Originally Posted by Nethergoat
![]() Heck, I've set 2,000,000,000 inf on fire just for laffs since he started this thread.
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Originally Posted by Nethergoat
![]() Heck, I've set 2,000,000,000 inf on fire just for laffs since he started this thread.
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I've got a wide range of build styles in my stable, from pure generic IOs through Frankenslotting up to 'the good stuff' and then on to purely ostentatious purpled out 'bling' builds.
To me, the only really noticable performance jump is between generics and Frankenslotting. 'The good stuff' is measurably better when you look at the numbers, but in game? It doesn't feel that much different. |
Happily, that isn't necessary.
You're on a forum, so people are going to respond to what you post. Going from what you've posted in this thread there are obvious conclusions to draw, and people have drawn them. If you don't like those conclusions, you should express yourself more clearly and accurately. |
Nethergoat, this is not about expression or accuracy. Apparently, something I said was clear because you responded with a statement, not a question for clarification.
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Actually, with dark melee you have an attack, that, even slotted like an attack, will heal more over time then dull pain will. Dark consumption, while nice, shouldn't be the end all fix for your build. Enhancing up stamina, or just putting in the performance shifter +end proc will help ALOT in management of your endurance. You only need Dark consumption up as often as your blue bar starts to waver, which with invuln, shouldn't be all to often, as you have 3 toggles, (five if you include the fighting power pool)
While gloom is very nice, and slotting the purple in that is probably your best use of the gain, Midnight Grasp is one of your hardest hitting attacks, and is included in the highest damaging attack chain Dark melee can dish out (which actually also include siphon life, so as your rocking that massive damage, your also healing yourself) Invuln Craves defense. Once you get to the point where you can softcap at lest lethal/smash defense with 1 or even 2 guys in range of invincibility, your tohit debuffs from Dark Melee will do the rest, and you'll never have to rely on healing again. If you slot in a +end proc into siphon life, then you'll also be gaining endurance while you beat the snot out of everything in range. Also, the only problem i have had with defense is against the squid Paragon police. And they debuff defense into way negative numbers that no bonuses will help. Dark obliteration is again, probably your best bet for AOE damage as well, so i can see wanting that up as often as possible, but with Soul drain feeding your high recharge single target attack chain, and doing some pretty nice AOE damage on itself due to fury feeding its damage, you may not need dark obliteration up as much as possible, because you'll just eat everything in your wake. I know you want to aim for high recharge, but on a dark Melee/invuln its just not worth it. To perma Soul Drain, you would need to get its recharge to 25.644secs, to make up for the cast time. Which would mean you need to have about 368% recharge, which I'm not sure is possible, with all the +rech you can possibly slot. You'll get close, but I don't think you'll hit perma. |
Not necessarily. Maybe what you said was composed in a way that it implied something you didn't mean. I do stuff like that all the time, I say something and people interpret it differently from what I had meant. It might even seem I clearly meant that, so there was no "need" to ask for clarification.
ETA: If you really wanted to get into the "accuracy of an expression" territory, you'd need to ask for clarification every time someone posted something to be absolutely sure. |
sure it is.
people responded to what you wrote, you didn't like it and busted out the hackneyed YOU DON'T KNOW ME!!111 card, I pointed out they don't need to know you, they only need to know your writing. If you think your writing is being misinterpreted, improve it or clarify it. |
You have posted some informed opinions. I could refute them with my actual play experience point by point but let me just say a few things. The combat heal from DM is rarely used. When I do start to lean on it, times is getting ugly (read team wipe). So when i come off my main attacks and start hitting Siphon life i generally need Dull pain, contnue using Siphon life, and want Dull Pain up again ASAP. But generally, I hit siphon Life once every 30 seconds or so to top off. It is not part of my attack chain. This is one of the major play differences between what you wrote and the reality of my play experience. There are more. when solo hunting multiple Paragon Protectors in the Fav with their groups of Crey, I will stand on Siphon life a little more, thats about it. In large teams running heavy content, i will lean on it. But in large teams if the design is right, i am buffed, and again, do not use Siphon life. If i need Siphon life a lot you can almost guarantee a team wipe is happening. There are similar flaws with the rest of your assumptions about my play experience on this brute.
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Arbegela, quoting Blue Centurion, said
Invulnerabilty: Dull pain. The best heal for brutes. |
You couldn't be more wrong if you were upended in a vat full of toxic wrong by Captain Wrong and his Wrongbots. |
Arbegela, quoting Blue Centurion, said
That's, umm... that's ... that's wrong enough to make me dig up a quote. (Lady Sadako, originally.) |
Once its perma, the increased hit points of dull pain don't mean anything, especially if you keep it perma. Using it like a heal, if your point is to perma it, means you need another heal to keep you at your increased hit points, thus siphon life does the trick nicely. Even when slotting Siphon life for pure damage, it still heals 10% of your base hitpoints, which for a brute is about 150 hit points.
Considering the higher DPS chain for dark melee used siphon life every 3rd attack, you can get some pretty high heal numbers off of just beating the snot outta things.
Siphon life will do more to keep him alive then perma Dull Pain would.. getting him to realize that is that hard part.
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You have posted some informed opinions. I could refute them with my actual play experience point by point but let me just say a few things. The combat heal from DM is rarely used. When I do start to lean on it, times is getting ugly (read team wipe). So when i come off my main attacks and start hitting Siphon life i generally need Dull pain, contnue using Siphon life, and want Dull Pain up again ASAP. But generally, I hit siphon Life once every 30 seconds or so to top off. It is not part of my attack chain.
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I wasn't presenting assumptions about your play experience, nor style. I was merely pointing out what a top tier dark melee/invuln would do.
MG->Smite->Siphon life->Smite is the highest DPS chain a dark melee can put together, based on damage per activation. It would actually be very possible to hit with the recharge numbers your looking at. I'm sorry for assuming you were going to use your top end (as in top 1%) build to actually follow what top end (again, top 1%) players have stated to be factual evidence on how it should run. That's all I was using to state. |
B_C, you need to recognize that how you, personally play is not what people are going to use as a metric when they talk about optimal build and optimal power use. They're going to talk about how to play that approaches mathematically calculable benefits.
If that is how you are using Siphon Life, then you are not using it in a mathematically optimal way. It is an excellent attack and a far, far higher HP/sec heal than Dull Pain. At absolutely maximum levels of recharge - +400% (which you could never attain on your own) - well-slotted SL fired as often as possible would average out to healing 0.2% of your base HP every second. Well-slotted Dull Pain would average out to healing 0.04% of your HP every second. In other words, maxing out both, SL is 5x as strong as DP in terms of maximum healing rate. Don't treat Dull Pain like a heal. Yes, it applies a heal, and that is nice. It's biggest benefit is the +HP buff it applies. You get the biggest bang out of that once it's "perma". You get it to that level at 200% total recharge, including slotting, so need around +100% global recharge. On a Brute you could go for more overlap, so that you could stack the +HP buff. (On a Scrapper, running DP with the +HP accolades will cap you, but one application won't cap a Brute or Tanker.) But even at around +200% global recharge you're going to get 30s of that out of every 120s, or have double stacked +HP 25% of the time. That doesn't suck, but getting to 200% recharge on that build is almost certainly going to cost you in other areas. Germane to this thread, it's at least going to cost you hardcore in the wallet. Circling back to Siphon Life, if you're only using SL once every 30s or so, I have to wonder how hard you're fighting, and if you aren't fighting that hard, why do you need such an expensive build? When I do builds like this, I then play them hard. My characters who have Siphon Life live off of its benefits. |