Opinions on Interface, now with Bonus Question!


Cheetatron

 

Posted

The first question: I'm looking for opinions on what Interface to choose for a new Scrapper I'm working on... My considerations are Degenerative, Diamagnetic, Reactive, and Spectral. (Partial Radial on all accounts, except possibly Reactive).


My thinking behind each option:

Degenerative - Obvious. -MaxHP is nice for hard targets, plus Toxic DoT.

Diamagnetic - The -ToHit should help stack with Dark Blast (more on this in a second), plus the -Regen should help on hard targets as well, though not as much as Degenerative, in my experience.

Reactive - I've been trying to avoid Reactive like the plague (like I do with pretty much everything that resembles FotM), but the fact that I will be spamming a power that does -Res, plus having two -Res procs, having yet more -Res is very, VERY tempting to me.

Spectral - Not too sure on this one... The immob would be nice, but I suspect it won't work on AV's and such, so that side would be worthless if so... Leaving the NE DoT...

So, that sums up that. Thoughts?

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Bonus question! I (think) have a good ST chain worked out, but it will have a gap. Confront will fill half of that gap, plus long recharge powers on occasion (Hasten, etc). However, that still leaves me with a small gap to fill. Right now, I'm looking to use Dark Blast, in the thinking that the -ToHit (8.55%) would be helpful as a small buffer for my otherwise exceptionally low Defense, and it's doing ~132 damage (I'm not completely sure on my Alpha or Interface yet). Would I be better off using a "real" attack? My T1 attack is the only real candidate, and it's doing ~215.

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Double Bonus question!! (I wasn't planning on asking it, but I'm here, so... Why not?)

Am I doing my math right (or at least close) to calculate the feasibility of my attack chain? Recharge of the longest power in the chain, minus the cast time of the other powers in the chain? (including ArcanaTime)

For example, my current planned chain works out as:

Recharge(7.3) - Cast Times(1.584x3) = Gap(2.548)

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Thanks in advance for any help anyone can provide on any of my questions!


 

Posted

Generally, the DoT interfaces are way way more useful than the debuff interfaces. So among the ones you've listed, I'd vote Degenerative, Reactive, or Spectral. The problem is that the enemies you'd most want to debuff (AVs, high-level foes) are the least affected by the debuffs, but DoTs work well against anything. You can always make two Interface powers and switch between them as desired, but if you only make one Interface, a DoT will usually give you the most mileage.

The ranged attacks in epic pools, like Dark Blast, are "real" attacks just like the ones in your primary, and sometimes can have a good place in a chain. Whether or not using another attack is better depends entirely on the chain.

Yes, you're basically correct about the math for calculating the chain, but you REALLY should not have a 2.5 second gap in a ~10-second chain. You don't need to set aside a quarter of your time for long-recharge click powers, and you probably don't need or particularly want to use Confront every 10 seconds.


 

Posted

Thanks for the help, I appreciate it.

Total cast time of the full chain (minus fillers of Confront/Dark Blast/whatever) is 7.128s. If I use boosters, the longest recharge gets down to 6.91s. lol

Keep in mind, this is a strictly single-hard-target chain (IE: AV's), so Confront is only there to (hopefully) keep said target from running, as they love to do so much.

To go into more detail... As it is planned right now (now including boosters), I should be able to run:

Rib Cracker>Shin Breaker>Rib Cracker>Crushing Uppercut>Dark Blast, with a 0.97s gap left. That *should* be close enough that I won't really notice. Right? >.>


 

Posted

That's still a pretty huge gap to leave open intentionally. You'd be better off tossing another attack in there, maybe a Spinning Strike right after the Uppercut so it doesn't eat your combo levels? I'm not sure of the best chains for Street Justice, but leaving a gap in a chain almost long enough for a complete attack is never a great choice.


 

Posted

Quote:
Originally Posted by Hopeling View Post
That's still a pretty huge gap to leave open intentionally. You'd be better off tossing another attack in there, maybe a Spinning Strike right after the Uppercut so it doesn't eat your combo levels? I'm not sure of the best chains for Street Justice, but leaving a gap in a chain almost long enough for a complete attack is never a great choice.
Spinning strike is some what costly in terms of end I would suggest the t3 cone instead


 

Posted

A couple of things I want to add.

Reactive, diamagnetic and spectral all will be effected by resistance to their corresponding debuff's resist debuffs. This drops their efficiency mostly by half if not more and in dimagnetics case it is plain out slaughter for its -regen debuff. If I knew your primary and secondary I could make more suggestion on -tohit but from experience I can say that it is not that great especially if you can softcap most things with a small purple. If it was -acc it would be another story.

For reactive if an Av is resisting your attacks more reactives debuff gives you little benefit most of your -res would come from -res procs and powers that does -res.

Spectral: Frankly speaking only slotted this on my WS because of concept but it is fun to watch mobs getting immob inside my PBAoE effects than being destroyed by my quasar. For a crapper unless you have lots of AoE attacks I saay don't bother with it.

Degenerative: This is probably best choice (open to argument) since it works on everyone at same efficiency, can't be resisted and its damage is least resisted one. Only problem with this is purple patch in incarnate content mess with its calculations but it still provides higher dps than reactive.(and almost always reactive goes wasted since everyone has it in a league while degenerative is still few)


 

Posted

Quote:
Originally Posted by Kangstor View Post
For reactive if an Av is resisting your attacks more reactives debuff gives you little benefit most of your -res would come from -res procs and powers that does -res.
I disagree with this, last I checked none of the -res procs are un resistable so they are just as susceptible to being resisted and since reactive can stack up to 4 times for what equals -10 res(and 2-3 stacks are easy to maintain) iirc reactive is worth more over time then the -res procs which are at best equal to a permanent -4 res individually


 

Posted

Quote:
Originally Posted by Cheetatron View Post
I disagree with this, last I checked none of the -res procs are un resistable so they are just as susceptible to being resisted and since reactive can stack up to 4 times for what equals -10 res(and 2-3 stacks are easy to maintain) iirc reactive is worth more over time then the -res procs which are at best equal to a permanent -4 res individually
For the average Melee toon, Reactive only functionally adds 10-15 DPS and that primarily comes from the DoT. The -Res Procs (Heel/Fury) are often more significant and much more reliable then to say they only net -4 Res. It all depends on how often the proc is being triggered, but on average they show more effective DPS increase than Reactive tends to.

Quote:
Originally Posted by Scirion View Post
Thanks in advance for any help anyone can provide on any of my questions!
When you start talking about chain questions, having a source to reference is helpful. So if you aren't using it, get Mids' Hero Planner and dump the Data Chunk with your question. Sometimes that can help get you a more precise answer when we can all see the same thing you're looking at.

Otherwise, with what you have posted, I think you need to reconsider using another attack in your chain. Ideally the Tier 2: Heavy Blow. If I remember correctly something like...

Heavy Blow > Sweeping Cross > Rib Cracker > Shin Breaker > Rib Cracker > Crushing Uppercut

Cross is a cone, but it still has pretty decent stats comparable to most ST attacks. The bonus is that it allows you to use a fairly longer, but still competent, chain. Cross will use up the one combo from HB, and then you'll stack three more points for CU. That gives you 7.92/s of animation time to work with. Having gaps in an attack chain negatively impact your DPS in a ST chain, and 2.5/s of "inactivity" can actually undo half your previous effort.


BTW: Degenerative


Quote:
Originally Posted by Arcanaville
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