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Sovera

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Posts posted by Sovera

  1. 52 minutes ago, kelika2 said:

    Its only projection if its true, otherwise it would be just a lie.

     

    Well, unless you and others have developed telepathy it would be better to stop coaching in terms of 'poor game' and 'poor team mates' when it boils down to 'I don't like it, so you should stop' (how american btw).

     

    Frankly, that long diatribe trying to sound insulting is insulting by itself.

     

     

    But hey, I can project too. Like, lets see... Just because your builds are shit and you can't solo a +0x8 spawn you think everyone else is the same and that they must all huddle together to be safe.

    • Haha 1
  2. 1 minute ago, Werner said:

    Right, instead of focusing on defense, I think @ZemX was focusing on debuff resistance. I feel like that's the biggest danger once endgame builds are tough enough with the basics. Though on my Dark/MA, despite handling -tohit and -recharge, and Barrier for -defense, I still have 55% melee 44% ranged/AoE defense (without Barrier), so it isn't necessarily either/or, but both Dark and MA have some defense to stack on, so I'm not building from a pure resistance base. Still, my defense is ablative. In some tough fights, that's going away. So maybe I would benefit from lowering my defense if there are other debuffs I can focus on, like taking my resists even higher to handle -resist. Though I feel like I've pushed Energy and Toxic about as far as they can go, and everything else is 90% with a single Might of the Tanker, so already a bit of a debuff cushion with multiple stacks and the scaling resist IO. Idono. I'm not sure what to do if not defense. I'm at least intrigued by the idea, though.

     

    Though there would always be a 'correct' answer I'd like the system to be more flexible and that we could, for example, pump some really good regen numbers. I'd trade defense for that since it plays hand in hand with resistances.

     

    But I like I also said above testing Hybrid and getting on the upwards of 700% regen wasn't enough to survive so what sort of wacky numbers would we be looking at with a more flexible IO system?

  3. 1 hour ago, ZemX said:

     

    I dumped defense and got tougher on the ITF and weaker nowhere else.  If there's a perception problem anywhere it was that the defense was doing me any good in the first place.  It turns out the only place I needed it was the only place it abandoned me.  I'm more than tough enough to survive when enemies AREN'T hitting me 95% of the time, so what do I need defense for?  To avoid debuffs but only when one of them isn't defense debuff?

     

    I'm gonna stick with Def w/DDR + res stacked on top is tougher than Res wo/DDR + Defense stacked on top, even if you can't reach res caps in the former case.  You don't need to.

     

    Of course... tough enough is all you DO need in any case.  So one being tougher than the other isn't always (or even often) going to matter.  This discussion can only really be about surviving the game's hardest challenges.  Anything else?  Even a decently built Tanker is nigh-indestructible.  Any normal ITF ("normal" being run at 54 with a 50+1 Incarnate and a decent team) is a complete pushover these days.

     

    You don't dump defense and become stronger. This implies you weren't running with 90% resistances to begin with.

     

    I've had this talk in the past. The IO system is not terribly flexible. We can increase defense, but resistances are much harder to push up (I can work around 30%-ish resistances (out of 90%) but I can push defenses to 40% (out of 45%), we can not significantly push up damage (at best about 20-30% really pushing it). Neither can we push up regen to more than statistically significant numbers (100%-150%-ish percent? Something like 10-15 HPs? Melee Radial Hybrid testing giving me 700% regen was still unable to prevent deaths).

     

    So what do I do with my slots? Aim for even more recharge? I'd rather have some debuff protection and 40% defenses adding to Barrier when I have to click on it. Personal tastes and opinion here.

     

    But yeah, I agree putting defense up is not terribly important in the sense that 90% is already a very tough wall to overcome.

  4. Or you just pair Martial Arts with any resistance armor and you get 90% to most and 45% to melee/ranged/AoE

     

    😛

     

    It's not particularly hard and I've builds for Dark Armor, Fire Armor and Radiation Armor that achieve it. But it does not solve the DDR problem though like the mythical 'Ruularu crush SR' it's more a perceived flaw than a practical flaw. I'm still tanking the ITF which is the motherload of defense debuffs and I might have to kite to get a breather but I'm not dying.

     

    Now -some- might take it as shameful about having to kite, but, it's a bad habit CoH instilled where we plant our feet and mostly ignore strategy.

     

    And anyway, it's ridiculously easy to make any resistance based armor reach 90% thanks to the near 20% from the ATO so once that goal's achieve what is left but add more layers of defense? It's not like we can increase offense like we can defense other than a few damage procs and recharge.

  5. 7 minutes ago, Xandyr said:

    Thanks for the replies. 

     

    I'm trying to figure out the most AoE from a Tanker's secondary primary. Everyone knows Fire ARMOR has the most AoE (PRIMARY).

     I don't see how MA can even remotely be considered most AoE, as it only has 1 power that's AoE.

      I'm going to stick with Fire MELEE, Staff, and Electric as the most damaging AoE secondary powersets.

     

       Of those 3, I personally think Staff has the most,  but I do not have numbers or a spreadsheet or anything of the sort to prove it.

     

    Surprisingly it does. A FF proc in Dragon's Tail increases the number of Burns-per-minute and being an AoE it nearly ensures they procs happen back to back (slight hyperbole). It also animates faster.

     

    Anyway, I tested it, same time to clean a farm test as the Claws version (and Spin is so much higher damage....) but able to reach 45% defense to melee, ranged and AoE.

  6. 8 minutes ago, arcane said:

    -res procs already accounted for unfortunately. FotG in Golden Dragonfly and Achilles Heel in Soaring Dragon.

     

    Also note I am very new to trying to actually think about attack chains... most of my characters, while attacking all the time, are hitting buttons with some degree of randomness. Sure I'm going to do things like prioritize Freeze Ray or Bitter Ice Blast over Bitter Freeze Ray, but, in general, the WP/Kat/Soul is the only one tested so far that has a complete chain with no variation necessary. Most things have a partial chain, say maybe 3 consistent attacks but with some awkward gap to fill. 

     

    Yeah. Willpower is great to survive passively but it's not going to add more power to a build. Bio is the go to, Fire for something a bit out of the box. We can say something like Tankers have great survival out of the box so they don't need to be tailored towards it more. That's my Fire Armor approach. But not everyone agrees or even has to. Playing the invincible meat shield has its appeal too.

  7. It also depends on how many different types of -res you can fit in the build. I'm vocal about -res only being useful for pylon tests, but most of the 'best' times were people cramming a lot of -res effects on top of -res IOs.

     

    Not sure if you placed any of those in the Katana test for example, but it can fit two of them.

     

    Replacing two different -res IOs added one minute to my Tanker tests, so as you can see... But they also made no noticeable difference in tested map clearing and very small difference in AV testing. Still noticeable and it counts for every person in the team. But since they don't stack all it takes is one person having them.

  8. Some more testing, and since I tested I might as well share.

     

    So the Melee Radial that gives +defense and +regen did make a difference when testing using an ITF +4. Not enough to stop dying, but definitely an upgrade in survival. The regeneration made a difference even though the defense got quickly whittled out.

     

    Also tested Rebirth in Destiny. That one did not do nearly enough as -60% defense easily overwhelmed the decaying regeneration.

     

    While at it I also tested Ageless with the debuff protection just to see how it compared to Barrier. The answer is not well at all. The decaying debuff protection did not stop the defense whittling for an appreciable enough amount of time to count as a panic button. Being able to combine Barrier and Ageless would be otherwise a good pairing were they not in the same Destiny slot but a bit of coordination with a regular team mate allows for it.

     

    Also in practical testing I prefer the double hit Assault to the +damage one. While the numbers on a pylon were about the same the double hit added a burstier effect. Math may not back me up but it felt better in terms of killing things faster in the shortest amount of time.

     

     

    So to conclude and to no one's surprise the combo of Melee Radial and Barrier will be very very tough to take down. We are merely stopped by what in the game actually asks for it when outside of extreme debuffs like the ITF the build already survives pretty well. On the other hand I was in a lowbie ITF team and we started a +3 and I had to kite to survive. Then we went down to +2 and again I had to kite (the extra defense the romans got messes up with things and our poor Controllers felt useless as the +resistance shouts relegated them to second string DPS and buffers).

     

    On the third hand a Brute, especially a Fire Armor + Energy Melee, already sweats damage and Assault does not seem to add much.

     

     

    My recommendations are thus:

     

    - You are playing an Energy Melee/Fire Armor Brute, you feel you have the damage part covered. You solo or do difficult content (next patch is also meant to bring more difficult content) = Barrier as a panic button/team wide buff + Melee Radial for dat scaling defense + regen (Melee Radial is more of a group thing since a single enemy in range only gives 1.5% defense and 45% regen. Jumping into the middle of a group bumps this to 15% defense and 430% regen. If not for the 430% regen then Support could give 12% defense, but the 12% damage and accuracy are negligible. Upside is that it would give it to the full team).

    - You are playing a Energy Melee/Fire Armor. Come on, you picked this combo to do damage! There is no such thing as enough damage until you can one shot an AV! Teams usually bring buffs and debuffs to help stay safe and things die fast anyway = Barrier as a panic button and kiting is free + double hit Assault.

     

     

    Tbh with the all the incarnate materials that we get you can also just craft both and slot according to the situation. It is not a life long ultimate choice.

  9. 7 hours ago, Fr0stbyte101 said:

    Is... uh, is it too late? I'd like to see how you could use this for leveling and general exemping for random TF's if its not too much to ask?

     

    It's the same build for leveling and for exemplaring. The bonuses mostly stay in place for the later and with the exception of Shockwave the full single target and AoE kit is up and ready by level 20.

     

    For leveling and while you have no money you can use this. It's mostly the same just much cheaper. It can be transitioned into the expensive end game gear little by little.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Bio Armor
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
    Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(7), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Max HP%(9), UnbGrd-ResDam/EndRdx/Rchg(11)
    Level 2: Slash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(13), FcsSmt-Acc/Dmg(15), AchHee-ResDeb%(15)
    Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(19), Rct-Def(43)
    Level 6: Spin -- Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Dmg/Rchg(21), Obl-Acc/Dmg/Rchg(23), Obl-Acc/Dmg/EndRdx/Rchg(23), Obl-%Dam(45)
    Level 8: Follow Up -- ScrStr-Acc/Dmg(A), ScrStr-Dmg/Rchg(25), ScrStr-Rchg/+Crit(25), CrtStr-Rchg/+50% Crit(27), TchofDth-Acc/Dmg/EndRdx(27), CrsImp-Acc/Dmg/EndRdx(29)
    Level 10: Adaptation
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(43)
    Level 14: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(29), ShlWal-ResDam/Re TP(31)
    Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33)
    Level 18: Focus -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(34), Dcm-Dmg/Rchg(34), Dcm-Acc/EndRdx/Rchg(34), Dcm-Acc/Dmg/Rchg(36), FrcFdb-Rechg%(36)
    Level 20: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(39)
    Level 22: Fly -- WntGif-ResSlow(A)
    Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 26: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(37)
    Level 28: DNA Siphon -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(39), Erd-Dmg/Rchg(39)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(40), Rct-Def(40)
    Level 32: Shockwave -- ScrStr-Acc/Dmg/EndRdx/Rchg(A), ScrStr-Dmg/EndRdx/Rchg(40), ScrStr-Acc/Dmg/Rchg(42), Ann-Acc/Dmg/EndRdx/Rchg(42), OvrFrc-Dam/KB(42), FrcFdb-Rechg%(43)
    Level 35: Focused Accuracy -- RctRtc-Pcptn(A)
    Level 38: Genetic Contamination -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-%Dam(46), FuroftheG-ResDeb%(46), Mlt-Acc/Dmg/EndRdx(46)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48)
    Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(50), Rct-Def(50)
    Level 49: Physical Perfection -- PrfShf-End%(A)
    Level 1: Critical Hit
    Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(50)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(17)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
    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 4: Ninja Run
    Level 50: Musculature Core Paragon
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Freedom Phalanx Reserve
    Level 10: Defensive Adaptation
    Level 10: Efficient Adaptation
    Level 10: Offensive Adaptation
    Level 22: Afterburner
    ------------

     

     

     

    • Thanks 1
  10. Not to put your enthusiasm down but you might find a Shield/Stone tanker a difficult beast if only because of the endurance demands that Stone Melee has and then coupled with Shield that has nothing to recoup endurance.

     

    Might I interest you in a Fire/Stone Melee? You can color the Stone Melee with the lava skins which goes trés bien ensemble with the thematic of Fire Armor. And it has Consume which will help greatly with the endurance demands of Stone.

     

    Despite this you can still work Shield/Stone though, but carry Recovery Serums and slot endurance reduction and the recovery uniques as soon as possible.

  11. While I don't want to fall into the groveling some people fall into when talking about HC devs I have to say that me staying here is as much the server itself as the professionalism being shown. It is very much like watching 'real' (excusing the word) devs at work. The care for balance, the reworking of the architecture to 64, no wild piece meal 'improvements', that insta 'we have enough donations to keep the server afloat so closing donations now', showing where the money is going (and sure, they could be lying about the money is going, the more cynical amongst us could say, but none asked to be shown where the money was being used and it came from the devs themselves).

     

    Someone mentioned how one of the other oldschool servers pushes for multiple accounts to get the veteran rewards. Ew, ew ,ew. That's like we are still paying for the game and being time gated and having to scrounge. It's just so F2P.

     

    Kudos for those who like it because there's room for us all, but not me, thanks.

     

     

    Things I -would- like: more recruiting. Someone passionate for bases to handle bases for more items being imported and perhaps re-working the UI (It's an abject pain trying to place things down as it is), someone passionate for the character creator being recruited to handle making/bettering/importing more costume pieces.

    • Thumbs Up 1
  12. 5 hours ago, Yomo Kimyata said:

     

    I realize I misspoke and that my Rad/Bio monster is a Brute, so I apologize for that.  I find it a lot easier to build defenses on a brute than a scrapper, but the scrapper version will be muy offensive.

     

    Here is my brute build:

     

      Reveal hidden contents

    This Villain build was built using Mids Reborn 3.0.5.6
    https://github.com/Reborn-Team/MidsReborn

    Level 50 Mutation Brute
    Primary Power Set: Radiation Melee
    Secondary Power Set: Bio Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    ------------
    Level 1:    Radioactive Smash    
     (A) Superior Brute's Fury - Damage/Recharge
     (3) Superior Brute's Fury - Accuracy/Damage/Recharge
     (3) Superior Brute's Fury - Recharge/Fury Bonus
     (5) HamiO:Nucleolus Exposure
     (50) Force Feedback - Chance for +Recharge


    Level 1:    Hardened Carapace    
     (A) Unbreakable Guard - Resistance
     (7) Unbreakable Guard - Resistance/Endurance
     (7) Unbreakable Guard - RechargeTime/Resistance
     (9) Unbreakable Guard - Resistance/Endurance/RechargeTime


    Level 2:    Proton Sweep    
     (A) Superior Avalanche - Accuracy/Damage
     (5) Achilles' Heel - Chance for Res Debuff
     (9) Superior Avalanche - Damage/Endurance
     (11) Superior Avalanche - Accuracy/Damage/Endurance
     (11) Superior Avalanche - Accuracy/Damage/Recharge
     (13) Superior Avalanche - Accuracy/Damage/Endurance/Recharge


    Level 4:    Environmental Modification    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


    Level 6:    Fusion    
     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


    Level 8:    Radiation Siphon    
     (A) Superior Blistering Cold - Accuracy/Damage
     (13) Theft of Essence - Chance for +Endurance
     (15) Superior Blistering Cold - Damage/Endurance
     (15) Superior Blistering Cold - Accuracy/Damage/Endurance
     (17) Superior Blistering Cold - Accuracy/Damage/Recharge
     (17) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime


    Level 10:    Adaptation    
    Level 12:    Inexhaustible    
     (A) Performance Shifter - Chance for +End


    Level 14:    Combat Jumping    
     (A) Shield Wall - +Res (Teleportation), +5% Res (All)
     (19) Reactive Defenses - Scaling Resist Damage
     (21) Luck of the Gambler - Defense/Increased Global Recharge Speed


    Level 16:    Ablative Carapace    
     (A) Preventive Medicine - Heal
     (21) Preventive Medicine - Heal/Endurance
     (23) Preventive Medicine - Endurance/RechargeTime
     (23) Preventive Medicine - Heal/RechargeTime
     (25) Preventive Medicine - Heal/RechargeTime/Endurance
     (25) Preventive Medicine - Chance for +Absorb


    Level 18:    Irradiated Ground    
     (A) Achilles' Heel - Chance for Res Debuff
     (19) Fury of the Gladiator - Chance for Res Debuff
     (27) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
     (27) Armageddon - Chance for Fire Damage
     (29) Avalanche - Recharge/Chance for Knockdown


    Level 20:    Evolving Armor    
     (A) Unbreakable Guard - Resistance
     (29) Unbreakable Guard - Resistance/Endurance
     (31) Unbreakable Guard - RechargeTime/Resistance
     (31) Unbreakable Guard - Resistance/Endurance/RechargeTime


    Level 22:    Kick    
     (A) Force Feedback - Chance for +Recharge


    Level 24:    Tough    
     (A) Gladiator's Armor - TP Protection +3% Def (All)
     (31) Steadfast Protection - Resistance/+Def 3%
     (33) Unbreakable Guard - Resistance
     (33) Unbreakable Guard - Resistance/Endurance
     (33) Unbreakable Guard - RechargeTime/Resistance
     (34) Unbreakable Guard - +Max HP


    Level 26:    Devastating Blow    
     (A) Superior Unrelenting Fury - Accuracy/Damage
     (34) Superior Unrelenting Fury - Damage/RechargeTime
     (34) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
     (36) Superior Unrelenting Fury - Damage/Endurance/RechargeTime
     (36) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
     (36) Superior Unrelenting Fury - RechargeTime/+Regen/+End


    Level 28:    DNA Siphon    
     (A) Energy Manipulator - Chance to Stun
     (37) Theft of Essence - Chance for +Endurance
     (37) Eradication - Chance for Energy Damage
     (37) Touch of the Nictus - Chance for Negative Energy Damage
     (39) Obliteration - Chance for Smashing Damage
     (39) Obliteration - Accuracy/Recharge


    Level 30:    Weave    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (39) HamiO:Cytoskeleton Exposure
     (40) HamiO:Cytoskeleton Exposure


    Level 32:    Atom Smasher    
     (A) Armageddon - Damage
     (40) Armageddon - Damage/Recharge
     (40) Armageddon - Accuracy/Damage/Recharge
     (42) Armageddon - Accuracy/Recharge
     (42) Armageddon - Damage/Endurance


    Level 35:    Genetic Contamination    
     (A) Superior Brute's Fury - Damage/Endurance/RechargeTime
     (43) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
     (43) Superior Brute's Fury - Accuracy/Damage
     (43) Obliteration - Chance for Smashing Damage
     (45) Obliteration - Accuracy/Damage/Endurance/Recharge


    Level 38:    Parasitic Aura    
     (A) Panacea - Heal/Endurance
     (42) Theft of Essence - Chance for +Endurance
     (45) Panacea - Endurance/Recharge
     (45) Panacea - Heal/Recharge
     (46) Panacea - Heal/Endurance/Recharge
     (46) Panacea - Heal


    Level 41:    Ring of Fire    
     (A) Gravitational Anchor - Accuracy/Immobilize/Recharge


    Level 44:    Melt Armor    
     (A) HamiO:Lysosome Exposure
     (46) Achilles' Heel - Chance for Res Debuff


    Level 47:    Fire Ball    
     (A) Annihilation - Chance for Res Debuff
     (48) Positron's Blast - Chance of Damage(Energy)
     (48) Javelin Volley - Chance of Damage(Lethal)
     (48) Bombardment - Chance for Fire Damage
     (50) Positron's Blast - Accuracy/Damage


    Level 49:    Hasten    
     (A) Recharge Reduction IO
     (50) Recharge Reduction IO


    Level 1:    Fury    
    Level 1:    Brawl    
     (A) Empty


    Level 1:    Sprint    
     (A) Empty


    Level 2:    Rest    
     (A) Empty


    Level 2:    Swift    
     (A) Empty


    Level 2:    Hurdle    
     (A) Empty


    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance


    Level 2:    Stamina    
     (A) Performance Shifter - Chance for +End


    Level 1:    Prestige Power Dash    
     (A) Empty


    Level 1:    Prestige Power Slide    
     (A) Empty


    Level 1:    Prestige Power Quick    
     (A) Empty


    Level 1:    Prestige Power Rush    
     (A) Empty


    Level 1:    Prestige Power Surge    
     (A) Empty


    Level 4:    Ninja Run    
    Level 50:    Agility Partial Core Revamp    
    Level 10:    Defensive Adaptation    
    Level 10:    Efficient Adaptation    
    Level 10:    Offensive Adaptation    
    ------------

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    |-------------------------------------------------------------------|

     

    And here is a very quick stab at a scrapper build.  I think I'd need to put more work on the defenses before I would commit to this build though.

     

      Reveal hidden contents

    This Hero build was built using Mids Reborn 3.0.5.6
    https://github.com/Reborn-Team/MidsReborn

    Level 50 Technology Scrapper
    Primary Power Set: Radiation Melee
    Secondary Power Set: Bio Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    ------------
    Level 1:    Radioactive Smash    
     (A) Superior Scrapper's Strike - Damage/Endurance/Recharge
     (15) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
     (42) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
     (42) HamiO:Nucleolus Exposure
     (43) HamiO:Nucleolus Exposure


    Level 1:    Hardened Carapace    
     (A) Unbreakable Guard - Resistance
     (13) Unbreakable Guard - Resistance/Endurance
     (13) Unbreakable Guard - RechargeTime/Resistance
     (15) Unbreakable Guard - Resistance/Endurance/RechargeTime
     (46) Gladiator's Armor - TP Protection +3% Def (All)
     (50) Steadfast Protection - Resistance/+Def 3%


    Level 2:    Proton Sweep    
     (A) Superior Scrapper's Strike - Accuracy/Damage
     (3) Superior Scrapper's Strike - Damage/Recharge
     (3) Superior Scrapper's Strike - Accuracy/Damage/Recharge
     (5) HamiO:Nucleolus Exposure
     (5) Achilles' Heel - Chance for Res Debuff


    Level 4:    Environmental Modification    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


    Level 6:    Combat Jumping    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (7) Shield Wall - +Res (Teleportation), +5% Res (All)
     (7) Reactive Defenses - Scaling Resist Damage


    Level 8:    Radiation Siphon    
     (A) Kinetic Combat - Accuracy/Damage
     (9) Kinetic Combat - Damage/Endurance
     (9) Kinetic Combat - Damage/Recharge
     (11) Kinetic Combat - Damage/Endurance/Recharge
     (11) Theft of Essence - Chance for +Endurance


    Level 10:    Adaptation    
    Level 12:    Kick    
     (A) Force Feedback - Chance for +Recharge


    Level 14:    Inexhaustible    
     (A) Performance Shifter - Chance for +End


    Level 16:    Ablative Carapace    
     (A) Preventive Medicine - Heal
     (17) Preventive Medicine - Heal/Endurance
     (17) Preventive Medicine - Endurance/RechargeTime
     (25) Preventive Medicine - Heal/RechargeTime
     (37) Preventive Medicine - Heal/RechargeTime/Endurance
     (40) Preventive Medicine - Chance for +Absorb


    Level 18:    Tough    
     (A) Unbreakable Guard - Resistance
     (19) Unbreakable Guard - Resistance/Endurance
     (19) Unbreakable Guard - RechargeTime/Resistance
     (25) Unbreakable Guard - Resistance/Endurance/RechargeTime


    Level 20:    Evolving Armor    
     (A) Unbreakable Guard - Resistance
     (21) Unbreakable Guard - Resistance/Endurance
     (21) Unbreakable Guard - +Max HP
     (23) Unbreakable Guard - Resistance/Endurance/RechargeTime


    Level 22:    Weave    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (23) Luck of the Gambler - Defense/Endurance
     (43) Luck of the Gambler - Defense
     (43) Luck of the Gambler - Defense/Recharge


    Level 24:    Fusion    
     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


    Level 26:    Devastating Blow    
     (A) Superior Blistering Cold - Accuracy/Damage
     (27) Superior Blistering Cold - Damage/Endurance
     (27) Superior Blistering Cold - Accuracy/Damage/Endurance
     (37) Superior Blistering Cold - Accuracy/Damage/Recharge
     (37) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime


    Level 28:    DNA Siphon    
     (A) Theft of Essence - Chance for +Endurance
     (29) Touch of the Nictus - Chance for Negative Energy Damage
     (29) Eradication - Chance for Energy Damage
     (36) Scirocco's Dervish - Chance of Damage(Lethal)
     (36) Obliteration - Chance for Smashing Damage
     (36) Obliteration - Accuracy/Damage/Endurance/Recharge


    Level 30:    Irradiated Ground    
     (A) Fury of the Gladiator - Chance for Res Debuff
     (31) Achilles' Heel - Chance for Res Debuff
     (31) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
     (31) Superior Avalanche - Recharge/Chance for Knockdown
     (34) Eradication - Chance for Energy Damage
     (34) HamiO:Nucleolus Exposure


    Level 32:    Atom Smasher    
     (A) Superior Avalanche - Accuracy/Damage
     (33) Superior Avalanche - Damage/Endurance
     (33) Superior Avalanche - Accuracy/Damage/Endurance
     (33) Superior Avalanche - Accuracy/Damage/Recharge
     (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge


    Level 35:    Ring of Fire    
     (A) Gravitational Anchor - Accuracy/Immobilize/Recharge


    Level 38:    Parasitic Aura    
     (A) Panacea - Heal/Endurance
     (39) Panacea - Endurance/Recharge
     (39) Panacea - Heal/Recharge
     (39) Panacea - Heal/Endurance/Recharge
     (40) Panacea - Heal
     (40) Theft of Essence - Chance for +Endurance


    Level 41:    Melt Armor    
     (A) HamiO:Lysosome Exposure
     (42) Achilles' Heel - Chance for Res Debuff


    Level 44:    Genetic Contamination    
     (A) Superior Critical Strikes - Accuracy/Damage
     (45) Superior Critical Strikes - Damage/RechargeTime
     (45) Superior Critical Strikes - Accuracy/Damage/RechargeTime
     (45) Superior Critical Strikes - Damage/Endurance/RechargeTime
     (46) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
     (46) Superior Critical Strikes - RechargeTime/+50% Crit Proc


    Level 47:    Fire Ball    
     (A) Ragnarok - Damage
     (48) Ragnarok - Damage/Recharge
     (48) Ragnarok - Accuracy/Damage/Recharge
     (48) Ragnarok - Accuracy/Recharge
     (50) Ragnarok - Damage/Endurance


    Level 49:    Hasten    
     (A) Recharge Reduction IO
     (50) Recharge Reduction IO


    Level 1:    Critical Hit    
    Level 1:    Brawl    
     (A) Empty


    Level 1:    Sprint    
     (A) Empty


    Level 2:    Rest    
     (A) Empty


    Level 1:    Swift    
     (A) Empty


    Level 1:    Hurdle    
     (A) Empty


    Level 1:    Health    
     (A) Panacea - +Hit Points/Endurance


    Level 1:    Stamina    
     (A) Performance Shifter - Chance for +End


    Level 10:    Defensive Adaptation    
    Level 10:    Efficient Adaptation    
    Level 10:    Offensive Adaptation    
    ------------

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    |-------------------------------------------------------------------|

     

     

    In theory any Scrapper should be able to replicate a Brute's slotting. It's Tankers who get bonuses who make the same skills do more with the same slotting.

  13. I have no dog in this fight (as we'd say here), but I don't understand the 'hate' that @Voltak is generating. If anything he is of the same mindset that I am which is fie on spreadsheets and lets go and test it out.

     

    Spreadsheets have a bad habit of not taking into consideration some under the hood mechanics or what. Voltak tested, presented results, seems good.

     

    Heck, about same time as my EM/Fire Brute with Hybrid toggled on. Slightly better even.

     

    What is there to dispute even? Or is it a case of believing he is lying about his testing? I'm not saying it is not the case but it is easily replicable if he posts the build used.

     

     

    OP's case seems just either using a different secondary, or a different epic, or a build not as min maxed. All things normal and bound to happen.

    • Thumbs Up 2
  14. 2 minutes ago, Bill Z Bubba said:

     

    This is odd to me. I recently re-tested Assault Radial vs Core to see if the old belief of AT Dam Mod 1 or higher gets Core and <1 gets radial, and my pylon times improved by 30ish secs with radial's doublehit on my claws/sr brute. Course, claws has to dish out a ton more attacks than em/fa to get the same job done so that may be a factor.

     

    Whiffing is terrible. Two runs is not nearly enough. I was testing the Support Hybrid to see the damage difference and kept getting worse times than the usual. Almost as if using it made times -worse- but I know it's just whiffing.

  15. 3 hours ago, SomeGuy said:

    As for Hybrid? Why do more people not consider Support? It's a PASSIVE universal end discount, and when activated, gives you + to EVERYTHING and to your team.  Four people on a team pop T4 support and the entire team just went god mode.  I used to solo apex/tin mage with this one. It would give +12 to EVERYTHING for my pets, +6 to myself. So, pop lore then pop support. And I'd get -10% end to EVERYTHING. Clicks, toggles, it doesn't matter. If you're on a full team, or in a league, popping support is a massive team buff. I'm a big fan of building a hybrid that is going to be noticed outside of just a measured test.

     

    Probably because anyone who has endurance problems beelines for an incarnate that will fix it. Regular choice is Ageless for the recharge as a bonus but Cardiac as well. Anyone who does -not- have endurance problems will not notice an endurance boost.

     

    I did look at those numbers and they seem like a nice compromise considering neither Assault nor Melee add much to us personally. Yes, it's worth considering as a third choice. Damage boost is negligible but unlike Melee and Assault the numbers are shared for the team. And 12% defense is nothing to sneeze at.

  16. After some more exploring I can't say I got a good answer.

     

    The best option seems to be Melee Radial Embodiment as it adds defense and regen. With a saturated 10y 10 person aura it pushes defense to 55% and regen to 700%. That seems like it has a use as a possible second panic button when Barrier is on its last legs but not yet recharged. At a more conservative 5 person in the aura it still leaves defense at 47% and regen at 479%.

    If I was to do another solo ITF on buffed enemies (but screw that with the new defense values the romans got) it would be a good choice.

     

    It's definitely a possibility as a second anti-squish button for a squishy-ish build.

     

    The truth is that the game is not (yet, page 3 when??) hard enough and I'll be the first to say I wander around eating alphas and face tanking things even as a squishy Fire Armor on a squishy(er) Brute. That means there is a good chance using it just has no purpose since the build is already surviving well enough on its own.

     

     

    On the other hand despite in a test that favored it (two minute ish test for something that has a two minute duration) the Assault test was only a 25-ish second improvement. Once we add jumping from group to group, the need to build up stacks, the two minute downtime, the impact of Assault appears minimal. Things are already melting anyway?

     

     

    Overall it's not very complicated though. Like Degenerative the long term effects appear minimal. This is doubled because we either use the power on CD instead of when needed and then it's not available when needed (it speeds up killing AVs or helps surviving when in danger, unless we used it at random and when we reach the AV or need to survive after Barrier's initial boost is over it is not available) or we save it for when we need it and then there is a good chance it gets little or no use (wait for the hypothetical panic that requires a button but it never comes).

     

    So because of this I'm just going to take Assault. I'm surviving well enough. If I was just... 20% squishier then I feel the Melee Radial would be a good option to alternate with Barrier much like squishies used to alternate Rune of Power with something else. As it is best leave the Hybrid slot be a mindless clicky minor damage boost.

     

  17. As a follow-up from the previous post it makes me ponder if Assault is really a good use for the Hybrid slot. I am all for damage increases but T4 and all I got was a 15-20 second improvement?

     

    Not particularly interesting or decisive. As a whole I have not found Assault impactful.

     

    I will run some tests but like Degenerative it might not be something with a huge impact outside of niche situations. The one that does regen could be useful but 90% of the time survival is already good.

  18. I wasn't sure which Assault to take since Br00ts don't much care for +damage buffs, so I've tested both and since it's tested I'll leave the findings here for others.

     

    +damage assault:

    2:10

    2:05

     

    Double Hit:

    2:20

    2:20

     

    Welp, minimal difference and what there was might have been from whiffing.

     

    I'll take the +damage.

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