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Posts
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The latter, of course. :P
I'd end up with no criticals 37% of the time, one critical 37% and the rest 26% of the time with more than one critical! -
I might add something here...
Are you planning to solo single AVs or multiple at once? With or without insps/temps? Because against a single cherry-picked AV (that is, one that does Lethal damage) you would have no problems at all even without insps or temps. Introduce Smashing in there and you'll start having difficulties because of lesser Defense. I soloed 3 AVs at once with my build some time ago without insps or temps. It took a while, but I was impressed I could survive all that pounding and actually get rid of all the AVs.
I think with Invuln it's a good idea to get your Defense into the 30s, preferably somewhere in the mid 30s, and then just leave it there. Against AVs you can just use Minions to bump up Invincibility to get to the soft cap. I'm planning to try 4 AVs soon, but I know I will have to get Minions to bump Invincibility. Against the 3 AVs + 1 Minion I was at about 40% Def and had a couple of close shots there, but managed it on my first try. -
You're at the soft cap once your defense is at 45%. At least SR scrappers can achieve this without set bonuses if they're using Elude.
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I did actually contemplate dropping either Flashing Steel or Resist Elements for Physical Perfection, but I decided not to. Why? Simply because I don't need Physical Perfection for anything. I'm already at around 25 hp/sec regen and with Conserve Power I can go on about mashing my attack chain as long as I want. The only benefit I'd get from Physical Perfection would be 1 or 2 HP/sec regen, which adds next to nothing to survivability. If I'm going to go down that little regen isn't going to help me. Also it'd be at the cost of some Damage (admittedly not that useful) and -Rech Resistance or AoE Damage.
In your build there are things I'd change slotting-wise, particularly swapping Titanium Coatings for Reactive Armors and leaving RPD 1 slotted with the 3% Def IO (or 2 slotted with both of them). The extra Res IOs are worth about 2% S/L Res each, not all that useful. I do recognize my own slotting of REN and REL in my build, but that was just for the 3.13% F/C Defense.
Then the first thing that jumped on my face. No Divine Avalanche? This attack is great for a number of reasons. First one of them being that it allows you to cap your Lethal Defense with ease and buff your Melee Defense quite high. Its damage isn't too bad either; it's about the same as GC, but the animation time is longer. I also wonder what kind of an attack chain you're planning to use? Mine is GDF -> GC -> SD -> GC -> DA -> repeat.
I would also change the slotting of your attacks. Instead of Scirocco's Dervish use a combination of Eradication and Scirocco's (for 1.8% End, 3.13% N/E Def, 2.25% HP and 10% Regen). That's about the best bonuses you can get from PBAoEs with 6 slots unless you're going for Recharge. This gets me to another point: move the Armageddons from Lotus to Golden Dragonfly, 5/6 Armageddon (all but Damage) + a triple or quad from another PBAoE is great. You'll want to do this in order to build up on your ST DPS to finish AVs in under 20 minutes.
Then, in GC I'd use 5/6 Crushing Impacts (all but Dam/Rech) + Achilles proc, or alternatively 4/6 Kinetic Combat with an Acc/Dam HO and the Achilles proc, depending if you want more S/L Def or Recharge. With Soaring Dragon I'd either use 5/6 Crushing Impacts (all but Acc/Dam) and throw in a Mako triple, or alternatively use 4/6 Kinetic Combats with Mako triple and quad. Hecatomb is also a great set here because of the proc; slotting 5/6 Hecatomb (all but Damage) + Mako quad would be great.
Then more on the defensive side slotting. Combat jumping doesn't really benefit from extra defense slotting, so you have two free slots to move around for better use. It looks to me that you need some more Defense bonuses to be able to solo AVs without problems using no insps or temps (which is what I do), but with insps you shouldn't have any problem at all. I could be wrong, though, because I don't have access to Mid's right now.
That's all for now... -
Most favorite...
1) My kat/inv. The one I've poured the most inf into... But he's great. The build is a nice all-rounder, good ST damage, good AoE damage and great survivability. Only thing I'd like is a good ranged attack.
2) Spines/Fire and Spines/SR. I might have slight preference on the Spines/Fire. While the Spines/Fire is squishy, it's by far the most damaging character I have currently. Give it bubbles or sonics and you've got an unstoppable machine of spiky death with fire.
3) FM/SR. I don't know really why, but I just like this character. It was the first character I've soloed AVs with, too. I'm now trying to remake her build to fit in Fire Ball...
Least favorites probably MA/Regen and MA/WP. The MA/Regen was an easy trip to solo mostly, but in teams it's just horrible. The lack of AoE and spike damage protection just kills it for me. MA/WP is a bit better in teams with it's higher damage protection and it might become a lot better if I added Fire Ball. Will have to see about that later. -
This thread needs to be stickied. Now.
I'll go on to point any people crying about purples to this thread from now on. -
This is what I use on my SD/DM. He's able to tank pretty much anything you throw at him and has great damage output on top of that.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:45(A), LkGmblr-Def:45(34), LkGmblr-Def/EndRdx:45(34), Aegis-ResDam:45(36), Aegis-ResDam/EndRdx:45(46), Aegis-ResDam/EndRdx/Rchg:45(46)
Level 1: Shadow Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(15)
Level 2: True Grit -- S'fstPrt-ResDam/Def+:30(A), Numna-Heal:45(36), Numna-Heal/EndRdx:45(36), Numna-Heal/Rchg:45(37)
Level 4: Shadow Maul -- Oblit-Dmg:45(A), Oblit-Acc/Rchg:45(5), Oblit-Dmg/Rchg:45(5), Oblit-Acc/Dmg/Rchg:45(9), Oblit-Acc/Dmg/EndRdx/Rchg:45(43), Oblit-%Dam:45(43)
Level 6: Battle Agility -- LkGmblr-Rchg+:45(A), LkGmblr-Def:45(7), LkGmblr-Def/EndRdx:45(7), LkGmblr-Def/EndRdx/Rchg:45(9)
Level 8: Against All Odds -- EndRdx-I:45(A)
Level 10: Active Defense -- RechRdx-I:45(A), HO:Enzym(11), HO:Enzym(11)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+:45(A), Ksmt-ToHit+:30(13)
Level 14: Hurdle -- Jump-I:45(A)
Level 16: Siphon Life -- Mako-Acc/Dmg:45(A), Mako-Dmg/EndRdx:45(17), Mako-Dmg/Rchg:45(17), Mako-Acc/EndRdx/Rchg:45(25), Mako-Acc/Dmg/EndRdx/Rchg:45(25), Mako-Dam%:45(34)
Level 18: Health -- Numna-Regen/Rcvry+:45(A), Numna-Heal:45(19), Numna-Heal/EndRdx:45(19), Mrcl-Rcvry+:40(23)
Level 20: Stamina -- P'Shift-EndMod:45(A), P'Shift-EndMod/Rchg:45(21), P'Shift-EndMod/Acc:45(21), P'Shift-End%:45(23), P'Shift-EndMod/Acc/Rchg:45(37), P'Shift-Acc/Rchg:45(40)
Level 22: Combat Jumping -- LkGmblr-Rchg+:45(A)
Level 24: Super Jump -- Winter-ResSlow:45(A)
Level 26: Shield Charge -- Oblit-Dmg:45(A), Oblit-Acc/Rchg:45(27), Oblit-Dmg/Rchg:45(27), Oblit-Acc/Dmg/Rchg:45(33), Oblit-Acc/Dmg/EndRdx/Rchg:45(33), Oblit-%Dam:45(33)
Level 28: Soul Drain -- RechRdx-I:45(A), Sciroc-Acc/Dmg:45(29), Sciroc-Dmg/EndRdx:45(29), Sciroc-Dmg/Rchg:45(31), Sciroc-Acc/Rchg:45(31), Sciroc-Acc/Dmg/EndRdx:45(31)
Level 30: Taunt -- Mocking-Taunt/Rchg:45(A), Mocking-Taunt/Rchg/Rng:45(37)
Level 32: Grant Cover -- LkGmblr-Rchg+:45(A), LkGmblr-Def/EndRdx:45(42), LkGmblr-Def/EndRdx/Rchg:45(43)
Level 35: Maneuvers -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(42), RedFtn-Def/EndRdx:40(42)
Level 38: Midnight Grasp -- Mako-Acc/Dmg:45(A), Mako-Dmg/EndRdx:45(39), Mako-Dmg/Rchg:45(39), Mako-Acc/EndRdx/Rchg:45(39), Mako-Acc/Dmg/EndRdx/Rchg:45(40), Mako-Dam%:45(40)
Level 41: Char -- Acc-I:45(A)
Level 44: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:45(A), Posi-Dmg/EndRdx:45(48), Posi-Dmg/Rchg:45(48), Posi-Acc/Dmg/EndRdx:45(48), Posi-Dam%:45(50), RechRdx-I:45(50)
Level 49: Dark Consumption -- Efficacy-EndMod/Acc/Rchg:45(A), Efficacy-Acc/Rchg:45(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Quote:I think the problem is going to fix itself. I'll explain it in a couple of short steps:
if you are going to remove AE farming and the ability for characters to make massive amounts of influence then do something about the stupid prices on the markets.
1) People are unable to generate huge loads of inf
2) People can't afford super high prices
3) Suddenly something happens... People can't sell stuff at super high prices because no one is willing to pay that much
4) Prices are lowered
5) Sellers get inf and buyers get their IOs. Ta-da. -
I have a build that can do it.. Just check my sig
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I can't remember a situation where I'd forgotten to turn my toggles on and died as a result.
But... I do remember situations where I dive into spawns headfirst and faceplant on a squishy after having spent time playing a tank or a scrapper. Scrapperlock takes too long to wear off -
My advice to you...
1) Choose an AT with a powerset combo that seems interesting
2) Accumulate influence
3) IO your character to the gills
4) ???
5) Profit
Seriously, though, any proper build with a truck load of good IOs will be "overpowered" by the balancing standards of this game. The game is balanced around characters who do not have any IOs whatsoever... -
+4/8/Bosses when I want to brag about my survival.
+2/6/No Bosses if I want to make it more entertaining and less sluggish. -
Quote:Elec doesn't actually need any help against Sappers because it has enormous EndDrain resistance. One thing you could do, though, is totally skipping Stamina. Between Power Sink, Energize, Conserve Power and Physical Perfection you shouldn't have any end problems whatsoever.To get physical perfection which IS needed you have to pick from the epic power pool.
Either Conserve power or Focused accuracy then choose PP.
Focused accuracy uses alot of endurance (0.78) So Conserve power is needed. Or if you don't choose FA you have to choose Conserve power, it's a circle can you see what i'm saying?
Choosing CP is a great power to have in long fights or against sappers.
Just because a toon has CP doesn't mean the build ****, it means the toons owner isn't stupid. -
Quote:I second this. Most of the time on my Sonic/Psy, even with all of the four psi blasts slotted, I'm just running Subdue/WD/TK/Sonic Siphon. I only ever use MB if my recharge is debuffed.I'd slot Subdue, TK and WD for general play.
Reason being, while you won't be able to make a smooth attack chain with this (unless you've got tons of recharge bonuses), it doesn't matter as traps is very intensive in animation times. Might as well go with the best DPA options. -
Just for comparison, Romans in general are a joke when I'm playing my kat/inv scrapper but I wouldn't want to touch em with a 5 meter pole when playing my MA/regen...
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Quote:Or alternatively, with the slightest bit of effort at competent marketeering (I don't even mean flipping, but just selling things at a good price and buying the stuff you need as low as possible) you could end up with 200mil+ at 50. Easily.
you could spend a whole toons lvling to 50 and still not afford the basic sets (oranges or travel i/o's and some of the nice bonus sets that are yellow)
Just for reference, my SD/DM tank dinged 50 with 250mil liquid inf and 700some merits. No influence transferred at any point. -
With new power customization you can make your DM more visible, though. Mine is now pitch black and I can very well see all the effects in a fight.
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I have a question for the OP:
Why do you think everyone should be able to have purple IOs? What task do you want to do with purples that cannot be done without them?
It's like stating that 100k salary shouldn't be so unobtainable and everyone should have that just because someone else gets that much money. You have to understand that it's a capitalism based system we're talking about here, not communism. -
Not needed.
If you're afraid of a mezzing boss on a squishy I have an idea: pop a couple of lucks and hope he doesn't hit or pop a break free to make sure if he hits nothing happens. With combinable inspirations it is very rare not to be able to have either lucks or BFs. -
Just replied to another thread about the very same subject. I don't have the time or willingness to make this reply long and very thought out so I'll just put it simply:
Purples are not needed. Before IOs you could do all the standard content in the game and no one complained about not having epicx purp0lz or even HOs.
And yeah, purples are very much obtainable. Just work on getting some influence and buy them if you really, really want them so much. Besides, it's people like you who think purples are needed who drive the prices up, people who cannot settle with a very powerful character that has "only" rare and uncommon sets. -
Quote:Ok... What does your number of 50s have to do with getting purples? I have a load of 50s, too, and only a couple of characters that have purple sets. And only one of those has purple sets other than Sleep/Confuse.I know it's hard to find purples. I have found 2 and have a lot of 50's and been playing over 5 years.
Heck, you don't expect that everyone who has had a lot of driving experience should be entitled to owning a Lamborghini, do you?
Quote:But when a recipie is going for 200,000,000 inf on the market it is too rare. There are sets that are going for over 1.5 billion inf. Sure, make them hard, just not impossible.
Quote:I finally had to make a farming toon just to get enough to get some purple sets, and instead of content I spend my time doing the same thing over and over and over, it's not really all that fun.
We need a bit of active control of availabiltiy, not just a number game. If something is going for too much on the market it SHOULD set off an alarm for the devs that something is out of balance. Either the drops are too rare, or the item is too powerful/unbalanced.
Quote:Heck, let us make purple rolls with AE tickets, say 9000 per roll. Watch the prices fall. -
Your maths looks good to me.
Against an even level target: Hit_Chance = (ToHit_Base + ToHit_Buff_Self - ToHit_DeBuff_Self + Def_DeBuff_Target - Def_Buff_Target) * (Accuracy_Base + Accuracy_Enhancement)
Now, if we just skip the Defense part of the equation and assume the enemy has basic accuracy modifier and no ToHit buffs available we get this:
NPC Hit_Chance = (0.5 + 0 - 0.0525) * (1 + 0) = 0.4475 = 44.75%
Compare this to the formula with no ToHit debuff, but with the Acc debuff (which I don't think actually exist):
NPC Hit_Chance = (0.5 + 0 - 0) * (1 - 0.1) = 0.45 = 45%
It looks like -5.25% ToHit is very similar to 10% ToHit, but that's only the case where neither of the two attributes are buffed beyond base. Also NPC ToHit debuffs will work differently against players who have 75% base ToHit. -
Quote:Well said!Dark is my 2nd favorite buff/debuff set after rad. Kin coming in a distant 3rd. Currently it's the 2nd most common set I play after rad, and I'm strongly considering trying to form an all dark super team (probably redside for a mix of corrupters and MMs). Dark does unbelievable things in SO's, and in a high recharge build is excellent for steamroller teams. I can't stress enough how highly I personally think of this power-set.
Storm is excellent as well, although extremely skill based. If you are a good stormy, it's the right answer for almost any situation. If you are a poor stormy it's always the wrong answer. Since I'm not confident enough of my skills yet (as a stormy) I tend to solo my /storm corrupter more than group and the chaos that ensues makes it more fun than 3 barrels of monkeys with Ritalin prescriptions.
These sets might not be everyone's barrel of advanced tea substitute. Dark is the antithesis of flashy, if a single Dark is on a team and they are doing their job well, it's likely that no one will notice. After all when everything is going smoothly and the mobs are dropping like rain who notices that their powers are hitting a bit harder and the foes aren't really doing anything other than missing and dieing. Dark doesn't necessarily save the team (although it has the tools if it needs), it prevents the situation from ever going southerly to begin with.
Storm on teams lives for the "Oh Shoot!" moments. It shines in the moments when things go wrong and it can unload 2 barrels of chaos loaded for bear. When those moments happen, and that master run is in danger you'll appreciate that stormy sitting in the back of the team that hasn't yet shown just what they can do. -
It could be -10% ToHit without AT modifiers. Tankers have IIRC the lowest -ToHit modifier which is why RttC (and any other -ToHit power) has higher -ToHit on scrappers than tankers.
Also, offhand I'd be ready to say that Accuracy debuffs don't exist, but don't quote me on this!