New Dawn

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  1. [ QUOTE ]
    A Dominator with Power Boost, Vengeance, and immobilizes is the single most useful member of any LRSF team, and is the first thing I look for when putting a team together.

    [/ QUOTE ]

    Thats quite a tight criteria..

    [Broadcast]--->We are looking for a Dominator with Power Boost, Vengeance and immobs pls for our LRSF team...anyone about?

    Doms Rawk! Every team should have one! I like everything Lexce has said in this in post and i cant wait for my Doms to get there now. On heroes when i tank an AV, immobs are often the very first thing (after i have taunted), let alone control effect, that i could wish for and its the same if i am taunting one with one of my scrappers or brutes. I am having to actually ask for the immobs of players lately which is not good.
  2. [ QUOTE ]
    In my SR toggles I did 4 def buff 2 end rdx, works great for me and with 4 slotted stam with end mod you might not need the end rdx on bs lower powers just the higher ones ie. disembowel and headsplitter

    [/ QUOTE ]

    The fourth slot of each enhancement doesnt do anything unless you think half a percent to make an extra 1 in 200 attacks miss from focused fighting 'something' or an extra 0.03 end points per second is worth having. Enhancement diversification made going past 3 slots of one enhancement in any power a bit of a waste.
  3. I took acrobatics on my super reflex thinking she could do some flips and stuff but nah what it looks like to you and what it is could be 2 different things.

    Its sometimes good to 'dig' what ya can out of ppl as its amazing what some ppl pick up that you could be blind to seeing or never really thought about.
  4. This is from a post i made a very longtime ago as its better to show maths than having a my mileage is this "" when other peoples may vary, we dont all need/look to have a kin etc in the team as it were, or put pvp to the forefront and so if you do feel that your end heavy heres maybe why and if ya do feel you have to much recharge in anyone power ya may want to try to eek out more chains to a bar.

    [ QUOTE ]
    This is using 4 of the main katana attacks none of which are slotted for anything. Without recharge involved in the slotting except for haste these could create an attack chain as it is below. These are the most damaging attacks and Divine avalanche is used for extra defence in good time. This attack chain is cyclable. The build has base end recovery and stamina 3 slotted giving a total end recovery of 2.49 EPS.

    Golden Dragonfly Act 2 End 11.856
    Divine Avalanche Act 2.17 End 4.368
    Lotus Drops Act 2 End 13.0
    Soaring Dragon Act 2 End 9.36
    Divine Avalanche Act 2 End 4.368
    Total Action time 10.17 End 42.952

    EPS of attack chain is equal to 42.952/10.17 = 4.22

    (note it is actually slightly less than that due to tiny recharge of one attack).

    Final EPS = EPS - Recovery EPS = 4.22 - 2.49
    Final EPS = 1.73

    Toggles unslotted for endurance are as follows

    Focused Fighting = 0.239 EPS
    Focused Senses = 0.239 EPS
    Evasion = 0.239 EPS

    Total EPS of all toggles= 0.717

    Before i even carry on you can already see that the attack chains EPS of 4.22 is clearly higher than the toggles EPS. So which is worth slotting first?

    Lets say you only have 4 end slots to put anywhere, this could be one per attack or 4 across 3 toggles. You could say as Dr Rock has said put more on the attack you use most and in this attack chains case its Divine Avalanche but Divine Avalanche ideally would have ample def and acc for survivabilities purposes. So lets say Divine Avalanche is slotted 2 acc 1 end and 3 def. So we'll stick to one end slot per attack.

    We get this with attacks slotted for end and toggles unslotted:

    Golden Dragonfly Act 2 End 8.68
    Divine Avalanche Act 2.17 End 3.2
    Lotus Drops Act 2 End 9.51
    Soaring Dragon Act 2 End 6.85
    Divine Avalanche Act 2 End 3.2
    Total Action time 10.17 End 31.44

    EPS of attack chain is equal to 31.44/10.17 = 3.09
    Final EPS = Attack chain EPS - Recovery EPS + toggle EPS
    Final EPS = 3.09 - 2.49 + 0.717
    Final EPS = 1.31 (is in fact 1.27 using herobuilder)
    Final EPS = 1.73

    and you can cover a fight duration of 78 seconds and can cycle the chain nearly 8 times over.

    Now this next one is slotting toggles first and attacks second.

    Golden Dragonfly Act 2 End 11.856
    Divine Avalanche Act 2.17 End 4.368
    Lotus Drops Act 2 End 13.0
    Soaring Dragon Act 2 End 9.36
    Divine Avalanche Act 2 End 4.368
    Total Action time 10.17 End 42.952

    EPS of attack chain is equal to 42.952/10.17 = 4.22

    Toggles slotted for endurance are as follows

    Focused Fighting = 0.17 EPS
    Focused Senses = 0.17 EPS
    Evasion = 0.14 EPS
    Total EPS = 0.48

    Final EPS = Attack chain EPS - Recovery EPS + toggle EPS
    Final EPS = 4.22 - 2.49 + 0.48
    Final EPS = 2.21 (is in fact 2.38 using herobuilder)
    Final EPS = 2.21

    You can cycle the attack chain 4 times over covering a fight duration of just 42 seconds.

    So attacks unslotted for end and toggles slotted for end in this case your EPS whilst fighting is 2.38 (using herobuilder) and attacks slotted for end and toggles unslotted for end your EPS whilst fighting is 1.73. The difference between slotting the attacks first and the toggles first is 3 attack chain cycles in this scenario.

    If you have a long recharge attack of 100 seconds of an end cost of 10 points and a short recharge attack of 4 seconds with an end cost of 10 points then obviously the one thats a 4 second recharge will get used more and should take priority in slotting.

    The bit about each end redux offering an equal amount of extra chance to use a single attack is correct however you need to compare the attack chain EPS with the toggle EPS and if i can afford an end slot on an attack (for some reasons i may not want to) i will before adding any to a toggle. Each end redux added to a toggle isnt really adding anything in terms of how much more i get to use an attack.

    [/ QUOTE ]

    If you look at the numbers you will see that each end redux added to a toggle isnt really adding anything in terms of how much more i get to use an attack. Recharges do increase your damage output in a short period of time which is great pvp and do obviously act well against -rechg and providing your end can be buffed you can keep on going. When inventions come in though you can almost forget the maths.
  5. New Dawn

    Kat/inv build

    I agree with all that which is why i never picked anywhere better for end slots, they were just suggestions not necessarily FYI cos its a public forum.

    I dont pvp either, well not much and I couldnt make a pvp build over a pve one, all of my tanks and scrappers have the base slots in the travel powers cept the one scrapper who currently doesnt have a travel power at 50 just so she can be stupidly high dps and survivability, elude + swift is my travel power.

    When i play my scrappers i like to be swamped in the enemy just like a tank thats herded. Invulns get a to hit buff + additional defense and your aoe attacks do more damage per end amongst numbers so you cant lose except in the case of obviously herding carnie or malta for an invuln scrapper when solo is suicide at low def. If ya wished to herd foes to do it solo you can attack as you herd and take foes in the direction you are going through a mission anyway, against devouring earth it maybe quicker to pull away from that quartz thats buffing their acc than have to get pulverised next to it or whilst hitting it. Its ofc a swings and roundabouts thing, finalise your choice on how you play, i cant see how you play but I will suggest stuff for any reason cos i do like looking at builds and reading what people work out.
  6. New Dawn

    Kat/inv build

    Its very hard to go wrong with a build imo due to slotting more of any one enhancement in a power making advantages in a certain direction.

    Take lotus drops:

    The Lotus Drops==> Dmg(18) Dmg(25) Dmg(34) EndRdx(37) EndRdx(37) Acc(37)

    You would use this every 14 seconds, if you hit 10 with it you would do 10 times the damage "to a group of foes" than you would if you hit only one.
    Adding each foes damage taken its also about 4 times the damage to a group than sting of the wasp for twice the endurance.
    Damage per endurance-wise its 2 times the damage per endurance than sting of the wasp against 10. So against numbers its great dpe but against 1 foe unslotted lotus drops could do a quarter of the damage for twice the endurance cost.
    So i personally if all attacks are base slotting (empty) wouldnt use Lotus drops on less than 4 targets as a way of conserving endurance and being that the damage to a group is so high for the amount of endurance cost with lotus i would of recharged it to 'up' my overall damage per second through multitargetting as opposed to an extra end slotting it (and this is partially how claws is meant to win in terms of dps versus other scrappers as well as more attacks to an endurance bar).
    You have bought the endurance cost down so that the amount of minimum targets you can use it on for worthwhile damage per endurance to almost 1 foe and its now a single target attack chain filler (due to its long recharge).
    If i can spend my entire game doing nothing but using aoe's that never miss and hit 10 constantly with 3 rechg 3 dam i would have the highest dps and still great dpe against groups.
    Rather than have lotus drops down to viable for hitting one foe i would look to close up my single target attack chain so that the aoes are there just for when i am amongst atleast 4 enemies (but id prefer 10 for greater damage output).
    In short I like to just use single targets against one foe without breaks and aoe the groups as often as reasonably possible.

    2 extra slots for 1.33% on tough hide id say is bad, but the more def you have it gets good so in a mob of 10 with invincible and divine avalanche it add a bit more survivability than id normally expect. An extra 1 in a 100 attacks would miss on its own, with my super reflex before defense scaleability and res in the passives i found getting out of the way the best way to survivability. Warhulks would be about to blow and i'd of left its pbaoe range just as a blaster finished it off (hey they may of stood next to the warhulk on low hp too at the time :P ) but even in pvp movement gets you places.

    Invulns toggles are so low i am not sure if they are worth an end slot let alone 2 but if there is nowhere better to put them then thats the case for putting them in.
  7. New Dawn

    New Age Tankers

    I agree with everything Spacedog has said and this i quote:

    [ QUOTE ]
    Also, waiting for the tanker to 'herd' these days I've found is questionable. I'm all for momentum, moving from mob to mob in safety and speed without pauses between mobs.

    [/ QUOTE ]

    This method of herding i do on my brute, fury is kept sky high and villains are often that much more resilient due to so much shielding. COV doesnt need an actual tanker and no one needs to care as much as we are villains who are accoladed for our carefree playstyle.

    What would be nice is to get this method up playing a tanker without compromises. Its a tanks job to take damage, staying to the end or near enough end of a fight before going onto the next group due to a caring heroic mindedness and need, even from the aspect of not wanting the team or some members of to arrive to your aid too late in the next group. Often as a tanker i have to request the same things over and over and over to make play safe, if i never had too i could move at better speed. The fact that you have to keep telling players repeatedly or requesting a buff as the one you have is dropping because if you dont you wont get one thus slows the game. The pace of getting through a mission without a defeat (which is aim) is often down to the whole team. However i sometimes like to chat alot.
  8. Hack and slash pan out to be the 'same' attack both auto'd over a long period of time however hack is often better for high burst damage purposes and the more attacks you have within your attack chain the better hack becomes as recharge isnt an issue. Slash for me is better low level game but YMMV on how you have builst ya scrapper. Both of them i think reduce defence of targets but hack i think might do slightly better for duration.
  9. 3 dam slots do what 3 rechg and 3 end do so 3 dams first is not a shabby start plus you will need accuracy for when you are -tohit. 3 dam slots could be fairly changed to other types of enhancements if ya get a good secondary effect of an attack imo as its +survivability ie dark consumption is an attack but we want it for endgain if anything.

    After you get stamina, end slots will increase your number of attack chains to an end bar, so 3 dam to start, acc till comfortable as missing is wasteful, endurance to achieve more attack chains, recharges to keep a chain tight if you decide to have few attacks.

    Ill give examples of slotting per scrapper:

    SRs get a recharge buff from quickness so a SR maybe 2acc 1 end 3 dam no rechg.

    Regens get an end buff from quick recovery so a Regen could be 2acc 3 dam 1 rechg and no end slots.

    Invulns should get an acc buff from invincible and could be if able to play well (amongst 10 foes) 1 acc 1 end 3 dam and 1 rechg but 2 acc in many attacks at late game.

    Dark armours have a great dpe (if used on 10 foes) damage aura and so its a bit like an invuln gets an acc buff from mobs around him/her so therefore DA is getting a dam buff when ya think about it and so could be 2 acc 1 end 1 rechg and 2 dam per attacks however 3 dam slots as said in the beginning rules but not always so if ya get a secondary effect of the attack.

    Hasten will recharge ya main heavy hitters faster causing you to do greater dps overtime so yes id recommend it. the endurance burn is insignificant if you get good damage per endurance from it. Besides the amount of end lost when haste ends spread over the amount of time haste is on for is very insignificant, the crash is a problem only if you let your end bar get to the last 15pts of end at the time of it.

    Quickness and rechg will bring you to a point of being hastened like however your attacks could vary 1-2 acc 1 end 3 dam 0-1 rechg between them and not be the same. Generally if its an aoe it hits minions and 1 acc 1 end 3 dam 1 rechg is good imo and if its a single target then id say thats the boss hitter and 2 acc 1 end 3 dam is good but you would have to play with the attack chain planner.

    On your above build i'd of 3 slotted practised brawler asap as i like to increase my chances of being able to move if i had too especially as whilst its not running your toggles are at risk of being dropped and rendered useless anyway.

    In pvp you would be better of having atleast 2 accs in attacks should really be mainly using single targetters as the endurance cost of using an aoe on one person is bad economics.
  10. The only power id consider not worth taking is swipe and even then thats great at the lower levels.

    Fire Kittys guide is good.

    I am pretty certain iirc it was Fire Kittys very own MA scrapper who had been a better point for my trick archer than some tanks have, but even so thats cos of the actual players of the tanks, and maybe in the case of firetanks the type of enemy but highly doubtable due to my -def debuff from acid arrow. Scrappers would have to rely on accuracy, hate and/or secondary effects to control aggro such as opening up with dragons tail which still isnt as promising as having a decent tank on a good team.
  11. New Dawn

    New Age Tankers

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    DDT: Debt dodging tank. Avoid.

    [/ QUOTE ]

    They could also have been newbies who dont have a clue. Try not to judge by builds only.

    [/ QUOTE ]

    I dont. I judge by a mix of build and level. Anything excusable first ten levels. Pretty much anything excusable the next ten two. Liberal flexibity up to level 30. However, I draw the line there. If a level 30 tank hasnt got taunt or taunt aura there simple isnt any explanation other than a strictly solo tank or a DDT.

    [/ QUOTE ]

    I like selflessness, forethought and heroism, as the levels get higher i can be a bit harder on people, but why i dont know, its a game after all, but a game about playing a hero essentially so it lies there i think. Take the monkey fight club, to me its ok villain side but awful hero side but i am just glad its in pocket d where its heroes and villains, sharkhead for villains and nowhere else. Its like watching a cockfight to me. I am nuts i know but i conceptually Roleplay.
  12. New Dawn

    New Age Tankers

    [ QUOTE ]
    i used to get grumpy

    [/ QUOTE ]

    But that was the most lovable thing about ya!!

    I remember when i first asked to keep on teaming with ya as my empath and you asking if i found ya style of play boring or somit negative, but no! Thats how i liked it, thats how i wanted to see things done. I personally believe that people should team with likeminded people and we all may differ in attitudes toon to toon or value what another person is trying to do with their toon variably from the viewpoints of our different toons.

    Your heart was in trying to be the only one getting hit and thats the "be all" for me as it is HEROICALLY minded.

    Look at how my viewpoint may of changed from toon to toon.

    Jaqi my emp liked the fact that she didnt have to try and save the world and his mother and her cat with a gimpy heal aura in which she may get held by an aoe hold or aoe'd to defeat trying to use - not good especially as empaths dont dam debuff enemy or self buff sustainably.

    Aly would of loved the idea of applying aoe fears and holds before without getting half the mob.

    New Dawn would be exactly the same way as Aly, autofire not equalling autodebt and the /dev side being of some value at sensible points making me feel valued.

    Katalina my sr scrapper would of probably beaten ya into the Malta/Carnie if ya wanted cos sometimes a type of scrapper simply is better than a type of tanker but "if ya wanted" and that would be with a thought for what the team can deal with and where its better too deal with it.

    Every tank should tank on terms they are comfortable with especially because they should normally be most likely the first to drop. Of course you cant save people from themselves and you cant always consolidate mobs by the time some people get stuck in. I used to have to tell a defender not to hover above jaegers but they did anyway and moaned about debt afterwards each time..go figure! But mostly if i havent used f7 i "may" not of done enough.
  13. New Dawn

    New Age Tankers

    ED has been great for making people more of equal value in teams but i think there is still some way to go.

    I do know that rads are substantially better versus AVs, i like to not give a damn cos if a rads were of a different race to a forcefield bubbler then i dont want to be rascist. No player or their powersets should be ignored. I still wouldnt want superior invis on my tank but you should know what i mean.

    Different team make ups should require different tactics at the most and the game should be balanced to do exactly that imo.

    Having said that many players are still gonna have whatever they can on team so they simply run in and mash keys as though orange numbers is all you need to know.
  14. New Dawn

    New Age Tankers

    Reasons why tanks should like to herd.

    1) if foes are gonna get to their mates they have to come thru them, whole idea of tank!
    2) Aoe debuffs work better more safely and so plus overall survivability.
    3) Aoe damage upon aoe debuffs, can be omg damage.
    4) icetanks get to damage over time debuff and a def buff and +end.
    5) firetanks get better end return and do the omg dam they need too
    5) other ppl get def buff, some a self heal buff, some an end buff.
    6) aoe controls are safer to apply and better more aoe effects than just one!
    7) multihit dam potential improves greatly.
    8) in the case of single target healers they need only worry about one person basically if you also draw cones away from team but only people can save themselves from aoes.
    9) stonetanks cant run fast so need to make foes slow too.
    10) more of the support side of blasters can more easily come into play in many cases.

    reasons to get taunt:

    AVs, GMs, EBs serious +lvls and easily maintain a herd over aura taunts capabilities (gauntlet is poo), rage will run out, your about to hibernate, your out of end but who cares your a bag of hitpoints with a break free or running unstoppable, displacement of aoes from team, minimise the chances of pbaoes, ambushes and especially when ya dont really wanna leave a debuffed mob, that idiot blaster, that defender you really dont want to lose but cant get to quick enough, untrained debuffers can actually debuff sooner better as herd come to herdpoint or maybe i am an untrained tank and i am probably latter *so goes away to rethink*.

    How did that idiot blaster get in there?

    Ah but ya need him a defeated team mate is -dps ergo +fight duration although some ya really rather leave laying down.
  15. On my firetank i left fitness till late, i get alot from hastened consume which is often just enough till you get to end drainers like the cabal but by then you could have attacks slotted for endurance, you could have an end buffer in the team, you could have a bigger team to arrest fast in comparison to a small team in which you would do most of the damage or by then you could even fit in fitness pool. My FTs first time at them i was sk'd up, i hadnt gotten round to putting end slots in the attacks and id say that was all i actually needed. Fight pool is what i intend to be without. Which would make me a bit more of an mickey alpha taker vs smash and lethal but i like a challenge and RotP is conceptually there to be unashamed in using. Well i think there is a phoenix symbol on the debt badges so i actually want them.

    BA is still poo for acc when they fix the patch, the fact that there could be runners should imo be a bit meaningless to a tank with taunt as in some mobs there was runners/tpers ppl in team givin mobs kb away from walls anyway especially when ya went over the limit for the aura. Yes i tanked in this patch, yes my aura was seemably less effective, yes i still could tank but BA was poo versus -tohit anyway.
  16. Its really not as good as the rest imo just cos autohit taunt isnt there. Secondaries can compensate however you have it. It misses and the taunt duration isnt that great, if a foe is out of aura ya may as well say its untaunted. I got 2 acc 1 end 3 dam atm and secondary taunt thats 2 recharge 2 taunt to help.
  17. For me there is quite alot wrong with the build. i think alot of slots arent optimumly placed.

    But i am not gonna rework it at all.

    Use the attack chain planner, discover how much end you use during the attacking stage and then go look at taking the end reduxes of the armour and putting them into attacks and seeing how much difference there is.

    Your end reduxes will be better served in the attacks. But then I wouldnt bother to worry about the end reduxes in regards to post powersink. You an elec/elec blaster, blasters = ranged, support. Elecs support is in the end drain and you replace your end from it. Good sustainable end drain/time will equal good end replenishment.

    You havent really looked at the end consumption of the build whilst fighting, its evident in you trying to save 0.03 eps in the combat jump and saving 0.03 eps on it when your attack chain eps is so high is wasteful, slotting it for def for 2.14% def is minor, jump height is something you might consider for personal maneuvreability.

    Health - if your able to keep defiance high and stay safe then this will act against your damage output. Choosing Hurdle and Swift for movement and the stamina and fitting in med pool to choose when ya want your health replenished would be better.

    For me the charged Armour would come at the end, itll be there for the only PVP zone itll show up for anyway and i could then apply more slots elsewhere. In an elec/elecs case acrobatics could be 1 end slot, charged armour no end slots, combat jump at 1 slot gaining you 5 slots. You can replenish your end so these 5 slots could be extra damage or accuracy.

    Thunderous blast is ok for pve, but to get the most out of it just go for 3 rechg 3 dam use the build up and aim to buff dam and acc. Add a tohit to BU and Aim for PVP purposes.

    If i had to leave anything out of the build itll be zapp, its interruptable and situational, the charged bolts could have a range slot and be the better single target pulling power by being low end cost.

    I didnt produce a build because i have plans on one and id like it to be original and on its own but they are some of my views.
  18. New Dawn

    AR/Dev Tips?

    [ QUOTE ]
    [ QUOTE ]
    In teams its often pointless as people who lack knowledge, skill, interest or experience with the set arent gonna be too good at helping to make it viable.

    [/ QUOTE ]
    Not really - I know the set inside and out, have over 500 hours/nearly 2 years experience with it, was one of the first AR/Devs on the EU servers, and I still wouldn't wait for an AR/Dev to faff about with Time Bomb or Trip Mines in the course of a normal mission.

    A good player - of any AT - will tailor the use of their powersets to the speed of the team. In any team except the poorest of the poor or the slowest of the slow, you will be moving at a faster pace than Trip Mines/Time Bomb will allow. Sad, but true - mines and bombs are the preserve of the solo AR/Dev (and you're still going to be moving slower than just about any other Blaster).

    /slightderail

    [/ QUOTE ]

    500 hours is that all? Nope i really dont use time bomb often in teams especially in normal missions even when duoing with a tank generally i dont really bother with any of my /dev side. I used to like to try to show people now and again what kind of a huge laggy bang that can happen or if waiting for people to arrive at mish id make a trap for the AV. But there can be times when people (namely the tank) can look to get the biggest alpha he can get especially on small teams. The lack of experience with some tanks who wish to utilise the timebomb which would be amongst tripmines is timing ie not letting me get clear first by a second. The lack of experience with other people could be getting in the way, being to near to herdpoint, attacking too early as the tank is herding to an already "given" safer point for the team to fight at etc or even arriving at a mission late with all the mines in already place still not allowing the mines to do their job (which is utterly stupid, if its there use it). Tanks, GOOD tanks will "at times" choose herdpoints that offer the team the best range as in space from the enemies cones, aoes and the perception of extra groups. If the timebomb is there then people should allow mobs to be brought upon it by the tank, let it happen. Herd time could be 6 secs, action time to drop a trip or timebomb is no more than 4 secs, total fight time could be 20 secs whilst time bomb to go off is just 15 secs, people only need to let foes to get above them, to actually get in the way is wasteful. So a tank between the time of saying where herdpoint is and then grouping at it can easily have a timebomb waiting for him. Of course i am not gonna put one down if i am gonna get stunned etc from an early arrival. I have gone on ahead into the group we have yet to do, dropped the time bomb then rejoined the team for the group they are just starting also or whilst everything is pretty much in hand while one group is being done i have gone into another group (must already be close knit) dropped timebomb just as the tanker is coming into it. I am not the only one who has ever done any of this. The amount of damage it does for the amount of action time to drop it is comparable to thunderstrike but for a greater endurance cost possibly due to much greater level of safety. You can also dictate the exact time for tripmines to detonate thru range, CD is half the reason for ss.
    You can say but why would a tanker want as good as he can have alpha for his survivability? my answer would be simple do we always have/need a healer? Are we always in optimum teams?

    i am late on seeing this cos i barely leave the tank section:P


    [ QUOTE ]
    I wouldn't even consider getting Auto Turret now.

    This is a shame, because I like the cute little bugger.

    [/ QUOTE ]

    Days of where you could tp it around to get more out of it or to take the stun grenade are over. In teams its more likely to get put out when you see an AV, solo its at a pull point to share some aggro. Dont even really get started on PVP, unless you are in a base raid or can pull some sucker who wouldnt really find it that bad on its own anyway. I never had tp and in teams I just used it rarely on AVs when i remembered.

    [ QUOTE ]
    3 - For the fitness pool

    [/ QUOTE ]

    This i am already really on the knife edge of dropping, invention system will help a ton. Pretty much its for the end rec after laying mines if i solo or i left sj on. I can drop a trip in well under 10 secs each. I always play with ss, td, cj, acro and cd constantly on and i am fine, but with sj instead of cj i often run out of end, the balance is really tipped. I dont have any armours at all. This could mean that for fun factor i need not drop anything i will have to check. I am pants in pvp but thats nothing to do with endurance, i think its just me always putting pve first although base raids are nice and in them i shouldnt have to be self sufficient. Aid self and armours i havent bothered with, in good balanced teams i shouldnt ever really even get so much as hit but we all have a different opinion on what is good and what is right etc.
  19. Put endurance slots in attacks before armours for better overall endurance whilst fighting.
    Dont slot anymore than 3 enhancements of the same type when you get to SO's.
    When soloing, herd 10 and arrest 10 using all the aoes you can get for the best damage over time per endurance.
    If you take haste you are better of loving it with 3 recharges, itll increase your survivability - faster healing flames, faster consume and offer greater dps from the more often faster recharging heavier attacks.
    Burn is situational when you have combat jump.
    The lower level attacks may come to be lesser slotted for better slotting elsewhere after early levels and the armours may have no end reds in them at all once you have used attack chain planner and if you think like i do.
  20. The pro suggested about war mace was "it has taunt" which isnt much and yeah it does depend on the person and "shoot me" for bringing up more of what i consider pro's if ya like.

    My info on excel for energy melee wasnt correct just so people know why i said i will take a pass on saying stone was as good as i said it was with the attack chains, stone is better imo in bloody bay and sirens and is good anyway. My excel is supposed to do the maths for me so i dont have to but i have to check it now. Not that min/maxxing really matters too much cos it dont, often you barely ever get to perform a toon to its best in teams or pvp.
  21. Thats all good, warshades need a certain team make up to do what they do better so i dont consider that sustained dps but every AT has certain niches in general and some powersets within in certain areas as you have pointed out come out on top in specifics. I have basically said that in this topic. Aoe damage has its moments when its superior to single target especially PVE just not necessarily enough PVP. Some bias more towards PVE functionally than PVP and some visa versa. I can understand people saying "this sets is weak in this area" but not "this set is gimped dont make one" as all sets to me are great in there own way and having diversity is good. Not many people who has made toons before PVP was introduced have all their toons immediately ftw for it but i am stating that in teams people can work together to play to strengths and cover up their weaknesses. Complete win winess of every set could be like two spines regens fighting eachother.

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    Stone Melee wins for pvp.

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    No. No, it doesn't.

    Really.
    See above: the "Spike damage" bit.

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    Nope the spiked damage of the stone melee is comparable to the energy melee so much so its very very tight on the difference that you can make with an attack chain within 10 secs but what is also good and this is why i like stone is its various secondary effects. I mean hurl boulder got to love it!

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    I am missing bloody bay and sirens from that comment of mine but i will let that pass.
  22. New Dawn

    Kat/inv build

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    1 Dam Res in unstoppable hits you on the cap when combined with your other powers.

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    I res capped it i think bearing in mind the passives to Rel and Ren arent there which is good and if your end drained unstoppable would put ya at 73.5% alone.


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    Combined with a 3-damres-slotted Unyielding, 1 damres in Unstoppable puts you beyond the scrapper 75% resistance cap.

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    I had said end drained, when your out of end you cant run unyielding. You also have a slot available should you prefer an end mod.
  23. New Dawn

    I know nothing

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    Medicine pool at 24 and Taunt at 49... Say, you don“t team too often, do you?
    Even for an ice tanker lvl 49 is a little bit very late for Taunt with all those AVs running around in the 40ies.

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    Long before that, with Mary Macoumber with her hurricane running around. Will gauntlet work? No. Will it work when they buff gauntlet? No not necessarily. Hurricane is just going to put it to bed. Dr Vahzilock is first and you could go "we need this, that and the other" because of its level to team but i wouldnt as taunt can be used to damage mitigate due to range.
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    Scrappers are designed to lead the team in dps, its official and they do generally if you make them and play them to.

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    Can you point me to the source that says its official?

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    I guess this would be the same source stating that Statesman was the illegitimate child of Santa Claus and the Easter bunny.

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    Its says so in the prima eguide.

    Scrappers have the highest raw damage output per second. They are meant to lead the charge in as far as damage per second goes.

    I generalise, i dont pick out sets and go well "not in this ones case". I dont think its fair to compare tanks to other ATs in PVP. They should be compared to eachother. Scrappers are very good against AVs with taunt. Ive kited most of them at level 52 myself with my SR, a tanker i know said it steals his thunder, I personally soloed a group of carnie around a 52 Giovanna AV and the next group because i accidentally pulled it without support, hell scrappers can be great.

    Please, anyone! Get started on informing me with what you know. Dont just go "thats not right". Please bring something. This is research to me. Your either willing to share your views, willing to produce maths or just give up and walk away with your hands to your ears.

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    Juse make sure you can get a team for the killing!

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    City of villians should suit you, might i ask have you been near Ipswich lately?
  25. New Dawn

    Kat/inv build

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    OK, let me pick holes in that.

    3 Slotted tough hide completey negates the -def from invincibility,

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    Its meant to negate the -def from unyielding and it does on its own. Slotting it is worthwhile if you have loads of other defence to stack it on but i had for survivability terms other priorities.

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    I've managed just fine on just Dull Pain, so you may have extra slots and power choices to make instead of going down the aid self route (but it's personal choice), but I see you've taken that instead of the passive resists. Horses for courses of course.

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    Many invuln tanks find being defensive far more beneficial than resistant and get weave instead. It does work well but it all depends on what you make your tanker for on a scrapper th hp is less and the res is less. In this scrappers case his defence the def buff from being amongst 10 foes from invincibility + combat jump + divine avalanche can get pretty good (all but psi) or pretty high (lethal). Its better to not get hit at all than be hit and you will miss out on the secondary effects as well. I think when it comes to attacks that are combined lethal and smash or lethal and fire attacks etc. if the lethal misses the smash misses and the fire misses.

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    1 Dam Res in unstoppable hits you on the cap when combined with your other powers.

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    I res capped it i think bearing in mind the passives to Rel and Ren arent there which is good and if your end drained unstoppable would put ya at 73.5% alone.

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    The to-hit buff in invincibility is now pitifully small. Either 3 slot it, or don't slot it at all.

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    It is small but not amongst numbers i believe, but i left it there because:

    a) i am not sure of the exact figures atm but i think atleast 2% tohit would be multiplied by 10 giving 20% tohit and a tohit buff on with an additional base of 5% would mean he is carried over till he gets foc acc, i do think katana is a great aoe set and invulns get buffed by being in the middle of mobs so being in a mob of 10 foes is ideal. It would definately be a taunt slot on a tank for me.

    b) its a spare slot for end or more so taunt if needed.

    Maelwrys build i think is better than mine for pvp as invincible provides next to no real benefits, less so than TH due to end cost.

    My hole in my build for pve was possibly not having aid self where tough hide is with my conception of how i would play it.