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Krazie Ivan

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Everything posted by Krazie Ivan

  1. you're off to a good start, lookin at Meld. post up a build & we'll try to help (my typical /Regen copy/paste advice): from a few thousand hrs on /Regen chars, the single biggest suggestion i can make if you're looking for durability is; do not bother enhancing standing Regen through Enh or Bonuses, just the clicks (IH, DP ...maybe some Int & Recon love). instead, hit melee Def softcap & attempt 150+Rech, then add what you can in Resists. it's going to feel counter-intuitive, until you play it with a strong layered build a while.Regen loves +Def as much as it thrives on +Rech, but the set also lacks any Debuff Res (take Ageless?). because chasing +Def & +Rech to their limits can have diminishing returns, and hitting all softcaps on any Regen char will gut the rest of the build, just take the biggest bonuses & then go looking to add easy Res (S/L yes, but don't neglect E/N ...F/C will come from Purps & WOs). a +Res based build on a Regen doesn't work out (i tried), but adding solid/well-rounded Res does help if you have good Def & Rech already. look at Meld (for Scraps) & alternating Rune & Melee Core to stay near Res caps. Regen is near the bottom these days, but it can still shine ...it's just very very hard play-wise & to build.
  2. i'd love to see video of this. mind recording, uploading, & posting a link to an asteroid run? tried with, or ever seen a Fire/Kin Corr Duo?
  3. from a few thousand hrs on /Regen chars, the single biggest suggestion i can make if you're looking for durability is; do not bother enhancing standing Regen through Enh or Bonuses, just the clicks (IH, DP ...maybe some Int & Recon love). instead, hit melee Def softcap & attempt 150+Rech, then add what you can in Resists. it's going to feel counter-intuitive, until you play it with a strong layered build a while.Regen loves +Def as much as it thrives on +Rech, but the set also lacks any Debuff Res (take Ageless?). because chasing +Def & +Rech to their limits can have diminishing returns, and hitting all softcaps on any Regen char will gut the rest of the build, just take the biggest bonuses & then go looking to add easy Res (S/L yes, but don't neglect E/N ...F/C will come from Purps & WOs). a +Res based build on a Regen doesn't work out (i tried), but adding solid/well-rounded Res does help if you have good Def & Rech already. look at Meld (for Scraps) & alternating Rune & Melee Core to stay near Res caps. Regen is near the bottom these days, but it can still shine ...it's just very very hard play-wise & to build.
  4. oof, it's absolutely not tho. with evenly built Resists in the 35-55% range, a self-Heal and/or good Regen, and Absorb proc/s, it can be insanely durable. it's almost like old-school /Regen in MoG in-that you'll be scraping along at 10-15% HP and still not die... it's HP-based +Res is that good. takes some gettin use to tho for sure. i'd guess a lot of the reason you might be having a rough go, is you haven't lvl'd up high enough to unlock/use your AoE Def power (Lucky). SR is a good match with Staff because it's not a clicky-intensive set, which allows the long animations to not get you killed waiting to hit a defensive power or heal. try building up E/N/F/C Res, run Tough (other S/L Res bonuses will come easily). make sure you're softcapped Melee/AoE/Range (icap isn't even hard to hit). slot whatever +Heal +Regen +Absorb you can fit. peeps use to take Aid Self, but i think it works against SR's HP-based Res mechanic now, while small Heals/Regen/Absorb work with it.
  5. thx Troo. if you find some good improvements through playing around, i'd love to learn from it. was def hard to limit myself to such an absurd cost, when i never limit my builds or work on builds people post here who have inf constraints... whole new world for me in that way.
  6. so, i ran through all your changes on Mids/Pine and tried to make the best use of extra slots as i could. unfortunately, although the Def/Res stats did stay capped with fewer slots... the cost went up considerably, the +Rech dropped, the End Ratio got worse, and nothing increased AFK or Active kill-speed. spent more to do the same, effectively. thx for the ideas & taking the time to check it out tho, Outrider.
  7. thx @macskull for addressing this. Mu it is. (ATOs)... 8m + 8m + 2m + 2m = 33% of my total build cost for 2 Enh, which don't alter Active times. (Heal/End Uniques)... 10m + 2m + 4m + 3m = an additional 30% of my build's total cost again ...all $39m of which would cut down on AFK times for sure, but then we're not looking at a really cheap build anymore. hard to judge what % of time gained AFK when much of it depends on mob movement, but likely worth it if you're constantly eyeballing your farm on a 2nd monitor while working on the other monitor. you could be right...i've not tested my build AFK vs EBs (have you? cause you definitively say it can't out-dmg their regen)... but EBs are worse XP/Inf per hr anyway, no? and not the farm/scenario this build is for, as all i've mentioned is 5min runs (asteroid, obviously not carnival or atta cave).
  8. had one as a Tank - good combo, and the only Tank i've enjoyed playing...ever. Melee softcap, nearly Res capped to all but Tox, great Rech, solid Heal & Regen ...hope ya enjoy it the same.
  9. agree with Zera (again, heh). dunno what your variables are, but: my TW is a /Rad Scrap, so i took Def.Sweep to use as a poor-man's form of DDR if needed & protect my softcap. if the secondary provided 50% or more DDR, i'd consider C.Blow instead. i happen to like T.Sweep, but mostly because i've got Moonbeam ...on a Brute, i think i might swap that for C.Blow so i'd still have 3 ST attacks to chain. KD + Dmg is Taunt, imo. 😊
  10. both my Kat & Staff EnA Scraps are softcapped to NE before Incarnates, so it's absolutely possible. didn't break the over-all builds to do it, so still feasible/viable too. the WO sets Zera mentioned are the only 2 NE Def bonuses in the Kat. the Staff doesn't have Entomb, but has a pair of Reactive Armor bonuses and a Numina NE Def bonus. i think my biggest challenge on EnA has been dragging all of SLENFC Res to 44-51%, w/o neglecting +Rech at all. in full aggro, it'll ride along at 230%, lol. love EnA! ya might consider playin with Rune in your build on Mids/Pine, which i use to cap (not sure how close to 90% a Brute might get) when in rough stuff. have you tanked the Incarnate sewer Pylons yet?...that's another one where Rune/Melee Core come in.
  11. thx for taking the time Digi, let me see if i can make sense of some of my choices for ya... -- Fences & Ball are not my fav picks either, esp with how loud Ball can be, but they do more dmg than just Fireball. leaving quite a bit of cheap/effective dmg off the build w/o Mu, and lose a -Res proc for softening. i like Pyronic Judgement for it's instant activation over Ion pause, but it's the go-to. if active, i open with Fences/Ball on 2 adjoining mobs, so Judgement gets a free dmg boost on all of em. -- a single set of ATOs is more costly than 90% of the total spent on the build, despite the benefits they do offer. luckily with farming solo, building Fury instantly is never an issue. -- H.Flames set to auto for AFK farming, as you're more likely to end up with 16 bosses on aggro than if farming actively & managing multiple mobs to keep them close, "funneling" them. a few +Regen/+HoT uniques/procs would allow AFK with Burn set auto, but again...they cost quite a bit. it's def worth considering, and i'd like to try building for enough +Regen at some point if i get a bug. to clarify: you do not need H.Flames at all if farming active (after T3 Alpha lvl bump). -- T3 Alpha slot brings 43.7 Fire Def up to 45.13, but honestly it's so close the +1 lvl bump makes far more difference than Agility. are there 2 slots you'd recommend pulling/moving to add a 4th on Aegis? and what Alpha with +End would you then use instead of Agility for active farming? -- dunno if i'll bother with macros, but i'm sure i could fill a tray with reds at some point to hit the dmg cap & actively farm to see that difference. it's not that i'm unconvinced, it's more "meh" to my priorities. -- absolutely, the +Rech is quite low. every adjustment for "squeezing in" good stuff adds up, & suddenly you're not El Cheapo anymore! it's so easy to fall into "just-a-lil-more...", esp for me cause aside from this, i never build with ANY budget in-mind. best or bust. had to force myself to avoid all the good stuff to keep the costs down... no LotG, no +Def/+Res uniques, no +HP/+End/+Heal/+Regen uniques, no ATO/WO/Purps, none of the best "normal" sets ...the R.Fortunes & Aegis are the splurge at just under 2m/ea, lol. logging-in to check sets i thought were cheap, only to realize unexpected popularity & high costs on the AH, was deflating. hitting caps w/o the build-staples wasn't easy, and doing it for so lil inf was a challenge (but fun to me). love lookin at other's builds to find moments of genius, and it'd be fine to share on this thread if ya like. 😊 the thing i had to continually ask myself was, "will spending X% more, make this X% faster?" ...usually it was "nope". double-proc'g Burn was a "yep", for example.
  12. no reason to turn on Tough (in a Fire farm). i don't have the Mu pet, but i imagine it'd die almost instantly if summoned, making it no more than a mule.
  13. i disagree - thought most of what you had to say was of good value. it may not have been the same philosophy as Four's thread here, and i agree with most of his pricing decisions in his builds as they relate to the purpose of the thread, but still some helpful mechanics-based advice.
  14. absolutely - you did a great job on that & i'm sure it's helped people quite a bit. just to clarify: i added my build to the Fire Farming thread only because i saw the OP actively asking for people to contribute, thought about your thread, & decided not too divert from your strategy by confusing readers with my entirely different one. i see yours as a method to get started & full explanation of farming, all from absolute zero. it does that amazingly well. 👍 this build thread is more about helping someone who already has a good grasp of the game, maybe a bit of inf spread through various alts, but a desire to bring in serious inf for more advanced content char builds. maybe they don't like farming, & maybe they don't want to sink a ton of inf into a char they don't really enjoy (i see those "i want to do content on my farmer" threads constantly, & figure much of it is the perceived hassle of building a separate char that costs a boatload). they can have an optimal build that is capped & AFK-able, with the easiest/cheapest Enh possible, while still being nearly as fast as the 1b+ builds.
  15. oof. EnA is definitely top 2 or 3 in durability for Scraps. stick with it, keep messin around with builds in Mids/Pine, & learn what Mobs give you the most trouble & why. as for the combo with Staff, it's fantastic & can be built to do pretty impressive stuff. that said, the long animations drove me to retire it & build a new /EnA. i get what you're saying about lack of burst dmg... it's a great set combo for solo more than teamed.
  16. Mind is great if you're still playing i1-i3. most other sets either evolved or could be adapted as the game itself changed, and the way we play it (and broke it) changed. the issues with it are varied & complex, so i'm glad many peeps here notice, take interest, & care enough to make suggestions toward improvement.
  17. many of the "lesser" sets can be bought already Attuned for less than the standard IO's run, while still offering useful (albeit smaller) bonuses & the ability to slot once & never replace/upgrade as you lvl up. just gotta get your bids in early & be patient, but it's worth it... spend less inf & have better chars during their entire leveling experience.
  18. i agree with the other guys, in-that every step closer to softcap is noticeable. i'd add that it's esp important on a Blaster or other low-HP char, because while good Res & Regen are absolutely helpful, Def is the strongest factor to durability. high HP itself is mitigation, but one you won't have avail, & that directly effects how well Res & Regen will work for you. the fewer mitigation choices i have with a char, the more likely i am to sacrifice other things in my build to compensate & stay alive ...can't DPS or add to your team while dead.
  19. i'd suggest figuring out which fast-activating attacks you can fit within B.Up's 10sec window that still allows Burn to fit at the end. long as you click it before the timer, it will receive the full dmg buff despite the activation/animation running out longer. F.Embrace is similar, but you might start that chain with Burn (depending on your Rech times, if you can fit 3 Burn patches within 20sec). also alternate F.Embrace & Burn, which prevents their activation times from consuming valuable buff time that could be applied to an attack. those two strategies will improve your DPS.
  20. Krazie Ivan

    Best Brute

    Which Brute is Best Brute? BRROOOOOWWNN.
  21. i'll edit/paste things i've recently posted about building a /Regen;from a few thousand hrs on /Regen chars, the single biggest suggestion i can make if you're looking for durability is; do not bother enhancing standing Regen through Enh or Bonuses, just the clicks (IH, DP ...maybe some Int & Recon love). instead, hit melee Def softcap & attempt 150+Rech, then add what you can in Resists. it's going to feel counter-intuitive, until you play it with a strong layered build a while.Regen loves +Def as much as it thrives on +Rech, but the set also lacks any Debuff Res (take Ageless?). because chasing +Def & +Rech to their limits can have diminishing returns, and hitting all softcaps on any Regen char will gut the rest of the build, just take the biggest bonuses & then go looking to add easy Res (S/L yes, but don't neglect E/N ...F/C will come from Purps & WOs). a +Res based build on a Regen doesn't work out (i tried), but adding solid/well-rounded Res does help if you have good Def & Rech already. look at Meld (for Scraps) & alternating Rune & Melee Core to stay near Res caps. Regen is near the bottom these days, but it can still shine ...it's just very very hard play-wise & to build.
  22. to borrow from something we're all well-aware of & understand in the current world; WP is "flatten the curve". ...Regen can out-perform/out-survive WP in the roughest of content for short bursts, while under-perform WP in mundane content that isn't especially challenging to begin with. Regen is far harder to build & play successfully than any other set, and still could use buffs/tweaks/help... but not in the "more regeneration" way most would think: it needs full -Regen, -End, and -Rech Debuff Resistance added. it likely needs more than Debuff Res, but applying them would be an easy 1st step with zero risk of making the set OP in any way. after that, maybe we could look at some other creative ways to help the set, or even undo the partial Regen % BS nerf so that it takes full advantage of the slotting/set bonuses you give it. the only other person i've known to have more hours & more over-all experience with Regen, is also an Uber game mechanics & numbers Guy who writes up massively detailed guides & was friends with at least 1 Dev. even his efforts never got Regen the help it deserves & needs. at this point, play Regen because everything else has become too easy in the game, and play WP if you want to be 7/10ths of a peak-Regen 100% of the time.
  23. lets fix this asap, so it's not a roadblock while trying to work out your build. what version do you have? 2.6.0.7?
  24. numbers-wise, looks pretty good - esp like seeing peeps build-out well rounded Res on Def-based sets. you're not too far off my Fire/Shield/Blaze Scrap, which is very durable & i love playing, so i'd think you'd be happy with yours. with positional Def being so attainable, i wouldn't worry about Psi dmg so much. you could shift focus to the Ranged/AoE Def gaps, which would help in far more varied content while deflecting more Psi that you then won't need to Resist so much. also not convinced the 3 Imp.Skin Status Res add much of anything, as Active Def already takes you quite far (which i would take asap at L10 if you ever EX down). i think i'd swap around some of your Def/Res slotting to improve the End Ratio (OwtS & Phalanx can be the oddball bonus mules, while toggles get full sets, etc). the Ribo in AAO is uneeded, right?...standard EndReduc IO nets the same effect? same with standard Rech IO in Active Def? save inf on Swift/Hurdle too, as they don't consume End. i haven't checked AH prices on this, but, can you Boost an Adj.Targeting ToHit/Rech to perform on-par with the Membrane in B.Thirst for less inf investment?
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