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Krazie Ivan

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Posts posted by Krazie Ivan

  1. don't forget attack activation times, as long ones can get ya killed if you take a dmg spike while mid-animation & have to wait to activate Recon/DP/Meld/MoG/ect ...i've tried most sets with /Regen & found Kat, MA, & Claw to mesh best (but you'll want to avoid the long activation attacks like Evis/Eagle/etc). 
     

     

  2. i make builds, but not claims. ;D

    when someone solo's incredibly well, i applaud them... tho not a fan of solo'g, myself. love recognizing when peeps on my team tackle content their AT/Sets normally should struggle against. that nod they get, but can't see, is still golden imo. they know things, and they've built a char to take advantage of those things. of the many reasons i don't share builds anymore, is that each person's own understanding/knowledge of the game will differ, so an approach for me doesn't mean everyone else will survive the same content on the same exact char.

    anyway... generally, my builds will be as well-rounded to all mobs as reasonably possible, so i can join friends on anything and pull my weight if we're split to clear faster. but there's a rush when polishing off a build & knowing the hard numbers are insanely good compared to all others, which is my own version of the rush i suspect others get by making it through some rough +4x8 content all by themselves.

    • Like 4
  3. 3 hours ago, Werner said:

    A simple ratio, even if it's a decent rule of thumb, misses too much to be very useful as a way of understanding a build's endurance management.

    right, gotta take everything into consideration. sorry if it sounded like i was advising to dismiss a build *solely* based on End Ratio... wasn't my intent, or my practice. even if most builds can't fight endlessly on a 2/1 ratio, absolutely have to look at all variables to understand if a char is gonna wheeze & sputter uselessly (example: : low End cost attack sets can become high End use when activation times are fast).

    • Like 1
  4. 47 minutes ago, Seigmoraig said:

    What you are missing is what those build also have slotted in the Health ... Panacea, Miracle and Numina's

     

    1 hour ago, longdayinrehab said:

    I prioritized the various recovery/regen procs

    ------------------------------

    def post your build once you have a chance so we can see where the issues are, & help.

    i never try to limit how many toggles my builds use, but do try to hit a min 3/1 End Ratio before Acco ...some builds need more, but it's usually not by much (unless both sets are extremely costly, as Seig mentioned). i see a LOT of posted builds with very little End Reduc in high-consumption toggles, and even some widely-heralded "amazing/great/ect" builds with under 2/1 ratio. also see times where peeps throw slots at +End, when the consumption could have been dealt with instead via better slotting in the toggle, which would have made the toggle also perform better. i'm a function>form guy, so builds like those are "trailer queen" status to me (impractical/unusable), & only worth admiring in small sections rather than as whole.

  5. 44 minutes ago, Troyusrex said:

    Might you have some suggestions on how procs might really improve this character?

    i wouldn't suggest "proc-monster" approach on a blaster, as it's only worth it on ATs/sets/powers that lack the base dmg through normal Enh slotting, imo. but we can look at your very 1st power as example; Flares is overly Enh in dmg, going far over ED, and the 6th slot bonus of 5% to Psi is extremely minimal in the over-all picture... you could have a 2nd dmg proc there. worth a mention; due to that particular power not being the best PPM or a power you will use a ton in a build like this, it's not going to be a huge change, but it's better than zero difference (the over-ED dmg being lost). others will gain quite a bit of dps, like Inferno/FSC/Combustion.

  6. hi Troy, i've tried to understand where this guide is leading... as your use of the "dead enemies do no dmg" train of thought made me think the build would be towards multiple procs & very high +Rech, so i was surprised to not find them in the posted build. it seems a bit torn between dmg vs durability, with neither pushed to an extreme. is the balance intended?

    also, i hear ya on "trying to see just how much AoE damage I could squeeze out of a single hero", and still can't knock ya for taking the snipe (as it's far too much dmg to leave out, even if it's ST), but... no 22% ToHit to make it hit peak dmg? (which would also help with AoE dmg, via less whiffing)

    i'm firmly in the "dead chars do no dmg" camp, but i've also got a Fire/Fire build focused on nothing but dmg (it was a fun exercise), so your title grabbed me.

  7. 1 hour ago, TMurph said:

    dead mobs cannot attack you.

    dead chars do 0 DPS.  (unless you're 1-shotting everything before they can even activate an attack, but that would be grey-con, no?)
     

    1 hour ago, TMurph said:

    people saying that Burn/Hot Feet aren't good, are completely wrong, and the numbers prove it. Either you're slotting them wrong (Ex: For Slow instead of Damage), or just not using them correctly. 

    curious how you slot or play that eliminates the Fear mechanic. 

     

     

  8. i don't bother on mine (Claw/Inv/Soul), as it's so rarely an issue. most Psi isn't melee, which is where the hard-hitting dmg comes from in the game. it's mostly ranged or AoE, which aren't very strong usually. even when it is, the majority of Psi comes coupled with Smash or Energy, which an Invuln should be softcapped to easily, and maybe icapped if built for end-game. the mechanics apply that to the entire attack & block the Psi. 

    but, if you're still convinced it needs plugged, both suggestions above are great 🙂

    • Like 1
  9. i understand there's an old mantra of "RECHARGE!" for Regen, and i get why.  but with enough Def, you can sacrifice a good 40% in +Rech bonuses from your particular build & still come out ahead.  mine is 18sec off perma-Haste, but the Melee & S/L softcaps take away a lot of the pressure on standing-regen & timed-click heals/regen. makes the char incredibly more durable in late-game content.  

    so i'd start by looking to swap slots/sets away from +Rech and into +Def.  look at Unbreakable, Rectified, Blessing, Avalanche, Kin.Combat, Win.Bite.  maybe split the Scrap.Strike if you feel you have to (i didn't).  neglect standing-regen from F.Healing. 

    ...don't give-up!  it can be done, even w/o Incarnates, and it's such an amazing char to play :
     

    KatRegSoul Scrap - Base.png

  10. 5 hours ago, Haijinx said:

    Fire/Fire/Mace would work easier for defense - Grab Scorpion Shield

    it's the easy-mode method for sure, but the player doesn't want to run toggles & doesn't have interest in learning builds/sets/game mechanics ...which is frustrating for us who try to help, honestly. like, seems we're asking for advice & knowledge here w/o any interest in learning from it. i realize this is for someone related to the OP, which just furthers my point, as they seemingly can't even be bothered to get on the forums & ask themselves?...and there's been 3 threads dedicated to this 1 char.

  11. takes me quite a bit longer to grasp the build/do the math in my head, from a slotting screenshot (mind posting an export link?).

    should be able to get away with far less +End for that build, depending on EndReduc slotting in toggles... i generally aim for a 3/1 ratio before Incarn/Accos/procs/uniques. i'm not a huge fan of Energy pool on /Regen, as it only adds to 2 things the set already has an abundance of (Regen & Recov), w/o helping fill gaps the set lacks for durability (Def, Res, +Rech, -ToHit). as a Brute, Darkest Night is a massive help in that area & really can't be beat. i know @Nemu is a big advocate for Whirlwind for similar reasons (foes on ass means less inc dmg), and it works if you can spare the high End cost (a reason for Energy pool?).

    Revive is skippable (grab a P2W version if ya need). some of the 5th & 6th slot bonuses aren't needed. Gauss proc in BU if you solo or split from team mostly, in a toggle is fine if you stay in/near teammates. 

  12. right, i don't suggest adding slots to Health or F.Healing for extra Heal Enh. Integration is more worth it, so is D.Pain & sorta Instant Healing (which will ignore 3/4 of your Heal Enh%), and having some in Recon is nice but far less helpful in end-game. for instance on IH/DP/Recon; Prev.Med Heal/Rech, Prev.Med Heal/Rech/End, Doc.Wounds Heal/Rech ...if you Boost the Doc.Wounds & go Spiritual Alpha, they will nearly hit the ED limit for Heal & Rech on just 3 slots. slots you'll need for +Def & +Res bonuses.

    if you can manage softcap Melee or S/L, while still keeping Res in the 30-50% range, def do it. makes most content w/o Def Debuff way easier. don't worry about Psi or Tox Res (which Recon can help with). just remember the lack of Def Debuff Resist will allow it to be stripped quickly by certain attacks. Meld can help preempt, and Rune/Melee Core will build on your already good Res to slow the dmg a bit. Ageless will help some with the DDR. if you're stuck around 35% Def, with 60% +Rech (before Haste), & 30-50% Resists, you're still far ahead of most Regens.

  13. 14 hours ago, Beast of the Best said:

    U R a loser, dude. None of us pros...

    great 1st post. welcome to the forums. be prepared for the flood of lasting new friendships coming your way.
    /s

    ...and maybe it's just me, but i doubt any great char builder ("pros") would call a player a "loser" for seeking info on "explain its purpose/what-makes-it-great", "any other tips particular to your build/playstyle", & Enh slotting tricks. "an ultimate goal build---something to strive for" sounds like ambition to me, which is exactly the type of player i want to teach. but hey, maybe all this means i'm just no "pro" like yourself.

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