbers are accurate, I want it in my attack chain.

    Edit: I just noticed similar numbers with soul mastery's dark blast.
  7. So far my only toon that has completed the full incarnate path (T4s in all five slots) is a fire/sr scrapper. He was softcapped, had perma-hasten and was completely purpled out. He had his T4 alpha as well, so he was level shifted. But When the BAF and Lambda sector came out he still died a decent amount.

    However, things improved a lot. Partly it was just about learning the new content. But I also made a couple changes to my build. I found out that Elude had a use again. And once I picked up the lore pet and the Rebirth destiny, he was pretty much invincible again. I still die occasionally, but that's mostly just bad luck, and it doesn't happen any more on incarnate content now than it did on non-incarnate content before.

    So yes, pure defense sets will do just fine with the new incarnate content. They may have a bit of a rough road at first, but in the end they'll be just as awesome as they were before.
  8. I've deleted a half dozen of them over the years, including the very first character I ever made and the very first character I ever got to 50 (not the same character). I didn't feel much of anything. If I liked the characters, I wouldn't have deleted them.
  9. Fire blast. Though if the rest of Titan Weapons is anything like the first 18 levels, I may have a new favorite coming down the pipe.
  10. Quote:
    Originally Posted by DreadShinobi View Post
    1)You need to hit something to receive momentum.

    2) If you use an attack and it hits you will enter a state of momentum for 5 seconds. During that time you cannot refresh your momentum with other attacks that grant momentum (the exception being build momentum) While in a state of momentum you will be able to use attacks that require momentum (Follow Through and Whirling Smash) and all your other TW attacks will animate faster until momentum wears off.

    So basically the way TW plays out is:
    slow attack>fast attack>fast attack>fast attack>fast attack>slow attack

    At low levels you won't have enough attacks to make a full attack chain like that, TW is a late blooming set, play it to higher levels and things will start to feel much more smooth and fluid.
    Okay, that is how it seemed to me too. Is there anywhere I can find out HOW much faster the animations are under momentum? Mids doesn't seem to show it.
  11. I've been away from the game for a few months. I just came back and rolled a titan weapons/WP scrapper.

    I'm a little confused about a couple things regarding the set though.

    First off, when it comes to powers that grant momentum, do you actually have to hit something with the power to gain momentum, or just use it. Because it seems like there have been times when I don't hit anything, but get momentum anyway.

    The other question is how does it work when you use two powers that grant momentum in a row. Does the momentum duration of the second power override the duration of the first power? Or does the second power not grant momentum until the first one wears out?. Because it seems to me like it's quite difficult to get momentum going for more than maybe 3-4 attacks in a row.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    I'd like to go on a small tangent, if I may. Every time I hear people telling me about how they learned to market better and make more money, I get a cold chill down my spine. The City of Heroes market is the most egregious, soul-sucking example of pointless busywork in the entire game by far, as far as I'm concerned, and easily the bit I like the least. Since I9, I've survived by finding ways to limit my exposure to it as much as possible, because just half an hour messing with that thing is enough to make me start running through my collection of other games, wondering what else I could play.

    I can stomach digging through City of Data or Mids', I can deal with making spreadsheets and crunching numbers, I can handle making builds and planning ahead, because ultimately, that's still part of the game. It's a part of the game I don't exactly enjoy, but it's intimately related to the part of the game I DO enjoy, which is kicking *** and taking names. Figuring out how to build my character is directly proportionate to how well I do at kicking ***.

    The Market, by contrast, is entirely tangential to anything and everything else in the game. It's massive set of gates between me and what I want. Granted, without it, it would be even harder to obtain that stuff, but you know what? It would be a lot simpler, too. "Marketeering" is something I will plain and simple NEVER do. I don't get paid enough to profane my playtime with something that I never wanted to see in the game in the first place.

    The Market is only ever convenient if I don't have to "mess" with it, in the sense that I like it when I can open the Interface, pile on the stuff I have to sell and have it all go away. Alternately, it's convenient when I can open the interface, point to what I want to buy and have that delivered to me. But the meta-game or Market PvP not only does not interest me, it's one of the few things that's capable of outright making me rage-quit out of game, and I don't have a lot of rage-quits left in me any more.

    The ONLY way I'm ever going to be able to mess with Set Inventions is if I'm able to do this WITHOUT having to "play the Market." The less I have to do with that thing, the better.
    You can absolutely get into the IO game and slot a character with sets without playing the market or engaging in market PVP or whatever you want to call it. Playing the market would be faster, but if you don't enjoy it, don't do it, you'll still get there. Run story arcs, do task forces, do alignment missions, whatever makes you happy. Take your drops and sell them on the market if you can't use them. Use that money to buy the stuff you need. Use merits for random rolls, or save them up to buy valuable things, sell those, and use the money to buy stuff you need. Alignment merits are good for that too, especially since you can buy the REALLY valuable stuff with them like purples and PVP IOs.

    Quote:
    Originally Posted by Samuel_Tow View Post
    The reason I keep harping on about story arcs is there are a LOOOT of them in the game. People often complain that City of Heroes is repetitive, but if you just run story arcs, there's enough content out there to run three characters from 1 to 50 and never run across the same piece of content twice. "Farming" Alignment Merits, on the other hand, requires one to endlessly repeat a collection of about 10 missions over and over again through days, weeks, months and more. I'm honestly not sure why the development team chose to invent a brand new currency and make it obtainable from such a small number of venues, this making all the rest of the game a "worse" choice.
    You can do what you want solely from story arcs, though they aren't the best choice. Task Forces will get you merits faster, and farming alignment merits will get you stuff faster still. But you can definitely get there just running story arcs, since they give out merits too.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Also - and this is something I don't think anyone's brought up before - what if I'm playing a Vigilante or a Rogue? Aren't those barred from Alignment Merits altogether?
    They don't give out alignment merits, but if I remember correctly they give out something like 50 merits when you finish them to confirm your alignment.

    Quote:
    Originally Posted by Samuel_Tow View Post
    That's more or less how I buy Commons now - overpay on what I need to get it immediately. I get the impression, though, that that's not going to be possible with Set Inventions. I get the impression that it's going to be an arm and a leg just to get that stuff the "correct" way, let alone trying get the stuff at my convenience.
    You can overpay to get it quickly if you want to, but in the long run it's going to slow you down because you have to spend more time earning money to buy the next part of your build. I've found the best thing to do is when I start a new character, once they're at level 10 or so, I transfer them money from an alt, and have them start placing lowball bids on things they're going to need later. That way, you have 40 levels to get together the things you need for when they're 50, and you don't have to rush into it.
  13. There are ways to do sales over 2 billion that can guarantee that no one gets screwed. Most of the time it isn't worth it, but if you're really worried about it, here's what you can do. It requires that the person selling the item have quite a bit of money though.

    Person A is selling something to person B for 2.5 billion inf.

    Person B trades 1 billion inf to person A in return for 2 purples each worth 500 million. Both parties have goods of equal value.

    Person A stores the inf in some manner (email, bids on item that doesn't exist, etc.)

    They do the same thing a second time. Now Person B has 4 purples worth 2 billion inf and person A has 2 billion inf.

    They trade a third time, with person B putting up the last 500 million plus the 4 purples that person A gave him, and person A putting up the item that was originally being sold.

    The trade is finished, and both parties are insured against anything happening, since all steps involve trading goods of (roughly) equal value.
  14. Quote:
    Originally Posted by TopDoc View Post
    What really confuses me is why almost no one else is doing what I'm doing.
    Well, I've been away for several months, so I didn't know anything about this until right now. Now I'm off to buy cheap purples.

    In general though, I'm pretty lazy when it comes to the market, simply because I don't enjoy doing it that much. It's a means to an end for me. I like being able to put a 500 million or so towards every alt I play in set IOs and I like purpling my favorite 50s. Playing the market is the easiest way to do that, and it's why I've got 10 or 15 billion sitting around. But I don't need any more than that really. I know how to make more when I need it. And I'd rather play the game than the markets.
  15. That would work.

    The other option would be making them powerful enough that they're worth the crash.

    Buff the damage to the point where they can take out an entire spawn of +4s, bosses included, and I'd use them every time they were up, crash or no.
  16. What's up with the temp powers on I-trials now? I've been away for a month or so, and I ran a lambda today, part of the time my temp travel powers are available, and part of the time they aren't. Since ninja run is my only travel power, it's kind of a problem. Is this WAI or a bug?
  17. Not a bad idea. I don't really see it causing too much in the way of problems.
  18. Quote:
    Originally Posted by MunkiLord View Post
    At the very least I want the restriction on how often we can spend hero merits removed. We are already restricted on how fast we can earn them, I don't see why we need to also restrict how often we can spend them.
    This a million times over. I see NO need for this at all.
  19. I agree with the OP too. Especially in an iTrial with both the league window and the iTrial progress window open, my screen can get pretty cluttered, even at 1680x1050.
  20. I'm starting to learn that it's definitely possible to game the system to. At least for the BAF (lambda is harder for me to figure out). I've changed up my playstyle, and gotten more rares in the last 10 runs of the BAF than in the 30 before that.
  21. Quote:
    Originally Posted by Syntax42 View Post
    Super Reflexes is the predecessor to Shield Defense. Super Reflexes has a recharge buff and hits the DDR cap more easily than Shield Defense, but lacks the very nice damage buff from Against All Odds.
    Another thing to note about /SR is that it's considerably easier (and therefore cheaper) to softcap than /shield is.
  22. Quote:
    Originally Posted by Deus_Otiosus View Post
    Will the speed of the attacks in the power-set affect it at all?

    For example, Claws vs. Warmace.
    Most likely yes. I know the -res can stack 4 times. My fire/SR fires an attack off about every 2 seconds running a chain of GFS/Incinerate/Cremate. With a 50% chance to fire off the -res, I noticed that I am keeping it stacked between 2-3 copies consistently. So with a 75% chance, I probably still wouldn't be firing off attacks quite fast enough to keep 4 stacked all the time. If your attacks animate quicker, you'll have more chances to proc, and be more likely to keep the -RES maxed out all the time.

    I doubt anyone's going to be able to keep all 6 DoTs stacked on a target by themselves and run a high-DPS attack chain at the same time. Claws would come close with FU/Focus/Slash, but I don't think it could quite get there.
  23. Quote:
    Originally Posted by Nihilii View Post
    It probably varies a bit based on your current DPS and the amount of -res you already have in your attack chain (as the fire damage is essentially adding a fixed amount of damage, whereas the -res multiplies the damage you already have).

    IMHO
    High DPS = -res
    Low DPS = fire

    The question is at which point does it break even. My gut feeling says 200ish.
    I think it's probably a bit below 200. I was testing by soloing pylons with my fire/SR who without the reactive did about 210 DPS, and his runs with the partial core reactive are almost a full minute faster than his runs with the total radial reactive. If the cutoff is 200 DPS, I'd expect those to be much closer.
  24. Dark/Shield.

    Awesome survivability (once you softcap)
    Brutal single-target DPS
    Lack of AoE used to be a problem with dark melee, but with shield charge and the judgement slot that won't be a problem.