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Posts
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Joined
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Tried it, still a problem. Can't stand to play the game like this. Every time I zone, opacity resets and I get the headache-inducing ghost menus. Is it still possible to freeze your account?
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There are better Brute primaries than KM and there are better Brute secondaries for tanking, but that doesn't matter. EA is an easy softcap with some resistance and a +regen buff, while KM has a -Dmg debuff, so the combo should work fine. The key is having "enough" survivability, not having the most. If you want to get into theorycrafting the best possible Brute for tanking, that's an entirely different argument, but your KM/EA will be fine.
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That's cool, I can understand going for concept.
If you go all-out with Accolades (Eye of the Magus, Geas of the Kind Ones, Elusive Mind, TFC, Atlas Medallion, Portal Jockey, Freedom Phalanx), you could find more survivability. Regen LOVES Spiritual Alpha, so that'd help a ton. Normally, I'd say Barrier or Rebirth Destiny, but the recharge from Ageless might be even better for this character. Pets (Lore or temp) can take alpha strikes. Anyway, it might work out if you have the time to spend on it or a hyperactive helper of some sort.
EDIT: And, though it goes without saying, inspirations will work wonders.
Quote:If you ever do decide to drop a truckload of INF on it, Regen can outperform WP. That's the curse of the set. It offers one particular piece of the survivability puzzle, but requires a lot more pieces to be great. Once you get MoG cycling quickly and some defense in place, it really ramps up.Every time I look at Mids and compare Willpower to Regeneration, my brain can't quite comprehend the truth of the matter. Because they wouldn't have such a useless out of the box secondary, right? The truth shall hurt, but like a trainwreck I won't be able to look away. -
Assuming you just can't bring yourself to pay 1K-1M for a low-end dual or triple IO (level 25+) and would rather pay 150K-1M for a Common IO, then I have to recommend choosing a different secondary. The math likes the cheap sets, even factoring in cost, but math is hard.
Regen is a painful experience on the cheap. I should know, I've tried it - with Common IOs, even! Regen needs set bonuses to be passable in endgame content. You just won't ever have enough HP or regen to cover incoming damage, especially since Regen Brutes have a taunt aura. You'll get everything's attention, vaporize during the alpha or beta, and probably lose one of your click heals for a while because it didn't activate quickly enough to save you.
SS/WP is a classic cheapskate combo. You get regen, HP, resistance, and defense. You don't need any more recharge than it takes to make Rage permanent, which can be done easily without set bonuses. WP fits your Regen theme, too, if that's important. You'll even be endgame competent.
If you just can't quit Regen and you just can't quit the addiction to Common IOs, then at least replace the third Common in any power with a cheap double. That way, you won't waste any enhancement bonuses banging your head against the wall of ED. You'll even get a perk on the side, like better endurance management or a little more recharge. -
I would recommend a Fire/Traps Corruptor team. You'll have incredible damage, great AOEs, debuffs, controls, an easy softcap, and mez protection. You really couldn't ask for more.
Okay, a Bots/Traps MM team might be that little bit better, but your pets do all the work and require babysitting, which may or may not appeal to all team members. That's why I recommend the Corruptors first.
For something that requires even less thinking (with correspondingly diminished results), how about a Dark/SD Scrapper foursome? Grant Cover and Phalanx Fighting will have you rolling along safely. You get a self-heal from Siphon Life, too. None of the crazy debuff stuff going on, though, so you'll have a little harder time of it there. -
Quote:PVP-viable is its own can of worms, but I'll list a PVE build below that I just started using. It has perma-Hasten & perma-AM, plus it uses the Musculature Alpha for better damage and debuffs.Hello everyone... i have recently got back to playing this lovely game, and i was wondering if any of you kind ppl would help me make a good rad/rad defender build.
i would like it to be IO's ofc
and i would like it to be somewhat pvp viable too...
Thanks in advance :P
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I didn't used to care about redraw, but the more I saw it, the more I came to hate it. My BS/Regen is constantly redrawing his sword. MOG > Redraw. Reconstruction > Redraw. Dull Pain > Redraw. Hasten > Redraw. Yes, I know that the weapon popping in looks a little strange, but it looks equally strange when a weapon disappears the instant you use a non-weapon power. The weapon gets drawn from thin air, too.
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Ill/Cold Controller. Great debuffs and team buffs. Needs tons of recharge for perma-PA. Arguably the most powerful character in the game - if you can afford it.
(Earth, Fire, Mind, Plant)/Fire Dominator. Unbelievable control and great damage. Needs tons of recharge for perma-Dom. Earth/Fire and Mind/Fire just happen to be nice PVP choices, too, so you could drop a bunch of inf on an alternate build for either of those.
Crab pet build. They literally do it all. Pets, damage, range, AOEs, buffs, debuffs, defense, resistance, mez protection... even some soft control with the web grenade stuff. Loads of opportunities to vaporize inf.
DM/Invuln/Soul Brute. Definitely pays off with investment. You can softcap S/L/E/N/F/C, get a ton of +HP from permanent Dull Pain, and you've got a self-heal cycling constantly through your attack chain. -
Oh, hi, bacon meme! I thought you were tired like months ago? Was it over a year? Good to see someone found you again. Oh, the fun you two will have together! You talked to cake and pie recently?
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Below is my Fire/Fire/Mace Blaster. I went Mace to softcap S/L/E, which has been really nice. He's built as an AOE machine (Fireball, Rain of Fire, Combustion, Fire Sword Circle, Burn, and Blazing Aura). By the time I hit my second AOE, mobs can't run away fast enough. That's usually literally true, because I love to throw RoF.
The EndMods in Fireball and Rain of Fire are just there until Ageless gets built up. I'll probably throw a Javelin Volley Acc/End/Rech in Fireball and a Common Slow IO in Rain of Fire (maybe a Ragnarok proc?). Would also like to tack on a Nucleolus HO in Fire Sword, but not sure what I'd want to change to get it.
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Quote:Because you're ignoring the impact of enhancement values (95%) and crits (+15%, after enhancement and after follow up) on Eviscerate?Im not sure why you would use Eviserate in an attack chain, as its very long animation time pretty much kills its DPA.
Base Damage = 124.5
95% Enhancement = 118.275
3 Stacks Follow Up = 140.06
Pre-Crit subtotal of 382.835.
* 1.15 Critical Chance = 440.26
/ 2.508 Activation Time = 175.54 DPA/target
For an AOE attack chain, Follow Up > Spin > Eviscerate looks good.
Spin...
Base Damage = 98.85
95% Enhancement = 93.91
3 Stacks Follow Up = 111.21
Pre-Crit Subtotal = 303.97
* 1.065 Critical Chance = 323.73/target
/ 2.64 Activation Time = 122.62 DPA/target
Follow Up...
Base Damage = 50.05
95% Enhancement = 47.55
3 Stacks Follow Up = 56.31
Pre-Crit Subtotal = 153.91
* 1.065 Critical Chance = 163.91
/ 1.056 Activation Time = 155.22 DPA -
For debuffs, I'd say: Traps > Cold > Rad > Poison
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Missed a bunch of posts here, but I'll try to catch up a bit.
I was making a mistake with the crits in Mids, so I reset damage to minimum. My calcs now assume 75% Fury and 6.75% crit chance (based on 70% minions) in every Scrapper attack other than Eviscerate, which has a 15% chance against everything. I tend to assume perma-Hasten as the baseline for recharge. Depending on your secondary and alpha-slotting, the recharge in any particular attack will vary. What' s important is that you have enough recharge to run your chain.
If I rank the attacks by DPA, each AT favors different attacks. For Scrappers, Focus > Eviscerate > Shockwave > Slash > Strike. For Brutes, Focus > Shockwave > Strike > Slash > Eviscerate. Shockwave's usefulness in any chain is debateable due to KB, but removing Eviscerate from the Scrapper chain hurts their numbers. Scrappers should aspire to run Follow Up > Focus > Eviscerate, which isn't difficult to do. That would be ~182dps with triple-stacked Follow Up.
With double-stacked Follow Up, Brutes are showing slightly better than Scrappers for me, so there is a case to be made for Brutes at lower levels of performance. Scrapper AOE remains better, with the faster-recharging Spin and crit-heavy Eviscerate.
(EDIT: When I fixed my Mids reporting, one of my prior paragraphs became incorrect) -
The GSFC proc is a 5% chance for +40% to-hit & +100% damage for 5.25 seconds. It's nice when it goes off, but the short duration and low percentage mean that you can probably find something better to do with that slot. If you can't find a use for that slot elsewhere, then by all means enjoy the GSFC.
I recommend it in a toggle or in a buffing attack (e.g. Follow Up or Blinding Feint). There'll be a lot of times where you don't notice it (either because you're doing something other than attacking or because you aren't watching your damage) and the occasional moment where the stars align to put the meat of your attack chain in the buff window and you see the difference.
Also, remember that the 100% is based on your base damage, not your enhanced damage, so don't expect your damage to double. For most, it'll be a little more than a 50% bump for those 5.25 seconds. -
DP/Fire seems like a good combo. Get close, drop DP's AOEs and Fire's AOEs... profit. The DOTs should scare some opponents, which is a little bit of mitigation. Not bad, right? If you're feeling a little underpowered, decrease your opponents' level, but increase the quantity. Those AOEs will start to shine a bit more under those conditions. Also, Swap Ammo to Incendiary. It's the only ammo type that's worthwhile, IMHO. Maybe the default ammo's KB is worthwhile if you want a little more mitigation.
If you go Corruptor, my initial thought is always "Kin!" Fulcrum Shift + Hail of Bullets sounds delectable. DP/Traps would be great, too. So many of those Corruptor secondaries are great, though. I'd avoid TA to stay out of redraw hell, but a case can be made for anything else. -
Workaround doesn't work. I can reset the window colors as much as I want, whether using sliders or /window_color, but it always resets back to 53% when I zone. Interestingly, it seems to be a character-specific issue. Some of my characters have the bug, others don't.
Wondering if reinstalling the game might work? -
One thing going against Sonic is what I would call the survivability threshhold. Once your teammates have sufficient survivability that they rarely, if ever, die, any additional survivability is moot. Some teams exceed that threshhold before any team buffs are applied. Others need one or more team buffs to reach it. The less survivable the base team is, the more buffs like Sonic will help.
There may be circumstances on a great team where someone goes down and a Sonic's +Resistance shields might've kept them up. If you're talking pure efficiency, though, what did you give up in order to fit the Sonic? If you killed things faster, you might not've taken that damage in the first place. This doesn't just apply to Sonics, but Empathy and Force Field, too. I've been on teams where one Emp or bubbler turns a teamwipe candidate into a juggernaut. I've been on teams where the Emp or bubbler could doorsit all day and nobody would notice. The sets aren't bad or useless because of this, but their benefits are dependent on the team's capabilities and the challenges faced.
Resistance also takes a clear back seat to defense. Any attack that hits can apply its secondary effects. Even if you take less damage, you might now cause less damage or take damage more often/easily due to that secondary effect. If the team isn't softcapped to the key damage type they're facing, then +Defense or -ToHit will help more than +Resistance. If they are softcapped to that damage type, either individually or due to team buffs, adding +Resistance on top of that isn't going to move the needle much in terms of survivability under most conditions. -
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I'd recommend rolling Corruptor, but if you're sold on a Blaster, then Drain Psyche is hands-down the best power available in any of the Blaster secondaries. You can only get it through Mental Manip, so that's what I'd recommend...
... if you're sold on a Blaster. -
Another vote for the Rad/Traps Corr here. If you're open to fiddling with concept a bit to be more traps-friendly, then maybe consider Bots/Traps MM?
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Defender debuff toggles are better, while Corruptor damage is better. Neither AT is a bad choice. That said, I would tend to lean toward Corruptor for */Rad. Once you get built up, slot some IOs, and start running with high-performing teams, you'll find that you just don't use your debuff toggles on a lot of spawns. That's where Corruptors' damage has an advantage.
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Quote:You're not looking at the right thing (see: http://paragonwiki.com/wiki/Damage_Scale), You even reference it in your post, but call it a damage modifer. Melee damage scale for the Brute AT is 0.750. Melee damage scale for the Scrapper AT is 1.125. That's +50% over Brute, so not exactly a pittance. Attacks have their own damage scale, which is what you're referencing. I would agree that the two items using the same term can be confusing, though.
Quote:The higher recharge time on scrappers doesn't equate into higher DPA, which the brutes have. Look at the other attacks...
DPA has nothing to do with recharge time, so not sure where you thought I was saying it did? DPA is a good way of understanding particular attacks. If you want to know if Focus is better than Swipe or how Scrapper Focus compares to Brute Focus, then look to DPA. If you want to know which attack chain performs best, which is probably the best way to compare Scrapper and Brute, DPS is the best way to understand attack chains.
Speaking of DPS, that does have a lot to do with recharge times and Scrappers have faster-recharging attacks. That means you can cut some fluff out of the chain and make something a little more optimal. This is balanced by adding in Follow Up to some degree. -
The slotting feels a little strange, but I like how it ended up. Shot for 20%+ defense to all positions, perma-Hasten, and perma-Light Form. You'd have to pop two small purples to softcap anything, but doing so would softcap everything. Combat Flight moves at over 40mph, which isn't bad for getting around inside instances. I'd recommend Clarion Destiny to deal with mez protection. Even fully-softcapped, mezzes have a way of being the lucky attack that gets through.
Also, welcome to Champion! I'm @Streetlight there. Look forward to running with you and your new PB.
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Put me in with the single-stack crowd; use it just often enough to minimize the endurance crash and avoid the defense crash.
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Dark/WP should be an excellent choice. Nothing to do but enjoy the ride.
Love the team buffs, mez protection, and range offered by VEATs. Sonic would work just as well as FF from a slacking standpoint, though it's much harder to softcap. Good stuff!
I like SR a lot, but... well, if you go with perma-Hasten, then you have at least one power you must regularly maintain (either Hasten or Practiced Brawler). Shield (Active Defense & Hasten) is in the same spot, as are Fortunatas (Mind Link & Hasten). I have a DM/SR Brute that isn't taking Hasten at all (cheap build for just messing around on a second server), so that works great. I can just auto Practiced Brawler and I'm done. One click isn't bad though, so I'd consider SR a decent choice with Hasten or a great choice without.
I have an S/L/E-capped Fire/Fire Blaster that I love, but he seems to eat unlucky mezzes a little too often. That means paying attention to things if I grab any aggro. Personally, I don't mind keeping an eye on that stuff and popping a break free as needed, but that's a bit outside what I'm looking for in a slacker's choice. Yes, anyone can take Clarion, but then you're adding another maintenance power and that's defeating my purpose here.