best ST chain?


Arbegla

 

Posted

It seems to be:
BS - Hack12.33/HS11.16/Hack12.33/Disemb10.89 - 46.71 - Since last tier attack are long anim/recharge the chain has less arcanatime. BS can also slot Achile's Heel on all attacks.
Claws - Without Follow Up claw isnt competitive.
DM - Smite13.61/MG13.33/Smite13.61/SL10.16 - 50.71 - Lack of Soul Drain makes DM less shinny but it opens more damage proc possibilities (Cloud Senses).
DB - I'll shut my mouth since I have no idea how much combo influence overall damage for a stalker.
EleM - The fact is may be the best primary for Stalker doesnt chances that its very much not competitive in term of ST DPS.
EM - Looks cool for a cheerleader. But you cant run ET/EP/TP/EP due to *** long recharge on last tier attacks. Adding Bone Smasher in the rotation makes it very underperforming compared to other top chains.
KM - Pretty much the same problem as EM.
MA - SK15.90/CAK13.25/SK15.90/CS11.74 - 56.79
NB - GC12.54/SD13.53/GC12.54/GD12.46 - 51.7 - Ninja Blade can also recieve Achile's Heel x3
Spines - Is very bad for ST. Also dot part doesnt crit.


Am I very wrong somewhere?


 

Posted

Sounds about right.

MA is only a bit higher than DM/EM which is not good enough because it has zero aoe.

I would rank Dark Melee as the best st dps simply because it has dual damage type and it has better utilities.

Ninja Blade is good too and it has a pretty fast cone attack.

Kinetic Melee is different. You have to count it's build up refresh. Overall, Kinetic is good for ST AND AOE.

Energy Melee's st dps is one of the tops until you start adding team critical.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Not sure how much buildup refresh is better than crit overall (does this refresh chance goes up with gtroup members?). Crit goes beyond damage cap, BU doesnt. And I doupt it even brings KM in the line of top ST damage chain.

For EM the best chain (if possible, I m not sure you can score enough haste to run it) would be ET/EP/TF/EP so 52.87
Pretty nice but not at the top.


 

Posted

A few comments on the EM chain, just because I already did the math for it in several other threads:

  • Bone Smasher is higher DPA than Energy Punch once you account for server ticks preventing power activations (ie, Arcanatime). ET->BS->TF->BS is a viable chain at fairly low global recharge.
  • Whether or not Total Focus belongs in the chain at all is dependent on how many teammates you have in range - both EP and BS pass TF for DPA with a large enough team, but start behind it.


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Quote:
Originally Posted by Nightchill_EU View Post
Not sure how much buildup refresh is better than crit overall (does this refresh chance goes up with gtroup members?). Crit goes beyond damage cap, BU doesnt. And I doupt it even brings KM in the line of top ST damage chain.

For EM the best chain (if possible, I m not sure you can score enough haste to run it) would be ET/EP/TF/EP so 52.87
Pretty nice but not at the top.
Kinetic Melee's ST chain isn't bad. It's not the top but it has one range attack (100% knock down?) and one good pbaoe with 100% critical from hidden. Concentrated Strike can refresh Build Up 100% chance whenever you critical (team critical, natural critical chance and from placate/hidden).

I would gladly trade some MA's top ST DPS for a bit more aoe.

EM isn't the top and I agree that set needs more love.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Ninja Blade, Elec Melee, and Dual Blades all have a fast recharging "PBAoE" type ST attack that can fit both a pvp -res proc and a purple damage proc. I'm talking about GD for NB, JL for EleM, and SS for DB. This is great for NB and EleM, but not so much for DB which doesn't have SS fitting into a good attack chain, unlike the scrapper version of DB.


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Posted

Quote:
Originally Posted by Nightchill_EU View Post
It seems to be:
BS - Hack12.33/HS11.16/Hack12.33/Disemb10.89 - 46.71 - Since last tier attack are long anim/recharge the chain has less arcanatime. BS can also slot Achile's Heel on all attacks.
Assuming Arcanaville Time, your looking at requiring 172% recharge on Head Splitter to run that chain, and it will do about 379.2 damage in 7.656 seconds, or about 49.53DPS base, as you'll have to account for the 10% crit chance while solo. On teams the crit chance will be higher but it'll be hard to account for.
Quote:
Claws - Without Follow Up claw isnt competitive.
Lets look at this for a bit, and see if we can pull together a claws attack chain that can break 50-ish DPS base.

Looks like Slash -> Swipe -> Focus is possible. You don't have to benefit of followup that scrappers get, but at base numbers your looking at needing 142% recharge in focus to run, doing a total of 219.8 damage in about 3.96 seconds, or about 55.51DPS. That's accounting for the 10% crit chance, so on teams it should be higher.
Quote:
DM - Smite13.61/MG13.33/Smite13.61/SL10.16 - 50.71 - Lack of Soul Drain makes DM less shinny but it opens more damage proc possibilities (Cloud Senses).
To run the above chain, you'll need about 234% recharge in Midnight Grasp, but you'll do a total of 450.1 damage in about 6.732 seconds, for a total of 66.86DPS at base. Again, this is factoring in the 10% crit chance while solo. Teams should push this number higher.
Quote:
DB - I'll shut my mouth since I have no idea how much combo influence overall damage for a stalker.
I'll take a jab at this, just to see if i can come up with a decent chain. Especially when the best Dual Blades scrapper chain doesn't rely on the combos at all.

Running a pure Attack Vitals combo (Power slice -> Nimble Slash -> Vengeful Slice) will require about 188% recharge in vengeful slice, and will do about 220.9 damage, with 55.6 bonus damage from the combo bringing the total to 276.5 damage in about 5.412 seconds, for a total of 51.09DPS base. If you miss any of the attacks, and ruin the combo your DPS will drop to 40.81. Now this is again accounting for the 10% base crit chance, and zero enhancements.

The more damage you can pack into vengeful slice the higher the DoT will add, increasing your overall DPS. Its a little complicated, but its about on par with the others do far (in the 50-ish DPS range)
Quote:
EleM - The fact is may be the best primary for Stalker doesnt chances that its very much not competitive in term of ST DPS.
I'm again just going to try to throw a chain together, but with ELM being what it is, I'll probably have to work with very high endurance costing powers. Lets see what i can come up with.

Looks like you could run Charged Brawl -> havoc Punch -> charged Brawl -> chain induction with about 266% recharge in chain induction. This will pull about 264.2 damage at base over 5.016 seconds, for a total of about 52.67DPS. Again, factoring in the 10% crit chance.

Now, on the flip side, this chain will burn 5.14 endurance a second at base, so you'll have to really work on a way to not run outta endurance (/elec might be able to support it, maybe /EA and /ice, but you'll have to pause to refill your endurance bar quick often, and i don't see the other armors being able to sustain that high of an endurance chain forever.)
Quote:
EM - Looks cool for a cheerleader. But you cant run ET/EP/TP/EP due to *** long recharge on last tier attacks. Adding Bone Smasher in the rotation makes it very underperforming compared to other top chains.
You could run the ET/EP/TF/EP chain, but you'll need about 298% recharge in TF which will be pretty hard to do. Your total damage will be 579.5 in about 8.448 seconds, for a total of 68.6DPS. This is accounting for the 10% crit chance on EP and TF, even though TF doesn't do double damage as a crit. Teams may push it higher.

Adding in Bone smasher, even when accounting for the 10% crit chance, lowers the DPS by a few points (a chain of ET/BS/TF/EP gives you about 67.92 DPS) Granted, it makes the recharge required only 252% in Total Focus, which makes it slightly more manageable, but it is lower overall DPS. I'm not sure if being on a team will push the bone smasher chain high enough to overcome the ET/EP/TF/EP chain, but it might be worth testing.
Quote:
KM - Pretty much the same problem as EM.
KM is actually a totally different animal when compared to EM. While CS doesn't crit for any amount of damage, the other attacks in the chain all do, unlike ET which won't crit for any damage at all, and TF which only crits for 50% damage (instead of 100% like other powers) Lets work out a chain for KM.

Smashing Blow -> Body Blow -> Quick Strike -> Smashing Blow -> Concentrated Strike is about the best Kinetic melee chain you can put together, and it'll require 278% recharge on Concentrated Strike. The chain will do 501.4 damage in about 8.316 seconds, for a total of about 60.29DPS. Its considering the 10% crit rate while solo, so on teams it'll push higher.
Quote:
MA - SK15.90/CAK13.25/SK15.90/CS11.74 - 56.79
Looking at Martial Arts for a seconds, it looks like your picking the best chain possible, assuming you mean Eagle's claw, instead of Cobra Strike on that last power (so the chain will go Storm kick-> Crippling Axe Kick -> Storm kick -> Eagle claw) That chain would require about 304% recharge in Eagle's Claw, and about 225% recharge in Storm kick, but it would deal 469.7 damage base in about 6.732 seconds, for about 69.77DPS.

This is assuming the normal 10% crit chance from running solo, but not factoring in the bonus crit chance you get from using Eagle's Claw (at least i think Eagle Claw gives the bonus crit..) On a team, or just factoring in the bonus crit chance from EC will push that number even higher.
Quote:
NB - GC12.54/SD13.53/GC12.54/GD12.46 - 51.7 - Ninja Blade can also recieve Achile's Heel x3
First off, running Gambler's cut would mean you only need 1 -res proc, as it won't stack and Gambler's cut recharges quick enough to keep the proc active almost all the time. You'll be better off putting damage procs in Soaring Dragon or Golden Dragonfly. Lets run the numbers on this chain as well. You'll also need about 250% recharge in Golden Dragonfly

GC/SD/GC/GD should do about 352.4 damage in about 5.412 seconds, for a total of 68.83DPS. This is base damage and it accounts for the 10% crit chance while solo. On teams, and with enhancements the DPS should be even higher.
Quote:
Spines - Is very bad for ST. Also dot part doesnt crit.
Looking over spines, i'm not even going to try to work out the math on it. But basically, the only single target chain you can get is Impale -> lunge -> barb swipe but with the animation times involved, its just horrible. So bad i don't even wanna attempt it.
Quote:
Am I very wrong somewhere?
Only that you used the damage/recharge instead of damage/animation thus not factoring in the recharge required for the chains to work correctly. While it is true that damage per second is usually damage/recharge, in the case of an attack chain, you have to make sure its seem less, which is where your limited by animation times. Once you overcome that, then you can figure out the actual DPS values. Thats why some of my numbers are different then yours.


 

Posted

Arbegla:
My numbers are not representative of DPS but are the sum of DPAs in the chain. It does make a valid point of comparison also I dont take Arcanatime in account (and should). And I'v been using DPA and not DPC(ycle).

Can you explain you calculations on MA and EleM?
Cobra Strike looks slightly better in term of DPA than Eagle Claw. And the global recharge needed to run the chain looks lower (my math could be completely wrong on that part).

On EleM, I was fooled once by the number you get ingame for Chain Induction. In reality the DPA of the attack is VERY lower (I think 3 times lower than what you get on the detailled infos).


 

Posted

Quote:
Originally Posted by Nightchill_EU View Post
Can you explain you calculations on MA and EleM?
Cobra Strike looks slightly better in term of DPA than Eagle Claw. And the global recharge needed to run the chain looks lower (my math could be completely wrong on that part).
Well, that way i looked at MA is via mids. Cobra Strike and Crane kick deal the same damage (119.9 via mids, as i have it averaging out the 10% crit chance) have the same animation time(1.848 seconds), and have the same recharge(10 seconds) Eagles claw has a slower animation time (2.772 seconds) longer recharge (16 seconds) and deals more damage (178.6 damage)

the DPA of cobra strike (and Crane kick) would just be 119.9/1.848 or about 64.88DPA.
the DPA of Eagle's Claw would be 178.6/2.772 or about 64.43DPA.

This would put Cobra strike (and crane kick) just slightly higher, with a much lower requirement on recharge, and generating a faster chain. The difference is how Eagles Claw works. If I remember correctly, Eagles claw gives a massive +crit bonus after you use it for 3 seconds, meaning your next attack has a pretty high crit chance. I know its true for Scrappers, but I'm not sure Stalkers get it. If they don't, then completely disregard my thinking, as it wouldn't be worth the recharge requirement in Eagle's Claw.

The different in recharge would basically move your requirement off Eagle's Claw, on onto Crippling Axe Kick (which has a 11 second recharge time) which would need 178% recharge to maintain the chain. Cobra Strike would need 152% recharge as well.

The SK/CAK/SK/CS chain would do 411 total damage, over 5.808 seconds, or about 70.76DPS. Which is about 1 damage per second higher then using Eagle's claw, and a lot easier on the recharge requirements. But, if Eagle's claw does provide a boost to crit chance for stalkers, then I think the Eagle's Claw chain would pull ahead (due to the higher crit chance on every other storm kick) It would just be very hard to get that much recharge going.
Quote:
On EleM, I was fooled once by the number you get ingame for Chain Induction. In reality the DPA of the attack is VERY lower (I think 3 times lower than what you get on the detailled infos).
I didn't use the in game information, i just used mids, which says that Chain Induction does 80.7 damage, in about 1.188seconds, for a DPA of 67.93, which is pretty nice. Its recharge is also only 14 seconds, so if you chain Charged Brawl -> Havoc Punch -> Charged Brawl -> chain induction, you'll need chain induction to recharge in about 3.828 seconds, for a recharge requirement of (14/3.828)-1 or about 266%. It wouldn't be hard to get chain induction to recharge that fast, the problem would be sustaining it, as Chain induction costs 10.2 endurance base, which adds up fast. Charged brawl and havoc punch have a chance to give back some endurance, but its only about 50% of the cost of those powers, so you'll be well outta endurance after extended fights.

Hope that clears things up a little. The main thing i had going for MA was the bonus crit on eagle claw, which i wouldn't be able to figure out off hand (its just in theory, if it even provides the bonus on stalkers) and ELM is just basically leveraging Chain induction as much as possible, due to its pretty high DPA. The benefit of Chain induction spreading its damage around even more means that while your single targeting down a boss, your also hurting his buddies, but then your looking at AoE and ELM already has that in spades.


 

Posted

Quote:
Originally Posted by Microcosm View Post
Actually Elm can be quite competitive if you use the pseudopet nature of lightning rod to pull of a "free" AS as recharge permits (works best with ninjutsu). Details of this are in my guide.
I'm thinking Ninjutsu won't be all that necessary with Spring Attack coming up. EleM/EA will be yummy with the extra recharge and drain+stun synergy, and it fixes the endurance issues.

Quote:
Originally Posted by Arbegla View Post
I didn't use the in game information, i just used mids, which says that Chain Induction does 80.7 damage, in about 1.188seconds, for a DPA of 67.93, which is pretty nice. Its recharge is also only 14 seconds, so if you chain Charged Brawl -> Havoc Punch -> Charged Brawl -> chain induction, you'll need chain induction to recharge in about 3.828 seconds, for a recharge requirement of (14/3.828)-1 or about 266%. It wouldn't be hard to get chain induction to recharge that fast, the problem would be sustaining it, as Chain induction costs 10.2 endurance base, which adds up fast. Charged brawl and havoc punch have a chance to give back some endurance, but its only about 50% of the cost of those powers, so you'll be well outta endurance after extended fights.
You should use the Charged Brawl -> Jacob's Ladder -> Charged Brawl -> Chain Induction attack chain, as Jacob's Ladder has better DPA than Havoc Punch and it can fit both a pvp -res proc and a purple proc.


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Posted

Quote:
Originally Posted by Auroxis View Post
You should use the Charged Brawl -> Jacob's Ladder -> Charged Brawl -> Chain Induction attack chain, as Jacob's Ladder has better DPA than Havoc Punch and it can fit both a pvp -res proc and a purple proc.
While true, Its again going to cut into the Endurance costs of the chain... Havoc punch only costs 6.86 end, with a 10% chance to refund 50% of it back. Jacob's ladder costs 8.53 endurance.

Jacob's Ladder has a DPA of 49.68 (91.8/1.848)
Havoc Punch has a DPA of 47.03 (80.7/1.716)

So its not that big of a DPA gain, and a massive end/second lose. It might work out, you'd just have to get jacob's ladder to recharge in 2.244 seconds, which would require about (8/2.244)-1 or about 256% recharge... which is pretty massive, especially when you need about that much for Chain Induction as well.


 

Posted

Quote:
If I remember correctly, Eagles claw gives a massive +crit bonus after you use it for 3 seconds,
Sadly you cant track crit chances but nor the Stalker nor the Scrapper power description claims it. It has 15% innate crit chance like many of the T9 attacks tho.


 

Posted

Quote:
Originally Posted by Arbegla View Post
While true, Its again going to cut into the Endurance costs of the chain... Havoc punch only costs 6.86 end, with a 10% chance to refund 50% of it back. Jacob's ladder costs 8.53 endurance.

Jacob's Ladder has a DPA of 49.68 (91.8/1.848)
Havoc Punch has a DPA of 47.03 (80.7/1.716)

So its not that big of a DPA gain, and a massive end/second lose. It might work out, you'd just have to get jacob's ladder to recharge in 2.244 seconds, which would require about (8/2.244)-1 or about 256% recharge... which is pretty massive, especially when you need about that much for Chain Induction as well.
It's well worth it once the expensive procs are added in, or if you have a secondary which takes care of endurance issues, or if you pick Ageless. Preferrably all three .

Recharge is wrong by the way, you only calculated CB once.


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Posted

Quote:
Originally Posted by Auroxis View Post
I'm thinking Ninjutsu won't be all that necessary with Spring Attack coming up. EleM/EA will be yummy with the extra recharge and drain+stun synergy, and it fixes the endurance issues.
I didn't think about spring attack being a pseudopet...this bodes well.


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Posted

Quote:
Originally Posted by Microcosm View Post
I didn't think about spring attack being a pseudopet...this bodes well.
You could use 4 pseudopets... BU -> Lightning Rod -> Spring Attack-> AS -> Jacob's Ladder -> Caltrops -> Water Spout -> AS

Water Spout won't always be up though, but twice the recharge of LR/Spring Attack means that you can use it once every other time LR is up without losing out on Water Spout's uptime.

Oh nevermind, not quite as smooth without BU.


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Posted

Quote:
Originally Posted by Arbegla View Post
If I remember correctly, Eagles claw gives a massive +crit bonus after you use it for 3 seconds, meaning your next attack has a pretty high crit chance. I know its true for Scrappers, but I'm not sure Stalkers get it.
Stalkers don't get it. Instead, they get a version that has a higher damage scale.

This gives it roughly the same DPA as Focus* once you account for Arcanatime - still less than Storm Kick, Crippling Axe Kick, Cobra Strike, and Crane Kick in Martial Arts, but a very respectable number on its own.





* - it's actually slightly higher


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Quote:
Originally Posted by Auroxis View Post
You could use 4 pseudopets... BU -> Lightning Rod -> Spring Attack-> AS -> Jacob's Ladder -> Caltrops -> Water Spout -> AS

Water Spout won't always be up though, but twice the recharge of LR/Spring Attack means that you can use it once every other time LR is up without losing out on Water Spout's uptime.

Oh nevermind, not quite as smooth without BU.
What's the arcanatime for spring attack? We could rearrange some things and maybe make that work. If it is the same as lr you might pull off BU>Caltrops>lr>AS>spring attack>waterspout>Caltrops>AS...

Or not, silly Caltrops recharge.


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Posted

Quote:
Originally Posted by Microcosm View Post
What's the arcanatime for spring attack? We could rearrange some things and maybe make that work. If it is the same as lr you might pull off BU>Caltrops>lr>AS>spring attack>waterspout>Caltrops>AS...

Or not, silly Caltrops recharge.
What if you queued AS after using Caltrops and Water Spout(The same chain I posted earlier except without JL)? It effectively makes AS's activation time a bit over a second longer depending on your recharge, and a 4.5~ animation AS with Assassination is still pretty high DPA.

Heck, you could use your self heal during that time.


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Posted

Quote:
Originally Posted by Auroxis View Post
What if you queued AS after using Caltrops and Water Spout(The same chain I posted earlier except without JL)? It effectively makes AS's activation time a bit over a second longer depending on your recharge, and a 4.5~ animation AS with Assassination is still pretty high DPA.

Heck, you could use your self heal during that time.
If I'm reading you right, that wouldn't work because we need a total activation time of 8 seconds between a direct attack and AS landing. But we could just base it around Caltrops' recharge time like so:

Caltrops>BU>LR>AS>(fill with CI>CB>JL>CB until Caltrops is recharged)>Caltrops>Spring Attack>Waterspout>AS.

Again this assumes Spring Attack's arcanatime is the same as LR, but as Caltrops recharges twice as fast as LR, that could work to boost dps some more...


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Quote:
Originally Posted by Microcosm View Post
If I'm reading you right, that wouldn't work because we need a total activation time of 8 seconds between a direct attack and AS landing. But we could just base it around Caltrops' recharge time like so:

Caltrops>BU>LR>AS>(fill with CI>CB>JL>CB until Caltrops is recharged)>Caltrops>Spring Attack>Waterspout>AS.

Again this assumes Spring Attack's arcanatime is the same as LR, but as Caltrops recharges twice as fast as LR, that could work to boost dps some more...
That also means you're losing out on BU+Spring Attack, though.

Spring Attack has a 1.5 base activation time(1.716 arcanatime), so about 1 second less than LR. It also has more recharge than I thought, I distinctly remember it having a 90 second recharge time and not a 120 second one. Kind of changes things a lot.


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Posted

Maybe I m misled somewhere but, only considering ST damage, why would you use inferior attacks DPAwise to regain stealth status and AS when AS itself is inferior DPA (not to mention interuptable)?
Maybe its worth it for the auto crit (tho autocrit value goes down with the raise of basis crit chance) but than it wouldnt be for scoring an AS but a crit with the highest DPA attack.

I get why the pseudopet shadowdance is interesting to score an AoE critfest but I dont see the point on ST target.


 

Posted

Energy Melee PvE: Build Up, Assassin's Strike, Energy Transfer, Total Focus (always works for me. Why won't it work for you?)

Energy Melee PvP: Frenzy, build up, 2 Righteous Rage, Assassin's Strike, Energy Transfer, Total Focus, If they're not dead by now...Rinse and repeat.
(usually works for me. Why won't it work for you?)

Get your Recharge high enough and you can do 2 Assassin's Strikes on 1 build up! omg!

ps, don't build your blasters for def, build them for recharge!


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Posted

Quote:
Originally Posted by Nightchill_EU View Post
Maybe I m misled somewhere but, only considering ST damage, why would you use inferior attacks DPAwise to regain stealth status and AS when AS itself is inferior DPA (not to mention interuptable)?
Maybe its worth it for the auto crit (tho autocrit value goes down with the raise of basis crit chance) but than it wouldnt be for scoring an AS but a crit with the highest DPA attack.

I get why the pseudopet shadowdance is interesting to score an AoE critfest but I dont see the point on ST target.
AS without stealth is inferior DPA, but with Assassination it's great. Caltrops, Water Spout, and Lightning Rod have pretty high DPA as well(though Caltrops and Water Spout take a long time to apply it).

I suggest you read Microcosm's guide about it.


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Posted

Quote:
Originally Posted by Auroxis View Post
That also means you're losing out on BU+Spring Attack, though.

Spring Attack has a 1.5 base activation time(1.716 arcanatime), so about 1 second less than LR. It also has more recharge than I thought, I distinctly remember it having a 90 second recharge time and not a 120 second one. Kind of changes things a lot.

I am pretty sure its recharge actually is 90 seconds and that is a bug on the description in beta, based on what others have said and how long it took to recharge on a build I tested it with. At least I hope it is a bug

A 1.716 arcanacast also means Caltrops>Spring>Waterspout>AS wont quite work...

I'm not too concerned with missing out on BU>Spring as its dpa looks to be roughly on par with CB (with 10% crit), and thus just using the regular chain after AS will get you more out of the BU cycle.


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