DB/Invuln Build Critique
At a quick glance, I don't think you have enough recharge (data chunk would make it easier to look, though ). You seem to have about 35% recharge in BF and 30% global recharge, but you need more than that, about +130% rech between slotting and global recharge.
The Force Feedback proc in Vengeful Slice isn't worth it in my opinion. It has a small chance to go off and you're only going to hit one enemy at a time with it ; you can't rely on a random proc to keep your attack chain going at all times, so at best you'd get DP and Aid Self up a little bit faster... and that's about it.
I'm working on a modified version of the build you posted in the beginning of your thread that has the AV videos. I know Crushing Impact has less global recharge than Hecatomb but I doubt that I'll ever be able to afford enough of a set to get the recharge bonus.
If I did my math right, and I could be on the totally wrong path, but this is what I came up with for cast and recharge times according to my Mid's stats:
Ability/Cast Time/Recharge Time
BF/1.2/4.49
AS/1.03/2.18
VS/2.43/2.91
SS/1.23/3.47
So if my math is correct, after hitting BF, if I have perfect execution with no lag, it would take me 4.69 seconds to finish the chain which means BF should be up again.
I'm open to any slotting suggestion, I'm just trying to make sure it's something I can level with because the build that's linked at the beginning of your post doesn't take one of the attacks until 41.
As for Force Feedback is VS, I could always replace that with the final Crushing Impact for a little extra Psi defence or pull an Acc/End/Rech IO from a different set.
You can't just use the Cast time that mids gives you because of server lag so here is how you find the Adjusted Cast Time.
AdjustedCastTime = (ROUNDUP( CastTime / 0.132)+1) * 0.132
so for BF mids says a Cast Time of 1.2
AdjustedCastTime = (ROUNDUP( 1.2 / 0.132)+1) * 0.132
AdjustedCastTime = (ROUNDUP( 9.09090909... )+1) * 0.132
AdjustedCastTime = (10+1) * 0.132
AdjustedCastTime = 11* 0.132
AdjustedCastTime = 1.452
BF=1.452
AS=1.188
VS=2.64
SS=1.452
Ok, so that comes to 5.28 seconds to get back to BF meaning I should be fine unless there is another formula that affects recharge times that I'm not aware of.
I believe Mids might be considering the Force Feedback proc to be always on, thus giving you an additional 100% recharge you don't have.
As for casts time, you have to consider server ticks (but this actually helps you as animation times will be longer, making recharge requirements lower).
Adjusted cast times :
BF : 1.452
AS : 1.188
VS : 2.64
SS : 1.452
Total chain time : 6.732
Which means BF and SS have to recharge in (6.732 - 1.452) = 5.28 seconds, which requires 12 / 5.28 = 228% recharge in BF (or +128%).
You could go with 5 Crushing Impact (all but the Dam/End) and 1 common rech in BF. That would give you 97% recharge from slotting and an additional 5% set bonus, making it enough with your additional 27.5% global recharge.
(As for my build, I discovered Mids after I hit level 50, so the build in the first post is just something I made quick for forum purposes, ignoring power order).
Edit : I started typing this during an ITF, and BrokenPrey beat me to the punch.
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I believe Mids might be considering the Force Feedback proc to be always on, thus giving you an additional 100% recharge you don't have.
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After pulling up the build yes Mids is giving him 100% recharge that he doesn't have. BF as a recharge of 7.17 so you need to get better recharge if you want to pull that chain off.
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You could go with 5 Crushing Impact (all but the Dam/End) and 1 common rech in BF. That would give you 97% recharge from slotting and an additional 5% set bonus, making it enough with your additional 27.5% global recharge.
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If you go with this that will put your recharge for BF at 5.24 so that would be just right
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Edit : I started typing this during an ITF, and BrokenPrey beat me to the punch.
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You're right, it was counting the Force Feedback proc as being up 100% of the time and once I switched it out for a Mako's the recharge on BF went up to 7.17 seconds. I switched the Mako's and Adjusted targeting in BF to make sure I had all the recharge ones and it dropped BF to 5.34 seconds. My concern with slotting for another Crushing Inpact is I thought I had read somewhere that you can only get 4 of a same buff, so in this case the 5% global recharge which I'm already getting from AS, DP, VS, and SS.
Edit: Prey beat me to the punch on Force Feedback.
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I thought I had read somewhere that you can only get 4 of a same buff,
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It is 5 so you are good
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Edit: Prey beat me to the punch on Force Feedback.
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Ok, so 5 slotting another Crushing Impact and a regular recharge brought it down to 5.24 so this should work then. Of course I could keep a single Adjusted Targeting +Hit/Rech in and that would leave me at 5.35. This really only becomes a problem with perfect execution + no lag on activation, so the question then is would I really notice the .11 second delay and would the +hit outweigh the little longer recharge. Are there any other comments on the build or slotting choices?
I just noticed you have a Steadfast KB in Res Energies. As it is, between Unyielding and the Zephyr KB you've got enough KB protection. You could trade the 3 slots for another Aegis set, your endurance recovery is going to be fine for anything except AV soloing without insps.
As for tohit, you could pull the force feedback slot away from Vengeful Slice, put it in CJ, and use a Kismet +6 tohit instead. It'll give as much of an increase as 3 tohit slots in BF, and it will be up all the time, without a tohitcheck.
Thanks for pointing that out, I had intended for it to be the 3% one but forgot I already had that one in RPD. I think I'd prefer to stick with the Impervium set for the little extra recovery simply because as it currently is I eat through endurance like made. Granted it's a tinny bit of recovery but every bit helps right?
Hi all,
I was wondering if I could get some feedback on my DB/Invuln build. My guy is currently 37 and this will be my first foray into the world of IO sets. Below is my build and how I intend to finish it, any input would be great. This will be the first char that I've made that doesn't utilize hasten so I'm hoping the amount of recharge from the sets will allow me to keep a constant chain of Blinding Feint > Ablative Strike > Vengeful Strike > Sweeping Strike without having to wait or throw in filler attacks.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/Rchg(15), Aegis-ResDam(36)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Achilles-ResDeb%(45)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(7), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(36)
Level 8: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dmg/EndRdx(34), AdjTgt-ToHit(46), AdjTgt-ToHit/EndRdx(46)
Level 10: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(36)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(42)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(34)
Level 18: Vengeful Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), FrcFbk-Rechg%(45)
Level 20: Health -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Regen/Rcvry+(25), Mrcl-Heal(33), Mrcl-Rcvry+(33), RgnTis-Regen+(33)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(31)
Level 24: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), M'Strk-Acc/EndRdx(34)
Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/Rchg(46)
Level 30: Resist Energies -- S'fstPrt-ResKB(A), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx(50)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A)
Level 35: Tough Hide -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43)
Level 44: Stimulant -- IntRdx-I(A)
Level 47: Aid Self -- IntRdx-I(A), IntRdx-I(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), Numna-Heal(50)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]14% DamageBuff(Smashing)[*]14% DamageBuff(Lethal)[*]14% DamageBuff(Fire)[*]14% DamageBuff(Cold)[*]14% DamageBuff(Energy)[*]14% DamageBuff(Negative)[*]14% DamageBuff(Toxic)[*]14% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]11.1% Defense(Energy)[*]11.1% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]11.8% Defense(Ranged)[*]10.8% Defense(AoE)[*]4% Enhancement(Heal)[*]23% Enhancement(Accuracy)[*]27.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]125.5 HP (9.37%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Immobilize) 18.7%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]7.5% (0.13 End/sec) Recovery[*]24% (1.34 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]10% RunSpeed[/list]