DM/SR Build Critique - Help!
Budget constraints if any (i.e. Purple sets, +/- Glad +3% proc, etc.)?
Plan to exemplar often? Or is this a 'play it at 50/endgame only' build?
Too much defense. You'll be dead long before you see enough defdebuff get thru your DDR to drop you off the soft cap. All that extra defense is gaining you essentially nothing. Once you reach 46 or 47% on the positions swap to other build goals such as recharge, +max health, +regen etc..
Or you don't have enough defense for the "Incarnate soft cap" of 59%. Personally, at least on my main build, I would not pursue the Incarnate soft cap, I'd rely on teammate buffs or inspires to hit the Incarnate cap as needed both of which are typically plentiful during iTrials and work on those other bonuses such as +max health, +recharge, etc..
I would not want to be reliant on Soul Drain to provide sufficient +To Hit to be able to hit +4 foes at 95% on a build I want to solo AV's (and other silly scrapper tricks). Don't recall the recharge needed in Midnight Grasp to run the top attack chain but I'm fairly certain you need more (I want to say 4.34 seconds but ... someone else will need to remind us). I'd try to work in a Kismet +6% somewhere. Because Kismet needs an active power I drop it into an early toggle typically FF or FS.
4.34 sounds about right
[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.
[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child
Budget constraints if any (i.e. Purple sets, +/- Glad +3% proc, etc.)?
Plan to exemplar often? Or is this a 'play it at 50/endgame only' build? Too much defense. You'll be dead long before you see enough defdebuff get thru your DDR to drop you off the soft cap. All that extra defense is gaining you essentially nothing. Once you reach 46 or 47% on the positions swap to other build goals such as recharge, +max health, +regen etc.. Or you don't have enough defense for the "Incarnate soft cap" of 59%. Personally, at least on my main build, I would not pursue the Incarnate soft cap, I'd rely on teammate buffs or inspires to hit the Incarnate cap as needed both of which are typically plentiful during iTrials and work on those other bonuses such as +max health, +recharge, etc.. I would not want to be reliant on Soul Drain to provide sufficient +To Hit to be able to hit +4 foes at 95% on a build I want to solo AV's (and other silly scrapper tricks). Don't recall the recharge needed in Midnight Grasp to run the top attack chain but I'm fairly certain you need more (I want to say 4.34 seconds but ... someone else will need to remind us). I'd try to work in a Kismet +6% somewhere. Because Kismet needs an active power I drop it into an early toggle typically FF or FS. |
But any purples are fair game, any ehancement period is fair game
You built your defense up pretty high but 46.5% in M/R/A is good enough as you would be softcap to regular content and one small purple inspiration away from the incarnate softcap of 59%.
Add Aid Self from the Medicine power pool. SR is perfect for softcapping def but damage resist, hit points, regen are average/low/non-existent. Having a self heal power will raise your survivability by leaps and bounds. Being an SR often negates Aid Self's interrupt problem but add an Interrupt Reduction IO just in case.
I would try to build for recharge and get Hasten and Soul Drain as close to perma as possible. It's easy to do by just taking the Spiritual Alpha but try to achieve it through IO bonuses, Hasten and Quickness. If you can do it this way, you can pick up Musculature instead.
If I made one, my first try would look something like this:
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T4 Musculature Radial, Reactive Radial, Cimeroran Core. Judgement and Destiny are a toss up to what you prefer. The Destiny power pick would change the build ie if Rebirth Radial is chosen, the Medicine Pool can be dropped; Ageless Radial, can build for less recharge/endurance and just go for more damage.
Hope this helps.
Thanks for all the responses.. I'm interested to see someone's actual DM/SR buil that can solo AVs.. Please feel free to post
This makes me miss the old days of the buzzsaw DM/SR.
I had so much fun leveling Imm back then. Especially in the mid 30's when it all came together.
/em nostalgic
The target on Midnight Grasp is 4.48 seconds.
Below is my old AV soloing build, or at least I think this is the live version. However, it's back from I12/I13 or so and hasn't been updated, so this isn't what you want to copy. I haven't considered what I might do to modernize.
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"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Here's my DM/SR's current build. Recently done for I20. Maneuvers really only gets used on iTrials when I am unbuffed. Just pop a luck and go to town. Soul Drain + Fireball is a thing of beauty. His HP/Regen and SL slotting let me skip Aid Self in this build. Feel free to strip ideas from it.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
------------
Level 1: Smite C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Dam%(43)
Level 1: Focused Fighting LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(37)
Level 2: Shadow Maul Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Dmg(7), Oblit-%Dam(15), Oblit-Dmg/Rchg(43)
Level 4: Focused Senses LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(37)
Level 6: Agile S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
Level 8: Siphon Life HO:Nucle(A), HO:Nucle(9), C'ngImp-Dmg/EndRdx/Rchg(9), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(13), Numna-Heal(23)
Level 10: Practiced Brawler RechRdx-I(A)
Level 12: Combat Jumping LkGmblr-Rchg+(A), Ksmt-ToHit+(34), Winter-ResSlow(45)
Level 14: Boxing Acc-I(A)
Level 16: Dodge S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
Level 18: Dark Consumption P'Shift-End%(A), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(29), P'Shift-EndMod(31)
Level 20: Quickness Run-I(A)
Level 22: Tough S'fstPrt-ResDam/Def+(A)
Level 24: Weave LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), HO:Cyto(25), LkGmblr-Def(37)
Level 26: Soul Drain Sciroc-Acc/Rchg(A), Sciroc-Acc/Dmg/EndRdx(27), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(29), AdjTgt-EndRdx/Rchg(46), GSFC-Rchg/EndRdx(50)
Level 28: Lucky S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(42)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/Rchg(33), Mako-Dmg/EndRdx(34), Mako-Dam%(43)
Level 35: Evasion LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36)
Level 38: Maneuvers GftotA-Def/EndRdx(A), GftotA-Def(39), Ksmt-Def/EndRdx(39), Ksmt-Def/EndRdx/Rchg(39)
Level 41: Char Acc-I(A)
Level 44: Fire Blast Acc-I(A)
Level 47: Fire Ball Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Confront Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Total Radial Revamp
Level 50: Cryonic Total Core Judgement
Level 50: Reactive Radial Interface
------------
Level 1: Brawl Empty(A)
Level 1: Critical Hit
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Health Numna-Regen/Rcvry+(A), Numna-Heal(13), Mrcl-Rcvry+(34), Mrcl-Heal(45), RgnTis-Regen+(46)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(46)
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SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Thanks for all the responses.. I'm interested to see someone's actual DM/SR buil that can solo AVs.. Please feel free to post
|
Finding a certain irony that the build with the fastest recharging, highest end returned Dark Consumption is also the one with the best net recovery in the build. In otherwords most likely needs it the least.
Spending influence willy nilly here's yet another build for thought:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
midget scrap alt (v1.00.i20): Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(31), Ksmt-ToHit+(31)
Level 2: Focused Senses -- SW-Def(A), SW-Def/EndRdx(15), SW-Def/EndRdx/Rchg(17)
Level 4: Agile -- SW-Def(A), SW-Def/EndRdx(13), SW-Def/Rchg(36)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(25)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Siphon Life -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(40), Heal-I(45)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Winter-ResSlow(31)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(19), GA-3defTpProc(19), GA-End/Res(21)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), SW-Def(27), SW-Def/EndRdx(27), SW-Def/EndRdx/Rchg(29)
Level 24: Dodge -- SW-Def(A), SW-Def/EndRdx(34), SW-Def/Rchg(37), LkGmblr-Rchg+(37)
Level 26: Quickness -- Run-I(A)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43)
Level 30: Lucky -- SW-Def(A), SW-Def/EndRdx(37), SW-Def/Rchg(39), GftotA-Run+(39)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 35: Evasion -- LkGmblr-Def/Rchg(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Conserve Power -- RechRdx-I(A)
Level 41: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45), FotG-ResDeb%(46)
Level 44: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50), Achilles-ResDeb%(50)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-End%(48), RgnTis-Regen+(50)
Level 49: Assault -- EndRdx-I(A)
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Radial Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(5), Mrcl-Heal/EndRdx(7), Numna-Heal(15), Numna-Heal/EndRdx(17), Numna-Regen/Rcvry+(21)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I'd say Sergei still looks pretty durn nasty and tough for an old soldier. I'd also hazard to say he can run his attack chain forever ... very nice when fighting a large sack of hit points.
I would not use Aid Self when pairing DM with SR, Siphon Life should be plenty of healing without destroying your damage output. It'll cost more end to fire off Siphon Life twice, but it will heal almost the same amount in the same time due to faster recharge and cast time and do so with no risk of being interrupted or loss of dps.
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I do see your point and I would lean towards dropping AS if Siphon Life is slotted with 6 HamiOs (3 acc/dam, 3 end/heal) or frankenslotting IOs that can give similar numbers in regards to damage output/heal. With the 6 HamiOs, SL can heal as well as AS with 2 hits rather than 4, approximately 7-13 seconds.
Siphon Life slotted for damage would need to be activated and hit 4 times for it to heal as much as Aid Self used just once (Which is slotted for heal). In the attack chain of Smite-Midnight Grasp-Smite-Siphon Life-repeat, it would take about 20-26 seconds for SL to achieve the heal AS would. Also there is probably an equal chance for SL to miss than for AS to be interrupted unless the AV has a damage aura.
I do see your point and I would lean towards dropping AS if Siphon Life is slotted with 6 HamiOs (3 acc/dam, 3 end/heal) or frankenslotting IOs that can give similar numbers in regards to damage output/heal. With the 6 HamiOs, SL can heal as well as AS with 2 hits rather than 4, approximately 7-13 seconds. |
Aid self was listed as healing for 570hp every 5.5s or so (with a 4.5s cast)
Siphon life was listed as healing for 290hp every 3.5s (with a 2.1s cast)
2 hits of SL with my slotting will heal more than AS and you don't have to interrupt your attack chain. Even if it does miss, the amount of regen I have in the build makes up for it.
So with good SL slotting and high regen/hp, you really don't need AS.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Finding a certain irony that the build with the fastest recharging, highest end returned Dark Consumption is also the one with the best net recovery in the build. In otherwords most likely needs it the least.
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Just precautionary... and it was a good place for a full Perf. Shifter set for the AoE defense. Also good if I ever chose to run with Tough toggled on, which I don't currently.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I took my build, dropped fireball and slapped in aid self and put 5 doctored wounds (minus the heal/end/rech). I did this so the bonuses affecting SL would also affect AS.
Aid self was listed as healing for 570hp every 5.5s or so (with a 4.5s cast) Siphon life was listed as healing for 290hp every 3.5s (with a 2.1s cast) 2 hits of SL with my slotting will heal more than AS and you don't have to interrupt your attack chain. Even if it does miss, the amount of regen I have in the build makes up for it. So with good SL slotting and high regen/hp, you really don't need AS. |
If Siphon Life isn't being slotted for at least a 19% heal per attack, I would stick with Aid Self.
How do you have Siphon Life slotted? The approximate times I gave were just average cast times I added together in my head, 6.5 seconds to complete the chain from start to end and depending on when the AV hits just before or after SL is used. Just before SL is used, about 7 seconds; right after SL is used, 13 seconds.
If Siphon Life isn't being slotted for at least a 19% heal per attack, I would stick with Aid Self. |
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), C'ngImp-Dmg/EndRdx/Rchg(9), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(13), Numna-Heal(23)
The slotting itself gives (numbers in () is with T3 Spiritual Radial turned on):
ACC -66%
DMG - 86%
HEAL - 91% (113%)
END - 47%
RECH - 47% (80%)
Without the Alpha, SL heals for 19%hp (257hp) every 3.4s.
With the Alpha, SL heals for 21% (286hp) every 3.1s.
I am rounding numbers, btw.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Ah, I didn't see your build there. Like I said, I would lean towards dropping Aid Self if Siphon Life is slotted in a way that provides a good amount of damage and a 19% heal rather than 10% (19% is half of what Aid Self does). A 10% heal on SL would take too long to accumulate enough hit points to cover what AS can.
It boils down to a 19% heal attack VS a 38% heal power + a 10% heal attack. Which one makes a DM/SR more survivable?
Ah, I didn't see your build there. Like I said, I would lean towards dropping Aid Self if Siphon Life is slotted in a way that provides a good amount of damage and a 19% heal rather than 10% (19% is half of what Aid Self does). A 10% heal on SL would take too long to accumulate enough hit points to cover what AS can.
It boils down to a 19% heal attack VS a 38% heal power + a 10% heal attack. Which one makes a DM/SR more survivable? |
The biggest downside to AS is that it can cut into your damage output if you have to use it a lot. Then there's the interrupt that can happen if you're hit with a DoT or in an environment that can interrupt you. At that point, you're just wasting end.
Bottom line...
Pure survival I'd give it to AS for the bigger heal that you won't really use all that often, anyway. The heal does come slower than SL, though.
Practical survival goes to SL. Get that 19% heal, more hp, and at least 1% hp/sec regen and you really don't have to worry about anything. Plus side is you're not ceasing your attack chain to heal, so your enemies will die faster, thereby removing the need for heals faster.
For any other xx/SR toon? AS is a must-have, IMO. For DM/SR, however, save yourself the two power picks and get something to compliment DM/. Like Fireball.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I think it really comes down to how many closely spaced blows from the AV are needed to drop you to dirtnapping status from full or near full health. Siphon Life is likely going to keep any of these builds at their max health while being used as an attack. Well slotted for heal (as well as damage) it'll pretty much bring any of these builds from near death to near full health over the course of 30 seconds (and that's without accounting for +regen over those 30 seconds ... which is not insignificant at roughly 25 hp/sec). How often does an AV attack in 30 seconds (and therefore at roughly 10% to hit, how ugly does ones luck have to be for the AV to flatten you).
As far as Aid Self and SR in general, rarely, if ever, felt having it on my Claws/SR helped me avoid dirtnapping while remaining engaged. Some of that is undoubtly do to practice (or lack thereof) in using it. Some of it is how comfortable one is being red vs orange on ones health bar. My ability to do damage to an AV like Nightstar (high lethal resists) was far more of a limiter of who and what I could solo when I did solo AV's without inspires etc. rather than the AV actually killing me repeatedly.
Hey Guys,
I have a DM/SR build here but I'd like some critique on it. I want to be able to solo AVs and have incredible single target DPS. Please let me know what you would change, thanks!
Hero Plan by Mids' Hero Designer 1.952
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midget scrap: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite
- (A) Mako's Bite - Chance of Damage(Lethal)
- (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (9) Mako's Bite - Accuracy/Damage
- (9) Mako's Bite - Damage/Endurance
- (48) Mako's Bite - Damage/Recharge
- (48) Mako's Bite - Accuracy/Endurance/Recharge
Level 1: Focused Fighting- (A) Red Fortune - Defense
- (31) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Endurance/Recharge
- (31) Red Fortune - Defense/Recharge
- (34) Red Fortune - Endurance
- (50) Red Fortune - Endurance/Recharge
Level 2: Focused Senses- (A) Luck of the Gambler - Recharge Speed
- (15) Gift of the Ancients - Defense/Endurance
- (17) Gift of the Ancients - Defense/Endurance/Recharge
- (17) Gift of the Ancients - Defense
Level 4: Agile- (A) Luck of the Gambler - Recharge Speed
- (13) Gift of the Ancients - Defense/Endurance
- (13) Gift of the Ancients - Defense/Endurance/Recharge
- (15) Gift of the Ancients - Defense
Level 6: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 8: Hasten- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
Level 10: Practiced Brawler- (A) Endurance Reduction IO
- (34) Recharge Reduction IO
Level 12: Siphon Life- (A) Touch of Death - Chance of Damage(Negative)
- (39) Touch of Death - Damage/Endurance/Recharge
- (40) Touch of Death - Accuracy/Damage
- (40) Touch of Death - Damage/Endurance
- (40) Touch of Death - Damage/Recharge
- (45) Touch of Death - Accuracy/Damage/Endurance
Level 14: Super Jump- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 16: Boxing- (A) Empty
Level 18: Tough- (A) Steadfast Protection - Resistance/+Def 3%
- (19) Steadfast Protection - Knockback Protection
- (19) Impervium Armor - Resistance/Endurance
- (21) Impervium Armor - Resistance/Endurance/Recharge
- (21) Impervium Armor - Resistance
- (23) Impervium Armor - Psionic Resistance
Level 20: Weave- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense/Endurance/Recharge
- (25) Luck of the Gambler - Defense
Level 22: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Defense/Endurance/Recharge
- (29) Luck of the Gambler - Defense
Level 24: Dodge- (A) Gift of the Ancients - Defense/Endurance
- (34) Gift of the Ancients - Defense
- (37) Gift of the Ancients - Run Speed +7.5%
- (37) Gift of the Ancients - Defense/Recharge
Level 26: Quickness- (A) Run Speed IO
Level 28: Soul Drain- (A) Obliteration - Damage
- (29) Obliteration - Accuracy/Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Accuracy/Recharge
- (45) Obliteration - Damage/Recharge
- (50) Endurance Reduction IO
Level 30: Lucky- (A) Gift of the Ancients - Defense/Endurance
- (37) Gift of the Ancients - Defense
- (39) Gift of the Ancients - Run Speed +7.5%
- (39) Gift of the Ancients - Defense/Recharge
Level 32: Midnight Grasp- (A) Touch of Death - Damage/Endurance/Recharge
- (33) Touch of Death - Chance of Damage(Negative)
- (33) Touch of Death - Accuracy/Damage
- (33) Touch of Death - Damage/Endurance
- (46) Touch of Death - Damage/Recharge
- (48) Touch of Death - Accuracy/Damage/Endurance
Level 35: Evasion- (A) Gift of the Ancients - Run Speed +7.5%
- (36) Gift of the Ancients - Defense/Endurance
- (36) Gift of the Ancients - Defense/Endurance/Recharge
- (36) Gift of the Ancients - Defense
Level 38: Assault- (A) Endurance Reduction IO
- (43) Endurance Reduction IO
Level 41: Shadow Maul- (A) Obliteration - Chance for Smashing Damage
- (42) Obliteration - Accuracy/Damage/Endurance/Recharge
- (42) Obliteration - Damage
- (43) Obliteration - Accuracy/Recharge
- (45) Obliteration - Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Recharge
Level 44: Dark Consumption- (A) Efficacy Adaptor - EndMod/Recharge
Level 47: Conserve Power- (A) Recharge Reduction IO
Level 49: Physical Perfection- (A) Endurance Modification IO
Level 0: The Atlas MedallionLevel 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Radial Paragon
------------
Level 2: Swift
- (A) Empty
Level 2: Health- (A) Miracle - +Recovery
- (7) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod/Accuracy
- (3) Performance Shifter - EndMod
- (5) Performance Shifter - EndMod/Recharge
- (5) Performance Shifter - EndMod/Accuracy/Recharge
- (50) Performance Shifter - Accuracy/Recharge
Level 1: Brawl- (A) Empty
Level 1: Critical HitLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja Run------------
Set Bonus Totals:
- 18.5% DamageBuff(Smashing)
- 18.5% DamageBuff(Lethal)
- 18.5% DamageBuff(Fire)
- 18.5% DamageBuff(Cold)
- 18.5% DamageBuff(Energy)
- 18.5% DamageBuff(Negative)
- 18.5% DamageBuff(Toxic)
- 18.5% DamageBuff(Psionic)
- 8.62% Defense(Smashing)
- 8.62% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 4.88% Defense(Psionic)
- 14.25% Defense(Melee)
- 10.5% Defense(Ranged)
- 6.13% Defense(AoE)
- 7.65% Max End
- 36% Enhancement(Accuracy)
- 52.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 115.5 HP (8.62%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 8.8%
- MezResist(Immobilize) 11%
- MezResist(Stun) 4.4%
- 16.5% (0.28 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 13.76% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3% Resistance(Psionic)
- 27.5% RunSpeed
------------Set Bonuses:
Mako's Bite
(Smite)
- MezResist(Immobilize) 3.3%
- 20.08 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Red Fortune(Focused Fighting)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Luck of the Gambler(Focused Senses)
- 7.5% Enhancement(RechargeTime)
Gift of the Ancients(Focused Senses)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
Luck of the Gambler(Agile)
- 7.5% Enhancement(RechargeTime)
Gift of the Ancients(Agile)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
Luck of the Gambler(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
Touch of Death(Siphon Life)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Blessing of the Zephyr(Super Jump)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
Steadfast Protection(Tough)
- 1.5% (0.03 End/sec) Recovery
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
- Knockback (Mag -4), Knockup (Mag -4)
Impervium Armor(Tough)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- 3% Resistance(Psionic)
Luck of the Gambler(Weave)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Luck of the Gambler(Maneuvers)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Gift of the Ancients(Dodge)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
- 7.5% RunSpeed
Obliteration(Soul Drain)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Gift of the Ancients(Lucky)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
- 7.5% RunSpeed
Touch of Death(Midnight Grasp)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Gift of the Ancients(Evasion)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
- 7.5% RunSpeed
Obliteration(Shadow Maul)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Performance Shifter(Stamina)