This is something that came up in a discussion with Pb a few days ago...
We were wondering if you achieve the highest continous DPS by always using your strongest attack first or by getting in as many attacks as possible. This kept bugging me, so I finally got of my arse and did the math...
(All this Data is based on my 32 SS/Inv brute. All attacks are slotted once for recharge (level 30 IO) except KOB which is slotted thrice)
Now, here are two attack chains. The first one tries to get as many attacks in as possible, going always for the one with the fastest recharge time first, while the one on the bottom focuses on using the attack with highest damage as quick as possible:
First Chain:
J 1.07
P 1.20
-- 0.28
J 1.07
HM 1.50
J 1.07
P 1.20
KOB 2.23
J 1.07
P 1.20
HM 1.50
J 1.07
P 1.20
FS 2.10
Now it's repeatable (see, thats the reason for the
little pause)
This chain takes 17.76s for one cycle and does:
5x 21.77
4x 32.02
2x 52.52
1x 114.00 1x 45.47
501.44 points of damage.
Total continous DPS: 28.23
Second Chain:
KOB 2.23
HM 1.50
FS 2.10
P 1.20
J 1.07
-- 1.56
HM 1.50
P 1.20
J 1.07
-- 1.58
repeat
(granted, there is a slight pause before FS
on the second run through, which I ignored)
This chain takes 15.01s for one cycle and does:
2x 21.77
2x 32.02
2x 52.52 1x 114.00
372.09 point of damage.
Total continous DPS: 24.79
Now, these values are a lot closer together then I expected. Considering that you'll probably take out between 3 and 6 enemys (even more with Rage and Fury) with one cycle of both chains, this timing is of course unrealistic, as you'll have to close in on your next victim. Also I haven't figuered in time to use your buff powers (Rage, Dull Pain..).
On the other hand, you have to take into account that Fury builds with the number of attacks you perform, not with the damage you inflicted. (source: Paragon Wiki) Additionally nearly all of the attacks have secondary effects (disorient, knockdown...) associated with them, so piling more of them on an enemy will give a higher chance of rendering him unable to fight back.
Considering this, I'd say a continous attack chain of weaker attacks might even be preferable to using your strongest attack first, if not always, at least in a tough Bossbattle.
I think it depends. On my Kat scrapper, her best DPA is Golden Dragonfly and her 2nd best DPA is Soaring Dragon. Except my cooldowns are arranged such that if I use Golden Dragonfly and then Soaring Dragon immediately after, Soaring Dragon will finish cooldown at the same time as Golden Dragonfly. As a result, I actually start with Soaring Dragon, then Golden Dragonfly, under the assumption that using the Soaring Dragon cooldown more effectively (for a while anyways until it wraps back around) will get me better dps than just starting with a Golden Dragonfly.
Anyone one mind giving my Thugs/Dark a look over? I have some experience with Dark but never on a Mastermind and I have no experience with an MM over level 8.
I know I over slotted things like tar patch and Howling Twilight but I had more slots than I knew what to do with.
Level 50 Natural Mastermind Primary Power Set: Thugs Secondary Power Set: Dark Miasma Power Pool: Leaping Power Pool: Fitness Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery
Villain Profile: Level 1: Call Thugs
(A) Damage Increase
(3) Damage Increase
(3) Damage Increase
(5) Accuracy
(5) Accuracy
(7) Endurance Reduction
Level 1: Twilight Grasp
(A) Healing
(7) Healing
(9) Recharge Reduction
(9) Recharge Reduction
(11) Accuracy
(11) Accuracy
Level 2: Tar Patch
(A) Slow
(13) Slow
(13) Slow
(15) Recharge Reduction
(19) Recharge Reduction
(21) Recharge Reduction
Level 4: Darkest Night
(A) To Hit Debuff
(15) To Hit Debuff
(17) To Hit Debuff
(19) Endurance Reduction
(21) Endurance Reduction
Level 6: Equip Thugs
(A) Recharge Reduction
(17) Recharge Reduction
Level 8: Combat Jumping
(A) Jumping
Level 10: Hurdle
(A) Jumping
Level 12: Call Enforcer
(A) Damage Increase
(23) Damage Increase
(23) Damage Increase
(25) Accuracy
(25) Accuracy
(27) To Hit Buff
Level 14: Super Jump
(A) Jumping
Level 16: Health
(A) Healing
Level 18: Gang War
(A) Damage Increase
(27) Damage Increase
(29) Accuracy
(29) Accuracy
(31) Recharge Reduction
(31) Recharge Reduction
Level 20: Stamina
(A) Endurance Modification
(31) Endurance Modification
(33) Endurance Modification
Level 22: Fearsome Stare
(A) Fear Duration
(33) Fear Duration
(33) To Hit Debuff
(34) To Hit Debuff
(34) Accuracy
(34) Accuracy
Level 24: Assault
(A) Endurance Reduction
(46) Endurance Reduction
Level 26: Call Bruiser
(A) Damage Increase
(36) Damage Increase
(36) Damage Increase
(36) Accuracy
(37) Accuracy
(37) Endurance Reduction
Level 28: Shadow Fall
(A) Resist Damage
(37) Resist Damage
(39) Resist Damage
(39) Endurance Reduction
Level 30: Tactics
(A) To Hit Buff
(46) Endurance Reduction
Level 32: Upgrade Equipment
(A) Recharge Reduction
(39) Recharge Reduction
Level 35: Hasten
(A) Recharge Reduction
(40) Recharge Reduction
(40) Recharge Reduction
Level 38: Dark Servant
(A) Recharge Reduction
(40) Recharge Reduction
(42) Accuracy
(42) Accuracy
(42) To Hit Debuff
(43) To Hit Debuff
Level 41: Charged Armor
(A) Resist Damage
(43) Resist Damage
(43) Resist Damage
(45) Endurance Reduction
Level 44: Electrifying Fences
(A) Accuracy
(45) Accuracy
(45) Immobilisation Duration
(46) Immobilisation Duration
(48) Recharge Reduction
Level 47: Howling Twilight
(A) Recharge Reduction
(48) Recharge Reduction
(48) Recharge Reduction
Level 49: Vengeance
(A) Defense Buff
(50) Defense Buff
(50) To Hit Buff
(50) To Hit Buff
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Supremacy
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I'd personally lose the endurance reduction for your minions. You shouldn't be needing to cast them often enough for that to make a big difference, especially considering you've got stamina as well. Instead, replace it with an accuracy while you carry some blue candy for the summoning party.
Personally, I'd lose Hasten as well. Outside of the initial summoning party, you aren't likely to get much use out of it.
Vengeance is another one that's so-so for a MM. It doesn't work on your minions, or it didn't last time I checked, so unless you're with a team it's pretty much a wasted power.
Of course, that's just my opinion and your mileage may vary.
I thought slottings for minions effected THEM not you, as in Accuracy, Damage, and endurance reducers will boost their accuracy and damage and lower their endurance usage?
GalagaGalaxian on
Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
I thought slottings for minions effected THEM not you, as in Accuracy, Damage, and endurance reducers will boost their accuracy and damage and lower their endurance usage?
Recharge and End-Red are the exceptions, they only take effect when you use the summoning power. All other enhancements(damage, acc, 2ndary effects, ect.) benefit your pets using their powers.
I thought slottings for minions effected THEM not you, as in Accuracy, Damage, and endurance reducers will boost their accuracy and damage and lower their endurance usage?
Even if it did, minions never run dry in my experience. They just don't have enough powers to drain the endurance bar and they seem to regen faster the players do (I've got no numbers on this though). The only one I've seen get close was a Protbot who was bubbling the team, healing, launching seeker bombs and then bubbling them while attacking. Even then it only got down to 1/4th of the bar before the battle was over. By the time we got to the next group it was close to full endurance.
No, our argument was about whether AS was a shitty attack to chain, because it's DPA was awful (PS it is). Your real argument was replacing Punch with AS, which I notice you didn't do. I did argue for prioritizing KO Blow as much as possible, which is exactly what you did, as KO Blow has a small window of wasted recharge time before you pop it again in your chain. Who uses Footstomp in a ST chain, though? 18 endurance for sub-Haymaker damage is only going to drain you.
EDIT - SS isn't a good lesson in DPA vs DPS, though, as it excels in both. A good example is Dark Melee, where Shadow Maul has the same DPS as Shadow Punch, but it's DPA is something like under half.
Considering this, I'd say a continous attack chain of weaker attacks might even be preferable to using your strongest attack first, if not always, at least in a tough Bossbattle.
You realise what happens if you just roll KO Blow to the front of the line and don't change the rest of the chain, right? You use your strongest attack first and the rest of your chain doesn't change. WHA-
EDIT - SS isn't a good lesson in DPA vs DPS, though, as it excels in both. A good example is Dark Melee, where Shadow Maul has the same DPS as Shadow Punch, but it's DPA is something like under half.
Which is why I appreciate Sands of Mu. I don't need Shadow Maul... I can just have Sands of Mu in there if, for some reason, everyone lines up just right and I don't care if I'm rooted for a bit, and I'll neither have to waste a power slot or enhancement slots on something that's useful once or twice and encounter. This is even more significant if you're a brute, as you don't want some slow-animating, rooting attack.
As a result, I actually start with Soaring Dragon, then Golden Dragonfly, under the assumption that using the Soaring Dragon cooldown more effectively [...] will get me better dps than just starting with a Golden Dragonfly.
Yeah, something like this made me come up with the idea
No, our argument was about whether AS was a shitty attack to chain, because it's DPA was awful (PS it is)
Well, I didn't mean to flood the thread with our private banter, so I just posted the more complicated line of thought that stem from it: DPA vs DPS.
As for that specific problem, you're absolutely right, AS is not a viable replacement for punch. Not because of the casttime (DPA) though...that still works out allright, in my opinion.
No, it really is a waste of a power, especially since Hurl offers the -fly I was looking for. It's just not worth to sacrifice a powerslot for something that does the same job as Punch slightly worse, and offers no unique bonus. I also played around with Kick (forget about it) and Boxing instead of Jab and came pretty much to the same conclusion. Boxing does slightly more damage though. (better DPA as well)
You realise what happens if you just roll KO Blow to the front of the line and don't change the rest of the chain, right? You use your strongest attack first and the rest of your chain doesn't change. WHA-
Now, thats not true. Moving KOB to the beginning of the chain messes up the whole thing. What you CAN do, of course, is start the chain at any attack you want and then go from there, which is exactly why I strived for repeatable chains.
I won't argue that there are probably setups which a higher continous DPS, but I experimented quite a bit while doing these two and I couldn't come up with anything better.
Also these two chains are the ones most people actually do in-game, as it is much easier to just remember the rechargetime/damage of your 3 (or four) attacks and pick by eyesight, then remembering a complicated pattern.
ON FS: I tried to spam as many attacks as possible in this case...For some reason I don't really have a problem with endurance. To many end redux IO probably
That's what I was saying, you roll the chain until KO is in front and then you lead with it. If the chain ends because your enemies die before you use KO (or you lose a usage because they die to the smaller attacks) then you've done a lot lower DPS than if you had started with it.
EDIT - Boxing is way better than Jab. It's also silly to assume only a 33% recharge time nowadays with Frankenslotting. You can pretty easily get over 60% accuracy, 95% damage, 40% endredux and 80% recharge with cheap IOs, and cheaper in the long run than with SOs. A recharge of that level will let you almost entirely cut out Jab or Boxing, however, this also ignore procs and then we have a whole new can of worms.
Alright everyone, I need help with my Bots/FF mastermind. I got a respec last night and I'd like to use it. I don't have access to Mid's at work, but I can give you all a basic rundown.
On the Bots side, I've taken all the bots, equip/upgrade and repair. On the FF side, I've taken Force Bolt, Deflection Shield, Insulation Shield, Personal FF, and Dispersion Bubble. In the pools I've taken Medicine (heal other, heal self, rez), Leadership (Maneuvers, Assault, Tactics), and Flight (Hover, Fly).
Now, I know that's not nearly a complete build but it's pretty much what I have going so far via Sucker Punches Online Builder. I'm also unsure of how to slot any of it other than 3 heals/1 rech for the heal self/other and 3dam/1 acc for the bots.
More accuracy in the bots. They're lower levels than you, so you'll need 3 in the basic bots, 2 in the protectors and possibly the assault bot. You have nothing to lower enemy defence, so with just one accuracy they'll miss a lot. Mind you, a well slotted Tactics coupled with Supremacy might help that - I'm just not sure how much. Speaking of which, endredux in leadership toggles NOW.
Stick 3 +def in all your bubbles, and one endredux in Dispersion Bubble on top of that. Er. How do you do without Stamina? The only active powers you should have in combat would be Leadership (which is a big drain), and Medicine.
Stick 3 +def in all your bubbles, and one endredux in Dispersion Bubble on top of that. Er. How do you do without Stamina? The only active powers you should have in combat would be Leadership (which is a big drain), and Medicine.
My End is fine during battle. it's the pre-battle prep that really wears me out.
Is it worth doing the +DEF with the bubbles? I know every little bit helps, but I know they weren't cost effective in my brute. Also, is repair worth taking if I have the medicine pool?
Stick 3 +def in all your bubbles, and one endredux in Dispersion Bubble on top of that. Er. How do you do without Stamina? The only active powers you should have in combat would be Leadership (which is a big drain), and Medicine.
My End is fine during battle. it's the pre-battle prep that really wears me out.
Stamina will help you get back into the battle sooner. It will also help you in case of an "OS" moment where you have to resummon/upgrade/bubble a couple of bots that got a few bad rolls... especially if it was your assault bot.
Is it worth doing the +DEF with the bubbles? I know every little bit helps, but I know they weren't cost effective in my brute. Also, is repair worth taking if I have the medicine pool?
Yes. Your bubbles are better than a brutes.
And, yes, as Kay says, it helps with damage spikes and if you're teaming with other bots or even in a mixed crew. Your teammates will love your ass.
Repair is garbage. You're very, very rarely going to see the kind of damage spike that requires it with FF, and it's already about 100 times worse than Aid Other. Forget it. This is the build I currently have with my 50:
Level 50 Science Mastermind Primary Power Set: Robotics Secondary Power Set: Force Field Power Pool: Flight Power Pool: Medicine Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mu Mastery
Not really specifically asking for advice or whatever (though it is always welcome!), just felt like posting how my WolfSpider currently looks. Its nothing compared to PL's Permadom, but I'm quite pleased with myself.
I... I have no idea what most of those enhancements are...
I do have a question, though. Why so much defense? I figure your bots will draw agro, and with the bubbles, I'm very rarely in danger (if I am, PFF goes up immediately).
A couple of reasons, really. No matter how much aggro they take, eventually some will get shunted off to you. Heat-seeking ambushes are definitely a frustration, especially for FF where you actually have the lowest defense of anyone around. Secondly, the most efficient tank in CoX is a MM in bodyguard, so if I try to keep aggro over my bots (doesn't last long, but I can start with it) I actually make for a very tough tank, although the bots tend to waste a lot of damage in this mode. Lastly, it was just to see how I could do at getting near cap, and I definitely got pretty close (and over with ranged).
CM: Level 42 Technology Mastermind Primary Power Set: Robotics Secondary Power Set: Force Field Power Pool: Medicine Power Pool: Leadership Power Pool: Flight Power Pool: Fitness Ancillary Pool: Mu Mastery
| Copy & Paste this data into Mids' Hero Designer to view the build |
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As you can see, there are no sets. That's partly because I can't afford them and partly because I'm still kind of hazy on how they work/which ones to get. But at this point, it looks like I'm just trying to find slots to fill so they'll be the least wasteful. Any tips?
I do have a question, though. Why so much defense? I figure your bots will draw agro, and with the bubbles, I'm very rarely in danger (if I am, PFF goes up immediately).
So yeah... sets... I've been tinkering around in Mid's and I still don't know what I'm doing. So, if I skip them, is the game going to start handing me my ass at level 40 or something?
From what I've seen after a long break and then coming back, the only thing that ever hit the difficulty of the game as far as enhancements went was ED. That made a lot of old tricks like permahaste, etc, impossible (though it's possible now through focusing on certain IO sets). However, I think in a way it improved the game. Rather than have everyone focus on a few tricks, people had to get a little smarter and spread enhancements around. Rather than 6 slotting stamina and health on every character, people can put more slots in other powers and get more life out of things that were otherwise ignored.
Level 50 Technology Mastermind Primary Power Set: Robotics Secondary Power Set: Force Field Power Pool: Medicine Power Pool: Flight Power Pool: Fitness Power Pool: Leadership Ancillary Pool: Mu Mastery
Looks really good so far. It's up to you, but you might want to replace Assault with Tactics. Tactics is a bigger bonus, but it's sometimes situational due to capped accuracy. It does have much more useful status protection, though. At some point you might want to toy around with a Staminaless build, but Stamina always has it's place.
How should I slot tornado? I'm a 35 controller, Ice/Storm. Also, am I using it right?
I mainly use it as a DoT; I first put an immob, then the hold, then the tornado for damage. Should I change the tactic? Focus more on the defense debuff/knock up/knock down?
Or should I respec out of it and instead pick up 02, to heal Jack Frost?
Evigilant on
XBL\PSN\Steam\Origin: Evigilant
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Gear GirlMore class than a state universityRegistered Userregular
edited August 2008
You are using it correctly. Letting it knock people around is just annoying as hell unless you are soloing but even soloing you probably still get more out of the damage it does on an immb mob over the knockback it does. I'd take it over 02 if you do nothing but solo but if you team I'd pick up 02 over it myself. 02 is useful not only as a heal but as a way of getting guys who used a rez back into the fight right away as well as for just generally removing sleep and stun. 02 also gives a perception bonus so you can help your teammates see those damn night widows.
As for slotting it I'd just put as many recharge and damage as I had room in my build to put in it. Probably the recharge first so you can use it more often since it does nice damage already.
So, I thought I would bump this thread. This is what Im considering respeccing into on my main hero, a Claws/Regen scrapper. I know the smart thing to do would be to wait until i13 hits, but this poor guys been around since i1 and these two powersets have changed so much his current build is kind of sad.
Various: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
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So mainly what Im looking at is creating a good build for team and solo that does not include purple sets. Im too poor for purples for now, and it will probably take me long enough to get the lotgs as it is.
Posts
We were wondering if you achieve the highest continous DPS by always using your strongest attack first or by getting in as many attacks as possible. This kept bugging me, so I finally got of my arse and did the math...
(All this Data is based on my 32 SS/Inv brute. All attacks are slotted once for recharge (level 30 IO) except KOB which is slotted thrice)
Im working with these Values:
Name: Recharge: Castt.: Damage:
Jab (J) 1.48s 1.07s 21.77
Punch (P) 2.97s 1.20s 32.02
Haymaker (HM) 5.93s 1.50s 52.52
Knockout Blow (KOB) 12.78s 2.23s 114.00
Foot Stomp (FS) 14.80s 2.10s 45.47
-- means pause
Now, here are two attack chains. The first one tries to get as many attacks in as possible, going always for the one with the fastest recharge time first, while the one on the bottom focuses on using the attack with highest damage as quick as possible:
First Chain:
J 1.07
P 1.20
-- 0.28
J 1.07
HM 1.50
J 1.07
P 1.20
KOB 2.23
J 1.07
P 1.20
HM 1.50
J 1.07
P 1.20
FS 2.10
Now it's repeatable (see, thats the reason for the
little pause)
This chain takes 17.76s for one cycle and does:
5x 21.77
4x 32.02
2x 52.52
1x 114.00
1x 45.47
501.44 points of damage.
Total continous DPS: 28.23
Second Chain:
KOB 2.23
HM 1.50
FS 2.10
P 1.20
J 1.07
-- 1.56
HM 1.50
P 1.20
J 1.07
-- 1.58
repeat
(granted, there is a slight pause before FS
on the second run through, which I ignored)
This chain takes 15.01s for one cycle and does:
2x 21.77
2x 32.02
2x 52.52
1x 114.00
372.09 point of damage.
Total continous DPS: 24.79
Now, these values are a lot closer together then I expected. Considering that you'll probably take out between 3 and 6 enemys (even more with Rage and Fury) with one cycle of both chains, this timing is of course unrealistic, as you'll have to close in on your next victim. Also I haven't figuered in time to use your buff powers (Rage, Dull Pain..).
On the other hand, you have to take into account that Fury builds with the number of attacks you perform, not with the damage you inflicted. (source: Paragon Wiki) Additionally nearly all of the attacks have secondary effects (disorient, knockdown...) associated with them, so piling more of them on an enemy will give a higher chance of rendering him unable to fight back.
Considering this, I'd say a continous attack chain of weaker attacks might even be preferable to using your strongest attack first, if not always, at least in a tough Bossbattle.
Thoughts, suggestions?
Global CoX handle: Frogster
I know I over slotted things like tar patch and Howling Twilight but I had more slots than I knew what to do with.
http://www.cohplanner.com/
Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Call Thugs
- (A) Damage Increase
- (3) Damage Increase
- (3) Damage Increase
- (5) Accuracy
- (5) Accuracy
- (7) Endurance Reduction
Level 1: Twilight Grasp- (A) Healing
- (7) Healing
- (9) Recharge Reduction
- (9) Recharge Reduction
- (11) Accuracy
- (11) Accuracy
Level 2: Tar Patch- (A) Slow
- (13) Slow
- (13) Slow
- (15) Recharge Reduction
- (19) Recharge Reduction
- (21) Recharge Reduction
Level 4: Darkest Night- (A) To Hit Debuff
- (15) To Hit Debuff
- (17) To Hit Debuff
- (19) Endurance Reduction
- (21) Endurance Reduction
Level 6: Equip Thugs- (A) Recharge Reduction
- (17) Recharge Reduction
Level 8: Combat Jumping- (A) Jumping
Level 10: Hurdle- (A) Jumping
Level 12: Call Enforcer- (A) Damage Increase
- (23) Damage Increase
- (23) Damage Increase
- (25) Accuracy
- (25) Accuracy
- (27) To Hit Buff
Level 14: Super Jump- (A) Jumping
Level 16: Health- (A) Healing
Level 18: Gang War- (A) Damage Increase
- (27) Damage Increase
- (29) Accuracy
- (29) Accuracy
- (31) Recharge Reduction
- (31) Recharge Reduction
Level 20: Stamina- (A) Endurance Modification
- (31) Endurance Modification
- (33) Endurance Modification
Level 22: Fearsome Stare- (A) Fear Duration
- (33) Fear Duration
- (33) To Hit Debuff
- (34) To Hit Debuff
- (34) Accuracy
- (34) Accuracy
Level 24: Assault- (A) Endurance Reduction
- (46) Endurance Reduction
Level 26: Call Bruiser- (A) Damage Increase
- (36) Damage Increase
- (36) Damage Increase
- (36) Accuracy
- (37) Accuracy
- (37) Endurance Reduction
Level 28: Shadow Fall- (A) Resist Damage
- (37) Resist Damage
- (39) Resist Damage
- (39) Endurance Reduction
Level 30: Tactics- (A) To Hit Buff
- (46) Endurance Reduction
Level 32: Upgrade Equipment- (A) Recharge Reduction
- (39) Recharge Reduction
Level 35: Hasten- (A) Recharge Reduction
- (40) Recharge Reduction
- (40) Recharge Reduction
Level 38: Dark Servant- (A) Recharge Reduction
- (40) Recharge Reduction
- (42) Accuracy
- (42) Accuracy
- (42) To Hit Debuff
- (43) To Hit Debuff
Level 41: Charged Armor- (A) Resist Damage
- (43) Resist Damage
- (43) Resist Damage
- (45) Endurance Reduction
Level 44: Electrifying Fences- (A) Accuracy
- (45) Accuracy
- (45) Immobilisation Duration
- (46) Immobilisation Duration
- (48) Recharge Reduction
Level 47: Howling Twilight- (A) Recharge Reduction
- (48) Recharge Reduction
- (48) Recharge Reduction
Level 49: VengeanceLevel 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: Supremacy| Copy & Paste this data into Mids' Hero Designer to view the build |
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Personally, I'd lose Hasten as well. Outside of the initial summoning party, you aren't likely to get much use out of it.
Vengeance is another one that's so-so for a MM. It doesn't work on your minions, or it didn't last time I checked, so unless you're with a team it's pretty much a wasted power.
Of course, that's just my opinion and your mileage may vary.
Recharge and End-Red are the exceptions, they only take effect when you use the summoning power. All other enhancements(damage, acc, 2ndary effects, ect.) benefit your pets using their powers.
No, our argument was about whether AS was a shitty attack to chain, because it's DPA was awful (PS it is). Your real argument was replacing Punch with AS, which I notice you didn't do. I did argue for prioritizing KO Blow as much as possible, which is exactly what you did, as KO Blow has a small window of wasted recharge time before you pop it again in your chain. Who uses Footstomp in a ST chain, though? 18 endurance for sub-Haymaker damage is only going to drain you.
EDIT - SS isn't a good lesson in DPA vs DPS, though, as it excels in both. A good example is Dark Melee, where Shadow Maul has the same DPS as Shadow Punch, but it's DPA is something like under half.
You realise what happens if you just roll KO Blow to the front of the line and don't change the rest of the chain, right? You use your strongest attack first and the rest of your chain doesn't change. WHA-
Yeah, something like this made me come up with the idea
Well, I didn't mean to flood the thread with our private banter, so I just posted the more complicated line of thought that stem from it: DPA vs DPS.
As for that specific problem, you're absolutely right, AS is not a viable replacement for punch. Not because of the casttime (DPA) though...that still works out allright, in my opinion.
No, it really is a waste of a power, especially since Hurl offers the -fly I was looking for. It's just not worth to sacrifice a powerslot for something that does the same job as Punch slightly worse, and offers no unique bonus. I also played around with Kick (forget about it) and Boxing instead of Jab and came pretty much to the same conclusion. Boxing does slightly more damage though. (better DPA as well)
Now, thats not true. Moving KOB to the beginning of the chain messes up the whole thing. What you CAN do, of course, is start the chain at any attack you want and then go from there, which is exactly why I strived for repeatable chains.
I won't argue that there are probably setups which a higher continous DPS, but I experimented quite a bit while doing these two and I couldn't come up with anything better.
Also these two chains are the ones most people actually do in-game, as it is much easier to just remember the rechargetime/damage of your 3 (or four) attacks and pick by eyesight, then remembering a complicated pattern.
ON FS: I tried to spam as many attacks as possible in this case...For some reason I don't really have a problem with endurance. To many end redux IO probably
Global CoX handle: Frogster
EDIT - Boxing is way better than Jab. It's also silly to assume only a 33% recharge time nowadays with Frankenslotting. You can pretty easily get over 60% accuracy, 95% damage, 40% endredux and 80% recharge with cheap IOs, and cheaper in the long run than with SOs. A recharge of that level will let you almost entirely cut out Jab or Boxing, however, this also ignore procs and then we have a whole new can of worms.
On the Bots side, I've taken all the bots, equip/upgrade and repair. On the FF side, I've taken Force Bolt, Deflection Shield, Insulation Shield, Personal FF, and Dispersion Bubble. In the pools I've taken Medicine (heal other, heal self, rez), Leadership (Maneuvers, Assault, Tactics), and Flight (Hover, Fly).
Now, I know that's not nearly a complete build but it's pretty much what I have going so far via Sucker Punches Online Builder. I'm also unsure of how to slot any of it other than 3 heals/1 rech for the heal self/other and 3dam/1 acc for the bots.
Suggestions?
Stick 3 +def in all your bubbles, and one endredux in Dispersion Bubble on top of that. Er. How do you do without Stamina? The only active powers you should have in combat would be Leadership (which is a big drain), and Medicine.
Is it worth doing the +DEF with the bubbles? I know every little bit helps, but I know they weren't cost effective in my brute. Also, is repair worth taking if I have the medicine pool?
I signed up for 14 day trial, the download wont even start through the 'updater' any help guys?
Well, if you're stacking -your- bubbles, Protector bot bubbles, Maneuvers and Dispersion Field? Yeah, all that defense adds up. Slot them, Raggs.
Repair's good if you have Medicine in case of:
a) damage spikes on the assbot
b) aoe damage
c) on a team (Medicine for them, Repair for bots)
Yes. Your bubbles are better than a brutes.
And, yes, as Kay says, it helps with damage spikes and if you're teaming with other bots or even in a mixed crew. Your teammates will love your ass.
http://www.cohplanner.com/
Level 50 Science Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(17), BldM'dt-Acc/EndRdx:50(17), BldM'dt-Acc/Dmg/EndRdx:50(19), BldM'dt-Dmg:50(37), BldM'dt-Acc:50(40)
Level 1: Force Bolt -- Acc-I:50(A)
Level 2: Deflection Shield -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(3), RedFtn-EndRdx/Rchg:50(3), RedFtn-Def/EndRdx/Rchg:50(9), RedFtn-Def:50(11), RedFtn-EndRdx:50(11)
Level 4: Insulation Shield -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(5), RedFtn-EndRdx/Rchg:50(5), RedFtn-Def/EndRdx/Rchg:50(7), RedFtn-Def:50(7), RedFtn-EndRdx:50(9)
Level 6: Equip Robot -- EndRdx-I:50(A), EndRdx-I:50(37)
Level 8: Air Superiority -- Acc-I:50(A)
Level 10: Aid Other -- Dct'dW-Heal/Rchg:50(A), Mrcl-Heal/Rchg:40(29), IntRdx-I:50(36), H'zdH-Heal/Rchg:40(40), RgnTis-Heal/Rchg:30(43)
Level 12: Protector Bots -- SvgnRt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg:50(13), Dmg-I:50(13), DefBuff-I:50(15), DefBuff-I:50(15), Heal-I:50(29)
Level 14: Fly -- Frbd-Fly:50(A), Frbd-Stlth:50(19), Flight-I:50(25)
Level 16: Combat Jumping -- DefBuff-I:30(A)
Level 18: Aid Self -- Dct'dW-Heal/Rchg:50(A), IntRdx-I:50(37), Mrcl-Heal/Rchg:40(39), H'zdH-Heal/Rchg:40(39), RgnTis-Heal/Rchg:30(39)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(21), RedFtn-EndRdx/Rchg:50(21), RedFtn-Def/EndRdx/Rchg:50(23), RedFtn-Def:50(23), RedFtn-EndRdx:50(25)
Level 22: Resuscitate -- Empty(A)
Level 24: Boxing -- Empty(A)
Level 26: Assault Bot -- SvgnRt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg:50(27), Dmg-I:50(27), FrcFbk-Rechg%:50(33), SvgnRt-PetResDam:50(46)
Level 28: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(31), Aegis-EndRdx/Rchg:50(33), Aegis-ResDam/EndRdx/Rchg:50(34), Aegis-ResDam:50(34)
Level 30: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(36), RedFtn-EndRdx:50(36)
Level 32: Upgrade Robot -- EndRdx-I:50(A), EndRdx-I:50(34), RechRdx-I:50(50)
Level 35: Personal Force Field -- RechRdx-I:50(A)
Level 38: Photon Grenade -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(40), RzDz-Acc/EndRdx:30(48), RzDz-Stun/Rng:30(48), RzDz-Acc/Stun/Rchg:30(48), RzDz-Immob%:30(50)
Level 41: Charged Armor -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(42), Aegis-EndRdx/Rchg:50(42), Aegis-ResDam/EndRdx/Rchg:50(42), Aegis-ResDam:50(43), S'fstPrt-ResDam/Def+:30(43)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
Level 47: Electric Shackles -- Acc-I:50(A), Acc-I:50(50)
Level 49: Force Bubble -- EndRdx-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
It's a max defense build, and it ends up being pretty hard to kill unless I get spiked by non-S/L/E damage.
EDIT - Actually, I'll have to compare it against live. I know I have something in Res, but I forget what, and it seems off somehow.
I do have a question, though. Why so much defense? I figure your bots will draw agro, and with the bubbles, I'm very rarely in danger (if I am, PFF goes up immediately).
http://www.cohplanner.com/
CM: Level 42 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- Acc-I:30(A), Dmg-I:30(3), Dmg-I:30(3), Dmg-I:30(7), Acc-I:30(7)
Level 1: Force Bolt -- Acc-I:30(A), RechRdx-I:30(31)
Level 2: Deflection Shield -- DefBuff-I:30(A), DefBuff-I:30(5), DefBuff-I:30(11), EndRdx-I:30(31)
Level 4: Insulation Shield -- DefBuff-I:30(A), DefBuff-I:30(5), DefBuff-I:30(11), EndRdx-I:30(31)
Level 6: Equip Robot -- RechRdx-I:30(A), RechRdx-I:30(25), EndRdx-I:30(33), EndRdx-I:30(37)
Level 8: Aid Other -- Heal-I:30(A), Heal-I:30(9), Heal-I:30(9), RechRdx-I:30(17), RechRdx-I:30(39), Empty(40)
Level 10: Maneuvers -- DefBuff-I:30(A), EndRdx-I:30(29), DefBuff-I:30(34), DefBuff-I:30(34), EndRdx-I:30(36)
Level 12: Protector Bots -- Acc-I:30(A), Dmg-I:30(13), Dmg-I:30(13), Dmg-I:30(19)
Level 14: Aid Self -- Heal-I:30(A), Heal-I:30(15), Heal-I:30(15), RechRdx-I:30(17)
Level 16: Personal Force Field -- RechRdx-I:30(A), RechRdx-I:30(19), DefBuff-I:30(21), DefBuff-I:30(34)
Level 18: Assault -- EndRdx-I:30(A), EndRdx-I:30(36)
Level 20: Dispersion Bubble -- DefBuff-I:30(A), DefBuff-I:30(21), DefBuff-I:30(23), EndRdx-I:30(25), EndRdx-I:30(36)
Level 22: Resuscitate -- RechRdx-I:30(A), RechRdx-I:30(23)
Level 24: Hover -- DefBuff-I:30(A), DefBuff-I:30(40)
Level 26: Assault Bot -- Acc-I:30(A), Dmg-I:30(27), Dmg-I:30(27), Dmg-I:30(29)
Level 28: Fly -- Flight-I:30(A), Flight-I:30(40)
Level 30: Tactics -- EndRdx-I:30(A), EndRdx-I:30(37)
Level 32: Upgrade Robot -- EndRdx-I:30(A), RechRdx-I:30(33), RechRdx-I:30(33), EndRdx-I:30(37)
Level 35: Swift -- Empty(A)
Level 38: Force Bubble -- RechRdx-I:30(A), EndRdx-I:30(39), EndRdx-I:30(39)
Level 41: Charged Armor -- ResDam-I:30(A), EndRdx-I:30(42), EndRdx-I:30(42), ResDam-I:30(42)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Set Bonus Totals:
Set Bonuses:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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As you can see, there are no sets. That's partly because I can't afford them and partly because I'm still kind of hazy on how they work/which ones to get. But at this point, it looks like I'm just trying to find slots to fill so they'll be the least wasteful. Any tips?
http://www.cohplanner.com/
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- Empty(A), Empty(3), Empty(3), Empty(11), Empty(11), Empty(19)
Level 1: Force Bolt -- Acc-I:30(A)
Level 2: Deflection Shield -- Empty(A), Empty(5), Empty(7), Empty(17), Empty(34), Empty(36)
Level 4: Insulation Shield -- Empty(A), Empty(5), Empty(7), Empty(17), Empty(34), Empty(36)
Level 6: Equip Robot -- EndRdx-I:30(A), EndRdx-I:30(31), RechRdx-I:30(40), RechRdx-I:30(46)
Level 8: Aid Other -- Empty(A), Empty(9), Empty(9), Empty(15), Empty(36), Empty(39)
Level 10: Hover -- EndRdx-I:30(A)
Level 12: Protector Bots -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(19), Empty(39)
Level 14: Fly -- Flight-I:30(A)
Level 16: Aid Self -- Empty(A), Empty(31), Empty(31), Empty(37), Empty(37), Empty(39)
Level 18: Swift -- Flight-I:30(A)
Level 20: Dispersion Bubble -- RedFtn-Def/Rchg:30(A), RedFtn-EndRdx:30(21), RedFtn-EndRdx/Rchg:30(21), RedFtn-Def/EndRdx:30(33), RedFtn-Def:30(34), RedFtn-Def/EndRdx/Rchg:30(37)
Level 22: Health -- Heal-I:30(A), Heal-I:30(23), Heal-I:30(23)
Level 24: Stamina -- EndMod-I:30(A), EndMod-I:30(25), EndMod-I:30(25)
Level 26: Assault Bot -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29)
Level 28: Maneuvers -- EndRdx-I:30(A), DefBuff-I:30(42), DefBuff-I:30(48)
Level 30: Assault -- EndRdx-I:30(A)
Level 32: Upgrade Robot -- RechRdx-I:30(A), RechRdx-I:30(33), EndRdx-I:30(33), EndRdx-I:30(40)
Level 35: Personal Force Field -- RechRdx-I:30(A), RechRdx-I:30(50)
Level 38: Resuscitate -- RechRdx-I:30(A), RechRdx-I:30(40), EndRdx-I:30(48), IntRdx-I:30(48)
Level 41: Charged Armor -- Empty(A), Empty(42), Empty(42), Empty(43), Empty(43), Empty(43)
Level 44: Electrifying Fences -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Electric Shackles -- RechRdx-I:30(A), Acc-I:30(50)
Level 49: Force Bubble -- EndRdx-I:30(A), EndRdx-I:30(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Set Bonus Totals:
Set Bonuses:
Red Fortune
(Dispersion Bubble)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I'm sure you'll notice some empty slots. They'll be filled with sets eventually, but I'm still trying to figure out which will work the best.
Only if you drag and drop the inspirations on your bots in the pet window if I recall.
I mainly use it as a DoT; I first put an immob, then the hold, then the tornado for damage. Should I change the tactic? Focus more on the defense debuff/knock up/knock down?
Or should I respec out of it and instead pick up 02, to heal Jack Frost?
As for slotting it I'd just put as many recharge and damage as I had room in my build to put in it. Probably the recharge first so you can use it more often since it does nice damage already.
So heres what Im considering:
http://www.cohplanner.com/
Various: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Hero Profile:
Level 1: Strike KntkC'bat-Knock%:35(A), Mako-Acc/Dmg:50(3), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(23), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 1: Fast Healing Numna-Regen/Rcvry+:50(A), Numna-Heal:50(3), Numna-Heal/Rchg:50(40), Numna-Heal/EndRdx:50(43)
Level 2: Slash Achilles-ResDeb%:20(A), Mako-Acc/Dmg:50(5), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(23), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 4: Quick Recovery P'Shift-End%:50(A), P'Shift-EndMod:50(7), EndMod-I:50(25)
Level 6: Reconstruction Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal:50(46), Dct'dW-Rchg:50(48)
Level 8: Follow Up KntkC'bat-Knock%:35(A), Mako-Acc/Dmg:50(13), Mako-Dmg/EndRdx:50(27), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
Level 10: Dull Pain Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(31)
Level 12: Combat Jumping Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(36)
Level 14: Super Jump Jump-I:50(A)
Level 16: Integration Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(17), Dct'dW-Heal/EndRdx/Rchg:50(19), Dct'dW-Heal/Rchg:50(50), Dct'dW-EndRdx/Rchg:50(50)
Level 18: Focus Decim-Build%:40(A), Dev'n-Acc/Dmg:35(19), Dev'n-Dmg/EndRdx:50(21), Dev'n-Dmg/Rchg:50(21), Dev'n-Acc/Dmg/Rchg:50(33), HO:Nucle(33)
Level 20: Swift Run-I:50(A)
Level 22: Hurdle Jump-I:50(A)
Level 24: Health RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(25)
Level 26: Eviscerate Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(34), Sciroc-Acc/Rchg:50(34), HO:Nucle(34)
Level 28: Instant Healing Dct'dW-Rchg:50(A), Dct'dW-Heal/Rchg:50(36), Dct'dW-EndRdx/Rchg:50(36), Dct'dW-Heal/EndRdx/Rchg:50(48), Dct'dW-Heal:50(48)
Level 30: Spin Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(37), Sciroc-Dmg/Rchg:50(37), Sciroc-Acc/Rchg:50(37), HO:Nucle(39)
Level 32: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(39), EndMod-I:50(39)
Level 35: Assault EndRdx-I:50(A)
Level 38: Moment of Glory LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(40), LkGmblr-EndRdx/Rchg:50(40), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 41: Tactics GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 44: Shockwave Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46), Posi-Dam%:21(46)
Level 47: Vengeance LkGmblr-Def:50(A)
Level 49: Resilience S'fstPrt-ResKB:30(A)
Level 1: Brawl Acc-I:50(A)
Level 1: Sprint ULeap-Stlth:50(A)
Level 2: Rest IntRdx-I:50(A)
Level 1: Critical Hit
Set Bonus Totals:
14.5% DamageBuff(Smashing)
14.5% DamageBuff(Lethal)
14.5% DamageBuff(Fire)
14.5% DamageBuff(Cold)
14.5% DamageBuff(Energy)
14.5% DamageBuff(Negative)
14.5% DamageBuff(Toxic)
14.5% DamageBuff(Psionic)
2.5% Defense(Melee)
2.5% Defense(Ranged)
2.5% Defense(AoE)
36% Enhancement(Accuracy)
22% Enhancement(Heal)
41.3% Enhancement(RechargeTime)
15% FlySpeed
155.6 HP (11.6%) HitPoints
15% JumpHeight
15% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 9.9%
MezResist(Immobilize) 9.9%
MezResist(Terrorized) 8.8%
5% (0.08 End/sec) Recovery
54% (3.02 HP/sec) Regeneration
6.62% Resistance(Fire)
6.62% Resistance(Cold)
6.25% Resistance(Negative)
4.39% Resistance(Toxic)
1.26% Resistance(Psionic)
15% RunSpeed
Set Bonuses:
Mako's Bite
(Strike)
MezResist(Immobilize) 3.3%
20.1 HP (1.5%) HitPoints
3% DamageBuff(All)
MezResist(Held) 3.3%
Numina's Convalescence
(Fast Healing)
12% (0.67 HP/sec) Regeneration
25.1 HP (1.87%) HitPoints
6% Enhancement(Heal)
Mako's Bite
(Slash)
MezResist(Immobilize) 3.3%
20.1 HP (1.5%) HitPoints
3% DamageBuff(All)
MezResist(Held) 3.3%
Performance Shifter
(Quick Recovery)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Doctored Wounds
(Reconstruction)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Mako's Bite
(Follow Up)
MezResist(Immobilize) 3.3%
20.1 HP (1.5%) HitPoints
3% DamageBuff(All)
MezResist(Held) 3.3%
Doctored Wounds
(Dull Pain)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
1.26% Resistance(Toxic,Psionic)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Doctored Wounds
(Integration)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Devastation
(Focus)
12% (0.67 HP/sec) Regeneration
30.1 HP (2.25%) HitPoints
3% DamageBuff(All)
Scirocco's Dervish
(Eviscerate)
10% (0.56 HP/sec) Regeneration
3.13% Resistance(Negative)
9% Enhancement(Accuracy)
Doctored Wounds
(Instant Healing)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Scirocco's Dervish
(Spin)
10% (0.56 HP/sec) Regeneration
3.13% Resistance(Negative)
9% Enhancement(Accuracy)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Luck of the Gambler
(Moment of Glory)
10% (0.56 HP/sec) Regeneration
15.1 HP (1.12%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
25.1 HP (1.87%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 2.5% Defense(Ranged), 2.5% Defense(AoE)
Positron's Blast
(Shockwave)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
3.13% Resistance(Toxic)
Steadfast Protection
(Resilience)
Knockback Protection (Mag -4)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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So mainly what Im looking at is creating a good build for team and solo that does not include purple sets. Im too poor for purples for now, and it will probably take me long enough to get the lotgs as it is.
Any suggestions?