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On the top left of your power tab there should be a space that says "Combat Attributes". Click it. This will bring up a window with all of your numbers available under the various nested tables. You can then right click any specific attribute and select an option that will bring up a window to track said value without the big window up.
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Quote:I realize this. I actually specifically mentioned that the power is rather poor for DPA and thereby DPS. This is less a point of it not having enough damage and more a point of the animation taking too long. Animation has a lot more to do with how useful an attack is than outright damage 99% of the time, especially from the current balance perspective wherein animation time is completely ignored.Total Focus is not as good as it appears to be on the surface. It has inferior DPA and DPS to both Bone Smasher and Energy Punch thanks to its long activation time.
Quote:It used to be a worthy tier 9 when it had a mag 4 stun and could stun most bosses in one shot, but now many people don't even take it. I did, because I love the bugger, but even I admit that I rarely find myself using it because the effects aren't worth the 3.3 second activation time. It really could use a buff since losing the mag 4 stun, since it really wasn't that overpowered in the hands of Blasters as it was for Tankers etc.
If you really want to try to get it made into a better attack, you're better off asking for the animation time to be reduced to roughly 2 seconds. That'll keep all of the recharge and endurance costs the same while making the attack actually competitive against other melee powers. -
Here's an Claws/SR build I put together for another person earlier in the week. It's softcapped to all, sustainable endurance even when using the FU>Slash>Focus>Wait attack string for ~160 dps, decent AOE performance because it actually brings in Spin and Shockwave, and 25.9 hp/sec passive regeneration. I didn't pack it with Aid Self, which could hurt its performance in long solo fights, but that's the price you pay for making it a build that can dish out the damage AoE and ST.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 1: Focused Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/Rchg(9), GftotA-Def/EndRdx/Rchg(17)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(13)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(7), LkGmblr-Def(17), LkGmblr-Def/EndRdx(27), Zephyr-ResKB(39), Zephyr-Travel/EndRdx(45)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(25), RechRdx-I(27)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/EndRdx(36), Mrcl-Rcvry+(36), Mrcl-Heal(36), RgnTis-Regen+(37)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21), Decim-Build%(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(34)
Level 22: Quickness -- Run-I(A)
Level 24: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 26: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29)
Level 30: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Acc/Rchg(34)
Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(39), GftotA-Def/EndRdx(42), GftotA-Def/Rchg(42)
Level 38: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(46), Amaze-EndRdx/Stun(46)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResDam/Rchg(46)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 47: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(48), GftotA-Def/Rchg(48), GftotA-Def/EndRdx/Rchg(48)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
I want in simply because I'm dying to take a crack at the numbers for some of the proliferated sets. I've got a feeling I won't get in though because I've got a rather bad track record for those closed betas I have gotten in on (late in the process when all of the relevant commentary and discussion for things I'd actually test have already taken place and it's simply "check out the numbers two weeks before everyone else").
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Quote:Power Burst really is the ugly stepchild of the tier 3 blast world. It's got abysmal DPA, especially when you consider that the tier 3 blast is supposed to be substantially more powerful than the tier 1 and 2 blasts (re: at least 50% better DPA is pretty much standard). It's DPA is a pitiful 59.1. The tier 1 and 2 blasts have DPAs of 52.7 and 55.5, respectively. Virtually every other tier 3 blast (all of them if you include Shout's longer -res component) have DPAs that are at least 90 (the DPAs of the tier 1 and 2 blasts are all pretty much the same with a couple exceptions).Okay, so Power Burst seems like it should be a seriously scary single-target blast, right? Only it's not, Bitter Ice Blast, Blaze, and Blazing Arrow, the equivalent blasts in other sets, all do more damage and activate faster, which is totally unfair, and we all know how fairness is a central tenet of MMOs. Power Burst doesn't even get a cool or even reliable secondary effect like other powers like Cosmic Burst to make up for it. The solution!: MOAR DAMAGE. It should do at least as much damage as Blaze, and maybe even have 100% chance of knockback!
The best solution as I see it is to increase the damage to roughly 200 (~50% increase in base damge). It would give it a DPA that's actually competitive with the rest of the tier 3 blasts. The secondary effect doesn't really need to be addressed, as I see it, simply because its already got a more reliable and higher mag knockback effect than any of the other blasts: the secondary effect is already where it needs to be.
Quote:Now, secondary-wise: Bone Smasher and Energy Punch, for Blasters, are slower and stronger than the versions for Tankers. This is because, for Blasters, we want them to be more burst-damagey and less attack-chainy, DPS-ey than for Tankers because Blasters get more attacks than melee types, and because going into melee is a risky proposition for them unlike melee ATs where it's SOP. But Total Focus is left out! Whuuuhh??? Yes friends, Total Focus is exactly the same in Energy Manipulation as it is in Energy Melee. Why? Why didn't it get the longer-recharge, higher-endurance, more damage-treatment too? I don't know, and neither do you! Let's make it so!
On a less on-topic note, did anyone else expect some horrible roleplay inspired "logic" blurb that insisted that because the character is channeling universal forces in coherent blasts that the character should be dealing more damage than the guy flinging fire? -
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Quote:The reason you need to calculate using Arcanatime rather than the in game numbers is pretty simple: the in-game numbers are wrong. Well, not exactly wrong, they just don't account for all of the time that is taken up by a power being activated.WTF is Arcanatime, it doesnt exist ingame so why do i need to calculate it into my DPS this makes no sence.... and im sory im a 'newbie' to number cruching i dont useually build trying to maximise DPS
The logic behind it is rather simple: the server only checks your status once every so often. If you change your status in between these regular intervals, your status remains the same until the server checks it again. This is why the numbers are all divisible by .132 seconds.
Now, the reason why your not just going to divide by .132 and then round up is equally simple: finishing the activation of a power and activating a new one have to operate on different intervals. One clock interval is taken up finishing the activation forcing the earliest time that a power can be activated to actually be a clock interval after the power is finished activating.
Storm Kick only takes .83 seconds to animated as we see it. The server won't actually realize that the animation is completed until .924 seconds are up, and it won't allow you to animate another attack until 1.056 seconds are up. Because it doesn't really matter how long the animation is where DPS is concerned, it actually matters how long it takes until you can get another attack started, the amount of time that the attack takes up is 1.056 seconds. Using the listed number would artificially inflate your DPS because it assumes that you're attacking as soon as you see the animation finish rather than operating under the constraints forced upon you by the server. -
Quote:Cold/Sonic, Dark/Sonic, Rad/Sonic, TA/Sonic, Storm/SonicHello defender board, I recently decided i wanted to roll a defender, but i dont want the over used empath that is attracted to AE. Would anyone make a suggestion on pri and secondary powersets for me? Im lookin for something that can solo really well, as well as team just as well, please respond and let me know. Thank You Defender board, and hopefully you arn't all empaths by now.
*/Sonic is just awesomely potent and by far the best blast from a sheer damage and functional contribution standpoint. Cold/*, Dark/*, Rad/*, TA/* and Storm/* are all excellent solo'ers. -
Quote:Actually, I'd challenge you to actually bring up any statistical evidence to demonstrate correlation and then ask you to actually tell me how strong the correlation is. And then I'd tell you that it's actually perceived power level and that most of the people that play the game are incredibly bad at accurate observation where game balance is concerned.They are underplayed BECAUSE they are underpowered. Popularity comes with power. If we had God mode tank mages, people WOULD play that most of all, because mass destruction is just plain FUN. Fire/Kin Controllers are the closest thing we have to that, which is why they're so prevalent.
An AT's popularity and its personal ability are directly correlated.
The devs have, in general, assumed that population disparity demonstrates imbalance, but there are also other variables aside from balance that impact population. Assumed and actual playstyle both have a huge impact on how popular an AT is. This is why Stalkers, even though they've been balanced upwards pretty heavily, are still less popular. You can't view population as the single arbiter of balance simply because there will always be population disparities. On average, support based roles/ATs/classes are significantly less popular than pure damage ones simply because people prefer to deal damage rather than keep people alive, no matter how much that support might be stronger.
Also, something to remember, a single data point across the various servers does not a rigorous assessment make. Check it across multiple times across multiple days and you'll get something that might actually be significant. -
Quote:I was referring to the secondary attacks not being able to crit.Sure [Chain Induction] can, unless you were talking about the chained parts and not the initial shock. In that case, you'd be correct. I don't think setting those powers up to crit would be hard, just make them summon a new pseudo pet with the crit baked in.
Of course, for Stalkers LR has the added benefit of not breaking Hide, so that may be their compensation for the crit... -
Quote:I've helped a couple of Blasters, more than a few Night Widows (and even a ranged only Fortunata), several Tankers, a couple of Brutes, and a number of Stalkers all of which either posted here looking for help or sent me a PM specifically because they read the Scrapper forums.Its why you often find other AT's posting here. We frequently see the brutes and tankers asking for help from this set of forum go'ers.
I think it's fair to say that the Scrapper forums are known across all of the AT boards as the place to go when attack strings are important and AV soloing isn't simply due to stacking loads of debuffs on the target. -
Just switch out CJ for Hover, SJ for Flight, and Hurdle for Swift. Everything else remains exactly the same.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(7)
Level 2: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(11), Hectmb-Dam%(13), Achilles-ResDeb%(13)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dam%(9), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27), Dct'dW-Rchg(29)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(31), RgnTis-Regen+(31)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33), Apoc-Dam%(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(37)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(39), Aegis-Psi/Status(39)
Level 26: Hurdle -- Jump-I(A)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43), Dct'dW-Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40), Ragnrk-Dmg(42)
Level 35: Health -- Numna-Heal(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(40), LkGmblr-Def/Rchg(42), RechRdx-I(45)
Level 41: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:Well, for starters, Chain Induction and Lightning Rod both work better for Brutes than they do for Scrappers (or Stalkers) simply because those powers can't crit. I honestly hope that something can be done to fix that.I understand being cautious, but is there any reason you can think of that would keep us from getting the same thing Brutes have?
It's less a question of whether we'll get a completely different version (in much the same way that Tankers, Scrappers, and Brutes all have different versions of Fire Melee) and more a question of what the attributes of the powers within the sets as they apply specifically to the Scrapper AT will be. -
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Quote:If you're using Thunder Kick rather than Storm Kick for purely cosmetic reasons, you're definitely not getting everything out of it you could be. They've got the exact same animation time and Storm Kick deals and extra 29 base damage.Edit: with 3 lvl 50 dmg IOs in thunder>dark>crane>thunder>dark>CAK its roughly 156.6 dps *my dps calculations arnt correct im sure* and i only prefer thunder to storm because i dont like that jump spin, i like a straight kick to the face
Thunder>Dark>Crane>Thunder>Dark>CAK with that slotting is 1096.5 damage in 8.184 seconds (Thunder takes 1.056 secs to animate, Dark Blast takes 1.188, Crane and CAK take 1.848, all thanks to Arcanatime) for 134 DPS assuming 100% accuracy. Storm>Dark>Crane>Storm>Dark>CAK with that very same slotting would deal 1202.4 damage in the exact same period of time for 146.9 DPS.
You probably forgot to account for Arcanatime when you were figuring out animation times for your powers (a common mistake to newbie number crunchers). To get the real time that each of the powers takes up, divide the listed animation time by .132, round it up, add 1, and then multiply by .132.
.132*(roundUp(listed/.132)+1) = Arcanatime (real) animation time
Quote:Im not trying to out perfom my dm/sheild, im mainly seeing if its possible to get him enough DPS to be CHEAPER to solo AVs than my DM/sheild, and from my VERY rough guestimations... theres atleast a 10 dps difference between the 2 *not including any build up type powers*
Quote:And thx for the DM/SR build.... im hope he would be fine useing dark blast if i explain it uses less end, less rech and does better dmg
Quote:Also.... im not sure how i would calculate this in... but utilising stlkrs "assassination" to its full potential *31% chance to crit with full team* would that be adding in atleast 1/3 of the dps?
Quote:one last note.... if useing said assassination to its full, would it be considered 'cheating' to solo AVs with even tho the team didnt do anything? -
Quote:I agree with this notion. The resists should be valued equal with defense values rather than twice as heavy (re: 1% res should be equivalent to 1% def in set bonuses whereas now they're 1% res is equivalent to 2% def).And before any dev gets any funny ideas: No, do NOT nerf the Defense bonuses to compensate for lack of Resist bonuses. Buff the Resist bonuses.
They also need to address the fact that, while defense bonuses are rather prolific (which is one of the reasons why slotting for defense is more popular than slotting for resist), resistance bonuses are rather rare and, at the same time, affect fewer values. There are a number of single and paired resistances that should be paired, similar to how positionals and typed based defenses are paired together. All of the single resist bonuses should be pair with their compatriot type (s/l, f/c, n/e, p/t) and all of the paired resists bonuses should have either 1 or 2 other bonuses at half the value, whether it progress circularly (s/l paired with f/c which is paired with n/e which is paired with p/t which is paired with s/l) or has specifically chosen pairs (s/l with p/t and f/c with n/e).
These changes might actually make getting resistance worth it somewhat. The fact that it's only half as effective as the defense (because that's how defense and resistance operate on average) should be enough of a reason to balance it out. As it stands now, there's no point in getting the resists whatsoever even if you've already got some resists to stack them up with because the values are so pitiful. -
You're wrong unless you're refering to the additional +tohit that enemies 6 levels or higher than you get (which is a bit more than "higher conned"). The only time that having defense above the softcap contributes is either when you're hit by a defense debuff (so that it acts as a buffer to keep you at or above the softcap) or when the entity attacking you has tohit buffs (which directly counteract defense on a scale of 1:1). The only time that level difference directly plays into this is when you're fighting a target that is of sufficiently high level that it gets automatic +tohit against you. Sufficiently high level is +6 or higher, at which point the entity gets an extra 5% +tohit against you for each level above the 5th that it's already above you. Combined with the fact that they're already packing a natural accuracy of 1.5*rankAcc, that little bit of def above isn't really going to do much.
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Quote:Your conclusions are correct. The issue that many people bring up with using those debuffs on targets with high levels of resistance is that you're already dealing so little damage, you'd have better use spending it elsewhere. When the target has 99% resistance and you're throwing 100% -res at him, you simply making your 100 damage attacks do 2 damage instead of 1. Neither of those numbers is impressive so it's better to focus your efforts elsewhere until the peaked resist drops.So, by this reasoning, a res debuff will increase damage by it's percentage, regardless of what resistance the target has. Even if the foe has 99% resistance, if you put a 50% res debuff on them, you're still going to be increasing your damage by 50% (and hence it's worth using). Is this right? Have I missed something? Or are the people saying res debuffs aren't good against high res just wrong?
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How many toggles are you running? If you're running a lot of them (like your three native toggles, the Fighting pool, and Focused Accuracy/Targeting Drone), then yes, you probably do need it. If you're running a very high recharge attack string (which will probably be pushing 3.5 end/sec burn on top of your ~1 end/sec from toggles), then yes. If you're simply leveling up and not planning on running a vast plethora of toggles, then no. The lower end costs of the Claws/* attacks and Quick Recovery should be more than enough.
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Quote:As stated earlier, it should be an option that you can opt out of (and should be opted out on default). Remember, it's the search function, not just the team finding function.
- Searches should never include players already on teams and solo players in TF mode (e.g. Ouroboros flashbacks).
Quote:- Level range increments should be by 5's, not 10's.
Quote:- The list should never be truncated.
I'd also love to get some kind of queue function set up for team formation. Join the teaming queue for a zone/level range or the queue for a specific task force that way you're easier to find and you don't have to keep checking back every five minutes. -
First things first, that build isn't gonna be soloing AVs for one very obvious reason: endurance. That build is spending .71 end/sec passively, 3.18 end/sec with the MG>Smite>Siphon>Smite attack string, and only has 2.74 end/sec gain. You'd be hemorrhaging 1.15 end/sec and that's just not sustainable.
If you're going for a budgetless build, you might do better with this:
Softcapped with defense buffer (from hide), 55.5 hp/sec, MG>DB>Siphon>DB attack string, sustainable endurance, perma-Hasten, etc.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Stalker
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(40)
Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 2: Focused Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Def/Rchg(3), GftotA-Def/EndRdx/Rchg(37)
Level 4: Focused Senses -- GftotA-Def(A), GftotA-Def/EndRdx(5), GftotA-Def/Rchg(5), GftotA-Def/EndRdx/Rchg(37)
Level 6: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11), Armgdn-Dam%(11)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Practiced Brawler -- RechRdx-I(A)
Level 18: Siphon Life -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(21), Mako-Acc/Dmg(21), Nictus-Heal(23), Nictus-Acc/Heal(23), Nictus-Acc/EndRdx/Heal/HP/Regen(25)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Mrcl-Rcvry+(27), Mrcl-Heal(27), RgnTis-Regen+(29), Numna-Heal/EndRdx(29)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(31)
Level 24: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 26: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 28: Quickness -- Run-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37), EndRdx-I(46)
Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(40), GftotA-Def/Rchg(43), GftotA-Def/EndRdx/Rchg(43)
Level 38: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(42), ImpArm-EndRdx/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(43)
Level 44: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46), EndRdx-I(46)
Level 47: Soul Storm -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Quote:Are you sure you don't want to use Storm Kick rather than Thunder Kick? They're both available at level one and Storm Kick is significantly better DPA.and i wanna ask, what would be the BEST dps i could pump out from a ma/nin with the attacks of Thunder Kick, Crippling Axe Kick, Crane Kick and Dark Blast... gonna see if i can build a ma/nin cheaper than my dm/sheild >_>
Assuming you go with Storm>Dark>Crane>Storm>Dark>CAK, you'll deal roughly 73.8 base DPS (re: no +dam, no procs). I assure you that MA/Nin will not outperform DM/Shield. -
Quote:Actually, you're reading that entire analysis a bit incorrectly since you're citing popularity as "number of logins for each AT" rather than the more appropriate but completely unavailable "number of hours player for each AT".Quote:You've conveniently never answered just why it is that Controllers outnumber every other AT by a significant factor Turbo. But that's what you do, only answer what you want to answer and ignore the inconvenient questions.
Honestly, if you want a good gauge of real AT popularity insofar as playtime rather than timed logged in, you'd do best to simply take a few samples across all of the servers. Simply make a level 1 character, head in and check how many of each AT are playing at any specific time. In general, you'll find significantly more controllers on than any other AT. This is actually a more effective way to gauge AT interest because it actually accounts for how much people are actually willing to play the AT (or at least stand around while playing the character). -
I got bored so I made a Claws/SR build. Softcapped to all, maintains a respectable 25.9 hp/sec, should get roughly 160 dps single target and still have very respectable AoE capabilities (with Spin and Shockwave), can keep going for 450 seconds before needing to actually use Conserve Power (which has a 47.6% uptime with just a single slot), perma-Hasten, and very healthy exemp'd performance.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 1: Focused Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/Rchg(9), GftotA-Def/EndRdx/Rchg(17)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(13)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(7), LkGmblr-Def(17), LkGmblr-Def/EndRdx(27), Zephyr-ResKB(39), Zephyr-Travel/EndRdx(45)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(25), RechRdx-I(27)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/EndRdx(36), Mrcl-Rcvry+(36), Mrcl-Heal(36), RgnTis-Regen+(37)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21), Decim-Build%(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(34)
Level 22: Quickness -- Run-I(A)
Level 24: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 26: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29)
Level 30: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Acc/Rchg(34)
Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(39), GftotA-Def/EndRdx(42), GftotA-Def/Rchg(42)
Level 38: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(46), Amaze-EndRdx/Stun(46)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResDam/Rchg(46)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 47: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(48), GftotA-Def/Rchg(48), GftotA-Def/EndRdx/Rchg(48)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
At high (re: 172%) +recharge: HS>Hack>Dis>Parry
At moderate (re: 60%) +recharge: HS>Hack>Parry>Slash>Dis>Hack>Parry>Slash