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Jaegernault
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F ? TW needs a drink raised to it, may it one day be practical or at least aesthetic again
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The notes said people struggled to understand Titan weapon momentum and play it from early. Who are they as I considered it fairly simplistic, big weapon needs some effort to move, when it moves and hits it hits hard, if it misses you start your slow animation again.. In keeping you should alter the costume weapons as now some weapons appear to cut enemy but don't hurt them as TW range is now more like katana, aesthetically daft.
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There should be rules against altering sets that are thought to be OP under the guise they are too hard to understand. I know no one who couldnt understand how momentum worked yet they not only nerfed it, they destroyed it. You can now have a sword animation that spins and doesn't even hit what the blade passes through.
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Speed of sound is very fun, you can que up an attack for when you land and it's like fighting at super speed!
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Short of soloing AVs meant for team fights, I've get to find much that can hurt me, a lvl 54 GW dies easily, and she was the main one I worried about! DPS is what I was aiming for. If the enemy is dead or knocked down, they arnt attacking. Also the survivability is already able to take on lvl 54 preatorians and parthenon head on so it's just overkill. The recharge gives flexibility with what you do, especially with some of the long recharge powers
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Shadow meld also puts you into the high 60s for defence, which lets you take several hits before your in trouble
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The ST chain in DM and the -tohit will compliment Bio well later on, long as you focus on recharge I reckon. Certainly good for GM and AVs. The extra heal will make up for target counts too
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Dark melee is one of those sets I feel needs a little more love. Its ST is great but its AoE feels painful for fast killing. The DM update they tested on beta looked amazing! Too bad people thought it was too OP .... I hate that term.. OP... they used to say fire/kin controllers were OP with regular SO enhancements as they could solo 8 man mobs. Fact is everything can become that powerful if you invest the time and resources correctly, I've seen defenders soloing +4*8... Everything has a weakness tho, even TW/bio has its fatal flaws. +Bio has no fear protection like many sets, if your caught you loose 2 toggles and any momentum you have. +Bios main sustain power relies on mobs, small groups or a solo av give the lowest return. +some of the TW powers require ground contact so if you enemy is hovering your attack chain is limited, even when jumping. +enemy like hamidon are so old they dont recognise the absorb shield, so while dull pain boosts hp so you can take am extra hit, you will have a full absorb shield when you die, rendering your main defence useless. + this is a big one... a -hp debuff is unresistable and crippling. That lovely absorb shield relies on your base hp. It doesn't go up with sets bonuses but does go down if say the mech in market crash is hitting you. Your 2k hp, 1300 absorb will be 1hp, 0 absorb in moments, I know from experience! There isnt much you can do with 1 hp, if a leaf falls on you your dead!
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2 words. "Minimal fx"! I dislike the look too!:D
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Shadow meld is used against lvl 54 enemy, like nemesis, carrier, malta, praetorians.. stuff with high tohit buffs.
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The crit proc doesn't affect the power that triggers it and its chance is per hit. Rend armor can score 2k damage if it gets a crit with build up doubled and the res debuf persists until you hit them a second time too. I tried the 50% proc in whirling smash but while it triggered well, I couldn't throw up a wall of crits. Crushing blow with it struggled to get it firing each mob. AoD was a compromise. Its stand alone damage is very good, it is a cone so usually hits 5 making the proc generally fire, and also triggers momentum letting you fire whirling smash and rend before the 50%crit chance expires. I've dropped down to lvl 11 on my build for flashbacks and bosses are 2 hit kills even then, I wouldn't do *8 at that level mind haha. But even low level AVs can be solo'd
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When I hit something it seldom has a sliver left haha. On mine ive got a a fair amount of overkill, Level 54 minions take 2 hits, as do the lieutenants, thanks to the overkill. Bosses take 3 usually depending on their heals or innate resistances. Good example is the Behemoths in CoT, they use healing flames when they hit about 30% health. They always cast it on a corpse as that last 30% is 1 hit with overkill. Defensive sweep looks great with the 5 hit cap and early on its a must as you need the AoE and defense, same with Titan Sweep. once you unlock Arc of Destruction its a superior version of Defensive sweep so can act as a ST OR AoE combo builder. I found through testing that when I use Arc of Destruction > Whirling Smash > Rend Armour > Follow Through > Crushing Blow, All the minions and lieutenants are dead, the boss im targeting is dead on follow through, dead on Rend Armour if it crits., which it often does with Arc of Destruction's crit chance, at which point follow through goes to the second boss. At that point Arc of Destruction is recharged, often with Buildup for another cycle, this time just; Arc of Destruction > Rend Armour > Follow Through, again if a crit lands it doesn't take the whole chain. Crushing blow is only really needed if you dont need to use Whirling Smash, for instance against a single target like a GM or AV, changing the chain to Arc of Destruction > Rend Armour > Follow Through > Crushing Blow. When your level 32 you dont need the AoE from those 2 early attacks, Crusting Blow isnt critical to most cases except soloing AV's, and its also a good place of a set since you need the filler for the chain. Its again personal preference tho, everything ive written is based on my play-style and how ive optimized it for how I engage in combat. May not flow for others as easily, and need some adapting. I had the same dilemma between scrappers and brutes, tanks just didn't get a chance when I wrote this tho now id place them even with brutes for usage with the new damage and hitcap. Brutes initially look like they rock, the Fury makes the TW attacks tear bosses appart early on. But as you level up fury stops becomming as effective and the ATO procs for brutes are rather pathetic. Scrappers start a little flimsy, a lucky crit will do mega damage but they arnt regular. As you level you will catch up to the brute, once you get sets you pass them even on same set builds and once you get ATO's your going pass them like a boy racer overtaking a 90 year old granny using a Zimmerframe. Brutes can still be godly using this build but their damage will be far less, their defense will be far less, they wont get much extra on HP and wont benefit from resistance cap increases. Now, if brutes were altered to use a system like domination where if they get above 90% fury they can click something to lock it there with a x2 multiplier for 60 seconds then have it reset to 0, that would work as you could sustain the higer damage and not feel like a junky looking for a high when fighting, and other sets dont even need this.. TW doesnt leave you in combat long enough to gain much fury as basically, you kill stuff too fast. To get to the insta kill threshold on a brute you would need to take a nap in each mob before attacking them, a scrapper will clear that same mob in 5-6 seconds and be running to the next. Solo it works well as you get all the argo, in a team you may feel sluggish.
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Oh its seldome faster solo, but the fact you managed it solo is the prize! I think of it like this, if I can solo it, then i know i can team with anyone and still manage it on equal or faster times. Also means you can just enjoy playing without being so on the ball. I have an ice/bio stalker too, ice melee is great AoE for the type and with a call of the sandman in the ice foot stomp it's a self heal!
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The incarnate -regen is rather naff if you have alternatives. Ther reactive is only 2.5% res debuff too. For impact I find the -hp the best for general purpose. Its effect is short but it quickens the deaths of minions to elite bosses and the effect scales regen down on larger targets. It's all down to style tho. I always use ion judgement as it's a room cleaner for all the minions eating my Argo cap!
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Banished parthenon lore pets at T4 will double your DPS if not more. If your fighting a big fella who isnt nudging, summon them and they will fold like a wet blanket. -regen primarily comes from envenomed daggers for this build. For GMs you can also take the incarnate interface that adds it to all attacks, it's not massive but helps. Remember also that DNA siphon is -regen. I use it more as an attack then a survival tool since my health is never taking a hit, as evident by the fact I've yet to get the first damage taken badge.... absorb shields dont count alas. Get your incarnate to T4, get the daggers and scrap yard is easy. Personally I found jurasika hardest. He seemed to have a high regen. I recently did a Miss Liberty TF with a team of 3 and we wrecked all the villain patrons, even ghost widow was weak. That being said, recluse was STILL tough as nails, tho it took him 3 hits to kill me, didnt help the flier came to say high and hit me at the same time too!
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I use speed of sound for moving round maps fast as endurance isnt an issue. I use jaunt, as you say, to move between mobs that are close together, or to teleport behind surgeons on the ITF. You can set upa teleport and cue an attack so you literally materialise hitting something. Animation time is the biggest weakness of the build, anything that cuts it down is great. Shadow meld is 100% needed if you like running +4*8 ignoring the enemy type. I took down Ghost Widow solo at lvl 54 in under a minute and they couldn't land a hit. Your dead on with the -regen. I use the I carnage power that adds it to every attack and keep 300 envenomed daggers. I can kill most avs and GMs without the daggers but a few just regen too fast otherwise. I'd love to say you can enhance the absorb power but its capped at your base hp. That's why Parasitic aura doesn't have any heal enhancements. It hits the 1300 cap already. Ablative catapace is the same, not worth the sacrafice. Musculature gives you far more in raw damage, if it ain't alive it cant drain your shield!
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I found that the proc was per target and it almost always fires on AoD. I didnt have titan sweep and I wanted the PBAoE to get crits. AoD also had like a 3 second cool down so it's like a machine gun going off. I've successfully dribbled rommy on an ITF till death once he loses his status nictus
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Try something like this. you loose a drop of accuracy but virtually unnoticeable. I took out hasten as it was the lowest priority. Its not a complete build as you will have your own quirks you like using but might give you some ideas http://www.cohplanner.com/mids/download.php?uc=1545&c=709&a=1418&f=HEX&dc=78DA6594CB4F135114C6EFD0A90814682D501E055A90572BB51536BE42541E51A8A2455DD6B18C65629969A635C1A50B9746040C1B9F3B5163A27F86CFBD2F7C266E7C6C4C74554FE77C2DC499A4F9DDF9EEB9E79CF94E67E20BA3AE4713974684547728A3E472C944CA54B259D574C695B49612C5AB927EFE929E8CAB19558DCC6879454F9E5695ACA1E7BACA9BA3EA3955CFA991839A913C66A6155D4B250F98F386296AA70D231319D7D273794D4F375877630B74469B57F5BC92D70CDD658953949322EA4B37B3AA999BD3B22D63592D1549E495CC79AA93302E649271259757CD8BCDD4DE20FDAEF804AE82533C75081193C59667CCADCFC117CCEA97E02BE6DB6E3A26E16C54B2B48A1838C49487C15DC8EDA3FB7659BCA3B3129FAD9082BCD7146036AF56587C4F310E8E911D93D83BC26C1D072798FE46AE73959EC789E7712ECA96E6BA062E31DDCBCC6D2BE075E6A28FC756ECA9322C2CADA1C435EE699D7AAAE29E0A1205D770BCA869E5380769B5BCEFA8852775F0A40E9EB8E1C947CA550FFFEA8FB3D67D82B93D01CE802799BDA7984BD4AB876BCB9E3EEE2DD80F0E30BB436098F989EA79B99EE4FDCBBEF5FE664E878468E47C52E36B8E6F7AC394E9997C98830FFE07E07F00FE070F231FE6B04CFDB5600E2DBB398F7F0FB3632FB80FDCCF0C5C667EA63EDBD04B1BFCEF037DD44B3B3C6F2FD02556A852272A759EE149EE54C0B3CC580A9C0555E617AAD485B35D3758EBBBC90CDD026F3307EF20E75DE6573ADB832E7BFEEBF21B99D18FE9F4DFE3F88135F03EF800F91F32FFB88408A397305CDCD100BA410F7310754AF4902B119E908874B0E6252D0AA7A241D6FC72F96D2FFE81C9BD4EB9FC0E1742B6DDA84D89D994219B326C53A66CCAB48CB2A4489652E5A6B79D95C2F7EAF2D701BB3F6DCA0F9BF2CBA6AC6F7CDD0A8F8B6F2ED61F36AD9F6C5A1F0D95E75618F19265706675D37A32B491F31F951B0D6C
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I personally found I never turned on combat jumping as I use ninja run in combat pre-experimental. With experimental I ran speed of sound for super fast combat. I'd need to look at my build to see if SJ could be used but with travel suppression it's not my first choice:D
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Thanks for the praise!! There isnt much they could nerf really. Bio isnt godlike on other toons so nerfing that would kill the set across the board. Titan weapons is slow early on and has the longest slowest recharge across any power set. It makes up for this will slightly higher damage values and a really wide AoE. In my opinion it's the ATO enhancements that carry the build. A scrapper able to almost guarantee a full set of crits on an AOE is nuts, especially when the base damage is so high. Slap in a chance for buildup and your swinging for 300% base damage, often doubling it on crits. If they lowered the ATO to say 30% it might even it out but then that's a class wide one... rather then killing sets they need to address the fact they are running a 10 year old game with little to no new content when the last LIVE release of incarnate was geared to preping us of a far tougher enemy. If they want to address OP they should look at stalkers ATO just as much.. a chance to recharge buildup, meaning you can use your alpha with double build up + a chance to get a 3rd.. and the double build up is reliably repeatable too! Not to mention the chance to hide to get crits on top of it.. It's easy to point a finger and say that needs a nerf, in the end unless new content is written we are watching a rerun of a classic TV show. You cant consolidate a game when it was stopped mid story, that's like telling sleeping beauty, getting to the glass coffin part then deciding to do a 10 part special on the dwarfs back stories! Some other servers are trying to make new content, and some of it is hilariously unbalanced. One for instance made a power set filled with hamidon attacks! Its entertaining but without stories to play, it's just a quick gimmick, like trying to balance sets designed for more then what we have. I know people will prop comment saying we should be grateful it's back blah blah, and yes, nothing could replace it, including what we have. A story needs authors tho, we certainly dont log in to just chat up miss liberty! :D
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Fire/cold, I class as elemental damage, yes it's the main thing in fire farms but it's also very common as secondary effects. For example, council, crey use cryo rounds a lot as well as flame throwers, praetorian clockwork mix energy and fire a lot. Banished parthenon are a pain for it too. Malta missiles are incendiary, aka fire damage. The winter event is oddly a lot of cold damage. AEGIS also gives other defense too, but huge defence to elemental let's you take end level content easily. Shadow meld is a power I use as I'm running in, usually mid air so i land in the centre of the mob. Those 15 seconds are all it takes to kill 2-3 purple bosses and the entire mob without taking a hit. Its personal preference tho. Is also gives enough of a boost to block nemesis vengeance buffs for a while
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People will always make power sets OP, I've seen defenders solo +4*8. Any brute with /fire is lethal to almost anything. Should the set be nerfed? City of heroes gives people the chance to make characters and become godlike, you dont see the creators of superman stories making him wear a kryptonite ring as he is too op, they make harder content to target their weaknesses. Incarnate was made to give super builds a challenge, they just gave the incarnate powers before the challenge and then shut down. I love CoH, I was gutted when its eyes shut and ecstatic when it returned, but if every time a set is mastered its nerfed, after a year+ of operation, its gonna upset people. If they care about the community, deal with AE farmers and the state of the market, It's easier to stop a nail bending by hitting it slowly, if you belt it hard, it bends and can ruin what it's there to secure
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Your original post was quick to point out stats, but failed on all aspects of content. You also removed comments after it that shared the tone. But ill go into a context comparison so its not left hanging. Ive never understood the point of the pylon test, its a pole that cant move, has only 1 attack, its entirely predictable and like a punching bag. Its purely an attack damage test, not a game play survival test. But some swear by it and I wont judge them for it. Comparing the builds, and to be fair, ill remove Shadow Meld from mine despite it being on all the time as its not in yours. Just on the base stats your resistance across the board is lower on all counts, you sacrifice defense to EVERYTHING else to get smashing/lethal to 45%, yet with no defense resistance 1 lucky shot and it goes poof. You gained a marginal regeneration/recovery bonus, both of which are inconsequential for bio Armour really. Our Max HP is basically the same, yours runs slightly hotter on endurance but not enough to care about. All in all you sacrifice a lot to get a defense rating on the most common damage type to lower defense, Lethal. As your so fond of stat tables im sure the concept of diminishing returns is a fundamental thing. Crushing Blow 182% damage bonus, down to 132%. 50% wasted Inexhaustable heal set to 145%, down to 101%, almost half the stat is pointless. Follow Through, 160% down to 130%, another 30% wasted. Ablative Carapace 145% down to 101% Rend Armour accuracy and damage both heavily in the red, damage over 200%, lowered to 138% Whirling Smash 227% to 140%, leaving out the chance for fire damage which would have increased its effect. Arc of destruction, damage and recharge both in the red. All that red is pushing a number up at a huge cost to every other stat, for a single purpose like a pylon, that might work, since you dont have to chase the target, you can just stand there and button mash. Adrenaline booster is like factoring in Gang War on a Mastermind. Its not a continual thing, in fact its up only 1/3 of the time. But to be fair ill do a 100% vs 100% of some key powers. With Adrenaline booster so for 1/3 of the time. Crushing Blow 1240 vs 1348 ---> 108% Efficiency Follow Through 1080 vs 1200 --->111% Efficiency Rend Armor 2233 vs 2432 --->109% Efficiency Whirling Smash 616 vs 649 --->105% Efficiency Arc of Destruction 1147 vs 1305 --->113% Efficiency Looks a decent improvement on paper, in a hacking test put out more damage. Without it, so most of the time. Crushing Blow 1240 vs 1244 --->100.3% Efficiency Follow Through 1080 vs 1116 --->103% Efficiency Rend Armor 2233 vs 2247 --->100.6.% Efficiency Whirling Smash 616 vs 603 --->98% Efficiency Arc of Destruction 1147 vs 1209 --->105% Efficiency So using your power that you have up 35% of the time roughly you gain roughly an 10% bonus on damage, the 65% of the fight its off your struggling to get above 2% gain, at the expense of 20% resistance to the most common damage type in the game. I dont profess to make pylon builds, I think its a pointless exercise, like shooting a test dummy, but some people like it so thats their thing and I wont knock it. I make my builds for ALL content, I can walk into any mission at level 50 on the hardest rep and butcher them, Rularuu, Malta, Carvanel, Council (tho they are babies), CoT, Arachnos, Devouring Earth, doesnt matter as they all follow the rule of 45% defence to softcap plus padding for their +tohit. A Vs for defense, mine VS yours. in brackets is if I decide I wont want to use Shadow Meld which is always available. Smashing (27%) 58% vs 45% Lethal (27%) 58% vs 45% Fire (51%) 71% vs 32% Cold (51%) 71% vs 32% Energy (39%) 71% vs 29% Negative (39%) 71% vs 29% Psionic (23%) 55% vs 22% So for smashing and lethal you win hands down at soft cap, but 1 shot from council riffle and your at 35%, then 25% and its a cascade failure, Cimerora enemy do it even faster. If Im actively fighting, mine has a 13% buffer to softcap so I can handle the odd hit and it wont impact me, I can also usually handle enemy with decent +ToHit. For Fire and Cold, common AoE attacks and missile based things, not to mention winter events, im 6% above softcap straight off, and 36% above with active, since neither debuff defense it they wont ever drop unless hit by lethal or energy. Your 32% will get broken a lot, but again wont lower. Energy and Negative, Energy is a -defense power, as anyone who fights the PPD will attest to. They will cascade defense fail almost anything if given a chance, so you dont give them a chance. Without Shadow Meld im 10% higher, but that wont save me at all, with Shadow Meld they wont get a shot to land. Negative is -Tohit normally, not a big deal for either of us with such high accuracy but same numbers as energy. Its also uncommon save a few instances. Psionic damage is lethal to almost any build, our resistances are equally useless , baseline our defenses are equally worthless, I can, however go 10% above softcap, tho psionic usually has a +tohit as well but it still lets me take large attacks. Your build is focusing on DPS above all, for a Pylon it will almost certainly win, the pylon doesnt move, does minor damage and attacks periodically. You can wreck it like a pro, id be behind the empathy defender (no offence to defenders). If the Pylon spawned mobs of Rikti at lvl 54 at every 10% health drop, Id wager id win. I wrote the guide for generic content across everything, it wasn't designed in mids, it was built on the go while leveling up, adapting to each enemy type, balancing out each flaw with an offset. When new powers or alterations come out I have to re balance it to get it optimized again, sometimes faster then others. As for the nerfing comment, if they want to nerf every combo that can become powerful to godly levels they should just remove half the power sets. Farmers are everywhere across multiple AT's. Ive seen defenders soloing +4*8. Its not about lowering the powers effect, its about adding new content to test it, thats why incarnates where made, it just stalled and become stagnent. Ive made threads in regards to making more difficult content from whats readily available and it got no notice. I see no point wasting my breathe or keys flogging a dead thread when no one in power cares. Criticizing guides and builds is in the spirit of the community, but the way you formatted yours was aggressive, you bullet pointed theoretical flaws with no context or solutions, then deleted a post for effectively calling it out. People can use my guide or your build, Im not fussed, its not like we get royalties for them, its there to enhance the community and enrich peoples understanding of how powers can be employed.
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http://www.cohplanner.com/mids/download.php?uc=1577&c=730&a=1460&f=HEX&dc=78DA6594CB4F135114C6EFD0A94879DB6229148122505A5A5A61E393A83CA2D088167559C7722D134BA7696B824B172E8D081856BE76E22BC1FFC0ADCF7F40C567E206756574554FE77CB68D9D64F2BBFDEE393DDFBDE7DE892C8ED53D99BC322A9486A3492D9B8D45E3192D9D96196B444BE8715178AAE975FFD3631199943238ABE7B454ECACD4D2462AEB294E8EC90B329595C123BA113B914968293D1E3B9C593032C2316318C9E0F82245E90B3295D372BA91B29962342DE55CBD399CD013F3393D9568347F4D4B6D4E66B2F37ADA359ED6E3C1684E4B5EA42A51E3523216D1B23999B9DC4AE686E8BDE61478F256F1DC22445815552FC0974CF535F88AB9ED0DF36D0FA529C80D293C17666E1F0647983627B183B88773DF51AEC2B916658BB5A16FCC7037F84B35F99E622D1CAB5AA678AEEE3838C16C98045BB8DE755A9715EBB22EF1FF34DD0097993B56C055A6E326738972ABB95E55F57A15CFF985C99DE02679AAE198FC8C4F885AAE256ADBD98787BA5FCFF34AFD7FB91F29B711FBD67892FDB69E02A3CCB659F034D37D86B94CDE9AB1AEE67EF6E6F632770D803ED0CF0C3F23DA55F189EADAB9AEB0FF619F0AF96C81F79636F66721CD89DE38D1D72EF4B50B7DED425F57C88F0B6B71EDE57ADDFBC0FDE00166CF41F02AF333F9691736738FDAB1373DA04A1E3AD0830EF474C801363157A976276A779EE3DEF56BE07930CEF4CD310392F9856A7B90EBB9CDDAEE5BE01DF02EB3EF1E38CA7BF695727B15F6DD0BBF7D60E1087BD11FEF7DCE1B58071F800FE1E911F898F9BB4E083FCEB91FE77A10E77A10E77DF01833807ACDB44F41F434887DB293168216EAE638B75ABCE785239BCF8B4EB5787BF353BEE26CDE571119AA50C215CA70853252A14C5728332A2C90A2984A4D13DD7538D9B215BF114209F03A7E946B87F89BF2BD5CF372DCCF92A628F88E04D6F8DC6D96BE79F98DC23DC6F843D9F869D9FD9EB2531AC62E47693CE92C8DD7CA62D63DA5F15FC41901C2 Thats from memory as im not logged in, ive not included badges and accoladed as ANYONE can get those.
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HI there, 1. I specified cardiac as an option for early on, only to T3 as that is a lot easier to get then destiny and allows you to run for longer without effort, its not needed and I go straight for musculature now but its a consideration for some peoples play styles. 2. I only run in Offensive Adaptation, I removed the other 2 from the hot bar as the swap time was more trouble then the benefit. 3. You can slot more Luck of the Gambler if you like, but the return is so small its inconceivable. your talking shaving 0.1 seconds off some powers. The same argument can be made for enhancing all the IO's to +5, you get a "slight" improvement in end game content but its not worth it. In the latter case I always catalyse them so I can run lower content more efficiently. 4. FItness is automatic and not pickable. I slot a Performance shifter in stamina as overkill for endurance draining enemy but thats a common thing for any build. Ive updated my build with more recent updates since this was built to be more adaptive to me. for instance I not 3 slot Inexhaustible with 2 Preventative meds and a panacea, the 2 procs and 1 pure health. Ablative Carapace holds numinia so no extra procs are needed for health, and health regen is inconsequential when ranked against bio in general. 5. the scaling resistance is a common misconception. It only works if you loose health. and its benefit is only noticeable when your below half health. With absorb shielding you rarely even use regeneration so the chances of it firing are next to 0, and if your hit hard enough to break a 1300 absorb shield AND take 1000 hp off you, 10% resistance aint gonna save you before your face down 😄 6. Not sure where your getting your stats from in that form or how your calculating the attack chain but it looks like your computing an instant attack chain there, last time I checked we are human and need reaction time to move to powers. My attack chains are 100%, powers dont que unless im out of range. Getting the recharge faster serves no purpose as ready is ready. I never double follow through in a single build up, its redundant as it doesnt debuff. 7. The -res Ive since incorporated into Genetic contamination, the forced feedback is a chance per target hit, so a single target using it is a terrible investment. Its in Whirling Smash that almost always fires when used, again, above a certain level extra recharge isnt needed and single target chains are faster by base so dont need it. If the entire mob dies before build up ends im then just running with build up still active and not using it. A Purple boss drops in 3 hits, while killing all the lower ranks by proxy. An AV or certain EB is the only enemy class to be able to survive the initial attack chain, the EB doesn't survive the second chain, an AV lasts about 45 seconds, unless they have large heals or a T9 defense power like unstoppable. 8. you missed a number lol 9. ill post an updated build with the tweeks ive made but the Single Target attack chain is Build Up > Arc of Destruction > Rend Armor > Follow Through > Crushing Blow( if needed) In normal *8 content Ill use the same attack chain, targeting just a boss using the following. Build Up > Arc of Destruction > Rend Armour > Whirling Smash >Follow Through> Rend Armour > Crushing Blow > Follow Through...etc <--bosses die with either the first follow through or the second rend Armour depending on critical and their resistance. 10. Moonbeam isnt part of a chain, its handy for pulling a single av from a group if needed or hitting a roman healer who is hiding. Its damage will 1 shot minions, the other ranged attack wont and its DPS works out lower in practice with redraw. It also criticals. 11. Travel powers are over rated and suppressible. Stealth is for if you run into walls a lot, with soft capped defence and a good handle on movement (and obviously no taunt toggles) you can run through mobs and most wont even try and attack you, the ones that do miss, the odd one that hits barely scratches your shield. Ive ghosted missions when needed, even low level TF's. the investment in a Stealth power isnt worth the cost and the travel powers are the same, Ninja run, with any running toggle is a good speed with excellent air control, and you can use it in the Hollows/Boomtown, something Super speed is horrible in. You may take note of the date of the original post, Experimental wasn't available then, upgrading to it was included in my updated build, giving Speed of Sound and Jaunt which are both used in combat, I use Jaunt a lot too, for moving round the battle field and also for going vertically to platforms fast. Its an amazing power. 12. We can agree to disagree with the resistance vs defense in smashing/lethal. Shadow Meld get you to 55% defense to those when you enter combat, most things are dead before it is expired. The resistance lets you take hits like Marauders Knockout blow with minimal effect and gives you breathing room. Smashing and Lethal damage are the most highly used damage types in the game and often have the highest numbers. Lethal lowers defense so if your getting hit by it, defense will cascade fail very fast, resistance is seldome reduced save a few rare enemy types. The extra HP gets most milage with a high resistance to facilitate its lifespan. 13. I dont understand your final comment. The build maxes out absorb shielding as a primary defense, maxes HP as an emergency buffer, relying on defense to dodge the attacks to save both and resistance to give your HP pool a longer lifespan if needed. Ill upload a new version that im currently using, just needed to update pines as experimental wasnt in the database, ill add it as a reply under this for easy finding.
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