Absolute Best with KM


Amy_Amp

 

Posted

So I need opinions on the very best secondary for KM. I'm talking level 50+, standard and incarnate content, alpha slotted, money-no-object build. The only secondary I'm not open to is SD.

I am leaning toward electric armor (would attempt to softcap s/l for any non-defense secondary) just because I really like the set's perks and consistent performance. DA looks interesting but also seems like it would have end issues... FA is appealing for the extra damage, but I feel Scrapper burn will let me down after I have experienced double-raged/high fury Brute burn. I have never tried Invuln or WP. SR kind of turns me off because its protection seems too one-dimensional, even with scaling resists.

More info: I like to be unkillable whilst dealing immense damage (duh). I would rather not have to use insps to fix a build hole, but that is a possibility. I will likely go with Leviathan pool no matter what secondary (no Shadow Meld for me).
Thx in advance


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Posted

Quote:
Originally Posted by Microcosm View Post
DA looks interesting but also seems like it would have end issues...
The +end proc you can slot in Dark Regen really helps in this area.


 

Posted

On a Brute with 75 Fury, 2x Rage, and 3 damage IOs in Burn, it does 526 damage in Mids'. On a Scrapper with Power Siphon x5, it does 474 damage (calculated because Mids' doesn't add Power Siphon damage). With other damage buffs, like Fulcrum Shift, the Scrapper will pull ahead.

Why not Shield Defense? It adds a nice damage buff from AAO and would likely be the best single-target damage secondary to pair with KM.

I hope you don't mind using inspirations if you plan on 32.5% defenses. It isn't a build hole if you plan it out beforehand. Going for 32.5% makes it a lot easier to add other bonuses like recharge while still being able to be nearly unkillable.


 

Posted

Probably Shield for max damage + some unkillability.

Probably a tricked-out Invuln (like Bass's DM/Invuln or even my FM/Inv) for max unkillability (assuming you take Aid Self), since it layers Def (with debuff res) and Heal/Regen and RES.

I don't know quite enough about DA but I think it can suffer from -DEF on ITFs and other heavy def-debuff missions.


 

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Quote:
Originally Posted by Granite Agent View Post
I don't know quite enough about DA but I think it can suffer from -DEF on ITFs and other heavy def-debuff missions.
I think it would too. Now, I ran one last night with my Katana/Dark and had no problems with cascading defense failure, but the keys here are probably "Katana" and "twelve billion in enhancements" and "level shifted". I loves me some Dark Armor, but no, I probably wouldn't make a Kinetic Melee/Dark Armor if I was shooting for maximum survivability and damage output.

I've barely looked at Kinetic Melee, but it seems like Shield Defense is the answer, just like it's the answer to most combo questions. Since that's off the table, if it's damage you're after, go Fiery Aura, but I suppose that fails on your "unkillable" criteria. Might as well try Invuln or Willpower, then. They're both excellent secondaries.


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Posted

Thx for the input all

Quote:
Originally Posted by Syntax42 View Post
On a Brute with 75 Fury, 2x Rage, and 3 damage IOs in Burn, it does 526 damage in Mids'. On a Scrapper with Power Siphon x5, it does 474 damage (calculated because Mids' doesn't add Power Siphon damage). With other damage buffs, like Fulcrum Shift, the Scrapper will pull ahead.
I've heard from several people that scrappers just don't leverage it as well because enemies tend to run away instead of standing in it (no taunt aura). If that is only a fringe case, then FA goes up on my list.

Quote:
Why not Shield Defense? It adds a nice damage buff from AAO and would likely be the best single-target damage secondary to pair with KM.
I've done Shields twice, and it's gotten a little boring for me; plus the concept for this character can work with anything...except a shield.

Quote:
I hope you don't mind using inspirations if you plan on 32.5% defenses. It isn't a build hole if you plan it out beforehand. Going for 32.5% makes it a lot easier to add other bonuses like recharge while still being able to be nearly unkillable.
I actually would be shooting for closer to 45% with just sets, because, while 32.5% is a small purple away in normal content, it might be hurting in newer content with enemies having 64% chance tohit. This is part of the reason electric is high in my list: I can hit 45% s/l while still having solid resists, run the best or second best chain, and have perma energize/hasten if I take Spiritual Core Paragon. It also seems that many attacks in newer content that aren't protected by s/l defense are pure energy, which is what electric armor is best against.

Quote:
if it's damage you're after, go Fiery Aura, but I suppose that fails on your "unkillable" criteria. Might as well try Invuln or Willpower, then. They're both excellent secondaries.
I've actually found that my FA brute is pretty dang sturdy with 45% s/l defense (and the fact that he kills everything in seconds), and I have found that the end drain protection in FA and Elec can be really, really helpful. I like what burn can add to the seemingly lowish AoE of KM, and of course FE is great. My real concern with it is that Scrapper burn might not compare.


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Posted

Quote:
Originally Posted by Microcosm View Post
I've heard from several people that scrappers just don't leverage it as well because enemies tend to run away instead of standing in it (no taunt aura). If that is only a fringe case, then FA goes up on my list.
Burn used to have a fear component that made enemies run away immediately. Also, it did its damage over time. In Issue 18 (I think) they changed it to not have a fear, and the majority of the damage is dealt when you trigger the power instead of by the patch. Enemies still run out of it when not taunted, but they are slow to react and treat it like they would any other ground area effect patch, like Rain of Fire or Sleet.

Quote:
I actually would be shooting for closer to 45% with just sets, because, while 32.5% is a small purple away in normal content, it might be hurting in newer content with enemies having 64% chance tohit.
I'm pretty sure only Battle Maiden and her minions had 64% to-hit. If we keep seeing Praetorian Clockwork, defense targets will stay the same. I have not had a chance to look at the test server, but if they do change base to-hit for all critters, they will have to buff defense-based sets to prevent them from becoming obsolete for Tankers. Mixing things up a bit is different from changing the standard, and I think that all they are doing is mixing things up to keep it feeling fresh.


 

Posted

I really like fiery embrace with KM. I don't know that FA is the best in terms of damage, but it is very effective at damage and staying alive with a good build.


 

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Quote:
Originally Posted by Quatermain View Post
I really like fiery embrace with KM. I don't know that FA is the best in terms of damage, but it is very effective at damage and staying alive with a good build.
You took the words right outta my mouth! Ooooh it musta been while you were kissing me! And I swear it's true I was just about to say Fire Aura

>.>

Mines softcapped to S/L, with high def to everything else, a good bit of recharge, and lots of extra damage cranked out of the secondary. Shield will definitely have high damage from AAO, and shield charge is... well, shield charge, but don't discount BA, FE, Burn. I haven't done any number crunching, but if it isn't ahead of Shield, it can't be /too/ far behind. Plus, you get slow res, a self heal, a self rez, and if you order now, we'll even throw in this carrying case, FREE!

And the 32% def thing is a nifty/handy thing these days, since most teams will have several stacks of leadership/maneuvers, you can easily end up softcapped perma without trying.


 

Posted

It seems likely that FA is your best bet on raw DPS output. There's really no equivalent to adding extra base damage to your attacks.

With a lot of IO build and expense, FA is also very durable. It will, however, suffer from things any set without DDR does - foes with strong defense debuffs (or extra toHit) will strip its defense away and stomp on it. KM doesn't really provide tools that help dramatically in this area - not many powersets do.

If you're looking for the best mix of DPS and survivability, KM/SD is probably the right choice. +Dam added to +Dam is less effective on net than +Dam multiplied with higher base damage, but you get the ability to softcap and pretty respectable DDR. Maxing out both will still be very expensive, but you'll end up at a much higher overall survivability unless faced with lots of +toHit.

If you want to melt things as fast as possible, I say KM/FA. If you want to melt things a bit slower but melt less slowly yourself, I say KM/SD. I doubt either will make you unhappy, if you invest in them heavily.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
It seems likely that FA is your best bet on raw DPS output. There's really no equivalent to adding extra base damage to your attacks.

With a lot of IO build and expense, FA is also very durable. It will, however, suffer from things any set without DDR does - foes with strong defense debuffs (or extra toHit) will strip its defense away and stomp on it. KM doesn't really provide tools that help dramatically in this area - not many powersets do.

If you're looking for the best mix of DPS and survivability, KM/SD is probably the right choice. +Dam added to +Dam is less effective on net than +Dam multiplied with higher base damage, but you get the ability to softcap and pretty respectable DDR. Maxing out both will still be very expensive, but you'll end up at a much higher overall survivability unless faced with lots of +toHit.

If you want to melt things as fast as possible, I say KM/FA. If you want to melt things a bit slower but melt less slowly yourself, I say KM/SD. I doubt either will make you unhappy, if you invest in them heavily.
Uber is probably right... but keep in mind even the FA can solo +4x8 carnies, DE, malta, etc, so "melt less slowly" doesn't come into play often. And RotP isn't a bad set mule.


 

Posted

The only place I see Invuln edging out SD for unkillability is if they continue to nerf defense through +ToHit or massive def-debuffng enemies like Romans. How much you want to "future proof" is up to you.


 

Posted

Quote:
Originally Posted by Gaderath View Post
Uber is probably right... but keep in mind even the FA can solo +4x8 carnies, DE, malta, etc, so "melt less slowly" doesn't come into play often. And RotP isn't a bad set mule.
I wouldn't run my FA on +4/x8 versus any of those things. And mine's a Brute, with more HP and Fault to juggle and mez stuff with.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Gaderath View Post
You took the words right outta my mouth! Ooooh it musta been while you were kissing me! And I swear it's true I was just about to say Fire Aura
When I listen to your heart, I can hear the scrapper; by the light of burn, not another moment to waste.

I mostly agree with Uber, but Gads previously described toolkit of stuff FA has is pretty nice, if you don't mind kiting a bit you can do very well. It takes some non-scrapper challengy things for me to overcome some stuff shields probably wouldn't have trouble with, with 35 melee/28 ranged and another with 40 s/l, 30 e/ne.


 

Posted

Quote:
Originally Posted by UberGuy View Post
I wouldn't run my FA on +4/x8 versus any of those things. And mine's a Brute, with more HP and Fault to juggle and mez stuff with.
Gotta be careful with the carnie end drain, and -tohit, and kite a bit on the DE to avoid fighting by the +tohit doodads, but it's not that bad. Malta is actually pushover easy in comparison, I was surprised.


 

Posted

Quote:
Originally Posted by Gaderath View Post
Gotta be careful with the carnie end drain, and -tohit, and kite a bit on the DE to avoid fighting by the +tohit doodads, but it's not that bad. Malta is actually pushover easy in comparison, I was surprised.
The problem with Malta is significant -DEF from their machine guns. At +4, they're going to hit even if you're softcapped, and it's all downhill from there.

The problem with Carnies is the -toHit from Steel Strongmen, which is hideous long before you get to +4s.

DE are a problem for the reasons they're a problem for everyone. A FA is probably going to do a lot better against them than a SD is.

I'm sure with enough running around all of them are manageable without constant faceplanting, but it really doesn't compare to how something with both easier access to the softcap and healthy DDR is going to perform. Except for the DE, of course.

Edit: it dawns on me that level shifts make things like "+4/x8" unclear. When I say +4, I mean four combat levels over me, which I can't actually fight now that I'm level shifted. By that measure Level 54s are only +3 to me. I fight +3s pretty regularly, though not at x8.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
The problem with Malta is significant -DEF from their machine guns. At +4, they're going to hit even if you're softcapped, and it's all downhill from there.
The OTHER problem with Malta is their Sappers can suck the end out of you in seconds flat. Of course as long as they're the first things you target and wipe out they're little trouble.


 

Posted

Quote:
Originally Posted by DoctorWhat View Post
The OTHER problem with Malta is their Sappers can suck the end out of you in seconds flat. Of course as long as they're the first things you target and wipe out they're little trouble.
Yeah. By and large I am able to deal with them pretty decently on everyone I play. It gets harder if they're actually +4 combat levels, because they take longer to kill, and that can be a problem if they live long enough to sap me more than once. Most of my melees can either dodge most of their sap attacks or disable them long enough to buy the time needed to defeat them, but an unlucky miss (or lucky hit for the Sapper) is usually bad news.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Elec Armor will do great. The +dam works well with its damage aura, you won't run out of endurance, and you get extra recharge so Power Siphon goes up sooner. Plus it's pretty survivable, and you can cover your weaknesses through IO's(S/L def).


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Pelvic Thunder - SS/Elec/Mu Brute
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Posted

Quote:
Originally Posted by UberGuy View Post
I wouldn't run my FA on +4/x8 versus any of those things
Well, I don't /like/ to run vs those things, but I did out of curiosity, and it wasn't too bad. I mostly team/TF.

Quote:
Originally Posted by UberGuy View Post
Edit: it dawns on me that level shifts make things like "+4/x8" unclear. When I say +4, I mean four combat levels over me, which I can't actually fight now that I'm level shifted. By that measure Level 54s are only +3 to me. I fight +3s pretty regularly, though not at x8.
True, when I said "run at +4x8" I meant thats what the difficulty setting was at, for a (my) level shifted toon, they're +3 relative. But I always do x8... I'll keep it at x8 before turning up the level, usually. The more the merrier. Esp with burn up every like 8 seconds or whatever insanity it is doing these days.

Quote:
Originally Posted by UberGuy View Post
that can be a problem if they live long enough to sap me more than once. Most of my melees can either dodge most of their sap attacks or disable them long enough to buy the time needed to defeat them, but an unlucky miss (or lucky hit for the Sapper) is usually bad news.
Consume gives some hefty end drain res (for 2 minutes) and +rec (for 15s), in addition to all the +end, but since I rarely need +end, when Malta/Carnie'ing, I used it mostly for the end res, and, yeah, it slows down the killing a bit, but it makes you a lot safer.