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Quote:The build looks pretty solid at first glance. You should have enough recharge. If you can, try to fit a +recharge proc in Whirling Smash, as it really does make a difference.I posted a TW/SR build that I think at least has the recharge to run the top single target chain. Thanks for the explanation there.
http://boards.cityofheroes.com/showthread.php?t=280509
It loses a damage aura and some other tools, but it's SR so it's soft-capped to most everything in normal game. Sure it's missing the energy resist for itrials and incarnate softcap, but it might perform better vs. Arachnos mobs or Carnies.
I'd try to take a TW/SR character in one of two directions, incarnate wise. I'd either go barrier and agility and try to get to the incarnate softcap, or spiritual and rebirth to try to maximize my effectiveness in the rest of the game. -
Easiest secondary to max is super reflexes. Simply take all the defense powers except Elude (the three toggles and three passives), Maneuvers, Combat Jumping, Tough, and Weave, 3 slot all for defense and tough with a steadfast, and you are softcapped. Combine that with a SS, and put a +recharge proc in footstomp and you have a very powerful character for only 2 set IOs (I would highly recommend using merits to get the numina and miracle procs as well, they are great for endurance).
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The game has limitations on macros like that because they could potentially used to bot the game.
However, their is a work around. Look up the "loadfile" command. Essentially, you can use it to create seperate macros/binds for each of your buffs by creating a text file with each bind inside and a link to the next bind.
Example:
loadfile 1:
/bind 1,"powexec_name Psychic Focus$$loadfile C:\loadfiles\2.txt"
loadfile 2:
/bind 1,"powexec_name Build Up$$loadfile C:\loadfiles\1.txt"
The actual commands would be slightly different I think but the intent would be the same. In the example above, pressing 1 would activate psychic focus and change the bind to loadfile 2, which would activate build up on the next press of 1.
There should be a guide to this in the guides section. -
Quote:Rather than show the best chain, let me show you a much more practical way of making an attack chain. Simply understand the natural order of attacks and you will optimize your attacks by yourself.Combat, what do you think the best single-target chain is for a Scrapper w/o access to Gloom? Using (a) reasonable and (b) unreasonable levels of recharge?
Thx
GA
- Use follow through as often as possible-
It has one of the best DPAs of any attack in the game, and should be used at least once every momentum cycle if you are aiming for single target damage. - Start with either crushing blow or rend armor-
Crushing blow is your fastest attack out of momentum, but rend armor does the best DPA. However, rend armor also has the best DPA IN momentum, even higher than follow through. For comparison, rend armor will deal 80 DPA of momentum for scrappers and 138 in momentum, while crushing blow would deal 50 out of momentum and follow through would deal 131. I personally recommend starting with rend armor for two reasons: First, it makes certain that all following attacks will deal more damage through -resistance. Secondly, it is just long enough for follow through to recharge through with large amounts of recharge, allowing for 2 follow throughs to be used per momentum. It takes roughly 300% for FT to recharge during RA's animation, but 345% to recharge through crushing blow. - Don't use defensive sweep, titan sweep, or arc of destruction as chain starters-
These attacks are either very low DPA out of momentum, or simply much better while in momentum. For instance, defensive sweep only deals 19 DPA out of momentum, while titan sweep deals 33. AoD goes from 61 DPA out of momentum to 111 in momentum. - Use build momentum as often as possible-
Ideally, you want to save attacks for momentum, and BM lets you do that. You can use it either to start a momentum streak or continue it, unlike other powers, so you could technically get up to 14 seconds worth of momentum attacks if you time it properly.
From these premises, we can surmise that we want to use the attacks in this priority: FT > RA > AoD (in momentum) > Crushing Blow. These powers will make up your single target attack chain. It should be noted, however, that AoD recharges in 20 seconds, limiting its use to once per chain even under the highest recharge rates, and most low-recharge builds won't have it up every chain. Therefore, I would recommend using whirling smash every other chain if AoD isn't up, because it still beats titan sweep and defensive sweep for DPA.
So, under low recharge rates, an attack chain for scrappers would simply be using those powers every time they are up on a priority basis. That works much more intuitively than a set attack chain and is much more fun to play from what I've seen.
At the high end, I believe the best plausible chain would still be RA-FT-AoD-CB-FT. That chain deals a base of 101 damage, meaning it would deal over 200 DPS with just 3 SOs of damage, not counting criticals, procs, or -res. That chain is ideal for several reasons. The first is that it is immediately reuseable, as the last follow-through will activate before momentum ends and finish after it ends. The second is that it is one of the few chains that can use two FTs per momentum. The third is that it has 3 chances to proc -res procs.
For those wondering, the chains RA-FT-AoD-Gloom-FT and RA-FT-AoD-CB-FT are nearly functionally identical. Basically, the trade-off is 2 DPA and the difference between a -res proc and a purple proc. The brute build I use makes that tradeoff because it allows an additional purple set, but crushing blow is also equally viable and defensive sweep would be substituted for gloom or crushing blow in either case.
PLEASE NOTE: this is for single target damage exclusively! If you are mainly focusing on AoE, the highest priority is Whirling Smash, ideally with the +recharge proc. If you want to do AoE damage, you shouldn't be using follow through, crushing blow, or rend armor. An AoE attack chain would be more like Arc of Destruction > Whirling Smash > Epic/Patron AoE > Titan Sweep > Whirling Smash. - Use follow through as often as possible-
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I balance min-maxing and character concept in the opposite way of most roleplayers I suspect. First, I generate a character that makes my needs, THEN I create a concept.
I wanted a DM/Shield that dealt good single target damage in a controlled manner, but then I rationalized that he was actually Dis Pater, Roman god of the underworld, who has slowly lost godhood through lack of belief and is now using the Well to gain his powers back. When I created my TW/Elec, I just wanted a set that was survivable and good at both single target and AoE damage. That became Thundercrush, a metallic storm channeler that uses his weapon as a focus. Etc. for virtually all of my characters. -
I've found that the best door soloers have passive damage patches, because those often cause the prisoners to leave multiple times, racking up extra damage while they cannot move. This also seems to happen with a large amount of damage, and pets seem good at it (which is one reason why Lore pets work so well at this stage). I think a Bots/Traps MM should be perfect.
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The problem is defining demigods in relation to gods. If gods have "infinite" power, than merely defining demigods as near the power of gods won't work, as near infinite is still infinite, and undefined. However, if we define demigods as "limitless", I think we get a better definition. A god has the power to do basically anything, and can only be compared to other gods, as they are infinitely above lesser beings. A demigod, however, is comparable to lesser beings but the capacity to outmatch any non-god or demigod.
A demigod would summon a hurricane to defeat a foe. A god would summon the great red spot of Jupiter, if they were being nice. -
Quote:Yeah, BM is actually really useful, compared to ordinary build up powers. However, it should be noted that powers such as Nemesis Staff or mace patron attacks will still redraw if you activate them; Momentum doesn't eliminate ALL redraw, just the redraw from titan weapons.Also build momentum is up quite often and allows a full 10 seconds of momentum during which you could juggle mace, temp power weapons and /em dance1 without breaking momentum.
Defensive Sweep is good for upping your defense. If you're at 32... won't your -tohit from your Soul Mastery + your defensive sweep essentially soft cap you? Kinetic Combats are also good for some defense. Maybe 4 kinetic combats + acc/ends and ends from another set? Something with +recov or +end perhaps.
And yes, Defensive Sweep will softcap me to melee in combination with Darkest Night. However, because it only works on melee and smashing, I will still be at risk from ranged and AoE attacks. The goal of this build is to raise ranged and AoE up to 32.5% which would allow me to softcap to all with one defensive sweep and luck.
Kinetic combat improves smashing/lethal, so I didn't need any for this build. It doesn't make sense to chase both positional (melee, ranged, AoE), and typed defense, as they don't stack. As for endurance, power sink pretty much eliminates endurance issues. -
A third option is to aim for 32.5% R/A, and for DS to make melee 32.5%. That would allow you to soft-cap with a luck and DS to everything.
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The problem isn't necessarily the build, but the enemies you are fighting. If you are facing enemies with -defense debuffs, they will render your defense ineffective because you have no defense debuff resistance, causing a cascade of defense failure. Cims are notorious for this.
Also, remember that if you are fighting enemies that deal something other than attacks with a smashing or lethal component, your defense will not protect you. Another threat is foes with +tohit buffs.
Here are my recommendations:
1. Take power surge at 50. When you find yourself facing enemies that can eliminate your defense, use power surge to make your resistances incredible.
2. Take cardiac or resilient as your alpha power. This will increase your resistances, giving you more room when you defense fails.
3. Use barrier to increase your smashing/lethal defense to 45%. This will make it twice as effective, as you will go from taking 10% (50-40) to 5% (50-45) damage.
4. Use Darkest night liberally.
5. Learn which enemy groups and specific enemies are threat and use tactics to deal with them
6. Inspirations -
Quote:Actually, that's one of the amazing things about TW. From what I've seen, the weapons have NO REDRAW while under Momentum. This means that the best time to use gloom is actually during momentum, oddly enough, because it means you won't need to waste a redraw.So, I'm assuming this means that Gloom is worth taking with Titan Weapons? I haven't been following up on the discussions about the set lately, but assumed that the loss of momentum plus redraw would make it a bad choice for DPS.
From a DPA standpoint, Gloom is very similar to momentum Crushing Blow, at 53 to CB's 55. Those are both very high for a Brute. Focus, in comparison, has a DPA of 47, smite has a DPA of 46, and Clobber has a DPA of 83 (clobber is beastly!). Follow-through has a DPA of about 87, probably the top DPA power in all of Brute-dom.
In case you are wondering why I say I need nearly 300% recharge in follow-through, it is because it takes 298.7% recharge to use FT-RA-FT, a key part of a chain that goes SA (Builds Momentum)-FT-AoD-Gloom-FT (lose momentum)- repeat. It actually works pretty well, though their may be a gap afterwards to lose momentum, so we may fill in with Whirling Smash to for extra AoE and a chance for the recharge proc.
SA activates 2.508 seconds without momentum, so we need FT to recharge in roughly 2.5 seconds. Because it has a 10 second recharge, we need approximately 300% recharge (300% + base 100% = 400%). With hecatomb and 33% to recharge from an alpha, we get roughly 116% recharge from enhancement, leaving us with 184% to get from inventions, hasten, and lightning reflexes. The above build only manages 178.8% to recharge, but I'm assuming that using enhancement boosters, empowerment buffs, and a switch to the Brute-AT IO will make up the difference.
Let me run some numbers on the SA-FT-AoD-Gloom-FT chain (using the above build), and compare it to the very similar SA-FT-DS-Gloom-FT chain, which replaces AoD with DS for defense:
Base Damage:- Rend Armor: 133.97
- Follow Through: 104.098
- AoD: 108.27
- Gloom: 73.41
- Defensive Sweep: 30.4
Enhancement Percentages:- Rend Armor: 100.11%
- Follow Through: 96%
- AoD: 95.09%
- Gloom: 96%
- Defensive Sweep: 95.09%
Procs:- Rend Armor: Achilles' Heel -res proc (probably a +fury proc from the Brute ATIO later)
- Follow Through: 35.442 average damage from Hecatomb, 14.14 from Mako's Bite
- AoD: Gladiator's Fury -res proc, 14.14 from obliteration
- Gloom: 35.442 from Apocalypse, 14.14 from cloud senses
- Defensive Sweep: 14.14 from obliteration
Finally, let's calculate the average -res from this attack chain. We have 7.5% from rend armor, but now let's get into the harder calculations. For some reason, I have reactive giving 3.8% -res for an 11.88 second attack chain, so it would give 6.84 to this attack chain. Total is now 14.34. Next we use Arcanaville's fence method to find out the average contribution of the achilles' heel and glad fury procs. That method works as follows:
(10/((7.656)*4+10))*20
Which gives us 4.923% resistance for each proc, making our total -resistance 23.24%. The -res from the other chain is of course 18.31%.
Now we can calculate the DPS!
Total Damage for 75% fury= 133.97*(1+1.5+1.0011) + 2*(104.098)*(1+1.5+.96) + 108.27*(1+1.5+.9509)+73.41*(1+1.5+.96) = 1817
Total time for the chain = 2.508 + 1.188*2 + 1.452 + 1.32 = 7.656 (the time I used in the -res calculations).
DPS of the chain = 237.33
But wait, there's more! That damage doesn't take into account procs, -res, reactive, or the effects of lightning field (8.36 DPS). Let's add those in now, starting with procs and lightning field.
Damage from Procs + Lightning Field / Time = ((35.442)*2 + (14.14)*3)/(7.656) + 8.36 = 23.16, total of 260.49.
Reactive adds another 14ish damage on top of that, so 284.49.
Now, let's take that answer and multiply by our -res!
Total Damage per Second = 284.49 * 1.2324 = 321
That's a lot of damage (enough to damage a GM without lore pets, if I remember correctly)! Now, if I do all that for the other chain, I get a slightly lower number of 262 DPS. Now, if I instead used Defensive sweep in place of gloom, instead of AoD, that number jumps to 276. So gloom is definitely worth it, in some cases.
If you are running a chain without defensive sweep, gloom is roughly equal to crushing blow, but replaces a -res proc with a purple proc. If you are running a chain with defensive sweep, gloom is worse than follow-through or Arc of Destruction.
Probably more than you wanted, but I wanted to answer thoroughly.
EDIT: Was calculating lightning field without fury. Actual total DPS would be 349.5 for regular chain, 319 for the defensive sweep chain. -
Alright, I've done some major tweaking. Basically, I pulled slots from Darkest Night and changed a lot of the cleaving blows and eradications around (only one left).
Here's what I accomplished:
- 27.5% to ranged and AoE (actually 32.5%, because of Barrier)
- Better resistance numbers, 67% for sm/le, 53% for fi/co, 51% psionic, 38% negative. Everything is capped with power surge except toxic and psy.
- More proccage. I added a damage proc to both follow-through (swoop), and gloom. I also added a -res proc to AoD.
- Removed +3 Hami/Os. This greatly lowers the cost of the build. I figured that if I didn't need them to get to my defense, numbers, they weren't necessary.
What I gave up:- 4% to recharge. I'm guessing I can make it up by using enhancement boosters in key spots, like the Dam/Recharge in Hecatomb. Also, assume that the crushing impact's in rend armor will eventually be changed to a Brute AT set, so that's another 5% to recharge.
- .25 end/sec in recovery. I have powersink, and it will be up enough to keep my endurance afloat, along with power surge's extra recovery and energize's end reduction.
- 3 health/second in regeneration, or about 37% in regeneration. Big whoop, not a big deal.
- Some slotting in the AoE attacks.
What I still need:
- Winter's Gift proc for slow resists.
- Another recharge IO in energize to make it perma, or closer to perma.
- The +6% tohit proc from Kismet.
- Spare slots for power sink, DN, Stamina, and maybe Health (panacea proc).
The build as it stands:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Battle Axe
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Chop -- Empty(A), Empty(9), Empty(27), Empty(36), Empty(39), Empty(40)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Aegis-ResDam/EndRdx/Rchg(46), Aegis-Psi/Status(48)
Level 2: Lightning Field -- HO:Nucle(A), Sciroc-Dmg/EndRdx(5), M'Strk-Dmg/EndRdx(9)
Level 4: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Swoop -- Hectmb-Dmg/Rchg(A), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), Hectmb-Acc/Rchg(13), Hectmb-Acc/Dmg/Rchg(13), Zinger-Dam%(46)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(39)
Level 12: Gash -- C'ngImp-Acc/Dmg/EndRdx(A), Empty(15), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/Rchg(46), C'ngImp-Dmg/EndRdx(50)
Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(25), Stpfy-KB%(25), Stpfy-Acc/Stun/Rchg(36)
Level 16: Tough -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam(50)
Level 18: Whirling Axe -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Rchg(19), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Dam%(21), Armgdn-Dmg/Rchg(21), FrcFbk-Rechg%(23)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(27)
Level 24: Grounded -- GA-3defTpProc(A)
Level 26: Cleave -- Erad-%Dam(A), Erad-Dmg(31), Erad-Acc/Dmg/Rchg(33), HO:Nucle(33)
Level 28: Energize -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(29), Panac-Heal/Rchg(29), Panac-EndRdx/Rchg(31), Panac-Heal/EndRedux(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(45), Zephyr-Travel/EndRdx(45)
Level 32: Pendulum -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Rchg(34), Oblit-Dmg(34), FotG-ResDeb%(48)
Level 35: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/Rchg(40), GSFC-Build%(43), GSFC-ToHit/EndRdx(45), GSFC-ToHit(50)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(40), SW-ResDam/Re TP(43)
Level 41: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/Rchg(43), Cloud-%Dam(48)
Level 44: Power Sink -- Efficacy-EndMod/Rchg(A)
Level 47: Darkest Night -- HO:Enzym(A)
Level 49: Power Surge -- S'fstPrt-ResDam/Def+(A)
Level 0: Invader
Level 0: Marshal
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Nerve Radial Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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- 27.5% to ranged and AoE (actually 32.5%, because of Barrier)
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SR may have a slightly better baseline, but I still believe that sets should be balanced at both the base and the higher end. I should be able to make an argument for SR against SD (and vice versa) at every level of investment. Currently, SD is simply better in every way on all but SOed or basic IOed characters, as it gets equal defense, equal DDR (with HOs), better resists, better MaxHP, a useful god-mode, more team utility, and of course, more damage. This would simply even the floor a little bit in a simple adjustment.
And for other ATs, here's what I would do:
1. Stalkers would get a passive damage bonus of about 37.5%, a tohit buff of 5%, and a max hp buff of 5%.
2. Scrappers would get the same power as brutes and tankers, but have it set not to aggro, as well as to have a slightly higher damage buff (as per AT mods). This wouldn't be gamebreaking, as the power would do nothing against enemies, unlike other auras that have a debuff associated with them. Of course, we could also give stalkers the same version as scrappers, but they are supposed to be more self-contained. -
Using current market values, what would the total amount be for all the recipes? And how much time did it take to collect all the recipes? Just wondering what the drop rate/time was and how much you could have made.
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Super reflexes is an odd defensive set. It is more easily able to soft-cap than any other set, but gains little other benefits at the high end. Shield, the closest direct comparison, gains huge amount of offense and can get to higher levels of survivability through higher constant resists and +HP and having a larger selection of mez immunities.
Here's my proposal to fix this in a way that isn't overbalanced and doesn't transform SR into SD #2. Add a fairly large damage and +hp buff to one of the toggles, or spread it through the 3 of them. I'm thinking about 50% to damage and 10% buff to +tohit. However, that buff would go down as more enemies are within range, to 25% to damage and 0% +tohit. However, as more enemies surround you, your +MaxHp goes up, up to 10% (so, for 5 enemies, you would have abobut 37.5% to damage, 5% +tohit, 5% +MaxHp). Stalkers would probably have a constant buff equal to 5 enemies in range for other sets.
The rationale behind this change is that your reflexes are good enough that you can spot the weaknesses in your opponents defense at lightning speed, giving you an offensive boost. However, when you are surrounded by enemies, you would be unable to use that advantage because your focus would be softening the blows of your enemies, dulling the pain. The +MaxHP could also be a +resistance buff if that would work better.
This would change SR by giving it some offense while still making it separate from SD. The "reverse AAO"-affect would make an SR scrapper have an advantage against single targets on offense, and be slightly more defensive against large numbers of targets, and would add an interesting amount of strategy for the SR scrapper.
Any thoughts? -
I'm sorry if I've offended. My point wasn't to attack my critics, but to rephrase my argument in a better way. It did get rantish at a point though.
I never stated it wasn't politics. That was another poster.
I should have said something like this:
The developers should sent an email of prospective ideas to players before they implement them into the game as another level of screening. Not every player would probably like to know the details of Paragon's inner workings, so player's would flag themselves for this email or have some manner of narrowing down of potential reviewers.
I admit, it was foolish to try and make it political, especially considering the distaste many have of the current political system (and I even tied it into business!). I believed that many were posting in a knee-jerk reaction to the way I portrayed my idea rather than the content, and so I tried to change my portrayal. Obviously, that gave many the idea that I was attacking.
Let me be clear:
I have no beef with the devs. They haven't ruined any of my favorite powersets, or changed anything I've loved about the game. I don't mind any of the new additions to the game. One of the few things I've suggested on these forums, a contest based on speech-making for an anniversary, actually was picked up by the devs and made a reality.
But throughout the boards, I have noticed greater and greater trends of player-rage at developer change. Players are angry that new DA destroyed the fog of old DA, players don't like paying 15 E-merits for new incarnate abilities, etc. Many of these ideas would be as simple to stop as asking us whether we would like it or not, or whether it was the best solution. For instance, they could have said "Hey, we are thinking about redoing DA for Incarnate content. We are thinking a death metal vibe, is that cool?", and players could have replied "It could be cool, but don't kill the fog!"
Basically, it would be an ideas beta. I still think that is a good idea. If everything thinks that the people side of it is a horrible idea, maybe it is. -
From I can see, most people think this a horrible idea. Let me clarify some things however:
1. This could be as simple as letting a few responsible players have access to developer ideas in a pre-code stage, giving them a small amount of advice. It could be as easy as sending an email of prospective ideas to a small number of players.
2. This is not a huge leap forward. This is not going to change the game. This will not break anything. This will not allow players to get all the shinies they want. This will not let players campaign for ponies, or for any player agenda.
3. This will, however, a player's to give their stance to the developers in a restrained way. Ordinarily, it would be impossible to ask a 100000+ players what they want and expect an answer, but 100 players could provide simple feedback. This is not "Devs do this", but developers asking "Is this a good idea?" or "Should we implement this in this way?".
4. This would allow lesser represented playerbases, such as those of the base-builders and PvPers, to have a closer connection with the developers instead of being drowned out by the large majority who do not share their interests.
5. This is a FILTER. It allows the developers to get a good sense of player opinion without wading thousands of replies. The devs would still have the ability to do so if they wished, but have one more option to use in order to produce the best possible content. It is just using a smaller sample of players to get a consensus on player opinion.
6. It seems every hates the idea of a player election. Fine. I admit, I did not pretend the response of people to the idea, or the wording of the idea. Maybe if I could have asked a smaller sample of just DarkGob and BlueCenturion, I would have been able to better word my post in a way that appealed to more people. You see the logic? -
A lot depends on the level of resists. An electric or dark armor character that manages to get to 32.5% M/R/A will probably have resists ranging from 40-60%ish, while a shield or willpower character may only get to 20-30% resists, which would be more than a squishy with an epic shield because it would be to more damage types.
My role of thumb:
If it has less than 40% resists, get to 45% defense.
If it has more than 40% to resists, aim for at least 32.5%.
Basically, anything averaging above 40% to "standard" damage types (no psy or toxic), is probably relying on resistance as its primary mitigation. Therefore, getting defense up to capable levels is secondary, because one level of mitigation already exists. A squishy will be relying on that defense as the first line of defense, however, and will probably want that line to be as solid as possible (especially as it also protects against mez). -
I trying to find a "sweet" spot for optimizing TW/Elec.
Here are my goals:
1. Be able to run the RA-FT-AD-Gloom/CB/DS-FT chain. This requires roughly 300% recharge in follow-through.
2. Be able to soft-cap to positionals with one luck (ie, get M/R/A to 32.5%). I can settle with AoE being slightly lower.
3. Have decent slotting with all attacks, and the +recharge proc in Whirling Smash.
4. Have the endurance sustainability, even if it is only with power sink. If said build is endurance sufficient, it doesn't need PS, but it should have it if it is not sustainable.
5. Decent resists, 60%ish for smashing/lethal, capped energy, 45-50% for fire/cold/psy.
6. As many -res procs as possible.
7. 95% to +3s (assume a 48% base tohit chance, I believe).
Below is my first attempt. It won't appear to satisfy the goals listed in mids, but there are several differences. First, it will use barrier and agility to increase defenses and improve recharge time. Secondly, it will use +5 basic IOs whenever appropriate (such as next to a +3 Hami or with another basic IO), as well as some selected IOs from sets. Finally, here are the replacements for the axe powers (some powers may need to be reordered):
Chop - Defensive Sweep, 5 Oblits 1 LotG +recharge
Swoop - Follow Through
Gash - Rend Armor, 1 achilles heel proc
Cleave - Titan Sweep
Pendulum - Arc of Destruction
BU- Build Momentum
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Battle Axe
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Chop -- Empty(A), Empty(40), Empty(40), Empty(45), Empty(46), Empty(50)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Aegis-Psi/Status(9), Aegis-ResDam/EndRdx/Rchg(15)
Level 2: Lightning Field -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-Acc/Dmg/Rchg(9), C'ngBlow-Acc/Rchg(37), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Acc/Dmg(39)
Level 4: Conductive Shield -- HO:Ribo(A), ResDam-I(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Swoop -- Hectmb-Dmg/Rchg(A), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), Hectmb-Acc/Rchg(13), Hectmb-Acc/Dmg/Rchg(13)
Level 10: Static Shield -- HO:Ribo(A), ResDam-I(17)
Level 12: Gash -- C'ngImp-Acc/Dmg/EndRdx(A), Empty(15), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/Rchg(46), C'ngImp-Dmg/EndRdx(50)
Level 14: Boxing -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(23), Amaze-Acc/Stun/Rchg(25), Amaze-Stun/Rchg(25), Amaze-ToHitDeb%(36)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(43)
Level 18: Whirling Axe -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Rchg(19), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Dam%(21), Armgdn-Dmg/Rchg(21), FrcFbk-Rechg%(23)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(45)
Level 24: Grounded -- GA-3defTpProc(A)
Level 26: Cleave -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(27), C'ngBlow-Acc/Rchg(31), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(33)
Level 28: Energize -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(29), Panac-Heal/Rchg(29), Panac-EndRdx/Rchg(31), Panac-Heal/EndRedux(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(46)
Level 32: Pendulum -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(34), C'ngBlow-Acc/Rchg(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Dmg/EndRdx(36)
Level 35: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/Rchg(40), GSFC-Build%(43), GSFC-ToHit/EndRdx(45), GSFC-ToHit(50)
Level 38: Power Surge -- S'fstPrt-ResDam/Def+(A)
Level 41: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/Rchg(43)
Level 44: Power Sink -- Efficacy-EndMod/Rchg(A)
Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/Rchg(48), DarkWD-ToHitDeb(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Invader
Level 0: Marshal
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Spiritual Radial Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Here are my concerns:
1. I use the Eradication/Cleaving Blow trick a lot in the AoEs, which gives decent slotting, but is not optimal because the primary bonus is energy/negative.
2. The exotic armors aren't perfectly slotted. They should be capped to resist, but give no bonuses and could be better for endurance.
3. I was forced to use the 6 Gaussian pieces in BM. This wastes slots and doesn't get BM recharging as quick as possible. Ideally, a perfect build would only use 2 recharges on BM.
4. Energize needs an extra recharge slot.
5. I want more -res procs, and more procs in general in my attacks.
6. I would like to find room for the +3% res proc, the 20% recharge resist proc, and the +6% tohit proc. -
Quote:Here's what I'm thinking:We know this, but you're talking about 45% SM/L vs. 32.5% M/R/A.
Is it still more comprehensive? I think it's debatable, considering Ela's other qualities (the entire point of my post, btw)
Otherwise, feel free to post a Brute Ela build that softcaps all your positional defenses, doesn't gimp slotting on your attacks and has 180% global recharge.
I'm using axe as a template, so here are the changes before I show the build:
I'm using agility as my alpha and barrier as my destiny. With those, I will have 32.5% in ranged and melee, 32.4% in AoE, and over 300% recharge in follow-through (which is needed for the best chain I've found so far, RA-FT-AD-DS/Gloom-FT). Gloom replaces crushing blow as an attack, and DN will allow me to be softcapped against non-resisting opponents. The build is ridiculously expensive, but I have everything ready except all the +3 Hami-Os.
Basically, I have barrier and power surge to keep me invincible, and can abuse DS to soft-cap at least melee. DN will help a little and reduce damage, even on top of PS. On top of that, I get roughly 50ish hps (the extra comes from Energize's heal). I even managed to keep Power Sink, so I don't have any endurance worries, even with all 4 AoE attacks (with WS recharging between 2.8 and 3.6 seconds depending on proc status).
Chop - Defensive Sweep, will have 1 luck of the gambler and 5 obliterations
Swoop - follow-through
Gash - Rend Armor, and will have an achilles heel proc in the open slot.
Whirling Axe - Whirling Smash
Cleave - Titan Sweep
Pendulum - Arc of Destruction
Build - Build Momentum
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EDIT: Anytime you see a +3 Hami-O and a basic IO, or two basic IOs, they will be +5 from enhancement boosters (capping resist, for example, with a ribosome and basic resist, or Hasten with 2 recharges). I changed the build some. -
I understand it would bring some politics into the game, but hopefully it would work something like this:
1 Player says "Player X represents me, I nominate him to be on the board."
Some more players second the nomination, and after a certain number (say 100), Player X is on the board. There would be no limit to the number of elected members, and they wouldn't run against each other. I'm not sure whether a permanent election or an annual one would work better, but either way the board system would simply be a way for players to tell the developers "NO!" earlier in the development process, or encourage them to implement player-friendly policies. The board would receive no extra benefits aside from the ability to give their input.
For instance, I would nominate Arcanaville to the board immediately, because I feel her opinion is generally good for the game.
EDIT: I also agree with the suggestion for a required developer reply after a certain number of responses, though I could see it being abused ("we only need 400 more posts for a dev to reply, spam the thread!") -
This game has always had strong community interaction. From the very first issues, the developers listened to players and tried their best to satisfy our desires. When we wanted the ability to change our powers and slotting, they gave us respecs. When we wanted capes, they gave us costume changes, capes, and auras. When we wanted power customization, they did as much as they could.
But recently, many players feel like they are being left out of the discussion. PvPers and basebuilders feel slighted because of the lack of developer attention and the disastrous previous efforts to 'fix' the problems, soloers feel cheated by the lack of content, and even those that enjoy team content are beginning to feel forced into large-scale raids that many feel are against the feel of the game.
I propose a solution:
Have an annual election to elect players to a position on the Players Board. This will function much like a board of directors or Cabinet, but will have no authority status over other players. Instead, the board will essentially be signed into a permanent beta status, and will function as a representative of the playerbase to the developers. The developers would be obliged to consult these players on the nature of future content and on the direction of the game. Because of the nature of this, these players will probably have to sign an NDA.
Essentially, we will finally have our place at the table. Instead of waiting till bad ideas are almost released, such as the empyrean limits on new Incarnate powers or the Super packs, players would be able to say "That's a BAD idea!" before any content gets coded or sent to the test server. Hopefully, this will eliminate complaints of developer deafness and would allow them to still have some amount of surprise for the majority of players.
Any thoughts? -
Quote:I should have phrased myself better, I meant that Sm/Le would only protect against attacks with a smashing and lethal component. And going for that type of defense is fine, and great for nearly every character. I just find that I am more survivable and adaptable if I can get to good levels with a parry-style attack.Reasons to go S/L softcap:
1) It is easier to reach high levels of S/L compared to positionals because you only need 1 type of set bonuses vs 2-3. Kinetic Combats also make it significantly easier. You will have to burn alot more slots trying to get positional softcap compared to S/L softcap and/or not reach 45% softcap.
2) Defensive Sweep doesnt have to be used. Infact if you can softcap without it thats even better, since you don't have to rotate a lower damage attack into your attack chain. Crushing Blow is great for your DPS. I consider Defensive Sweep to be great for leveling, however once you're 50 and all kited out, Crushing Blow is far superior.
3) It doesnt "only" protect you against Smashing and Lethal. Smashing/Lethal defense protects you against everything that has that type of damage in the attack in them, which is alot of attacks. (for example Bone Smasher deals energy and smashing damage, if something hits you with bonesmasher it will check for the highest defense to one of the types you have (melee, energy, or smashing) it doesnt matter if your energy or melee defense is low since it will check off your 45% S/L defense and probably miss) The stuff that gets through S/L defense (psy, electric blast, fire blast (not melee), dark blast (not melee), and radiation blast mainly) you have resistance to in spades sans dark blast, which can be worked around with insps in the occassions it comes up. The other big thing that gets through S/L defense is ranged mezzes, which is one thing to always note when building for S/L on a squishy, but brutes have mez protection, so this is a non issue.
Sure, I could get to to 45% sm/le (and probably will on an alternate build), but doing so means I have no protection against most fire, negative energy, and psionic attacks. It also makes DS pretty worthless, which could be a plus because it allows you to skip an attack.
Ultimately, it is a question of niche survivability and pay-offs elsewhere or all-around survivability with cuts. I personally believe that it is better, for me, to have good surivability against virtually everything. That is why I am planning a build with about 180% global recharge, 27.5% to M/R/A (with barrier making up the missing 5%), and most of the powers from both sets. That is the best combination to me, as it allows me to deal very high amounts of single or AoE damage as well as survive a large number of encounters with the ability to cap resistances and soft-cap easily. For a lower budget, or for more offensive options, going smashing/lethal will probably work better, and that's the way I'm probably going to spec my TW/Fire. -
If you can afford it, it is good to get AoE and Ranged to 32.5 or 45%. That would allow you to softcap to all with a purple, which would greatly increase the total survivability. Smashing/lethal defense is nice, but has several drawbacks. First, DS will only improve smashing, meaning you will be able to cap against smashing with just it, but will have to get 45% lethal defense on your own, essentially gaining no benefit from DS. Secondly, it will only protect against smashing and lethal, which isn't incredibly versatile. It is easier to build for though.
-
A chain I've found to be good for single target is Rend Armor > Follow-Through > Crushing Blow > Arc of Destruction > Follow-Through, though it takes considerable recharge to run and -res procs in AoD, CB, and RA for maximum affect. If you want the defense bonus from Defensive Sweep, replace CB with DS.
The key to good single target damage with Titan Weapons is to use Follow Through as often as possible. Similarly, the key to good AoE damage is to use Whirling Smash as often as possible, especially with a +recharge proc in it. After that, simply use the appropriate powers for the damage you want to do (ie, rend armor and crushing blow for single target, titan sweep and defensive sweep for AoE, AoD for both).