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Posts
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Joined
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Quote:Honestly, I feel like having Ageless Radial is simply a must as a DM/SD, it gets your DDR permanently to 93%+ which pretty much nullifies all def debuffs and keeps you soft capped if you aimed for a few % over it. If you're fighting anything without def debuffs you can still use other Destiny powers but I feel there is no other Destiny power that fills the hole that DM/SD has so perfectly. Obviously you can always use some more def/res, regen or even recovery, but you pretty much already have enough of them to survive.However, anything with defense debuffs killed me, for instance Clamor in the freakshow mission. Which reminded me why I quit playing him. He would go great>great>great>great>dead, as soon as any enemy used a defense debuff against him. I guess I could build for incarnate cap level defense, but that required gutting perma-hasten and his offensive abilities. Alternatively, I guess I could test out Ageless Radial for the debuff resistance.
My current plan is to build up a second build that has i-cap to melee and ranged to fight against incarnate enemies (not even trials really, because with all the destiny powers you generally don't even have to care). Aoe def is a bit below 50 and it has to sacrifice quite a bit of resistance, hp and regen and i have to go with Spring Attack instead of Ball Lightning but it still manages to pull off the top attack chain (just barely with ageless). Not surprisingly it's much cheaper than the other build because of the missing purple sets. Will see how that turns out. -
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Quote:Technically speaking it will be still useful in GC. Why? Because in GC a PPM proc will closer to its PPM value while in a power with long recharge it may come short because of %90 cap and/or because of PPM may be too high to be useful in said power (for example a PPM 3 in a power that recharges in every 30 second will have less proccing happen than a power with recharge of 10 second in a minute).Quote:Nope it does not need 12 PPM. 12 PPM is where GC would have %90 proccing chance. What I am talking about something different.
Now your second point was a different one, but it doesn't have anything to do with GC itself, just with GC's position in the attack chain. As such it is not an advantage of GC but an advantage of GC in a specific attack chain. And yes it certainly is therefore still a good idea to put procs in GC. -
Quote:True. But for this to be true you'd need a proc with over 12 PPM and a totally unenhanced power (or double that if it's fully recharge enhanced) or something like that. I don't know what all the PPM numbers on beta are but I doubt there is anything available that's even remotely in that area. So the proc advantage that GC once had is virtually gone.Technically speaking it will be still useful in GC. Why? Because in GC a PPM proc will closer to its PPM value while in a power with long recharge it may come short because of %90 cap and/or because of PPM may be too high to be useful in said power (for example a PPM 3 in a power that recharges in every 30 second will have less proccing happen than a power with recharge of 10 second in a minute). And GC is before two top-tier damage attacks in top attack chain which means -res (and second ATO's +crit chance) will be beneficial to top damaging attacks if procs are in GC.
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Quote:You can't just look at the damage, you also have to look at the animation time.As for gambler's cut vs. sting of the wasp, why is gambler's cut better when it has lower base damage? I really don't need the -def with all of the accuracy I have. Is there some nuance to the slotting options that I'm missing here?
GC: 0.792 arcanatime at 57.81 base damage -> 73 dps
SW: 1.188 arcanatime at 79.83 base damage -> 67 dps
Also GC has a base recharge of 3s while SW's is 5s which is very important when looking at your optimal attack chain. SW>SD>SW>GD will never be possible while GC>SD>GC>GD is. The recharge also used to favor GC because of the -res proc rate but with i24 that will not be true anymore. -
Yes it helps, it's actually the main reason why I choose FA over Tactics if I don't want a specific epic pool. Obviously you'll also need to make sure that you attack fluffies first because they are the worst offenders with their to hit debuffs.
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This one has soft cap to all positions, higher global recharge, 95% accuracy in all attacks and no underslotted attacks. I included hasten but it's still a good way from perma so I personally wouldn't even bother and go without. It doesn't take all attacks but you won't need them anyway, PS>GS>SR>PS>SS works as an attack chain (not the top dps chain, but you can't be picky if you want to go for soft cap to all positions)
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Precise Strike- (A) Superior Brute's Fury - Recharge/Fury Bonus
- (3) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
- (3) Superior Brute's Fury - Accuracy/Damage
- (5) Superior Brute's Fury - Damage/Recharge
- (33) Superior Brute's Fury - Accuracy/Damage/Recharge
- (34) Superior Brute's Fury - Accuracy/Endurance/Recharge
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (11) Gladiator's Armor - Recharge/Resist
- (13) Gladiator's Armor - Recharge/Endurance
- (13) Gladiator's Armor - End/Resist
- (31) Gladiator's Armor - Resistance/Rech/End
- (46) Gladiator's Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (7) Scirocco's Dervish - Accuracy/Damage
- (9) Scirocco's Dervish - Accuracy/Damage/Endurance
- (9) Scirocco's Dervish - Accuracy/Recharge
- (11) Scirocco's Dervish - Damage/Recharge
- (46) Scirocco's Dervish - Damage/Endurance
- (A) Eradication - Chance for Energy Damage
- (5) Eradication - Accuracy/Recharge
- (7) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Scirocco's Dervish - Accuracy/Damage
- (25) Scirocco's Dervish - Damage/Endurance
- (42) Scirocco's Dervish - Damage/Recharge
- (43) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (33) Titanium Coating - Resistance
- (33) Titanium Coating - Resistance/Endurance
- (A) Aegis - Psionic/Status Resistance
- (15) Aegis - Resistance/Endurance/Recharge
- (40) Aegis - Resistance
- (40) Aegis - Resistance/Endurance
- (40) Aegis - Resistance/Recharge
Level 14: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense
- (A) Eradication - Accuracy/Recharge
- (17) Eradication - Accuracy/Damage/Endurance/Recharge
- (17) Eradication - Damage/Recharge
- (25) Touch of the Nictus - Healing
- (27) Touch of the Nictus - Accuracy/Healing
- (27) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (A) Thunderstrike - Damage/Endurance/Recharge
- (19) Thunderstrike - Accuracy/Damage/Endurance
- (19) Thunderstrike - Accuracy/Damage
- (23) Thunderstrike - Damage/Endurance
- (23) Thunderstrike - Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (21) Shield Wall - Defense
- (21) Shield Wall - Defense/Endurance
- (45) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Empty
- (A) Aegis - Resistance
- (29) Aegis - Resistance/Endurance
- (29) Aegis - Resistance/Recharge
- (46) Aegis - Endurance/Recharge
- (48) Aegis - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (A) Mako's Bite - Chance of Damage(Lethal)
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Endurance/Recharge
- (37) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Damage/Endurance
- (48) Mako's Bite - Accuracy/Damage
- (A) Rectified Reticle - To Hit Buff
- (36) Rectified Reticle - To Hit Buff/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (39) Blessing of the Zephyr - Knockback Reduction (4 points)
- (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (42) Blessing of the Zephyr - Knockback Reduction (4 points)
- (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Rope A Dope - Accuracy/Stun
- (A) Performance Shifter - Chance for +End
- (A) Performance Shifter - Chance for +End
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Numina's Convalescence - Heal
- (45) Numina's Convalescence - Heal/Endurance
- (48) Numina's Convalescence - Endurance/Recharge
- (50) Numina's Convalescence - Heal/Recharge
- (50) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (34) Performance Shifter - EndMod/Accuracy
- (36) Performance Shifter - EndMod
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 12: Form of the Body
Level 12: Form of the Mind
Level 12: Form of the Soul
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
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The only boostable enhancement you have in FT that gives recharge is the A/E/R Maco's which with Agility gets you to 118.5%. You could increase that to 127% by going Spiritual but that would in turn reduce your defense. I have no clue where you are taking 133% recharge from.
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Are you aware that your build only hits 130% global recharge when ageless is in its second half? FT needs to be at around 300% recharge for the top chain, yours is at 250% to 270% for over 90% of the time. You'll only be able to run the top chain for the 10s right after hitting ageless.
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Quote:And then you post a build with Defensive Sweep (that's why the smashing def is so high) but without Follow Through and Titan Sweep and with two slots in sprint? Come on.Riius, I got nothing but respect for you man, but that build made me cringe more than a little...
I don't have time to critique builds, so here is what I am aiming for right now. It has incarnate soft cap to l/s/f/i/e and can run the highest tw dps chain RA->FT->CB->AoD->FT with perma Hasten and practically perma Energize. FA is in there for to hit and perception debuffs.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(5)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), SW-Def(7), SW-Def/EndRdx(9), SW-ResDam/Re TP(43)
Level 2: Dampening Field -- GA-3defTpProc(A), GA-ResDam(11), GA-End/Res(11), S'fstPrt-ResDam/Def+(13)
Level 4: Titan Sweep -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23)
Level 6: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 8: Follow Through -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(13), SScrappersS-Acc/Dmg/Rchg(15), SScrappersS-Dmg/EndRdx/Rchg(15), SScrappersS-Acc/Dmg/EndRdx/Rchg(17), SScrappersS-Rchg/+Crit(17)
Level 10: Build Momentum -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-Build%(50), GSFC-ToHit(50), GSFC-ToHit/EndRdx(50)
Level 12: Entropic Aura -- EndRdx-I(A)
Level 14: Combat Jumping -- SW-Def(A), SW-Def/EndRdx(25), SW-Def/Rchg(25), Ksmt-ToHit+(29)
Level 16: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 18: Rend Armor -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(33), Hectmb-Acc/Rchg(34), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Dmg/Rchg(34), Achilles-ResDeb%(36)
Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing -- Amaze-ToHitDeb%(A), Amaze-EndRdx/Stun(29), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31)
Level 26: Whirling Smash -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), OvForce-Acc/Dmg/End(39), OvForce-Dmg/End/Rech(39)
Level 28: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(45), Panac-Heal/Rchg(46), Panac-Heal/EndRedux/Rchg(46), Panac-Heal(46)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40)
Level 32: Arc of Destruction -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(43), FotG-ResDeb%(43)
Level 35: Energy Drain -- EndMod-I(A)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Focused Accuracy -- EndRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Super Speed -- Winter-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48)
Level 1: Momentum
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
Level 50: Ageless Radial Epiphany
Level 50: Degenerative Radial Flawless Interface
Level 50: Assault Radial Embodiment
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Quote:It is not always either typed or positional. That is only the case if you're going for soft cap across all of typed(generally with psi as an exception) or positional. For dominators for example it's quite common to soft cap ranged and s/l. What you need to realize is that elec is a resist set so you simply won't be able to cap all defenses that you'd like to cap. There is no need to just give up, ea will be able to get you incarnate soft cap across typed but has no where near the resistance of elec.Does it ever make sense to soft cap both a Typed Def (like S/L) and a Positional Def (like Melee)??
EDIT: Ok, I think I understand. Either I soft cap Ranged/Melee/AoE DEF, or I soft cap S/L and E/N. Is that right? If so, with 4 sets of 4 slotted Reactive armor, 3 sets of 4 slotted Kinetic Combat, 4 sets of 3 slotted Eradication, 3 sets of 3 slotted Oblits, I end up with 45.8% for S/L, and 36.4% for E/N. That's not good enough. What suggestions do you have to bring E/N up to 45% while keeping S/L at 45%?
Or, should I just give up on this build (even though it is at level 50!!), and level up my level 41 TW/EA???
So, what should you go for? That's mostly personal preference and depends heavily on what you fight against. s/l is generally a good idea to cap first as there is a lot of it thrown around and you will even cover most energy attacks with it simply because they are mostly combined energy/smashing damage. Going over 45% is probably not of much use for an elec because as soon as one defense debuff goes through you're generally about 7.5% (the most common def debuff value) down, which throws you down to 41.5% when starting at 48.9% and your cascading failure has started as they are now far more likely to land a second debuff and then a subsequent one etc. So going over 45% will help a bit, obviously, but it will generally not really have much of an effect on defense debuffing enemies (which would be the only advantage of going over 45% defense apart from to-hit buffed enemies). If you had some debuff resistance or you could go way way above the cap (like with a parry ability) it would help more, but elec doesn't get any debuff resistance and you aren't taking parry.
So, I wouldn't go over 45% more than a few decimals and rather push some other defense up a bit further. Whether n/e or melee is your choice really. -
They wouldn't be mutually exclusive. As soon as you attack an enemy the stealth part of Energy Cloak will be suppressed which would in turn unsuppress Entropic Aura. Currently the stealth in Energy Cloak only has use (in close range) if you turn off Entropic Aura, which is your status resistance (and nobody likes to turn that off).
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I don't have much experience with damage auras but I feel like you have Lightning Field slotted too much considering that a few of your main attack powers only have 4 or 5 slots. I'd put those overwhelming force ios in Rend Armor and add another slot to Follow Through. Also those slots in Physical Perfection aren't getting you that much end recovery. I would move them into Rend Armor and Crushing Blow or into Lightning Field to push that back up a bit again.
Apart from that it looks quite solid. -
Oh an this thread of course:
http://boards.cityofheroes.com/showthread.php?t=280149
It's all about brutes, but there really is no big difference between scrapper and brute builds. -
You have a bunch of problems with your build:
- Accuracy of your attacks against +4 enemies are around 70% which isn't great for any power set but considering you need the attacks to hit to get momentum, it's even worse for tw. Try aiming for 95%.
- Conductive Shield, Grounded and Static Shield are way underslotted. Yes you don't need them to cap energy resistance, but resistance is really one of your main strengths with electric, so you don't really have the option to underslot like that.
- Your recharge isn't that great with Hasten no where near perma. If your recharge is that low I would really consider using Defensive Sweep. Its dps sucks but it gives you a great defensive boost and as long as your build doesn't allow for one of the top dps chains anyway, you're not losing much by using it.
I am going to guess you are on a budget considering you don't have any purples slotted at all, so you will have to live with some shortcomings. But maybe check out this thread for a few ideas:
http://boards.coh.com/showthread.php?t=293144 -
Just be aware that static's build has horrible accuracy values, most attacks are around 55% against +4 enemies. You will have to change something there or you'll have a really bad time.
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The difference is that any other control has a mag to it and completely fails at controlling if the target has enough protection. PA does not have this problem.
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I didn't think about the purple patch, so yes the duration is a strong advantage.
But I want to come back to why a change in seeds duration would force a change in other confuses duration. Currently there are some very clear-cut duration times for hard control powers. Let's leave out any kind of pulsing aura, area patches etc. We're just looking at direct controls, single target and ae (i am using unenhanced dominator numbers here):
- Single target hard control has a 17.88s duration. This is true for all holds.
- Area target hard control has a 11.92s duration. Except for Heart of Darkness with 14.9s apparently because it is a pbaoe (although this should actually mean that Cinders and Glacier get bumped up too). This is true for all holds and disorients.
None of this is true for any confuse power. Confuse is hard control and has no disadvantage over other hard controls. Still all confuse powers have a clearly higher duration than other hard controls. Why? I don't know. But it is very clear that it is confuse as a whole that is jumping out of line here and not just one power. Do tell me how you justify these numbers.
/edit: Of course if seeds' duration isn't lowered to other hard control ae durations (but only by the same percentage that other hard control aes are lower than their single target counterpart), then there isn't a need to lower the single target durations (and it can be argued the t9 aes neither because they get an extra bump for being t9). I still don't see why confuse is jumping out like this though. -
Quote:Of course there are others that have two skippables, that doesn't change the fact that the comparison was utterly wrong.Even then Plant is not alone in having two skippable powers. Fire has Bonfire and Smoke. Ice has Flash Freeze (which suffers from having a damage component for some ungodly reason, delaying the sleep and interfering with Interface) and Shiver. Gravity has Dimension Shift and, for doms, Lift.
Quote:Aura of Confusion still falls shy of Seeds of Confusion base duration with a single SO. A level 50 IO just pushes it beyond Seed's. And it shares the same recharge as Mass Confusion, 4 times that of Seeds. So every other confuse power is either single target, has 4 times the recharge, or is prone to catastrophic failure if it misses the first target.
And just because a power is unique and doesn't have an exact equivalent doesn't mean it's overpowered. But let's say we bring seeds down to the level of the normal encounter to encounter stuns like Stalagmite. That would mean for an IOd out Dom, you're at 35s duration every 23s instead of 90s every 15s. Seems like a big difference, doesn't make that much of a difference in reality though. The only thing you can't do anymore is confusing a second encounter while you keep the first one confused. But let's be clear, if a change like that would be made, all other confuse powers would need to have their duration reduced to the same level, including the mind confuses. Just reducing the recharge time would make virtually no difference for plant. -
And the other obvious ones would be Mass Confusion and Aura of Confusion. Oh look it's all the confuse powers, didn't we already hear in this exact thread that confuse powers generally have a longer duration? Oh yes we did.
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I am not here to defend plant control, I am sure it could use a slight nerf. Although, I don't think it would change practically anything for high level plant doms/controllers, it would just be an annoyance in early levels. However:
The plant equivalent to Salt Crystals, Flash Freeze etc is Spore Burst, which, even though some people do take it, is very skippable just like Spirit Tree. -
Quote:The statement was that an SR can ignore def debuffs. This is a wrong statement, it needs to be qualified to be accurate. The accurate statement is that an SR that builds to have a buffer against def debuffs can ignore them.You can't ignore them when you are constructing a build, but you can construct builds that can ignore them in actual play.
There's a reason the soft cap is called "soft."
Soft cap means that an attribute is still increasable but will yield insignificant to no return afterwards. It's not called soft because it is fluffy or can be punctured by def debuffs. It's a term that has been used far longer than CoH exists. -
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Quote:No, you can't. What if I have exactly 45% defense? I can't ignore it then, now can I. Just because some arbitrary number of people have their defense 1 or 2% higher than soft cap doesn't mean defense debuffs can be effectively ignored. In fact, most people go for an extra 1 or 2% on their SR toons exactly because you can't simply ignore defense debuffs.Actually, when you have 95% DDR, you effectively CAN ignore defense debuffs.
A standard 7.5% defense debuff will only reduce your defense by 0.325% with that much DDR. The odds of you getting hit with enough of those to drop you below the soft cap before they start wearing off are very very slim.
I've never seen an SR build that was exactly at 45% defense. The majority of them have at least 46%-47%, which gives them enough leeway that, for all practical purposes, defense debuffs are non-existent for them.
Can we now please leave it at this, every one of your comments here has just rehashed what was already stated. -
Quote:But that's exactly what the discussion was about, just because you have DDR doesn't mean you can simply ignore def debuffs. This was the original comment:I was making the point that even if you do get hit enough times to stack debuffs, it won't have any effect on an SR. Not the case with characters with less DDR.
Quote:Building for 59% defense on my SRs has yielded better results for survivability than any other approach I've tried, even for normal content. The amount of enemies with significant defense debuffs or tohit buffs is often underestimated on the boards, and capped DDR is often overestimated. Getting hit by -100% def, which can happen on +4/x8 solo missions against certain factions, still turns out to be -5% def with 95% DDR, and if you're barely at 45%, 46%, 47% def, the drop in survivability is sharp.
So the point that was made afterwards by me and others, is that it is practically impossible and certainly not happening with any kind of regularity to get hit with enough debuffs within those debuffs' timeframe to actually stack up to 100% (5%) if you're soft capped. And if you would get hit frequently enough to get a 100% debuff, you'd be pretty much dead already because every one of those debuffs comes with damage.