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DP/SR Build - Fire Away!


JavaMonk

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Greetings Everyone!  This is my first attempt at a build so please be gentle.... or tear it up.  Either way, I learn something!  Credit to Thrax for his post that had the base build.   I basically took the build and moved/replaced some stuff.  Travel Powers and such.  I'm still learning the lingo, terminology, and overall mechanics of how builds work but I'll give a basic rundown of my goals here.

 

Basic build that I can solo/group most content.  I'm not a min/maxer but I like to be effective when I'm playing, especially with others!  Original build had flying but didn't work for my concept.  Removed it and replaced with Super Jump.  Also had Flurry (for his concept) which I also didn't want so I removed it.  I know SR does not have heals so I tried to shoehorn some in with Medicine.  His forum post indicated a problem with endurance, so I moved some slotting around and tried to improve it a little through Enduring and my Med slots.

 

If this looks jacked up, it's my fault.  If it looks great, it's because he did most of the work, lol......

 

https://www.midsreborn.com/builds/download.php?uc=1761&c=768&a=1536&f=HEX&dc=78DA7594594F535110C7FF6D6F2994B2C95296962A055A160BC5E5C90713D1B8006920F145B15EE0522EA96DC32D097E003F83DFC0B87D003F808FE0F2E402C43DF185C52D864453A79D3BE450E24D6EF23B33E7CCFCE7CCDC3BBE32EA5B5B1D3B0B47EDB9B46E59C9292393373346DA33A1E79797F434E8F14C9A396B219BF7100764437252CFA48CB9D8E8B29E4E264C2B9F4D5BA17DE7A8316F642C2336B59C33969293C67CDA58312CF812D96C3A3666E8393393AA292D2E98A9053A93F296565339C39863C7B83167CE52B08EF3397336B61F79C2CC2CEAC971DDCA1B4BB75B495194DECD4851A703F653D08047F4C6351CC76381FB020F186278C8702DAA1E46C10D781D258F13D50C1A6A046A192AD0CCE0431DC3BB881A85443830E2B4C39C60A8C449866E9C6288E034C37512E15244682E115121222A458457447825770BF5C6AD9C861B1B1CF73DA9F228AADC1E5C62CF110CBA6CB8C5515AA113048B10A4BDF12AB4E34C71005CB841F2AA941B7654618B4F0FE22BC347CA54AD6C71576355B3AF688DA116CF049E33D4E3A5C00B860F14A64629A5A053EA3AC5E0ACC35F946436618F61087F183ED1E106B5DA06C4B9DA4EA9F6186ADD760FD6D8D52BD5F64AB5372965A392D2D128DD6E4213C3346D6956B6B89A654B0BEA05ECBD436860F05327FC6A9BFCD2A6CF24BC4D15DE0627CB6CC73D6E4A40D405F004764D76299D52C10CA9EA50137420CC1E27A50EAA9E20EE70EA2F943AA4A60EE135B7E228DE08BC1558D7EC5BDC14D86098A5D45DEA57D425531A96490ECB2487E5AEBA65A46332C92ED2D9A386E9C188CB6E939F2F22823D97FDF1FC64E8C72F19C6DF0C1A8589AA61A2F8C19E3E6C0BEC08EC4A986F02DF19BA28CC803A080318E0FB1C14E8A42D31F56263F0F1E1107986D5C11DC6655A4634C47149E022C3625FE91FE4DE9FFA8006F529948C8502C6FE634F6807FF3EB428D9B7BC077F6EF4DA13B17DD8533AB173D87E957BB37BD8739767E8693F0DB692BD70A591ECEA579CF09619A6CB0D7AB961A6DCF0AAF86B50B3AC971B36CA0DFF006B9FE75F

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I'm just going to point out a bunch of basic stuff in no particular order of importance BUT I may rant about Piercing Rounds because it isn't good. 

As usual, if you aren't aware MIDs defaults to show several effects as active. Like that near useless Force Feedback in kick isn't actually going to grant you 273% global recharge in a consistent manner. *If* you remember to use kick *and* it goes off, then Bob's your uncle. However, most of the time I never, ever, put a IO in that power. Hell, most of the time I take Boxing, and it never finds its way to my bar. Save your money.

I have yet to find a need for Aid Self in my build, and definitely not at 49. I'd think this may be more useful earlier, but Master Brawler is an MVP power. It is REAL good. Especially with passive regen and dodging attacks. Aid Self isn't useless by any stretch and it may feel clutch in some cases. It just isn't mandatory. *Edit: It is worth noting that 9 times out of 10 when I solo in level 45+ content I have Rebirth Destiny on my bar. It is a huge source of passive healing and it is a severely underrated Incarnate. Ageless is great too, but I don't often need it. Barrier is a good runner up. 

I can see why your inspiration source has end issues. The build isn't invested into much sustain while dumping end management in powers, especially Piercing Rounds; Jesus F Crispers. 

Aid Self, when used, should give you the +Recovery buff after activation for its duration (you'd need to refresh on each cast; this may not be a big deal). However, if you never click it, then you won't get that buff if I am remembering it right. I slap that in Health in all my builds and just let it run passively 24/7 so I don't strain myself thinking about it. 

You could use a bit more than just the Performance Shifter in Stamina, especially with the attack routine in this build set up. 

Enduring can be slotted for endurance management. Yeah, it can take defense sets, and that is quaint. However, if you slot it like an end power you'll find it works wonders. Its like having Stamina slotted again in your set up. Its not Quick Recovery, but it ain't nothing. With some more end management you could add an additional +1 end gain per second over what you currently have. That also isn't even considering the PVP health/end IO. You can be swimming in blue outside some really intense shooty shoot situations vs gassing out. 

Piercing Rounds looks good on paper but that 2.64s animation (arcana time) kicks the wind out its sails. Compound that with the long recharge, and this is not going to be as effective as it looks. In an ideal world, one would love to be able to just use Piercing Rounds -> Suppressive Fire -> Executioner's Shot repeat. However, that isn't going to happen at your recharge (and not truly gapless even with the fictious Force Feedback add-on here). 

In reality, you'll have a gap of time after Piercing Rounds which could be filled with 2 uses of Pistols. This drags out your attack cycle when basing it around Piercing Rounds to be over 8 seconds long (almost 9 seconds). 

You can instead invest a similar slotting strategy into Dual Wield and condense that long ass 9~ second damage window into a 5.544s window doing *more* damage. 

Sometimes folks look at the total damage in a vacuum and forget that time is a constraint. Some lower damage powers enable constant and consistent use. Sure, resistances will hinder some of that, but really long animating powers with crap efficiency (like Piercing Rounds) can drag down performance. If min-max isn't your goal, and you just love you some Piercing Rounds, then by all means use it. For Blasters and Sentinels I think Piercing Rounds is a waste of space. For my Defender, I use it only if I am not wanting to run ammo in order to gain the large resistance debuff to stack with all of my other resistance debuffs. I do something similar on my Corruptor and in both cases the -resist is overkill, but I enjoy it for that. 

Edited by oldskool
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Yeah, Piercing Rounds bites the big one.  In addition to al of the things @oldskoolmentioned is the fact that the cone, is narrower than the gaps in my hard wood floors and doesn't even seem to want to hit the guy right behind the guy I shot . . .  in the face . . . like three feet away.  It is the very definition of style over substance and while that is what DP is about, the rest seem to work as I currently have 3 DP blasters (MC, Rad and Ninja), a DP Corruptor (Kin), a DP Sentinel (Energy Aura) and god help me a DP Defender (Time) which I hate . . . and will likely delete to make a DP/Time Blaster . . . or drive a pencil in my ear.  I don't take Piercing Rounds, not since I was burned the first three times.

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Girls of Nukem High - Excelsior - Tempus Fabulous, Flattery, Jennifer Chilly, Betty Beatdown, Two Gun Trixie

Babes of War - Excelsior - Di Di Guns, Runeslinger, Munitions Mistress, Tideway, Hard Melody, Blue Aria

 

Several alts and of course my original from live on Freedom, OG High Beam (someone else has her non OG name)

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So what you're saying is...I jacked it up, lol.  Seriously though, I really appreciate you taking the time to lay all that out.  Learning as we go.  I didn't mention it before but I believe I read that it's a good idea to be Def soft cap'd at 45% for Melee/Range/AOE so I've been trying to keep that in mind as well.

 

That being said, I took your nuggets of wisdom and applied them to the best of my understanding.  Kicked Piercing Rounds to the curb and picked up Dual Wield.  Though I couldn't slot it exactly the same, I tried to get it as close as possible.  Put the slots into Enduring and slotted it with Perf. Shifter.  Couldn't squeeze out any more slots for Stamina.  Are there slots elsewhere I could take from to move over if necessary?  No idea what my last two power picks should be?  I grabbed Infiltration from the Concealment pool and threw a couple enh's that gave me a little more endurance but I'm really at a loss as to what I could pick up.

 

All that being said, here's the updated build.  Thanks again all!

 

 

https://www.midsreborn.com/builds/download.php?uc=1649&c=740&a=1480&f=HEX&dc=78DA7594594F135114C7FFD34E590A2D5496B215B405CA6609B83CF960229A90802134F1C5A50E30D43163DBD0D6C037F0D525F11B18B78FE123B83CB900AE31F185C52DC6A77A3A670E5E20DC64DADF9C73CF39F77FEFB933B93856BBB23C711A5AF08C6DE4F3A9A499295819D3AE3C6F148A0B868DF2A8A4A7433CA969239336E7126345C34E4D59F942D6CE77ED38C7CC7933933713C962CE5C484D9BF3B6B968E6513B95CDDA8909D3C8599974C0793967A5AF514CDAEFBC2573A6391772703C73D3CA5B33966D1596DACEE6ACD9C44EF664B668A7268D7CC15C586AA145C5E8598FD38F0619251D7848CF888EA37824F058E009C3309E325CECDB1DED03FC9AE3F1A08641474020C850813A865A3431BCA745689AF63F8D86DBF41F2DA77940E64879EE29B2E85E34E3161C4B07963C4043192270D27CA0345E558B17A31EC75385630CCD38CED08D130C719C64B8445A7C6AB44FB45488962AD1E2172D7ED1D24CA75CA944D3A9BBE23ED2AAAAA188ABC638573C8421AF0B37786E0B0C96DB269A3A45F7155A5E8D5240ABC1378E1EC206C367AA1450B73180653EA72056049E33D4E385C04B8646BC62F84469EA944A25834A87148337843B1E37E6AEC75DE63D8611DC67F842591A54D90D1861CF11911D43D0E71EC60ABB7A4576AFC8BE4AB59B54D94D68D4DC4AEE065FA62961757961D4CB768618DA24A85382C2745EADEA79B5628DD73043E9DA554F3B35BEE3D12826A27A2294D8F17C25B15D50EE4117DEF0661EC65B817702ABBABB0F6B02EB0CB3543AAA5EA7A8B4604C5A30262DD82D2D382C2D382CDABCB4CE1E354D0F46BDEEB686B9BFE2F8E575DBFF37C300FE483BFD65D0294D9F9AA60F9BECE9C796C0B6C07749F343E0274394D20CAA27388841B8955CA8A3290965FBB404748A88970FB98AA1541E1D3AD45172BAB354C2F57EE733E4DBE9D88903264EE9EAE78AEC1ADB37FCBBBF63327F6BBFFD02EFF1E60111DBFBEDEE85785DBE564AEDD2EA5EC3DA5EC3B3016A52D5F00FBC1DDDEF

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Alright, so, you don't really need both your T1 and your T2. This is a universal rule with the two starter abilities in each set, one of the two sucks. Now that we're not tied to needing one of those abilities to activate Opportunity, you can just omit them from your attacks. They're largely the lowest DPA options you have in your kit. So just skip one. Now you have an extra power slot. Do what you want with that information.

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18 hours ago, JavaMonk said:

So what you're saying is...I jacked it up, lol.  Seriously though, I really appreciate you taking the time to lay all that out.  Learning as we go.  I didn't mention it before but I believe I read that it's a good idea to be Def soft cap'd at 45% for Melee/Range/AOE so I've been trying to keep that in mind as well.

 

That being said, I took your nuggets of wisdom and applied them to the best of my understanding.  Kicked Piercing Rounds to the curb and picked up Dual Wield.  Though I couldn't slot it exactly the same, I tried to get it as close as possible.  Put the slots into Enduring and slotted it with Perf. Shifter.  Couldn't squeeze out any more slots for Stamina.  Are there slots elsewhere I could take from to move over if necessary?  No idea what my last two power picks should be?  I grabbed Infiltration from the Concealment pool and threw a couple enh's that gave me a little more endurance but I'm really at a loss as to what I could pick up.

 

All that being said, here's the updated build.  Thanks again all!


"Jacked up" is loaded. I am not familiar with the build which was your source of inspiration and so it is possible you started with poor information. Let's try to fix that. 

If you are really interested with procs, then there are a few strategies you can use when it comes to slotting: 

Thunderstrike Acc/Dmg, Acc/Dmg/End, and Dmg/End is a 3pc set which adds some recovery (its minor) and a minor ranged def boost. All 3 can be bumped to +5 with boosters and net you the same total damage mod with Musculature Core Alpha. Its cheaper than Hami's but reduces a slot for procs by one. 

Additionally, you could also look at Gladiator's Javelin Acc/Dmg + the Toxic proc. This minor set bonus is also a recovery buff. In addition to this, it is very popular to add a common level 50 IO with a +5 boost. You can squeeze out very tiny bits of bonus damage (+2% enhanced) if you do that. That may, or may not, be worth while to you for the slot invested. This, my current preference though as it does at least get some benefit out of the scalar change. 

OK, so... what combos of IOs in their limited capacity can really push your three core single-target attacks? I'll tell you how I have mine slotted. The use of Gladiator's Javelin has been around the forums for years at this point. It is not my idea and so I don't claim credit. 

Dual wield = GJ Acc/Dmg + Toxic proc, L50 IO +5, Ice Minstrel's Chance for Cold, Impeded Swiftness Chance for Smash, Explosive Strike Chance for Smash. 

Suppressive Fire = Same Gladiator's Javelin combo + common IO as above. Unbreakable Constraint Chance for Smash, Neurotic Shutdown chance for Psionic, Ghost Widow's chance for Psionic 

Executioner's Shot = Gladiator's Jav 2pc, Apocalypse chance for negative + the single damage IO +5 in that set [This is a regen bonus I don't care about, but the IO itself is good; may as well get something out of it], Touch of Lady Grey Negative, and Achilles' Heel Resistance Debuff. 

So, my pattern of slotting is very similar to what you have (1 Acc/Dmg, and a Dmg, 4 procs). However, I am pairing that Acc/Dmg from a set with its proc in order to get a small bonus out if it. 

You'll notice in this set I described, that Dual Wield is capable of holding 4 damage procs. That is what you're missing in your build. 

And, Underfyre isn't wrong about the T1/T2 bit. Generally, these are the lowest damage options, but in some cases they still work out in your favor. This is where the function of time becomes relevant. Just for clarity here, your original build's Piercing Round's DPA (damage per activation) was a total of 203. My Dual Wield, using 4 damage procs as said above, is 201 DPA. So yeah, technically, DW is *worse* in this case by 2 DPA. However, in actual play the recharge/activation time for my entire routine allows constant cycling. Piercing Rounds, with its really long innate recharge, may just sit for 5-6 seconds doing nothing where DW will be fired every 4 seconds or less. 

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Just for kicks (see spoiler tagged link below), I decided to just tweak what you had in line with what my rambling was in the above. 

The build below has slightly better end management on fewer slots spent using targeted bonuses and effects to help. The attacks are slotted as detailed above. 

The AOE powers are slotted a little different. The two ATO procs aren't really that good, but the sets themselves are nice. You could put either one in your choice of Empty Clips or Bullet Rain. I prefer Armageddon in Hail of Bullets since I put a higher value on the Chance for Fire vs either ATO proc. Change that if you like. 

There are still room for different powers and plenty more slots. The way I slotted Agility was just to raise ranged defense to cap (so both IOs have boosts if you look). You don't have to do it that way, but this is just to show getting to 45% with SR is possible. I happen to use Maneuvers from Leadership as well which raises my defense higher. You'd have room for that in the below and could dump Infiltration since you have Super Jump. I use Infiltration as my own travel power and I like it while understanding that Combat Jumping would be better. I don't mind that trade off since I understand what I am getting/losing and I am OK with it. 

 

 

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Thanks everyone.  I'm returning to the game after a long hiatus.  But I was horrible at builds even back when I played regularly.  That being said, I still prefer to learn it as well as I can instead of just "hey, someone make this for me!" so I very much appreciate any and all knowledge passed on.

 

I hear you both about the T1/2.  I've noticed that, with the rare exception, that's the general rule of thumb for all the AT/Powersets so I'll make sure to keep that in mind for future builds.

 

Special thanks to you oldskool for taking the time to "ramble".  You've given me much to work with and I really appreciate it.  And you've given me wiggle room to play with other powers/slots...just need to decide what to do with them, lol  See you out there!

Edited by JavaMonk
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