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Everything posted by Werner
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I'm looking for thoughts on my planned cost no object Super Strength / Fiery Aura build before I start acquiring all the IOs and the Incarnate powers. I'm reasonably happy with it, mostly want to make sure I'm not missing something, like oops no Fiery Embrace, or you forgot knockback protection, or the Hybrid Toggle isn't a toggle so don't count on it. I'm rusty. Wants: General-purpose build Solid survivability for soloing most +4x8 and incarnate content without depending on inspirations (pipe dream, I know) Solid Psionic resistance (gave it up for other build goals) Reasonable single-target DPS Excellent AoE DPS Sustainable endurance Hover and Fly (has wings) Solid knockback protection Decent active mitigation (has some knockdown) No Rage (I'm normally a numbers guy, and I know the numbers say take it, but I don't find it fun, and this guy's for fun.) Rise of the Phoenix (gave it up for Vengeance and LotG 7.5%, but... Idono.) Solid but not professional-level farming (I'm fine with his 36.5% fire defense, for instance.) Soft cap melee Small purple from incarnate soft cap melee Single target attack chain: Burn -> Haymaker -> Knockout Blow -> Haymaker -> Punch AoE chain: Ball Lightning -> Burn -> Foot Stomp -> Electrifying Fences -> Stretch and Yawn Overly simple calculations are showing about 210 DPS single target and 110 DPS AoE at 65% Fury, and with more than sustainable endurance. I have a couple set bonuses over the cap, but I'm not sure that I can avoid that while still getting other bonuses I want. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Turiel: Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Fiery Aura Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13), SprAvl-Rchg/KDProc(15) Level 4: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), Rct-ResDam%(19), BlsoftheZ-ResKB(50) Level 6: Haymaker -- Hct-Dmg(A), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(21), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(23), Hct-Dam%(23) Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(29) Level 10: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33) Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), GldArm-3defTpProc(33), Ags-Psi/Status(34) Level 14: Boxing -- KntCmb-Knock%(A) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-Max HP%(37) Level 20: Consume -- PrfShf-EndMod/Acc/Rchg(A) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(37), ShlWal-ResDam/Re TP(37), ShlWal-Def(39) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 26: Fly -- BlsoftheZ-ResKB(A) Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 32: Foot Stomp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(42), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(43), SprUnrFur-Rchg/+Regen/+End(45) Level 35: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) Level 38: Tactics -- HO:Cyto(A) Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50) Level 44: Fiery Embrace -- RechRdx-I(A) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- KntCmb-Knock%(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Storm Elemental Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Melee Core Embodiment ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1586;728;1456;HEX;| |78DA6594596F525110C7CF65295E28A5142874B32C5DA0282D5DF4D1542BC65A929| |A36BE19C4F60824841296441FFD062E35F1C1A57579F5C9AEFA51FA01DCAA266A5C| 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I would think it would look pretty similar - soft cap fire defense, hard cap fire resist, very high recharge to Burn as often as possible. But I'm certainly curious about the differences if I'm wrong. I've not done any AFK farming, but might sometimes once my build is complete, so if there are special things to keep in mind while building, I'd like to know too.
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Different people like different things, and the game was intended to appeal to a wide cross section of people, to have something for everyone. I've not played Eletric Armor, but maybe it's the set for masochists. 😉
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Oh, the humanity! And that totally happened to me a few weeks ago, too. Embarrassing!
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The first time you click it, and for 30 seconds after, I think Energize will be the answer to your character's prayers. But the long cooldown means that after that, things are going to get uncomfortable again for a while. I would not take the Medicine pool. Aid Self takes four and a half seconds, is interruptible, and isn't a large heal. If you're in a fight that's killing you, I'm guessing you'll have a hard time even triggering the power. If you haven't yet, grab Tough and Weave when practical. Hasten might also be useful for getting Energize back faster. If you have some millions to spare, you could look into buying the defense, resistance, and +regen/HP uniques. For that matter, get your resists slotted up if they aren't. All that said, at level 19, I'd probably still concentrate on attacks and killing my enemies before they kill me. Level 22 will also help some when you can slot SOs.
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I'll try to translate. Apologies to Nightmarer for any poor translation. 😉 Microfilament Exposure enhances two things for 33% - endurance and movement speed. But Swift and Hurdle do not use any endurance at all, so all you get is the 33% movement speed enhancement. If you instead used Invention: Run Speed and Invention: Jumping, you would get an improved 42.4% enhancement, while spending less influence. You might benefit from having fewer slots devoted to some powers, allowing more for others. I'm going to personally refrain from any specific suggestions here. When Shadow Meld isn't up, you have 47.6% melee defense, and 39.7% Ranged and AoE defense. You should get ranged and AoE defense to at least 45%. It seems a small difference, but you will take only half the damage from Ranged and AoE attacks if you do so. Take Kuji-In Sha. Being able to heal damage is very important, and the stacking toxic resist (I assume it's stacking) is a nice bonus since almost everyone is weak against toxic damage. Be the hero that isn't! If you get your melee, ranged, and AoE defense to 45% or higher as recommended, then Shadow Meld is doing you no good in most situations outside of incarnate content. And in incarnate content, 15 seconds probably isn't long enough to keep you alive - they'll just take you out after it drops and before you can hit it again, forcing you to take a purple, and if you're taking a purple anyway, there's arguably little point to Shadow Meld in incarnate content either. Skipping it saves a power and slots. Skip Moonbeam and Soul Storm as well, and instead take... I suppose Mu Mastery to get Ball Lightning? This will give you a ranged area of effect attack that might meaningfully improve your damage output in many situations. Your area of effect damage is limited in Street Justice, so a little help is nice.
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I would guess a number of other powersets and ATs could tank or prevent that much damage on a custom-designed AE farm with the right build. I'm not sure about efficiency, but it sounds interesting to try when my SS / Fire Brute is finished. Someday.
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Loving mine as well, and he's so far mostly got cheap IOs and only in some powers. On paper it looks like he'll be a beast once I have him purpled and incarnated. Not strictly a farmer - only 36.5% fire defense, for instance. But very AoE focused, plus general survivability. I'm sure he'll farm fine once he's done. I'm farming with him now, but I understand how much better he'd be with more recharge and hopefully enough survivability to turn everything into reds.
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Thank you for accidentally answering something I was wondering about. The absorb unique's description made it LOOK like it would be safe to put it in a heal instead of in a passive, but given how the rest work, I was afraid to try.
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If you have good but not great defense, purples are God mode. I'm surprised at how many people don't chug a purple or two as they start a hard fight. Purples = destroy the mob that killed the Tanker. With the prices last I checked them, I'd put a Gladiator's Armor and Steadfast Protection in every lowbie while leveling. Or I would if I wasn't so lazy and if leveling didn't happen so fast. Hell, some friends and I were running easy lowbie content, and all of our enhancements went red from leveling, and we were too lazy to go buy replacements. I mean, every five levels you have to waste time going to the store? Lame! We only gave in when we hit level 22. Admittedly, we got a huge boost to damage and survivability once we were slotted up with SOs. 😉
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That's how I purpled out my builds in the old game. I haven't even started on market PvP yet in the new game. I thought I spotted a decent opportunity, an IO where the price swung wildly between 1 million and 10 million, but by the time I decided to go for it, the price swings had settled down to nothing. I think I traded recipes instead of IOs in the old game. Had a few favorites that had a pretty reliable large swing over the course of maybe a week.
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So what's your chain on the build you posted? Looks like you'd go: Knockout Blow -> Punch -> Haymaker -> Punch -> Laser Beam Eyes -> Punch I added Reactive Core Flawless to your build, and I'm getting 142 DPS for that at 50% fury. So if we swap Jab for Punch in my build, as we should, and swap, say, Vengeance for Rage, there's not much difference. Unless I'm missing something? A better chain, perhaps? If not, it looks like those are the main single target DPS improvements to be made to my build based on your build. Both builds would actually be higher than that due to the Rage double stack, though your recharge is slightly better, and I also didn't take the Gaussian chance for build up into account, so there's a wider gap than 4 DPS, but it won't be huge, unless I'm missing something? Maybe I could fit the build up proc in... Edit: Wait, my Build's 138 DPS was with Jab and Rage, not Punch and Rage. I'm getting 146 DPS for Punch and Rage. Looks like Fire Blast does better DPS than Laser Beam Eyes. And I'm probably still missing things in both builds and in the calculations beyond what I mentioned I'm doing wrong. I really need to dig out my old DPS spreadsheets instead of trying to do it on a calculator...
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Oops, had the wrong time for the chain with Punch instead of Jab, and calculated the debuff wrong. Looks like 116 DPS for Jab vs. 127 for Punch. At least it's a simple 1:1 swap.
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What do you suggest for better single target DPS? I definitely need an Interface slot, which I didn't pick. I've not studied up on those, but I'm guessing Reactive Core Flawless for the 75% chance of 8.3 second 2.5% resistance debuff, plus 25% chance of a little fire damage? It looks like the single target chain would be: Knockout Blow -> Jab -> Haymaker -> Jab -> Fire Blast -> Jab Rough but hopefully in the ballpark calculation says that at 50% Fury that's about 120 DPS (edit: 116 DPS), which certainly isn't going to set any records. Swapping in Musculature puts him only 1% under the soft cap, so two enemies would get him there, but it looks like that only buffs him to 132 DPS (edit: lower, didn't recalculate) while causing recharge and endurance issues that could cut that back again. Punch theoretically does slightly better DPS, but it makes Knockout Blow happen slightly less often, and gives slightly fewer proc chances. I'm guessing it's a wash or worse. (edit: nope, 127 DPS) OK, fine, Rage. I'm a Rage whiner. I know it's numerically superior, and I'm normally a numbers guy, but I irrationally hate it. Anyway, oversimplified Rage - I'll pretend he can just add Rage on top of everything, and go Rage, then crash, not double stacking and more frequent crashes. I'm looking at 138 DPS with Agility (edit: 146 DPS with Punch and Rage). Still not very exciting. Still not even soloing an AV. Probably higher DPS with the double stacking, but still. Not sure it's worth it to me. Hmmm.
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OK, I'm getting tired. Goal here was survivability, including incarnate content. I didn't sort out an attack chain, but it has a lot of attacks and a lot of recharge, though not perma Hasten. I'm not sure if Ageless will or won't keep up with endurance use - I didn't do any endurance calculations. And of course there's no real heal, and it has the usual psionic/toxic vulnerabilities, though resists and positional defenses are, eh, passable? You probably wouldn't use it as is, and I'm sure there are improvements to be made to this rush job, but maybe something in it will be of use to someone. Defense: smashing/lethal and fire/cold hit incarnate soft cap with 1 enemy in range, energy/negative with six enemies in range Resistance: smashing/lethal 90%, fire/cold 76%, energy/negative 52%, toxic 48%, psionic 29%. However, you have scaling resists based on hit points from the Reactive Defenses unique, and based on enemies in range from Melee Core Embodiment, so as the going gets tough, the build gets tougher. Regeneration: 56 HP/S Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Rigger Brute: Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Invulnerability Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Jab -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Rech/Fury(3), Hct-Dam%(5), Hct-Dmg/EndRdx(5), Hct-Acc/Dmg/Rchg(7) Level 1: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(7) Level 2: Haymaker -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(15) Level 4: Temp Invulnerability -- UnbGrd-Max HP%(A), Ags-ResDam(21), Ags-ResDam/EndRdx(21), Ags-ResDam/EndRdx/Rchg(23) Level 6: Dull Pain -- Pnc-Heal/+End(A), Pnc-Heal/Rchg(23) Level 8: Knockout Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(25), KntCmb-Dmg/EndRdx/Rchg(27), BslGaz-Acc/EndRdx/Rchg/Hold(27), BslGaz-Acc/Rchg(29) Level 10: Resist Elements -- Ags-ResDam(A), Ags-ResDam/EndRdx(29), Ags-ResDam/Rchg(31) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(31), Rct-ResDam%(31) Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(33) Level 16: Unyielding -- Ags-ResDam(A), Ags-ResDam/EndRdx(34), Ags-ResDam/EndRdx/Rchg(34) Level 18: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(34), Ags-Psi/Status(36) Level 20: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/Rchg(36), RctArm-ResDam/EndRdx/Rchg(37) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(50) Level 24: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(37) Level 26: Tactics -- HO:Cyto(A) Level 28: Invincibility -- ShlWal-ResDam/Re TP(A), ShlWal-Def(39), ShlWal-Def/EndRdx(39), ShlWal-Def/EndRdx/Rchg(39), LucoftheG-Def/Rchg+(40) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 32: Foot Stomp -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(40), Erd-Dmg/Rchg(42), SprBrtFur-Acc/Dmg/EndRdx/Rchg(42), SprBrtFur-Dmg/EndRdx/Rchg(42), SprBrtFur-Acc/Dmg/Rchg(43) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43) Level 38: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(43), SprEnt-End/Rchg(45), SprEnt-Acc/Hold/End(45), SprEnt-Acc/Hold/End/Rchg(45), SprEnt-Rchg/AbsorbProc(46) Level 41: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(48) Level 44: Super Jump -- Empty(A) Level 47: Spring Attack -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(50), Erd-Dmg/Rchg(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(11) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Clr-Stlth(A) Level 1: Fury Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(17), Mrc-Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(19), PrfShf-EndMod(19) Level 50: Ageless Core Epiphany Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Agility Core Paragon Level 50: Melee Core Embodiment ------------
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I'm no pro farmer, but I've always liked mindlessly grinding away on enemies that I know well. For me, farming is just that taken to the extreme. Kind of calm and relaxing. But if you don't like farming, you can probably make influence even faster playing the market. And I've heard you can make influence very fast speeding through some task forces. There are probably other approaches too. I hate to see people feeling forced into activities they don't enjoy to buy a good build.
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In some ways the combo damage is similar to an extra attack. But it's overstating the case to say that it's no different. Here are three differences - you don't click it, it takes 0 time, and it has a lower than usual chance to hit. To me, as Hopeling suggests, that makes it more similar to a proc than to an attack. But whichever way you view it, I think we agree that it's best to focus on the such and such DPS, as you put it, rather than getting caught up in the disappointment of missing the combo. If I was offered an attack or a proc that did 3x the damage, but only hit 1/2 as often, I'd still take it. And yes, fine, I'm human so I'd be disappointed every time it missed, but it would be better to take it in stride and just be happy with how much damage it does on average.
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One of my final Stupid Scrapper Tricks in the old game was doing all of the Mot arcs except the last on +4x8 using Scrapper Challenge rules, where my interpretation of "no deaths" was that I had to finish the arc with no deaths on any mission, but that I didn't have to finish every single arc in sequence with no deaths. I say "except the last" because I kept dying, and eventually gave up in favor of coming back at it with a Brute for the higher resistance caps. Then I never got the Brute finished before the game shut down. But yeah, the current game ramps things up a bit. I don't have any Stupid Scrapper Trick goals yet. And right now, I'm playing more Brutes than Scrappers.
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I think my old Fire/Shield was soft-capped with a few seconds from perma Hasten. But the build I have in Mids is clearly outdated and not worth posting - it has Enzymes in some defensive powers. It was also halfway a concept build - all fire sword attacks in melee, and so I was always spamming an AoE whether I needed it or not. And I think using only fire swords was the main reason I needed perma Hasten. OK, not very helpful information. I guess I'm just chatty this evening. <waves hello>
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I've not been on the forum much, but if we're not talking about damage resistance, we perhaps should be, as it's easier to come by now with the new sets and the way the sets were buffed for damage resistance. Invuln's heal is more of a hit point buff than a heal, but some heal is better than no heal. Parry + shield might be good for incarnate content, but it's probably easy to get pointlessly high even for that. I agree that Broadsword / Invuln isn't particularly synergistic since it's combining positional and typed defenses, so they don't stack. On the other hand, on the Super Strength / Fire Brute I'm working on, I've done exactly that - combined positional and typed defenses, and the numbers are coming out better than focusing on one or the other. That took me by surprise. So who knows.
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I don't know if anyone remembers the old Wernerscore of survivability. I'm honestly not sure how to boil it down to a single number these days, what with all the powers scaling by number of enemies or how close we are to death, and whether we're running normal or incarnate content. So until I figure something better out, I'll give a range. Low figure is 1 enemy in range, minimum scaling resistance, incarnate content. High figure is max emenies in range, max scaling resistance, normal content. So for this build: Wernerscore = 821 to 2594 Rather useless without points of comparison, I know. I only have two points of comparison in the new game with all the resistance buffs and new sets, the two builds I'm working on, very much works in progress, the first for myself, the second for a friend for incarnate content. SS / Fire Brute = 3231 to 11,153 Invuln / SS Tanker = 6115 to 12,286 You'd expect Brutes and Tankers to be more solid, of course, but even in the old game, I've seen Scrappers with much better than 2594. Still, it's probably not bad. Probably a good overall score for a smashing/lethal farmer, and good for general non-incarnate play. Those numbers are with Cardiac Core Paragon and Melee Core Embodiment. There might be better choices. I didn't account for the effect Ageless has on the recharge of the heal / regeneration, so it's marginally better than those numbers. I also don't include debuffs in my analysis, even though debuff resistance can be important for survivability, and this has pretty good debuff resistance, particularly when Ageless is up. Oh, and importantly, it doesn't account for how inspirations can affect survivability. Generally back on the old forum we were following Scrapper Challenge rules, one of which was no inspirations.
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I think these were the Scrapper challenge rules: engage the entire group at once no temporary powers no inspirations no veteran powers no base empowerment buffs no click accolades no deaths
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Ohhhhh, my Fire/Shield. So scrappy. So fun. I spent most of my time near the end of the game playing my Fire/Shield Scrapper and my Katana/Darks. And I don't doubt that Dark/Shield rocks. I want to level up a Scrappy AoE beast first, I think. I'm trying to decide between Fire/Shield Scrapper and Super Strength/Fire Brute. I've leveled up both to 50. I'm trying to remember which was more fun. I am literally posting here rather than playing. Why aren't I playing? LOL
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I liked and played both. Which is better depends a lot on sets and how you like to play. My preferred play style is Scrapperlock - go go go, jump in, never retreat, never pause. But that play style is very well suited to Brutes and maintaining Fury. Scrappers are better at hit and run play. They can front load damage, where the Brutes are back-loaded. That can also improve survivability by knocking out your biggest threats quickly. My closest 1:1 comparison was leveling Katana/Dark to 50 in both. The only thing that I'm remembering this long after was that the Brute taunt aura made a huge difference to my fun factor, and that was very important to me. Fully incarnated and IO'd, my Katana/Dark Brute would have had lower DPS but higher survivability. The lower DPS would have precluded Scrapper challenge rules AV soloing as I recall, but the higher survivability would have helped with other Scrapper challenge rules play I was then pursuing (+4x8 Incarnate). On both archetypes the defense debuffs sucked. Ugh. I love Dark Armor, probably my favorite secondary, but those defense debuffs. Ugh.
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Thank you! Was just reading my "Dark Astoria the Hard Way" thread, in which I talked about arc 6 killing me using Scrapper challenge rules, and where I decided to reroll as a Brute. Got the Brute to 50 before the game disappeared as I recall. Just never got him incarnated and IO'd out.