An INV/SS's Adventure of Solo'ing Lord Recluse


Black_Marrow

 

Posted

I was bored and thought it would be a fun experiment. So I set up a simple mish with Lord Recluse in it, starting with Rugged, then Unyielding, then Invincible. All 3 times I carried a full tray of blue insp's. I have decent recovery, but his energy based attack(s) were draining my end pretty bad. I don't have a whole lot of recharge either so Conserve Power isn't something I can always rely on.

Rugged - Recluse spawned as a lvl 51 EB. I defeated him in about 7 minutes. Used 6 blue insp's. I used Dull Pain once at the end when he spawned his Bane's.

Unyielding - Recluse spawned again as a lvl 51 EB. Defeated him in around 10 minutes. Used 9 blue insp's. He got a couple lucky hits in at the beginning of the fight and I had to use Dull Pain.

Invincible - Recluse spawned as a lvl 50 AV. I did about 500 points damage in 10 minutes. Used up my entire inspiration tray. Conserve power twice. Dull Pain once.


I'm curious whether or not it's just Recluse specifically I can't take down, and if there are other AV's I possible could defeat. I look forward to testing it. I'll post my results.


 

Posted

Well, SS isn't exactly a "fast kill" secondary...

Even so, not bad at all.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Psssst, Energy Melee doesn't drain endurance. At least, not that I know of...


 

Posted

[ QUOTE ]
Psssst, Energy Melee doesn't drain endurance. At least, not that I know of...

[/ QUOTE ]

Channelgun Ranged, High Damage, Energy, Foe -Endurance, -Recovery


 

Posted

Ah, see I knew I was missing something!


 

Posted

[ QUOTE ]
Ah, see I knew I was missing something!

[/ QUOTE ]

I know how you feel.. Happens to me all the time.


 

Posted

I haven't known him to use that power if you're in melee. If you're trying to hover tank him then... it gets ugly in a hurry.

Back on the main topic I'm not sure a tank is the best choice for solo'ing an AV... we're generally a bit DPS challenged to pull it off. Can you put out a sustained 100+ DPS? If so you'll eventually drop him since his regen is what, around 90 HP/s? Even so it would take forever to whittle down an AV's hit points.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

[ QUOTE ]
Back on the main topic I'm not sure a tank is the best choice for solo'ing an AV... we're generally a bit DPS challenged to pull it off. Can you put out a sustained 100+ DPS? If so you'll eventually drop him since his regen is what, around 90 HP/s? Even so it would take forever to whittle down an AV's hit points.

[/ QUOTE ]

AV regen is ~93.3 hp/sec. That, of course, is amplified by any resistance they may have. I believe Lord Recluse has 50% s/l res, so you'd need ~186.6 s/l dps in order to equal his regen rate, let alone kill him.


 

Posted

[ QUOTE ]
I haven't known him to use that power if you're in melee.

[/ QUOTE ]

He does. Oh, believe me, he does.


 

Posted

[ QUOTE ]
[ QUOTE ]
I haven't known him to use that power if you're in melee.

[/ QUOTE ]

He does. Oh, believe me, he does.

[/ QUOTE ]

Since i10, most of the time enemies will use their ranged attacks even when in close. Sometimes you get lucky and they get locked into a cycle of not using them, but other times they'll just spam them point blank if they feel like it.



.


 

Posted

I'm not sure about that... Most of the SS attacks are fairly low DPA even with Rage up. KO Blow has good DPA but the super long recharge really hurts. I think the only other attack that has over 100 DPA is Haymaker. I'm guessing that putting together a sustainable attack chain with enough DPS for even an AV without any resists would be difficult for SS.


 

Posted

[ QUOTE ]
He can probably handle the DPS side of things with Rage...

[/ QUOTE ]

Not even close.


Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~

 

Posted

[ QUOTE ]
I'm not sure about that... Most of the SS attacks are fairly low DPA even with Rage up. KO Blow has good DPA but the super long recharge really hurts. I think the only other attack that has over 100 DPA is Haymaker. I'm guessing that putting together a sustainable attack chain with enough DPS for even an AV without any resists would be difficult for SS.

[/ QUOTE ]

You can. You're making tradeoffs elsewhere though. My primary build is a scranker. His defense is for *BLEEP*. But he pumps out decent amounts of damage *I wub you purples!*.

Cycling between Air Superiority, KO Blow, Foot Stomp, Hurl, LB Eyes works pretty well.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

[ QUOTE ]
He can probably handle the DPS side of things with Rage... maybe. I'm curious now. Hatred, could you post your build so we can take a look at it?

[/ QUOTE ]

Sure.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx(37)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(25)
Level 4: Dull Pain -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), Tr'ge-EndRdx/Rchg(7), Tr'ge-Heal/Rchg(9)
Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(45)
Level 10: Swift -- Run-I(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(43)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), RgnTis-Regen+(17), Heal-I(34), Heal-I(46), Heal-I(46)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), S'dpty-Def/EndRdx(19), S'dpty-Def(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(33)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27)
Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(43)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(33)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40)
Level 41: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]19.3% Defense(Smashing)[*]19.3% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]20.2% Defense(Energy)[*]20.2% Defense(Negative)[*]3% Defense(Psionic)[*]11.1% Defense(Melee)[*]15.8% Defense(Ranged)[*]4.56% Defense(AoE)[*]3.6% Max End[*]12.5% Enhancement(RechargeTime)[*]16% Enhancement(Accuracy)[*]9% FlySpeed[*]231.9 HP (12.4%) HitPoints[*]9% JumpHeight[*]9% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 11%[*]9% (0.15 End/sec) Recovery[*]94% (7.35 HP/sec) Regeneration[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]9% RunSpeed[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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Posted

What attack chain are you using?


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

[ QUOTE ]
What attack chain are you using?

[/ QUOTE ]

At the moment, Jab+Laser Beam Eyes+Hurl+K.O. Blow, Jab+Laser Beam Eyes+Hurl+Foot Stomp. This is my main build for solo and team play. I was thinking of using something similar to this for my second build, but drop taunt for another attack. The attacks don't always run smooth, and I have to wait a few seconds for one of them to come up. I could also drop in a few LoTG 7.5%, taking a few seconds off the recharge of the attacks, then drop taunt for Hasten.


 

Posted

Out of all those, the only attack that does over 100 DPA is KO Blow. Against an AV with nearly 100/sec regen, there is simply no way for you to make any progress without using outside buffs.


 

Posted

I say, if you're only using about 5 or 6 blues per fight, pack some T3 reds.

To help with your blue bar, you can use an Advanced Crafting station in your SG base to give yourself End Drain Resistance and Increased Recovery. That way, you can focus on giving yourself more damage insps. You may also want to consider Increased recharge and some s/l and energy resist. The crafting station doesn't give much, but every little bit helps.

I don't know if all that will be enough, but it's worth considering.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

[ QUOTE ]
[ QUOTE ]
What attack chain are you using?

[/ QUOTE ]

At the moment, Jab+Laser Beam Eyes+Hurl+K.O. Blow, Jab+Laser Beam Eyes+Hurl+Foot Stomp. This is my main build for solo and team play. I was thinking of using something similar to this for my second build, but drop taunt for another attack. The attacks don't always run smooth, and I have to wait a few seconds for one of them to come up. I could also drop in a few LoTG 7.5%, taking a few seconds off the recharge of the attacks, then drop taunt for Hasten.

[/ QUOTE ]

Add Hasten into your build and you can solo him.

DPA != DPS which is usually what Tanker builds are missing (DPS ... DPA means little in practice since its not in context of an attack chain).

You also will probably run into endurance issues (if you're not already) ... this is a production of the Inv/SS combo in general (neither being end friendly). The way I beat this on mine was to slot for +recovery with Impervium Armors, Numinas and Miracle rares, and Performance Shifter: Chance for End in Stamina.

I would also drop the Energy APP and go into Pyre if you really want to up your total DPS (although not needed for single target fighting such as AVs).

Additionally try using Punch (or Boxing), Haymaker, Footstomp, KO Blow. After KO Blow, your entire chain should be up again (in a good Hasten build) making the animation time of KO Blow the only pause in your attack chain (use Sands of Mu when Rage crashes).

While I like Hurl or at least one ranged attack, it generally isn't apart of my normal attack chain due to the animation time. I will fall back on it when Hasten is down and there is a gap in my chain and since it does Haymaker damage, it becomes a decent fallback power.


 

Posted

Without getting into things like "why Hurl AND Laser Beam eyes, but no haymaker?", and trying to use the existing IOs without a major respec, I tried to rearrange a few things to squeeze out some better endurance efficiency.
Just some ideas like putting sets that require more slots to get the set bonuses you want into powers that can use more slots. i.e put more slots into attacks/toggles, and less in passives so you get the set bonuses AND better enhancement(acc/dmg/end redux,etc.) since alot of the enhancement is wasted in passives.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(13)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(25)
Level 4: Dull Pain -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), Tr'ge-EndRdx/Rchg(7), Tr'ge-Heal/Rchg(9)
Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(11)
Level 10: Swift -- Run-I(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Rchg(13), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rng(15), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), RgnTis-Regen+(17), Mrcl-Heal(31), Mrcl-Rcvry+(34)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), S'dpty-Def/EndRdx(19), S'dpty-Def(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(33)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), F'dSmite-Acc/Dmg/Rchg(33), F'dSmite-Acc/EndRdx/Rchg(34)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27)
Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(43)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), P'ngFist-Acc/Dmg/EndRdx/Rchg(48)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(42)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), S'dpty-Def/EndRdx(48)
Level 49: Resist Elements -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



Net Recovery is improved, and end redux in attacks is improved. KO Blow even recharges 3 seconds faster.

Just some suggestions...

-Pep


 

Posted

[ QUOTE ]
Without getting into things like "why Hurl AND Laser Beam eyes, but no haymaker?"

[/ QUOTE ]

That's sort of what I was trying to get at, delicately.

KO Blow is great, but long-recharging; after that I saw an insufficiently-slotted Jab (obviously suboptimal), the slowest-animating attack in the set, and the weakest Tanker attack other than pool powers (Laser Beam Eyes). I'm no expert on DPS chains, but this one just didn't scream "AV Killer" to me. :P If it's working for you, great; I'm just surprised.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

[ QUOTE ]
DPA != DPS which is usually what Tanker builds are missing (DPS ... DPA means little in practice since its not in context of an attack chain).

[/ QUOTE ]

This is very misleading. DPA is one of the most crucial aspects of a power when it comes to high DPS builds (such as those necessary to defeat an AV). DPA is a DPS limiter - no matter how much recharge you have, your overall DPS is capped by the DPA of the attacks the chain is composed of.

To give you a very extreme example, take Jab (0.5151 DPA base, 1.4167 DPA with slots and Rage) versus KO Blow (1.498 DPA base, 4.12 DPA with slots and Rage). If both powers recharged instantly, would you deal more DPS doing Jab, Jab, Jab or KO Blow, KO Blow, KO Blow? Obviously the latter simply because it has a higher DPA.

Yes, the power has a recharge and can't be spammed, but that illustrates why DPA is important. You could make a seamless attack chain with low DPA powers, but it won't perform nearly as well as one which uses higher DPA powers.

Another example - the defacto DM attack chain is Smite, SL, Smite, MG, repeat. It completely skips Shadow Punch and Shadow Maul because both attacks have lower DPA than Smi/SL/MG.

So, when trying to build a high DPS build, you try to use the highest DPA attacks as often as possible while minimizing (or completely avoiding) the lower DPA attacks. The other wrinkle for AV soloing is it must be sustainable pretty much indefinitely.

Trying to balance DPS, sustainability, and survivability is almost a work of art. Aside from some outlier builds (such as Shield/DM), I doubt a Tanker could solo Recluse esp through his extreme s/l resists. Tanker attacks just don't have the raw DPA to pull it off. (KO Blow's DPA, with Rage up, pretty much matches Recluse's regen after resists. Since that's the highest DPA attack in the set, you're SOL.)

***

All of the above is in regards to DPS / AV soloing. In normal gameplay it's not anywhere near as important.


 

Posted

[ QUOTE ]
[ QUOTE ]
Back on the main topic I'm not sure a tank is the best choice for solo'ing an AV... we're generally a bit DPS challenged to pull it off. Can you put out a sustained 100+ DPS? If so you'll eventually drop him since his regen is what, around 90 HP/s? Even so it would take forever to whittle down an AV's hit points.

[/ QUOTE ]

AV regen is ~93.3 hp/sec. That, of course, is amplified by any resistance they may have. I believe Lord Recluse has 50% s/l res, so you'd need ~186.6 s/l dps in order to equal his regen rate, let alone kill him.

[/ QUOTE ]

Based on my AV tinkering with my will/SS, this hits the nail on the head.

With my current build, I've handled the handfull of "normal resistance" AVs, (i.e 93 regen) I've tried. Anything with additional resistances, (Posi (and he melts my face off) and BaB for example) I don't have the DPS to overcome.

While I'm sure, with tweaking, I could eek out a little more DPS but I can't see it being in the 200s (or even close) on a will/ss or inv/ss (haven't really looked at shields and/or DM). But that's just my 2 cents (and one hell of a run on sentence) from my random AV tomfoolery.