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Posts
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Joined
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I'm thinking this:
- 45% to non-psionic non-toxic
- sustainable endurance
- good attack chain
- as much resistance as you can practically get your hands on
- as many hit points as you can practically get your hands on
- high-recharge well-slotted Energize
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Quote:I don't have one, but yeah, as best I can tell, the ONLY thing it does particularly well is hit like a truck. Emphasize the positive!BS/FA ALREADY hits like a truck.
This would make it hit like a freakin' asteroid.
And that is how it should be, the combo needs some help in my opinion.
(OK, yes, I'm sure you could make a very survivable BS/FA if you wanted. It's just not its strength, I'd say.) -
Play with Focused Accuracy off. Are you satisfied with your to hit rate? Then drop it. Is it close? Drop it and get more accuracy bonuses, and/or pick up the Kismet unique if you don't have it. You don't need it for AVs, though, unless you're fighting uplevel AVs.
Aid Self is very much worth it on SR for things like AV fights. However, Rebirth is another option to consider. Some SRs even make do with a lot of regeneration bonuses. -
I'm a big fan of the Shield Wall, and I'm not selling any right now, so I can make that recommendation without my usual "I have a conflict of interest" disclaimer. Of course, 3% resistance for 2 billion is one hell of an expensive way to pick up a tiny bit of mitigation, but I've spent more for less.
That said, your Dark Regeneration is missing the all-important Theft of Essence proc. I'd pick that up first. -
It is possible for Katana/Regen to soft cap all positions, and to incarnate soft cap all positions most of the time. However, as we hammered out the possibilities, it turned out that this wasn't actually the most survivable approach.
You have rather basic questions, and this is a rather extreme answer, but check out this thread. The initial builds in it are cost no object, but more budget-oriented builds with most of the performance are posted further down in the thread.
http://boards.cityofheroes.com/showthread.php?t=260718
As far as your questions, you go for massive recharge and some defense. You don't worry much about hit points because Dull Pain is always available on a high recharge build, and with the accolades and a couple set bonuses, will cap your hit points. You don't worry about regeneration bonuses because you'll be swimming in regeneration already. Skipping Moment of Glory was a mistake, yes. It's a core power, very useful in a number of situations. The most obvious perhaps is as an alpha strike absorber, but it can also functionally be a heal (it's so good at protecting you and you regenerate so fast that you get your hit points back while it's up) or a way of recovering some endurance. Just remember that it doesn't protect against psionic enemies, or you'll be saying hello to the floor.
Edit: These builds were before the Resilience buff, so might change slightly to account for that. -
Quote:Cheapo frankenslotting can easily run around 90% recharge without hurting damage output. Add in Hasten, and you're well over the +131% entry fee at least while Hasten is up. And getting over 40% recharge out of recharge bonuses I'd consider fairly typical in even lowish budget IO builds. Don't Luck of the Gambler globals only cost 2 alignment merits? And 5% recharge bonuses are plentiful.How is a 'typical' attack chain, requiring 131% rech? Be serious. To get that without outside buffs/power set buffs (quickness) you would need to be at max enhancement for rech, as well as a T4 spiritual alpha boost...that is hardly typical in any sense.
Typical for leveling? No, though I could be running it part time by the mid 30s, which is when I usually frankenslot my attacks. Typical for a level 50 with IOs? Seems like it to me. I don't know how typical players build their 50s, though. Maybe they just randomly slap builds together with no specific goal in mind? I don't know. Still, it seems like any player that cares about attack chains (and thus is reading about them on the forum) would also understand that they require a certain recharge, and understand how to build for the required recharge (at least at this level of recharge - building for a +300% recharge chain might be beyond their current understanding or budget or both, and if they achieved it, we could hardly call them typical at that point).
Quote:Seriously...how DARE the set need to use the mechanic that makes it unique in order to do its best performance!! Did you think before typing that, at all? Its like claiming SS doesnt do good damage, them mentioning you don't have Rage activated.
And in response to my interpretation of the original comment, it hasn't seemed to me that the game is balanced to reward effort. Low effort sets tend to perform about the same as well-played high-effort sets. I think there should be a minor reward for effort, but maybe it's for the best that there isn't, as it might push the powergaming crowd to specific sets much more so than it does today. I like the flexibility of taking a low effort set when I just feel like relaxing without feeling like I'm being penalized. I suspect the mythical "typical player" might feel the same. -
You're using Dull Pain correctly, particularly for the current state of the game. It's not your alpha absorber - Moment of Glory is. Though even with Moment of Glory, I think it's typically best to wait a second or two after entering combat for maximum survivability (thought not for maximum damage, of course). It provides so much protection that you can functionally consider it a heal in most circumstances, as by the time it wears off, your regeneration will have healed you significantly, possibly to full. Don't make that mistake with psionic enemies, of course. Oops! *splat*
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I'm not sure how Trapdoor is as a 52 EB. I think I only fought him at 50, but didn't have problems.
When was the last time you played Regen? Moment of Glory is now 15 seconds of near invulnerability, and a power that most Regens love. Resilience got buffed. Regen as a set is mostly about recharge and click powers. It helps a lot if you can also give it some decent defense.
As an example of what Regen is capble when built and played just so... oh, Iggy already posted. Yeah, go watch the movie in his signature. -
At 299% recharge, I have BF -> AS -> SS -> AS doing 18 DPS more. However, the CONE damage of the other chain is 24 DPS more. In other words, if you have two in your cone, the BF -> SS -> AS chain pulls slightly ahead. If you have three, the BF -> SS -> AS is comfortably ahead. If you have 305%+ and get speed boosted to actually get the chain gapless, I show the BF -> SS -> AS chain being barely ahead even with one target.
I think it could make a good general-purpose chain. It's not the top DPS chain, but in some circumstances it might be, and in maybe most circumstances (other than DPS tests), you'll probably do more damage with it.
All that is without incarnate powers calculated in. That might swing things a bit. -
This isn't a mathematical analysis, but yeah, I think they're good enough. I mostly ignored combos while leveling, and the top Dual Blade chains don't use combos anyway. Blinding Feint -> Attack Vitals is a great chain for the recharge, though.
Edit: OK, I looked at the DPAs. Assuming I still have the right numbers, they look fine as is, comparable to Broad Sword, say. Use as much Blinding Feint, Sweeping Strike and Ablating Strike as you can. -
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Quote:Truth!Or if you want a smoother leveling up experience and are not averse to chasing Fury (meaning running from spawn to spawn with little pause, maniacally killing everything in your way), I'd suggest you start with a Kat/WP brute. Brutes have a much smoother experience from the very start because of fury enhancing their damage, while scrappers have to wait to have their attacks 3-slotted with damage SOs. On a brute, you can just put 2 end redux and 2 acc SOs in your attacks and be golden.
At the top end, the Brute will be a little more survivable while giving up a little damage, though it won't be huge difference. But the early leveling experience should definitely go more smoothly on the Brute. Willpower also has Quick Recovery, which should help with a common lowbie Brute issue, which is that chasing Fury destroys your blue bar, but not chasing Fury means low damage output.
I tend to prefer Scrappers, but Brute might really be the way to go for your first melee. -
I should mention that you probably won't find it overly survivable from 1-20. Scrappers tend to be just another squishy in this range, and I think most of us focus on attacks during this period following the "kill them before they kill me" philosophy. By spamming Divine Avalanche, you probably COULD be pretty solid for a lowbie Scrapper, but damage output will probably still be your main mitigation for a while. I can't remember exactly how Willpower goes, but things typically get significantly better for Scrappers in the 20s, and drastically better in the 30s.
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Quote:Katana/Willpower is a (the?) classic beginner's combo. It's easy to build, easy to play, and very survivable. Toggle up and go. About the only thing to remember is to hit Divine Avalanche every now and then. The combo also gives up nothing at the top end, so it isn't JUST a beginner's combo.So I'm on a quest to become atleast alright with most ATs. I've had experience with most of them over 7 years. I started with Controllers, migrated to Defenders, than Corruptors, than Blasters. Now I'm stuck. I want to move to melee ATs next, but I don't have much experience with them. So is there any good melee Primary/Secondary that would be good to begin to get used to it a bit?
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Quote:I don't think it takes much to exploit this, though. The very power you need is already in the set, Parry, and it's a power most people already take. Of course, it's all about how we set the numbers. Parry certainly doesn't fully negate a 20% unresistable defense debuff, and nobody says we have to make it +300% damage. The devs surely wouldn't go for something so extreme. Perhaps a toned down version would be workable.Yes, but it could be argued that players will find a way to abuse anything. In fact, it could be argued that at least one player has abused everything in the game by now. The change can't be focused on the extremes of the player base, but on the largest number of players. Sure, some attention has to go to keeping it from being an obvious exploit. However, we have to be careful not to let that bog down the discussion.
The basic idea I understand, though. If we're buffing burst enough to make it really, really attractive, we're going to have to pay the piper somewhere. I suggested taking a DPA hit on most attacks, but we have a lot of non-damage possibilities being thrown around as well, which might be more interesting. In a very broad sense, I think a lot of us are thinking along the same lines. It's the details we're brainstorming. -
Quote:On paper, my Katana/Dark can absorb 8381 DPS of enemy damage output at 50% to hit. I suspect I could get that over 10,000 with an I21 respec (it's an I19 build with incarnate powers thrown on top rather than designed in). Either way, the reality is FAR short of that due to the spikes and waves that characterize real world damage.Anyone has any numbers handy* showing how much dps a soft-capped Dark Amour scrapper can absorb, so that they're left with 1 hp after 10 sec, at which time they hit DR and go back to full health to start over again? I think these is how DA's top performance should be compared to other sets.
*Or at least show me how I can calculate it myself >_>. It's not the math I'm having problem with, but how defense and res work exactly.
John Printemps tried to turn my personal spreadsheet into something usable (less eye-bleedy). Here is what I HOPE is the correct version.
Edit: Here's the original. -
Quote:OK, yes, Parry is just melee/lethal, and it'll drop sooner than the debuff, so I'm definitely exaggerating "still soft capped". But it wouldn't be that bad, I think.Parry is still Melee/Lethal, right?
Shadow Meld would work better except for the long cast time. If we're talking about an effect that would only last ten seconds, both the buff and the debuff, then I might consider going Shield Defense but not specifically to attempt to beat the debuff with more defense. Every time I used Build Up, I would immediately follow with Shield Charge. Bang: ultrahigh buffed SC, and an immediate knockdown to mitigate much of the defense debuff for about half the debuff time total (from SC activation to the critters rising from the knockdown).
I look at the Parry as almost a freebie. I'm not wasting my Build Up on it; I'm hitting it before Build Up, and it does some damage. After Build Up, I'm going to unleash hell, such as Shield Charge, Whirling Sword, whatever I have. I might throw Shield Charge in later to cover the non-Parried time. I tend to wait with Shield Charge until I'm more fully surrounded anyway.
Shadow Meld is tasty, though. It's on the same 90-second recharge as Build Up, so you can always use them in tandem if you slot them with the same recharge. As for the long cast time, what happens if you trigger it in mid jump towards a spawn? I'm guessing it grounds you and is annoying?
In any case, give us a Build Up like that, and we'll find a way to abuse it unmercifully.
The idea has put a smile on my face. I suspect that means it's a bad idea. -
Quote:Take a Broad Sword/Shield Defense or Super Reflexes with a high recharge build that soft caps without Parry. Now Parry, Build Up, and crush your enemies while still soft capped. Repeat frequently.If Broadsword Build Up imposed say, a -20% Debuff to Defense while it was running, would there be any amount of +% Recharge, Damage and Accuracy that would make the power acceptable?
Just curious. -
Yes, but you're using Disembowel more often. Two cycles, with two Parries and two knockups, takes 10.3 seconds. Compare that to the standard two-Parry chain, which gets two parries, a knockdown and a knockup in 9.24 seconds. It's almost a wash.
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Quote:I agree that this could be very valuable sometimes. I don't look at it as 5% chance of sleep, but very high % chance of temporarily incapacitating a mob with annoyingly high defense or to-hit debuffs. Particularly when those are toggle effects, that's very powerful. I'm actually not a fan, perhaps BECAUSE it could be so very powerful. Definitely situational, though, so maybe it's not THAT bad, and you could certainly tune the % chance of the extra effect.That's the intent. I tossed in the sleep because that's what I thought of first, and it works, but the crux of the suggestion is not "add sleep" but rather "add glancing blow mechanics." The effect itself is negotiable. It could have been knockdown, or disorient, or anything else consistent with a glancing blow. I picked something reasonable that would not be too overpowered given the fact the mechanic itself allows Broadsword to hit things that normally it would have missed: a specifically unique and potentially very valuable mechanic.
I'm still for burst damage, though. -
I think you mean Dark Armor Sucks!
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If you have the recharge, it has virtually identical unslotted DPS to the standard two-Parry chain. There's a fraction of a second where your second Parry drops, but I suffer through that on Katana with little problem, and you're soft-capped anyway. You could do better DPS if you went with an explicit one-Parry chain (I mean one per ten seconds, not one per chain), but like you say, most of the time you can fill in every or every other Parry with an AoE, which will normally do more damage than an optimized DPS chain.
I don't routinely get multiple opponents in Headsplitter, though I'm sure some people do. For me at least, I'd rather have predictable solid damage then blow a fraction of a second moving right or left for a roll of the dice of if I got it just right. I'm sure it's a skill you can get very good at with practice, though. I'm too lazy.
I say go for it. -
There don't seem to be many recent guides. These days you throw together your best guess in Mids' Hero Designer, say what you're after, and everyone fixes it for you, or something like that.
Nothing is particularly OP these days, except maybe a Super Strength/Fire Brute, but it pays for it a bit by not being hugely survivable. Shield Defense is arguably the best secondary, as it provides enough survivability combined with a big damage boost and a great AoE attack.
I haven't paid much attention to the Market forum recently. I think attempts to manipulate prices are old hat, and only happen in response to someone complaining on the market forum claiming that someone is doing so. There are plenty of ways to make buckets of influence that don't require market manipulation. Buy low, sell high, the usual.
I can't remember when they started showing real numbers in the game, but I think it was more recently than 975 days ago. You can now see details on all the powers, and you can monitor numbers in real time as well, such as watching your base defense, and when it goes red (negative), you know you've been debuffed.
They now have incarnate levels and incarnate trials. You can sort of go to level 53 now while picking up a handful of new powers.
Welcome back. -
Quote:OK, my guess then is that both Mids' and the in game details are out of date. Scrapper it is!Hmm,
It is according to the patch notes, I also remember Synapse saying as such in the beta forums but with those forums closed I can't post it here.
From the patch notes:
It can be found about 70% of the way down:
i21 patch notes
Sorry for the thread derail!
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Ah, good! Is Mids' wrong, or am I reading it wrong? Mids' seems to indicate that it provides taunt protection to self, not that it taunts others. It doesn't show it allowing taunt enhancements. Let's see what in game says... I don't see a taunt or taunt protection when looking at the in game detailed info. Uh... are we sure about this?