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Quote:You should go with mutant, it is really good. Although magic is pretty awesome too.Best Origin for Blaster psi/enrgey "PvP"?
like which 1 out of all em wouid best work well for pvp
just wondering
Definitely avoid natural and tech though, they are really weak.
Actually mutant is pretty weak too since the last patch and magic is gonna get nerfed really soon.
Also, see Mac's response -
Quote:The values for defenders are so high there is no reason to go with a def based epic. Sure it would be nice to softcap and beyond for free, but softcapping and having ~65 s/l res is pretty crazy good.I'd rather have gun drone too... make that the blaster version of gun drone.
I wish defender epics have a defense-based shield though. And a web envelope. Ahhh well, nothing's perfect...
An aoe immob would be welcome though, but at the same time getting a third ranged attack (efence or dominate) so you aren't stuck with 15 day animating shout is good too.
Power mastery for TF with a sonic's -res is great for some adding burst and FON + traps puts you into a god mode status that is reserved for tankers in their t9.
Heck even oppressive gloom works really well w/ the melee nature of traps, stacks well with seekers and screech too.
I like scorp for my /traps corr due to the lower values, but if scorp were available to defenders it would be probably be my 4th pick overall -
I could see getting by on body mastery alone in late game cause you can double the effectiveness of the +recovery procs in PP and CP would help for longer fights. Numerically it is about as good as stamina+health slotted with the numi/miracle procs.
For leveling though I'd definitely take stamina and every form of recovery I can get my hands on.
YMMV. -
Actually the power could easily call the pet summon sooner without a decrease in the activation time.
You could easily adjust it to deliver the damage a second or even a second and a half sooner without causing the animation to appear ungainly. Additionally the animation could be changed so their is less wind up and more follow through for the same overall cast time, but visually promoting an earlier damage delivery.
Presumably the long animation is there for a reason and so is the delayed damage. So I don't see either changing any time soon. Arch is pretty crazy post 32 so I'm not even sure RoA warrants an eariler damage delivery regardless of what could/should/would be done with the cast time. -
I know what my villains would be doing during the chaos of a deadly apocalypse and it probably isn't repelling them like a hero. Some of my villains might help like a wannabe hero, but others would be in there like a dirty shirt taking advantage of the destruction.
Decent enough halloween event blueside though. -
I'd imagine an elec/SS/earth tank w/ leadership and winters gift, would be in a situation where it feels zero threat from any of those three combos. Leveraging yourself into a position to kill them will be the challenge.
tactics+rage will provide the tohit and the tohit debuff res (when paired with pvp resistance) to hit the dark, certainly with the -def of earth app it will. Being able to drop DN with fossilize at will should definitely put you in charge. I don't see a dark/psy dealing enough damage to be any sort of threat to an elec tank.
Lightning reflex+winters gift+pvp res should make you pretty resiliant to -rech. Benumb is pretty nasty though.
Elec armor lolz at end drain/-recovery.
You should be able to remain on the offensive against all 3 types, which drastically reduces how threatening and effective those combos are.
No personal experience with this, just looks like it would make sense. -
shout: 600/2.904 = 207
scream: 350/1.85 = 189
Definitely procs would push that higher as would more damage buffs like a son/elec and the occassional much higher dpa attack like charged brawl. I stand by what I said for sonic blasters though.
Fire is a much more damaging set. And while I haven't looked specifically at blasters I'm confident in saying that because it is true for corruptors where sonic is comparitively better with higher -res and fire is comparitively worse in that it benefits from scourge the least due to the dot. Of course Fireblast the power isn't as good for blasters due to the longer cast time, but not enough of a difference to really matter I'd imagine.
IIRC fire deals a little over 2x the base damage of sonic when you remove gaps which ultimately means you need a lot of -res. More than is reasonably accessible for blasters and corrs. A well built sonic defender might still edge out a fire defender if/when that becomes possible, but that remains to be seen.
Sonic is a crazy good forcemultiplication set though, if doms ever get a /sonic assault set I'll be taking a very close look at fire/sonic assault. Or if they ever added a sonic app to trollers -
Quote:Dunno, never occured to me to try. Probably not a lot higher though as you can't get a higher damage chain than incin, FB, blaze. Couple more procs here and there, maybe a bit more damage bonuses.How high can you go DPS wise if you do not worry about endurance?
Dunno, pull one of the builds and see what you can stick in it without reducing the uptime of FE much, or creating any gaps in the attacks (needed rech for each attack listed in an earlier post). -
Quote:I use (or would use I should say) p-ray every:Hey frosti, when are you using poisonous ray in the whole chain? Every time it wears off or what?
I'm tempted to make one of these myself and use my defense insp making macros for survivability. All my moneh is on hero side right now, unfortunately
2.244 cast + 0.67 redraw*
=30 duration -2.914 total cast
=every 27.086 seconds
*I'm not sure of the actual draw time on the mace, but 0.67 seems about right.
But in actual play you'd open with it vs w/e you wanted to implode in seconds.
survivability in actual game play would be a matter of flashfire on whole spawns, or a char vs boss(es) on the way into melee range. If you do it as you are jumping in the time lost can be very very tiny. ~24% s/l def would keep you rolling pretty well too. Or ya, run some def insp and play like a crazy scrapper heh.
I'd expect your realized damage to be higher in a normal mission setting because you can play to maximize encounters so FE is up almost all the time. What I mean is obviously lower damage over time due to not fighting at times, but higher damage while you are actually fighting because the dps figures are a combo of the FE up and down times. -
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Quote:Any predictions as to how much damage? I'm going to be away for a few days, and I hate calculating sonic stuff accurately, but I'm going to guess a sonic/elec would have issues breaking 240 dps.High recharge Sonic Blaster running Shriek-Scream-Shriek-Shout, with occasional blaps thrown in as opportunity presents itself.
If your chain is seamless you will be around 60% defiance bonus and 60% or so resistance debuff. Consistently. Your chain doesn't start out that great, but after the first cycle your damage gets ridiculous against a single hard target.
Don't lead with Shout under any circumstances, build up some defiance and -res before you use it or it's activation time kills your DPS. 500+ damage from Shout (which I can consistently get) makes the glacially slow animation worth it. -
Quote:Like I said in the OP, if you give me the billions upon billions needed I'll make this toon and post vids.Have you tested this? I'd be interested to know what the dps is in practice, as that tends to vary from theory.
Also, might something like a fire/kin corruptor beat this? (assuming you can surround yourself with minions or something). You'd have saturated fulcrum which would likely make a big difference, and scourge of course.
DPS only varies from theory because people calculate DPS incorrectly. That said, for this toon you'd have a hard time finding things with enough hp to fight that didn't pose a survivability issue to get an accurate reading on the dps output. Everything short of an EB will die in seconds so the dps would be there, just hard to accurately determine. But if you grabbed a tank to taunt an AV or something the numbers you produced would be within a couple percent of what I've posted. Basically the only thing that might cause variance is the Tarantuala as I've never tested it to be certain of what it is capable of. And of course other factors like lag, but that is not an issue with the toon per se.
A damage capped fire/kin corr wouldn't be close. They struggle to break 300 dps even with scourge factored in at a boss+ rate. You have the right powerset, but the wrong AT. A fire/kin/fire at damage cap w/ containment is (roughly) at ~350 w/ procs. They'd need an appreciable source of -res (beyond the gladiator proc in hotfeet) to close the gap. It was the same way for the dom, poison ray makes a massive difference. -
I'm getting 402.1 dps for the last build you posted.
-res proc in hotfeet is a great idea though and so is the pancea proc. I'm not keen on some of the other choices you made, but you are being true to where the goalposts were set, or undefined.
Anyway, I'm happy enough with 400 and change for this build. I didn't set up this project very well in excel so figuring out new numbers for each build is taking me longer than I care to spend.
When I first started looking at fire/fire doms I knew they could legitimately get into the 300 dps club, the fact that it is possible to go far beyond that is good to know. -
Incinerate needs to recharge in 2.638 sec
Fireblast needs to recharge in 3.038 sec
Blaze needs to recharge in 3.3 sec
This is what I'm working with now (see below). I've got it at 403.5 dps.
Unfortunately I can't drop the acc/rech Apoc in Blaze, or the Dam/End one in place of the pure Dam one. It would be nice, but doesn't work for recharge, or end consumption respectively. I also can't switch the apoc set to fireblast because the alternate slotting that would go into blaze wouldn't have enough recharge.
I think there is still a bit more damage that can be squeezed out of this build while still retaining endurance viability, pretty much every time I open it I come up with something to switch around and try. This current build is walking a fine line though, it has about 1 second of buffer room between running out of endurance and domination popping. That's probably closer than I'd run it if given the opportunity, but it should work.
*I'm using the perf proc at a value of 0.1 eps, but now that I actually look at it it should be 0.2 eps right? I still can't put in a pure damage Apoc even if that is the case, but it gives about 6.5 seconds of endurance buffering rather than the 1 sec like I thought on this build.
Click this DataLink to open the build!
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A chain of incin>fireblast>blaze like used in this build is base 85.x dps. Dom /fire is quite a bit better than any of the other assault sets (for damage) before you add in FE! -
Quote:Agreed againUmm no. Quills, a damage aura for a Scrapper primary can critical. Blazing Aura, Death Shroud, and Lightning Field for Scrapper secondaries cannot.
Criticals are tied to the Scrapper primary damage skills and not secondary damage skills. Lightning Rod should critical for Scrappers and Stalkers. Shield Charge should not.except I will say that for stalkers it would be acceptable to just note in the power description that L-Rod does not break hide, but as a result does not crit.
Either it should break hide and have a crit chance, or work like it currently does for them, but not both. But either way the power description should...describe it. -
Quote:This times 1000 and it isn't just for SC/L-rod.Unfortunately, I don't see them readdressing this either.
Changing the skills to have them match AT damage scales was basically an admission that they are not pets, but attacks that employ a pseudo-pet to do damage. (Duh-- that's what they've always been but not what they were numerically). Having them adhere to AT damage caps should have been part of that process.
Simply put, it's easy enough for a Shield Brute to have BU, Soul Drain, or Rage add absolutely no damage to their Shield Charge. This should not be the case, and a player shouldn't have to make exceptions for a handful of skills due to esoteric knowledge that they are using a pseudo-pet and not an actual attack. -
Quote:This could be the reason that Castle doesn't see a problem. Not suggesting it is the reason, just that it could be.
Brutes, to be honest, already get the best of both worlds while under extreme buffing. They get to be tanks and scrappers at the same time. It doesn't strike me as particularly unfair that this power be better on Scrappers.
this doesn't make a lot of sense. -
Quote:/nrg is a really good set now. It has tons of IO options and it does very good single target damage.I need to start off by saying i've been playing this game for years on end, i know the mechanics, i know the play styles. but i've never been able to make a troller/Dom. I took a dom to lvl 6 in beta and that was the last time I looked at the AT. A friend has been talking up doms latley and I have decided to roll somthing, i was thinking an Earth/Earth. But while I was choosing a secondary I seen that Energy has 6 attacks that are "High+". Is somthing gimped with the set? Why would anyone choose anything else, it seems like the most powerful set?
Thanks in advance.
It however is nowhere near /fire for st damage or pretty much any of the other sets for aoe damage.
Earth/nrg is a very good toon, I'd probably do it over earth/earth. For my earth dom I paired it with /fire. It was a very good choice for me. I used to like it more, but it is still a really powerful toon. -
Quote:woah deja vuWow. Hilariously close. Close enough that I would consider them identical in this case (due to round off error and timing of -Res error).
Quote:And yet the chain Silverado (shriek>scream>shriek>efence) listed produces identical dps to shriek>scream>shriek>shout except offers more range, it less subject to dps loss due to missing, reaches peak dps sooner and inflicts a valuable status effect. Also it doesn't root/lock you out of your powerset for 2.904 seconds on a single power meaning if you need to heal/move/whatever, you can. -
Fire/storm is going to be the best at damage of your choices. I have one at 50 (fire/storm/ice) that I built for softcapped ranged. It's a really strong toon. Lots of damage, enough control for most stuff. Insane endurance pig.
I'd actually suggest fire/cold. What you lose by not having nado and LS you can make up for with unlimited endurance and really tough imps.
/stone app can use a lot of endurance, seismic smash costs a ton, and fissure recharges really fast so adds up too. I personally couldn't use /stone app on my fire/storm my only viable choices were /ice for hibernate heal and recovery and power for CP. Consume from fire can help too, but at any rate you'll probably need something helping your endurance if you play aggressively. -
Quote:Achilies as a 5th slot in poison ray is pretty lame. The debuff doesn't stack so you only want to use it every 27.0xx seconds, that means achilies over time will be about a 1.47% res debuff. That is probably better than one of the +dam buffs though. It wasn't worth it in some earlier builds, but I'll check it again now that the +dam is so high.You need to take into account how you are going to survive in a situation where you're chaining this (AV, Pylon, whatever). You have to be in melee range for one because of incinerate; yes you can rely on mezz but this reduces your idealized chain by a lot I imagine. Right now you have it in a vacuum, which really doesn't tell us the actual dps capabilities of the build.
On that last build you put up, why not change fire blast with 5 Apocalypse minus the Acc/Rech and the 6th slot be Decimation Chance or the Toxic proc from the Pvp set. Also maybe take the third slot out of hasten and stick it in poisonous ray for the Achilles proc. Just what I got at a glance.
5 piece Apoc + another proc is way to high end cost. You run into the same issue as one of the earlier builds posted where you flatline way before domination pops. I have included the apoc set on my newest build though, but that attack can't have a second proc unfortunately.
Of course this is in a vacuum, everything posted on the forums that isn't a video of it actually being done is a vacuum discussion. As for survivability, who cares really? it was never a concern when talking about the highest dps blasters. This is a demonstration build of the highest dps possible in the game. If it were an example of the highest dps+highest survivability, or highest dps pylon solo'ing build, or highest dps x AV build, or best toon vs 15 AV's at once, then it would be titled differently and probably wouldn't be this toon.
If you wanted to solo an AV with this build bring demonic accolade and 4 purples. That will give you about 30 seconds to spare considering it could kill easy AV's in a hair over 90 seconds. No insp/accolades is an arbitrary rule. If it offends someone's honor who has high survivability tell them to bring a whole tray of reds, they won't get close to your damage.
Edit: achilies has taken one of my later builds up to 403.5 dps, which is better than the 401 version I'm currently looking at. Good call. -
Quote:Aside from the poison ray as mentioned, yes and no.Nice! Would Switching fireblast to 5 apocalypse (-damage) and putting a gladiators javelin toxic damage up the dps even further?
Something like this?
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you can get more damage out of the build certainly. In fact my version of the build is at Edit 400.6 dps now and will still never run out of endurance.
But you have to be careful how you get the damage. In this case you sacrificed a bit of end red in fireblast and added in assault, but you haven't increased the pool of available endurance or recovery.
The result is you run out of endurance in 57 seconds, but can't pop domination until 68 seconds. So you either need to stop attacking for ~11 seconds, or manually insert that 11 seconds into your attack chain in the form of little pauses. Either way the result is a pretty big reduction in performance.
Regarding imps and the bu proc: does it do anything? I thought imps were unaffected by the purple pet set, or was that fixed? If it does work on them I know it only lasts long enough to affect one attack and I'm guessing it works on a per-imp basis. Might be worth checking out though.
The lady grey proc in tarantula will only fire with its venom burst attack which is a 30 sec rech aoe, so it might not be quite as beneficial as you were thinking. -
Quote:I'm really not familiar with the capabilities of MM pets, but I guess Ninja would be the one to look at. I wouldn't be comfortable stating any values for pet output without actually testing them because pets with multiple attacks still don't use them as well as you or I would. Something like imps are easy to calculate, but even then I've still gone out and fraps'd them to be sure.Even still the factored in and factored out "factors" are relevant. In a perfect build with a 95% hit chance for everything (including a well slotted seer) and cast times taken out it seems like the highest damage against a single target that you could get with a build like that.
In a relevant situation with everything factored in that was not "perfect" but within the character in question's abilities I wonder what is the "Actual" highest DPS ST build. (I've had suspicions it would be a Mastermind if being thought of in a completely controlled and smooth situation). -
As for defender damage, I like defenders as they currently are. Not every problem should be solved by throwing more damage at it, even though that is the go to "solution" that everyone presents for every single gripe they have in this game.
More encounters where the higher buff/debuff value of a defender is clearly superior to that of a troller/corr/mm would be a great start.
Though "content" isn't a strong suite of PS, so I guess asking for more unnecessary damage is the best approach. -
-def is way more valuable than most are giving credit for. It is exceedingly potent in the 1-22 game even with the low level boost implemented. It lets you comfortably fight things that would otherwise be very difficult.
It is also quite valuable in later game too with the new difficulty system.
That said, our base tohit chance is too high creating a very low ceiling for the amount of valuable -def. I can only assume that some of these powers have such high -def numbers for a reason, but to only be using a fraction of their debuff value across practically all scenarios just seems like a waste of programming space.
Things like -res and +dam have high enough useful caps beyond what we normally experience, but -def comes in such high numbers that having multiple sources of it becomes redundant after a single application.
But up to about 15-20% -def is awesome on most teams and really makes a tangible difference.