Soloing AV's


dave_p

 

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Two things:

Is 44.9% enough ranged defense? As AVs have a higher accuracy modifier (1.5 - basically 75% accuracy) I thought that the defense might be lower in relation to their accuracy. Or am I wrong in understanding defense?

Also...aid self. Is it needed?


 

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Is 44.9% enough ranged defense? As AVs have a higher accuracy modifier (1.5 - basically 75% accuracy) I thought that the defense might be lower in relation to their accuracy. Or am I wrong in understanding defense?

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Since 45% defense is the softcap (which means that anything over that just serves as a buffer to counteract the rare +tohit or the more common -def), 44.9% should be mostly fine, as long as you're not dancing into melee often. The accuracy modifier just increases the final value of the tohit roll, meaning that the 5.1% base chance to hit that you're bringing them down to would be multiplied by 1.5 to a 7.65% chance to hit. 45% +def would get that tohit chance to 7.5% and no amount of +def above it would decrease it further.

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Also...aid self. Is it needed?

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It's not needed, but it's probably going to be nice to have. Because you're going to get hit eventually, you want to have some method of recovering from the damage. Your best bets are either Aid Self or IO slotting for regeneration and +hp (which increases regeneration by recovering more per tick).


 

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Also...aid self. Is it needed?

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It's not needed, but it's probably going to be nice to have. Because you're going to get hit eventually, you want to have some method of recovering from the damage. Your best bets are either Aid Self or IO slotting for regeneration and +hp (which increases regeneration by recovering more per tick).

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Cheers for the quick response pal!

The final build I'm looking at has 110.5% max HP and 307% regeneration. Do you think that will be sufficient?


 

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44.9% should be mostly fine

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Yes, that's pretty much ideal. I've soloed AVs with less than that.


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Also...aid self. Is it needed?

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Unless you plan on using greens, I strongly advise having it. You will get hit.


 

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Cheers for the quick response pal!

The final build I'm looking at has 110.5% max HP and 307% regeneration. Do you think that will be sufficient?

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You're not packing the +hp accolades? Why? That's 20% +hp that you're not getting.

If you get those, you'll be packing near cap max hp of 1572.26. With 307% regeneration (207% +regen), you'll get from 1 hp to max in 78.15 seconds, which means that you'll have 20.11 hp/sec regen. If you meant 307% +regen (407% total regen), you'll get from 1 hp to max in 58.97 seconds for 26.66 hp/sec regen.

Aid Self (with 95% +heal from slotting and 200% +rech from slotting and global +rech) will provide 460.4 hp every (4.488 activation + 6.67 recharge) = 11.155 seconds. That's 41.27 additional hp/sec but requires 40% of your activation time (which isn't gonna be enough time to let lose with the AV killing DPS). Luckily, you probably won't need to use it that often.

If you're packing softcap defense and fighting an even level AV (no level difference acc bonus), 3 out of every 40 attacks will hit you on average. Assuming it takes 1 minute for the AV to get out those 40 attacks and the AV deals 400 damage with each hit, you're going to have 1200 damage that you need to recover from every minute in order to keep stable. With your baseline hp/sec, you're recovering either 1206.6 hp/minute or 1599.6 hp/minute. That's a conservative damage estimate for the AVs though.

Keep in mind that AVs are more than capable of getting in 2 attacks one after the other and that they've often got attacks that deal more damage than others.


 

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Two things:

Is 44.9% enough ranged defense? As AVs have a higher accuracy modifier (1.5 - basically 75% accuracy) I thought that the defense might be lower in relation to their accuracy. Or am I wrong in understanding defense?

Also...aid self. Is it needed?

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44.9% ranged defense is just fine. AVs will have a base chance to hit you of 7.65% as opposed to the regular 7.5%. Weapon wielding AVs will have a higher chance than that, but there isn't much more you can do about that.

You will definitely need aid self IMO, since even at the softcap you WILL get hit, and when it happens it WILL hurt unless you have any significant amount of resistance (which is unlikely since you should include the 4 basic pools: fitness, leaping or flight for KB protection, speed for hasten and medicine for aid self, leaving you no room for the fighting pool to complement the epic shield)


 

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If you are /Energy or /Mental you can always slot Kinetic Crash in Power Thrust or Telekinetic Thrust for the KB resist (and +recharge if you slot six) and free up a pool for Fighting (which will let you take Weave to help soft-cap). Any primary with a knockback attack can do it too.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

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If you are /Energy or /Mental you can always slot Kinetic Crash in Power Thrust or Telekinetic Thrust for the KB resist (and +recharge if you slot six) and free up a pool for Fighting (which will let you take Weave to help soft-cap). Any primary with a knockback attack can do it too.

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For that matter, if what you want to do is slot kinetic crash and take the fighting pool, anyone can just take fighting and slot kick with them.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

You that you're going to need a high dps to take out an AV, especially the more difficult ones.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

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If you are /Energy or /Mental you can always slot Kinetic Crash in Power Thrust or Telekinetic Thrust for the KB resist (and +recharge if you slot six) and free up a pool for Fighting (which will let you take Weave to help soft-cap). Any primary with a knockback attack can do it too.

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Then you'd also be skipping CJ, which helps you reach the softcap almost as much as Weave


 

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How are people reaching such high ranged defense values? I'm looking at a few set bonuses and a few unique def io's and I might hit 20% ranged. Is it mainly power picks that are pushing them that much higher?


 

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How are people reaching such high ranged defense values? I'm looking at a few set bonuses and a few unique def io's and I might hit 20% ranged. Is it mainly power picks that are pushing them that much higher?

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The related sets are discussed here.


 

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You that you're going to need a high dps to take out an AV, especially the more difficult ones.

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You'd have to *try* to make a blaster w/a low enough DPS not to take out an AV, I think (considering scrappers can, and blasters should do flat out more damage). The bigger challenge is staying alive (range, high def, self heal) and maintaining enough end throughout the fight. Then again, there might be a few AVs that are flat out impossible w/o debuffs because of resists and regen.


An Offensive Guide to Ice Melee

 

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How are people reaching such high ranged defense values? I'm looking at a few set bonuses and a few unique def io's and I might hit 20% ranged. Is it mainly power picks that are pushing them that much higher?

[/ QUOTE ] Thunderstrike, combat jumping, thunderstrike, thunderstrike, blessing of the zypher, and more thunderstrike.


 

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To overcome your average even level AV you need about 94 DPS. Granted you want alot more than that to keep the fight as short as possible but any blaster should have the damage to do the job.


 

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Oh and 5 Thunderstrike sets, 5 Maco sets, 3 Blessing of the zypher and the Steadfast unique and CJ 3 slotted with Def IOs will get you to the soft cap for ranged damage.


 

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Oh and 5 Thunderstrike sets, 5 Maco sets, 3 Blessing of the zypher and the Steadfast unique and CJ 3 slotted with Def IOs will get you to the soft cap for ranged damage.

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There's also Weave from the Fighting Pool for an extra 3.5% +def(all) enhanceable to 5.5%.


 

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Would a fire/mm be able to take out an av?


 

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^Yes. Tackling AVs is more about refining your build and using the appropriate strategy (not all AVs are created equal), than which powersets you have.


 

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You're not packing the +hp accolades? Why? That's 20% +hp that you're not getting.

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Sorry. I have all the +HP and +END accolades. Just forgot to add them in Mids & by extension my calculations.

Changed the build to get Aid Self. Managed to play around with my slotting and completely remove tough/weave from my build yet still remain at the defense softcap.

Also I have enough space slots to fully slot apocalypse into a power. This question is for Knight Chill (or any other decent ice/ice/ice blaser) - do you think it'd be better placed in Chillblain or Bitter Ice Blast? I was thinking of Chillblain as it would improve my overall DPS...though I'm still unsure if this is even correct.

Oh and the only toggle I need to run to softcap is Hover. No CJ/Tough/Weave/Epic Armour/Stealth/Manuevers/etc.

Thanks for the advice on Aid self. Looking back, I was a fool to consider green inspirations as the answer.


 

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Also I have enough space slots to fully slot apocalypse into a power. This question is for Knight Chill (or any other decent ice/ice/ice blaser) - do you think it'd be better placed in Chillblain or Bitter Ice Blast? I was thinking of Chillblain as it would improve my overall DPS...though I'm still unsure if this is even correct.

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Unless you've got a very strange attack string that uses Chillblain more than BIB, you'd be better off putting the better set in BIB, because it's got better base numbers to operate off of. If you're talking about slotting Chillblain from the base slot, then you should slot the purp set into BIB and the set in BIB into Chillblain. It's pretty apparent that BIB is the better attack considering they've got the same activation in Arcanatime (re: their real activation time) and BIB does significantly more damage.

As for numbers, check it:
Chillblain: 47.42 DPA (62.6 damage, 1.32 sec activation Arcanatime)
BIB: 107.73 DPA (142.2 damage, 1.32 sec activation Arcanatime)


 

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Assuming you're going to 6 slot them both anyway, it really doesn't take a ton of difference where you put it. If you go for bonuses, and your alternate slotting is, say, 6-slotting Thunderstrikes, if you 5-slot Apoc (skip the Dam) and stick in a A/D/R Thunderstrike in the 6th, you get a better return in the longer recharging BIB. Then again, if you want the proc bonus to fire more often, it'd be better served in the quicker recharging Chilblain (assuming Chilblain is in fact a regular part of your attack chain, prolly for immobing the AV). Of course, the proc would be better yet in Ice Bolt, and then 5-slot the rest of the Apoc set in BIB, though you waste a lot of +dam that way (no need for a 6th slot in BIB in this case unless you want another proc or a +range or something).

BTW, Chilblain has almost as good a DPA as Ice Bolt and better DPE. It's actually not a bad idea to work it into your normal attack chain in an AV fight instead of Ice Bolt, in which case you would in fact be casting it more than BIB, or at least equally depending on your attack chain.


An Offensive Guide to Ice Melee

 

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Unless you've got a very strange attack string that uses Chillblain more than BIB

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*raises hand* Chilblain is my workhorse, especially vs. bosses (AVs).

That said, I would still rather purple out BIB. Throw Thunderstrike in Chilblain.


 

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Unless you've got a very strange attack string that uses Chillblain more than BIB

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Chillblain, BIB, Chillblain, Ice Blast sounds like the chain I'd use if I made an ice blaster for soloing AVs...


 

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Chilblain, BIB, Chilblain, Ice Blast sounds like the chain I'd use if I made an ice blaster for soloing AVs..

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Silverado knows the secret handshake. No surprise there.