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Posts
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Look at the question from a position of objectivity. Yes, a Scrapper and a Stalker can both be effective on teams. If nothing else, they add more damage and can soak up damage that would hit someone else. Neither are necessary, because no AT is necessary for the vast majority of content, but both are better than leaving a spot on the team open.
To get to the heart of the question then, think about being invited to a team as either a Scrapper or Stalker. Assume you have both at the same level, both built well and equipped equivalently. You're equally skilled at playing either AT. So, all else being equal, which AT will bring more to a team? -
Great build! Works wonders with Cardiac, but you could go Spiritual Core Paragon and bump up your Regen and HP figures even more (1300% & 3322hp, for 180hp/sec). Should be plenty of recovery there to handle your endurance needs and it'd drop the recharge on Foot Stomp by a full second.
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I've been working on filling out my roster with at least one of every archetype and Stalker is the only one I've left blank. Based on everything I've seen, there's no reason to make one for teaming. Many people are stripping their Stalkers of IO sets to put them on something else, even off PVP builds.
Teams are fast now. Good teams are incredibly fast. In a game of fast gameplay, Stalkers are an entire AT that feels like the "Devices" secondary, needing time to setup in order to be at their best. You can either slow down the team to let the Stalker stalk or you can steamroll. Only a rare team will actually want to slow things down and drag out the game so that the Stalker can feel he's contributing to the best of his abilities, so you end up with Stalkers stuck in a watered-down Scrapper mode.
With that in mind, Stalkers seem to make the most sense in a solo or all-Stalker team context where everyone is on the same track. Otherwise, it's back to being a watered-down Scrapper. -
The downside of recharge builds is that the best recharge is available from purple sets, which also happen to be ridiculously expensive. I went with "normal" sets here and still managed to cram in quite a bit of recharge on the cheap.
I'm looking into better slotting on Fly Trap, likely to grab the various uniques that are available.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Mega Pixie Rchg: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Entangle -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(13)
Level 2: Strangler -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(36)
Level 6: Spore Burst -- CSndmn-EndRdx/Sleep(A), CSndmn-Heal%(9), CSndmn-Acc/EndRdx(19), CSndmn-Sleep/Rng(21), CSndmn-Acc/Sleep/Rchg(23)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(25), Mlais-Acc/EndRdx(25), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(27), Mlais-Dam%(31)
Level 10: Hover -- Ksmt-ToHit+(A), Krma-ResKB(11), LkGmblr-Rchg+(23)
Level 12: Resurrect -- EndRdx-I(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40)
Level 20: Fortitude -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(21), LkGmblr-Rchg+(31), LkGmblr-EndRdx/Rchg(50)
Level 22: Roots -- HO:Nucle(A), HO:Nucle(40), RechRdx-I(40), RechRdx-I(43), Posi-Dam%(43), TotHntr-Dam%(45)
Level 24: Recall Friend -- EndRdx-I(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46), RechRdx-I(46)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(29), Efficacy-EndMod/Rchg(29)
Level 30: Absorb Pain -- Heal-I(A)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Regeneration Aura -- RechRdx-I(A), RechRdx-I(36), Dct'dW-Heal/EndRdx/Rchg(36)
Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Rchg(42), Dct'dW-Heal(42), Dct'dW-Heal/EndRdx/Rchg(43)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 44: Mental Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Acc/Dmg/Rchg(50)
Level 47: World of Confusion -- HO:Endo(A), HO:Endo(50)
Level 49: Indomitable Will -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(37) -
I'm looking at building one myself as a sapper. Should work out fairly well.
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Thanks for the advice, guys! I'll work up a more recharge-focused build tomorrow morning and see how that looks.
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I'm working on a build for my Wife's Plant/Emp (Mega Pixie) and wanted to get some advice on the build before I started crafting. We don't have the influence to go purple, though we do have merits to work with for the more expensive IOs.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Mega Pixie: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(42)
Level 1: Healing Aura -- H'zdH-Heal/EndRdx(A), Mrcl-Heal/EndRdx(3), Dct'dW-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(5)
Level 2: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(42)
Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(36)
Level 6: Spore Burst -- CSndmn-EndRdx/Sleep(A), CSndmn-Heal%(9), CSndmn-Acc/EndRdx(19), CSndmn-Sleep/Rng(21), CSndmn-Acc/Sleep/Rchg(23)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(25), Mlais-Acc/EndRdx(25), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(27), Mlais-Dam%(31)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-ResKB(11), LkGmblr-Rchg+(23)
Level 12: Resurrect -- EndRdx-I(A), RechRdx-I(13)
Level 14: Fly -- EndRdx-I(A)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40)
Level 20: Fortitude -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(21), LkGmblr-EndRdx/Rchg(50), LkGmblr-Rchg+(50)
Level 22: Roots -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(40), TotHntr-Acc/EndRdx(40), TotHntr-Immob/Acc(43), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(45)
Level 24: Recall Friend -- EndRdx-I(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46), RechRdx-I(46)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(29), Efficacy-EndMod/Rchg(29)
Level 30: Absorb Pain -- Heal-I(A), Heal-I(31)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Regeneration Aura -- RechRdx-I(A), RechRdx-I(36), Dct'dW-Heal/EndRdx/Rchg(36)
Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
Level 49: Spirit Tree -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Partial Radial Revamp
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(37) -
Not that much pure E/N out there in the game. Most attacks have at least some S/L component and you get the highest of your applicable defenses. If it is pure E/N, then 32% defense will help significantly and you can pop a single small purple to end up just a hair below the softcap (a hair above if it happens to be pure E/N melee)
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Here's my quick work-up, mostly taking what you already had. Softcapped S/L, great recharge, likely similar endurance, but it does require a bit more influence. I used 5pcs of Apoc and the Gladiator's TP/3% to get there.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(37), Heal-I(40)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(42)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-%Dam(13), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 8: Fast Healing -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(23), RgnTis-Regen+(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(42)
Level 10: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(39), Rec'dRet-ToHit(43), Rec'dRet-ToHit/Rchg(43)
Level 12: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Rchg+(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 18: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(19), Numna-Heal/Rchg(19)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 24: Focus -- Apoc-Dmg(A), Apoc-Dmg/Rchg(25), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(34), Apoc-Dam%(37), EndRdx-I(50)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(43)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), FrcFbk-Rchg/EndRdx(48)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 38: Strength of Will -- GA-3defTpProc(A)
Level 41: Super Jump -- Jump-I(A)
Level 44: Resurgence -- EndMod-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- EndMod-I(A), Heal-I(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(46)
Level 2: Stamina -- EndMod-I(A), EndMod-I(9) -
I get irritated by it too, but the set does use sound to cause damage. It probably shouldn't have the most pleasant of effects, right? Tough to strike a balance between annoyance and appropriateness there.
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I would ask what your other options are? Compared to a Shield, you'll do lower DPS, have a harder time softcapping, have worse resists, and be down one monster of a PBAOE. However, Ice has gobs more utility and toggle mez protection. Which seems more fun to you?.
On a related note, once you hit softcapped defenses, how helpful is the to-hit debuff from Dark? Isn't there a minimum chance to hit, no matter what the to-hit vs. defense is? -
The purple proc only helps your attack and it only provides a benefit when the slotted attack is used. How many times can that attack be used in ten seconds?
AH helps everyone's attack on any target hit by the proc. It's no longer just X more of your own damage, whatever that might be, it's X more of everyone's damage and it lasts for ten seconds worth of attacks. If the attack cycles again in that time, you may get even more targets.
EDIT: And yes, I fully understand that theoretical minions will be annihilated with three fireball equivalents of AOE damage, and that it doesn't take much more to take down lieutenants. Minions and lieuts rarely last more than a few seconds under any team's efforts. I don't know if an attack can really be saved on lower-tier targets by choosing a damage proc or an AH proc over just SO-slotting. When it comes to taking down bosses, EBs, and AVs faster, will that AOE proc do more damage faster than your teammates' additional damage will? When you've got three Freak Tanks or whatever standing around, what's going to be better?
At 40dps per team member, another 20% is 8dps per team member or 64dps for a team of eight. Over ten seconds, that's 640 additional damage from the AH proc alone, in addition to 3200 from the team. With 3840 a lot of stuff will be long since dead, though, right? Great! At what point in that ten second continuum does damage stop being necessary? The sooner, the better.
We all agree that the AH proc is great in a single, fast-cycling ST attack. -
Quote:You're arguing for most possible damage over time attributable to the proc and the proc alone. That's why you keep talking about it being a good thing if the AH-slotted attack does no damage. It's also where I think you're going wrong.Either I'm completely missing your point, or you're completely missing mine. So I'll try again taking a slightly different approach.
I'm arguing for least time used, encounter to encounter, as the valid measure. Do the same series of encounters in less time and you've got the better solution. I believe that the AH proc, similar to a Sonic cone, does the best in those circumstances. The more characters on a team, the more effective the AH-proc, again just like a Sonic cone.
Take the analysis to the solo context and I fully agree that the purple proc will be better and, often, a common proc may be better. With a team, though, -res is just too good a benefit to pass up. It's why debuffers are good in the game. They make everyone's abilities more effective.
PVE is essentially farming. You face large numbers of mobs in concentrated groups and you take them down in chunks. As with farming, AOEs are most effective here. The more powerful your AOEs and more plentiful your AOEs, the faster you'll go through those groups. Add AOE debuffs and you'll go much faster, especially a -res debuff because it adds the debuff percentage to your enhanced damage, not your base damage.
Now, if one team member leads with a -res debuff and the rest of the team follows with AOEs, you get a huge benefit and you get it immediately. You don't have to wait until the purple-proc-loaded AOE recharges. You don't have to wait a 10 full seconds to determine it's worth. You get to know right at that moment how good it is and it'll be really, really good. The AH proc is just a less-reliable (and often less effective) -res debuff, but it's one that anyone with the prereq powers can slot (i.e. you don't need an AT devoted to debuffing to get the benefit).
As a side note, comparing the AH proc to a purple proc is great if you're talking unlimited budgets and only purple procs. I'm still okay with it, because it is a theoretical competitor for a single slot in a single power, but rarity and price are something to keep in mind. A relatively small percentage of players will ever find a purple proc, let alone equip one. -
It's been said a lot before, but it wouldn't necessarily be a bad thing if IH went back to being a toggle. It would likely have to be toned down a bit, but the consistent regen would be worth it. DP, Recon and MoG would keep it plenty active.
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I like Manuevers for a bubbler, just because it adds that extra layer of defense.
I also built my FF/DP around the AOEs. As long as I'm fighting something other than an AV or GM, the odds are good that I'll be facing a group of three or more. Having the AOEs around in those circumstances means more DPS overall. -
Depends how much later and how many people benefit. One character getting off one hit in two seconds or eight characters getting off eight hits in two seconds. Most cases would fall in between. An extra 71.8 isn't likely to be the deciding factor, but an extra 20% across the board (and that 20% of real damage, not base damage) can be.
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With any last attack, proc or no, some damage will be wasted on blowthrough damage. It might be a fraction of a point or it might be everything other than a fraction of a point. You might hit all your procs and not have needed any. It's just part of the game and the AH proc is no more or less subject to it than anything else. Just as AH can fire on one lone minion in a group, so can a damage proc, and both will be equally useless against any boss in that same group.
The AH proc really shines in two circumstances: tough single targets & teaming. The benefits against tough targets have been covered. I'd argue that they're useful in both ST attacks and AOEs on teams. When teaming, the AH proc can provide that little bit of extra damage (okay, 20% is more than a little bit) that means one less attack required to take down an opponent. Whether the team is relying on AOEs, as most will, or using single-target attacks, reducing the number of attacks required to take down a target is a good thing. Reducing the number of attacks required to take down multiple opponents is a great thing, whether those opponents are minions or bosses. It won't always work out that way, but it will sometimes and it'll be worth it at those times.
For that reason, I would argue that looking at any proc, damage or AH, in terms of maximum usage isn't the ideal. Instead, look at them in terms of time/attacks/endurance saved. -
Quote:Hadn't thought about the Ice aspect, which requires a lot of defense-focused slotting to make it work. All that defense means less slotting for recharge, so a fast-recharge chain probably won't work out well. I believe the chain I posted requires around 204% recharge, which is likely out of the question in this case. Focus your IO slots on typed defenses and don't worry so much about a peak-level single-target attack chain.Thing is, i don't want to cram that much recharge into this build if i can help it. Purple-ing out every build gets expensive fast. I'll be running Chilling Embrace with a damage proc, and Icicles with ED level damage/acc/end in it, so i'm not too worried about 'quick' damage, just using all my attacks effectively to keep things going.
How much recharge is required to run that CS->SB->BB->QS->SB->BB chain? and wouldn't it more better to hit with QS first, to keep bruising up as much as possible, for the added -20% resistance?
Realistically, you'll be in crowds of enemies for everything outside of the occasional EB/AV/GM/Pylon. In crowds, AOEs are king. With three enemies in range, Burst will out-DPS everything else in Kinetic Melee. Look to APPs for a second AOE option. With two AOEs, plus the single target goodness of KM, you shouldn't have too many problems finding an attack to use. -
Flight is sloppy to control, lacks the Stealth of Super Speed, has a worse prereq option than Super Speed, and is the slowest travel power. Range is mitigation to some degree, but you can usually maintain range just by moving around without any travel powers on.
Still, if Flight fits the idea of the character, I'll take it. -
Like Defender, Offender is a bit of a misnomer. COH's Defenders' defense and offense are both sub-par. What they really excel in is support. They can generate enough support to be competent at both offense and defense on their own and, with additional members in their group, make the group significantly better defensively and/or offensively than it would be without the Defender. Stack multiple Defenders and you can get some pretty amazing results.
Of course, they couldn't call them Supporters without generating unfortunate links to athletic products. Defenders it is! -
Quote:FB has weak DPA, less than QS due to it's extended attack time. If you can get rid of it, then you're better off. My thoughts ran to: (PS) > CS > SB > BB > QS > SB > BB.Hey guys,
I'm working on a concept build for my newest tanker, and i was wondering whats the best attack chain possible, using Kinetic melee? I was thinking something that kept quick strike up as much as possible, and being an ice tanker, endurance isn't much of an issue, so i can have 4+ attacks in the chain.
Anyone have any solid ideas? I was thinking something like this might do the trick, but i'm not entirely sure on the math behind it.
(Power Siphon)->QS->BB->SB->CS->BB->SB->FB
Using just quick math, that chain would take about 10.2 seconds to run though, and i would need to get concentrated strike down to a 7.37 second recharge. Smashing Blow down to a 4.03second recharge, and Boby blow down to a 3.9 seconds recharge (not accounting for arcanaville time)
Does the above sound good? Is that a decent enough chain? -
Here is the build I was working on when I found out about Fitness going inherent. It isn't set up for levelling, but it should give you an idea of the slotting I used. Expensive build, even without purples. Without the Fitness pool, you gain back three powers on this build, so you could add Super Speed back into it, as well as two other powers.
Could probably shave some excess off of it by using tips missions to get the Gladiator's TP/3% unique. Drop to three pieces of Aegis, add Gladiator's TP/3% & Steadfast res/end to Tough. That would also add recovery.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build! -
Mids has it giving 1.25% to S/L/E/N/F/C and 2.5% to each position?
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Quote:If you're sold on Regen, then it's just a question of single-target damage and, possibly, mitigation.Basically I want a boss killer. My vision of this guy is to join 8 man teams (for the purposes of this a generic team will do just fine) and only focus on the bosses until I kill them all. I don't want to argue whether this is effective, I just want to try this for myself.
I am pretty much set on regen, although if any of you have strong urges elsewhere, go ahead. So my problem is the primary. Right now I'm looking at BS and MA, although I am a scrapper noob.
I love my BS/Regen, but those big slow swings mean that you'll find yourself hoping from time to time that the attack will finish so you can activate one of Regen's clicks. Most of the time you'll make it. Sometimes you won't. If you want to PVP with this character, then go BS/Regen. If it's PVE you're looking for, then I'd recommend a faster set. That leaves MA from your list and it should be really good at bosses, elite bosses, and AVs.
If you're open to something other than MA or BS, then I'd recommend looking at Katana or Kinetic Melee. Katana will be great, with faster attacks than BS, plus the same defense buff. Kinetic Melee doesn't have defense buffs, but it is a great single-target set and it features stacking damage buffs. If you can stand the sound of it, it should be one of the better sets for pure ST damage.