Pure defense sets with Incarnate content?


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Something like that. While a live scrapper does more damage than a dead scrapper, a live scrapper attacking while another live scrapper is using a tricorder is also dealing more damage.
I see now the error of my ways, I shall respec out of my heal, and be sure that I always win! With such an ingenious philosophy, what could possibly go wrong?


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Something like that. While a live scrapper does more damage than a dead scrapper, a live scrapper attacking while another live scrapper is using a tricorder is also dealing more damage.
Also true, but its also true that the critters rarely form a nice conga line and attack you continuously. I often use Aid Self to top off health at the end of one fight and before the next. While its true AS has a cast time of 4.33 seconds, it only roots for about one. You can fire it off, and then still run to the next spawn without it significantly impairing your kill speed.

Starting off at full health more often means less need to manage health during the fight, less need to pop inspirations, and less need to periodically use rest.

There's also the question of what I gave up to get Aid Self, and in my case that was not all that much. I have a basically full attack chain missing only Thunder Kick and Crane Kick, I have every SR power except Elude, and honestly since I wasn't going to go all out on perma-Hasten, I didn't really care as much about taking Hasten either.

*And* even if I never used them, they (aid other and aid self) are good set mules for Numinas which gets me a little more max health and regeneration, so even when I don't activate them, they are still passively helping out.

It was really the combination of having the power around for emergencies *plus* the fact they made good set mules for the concept I wanted (high regen SR) that was the deciding factor, not just the "aid self for max survivability" argument. Alone, that wouldn't be enough for me.


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Posted

Quote:
Originally Posted by Fugacity View Post
I see now the error of my ways, I shall respec out of my heal, and be sure that I always win! With such an ingenious philosophy, what could possibly go wrong?
You could forget to always win.


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Posted

Quote:
Originally Posted by Fugacity View Post
I see now the error of my ways, I shall respec out of my heal, and be sure that I always win! With such an ingenious philosophy, what could possibly go wrong?
How wonderfully smarmy!

Quote:
It was really the combination of having the power around for emergencies *plus* the fact they made good set mules for the concept I wanted (high regen SR) that was the deciding factor, not just the "aid self for max survivability" argument. Alone, that wouldn't be enough for me.
The set mule argument makes much more sense to me. I'll be going physical perfection on the new brute build.

Also only used two powers instead of 3 for tough/weave. Something to ponder. Might as well be 100% unkillable instead of just 95%, right?


Be well, people of CoH.

 

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I have a Bane with gobs of defense who I use in incarnate content often. To be honest, the character is perfectly fine and doesn't run into problems.

She has aid self, but to be honest I think it is pointless as I don't need it 99% of the time and the 1% of the time I do need it I just use a green inspiration as that is quicker.

If Mist is with a particularly sucky BAF (doesn't happen much any more) which has somehow wiped and has a million reinforcements summoned and then tries to solo the 2 AVs plus the million reinforcements, she will die. But in pretty much every other situation she is impervious to damage and perfectly ok.

To the original poster: I wouldn't worry about it. Just roll the character you want.


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Make sure to pack a lot of green and purple insps. in your lunchbox, to keep yourself at the iCap and heal up all that iDamage that you'll be autohit with.

Destiny can help you cover your bases when you get it, if you don't need to use it on Ageless to keep your blue bar afloat.


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Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Might as well be 100% unkillable instead of just 95%, right?
Unfortunately, we're always going to have to deal with that last five percent.


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Posted

I took Rebirth on my MA/SR scrapper and he's fine. He also has ~53% DEF to all three positions, so he's got that going for him. I've been saving up for a Gladiator 3% to put him up to ~56% but it has thus far eluded me.

But soon, VERY soon, he will be invincible!


 

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Of course you could all just get real, pick DM to match with SR, get SL into your DPS chain, and feel secure knowing that while you are pummeling your enemies into oblivion you are constantly healing yourself and throwing out -to hit on everything you touch. Throw in a T4 void judgement for the 30s of 50% DR and T4 Rebirth for the regen goodness and you can laugh maniacally at the futility of your opponent's attacks because for a short while you are a SR/Inv/Regen scrapper with a self healing DPS chain.


 

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Originally Posted by ShadowHex View Post
Of course you could all just get real, pick DM to match with SR, get SL into your DPS chain, and feel secure knowing that while you are pummeling your enemies into oblivion you are constantly healing yourself and throwing out -to hit on everything you touch. Throw in a T4 void judgement for the 30s of 50% DR and T4 Rebirth for the regen goodness and you can laugh maniacally at the futility of your opponent's attacks because for a short while you are a SR/Inv/Regen scrapper with a self healing DPS chain.
Why would I want to "get real" when I could simply do enough damage to always win before my health runs out?

You're over complicating it, you should just win all the time and then you'll have no need for a heal. The philosophy has been clearly laid out, it's just that simple.


 

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Originally Posted by Fugacity View Post
Why would I want to "get real" when I could simply do enough damage to always win before my health runs out?

You're over complicating it, you should just win all the time and then you'll have no need for a heal. The philosophy has been clearly laid out, it's just that simple.
Ahh, someone seriously has their panties in a wad.

Yes, when you have enough regen and dam-res to overcome the 5% of incoming hits, you don't need a heal. But to each their own. Some folks enjoy spamming their tricorder. Some folks like dying just to fire off their t9 rez. Other people like really low damage output while they soak up aggro and damage for a team. It's game, get over it.


Be well, people of CoH.

 

Posted

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Originally Posted by Bill Z Bubba View Post
Ahh, someone seriously has their panties in a wad.
Perhaps if you take a brisk walk your underwear will adjust itself to a more comfortable fit.


 

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ooo, the incredible "I know you are but what am I" defense. Well played.


Be well, people of CoH.

 

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Originally Posted by Fugacity View Post
Healing is great mitigation when the RNG is unkind, and a live Scrapper puts out far more damage than a dead Scrapper.
If you can make those unkind moments rare enough, then it's easy to carry green insps. Easier to carry 2 greens to use every mission than it is to carry enough red or purples to keep active constantly. That's the real cost of building for heal over other aspects - you lose a constant bonus (damage, defense, whatever) in exchange for a short term/temporary bonus (healing). It's much easier to use insps to compensate for the lack of one of those than the other.


 

Posted

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Originally Posted by Fugacity View Post
It's better to have a heal and not need it, than to need a heal and not have it.
This is true, except when it comes to dipping into a pool and spending powers that could be better spent elsewhere.


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Posted

Quote:
Originally Posted by ShadowHex View Post
Of course you could all just get real, pick DM to match with SR, get SL into your DPS chain, and feel secure knowing that while you are pummeling your enemies into oblivion you are constantly healing yourself and throwing out -to hit on everything you touch. Throw in a T4 void judgement for the 30s of 50% DR and T4 Rebirth for the regen goodness and you can laugh maniacally at the futility of your opponent's attacks because for a short while you are a SR/Inv/Regen scrapper with a self healing DPS chain.
Just when I had decided to finally roll a StJ toon, you post this. Now I have to debate between the StJ/SR, Dm/Sr, or Dm/Inv!

To...

..ma..

many...

...altsssssssss


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

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Originally Posted by Bill Z Bubba View Post
ooo, the incredible "I know you are but what am I" defense. Well played.
Indeed. I had thought of gathering a frothing fanboi fanclub to place me on a taller pedestal so I could talk down to you in kind, but that's just not my thing.

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Originally Posted by rsclark View Post
If you can make those unkind moments rare enough, then it's easy to carry green insps.
That's a pretty big "if", as soft-capped with a heal gets hit as often as soft-capped without a heal. Plus, just because I have a heal power doesn't mean I can't carry a few greens, too.

Quote:
Originally Posted by rsclark View Post
That's the real cost of building for heal over other aspects - you lose a constant bonus (damage, defense, whatever) in exchange for a short term/temporary bonus (healing).
On some builds perhaps this is true, but on my StJ/SR I have a complete attack chain, use Musculature Alpha(damage), am more than soft-capped(defense), and have zero end problems(whatever). Oh, plus I have that heal if and when it's needed, without giving up anything.

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Originally Posted by magikwand View Post
This is true, except when it comes to dipping into a pool and spending powers that could be better spent elsewhere.
Only my build isn't lacking because I chose to pick up the heal. I suppose I could have picked up Maneuvers and Assault instead, but if I ran those I would have 51%ish to M/R/A, which is no better than 48% against normal content. I would also have a new endurance problem which I don't currently have. No thanks. Now if you'll excuse me, I'm going to get back to soloing some +4/x8 Arachnos...


 

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Now if you'll excuse me, I'm going to get back to soloing some +4/x8 Arachnos...
Perhaps you should try something difficult.

Edit: Meaning: +4/x8 arachnos doesn't mean much with three level shifts. I must admit, I'm curious how an aid self user would fair in pvp against someone with the reactive t4 slotted.


Be well, people of CoH.

 

Posted

Pure defense can work quite well when they softcap, however...

resistance based sets work even better when they can softcap defense.

With the prevalence of +Defense bonuses via IOs, the more powerful values luck inspirations versus sturdys, and the much more frequent +Defense buffs from teammates, resistence sets just generally fare better in this game environment.

That said, defense sets can steamroll through some of the toughest content, it's just in environments with auto-hit damage (e.g. incarnate trials), resistance fares better. And on the very top end, defense sets can't compete with a resistance set that is also soft capped with IOs. Sure, defense debuff resistance helps defense sets maintain their mitigation, but resistance sets can often keep themselves softcapped via careful management of their inspirations.

When a small luck provides 12.5% defense whereas a sturdy provides only 10% damage resistance, it only takes 4 lucks to cap ones defense, where it takes 7-10 sturdys to cap ones resistance. In addition, 12.5% defense will make things miss 1/4 of the time, where a sturdy only reduces damage by 1/10. Lucks provide more mitigation per inspiration value, and thus give more bang for your buck until you have maximized their value by hitting the soft cap.

Nothing wrong with defense sets, they work very well, it's just in +4/8 content, resistance sets, I've found, generally can perform better (not that defense sets can't run this content too, I've just found my resistance based characters to have an easier time doing so).


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Originally Posted by Arcanaville View Post
Only some, not all critters in iTrials have 64% base tohit. So this is a situational problem even in iTrials. I doubt the devs are going to make everything in Dark Astoria have Praetorian tohit.

If you are just solo street sweeping in DA, my guess is that soft-capped defenses, plus liberal use of inspirations, will probably be adequate although in the absence of aid self I would want a build with at least moderate to high levels of passive regeneration (or Destiny Rebirth as previously mentioned).

Another possibility would be to build towards Diamagnetic in Interface, which procs -tohit into your attacks.
Just noticed this thread today and I wanted to point out that I've used a power analyzer on most mobs in DA and DA related missions and so far I've found nothing that doesn't have that 64% chance to hit. Its -much- more common in DA that you may believe.


 

Posted

umm... So there are no level and rank accuracy modifiers anymore?

Example 1: a same level boss in paragon has a 50% chance To Hit, but a 1.30 accuracy modifier for being a boss.. which should give said boss a 65% final chance to hit (50 x 1.30acc).

Example 2: a +1 level minion, has a 50% chance To Hit, no rank accuracy modifier, but a 1.10 level accuracy modifier, and so should have an accuracy modified To Hit of 55% (50 x 1.10)

Example 3: a +2 level Lt. has a 50% chance To Hit, a 1.15 rank accuracy modifier, and a 1.2 level accuracy modifier, and so should have an accuracy modified To Hit of 67.5% (50 x 1.35) (combined 1.2 & 1.15)

for reference:
minions 1.0 acc
Lt's 1.15 acc
bosses 1.30 acc
AV/Hero 1.5 acc

+1level 1.1 acc
+2level 1.2 acc
+3level 1.3 acc
etc.

Is that no longer the case? Did they take out the level & rank accuracy modifiers which affect the final To Hit chance?

I haven't looked at the mechanics of acc & tohit for mobs in several years, but I used to examine it pretty closely. Did they get rid of the acc modifiers? or change how the acc modifiers apply? (as in, after defense is applied, etc?)


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Posted

I didn't read most of suggestions in here but I will be using elude in DA. From my old experiences elude is a great single content power since its duration if long and you can time crash between mobs. Its also more like a panic button if I don't get under half of my health I don't use elude and even than I only use it if i am surrounded by a big mob.

It will need a little tweaking in my build to get elude in but nothing major and with new ATO coming in, I can experiment with various possibilities. Also I have enough enhancement modifier to get a little more edge.


 

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So far my only toon that has completed the full incarnate path (T4s in all five slots) is a fire/sr scrapper. He was softcapped, had perma-hasten and was completely purpled out. He had his T4 alpha as well, so he was level shifted. But When the BAF and Lambda sector came out he still died a decent amount.

However, things improved a lot. Partly it was just about learning the new content. But I also made a couple changes to my build. I found out that Elude had a use again. And once I picked up the lore pet and the Rebirth destiny, he was pretty much invincible again. I still die occasionally, but that's mostly just bad luck, and it doesn't happen any more on incarnate content now than it did on non-incarnate content before.

So yes, pure defense sets will do just fine with the new incarnate content. They may have a bit of a rough road at first, but in the end they'll be just as awesome as they were before.


 

Posted

Quote:
Originally Posted by Fugacity View Post
That's a pretty big "if", as soft-capped with a heal gets hit as often as soft-capped without a heal. Plus, just because I have a heal power doesn't mean I can't carry a few greens, too.
If you've got two throw away powers in the medicine tree, it's much less likely you got to softcap without sacrificing something else.


 

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Originally Posted by knightofrage View Post
Just noticed this thread today and I wanted to point out that I've used a power analyzer on most mobs in DA and DA related missions and so far I've found nothing that doesn't have that 64% chance to hit. Its -much- more common in DA that you may believe.
As disconcerting as I find the developers' decision to nerf defense based sets in this way, I have to admit the following:

The DA critters are throwing a lot more of everything. -End, -Regen, who knows what else? I haven't really been keeping track through perhaps I should have been.

Having enjoyed being able to crank my difficulty to 11 it was actually refreshing to be in a situation where dialing it back a bit would have made sense.

On top of that, as we use this content to gain our incarnate abilities, the content will become easier to deal with. I'm looking forward to regaining my T4 Alpha Spiritual,T4 +regen Rebirth and T4 Reactive on my main's rebuild. Whether I can wait for I-22 to hit live to do it is another matter.


Be well, people of CoH.