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Posts
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I don't really think I understand the question here. For example, the +7.5% Recharge from a LotG global functions just like enhancing the power's recharge by 7.5% with the exception that the +Rech from the LotG does not count towards the ED soft cap. Procs on the other hand work slightly differently, for example, the damage added by a damage proc can be averaged to see how much it is worth in terms of damage enhancement.
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Few things just from looking at the build:
1: Slot Tough for DamRes, not those close to useless status resistance IOs.
2: Drop either Melt Armor or Hurl for Fire Ball, both of the former are rather useless (from my experience with Ice/SS)
3: Hibernate doesn't want any slotting for Recharge, using it places a debuff on you which prevents you from using it more often than every 120 seconds. -
I'll just throw in my two cents for Ill/Cold. Great combination of sets capable of silly things when properly set up with IOs. AVs and GMs are close to butter under a hot knife, and my utility in team is excellent as well.
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Quote:I don't think you should ever run into the problem of having to choose between Rech/Def and utility if you throw enough influence at your character. I didn't have to do that with my Ill/Cold, she still has both ally shields from Cold as well as everything except the invisibility powers from Illusion, and all of them well slotted to boot.I'm really thinking about how ridiculously expensive it can be to pursue IO sets with Defense and Recharge bonuses versus the end result of having a reasonable level of utility. As a /Cold, it's relatively simple to find a place to put groups of 5 Red Fortunes and an LotG, but I'm not sure the overall impact of that investment is going to be seen in the performance of that character. It's very hard to quantify the performance of a relatively low-DPS Controller and while I have several billion inf available to me, I'm not sure spending it on this one is the best investment, even on this toon I'm sure is going to make a quick trip to 50.
In teams I work as a force multiplier with some soft control, and this is where +Rech helps me immensely more than the Defense, having Sleet up at every spawn is just that much better than having it up every other spawn or every third. Basically you can think of it as a straight 30% damage buff (multiplicative) that is up 50% of the time or 100% of the time, in long stationary fights even 200%. All the damage added by Sleet is effectively damage done by your "relatively low-DPS Controller", not so low anymore after increasing the damage of your 7 teammates! To increase your team's potential even further, Perma Heat Loss means no one in the team has to take a breather for endurance. In any teaming situation, Sleet, Heat Loss, your AoE controls and the shields will be your most important powers to boost the team's performance, most of which benefit a lot from high recharge.
It should be noted that I built my Ill/Cold to solo ridiculous stuff and that's why I went for high Defense on top of Recharge. Soloing a single AV I rarely see any purpose for my Defenses (1 or 2 attacks directed at me), but when pulling off stuff like soloing Lusca without insps/temps or multiple AVs, the benefits are clearly there. When thinking of high-end builds, I think you should first determine what you want to do with the character. If you want to solo AVs and are happy to use insps to meet that goal, building for Defense might be less beneficial than going for something else, but I still think you should grab all the Recharge you can get because all your best powers benefit a lot from that. -
Not seeing a compelling reason to build for recharge when all of Cold's best powers (as well as things like Haunt) are on a long recharge? Your logic eludes me.
Anyways, I really recommend getting a lot of global recharge on any /Cold. Having perma Benumb is really nice in teams against hard targets as it debuffs damage heavily even if the -regen is resisted. Perma Heat Loss solves all of your end problems, and stacking Sleet is just criminal. 100% uptime on Haunt can't be a bad thing either.
On top of all of that you can relatively easily get soft capped S/L or Ranged defense. My Ill/Cold has both of those as well as enough recharge to run perma PA. -
Against enemies with no defense or tohit modifying powers you can easily check your hit chance by doing changing the base tohit in Mids'. If the accuracy for the power is equal or greater than 95%, you'll have 95% chance to hit enemies of that level (provided they don't debuff your tohit or buff their own defense). IIRC the values for base tohit are 75% for +0, 65% for +1, 56% for +2, 48% for +3 and 39% for +4.
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Fluffy doesn't take any of those so you'll have to slot them in Gremlins. Personally I would seek to slot all of them if the recharge set bonus isn't vital for your build. If set bonuses aren't a problem, I'd just go for 2x Acc/Dam HO and all 4 uniques in Gremlins.
If you have to choose between them, I'd likely go for Resistance. You already provide your pets defense through Fade as well as debuff enemy ToHit to a point where extra Defense probably won't do you any good. -
Few things about the initial build in no particular order:
- Swap the Titanium Coatings for Reactive Armor, 4 pieces instead of 6 for the 1.25% S/L Def freeing up 2 slots.
- Swap the slotting of Blind and Flash around, this way you'll benefit more from the purple proc.
- Same with Ice Blast and Spectral Wounds, your chain will most likely be Blind>SW>Blast>SW when no longer recharge powers are up so you'll want to give the purple proc more chances to go off.
- You really want more recharge in both Sleet and Benumb. I have Sleet recharging in about 15 seconds on my Ill/Cold with Benumb about half a second from perma. Sleet is the more important power out of those two (AoE, and -res > -regen for most content) so if you cant find any ways to fix both concentrate on Sleet.
- Consider dropping Maneuvers and getting Snow Storm instead, I did that with my Ill/Cold and her performance against tougher enemies with interruptable powers increased quite a bit. It also helps soloing big groups because Snow Storm/Sleet/Spectral Terror keep them clustered for Ice Storm as long as Phantasm doesnt go on a rampage. You'll likely need Agility Alpha for this and some extra recharge to account for dropping to 33%.
- I would also consider getting the PvP +Def unique, nowadays it is in the purple enhancement price range.
Can't think of anything more for now. -
If I bother getting incarnate boosts I get T4 Alpha and Interface with T3 Destiny and Lore. Judgement I get as I see fit and needed, some characters get that and others don't. It doesn't provide a level shift or a passive boost (I consider perma Destiny a passive boost), so I only get it if I really feel like I need a nuke.
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Nice job soloing a GM on a blaster. Inspired me to try doing the same with my Illu/Cold/Ice, got one down in 3:48, or 228 seconds.
I do believe blasters do need some work, currently I just don't see any reason to roll a blaster instead of a corruptor or any other archetype. Mental is good, but even fully IO'd it doesn't do anything another character planned with similar goals and hefty investments could do. -
1) Correct, makes this thread pointless.
2) See point 1.
3) See point 1.
4) We already have a temp power for this. I only ever change my attack chains if I'm fighting multiple enemies or if I'm recharge debuffed. Specific debuffs as in envenomed daggers or shivans? It takes me about 1 minute of fighting to find out if I need those.
5) I'll leave this to Arcanaville.
You mention AT lore, but I don't think this ability has anything to do with Scrappers. Thematically it would be far better fit for Stalkers. -
Another important note: powers start recharging after their animation is finished so you can never form an attack chain out of just one attack.
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Punctuation and grammar is one of the best sets. They make you immune to useless responses like this.
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I usually slot health as follows:
Miracle: +Recovery
Numina: +Regen/+Recovery
Numina: Heal
Miracle: Heal
Regen Tissue: +Regen
Numina: Heal/End or Miracle: Heal/End
That's also the order of importance for the enhancements if I have fewer than 6 slots used. This is no rule carved in stone, though. I often slot full sets of Numina for set bonuses, or skip stuff like Miracle +Recovery if I already have sufficient endurance management. -
With some very minor changes to your build (mostly just enhancements) I managed to boost your S/L Def up to 24.9% without losing any global recharge. If you wanted to get to 32.5%, you'll most likely either have to invest in more expensive IOs, lose your global recharge or change some of your power choices.
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Depends on what you want to solo.
Huge spawns of minions/LTs/bosses? Basically anything with AoE focused damage combined with a combination of some of the following: damage mitigation, aoe debuffs, damage recovery, aoe control.
Single tough enemies? A combination of strong single target damage with some of the following: mitigation, debuffs and damage recovery.
As you can see, both of the lists fit most of the archetypes... -
There's pretty much one thing Scrappers actually need: taunt auras in sets that still lack them.
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In general it is a good build, there are only a few things I'd change and most of them are just matters of preference.
1: Hecatomb in Parry? I'd put that in Hack unless you use Parry more often than Hack. This only to give the Hecatomb proc more chances to deal the extra damage.
2: No Build Up? While it isn't a must have, I consider it something more than "nice to have" because it does help your spike damage and DPS. Lose either Hover or Afterburner for this and move the LotG into Parry.
3: I'd swap the Aegis for something else, F/C damage isn't very common and most of the time F/C attacks have a S/L component in them.
4: 3 slotting LotGs is a waste, you're at capped HP anyway with accolades and perma Dull Pain. I would also swap the fourth LotG from Weave into a Kismet +ToHit. 9% Acc <<<<< 6% ToHit.
I'm speaking from a Kat/Inv point of view, but as the powers are pretty much identical I don't think it really matters. You can check my guide for some of the builds I have there if you want to. -
I usually play characters powerful enough to solo just about anything set for 8 so I prefer good company over "more useful" characters.
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Main account a solid C, second account D or C depending on a lot of stuff. Then again, I prefer stockpiling enhancements over influence.
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Personally I wouldn't try to soft cap S/L/E/NE as a Kat/DA. I'd rather go for Ranged/AoE. With just the defensive powers available to a Kat/DA as well as the two 3% Def Uniques, you'll have about 23-24% Def to all positions. With some slotting just one application of Divine Avalanche will bring you to the melee soft cap which means there is absolutely no need to chase for Melee Def set bonuses letting you concentrate on Ranged and AoE.
As for the attack chain, I'm not sure which does better DPS: GC>GDF>GC>SD>GC>DA, GC>GDF>GC>SD>DA or GC>GDF>DA>SD. I did the calculations a while back, but lost them as I changed to a new computer. I'm sure, however, that someone else (like Werner) has this stuff somewhere at hand. -
I'm planning to use something like this on my TW/Elec. Quite similar to your build but a bit cheaper (although it has no focus on E/NE Def). I'm going to be using Power Sink mainly as an offensive-defensive tool (worked quite well for sapping on my DB/Elec) as well as endurance recovery should I need it. I haven't yet decided between Barrier and Ageless for Destiny, but I guess it'll be easier once I get to a higher level and see what exactly is still missing. Pre-emptive interface mostly for flavour.
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Quote:Here's a bad resolution screenshot of my Illu/Cold's combat stats and powers she has active in combat.This is impressive, but after reading this, I have to ask - with or without Weave? Because I couldn't find any way to do it without the 7% from Weave.
As you can see, it is with Weave. Tough is also quite good for housing both of the +3% Def uniques. I also use T4 Spiritual Alpha to beef up +Recharge in order to get perma PA. -
It is not actually that tricky to get S/L/Ranged soft cap on a perma PA Illu/Cold. I'm running with a setup like that on my AV/GM masher (and yes, I know I'm a spoilsport for not sharing...). The soft cap isn't by any means needed, it's just there "because I can" and it also enables me to do some even sillier things for when PA isn't just enough. To get it you have to spend a lot of inf and do some quite unorthodox slotting choices leaving some semi-key powers very lightly slotted and a few mule powers 6 slotted. i wouldn't worry about getting there until you feel like that's the only way to go up from your current build, just enjoy it and upgrade it when you start feeling it could have some more oomph.
Then a few things which might help you:[/list][*]Slotting the extra def in ice shields isn't really worth it in the age of soft capping. The regen is not very needed either, I get by without self heals, insps or aimed-for regen bonuses.[*]Don't bother with Super Invis. I've been using Arctic Fog with a stealth IO in Hover for ages and find it totally sufficient. Anything that could potentially discover me if I ventured too close can be confused before I go there.[*]Slot Sleet for max recharge. I actually put my set of Ragnarok in there with an Achilles' Heel proc.[*]Last; your build does not have any glaring errors so even without changes you'll be able to enjoy the power of a high-end illu/cold. Enjoy![/list]