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Posts
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I'd say drop Thaw and replace it with Heat Exhaustion. You'll only lose 1.25% S/L defense which I doubt would be too bad especially considering the mitigation you get from ice control. You'd also conveniently have 3 free slots to place into HE to have it set up with 1x Acc, 3x Rech.
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The blaster bonfire has mag around mag 6 KB IIRC, so it'll only be KD against KB resistant or high con enemies.
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I'm quite sure Drain Psyche's -Regen is enhanceable because it has enhanceable +Regen. They are actually the same effect, so it's either both of them enhanceable or neither. Benumb and LR have their Regen values set to unenhanceable.
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Quote:This is only the case if you only slot level 50 IOs. Most of the time you get similar enhancement values with level 40s and those allow exemping much lower while you keep your bonuses. There are also multiple good sets that cap at 30, 35 or 40.
The only advantage I can see to 3/3 slotting over non-purple IO set slotting is in examp'ing below 47 (where the non-Purple IO set bonuses shut down).
I actually dislike slotting lvl 50 IOs mostly because crafting them costs twice as much as 49s which are in most cases 0.2% worse for enhancement values. -
They might seem dead because of instanced missions; this means players actually playing the game (= doing missions) will not be in zones, but rather in their spawned mission maps. When basically every mission you get is instanced you'll find yourself mostly using zones just to get around rather than bash enemies.
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Quote:I agree with you on this. Although, in the end the slotting of a single power is a part of a whole build so there isn't really an universally best way to slot something. I think whatever fits the goals of the builds best is great.Yup, it does. That's why I use Damage, Acc/Rech, Dam/Rech, Acc/Dam/Rech from Eradication, and Dam/Rech, and Acc/Rech from Scirocco's
There are 5% recharge bonuses all over the frigging place, I'm SURE you can find 5 of them to fit in your build without using Obliteration. Crushing Impact, Red Fortune, Adjusted Targeting, and Doctored Wounds are just a few that also have a 5% recharge bonus. I actually discovered the Eradication slotting when I realized I was full on 5% recharges and needed an alternate slotting for a power because I don't like wasting bonuses.
And for a Willpower character, the Eradication/Scirocco's slotting actually benefits it more in just about every way than Obliteration does. More endurance, Energy/NEnergy defense, Max HP, and regen are all things WP needs as much of as it can get (okay, maybe the max end isn't that important, but you get it anyway for 2 slots, so why not?)
I just voted for Obliteration because while it might not be the best slotting for all builds, it certainly is good for nearly everything because it gives good enhancement values for a high recharge PBAoE and the bonuses are useful for pretty much any build you can come up with. -
I'd probably go for a full set of Obliteration in 90% of the cases regardless of sets, if for nothing else but the +Rech provided by Obliteration.
The 4x Eradication/2x Scirocco approach is something I use, too, but ElM benefits greatly from +Rech. -
Quote:You can certainly get quite close to that. Here's something I rolled up in ~5 minutes, so I guess with more time on your hands you could actually get there.So, is it possible to make a DM/Inv with soft capped def, high resists and Perma hasten,dull pain, and Soul Drain? I'm willing to make it "SPENDY"
with pvp uniques and sets.
I managed soft capped S/L def with one enemy in range, perma DP, and Hasten is a few seconds off of perma. Good enough I think. I dont think it would have any endurance worries with Dark Consumption, Conserve Power and Physical Perfection.
Also managed some decent cone AoE through slotted up Shadow Maul and Energy Torrent (nice mules for purple sets as well).
Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(5), Cloud-%Dam(7)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(7)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 4: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(13), Panac-Heal(15)
Level 6: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(19), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(21)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31), HO:Golgi(34)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(36), RechRdx-I(37), RechRdx-I(45)
Level 14: Super Speed -- Run-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25), P'Shift-End%(25)
Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), HO:Enzym(31)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), Cloud-%Dam(34)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
Level 38: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Energy Torrent -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run
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I'd say around 90 minutes. Really depends on the team, though.
In a SG/regular team it will typically be faster than a PuG. I usually run my ITFs with as much roman butt whacking as possible, but wont go out of my way to do it. Basically means objectives completed as fast as possible without stealthing. In a SG team this usually results in a time between 1h and 1h30mins while on a PuG it's usually 1h30mins to 2 hours.
I guess it's worth mentioning that I've been on teams that have taken longer than 3 hours doing it... -
IIRC, Castle mentioned that they'd be fixing it soon(tm) in 2006.
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This is what I use on mine. AoE damage is great and I don't remember when I last ran out of endurance.
Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(43), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Rchg(5), Sciroc-Acc/Dmg/EndRdx(5)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Enzym(42)
Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(40), Numna-Regen/Rcvry+(42)
Level 8: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11), Armgdn-Dam%(13), FrcFbk-Rechg%(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(19)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), RgnTis-Regen+(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(40), P'Shift-End%(50)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(29)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Kick -- Empty(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31), Aegis-Psi/Status(34)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 1: Ninja Run
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Regular IOs:
3x Dam
2x Rech
1x Acc
Sets:
Full set of Obliteration -
At a first glance, I'd say the build looks quite squishy. You have next to no Defense, making practically everything hit you after a few Def Debuffs (which are abundant). No Fighting pool means low S/L Resistance. At only ~35% you'll get hit hard, because most of the damage in-game is S/L, and most of the big-hitters are also S/L. You also skipped OG which eliminates 99% of the minions in melee range.
I'm also a bit worried about your damage output, Hack and Parry are way underslotted for damage and you'll be using them quite a bit between Disembowel and Head Splitter. -
As far as I know, they only enhance powers that actually heal, leaving any regeneration unaffected. Some healing powers aren't affected by this +healing, though, such as Reconstruction because it has a +Resistance component to it.
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I think you might have some problems with endurance in extremely long fights.
You have about 2.5 end/sec recovery when toggles, Hasten and PS procs are factored in. I'm not sure how that measures up to your attack chain and Conserve Power, though. It could be that you're just fine, but my scrappers generally slowly run out of end unless they have a recovery higher than 3 end/sec. Then again, a second slot in Conserve Power could make it infinitely sustainable. -
This is probably my favourite:
Theft of Essence:
Chance for +End
Acc/End/Rech
Acc/End/Heal
Touch of the Nictus:
Acc/End/Rech
Then two Heal/End/Rech enhancements from any sets. -
Quote:Procs only have a chance of proccing every 10 seconds in toggles and passives. This means that procs in Hot Feet and Choking Cloud only have the x% chance of going off when you toggle them on and every ten seconds after that.I was wondering if procs activates on every damage/hold tick with Hot Feet and Chocking Cloud like it does with Acid Mortar.
Also:
Is the Miracle +rec active on a passive power? (Health)
Is the chance for +end worth anything on Stamina or Accelerate Metabolism?
Is the Numina's +reg/+rec passive or is it a proc? Is it worth anything on Health or Rise of the Phoenix?
Miracle is basically active in Health in the way that it goes off every tick of Health (I think every few seconds) and because it lasts 120 seconds, it is perma. Doesn't stack unfortunately, except for when you zone.
The Perf. Shifter proc equals 0.2 end/sec recovery in Stamina on average. Same thing for AM, except only for when AM is active. It is the best thing for slot efficiency you can slot in Stamina.
The Numina unique works exactly like Miracle. When put in a power it activates whenever the power is activated and the buff persists for 120 seconds after the activation. If, however, the power it is slotted is activating all the time (toggle or passive) it is basically perma. This means it is best to slot it in a passive. In your case, slotting it in Rise of the Phoenix would require you to get killed to get its benefit, and even then only for 120 seconds after resurrecting. Put it in Health for most utility. -
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That depends totally what other bonuses you want. If you want just soft cap, I'd say "not much". If you want soft cap and good recharge or high hp and regen, I'd say "quite a bit". If you want soft cap, good recharge, high HP and regen I'd say lots. If you want that, and capped DDR it's "more than you can carry on a single character, probably".
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Slot it for Defense, the ToHit doesn't help you much if you're killed because of lack of Defense.
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First off, as an AV soloer, you'll want to build for two things primarily: Recharge and Defense. These will allow you to survive and pump out some nice DPS. As a tertiary goal, go for +Regen on any set that doesn't either have a frequent self heal and doesn't have any regeneration to speak of by itself.
As a Kat/DA you'll mostly want to focus on Melee Defense and get it to a degree where a single application of DA will get you to 45%+. Secondarily, go for +Rech and try to get Ranged and AoE def to the 20%+ region.
Werner has had quite a bit of success with his Kat/DA, and I believe quite a few others as well. I have only played Katana of the two sets up to 50 and IO'd heavily, so I can vouch for Katana's potential at least.
You should probably post your build so we could give some more precise help. -
Now this is something! I've mainly played heroes only because of market availability. Seems like my demons/traps will stay evil after all!
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Claws, definitely. Spines has such poor DPS I'm quite sure it can't solo AVs with any S/L resistance. Especially when you first need to bump up Dark's survivability to withstand an AV hitting you, you'll have very little room to make Spines' single target much better.
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Quote:I don't find it anything special. The OP is speaking of his/her own experiences which rules "coincidence" out.Its interesting to see this post this morning.Since iv recently created a Dark/Elec Defender for PvE Farming and PvP uses.
I find it Ironic that very shortly after I do a Sewers Run or get to 20 and head for Talos with any new toon, and perform like a Tanker on it it gets brought up in a post on the forums.
Maybe its a Coincidence, maybe not.I just find it funny.
Besides, a Dark/Anything performing like a tanker is nothing new. My Dark/Rad is very much like a Tanker, just a bit squishier. -
Quote:Based on what? I think you should also know that Regen, Recharge and Defense aren't mutually exclusive, as pointed out by many high-end builds. The focus points however, can be.
Why build for Melee Def %?
Wouldnt it be way more powerful for Electrical Armor to have Global Recharge and Regen put into it?Yes...yes it would....
I think you do not realize the power of Defense at all, saying you shouldn't build for it. Elec Armor has Regeneration in the form of Energize, making further Regen bonuses more pointless than they'd be to something like SR or Shields. Elec also has a bit of +Recharge, making it easier to turn focus to Defense.
If you happen to get your Melee Def to 32.5% along with reasonable global Rech and Hasten, you can soft cap with one purple inspiration and on top of that have Energize with a good uptime. At the soft cap, you will be closer to invincible against enemies without Def debuffs than you would be with just higher Regen and Recharge.
Just my two cents...