Kosmos

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  1. [ QUOTE ]
    im running out of END, i dont use Aid Self too often. I find myself running this attack chain. GC-SD-DA-GC-GD or
    DA-GC-SD-DA-GC-GD

    [/ QUOTE ]

    Let's see...

    Let's assume you use BU and CP as often as possible.

    CP's effective up time for your toggles will be 90s out of every 279.32s. For clicks you have to subtract its own 1.32s cast. So that's 32.22% up time for toggles and 31.75% up time for clicks. It uses 0.04 EPS and 0.47% of your activity time.

    BU's up time will be 8.68s out of 48.42s for a +17.9% damage buff at the cost of 2.73% of your activity time and 0.11 EPS with CP down and 0.05 EPS with CP up. Weighted that's 0.09 EPS.

    The attack's used are...

    GC: 0.924s cast, 117.5 dam + 57.8 * 17.9% for BU = 127.9
    SD: 1.584s cast, 274.0 dam with BU factored in
    GD: 1.980s cast, 374.0 dam with BU and the proc averaged
    DA: 1.584s cast, 128.7 dam

    So GCx4 + DAx3 + SDx2 + GDx2 = 15.576s and 2152.1 dam.

    Adjust for time used by BU and CP and for a 95% chance to hit and that's 15.576s / (1 - 0.0273 - 0.0047) = 16.09s (that's the average attack chain length fitting in BU and CP when they recharge) and 2152.1 * 0.95 = 2044.5 dam for a 127.06 DPS before figuring in the AH proc. That has 6 chances to fire every 16.09s or an average of 3.73 checks per 10s for an estimated up time percentage of 56.5%. That ups the DPS to 127.06 * (1 + 0.2 * 0.565) = 141.4.

    That should be enough if you don't have to use Aid Self too often.

    The END from toggles is 0.84 EPS without CP and 0.49 EPS with CP. Weighted it's 0.73.

    Without CP the attacks use 2.96 (GC), 3.09 (DA), 6.34 (SD) and 10.00 (GD) and with CP they're 1.64, 1.68, 3.51 and 4.99 respectively. So that's 53.79 for the chain with CP down and 28.60 with it up. Weighted that's 45.79 END every 16.09s for an attack EPS of 2.85.

    Add the toggles, BU and CP and total EPS is around 3.7. You're average recovery is 3.15. You should be able to fight for a little over 3 minutes. If you turn off Tough you save 0.16 EPS. So that gets you out to about 4 1/2 minutes.

    I'm not sure how to close that gap and stretch that out. I don't think you have DPS to burn given Marauder's Resists and the need to use Aid Self occasionally. None of your attacks are especially good or poor in DPE (37.4 for GD to 43.2 for SD). So changing the attack chain isn't going to help that much.

    Adding a Miracle to Health would just about double your time till dry and might be enough. The Miracle and leaving Tough off would probably do it. Unfortunately, I just don't see any corners to cut; it looks like it's spend a bunch of INF or use blue pills.
  2. Are you running out of END, just not doing the DPS needed or are you having to use Aid Self too much?

    The build looks like you'd need to keep DA stacked or use Aid Self pretty often, which will pull the DPS down to marginal versus AVs with high Lethal Res.
  3. Here's a quick build that I did that should be purchasable with a character's own leveling earnings. I deleted the character this build was intended for, so it was never used or even refined, but it may provide some ideas or perhaps even a starting point.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    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(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(7), DefBuff-I:50(9), Aegis-ResDam/EndRdx:50(9), Aegis-ResDam:50(11), Aegis-ResDam/EndRdx/Rchg:50(11)
    Level 2: Smite -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(13), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(17)
    Level 4: True Grit -- ResDam-I:50(A), ResDam-I:50(17), Heal-I:50(19), Heal-I:50(21)
    Level 6: Boxing -- Empty(A)
    Level 8: Siphon Life -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(23), Mako-Dmg/Rchg:50(23), Mako-Acc/EndRdx/Rchg:50(25), Mako-Acc/Dmg/EndRdx/Rchg:50(25), Mako-Dam%:50(27)
    Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(27)
    Level 12: Battle Agility -- RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx/Rchg:50(19), RedFtn-Def/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(37), RedFtn-EndRdx:50(37)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Health -- Heal-I:50(A)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-Acc/Rchg:50(29), P'Shift-EndMod:50(33), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc:50(50)
    Level 22: Against All Odds -- EndRdx-I:50(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 26: Soul Drain -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(34), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(39), RechRdx-I:50(40)
    Level 28: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(34), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(36), RedFtn-EndRdx:50(37)
    Level 30: Combat Jumping -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(39)
    Level 32: Midnight Grasp -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(40), T'Death-Dmg/Rchg:40(40), T'Death-Acc/Dmg/EndRdx:40(42), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dam%:40(42)
    Level 35: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39)
    Level 38: Grant Cover -- RedFtn-Def/Rchg:50(A), RedFtn-Def/EndRdx/Rchg:50(48), LkGmblr-Def/Rchg:50(48), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 41: Shield Charge -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(43), Sciroc-Dmg/Rchg:50(43), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(45), RechRdx-I:50(50)
    Level 44: Touch of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(45), SipInsght-Acc/Rchg:50(45), SipInsght-ToHitDeb/EndRdx/Rchg:50(46), SipInsght-Acc/EndRdx/Rchg:50(46), SipInsght-%ToHit:50(46)
    Level 47: Phalanx Fighting -- Ksmt-ToHit+:30(A)
    Level 49: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1393;670;1340;HEX;|
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    |4A411E383B6252B9D02965004D4E2931FC027AF4F7E10E337 D1CF62F09CF31F88C6|
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    |-------------------------------------------------------------------|</pre><hr />
  4. [ QUOTE ]

    I use MID's and the recharge it predicts is say 124 (70% hasten and about 80%or so global).. I always thought MID's took the recharge as if hasten was perma.. So in my opinion the 4 seconds it is off and down to 80% rech would have SOME effect on the next recharge time.. I could be COMPLETELY wrong about all of this but it is bugging me.. I am currently questioning myself right now as to whether i am wrong..

    Reason is bugs me so bad: i want to have perma dom and of course perma hasten would make for sure that i have it.


    [/ QUOTE ]

    I just re-read this. To have Mids read 124s with circa 80% global you must have it 5 or 6 slotted.

    Moving off the subject of Hasten to perma-Dom you need only consider the longest possible down time for Hasten during a period of Dom that still allows you to collect 200s worth of ticks. This is because any such window will be sandwiched by 120s of Hasten buff on either side, resulting in no possibility of two Hasten down times occurring during the recharge of Domination unless you are slowed.

    B = Global Recharge buffs
    E = Hasten enhancement

    D = Hasten down time
    D = 366s / (1 + E + B) - 120s

    For perma-Dom...

    200s &lt; D * (1 + B) + (90s - D) * (1.7 + B)

    200s &lt; D + DB + 153s + 90B - 1.7D - DB
    47s &lt; -0.7D + 90B

    47s &lt; -0.7(366s / (1 + E + B) - 120s) + 90B
    47s &lt; -256.2s / (1 + E + B) + 84s + 90B
    0 &lt; -256.2s / (1 + E + B) + 37s + 90B
    256.2s &lt; (37s + 90B) (1 + E + B)
    256.2s &lt; 37s + 90B + 37E + 90EB + 37B + 90B^s
    219.2s &lt; 90B^2 + 127B + (90B + 37)E

    With E = 0.99

    219.2s &lt; 90B^2 + 127B + 89.1B + 36.63s
    0 &lt; 90B^2 + 216.1B - 182.57s

    Using the quadratic formula

    B &gt; (-216.1 +/- sqrt(46699.21 - 4*90*(-182.57))) / 2 / 90
    B &gt; -1.201 +/- 1.863
    B &gt; 0.662

    Working backwards to double-check...

    Hasten recharge is 138s under this, so we have at most 18s of down time in a Domination cycle. During those 18s we get 29.916s worth of ticks, leaving us needing 170.084s worth with the 136.2% +Rech when Hasten is running. That takes 170.084s / 2.362 = 72s. Add the 18s without Hasten and you get the 90s Domination window.

    So, you need 66.2% global Recharge to avoid gaps in Domination using 3-slotted Hasten and ignoring cast times. I use a straight 70% number for slop.

    With Hasten at 124s in Mids you must have +192.9% between Hasten slotting and Globals (ignoring rounding on that 124s), so you're Hasten down time is just about 5s. Dom should recharge in the worst case in about 81.4s with 80% Global and a 5s Hasten down time.
  5. Unless Hasten is perma, the short method is to treat its Recharge time as 366s instead of 450s.

    B = Base Recharge time
    E = Enhancement in Hasten and Global +Rech other than Hasten
    R = Final Recharge time
    B' = Effective Base Recharge

    R = 120s + (450s - 120s * (1.7 + E)) / (1 + E) for E &lt; 2.05

    This means that while Hasten is running the 450s cool down timer decrements by (1.7 + E) every second, then if Hasten hasn't recharged by the time its own buff wears off it continues to tick down by (1 + E) every second until it reaches zero or less.

    If you want to know what the effective Base Recharge is just work backwards by multiplying the Final Recharge time by (1 + E).

    B' = R * (1 + E)

    B' = 120s * (1 + E) + 450s - 120s * (1.7 + E) for E &lt; 2.05
    B' = 120s + (120s * E) + 450s - 204s - (120s * E) for E &lt; 2.05
    B' = 366s for E &lt; 2.05

    For example, with no globals and 95% enhancement Hasten recharges in 366s / 1.95 = 187.7s.

    Double-checking... that means 120s worth of ticks of 2.65 or 318s worth of recharge during the Hasten buff period, leaving 132s worth of cool down needed from ticks of 1.95. Divide 132s by 1.95 and you get 67.7s beyond the end of the buff. Add the 120s of the buff period and you get 187.7s.


    Technically, the value used should be about 119.1s instead of 120s for the buff as the cool down of the power doesn't start until 0.9s or so (0.924s by Arcanaville's formula) have gone by. Taking out that 0.924s from the buff leads to...

    R = (120s - 0.924s) + (450s - (120s - 0.924s) * (1.7 + E)) / (1 + E) for E &lt; 450s / (120s - 0.924s) - 1.7 = 2.079

    B' = 366.647s for E &lt; 2.079

    That's a bit harder to remember.
  6. [ QUOTE ]
    If I put a IO with a chance for x% damage in spectral wounds, does the damage it (may) do not get healed?
    I'm guessing no, but ?

    Thanks

    [/ QUOTE ]

    No, it won't be healed.
  7. You'll get the Set Bonus when you are at Combat Level 47 or above.

    Basically, count up the number of IOs in the Set that would be slottable (i.e. no more than 3 levels above you) at your Combat Level and that's the number of IOs counted towards Set Bonuses (Purples and PvP Sets are excepted from this).
  8. Maxing out the Heal enhancement for a Scrapper isn't always necessary. A Scrapper can only get +80% total. So if you have the Accolades (+20%) and say 5% from Set bonuses then you need only 75% Heal enhancement in DP to hit the cap.

    The Enh you need to hit the Scrapper HP cap is

    E = ((80% needed - 20% base from DP - Accolades - Set Bonues) / 20% enhanceable from DP) - 100% base HP

    E = 200% - 5 * (Accolades - Set Bonuses)

    So with the Accolades you can subtract 5 times whatever your Set +HP bonuses are to get the Heal enhancement you need in DP to hit the cap.

    I usually go with 5 DWs, leaving out the Heal/End.
  9. Well, I know what I want to pay and posted it. The only reason I'd pay more is if the transaction is quick and painless. If you have a specific amount you want and no less, I'll consider it, but I'm not going to bid against myself.
  10. [ QUOTE ]
    Are you willing to negotiate the price?

    [/ QUOTE ]

    Sure. I picked 12M because that's about twice the going price and above the highest. (The ones sold in the last month have gone for 2.2, 5, 5, 5, 6, 6, and 10.)

    What level do you have and what do you want for it?
  11. I'm looking for a L28 or lower Edict of the Master: Aura 5% Defense Recipe or IO red-side. I'll pay 12M INF.

    I'd prefer to do a face-to-face transaction on Guardian, but bid and list on the CH is OK too. Reply here, by PM or by GT to @Calorie if you're interested.
  12. [ QUOTE ]
    Recovery effect numbers would stay the same? It just seems odd because if this is the case, why spend the extra dough on the higher lvl IO?

    [/ QUOTE ]

    The lower level ones tend to be in short supply these days. So unless you have the INF, and market slots, to bid on a wide range of levels then if you want one reasonably quickly you may just have to buy the L40.
  13. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    The fact that you don't have a power that has all of those aspects doesn't mean the enhancement is only enhancing one aspect.

    [/ QUOTE ]

    Indeed. And there are powers that enhance more than one: Accelerate Metabolism and Speed Boost take UT IOs and enhance both Run and Fly Speed.

    [/ QUOTE ]

    Elude takes blessings of the zephyr. It also ehances run/fly speed while active.

    [/ QUOTE ]

    Elude enhances Run Speed and Jump Height.
  14. [ QUOTE ]

    The fact that you don't have a power that has all of those aspects doesn't mean the enhancement is only enhancing one aspect.

    [/ QUOTE ]

    Indeed. And there are powers that enhance more than one: Accelerate Metabolism and Speed Boost take UT IOs and enhance both Run and Fly Speed.
  15. Oh, one other thing, the chance to proc is 15%, not 20% as your table indicates.
  16. <ul type="square">[*]How long does the hold from CC last? - CC's Holds are Ranged_Immob Scale 4.0. Which means they last 7.45s at level 50 for a Controller, 5.96s for a Defender and 4.77s for a Corruptor.
    [*]How often does it pulse? - Every 5 seconds.
    [*]How long does the Hold from Lolkdown last? - 8 seconds (doesn't vary by AT).
    [*]Does it roll on each pulse, or does the standard 10 second suppression apply? - The 10s rule applies.
    [*]Do Hold enhancements in the power increase the duration of the proc Hold, the way Heal enhancements boost the +Regen in Numina's? - The Hold in the IO is tagged to ignore Enhancements and Buffs. So Enhancements, Set Bonuses and Power Boost type powers will not affect it.[/list]
    [Edit: Fixed a typo in the Defender Hold duration.]
  17. Kosmos

    SoA Av Killer

    [ QUOTE ]

    Offensively, I think the ability to crit at will via Placate lets Night Widows catch up significantly to Scrappers in DPS, as well as having a toxic damage part in addition to the lethal.

    [/ QUOTE ]

    While NWs can definitely compete with Claws Scrappers for damage, Placate really doesn't help much.

    The value of Placate is essentially the Crit damage minus your normal DPS times the Animation Time of Placate. Generally speaking, the Crit is worth less than the time taken to Placate. Since the Crit is 2/3rds of the damage of the attack and Placate has a somewhat longish 1.716s Activation (ArcanaTime) that means it doesn't really add as much to the Widow DPS as you might hope (if any).

    Here are the effective DPA numbers for Placate when followed by the various attacks in base DS/s:

    1.066 Slash
    0.711 Lunge
    0.559 Strike
    0.405 Eviscerate (5 targets)
    0.355 Follow Up
    0.309 Swipe
    0.256 Spin (10 targets)


    Swipe has a 0.905 base DPA and Strike is 1.216. So basically, the best case for using Placate for damage is just a bit better than using Swipe instead and inferior to using Strike, the two most commonly used filler attacks. Given its longer cast time, you usually have to delay the following attack if you use Placate, so it's better to compare it to using *both* filler attacks. At which point it's a wash at best.
  18. Widows are definitely playable with Commons or SOs.

    There are however two powers that I would suggest franken-slotting because they are core powers and benefit greatly from it.

    Mind Link can't get Rech except through Def or ToHit Buff IOs, so use those to soft-cap Rech and then add whatever Def you need to soft-cap that using Commons or SOs.

    Follow Up, if you choose to take it, is one of those powers that you often wish could have 7 or 8 slots. Frankenslotting can effectively give it those extra slots, allowing you the extra Acc that is nice for a power that grants a ToHit buff, while soft-capping both Dmg and Rech.
  19. Lose Fighting. Weave is nice, but on a team I'd much rather have the two Assaults.
  20. The only thing that occurs to me is that maybe you missed the button for selecting from the patron pool in the top right of the power selection screen. It appears underneath the button for picking from power pools.

    If that's not it, then I'd guess you either need to do more missions or you've found a bug.
  21. [ QUOTE ]
    Bane by far. Hands down no questions asked. Whoever stated above that Banes are the squishiest either has no skill, or has never played a Bane spider.

    [/ QUOTE ]

    I figured I should give a more serious response to this.

    <ul type="square">[*]Fortunata's can use their 2 Confuse powers to make the majority of fights pose no threat at all. If they cannot confuse foes they have Holds to fall back on (as well as a Mag4 Stun and a PBAoE Stun). If those fail, then they have soft-capped Defense.
    [*]Night Widows have soft-capped Defense. Because of their exceptional DPS, their Defense is less tested than that of any other sub-AT except Fortunatas. They also have the ability to go way beyond the soft-cap to protect against catastrophic Def failures. And as a last ditch they have scaling Resistance.
    [*]Crabs have good HP from a buff that is relatively easily made permanent. They also have decent Def versus Ranged attacks that can be raised to the cap fairly easily. Their solid Resistances tends to effectively increase their HP even further.

    Crabs do have to worry about -Def, as they don't have excess Def or major control options. They do have the Res and HP (and Serum can be held in reserve as a self-heal for the 1st instance of trouble) to mitigate a cascade Def failure. And they have the AoE to eliminate a lot of the -Def wielders in a hurry to prevent such a failure or lessen the danger it poses when it does happen.

    This tends to limit the threats to them to hard-hitting melee opponents or mobs that have scattered and rendered their AoE less effective Using an Immob can limit that threat and allow the Crab to stay at range even versus Purple Triangle users.

    Crabs also have Tanker level Status Protection.
    [*]I differentiate the Bane from the Huntsman based on the preference for Melee on the Bane and Ranged on the Huntsman. I don't have any experience with the Huntsman build, so I end with the Bane.

    The Bane has good Ranged Defense, but has to work to get good Melee Defense. Behind the Defense there is a good passive HP buff and some Resistance. But Banes have fewer HP and substantially lower Resistances than Crabs.

    The build is also lacking in Status Protection. In the mid-levels, I've even had 3 lowly +1 Green Ink men Stun me. I've had Malta Stun Grenades put me out of action for extended periods at higher levels because my AoE Def wasn't great. This means you have to carry a BF or two for emergencies, but isn't that troubling. However, the need to stay upright and in melee range means that you need more KB Protection than a Crab, and so that typically burns 1 slot. Another minor issue, but not trivial.

    Bane's main form of control is KD. Which is very useful much of the time, but which often has no effect in the toughest fights.

    So, to summarize, a well built Bane can cover most of their weaknesses and be quite tough, but they generally fall short of even an equally well-built Crab for survivability for six reasons: (1) They are in more danger in melee, (2) SoAs get better Ranged than Melee Def which tends to multiply that, (3) the Crab has more HP, (4) the Crab has better Resistances, (5) the Crab has better Status Protection and (6) the Crab's AoE whittles a spawn down to 1 or 2 opponents in a hurry. On the plus side, Bane's tend to have better active mitigation versus a single target or small group of opponents thanks to: (1) their KD and (2) their higher ST DPS.[/list]
  22. [ QUOTE ]
    Ugh I don't think thats right.

    Foresight provides base 7.5% not Mask Presence. According to Mids and the game power attributes itself Mask Presence is providing base defense of 2.5% unless I am seeing incorrectly.

    Right now with my Red Fortune set slotted I am getting 3.93% according to the in-game data.


    [/ QUOTE ]

    There should be a long list of 3.93% strength Def buffs, then after that along list of 7.86% Def buffs. The former are the portion that is always on, the latter suppress.
  23. [ QUOTE ]
    Bane by far. Hands down no questions asked. Whoever stated above that Banes are the squishiest either has no skill, or has never played a Bane spider.

    [/ QUOTE ]

    You may have a point, since I don't consider skill at hiding in a corner when assessing survivability.
  24. Kosmos

    SoA Av Killer

    All I have on my Fort/NW is Invader.

    [Edit:]

    LOL, while checking this I noticed I picked up an Apoc proc in the Hro'Dtohz test that will pay for most of the dual build I did.
  25. Kosmos

    /em throwmoney

    [ QUOTE ]
    [ QUOTE ]

    Do we have a BABs' official emotes suggestion thread?

    [/ QUOTE ]

    We do, but it's not on these forums and only I have access to it.

    So far, I'm not getting a lot of quality suggestions.

    [/ QUOTE ]



    That's one of your better ones.