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At a casual glance, I don't think that build could take on AVs without insps. Any possible attack chain with the powers/slots chosen would be subpar and might not be end sustainable either.
To improve on that front, my own choices would be to drop Assault for Hasten, trade Poison Dart for Swipe, and slot as to run FU -> Lunge -> Strike -> Swipe gapless and sustainable for at least ten minutes. -
Quote:Uh.
Shouldn't disrespect a lady, and a vet from the gulf war.
Quote:It's not usually a threat when it is carried thru
FYI, it's best not to jump to your friend's help if you're doing such a terrible job at it. -
Quote:Although I don't necessarily agree with the "MMO = team", everything else is spot on in my opinion.
Now I understand your 'synergy' argument, but even by swapping 'best' with 'synergy', it's still a matter of opinion, and I'd still argue fire. Why? Because fire adds more value to the combo. Sure dm adds more 'stuff', but most of it is less valuable than the primary thing fire adds. Damage. Specifically, aoe damage. This game is an mmo, and most people team a lot in an mmo. That means lots of enemies to kill at one time, which means aoe damage is of very high value. It also means teamates who may might heal you or give you endurance buffs. Then there are inspirations that can be used to heal or recover end. That lessens the value of siphon life and dark consumption (even solo, i rarely ever need to pop a green or blue insp). But no teamate or inspiration is going to give you more aoe damage. That's why fire is better than dm, both in terms of 'best' combo and which 'synergizes' better.
Mitigation is convenience. Damage is rewards. -
Quote:You can't really increase damage numbers with IOs, at best you can get about 30-40% damage bonus which is very little for a brute as with Fury and 95% damage enhancements in powers you're usually running around 350%+.
Have my damage do a 1 hit kill or close to it
What you can do, however, is increase damage output through end efficiency, procs and recharge. -
Reposting from the other thread, still voting for DM/SD.
Start from DM/SR survivability, which is already high as anyone who played one can tell you.
Add about 260hp, 17% S/L/F/C/E/N res, a T9 on a fast recharge that can boost HP and res further, an AoE KD that also happens to do huge damage (SC), an aura debuffing damage (granted, it's not a lot against +lvl foes, but it's still a little plus), and complete protection to mez effects.
Then also consider you'll deal better damage, and killing speed directly relates to survivability.
Finally, you can round it up with Energy Torrent, which admittedly isn't something specific to DM/Shield, but stacks fantastically with it anyway - unless you're already hit the point where it's overkill, which might be true for weak factions even on +4/x8. -
Sorry for the acronym overload - we were discussing Divine Avalanche (Katana power boosting defense).
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DM/SD is probably the most survivable scrapper overall, although DM/Inv can perform better in extreme S/L situations. Claws/SR can be quite impressive as well, although its mitigation isn't team friendly (spamming Shockwave).
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While scrappers get the same % DDR (50), Inv tankers and scrappers are very different beasts against Cims, in my experience. At 90% S/L res and up to 3000hp you can shrug off S/L damage for quite a while even if debuffed to oblivion. On the other hand, scrappers with 75% S/L res (2.5 times as much damage taken) really need to stay at 40%+ def, otherwise cascading defense failure can happen fast. I've found being just at the softcap with X foes in range doesn't cut it, to take on groups of cims comfortably without having to eventually hop around when 2 hits connect in a row I needed 45% S/L with 1 foe in range (bringing in to 57-58% with a crowd around, which is enough room to take 1-2 hits and stay near the softcap).
That said, I think many people when talking about Cims refer to an ITF - as in, a team, with team buffs or damage to support you, and rarely over +0. In that case, Inv and even WP can definitely do fine with minimal IO usage.
I can't for the life of me see how to handle +2/x8 (or above) efficiently on a solo WP though, unless picking a primary that provides absurd mitigation - and even then, say you pick Katana for DA, you're still going to have trouble hitting as their grant covers are very efficient when stacked. With ~55% S/L res, being barely at the softcap with 20% DDR makes the first landing hit very likely to start cascading defense failure, and regen doesn't do much when you're taking ~500 damage (if not more) per second. My experience with WP alts against Cims has been on a SS/WP brute (not build for softcap, getting completely obliterated unless popping insps), and a DB/WP scrapp (originally 37% S/L, was as bad as the brute, moved then to 45%, a bit better but still nowhere near enough to avoid hopping around while defense debuffed).
Of course I guess you could build to handle Cims by picking Energy Torrent and spamming it, but I just don't like that playstyle. :P -
FM/SD overall. Great ST damage, great AoE damage. Least survivable primary, but that's not much of a concern with SD.
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Coming from someone who constantly brags about taking down AV/GMs with -regen alts. Ok dude, I'm sure the original vision for the game was that clicking one power every 30 seconds should completely flatline the regeneration of the toughest foes ingame, heh. I'm sure you didn't abuse the BoTZ sets on any of your alts to softcap ranged defense either, right ?
Seriously. Dude plays alts so easy you could run a macro on them to solo AVs, and comes to poo-poo someone's else thread about "cheating" for thinking outside the box with a subpar character for the task at hand ? Are you kidding me ?
For that matter, any AV soloing is exploitation of the game mechanics as it's supposed to be team encounters. -
Quote:S/L is at 70% and DDR at 50%.
/Invul: over-capped S/L resists(81.55%), 33.9% res to N/E/F/C/T, and 25.7% Def vs all types but Psi, and 12.6% Def vs. Psi, and 80% DDR. -
1/ 35% melee, 40% ranged and AoE IIRC.
2/ Most definitely, overall. I've had more powerful scrappers for very specific tasks (DM/invul for taking on X S/L AVs in a custom made AE mission, for example), but the ElM/SD is always at top level of mitigation and there's nothing the character can't handle on +4/x8.
Before I played SD, I felt you'd have to be silly to pick anything else for performance. After I played SD on a tanker, I started to feel bad for rolling anything but SD on a melee alt. Now that I've played SD on a scrapper, I don't think I'll ever reroll another scrapper (unless new shiny things change that). It's just so over the top and I can understand why so many people want to defend it, it's fun to be über. I just want Dual Blades/Shield now. -
My level 50 ElM/SD, not softcapped (that doesn't mean any specific focus on anything else, I just never bothered to finish the build), is by far my most powerful scrapper.
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It's easy to confuse "enough" with "the same", considering it's easy to reach "enough" for most situations, but really, given the same investment, no blaster can come close to scrappers when it comes to damage mitigation.
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Quote:Downtime is the worst penalty for me. Loading hosp -> running back to mish -> loading mish -> running back to the point I was... Meh.
hrmm.. ok.. at level 50, what's the penalty for dying again? Oh... yeah.. that's right there isn't one....
I'm not even talking about efficiency here, I'd rather play something dealing, say 200 DPS all the time than something dealing 250 DPS all the time but going to hosp once per hour, yet objectively the 250 DPS thingy is likely to go faster. It's just not fun to get interrupted by something as pesky as death while in the middle of scrapperlock. -
Quote:3. pick another primary, doing more DPS while also having more survivability
To be honest, if the self damage is impacting your survivability then you need to do one of two things:
1. stop button smashing like a buffoon
2. reduce your difficulty
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I don't think you understand how math works, nor words for that matter. I'll answer for the sake of clarifying my argument to anyone who might be reading rather than trying to get to you.
Using ET *at all* reduces your survivability. Using the best EM DPS chain involves using ET a lot.
The point isn't whether it is possible to play an EM toon while using the top DPS chain and not dying. It is possible. It has nothing to do with my argument.
The point is, other primaries can enjoy similar or higher DPS while also not having to suffer from the -HP, leading to them being more survivable. That survivability can translate to taking on bigger odds. That survivability can translate to using the best DPS chain (for people who'd refrain from "button smashing" and use weaker chains instead). That survivability can also translate to nothing if you stick to fighting stuff so easy you wouldn't see nor need the difference, in which case you can also make the argument all blasters are overpowered if you play on -1/x1 for your whole career...
Or, to try it in numbers, my point is EM does x DPS while having m-n (n directly increasing as x does) survivability, other primaries do x+y (y >= 0) DPS while having m survivability.
To be honest, if you think saying that you hardly had survivability problems before the nerf supports your position, at a time where the maximum reputation was equivalent to what +3/x1 is now, you're really in no position to discuss performance. A defender can take on +3/x1 while using brawl as his sole attack power and hardly have survivability problems. -
Quote:I bet there's a catch, like lacking the heca proc in Smite or not having maximum healing % in SL.
Incorrect, my Post Nerf rebuilt DM/SD currently sits at 2141 hps, softcap Def (tiny bit shy on AoE), 29% S/L Resistance, 97.5% Recharge pre-hasten and 28 hp/sec regen. Now I don't know about you. I'd say that's pretty decent aye? -
The difference between 43% and 45% (or even 44 and 45) is huge for me, provided I'm in a situation where I do need the survivability, especially in situations with significant defense debuffs as, even with capped DDR, cascasding defense failure can happen and will happen more often and faster as defense gets lower.
It was really obvious for me when I was leveling on my ElM/SD, being at 31% defense one luck gave me 43.5% and sometimes it wasn't enough and I had to pop a second luck. On the other hand, if there was any minor defense buff on the team I'd be fine all day just using one luck. Of course, a leveling character has less HP, regen, DDR than an IOed out one, but then again, at this point that same character wasn't solo fighting +4/x8 arachnos or something like that.
For most "normal" gameplay situations, it's probably not worth it to go all out with defense. Just to take one example, to sacrifice damage for defense doesn't strike me as efficient for a solo /SD farmer, as you're going to get tons of insp drops. On my ElM/SD I have enough to keep one luck up at all times *and* enough rages to more or less stay at the damage cap. It can be convenient though as clicking insps is one more thing you have to manage, and let's face it most people just don't like using insps (anyone's who tried to pass a wakie to a dead teammate only to get the "can't give, inspirations full" message, raise your hand). -
Mids is incorrect here, Incinerate does more damage than Cremate ; the only downside about it is it's a DoT, some of it will sometimes be wasted on minions and lieutenants).
Kick is terrible as an attack, and to make things worse it has a random chance to KB. As with everything, you can make it work, but it's so bad I think you'd be better off just waiting for another fire power to be recharged rather than use Kick, or maybe use the time to position yourself for breath of fire.
As for defense, you just have to find a number you're comfortable with. Most people go for the softcap (45%), some go slightly higher to cover eventual tohit buffs and def debuffs, personally I plan for the former but usually end up not finishing my builds because anything over ~33% def and a luck inspiration will give you the same result for 50 inf per minute when you need it. -
Quote:I'd actually say the sheep are the people who claim EM does great ST damage, based on either looking at a few spreadsheets in a vacuum that don't take into consideration the effect of overkill damage, don't consider procs (the longest animation you have, the less you get from a proc), ET's -health, and so on, or their casual experience ingame ("oh it does good damage because there's high numbers when I hit ET" - NO ! Just, no)
No one wants to use it cause people are sheep not cause its worse off at ST dmg than all the other sets.
If you're looking to do ST damage, there's other options that will do more DPS while also not directly harming your survivability.
IMO, the only sensible options for performance with EM are DA (stacking stuns with OG, turning TF into a guaranted boss hit, along with DR making ET's -health much less of an issue) and WP (high regen taking care of ET -hp, regen based build gets a lot out of stuns as well). Anything else, and you're fooling yourself if you think there isn't a better choice. -
Checking on my SD tanker right now :
GC with one lotg def/global rech gives me 17.3% DDR.
AD with two membranes gives me 30.27% DDR (stackable).
BA with 57% def enhancement gives me 27.17% DDR. -
Quote:There aren't such a thing as tactics when it comes to GMs, it's either -regen spam or insps/temps. You need ~360 DPS to break even with their regen rate at level 50, and no build can get to that number in actual gameplay.
Currently I'm having a few problems overcoming the regen of giant monsters when fought solo. Anyone have any advice on some better tactics?