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Quote:Elec/DM/Soul....
Thats a frightening combo O_o
I might have to give that a try... not that I need another tanker LOL.
But surviablity wise, that should be one rather mean and sturdy tank.
I like it
Very much so.
Elec/db/soul is also very interesting, due to the ability to stack large amounts of -res, -end, and -to-hit debuff. With the new incarnate powers looming, that's looking even more viable.
Last but not least: All elec tankers, and indeed, all tankers period, should have and use the Wedding Band temp power. It is....awesome.
You know, I think I should post in Tanker Tuesday threads, those guys should make a point of running that arc and getting the temp power, it's all tankers there anyway. -
Quote:My understanding of this:Didn't know if ToHit Debuffs would be a way to surpass the 5% floor or not.
Thanks.
To-hit debuff and +defense are effectively interchangeable. This is a poorly understood strength of Willpower: RttC should always include debuff slotting in defense-oriented builds.
Adding defense to your build affects only you, and you can be debuffed.
Adding -to-hit debuff to your build affects everyone in your team, as the things debuffed are debuffed vs all, but to-hit debuffs tend to be resisted quite a bit more.
It's all balanced, you see. -
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Only one.
The very first toon I ever rolled, the first week after release, was an inv/ss tank with the BEST name.
Years ago, when Statesman was nerfing Invuln into pudding, I finally gave up and deleted him to make room for some other chars.
Now, the name is gone. (sigh)
It's a shame, becuz I'd reroll him as an elec/dark in a heartbeat. -
Quote:I've been saying for months now, electric is a REAL sleeper on a tank, and it's not far behind on a scrapper. Much of the Alpha slot has been aimed at boosting the 'resist+heal' power sets, and so fire/dark/elec have much love.On the other hand, all the rules are changing with the incarnate stuff, and maybe something else will come out on top. Syntax42 hints at this in regard to common enemy damage types in the "new game".
My new fire/fire tank is....very nice. VERY nice. I built it from the get-go to use the Spiritual Core Paragon, and wow. Does it ever perform.
Quote:Also, as far as Invuln survivability goes, I'm really enjoying my Invuln/Super Strength Tanker at the moment. He was stuck at 40 and I hadn't played him in forever because he was boring and slow. Boy did inherent fitness and frankenslotting breathe new life into him, allowing me to actually put together a good attack chain without losing any survivability, and now with I think sustainable endurance.
Quote:He feels very scrapperish now. I know the damage is lower, but it FEELS like I'm hitting hard (thank you, Super Strength, for your delicious smashiness). I've actually been playing him instead of grinding out shards on my main Scrappers. I feel dirty. -
Quote:The damage on a claws/fire is so extreme, it's pretty easy to get used to it.Guess I'll have to get used to it on my Claws/Fire Scrapper whenever I get around to getting her to whatever level a Scrapper gets Burn at...
Keeping one ALIVE, on the other hand, is not so simple.... -
That's not bad at all. You'd be quite pleased with that.
Now, if I was gonna do it, here's what I'd go with instead: It's very similar to your build with a few....tweaks.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Wingspan: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), Numna-Heal/EndRdx(11), Numna-Heal(11)
Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(17)
Level 4: Fast Healing -- Mrcl-Heal(A), Mrcl-Rcvry+(17), Mrcl-Heal/EndRdx(19)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(50)
Level 10: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(40)
Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(45), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(46), Numna-Regen/Rcvry+(50)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(31)
Level 20: Quick Recovery -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-EndMod/Acc(46), Efficacy-EndMod(46)
Level 22: Focus Chi -- RechRdx-I(A), RechRdx-I(33)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Dragon's Tail -- FrcFbk-Rechg%(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(34), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg/Rchg(36)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
Level 35: Resurgence -- EndMod-I(A)
Level 38: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(42)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43), RctvArm-EndRdx(43)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(50)
Level 47: Conserve Power -- RechRdx(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
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Level 1: Brawl -- Dmg-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(19), P'Shift-End%(21)
Level 4: Ninja Run
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Quote:Hello, and welcome to CoH!i went with dark armor and energy melee. which powers should i take, and how should i socket them?
It's a great game, ain't it?
Now, I am not going to cast aspersions on anybody's play, but wow, dark/em is a challenging combo. If this is your first toon, I salute you for your ambition!
If, on the other hand, you'd like to tackle something a bit less...difficult...I'd point you at a Invuln/Dark Melee. You still got the whole 'darkness; vibe going on, with a bit of costume tinkering you can get Invuln to look nice and dingy, and Invuln/Dark Melee is...VERY tough.
I mean, VERY.
If you're determined to stick with dark/energy I'm sure there'll be plenty of advice to help you out. Sadly, I'm not terribly familiar with either set.
Good luck, and no matter what, have fun! -
Quote:Personally, I'd probably go with Spiritual for the recharge bonus in your situation.
Quoted for truth.
Spritual helps your Dull Pain, Hasten, Build Up, and all your attacks. You Will Like It.Dull Pain especially, will get both recharge and heal.
It would let you rob a slot from Hasten to place where you want, as a minimum.
As for upgrades to Hatred's build, maybe look at three Cyto's for Invincibility? -
Quote:A level 54 AV has the same to hit as a level 50 minion. 45% defense will minimize their chance to hit you just like it minimizes the chance of a level 50 minion to hit you. Now, a level 54 Av WILL hit you a lot more than that level 50 minion, don't get me wrong. But adding more defense isn't going to help you at all, outside of specific enemies with to hit buffs higher than normal.
Resistance is going to be a lot more attractive. Love your local sonic!
More importantly, the BEST approach is, was, and remains: Layer your mitigation!
1) Defense
2) Resist
3) Hit Points
4) Regeneration/Heals
5) Hard mitigation (holds, confuses, etc.)
6) Soft mitigation (immobs, knockdown, etc.)
7) Manuever (A moving mob never attacks.)
If you can stack up all seven of these, you're in a fine place indeed. -
Quote:So I'm looking to create something that's truly solo friendly.
I can't believe nobody has given you the ultimate solo toon yet.
Fire/fire tank.
It's STILL one of the best solo builds in the game, and just got two huge buffs(fiery embrace and bruising). They even fixed burn!
With a decent build the only factions that give it pause are the true monsters out there, DE and Prae.
Plus, it pumps out monstrous AOE, and the new Bruising ability pulls the ST damage right up there beside it.
And yes, it's a delicate tank. Which means it's STILL A TANK.You will be just fine.
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Anyone? Beuller?
Well, 20+ views and no replies must mean it isn't horrible. So, off to build it! -
A word of explanation: I mainly play melee toons. I have tons of scrappers and tanks and even a few brutes. I like mixing it up and hitting things.
That said, I also like contributing to teams. So, I've been starting up some defenders. I'm not looking for solo builds, or leveling builds. I want a toon that I can swap onto to bring the most buff/debuff utility, while still being 'durable enough' to not make me pull out my hair in rage.
So, here's a build. I make no claims that its any good, I'm not good at defenders. But, it seems to me like it covers the basics, it's pretty cheap, and it softcaps S/L/E, which should hopefully keep it alive a while longer under my hamfistedly brutal control.
If anyone has any advice, please let me know! For example, have I skipped anything essential, is my slotting on some of the buffs 'strange', have I gimped myself in any way? I know the end usage is 'not good' but I was thinking that Heat Loss might cover that gap?
Let me know what ya'll think:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Winters Maiden_I19: Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Ice Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(15), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(43)
Level 1: Shriek -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(9), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(46)
Level 2: Scream -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(9), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(46)
Level 4: Howl -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(5), Posi-Acc/Dmg(5), JavVoll-Acc/End/Rech(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(36)
Level 6: Glacial Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(15), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(36), Aegis-Psi/Status(46)
Level 8: Frostwork -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(40)
Level 10: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(40)
Level 12: Arctic Fog -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(13), RedFtn-Def/EndRdx(43)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Shout -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(17), Thundr-Acc/Dmg(17), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(43)
Level 18: Benumb -- RechRdx-I(A), RechRdx-I(19), Acc-I(19), Acc-I(34)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(21), LkGmblr-EndRdx/Rchg(39)
Level 22: Kick -- Empty(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-EndRdx/Rchg(25)
Level 26: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27)
Level 28: Sleet -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-DefDeb(29), AnWeak-Acc/DefDeb(29), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(50)
Level 30: Grant Invisibility -- RedFtn-Def/EndRdx/Rchg(A)
Level 32: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(39), TmpRdns-EndRdx/Rchg/Slow(50)
Level 35: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(50)
Level 38: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
Level 41: Infrigidate -- LdyGrey-DefDeb/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(42), LdyGrey-DefDeb/Rchg(42), AnWeak-Acc/DefDeb(42)
Level 44: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-EndRdx/Rchg(45)
Level 47: Web Cocoon -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Hold/Rng(48), G'Wdw-EndRdx/Hold(48), G'Wdw-Acc/Rchg(48)
Level 49: Vengeance -- RedFtn-Def/Rchg(A)
Level 50: Spiritual Total Radial Revamp
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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Quote:Good to know, but I never sell them. I stick them in my base and chortle at my fabulous virtual wealth.1. Sell Gladiator's 3% defense with your hero merits for 3 billion (standard rate) each. The market forums are the appropriate place to list them. Your trade is protected by GMs as long as you use clear wording and ensure the other party agrees to the trade beforehand. A screenshot never hurts.
Quote:3. Procs in passives and toggles are checked for their chance to proc every 10 seconds.
Dang, that's actually decent. Might be worth the extra tip runs.... -
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Ok, I do not do pvp. It holds very little interest for me.
However, the Devs, in a desperate attempt to bribe the players into pvp, created some VERY nice pvp sets.
The pvp bonuses are irrelevant to me. That cuts out most of the over-priced crap off the get-go.
So, we're left with 'the three biggys."
The Gladiator's Armor 3% Defense is basically a clone of the Steadfast. OMG, yes pls! But, I've already ground out several of these bad boys. So, what should I do with my next huge pile of Hero Merits?
Shield Wall. Can someone please explain to me why the Shield Wall 3% Resist is so valuable? Only three percent resists? I don't get it. This thing looks worthless to me, but sells for billions. What am I missing?
Panacea, namely the Panacea +HP/End. Ok, this seems a bit more good, but I have some questions. Namely, does it tick every so often in a passive? (Lookin' at Health). How often? Does it lend enough extra end to replace a Performance Shifter proc? Does the extra healing add any appreciable HOT to a toon? Does it do anything else that I'm just not seeing? It's the equivalent of 3500 flippin' reward merits!
I hope that somebody has some experience with these things, because if not, looks like I'm gonna be buying 30+ LoTG 7.5's soon. -
Quote:Very true, but MA gets stuns. OMG, so much stun.....Once you add the -res procs to the mix, BS gets as good or better than MA for single target DPS, and the team gets more damage out of it as well.
The recent rebuild of MA has turned it into a seriously good set. It hits HARD, and if you choose to take Eagle Claw/Cobra Strike you can stack up enough stun to even disable AV's.
Briefly.
Honestly, MA is now very high on my list of faves.
And yes, MA and BS are now quite close. BS has ALWAYS been a fine set, and the synergy with sd is considerable. (Recall that BS debuffs with every hit: It is a truly fine set.)
In my mind, the real wildcard is the upcoming Judgement slot. How hard does it hit, and how fast does it recharge?
Dyin' to know. I've got respecs pending on four different main toons until I see how much AOE we get out of it. -
Exactly yes, sorry, I was unclear.
Quote:Forgive my ignorance, but how exactly would, for example, my 50(+1) widow get a larger chance for purple drops on -2/x8? Wouldn't that make the level effectively 49 and not 50?
If you're running a pure purple map at -1x8, yes, you are facing level 49 baddies. This means that all recipes that drop will be 49's, except purples, which are capped at 50. Purples can drop off mad guys all the way down to 47.
This is bad for cash, because 49's tend to sell slower and for less than 50's. It's great for things you plan to self-slot, since you can kill 49's faster and thus have more chances over time to get more stuff.
Quote:I understand that the more mobs the higher a percentage of possible drops per mission, but the level thing confuzzles me.
The ideal is to be able to kill entire mobs in 1 attack.
Ignore stragglers, you should be firing every attack as soon as it refreshes upon the maximum number of bad guys you can get into it.
Moving at this (admittedly frenzied) pace maximizes your drops per day. (This assumes that map reset time is very minimal.)
If you like that kinda thing.I personally can take it or leave it.
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....
I think perhaps you misunderstand.
Quote:The level shift does NOT actually level you up. You get the exact same rewards as a 50, or as a common Alpha-slotted 50, or a Very Rare Alpha-Slotted 50. Don't believe me? Go test it out.
The level shift does not change your character level.
The level shift DOES change your combat level.
This is the exact same effect as when you level up in the middle of a mission. Even though you have not been to a trainer yet, and so your character level has not changed, everything turns blue!
Why? Your combat level went up immediately.
Why is this important? Because rewards in-game can be boiled down to how much damage you had to inflict to earn them. (Simplifying here.)
Even though your character level has not changed and you get the same rewards as any other 50, a level shifted toon is doing more damage per second because the villains are wimpier compared to them.
Thus, you get more rewards per time, because you are doing more damage per time.
Conversely, you can raise your difficulty by one and get more rewards per time because you are killing harder things at the same pace as you used to kill weaker things.
Thus, the calculated xp/damage 'sweet spot' used to be +2 with bosses. Now, it is +3 with bosses, because as far as game mechanics goes (and we know about), with a level shift it's exactly the same.
Does that clear things up for you? -
If you're going for a defensive build (and why are you taking Invuln if you aren't interested in survivability?) then you should ALWAYS take these two.
They're inherents, they give you more resists, they have useful debuff resists, and they are places to mule defense IO's.
I almost always go with 4 slots in each, and either pop in four reactives or three Aegis and a +defense proc.
Inv has good levels of DDR, so the more +Defense you can cram onto one, the better it runs. -
I swear Oedipus, you have the funniest/best toon names.
'Joan of Arkansas' KILLS me, and 'Sigmund Droid'?! Where do you get this stuff! -
Quote:I have not been able to find a guide or a chart for this yet but was wondering.....
What is the best +/X for gaining xp solo. While yes I know +4/8 or as much as you can handle.
Build in question is a Demon/DM MM around 28, I do -1/x8 very well but I do run into snags here and there but they are few and far. Questioning is would I gain better xp doing +1/x6? +4/x2? Etc etc. A Guide or a Chart for xp gained vs the Diff would be great but personal exp imo is almost as good. Thanks in Advance
There is no one answer.
If you are shopping for purples only, -1x8, no bosses. VERY FAST RUNS only.
If you want to shake and bake all your drops, 0x8. (I find this to be the very best.)
If you want to max your prestige/inf/exp per killtime, +2x8. You can then craft drops, too.
If you want to max your prestige/inf/exp per killrun, +4x8.
NOTE: With level shift you can't get +4x8 any more, and the sweet spots move up by the amount of your level shift unless all you're looking for are purple drops, in which case -2x8 becomes very VERY fast.
Hope that clarifies things.