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Posts
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Joined
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Hmm, interseting. I didn't think there's anything that's actually "auto-hit" in the game anymore.
Thanks Roderick.
Anyone can shed more light about Choking Cloud? -
Ok, this is quite a basic question.
Powers like Burn and Chocking Cloud (I'm sure there are others I can't think of at the moment) that are flagged to not accept Accuracy IOs. Naturally, you can't slot any generic accuracy enhancements in them. But, you can slot dual/triple/quad aspect IOs or HOs that boost accuracy with something else (Like I can use the Acc/Dam or Acc/Hold IOs). Would that boost their accuracy or not?
Because in Mids, their accuracy DOES increase if you slot such IOs or HOs in the power. But, in-game if you mouse over the power, it doesn't show any increase to the accuracy of the power. So yeah...does slotting accuracy in powers like that help or is it a waste?
(Yes, I realize that in most cases you're going for sets in which case you will want some IOs in there regardless of whether they boost accuracy or not. But I'm asking about some cases when you're only Frankenslotting or using SOs/HOs).
Thanks! -
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Yeah, agreed. While the current animation looks kind of stupid, I VASTLY prefer it over the old 3+ second animation it used to be. It's sooo much better now. It's a lot more noticeable (at least for me) when doing stuff like STF when you wanna keep CM cycled on all the squishies on your team pretty much for the majority of the TF.
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This is quite insanely awesome. I haven't had the time to test it myself yet, but just reading about the features it has makes me happy.
Thanks for all the hard work guys! -
Nov 16th sounds pretty damn good to me...it just so happens I have the 15th - 20th off work =D
Also, excuse the apparent noobness, but "BAF"? Whassat? -
Well I see two very things that make Mace Mastery win over Cold Mastery:
1) The shield is a T1 power as opposed to Ice Armor being a T2 power. So if you only want the shield from epics you won't have to take any filler powers. And of course, as mentioned, Ice shield is just ugly. Mace shield is just some glow effect.
2) The AoE immob in Mace Mastery is just...yummy for some blasters. Especially Fire and /Fire ones. It makes powers like Rain of Fire, Burn, and Hotfeet more effective since enemies can't run away then. Of course it's also quite helpful for AoE damage auras in general. -
How would a Claws/Fire/Mu scrappy rank with those?
I'm currently building one myself and looking at different builds for it..with the one I'm looking at right now:
With double stacked Follow Up (and 16% damage bonus from sets), Spin will do doing considerable damage, then add Burn and your Damage Aura to that, and Ball Lightning, too. With Eviscerate as backup great damage for after the initial assault, and Focus/Mu Bolts for runners.
If you build for good recharge (I'm working with 75% on Mids right now) Spin recharges every 3.5 seconds (2.7 w/hasten), Burn every 9.5 (7.5 w/hasten), Ball Lightning every 12 (9.5 w/hasten), Eviscerate every 3.3 (2.6 w/hasten). Healing Flames is up every 15 seconds (12 with Hasten). Hasten has a downtime of about 15 seconds or so. Not to mention Fiery Embrace for random added damage buff every minute or so.
I realize that the damage per Double Stacked Follow Up and Spin is lower than Fire Sword Circle with a fully staturated AAO, but considering I can do Spin 2-3 times for every 1 FSC, not to mention Blazing Aura is still ticking about 39 damage every 2 seconds the overall damage should be higher than FM/SD, especially that shield charges recharges much slower than Burn as well.
I dunno, but to me that looks pretty solid AoE damage. Just not sure how it compares in practice. -
Ok..been wanting a KM scrapper for a while now. I had some free time at work today and was playing with Mids...and came up with this. Initially, it looks pretty satisfying. I was wondering what you guys can offer and improve on it. I was hoping for more recharge to have Power Siphon, Active Defences (got Membranes in it so the DDR would stack), and Shield Charge up more often to be honest. Especialy Active Defences.
Also, while I don't mind having a couple purple sets in the build, the PvP Def+3% IO is outta question, no way I can afford that, heh.
One Note: There are 4 free slots in the build. Those are intentional, as this build is sorta I19 in mind. The reason I did pick the fitness pool up in this build is because I wanted Stamina in here so I can slot it for the AoE defence and still see how my End Consumption/Recovery would be. I will be picking up Hasten (one free slot goes there, slot with two regular recharge IOs), Stimulant (just one Interrupt), and Aid Self. The three other slots will go in Aid Self: Doctored Wounds: Heal/Recharge, Numina's Convalescense: Heal/Recharge, Heal/End/Recharge/, End/Recharge. I figure having a Self Heal on a defence based toon will help me more in the long run than having more passive Regen by putting those slots in Health.
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Thanks in advance. -
Anyone? I'd love some review of at least the third build.
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Quote:That was the problem I ran into as noted in the first build. Capping S/L resulted in underslotted Healing Flames and Focus, among a few other problems like lacking recharge and recovery.Call me crazy, but I don't think softcapping your /FA is the absolute best way to go about increasing survivability. Adding a notable amount of defense is a great idea, but when you go to the point of sofcapping, you will note that certain key powers will go underslotted. Key powers like Healing Flames, no less. I have seen a few impressive builds that boast S/L softcap on /FA, but I don't think I would give up what those builds require me to change.
Quote:Call me crazy, but I think recharge is perhaps more important as a build focus than defense on a /fa. Remember that defense debuffs run rampant in the game, and /FA has naught in the department of defense debuff resistance. It does have, however, recharge debuff resistance baked into temperature protection. Not much, but it is a bit and very helpful. With that said, you might find yourself in a situation where all of your carefully planned and sacred defense is cut into the red, and you are a wide open door for attacks. I suppose the easy way to cut it is to build for recharge and defense, but I would not downplay the importance of recharge in a /FA build.
I was hoping from this topic to see if I can get help on both the softcapped build, and the one with only 33% defence. If I can have the best of both worlds (defence and recharge) it'll be great. If not, I will have to settle for what I can get from both without gimiping the most important issues. -
First of all I'm going to start off with two questions.
What's the highest DPS single target chain on Claws for a brute?
Also, what's the highest DPS AoE chain on Claws for a brute?
Now, I'm well aware that Fiery Aura is one of the least survivable (if not THE least) sets in the game...but I've been really wanting to try it for a while now. I figured if I can softcap it to S/L it will carry me through a lot of the incoming damage. This is where I ran into my main problem. I CAN softcap this guy to S/L, BUT this lead to number of problems. Underslotted powers (Including Healing Flames, which bugs me a lot since it's key in FA's survivability), End consumption (toggles and clicky wise)/Recovery rate is bad, even with Consume around it still won't really fix the problem that much. And recharge is not that high, not to mention I could only fit one KB reduction IO in the build.
I realize once I19 rolls around it'll be a little bit better since when inherent Fitness pool I can pick up Superior Conditioning for an Extra 5 Max End and a good mule for an additional Performance Shifter proc. But that still leaves me with the underslotted powers problem and the recharge.
So... I tried a different approach. Instead of aiming for 45% S/L defence I aimed for 33% where a small purple would put me on softcap when needed. That allowed me to properly slot all the powers I wanted. get 2 KB reduction IOs in the build, and get slightly more recharge and accuracy due to being able to put a couple purple sets in there. Not to mention Endurance management is much better due to higher recovery, and being able to add End Redux to two of the higher End consuming powers (Blazing Aura and Spin). And when considering the I19 changes that not only allowed me to grab Superior Conditioning for help with the Endo issues, but also allowed me to pick up an additional attack (lost some regen in the process though).
So, I'm asking for advice regarding those builds. I would really really love to be able to get softcapped S/L on this guy, but not on the expense of gimping my attacks and recovery.
Probably should mention that I'm mainly a squishy type of toon player. So I'm very used to making full use of my inspirations as need arises. I don't mind having to use inspirations to fill in some gaps in the build as long as they're not really gaping holes. I realize 4 builds is a lot to look at, but I could really use the help with this, any tips would be much appreciated. Thanks.
Version 1:
My idea of a build with softcapped S/L.
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Version 2:
Same build as above, but taking the I19 changes to fitness in consideration. The 3 free slots are one for Health (to put the Numina's and Miracle unique in it) and 2 for Stamina (Performance Shifter proc, and 2 level 50 generic End Mod IOs).
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Version 3:
33% S/L defence, and overall powers are better slotted with better Endo management and slightly higher recharge:
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Version 4:
Same as above, but taking I19 changes into consideration. 4 free slots: 1 for Health (Numina's and Miracle Unique in there) and 3 for Stamina (Performance Shifter: Proc, End Mod, End Mod/Rech, End Mod/Acc)
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Quote:Nah, I didn't take it as a personal attack. I fully understand what you mean, I was just making sure that I wasn't misunderstood. I'm also very aware that "random numbers are random" so to speak, because even at capped accuracy/toHit there's still a 5% chance to miss, just like even at softcapped (or anything higher) defence there's still a 5% chance to get hit. If not the streak breaker will ensure you do miss/get hit.Well, I'm afraid you're almost certainly mistaken (even just in your own game).
Don't take it as some personal attack that we don't accept declarations like this that don't have data to back them up. Human beings usually suck at perceptions of patterns in statistical processes like this in general; it's been shown in several formal studies, and some claims of things like this around here (accuracy, drop rates, etc.) are local legends. So we're used to these claims, and they have never been backed up by data when people making them actually started logging their real hit rates.
You can check this yourself using Herostats, or, for a simpler (and less CPU-intensive) approach, just enable the in-game display of "Last Hit Chance" in your atrributes monitor.
Quote:This makes sense, and fits with what I'm saying above. If this is what's happening, you're projecting the odds of landing a complete combo onto the accuracy of your attacks overall.
Quote:Well, what do you consider a "good" amount of accuracy? I go for around 66% slotted accuracy if I can get it, because this is around the accuracy cap for hitting +2 foes with no toHit/Defense in play. If I can't, and a few popular melee sets don't allow for it, I can usually make up the difference with +accuracy set bonuses. I always also slot a kismet +toHit unique. (That's not just on Scrappers, I slot that on nearly everything.) That will normally cap me or nearly cap me on anything up to +3s who have no +defense.
Quote:Any attack set lacking a Build Up or Aim equivalent is going to have the same issues DB does when their foe is +2 or higher and starts with +def (or debuffs you before you can get to them).
I know ToHit buffs counter Defence. But what does Accuracy counter exactly?
And, at what point do accuracy bonuses seize to be actually "useful"?
Like the majority of my toons have 40-50% global accruacy to ensure all my powers have at least a 145% accuracy rating on them. But my main toon has 96%. Does he actually get to benefit from all that accuracy bonus?
P.S: I realize I'm going off topic here...if you want I can create a different, separate topic about this in the player help section.
P.P.S (or is it P.S.S? lol): I apologize if I came across like an ***, wasn't my intention. -
Quote:That's not what I meant. I meant that from what I've seen in DB (I've played three DB toons to 50) is that DB attacks tend to miss more often than other scrapper primaries. Plain and simple.The fact that it relies on hits landing doesn't mean that it misses more often than other stuff. It means that it's potentially impacted more by missing, which is different.
Of course I tend not to use my combos much, generally only using Vitals Strike when I can hit a lot of foes with it, so that doesn't actually affect my DB/Regen much.
Quote:Originally Posted by AnElfCalledMackUnfortunately, slotting for accuracy won't really help - most of the time, a scrapper is sitting at the accuracy cap, especially with stacked Blinding Feint. The problem is, with a capped (95%) chance to hit, the chance of successfully landing a BF/Attack Vitals chain and not missing any of it is about 81%, and missing any part of it noticeably hurts your DPS, either by losing a BF buff, or botching your combo. Four out of five combos either failing or missing a BF buff means DB is the set that most notices the hit-chance cap.
Side note though:
While I do agree that having double stacked Blinding Feint helps a lot with your ToHit buffs and subsequent attacks, in order for the initial Blinding Feint to actually connect reliably to begin with, you will need to have a good amount of accuracy invested in your build, no? Unless you're willing to pop a couple yellows every time. This is also very much more noted when playing against enemies with good amounts of defence (iTF, for example).
When I first built my scrapper I had only 27% Global accuracy on him and 6% toHit (Kismet unique). Was planning to rely on Blinding Feint to carry me through its ToHit buffs. But in practice, about half of my attacks pretty much missed consistently, especially when the opening BF fails to connect (which happened very often).
To make all this actually understandable, I should also state that I had a 44.14% Accuracy boost on my Blinding Feint from IOs. Which, according to Mids, would put the total accuracy rating on that power to 138.6%.
So, I had to tweak him again naturally. I added an additional 9% Global accuracy, and grabbed Focused Accuracy (5% ToHit buff, 20% accuracy bonus). Which put my global accuracy bonuses at 56%, and my ToHit bonus at 11%. Which raised the overall accuracy on Blinding Feint to 172.1%. The difference in performance was huge. Now my attacks hit a lot more reliably and actually having double stacked Blinding Feint is almost constant as long as I have stuff to actually hit. I still miss on occasion (and yes, I know the cap of ToHit is 95% and about the steak breaker thing) and planning to add a bit more global accuracy to the build once I can afford that purple set, but the overall feel and performance of him is very satisfying right now as is.
I'm not the best expert on in DB, or good in number crunching either. This is just my latest personal experience with this.
I'm not saying that this is everyone's thing with DB. Nor am I saying that this is what everyone should do. I'm just saying that after 3 50 Dual Blades toons, that is my impression about the set. While it's one of my favorite melee sets, I still find it misses more often than the other ones...in my game. -
Quote:This is pretty much it. I have a DB/WP that has a seemless attack chain of Blinding Feint -> Attack Vitals or Blinding Feint -> Sweep. Plus softcapped S/L and 33% on the other four. With Invul it should be even a lot easier AND cheaper to achieve those numbers of defence allowing you more room for recharge and accuracy.Get enough recharge for Blinding Feint -> Attack Vitals -> Repeat
Then build for all the defense you can!
Then build for additional recharge (to get Dull Pain up more often) with maybe a few (if you want to go this way) +PSI Resist bonuses thrown in!
Good to go!
Oh, and try to cram in as much accuracy as possible. Regardless of what the numbers say DB tends to miss more often than other stuff, which is bad because it relies on all its hits landing for the combos to activate. -
Quote:I'd never melee as fire / fire blaster is my main. Not worth it imo on fire blaster when I can hover in distance and drops targets like nothing.
MY main is a Fire/Fire/Ice blapper. He's a beast in melee and can survive like any scrapper in it, while dropping mobs a lot faster than any scrapper can dream of. Build Up/Aim -> Fireball -> Fire Sword Circle -> Burn = dead minions and Lts. Finish off the odd boss with Blaze. If there's a good controller on the team then I can also activate my HotFeet (or I can do that once I actually bother respecing him into the AoE immob from Mu Mastery) to kill stuff even FASTER than that.
If you make good use of your inspirations you can survive any situation. And if there's a tank on the team you're even better off killing stuff while the tank takes aggro for you.
That said...Why wait for the tank to take Alpha when you can just pop a couple purples/oranges then jump right into the middle of a huge mob and decimate them on your own?
We often speed run TFs, and I usually branch off on my own in kills alls to do what I do best while the rest of the team works on the other half (or maybe they split too depending on the make up of the team).
It's even a lot more easier now with the advent of the temp self-heal power. Plus making use of the Wedding Band, temp defence boost or phase powers helps a lot, too.
I've been called crazy by many of my friends because the way I play my blaster like a scrapper. Hell, I can tank some AVs on him while the rest of the melee toons that dropped can get back on their feet...including Romulus. My blaster is specced for crazy recharge (Hasten is 8 seconds off perma), great accuracy, great recovery, good damage boosts, and softcapped S/L defence. I only get the capped defence part if I'm playing at level 40 or higher. But when exemplared my damage is still amazing and using my insps I can survive to a great degree. I can also farm on this guy pretty easily. Back when he had the all Lt. Farms he could solo them on +3s faster than any scrapper I know.
Once I get enough Hero Merits to buy the PvP Def+3% IO he will be respeced back into his original theme, which is Fire/Fire/Fire (Maybe Fire/Fire/Elec...not sure yet). And he will STILL be a blapper by then only his survivability will be increased then.
So...basically, for me it's: Why NOT be a blapper when I can do all that and still emerge victorious and alive? Sure I die sometimes, I'm not invincible, but it's not a frequent occasion. If I stayed to play at range my effectivness is pretty much halved. The only time I tend to not be in melee all the time with him is when I'm doing a Master run, so I won't give the team a heart attack. Other than that he's always in melee. -
Actually level 30 SOs have slightly better buffs than level 30 IOs. At 35 they break equal.
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I believe that what happens is that once you hit 20 you'll auto-unlock a new contact. That contact will give you a mission which will allow you to leave Praetoria to either Paragon or the Rogue Isles.
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Quote:This. Nothing annoys me more than all the auras and Pets and power SFX when in the BM/WW, especially when I'm staying there for a while. Especially since people who do that are usually rude enough to tell you off when you ask them to turn them off/dismiss pets.It is nice to be able to market there without six superspeeds, five hastens, four auras of varying degree, three lots of MM pets, two random buffers and a partridge in a pear tree.
Suppression would be nice, as would leaving sprint/ninja run active. However, if the choice is like Praetoria Trading house or the existing WW/BM then I will take the Trading house. It was a pleasant surprise and the only query I have is would it be possible to move the staff nearer the door. It's a lovely room but yes they are a tad far away with base level travel.
Additionally, implementing the same system at all tailors would be a welcome improvement. (And while we're at it, could we PLEASE do something about the lighting in the tailors; it's horrible.)
Very much welcome addition. I'd gladly spend the time retoggling all 9 toggles on my /WP or the 11 toggles on my Spines/Dark everytime he walks into the market for piece and quiet while inside the Auction House.
I'd pay anything to see this implemented in every single one of the WWs/BMs. -
For me it's simple. You can have softcapped Defences in all 6 types of damage (not Psi sadly) and you can also have hard capped S/L resist while still keeping decent resist to N/E/F/C. Plus you get a self heal/+Max HP power too. Really, what more could I ask for?
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Quote:I'm having the same issue. And I know a couple other friends with it..it's royally annoying.Hey all, just came back recently to get ready for GR. I've noticed that when I open the combat attribute window, the numbers bounce around and reappear/disappear at random. It make reading the window a painful experience. It did do this before last time I played. Anyone have any info on this? I searched but had no luck.
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This have happened to me over 5 times now. Everytime I try to create a new character the client crashes right when I hit the "Enter Paragon City" button after naming my character. This only started happening with me today....anyone else?
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The EU version pack serial code should be able to normally apply to your NA account and give you all the benefits properly.
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Quote:This makes me a happy happy happy panda. Yes..despite all the awesomeness in the GR and I18 patches and fixes and changes, the change to CM's animation made me the happiest. That 3 second animation was getting on my nerves to no damn end. And the increase in Hover's speed is almost equally awesome.Issue 18 and Going Rogue are upon us and unsurprisingly, we have huuuge patch notes ready for your reading pleasure!
General
- To reduce the travel times involved in larger zones, we've made a couple QOL changes to some movement powers:
- Increased base Flight Speeds by 50%
- Sprint now improves Runspeed by an additional unenhancable portion equal to its previous value (0.5 scale enhancable + 0.5 scale unenhanceable buff)
- Changed Cast Time for Enforced Morale and Clear Mind to 1.00 seconds to match the new animation
And yes, I've yet to see any major bugs happen. I'm pleasantly very surprised by this. - To reduce the travel times involved in larger zones, we've made a couple QOL changes to some movement powers: