So I have a normal build that I formulated for damage, survival, and sustainability.. but I decided to get a little adventurous and created a test build that I would enjoy getting some opinion on. The aim of the test build was to attempt pushing out as much damage as I can, while trying to keep at least enough energy to sustain the crits from my abilities consistently. I suspect that energy building and storage may be an issue, but I was hoping that perhaps the crit chance gained from dexterity may have a huge boost to my crit severity from my trees, and benefit more than the energy loss. So of course, pick the hell out of these builds and lay down the constructive criticism
Original:
http://powerhouse.nullware.com/powerhouse.html?v=13&n=Fire Drakkon&d=1138NAFEPQap300G000G205G4002800GC08G905G803GE05GG052D04DM00K705J503EI0510gw3bIm3bDMTest:
http://powerhouse.nullware.com/powerhouse.html?v=13&n=Fire Drakkon&d=1132MAFKPQLp300G008G205G4002800GC08G905G803GE05GG052D04DM00K705J503EI0510gw3bIm3bDMChanges from Original to Test;
Changed Behemoth to Savage for Super Stats
Changed Endurance to Dexterity for critical damage chance
Switched out Relentless for Impresario, -5 strength but +5 dexterity
Switched out Amazing Stamina for Accurate, -5 Recovery but +5 Dexterity
Added Accelerated Metabolism to Bludgeon to help with energy building
Comments
If ya are worried about energy, then I'd just test it out in the battle stations in the PH and/or on the PTS (as Defiance builds need to be hit to know where their energy normally stands). Although.. ya may even be okay on energy w/o Defiance procs- just hitting test dummies using ur normal attack rotation and energy from Enrage and TR.
- Be safe and have fun, champs - for science!
Changes:
Switched Quick Recovery for Survival Training (Got to thinking it would benefit con and dex both, plus presence+endurance for TReverb scaling and just to shove more endurance in there since I couldn't, and recovery for just a tad energy building. plz dont laugh at me ._.)
Switch Impresario for Paramilitary Training (Dex + Con with 3 Endurance and 3 Recovery. Same reason as above, though trying to just shove more endurance in there to scale up TReverb to help out the low recovery. Okay, you can laugh at me at this point ._.)
The Savage to The Master (A tad more dex)
The... only worry I have with this build is how fast I can build up energy and how frequently I can just throw out constant attacks. I probably already know that answer that treverb cannot make up for the missing recovery, but it sounded like a good plan on paper. Without any reliable character builder (that shows statistics) to see if it makes up for the lacking recovery or an easy way of testing this out, I do not know if there is any way for me to see it through properly without screwing myself. The question I would have... is having dexterity as a SS worth the risk of lacking consistent energy and possibly being unable to throw out consistent attacks.
What are your thoughts?
Anyways, I didn't know that the toon behind either build didn't actually exist. Yeah, obv ya can't fully know stuff like if energy will be okay w/o just testing it out in-game. I mean, ya can do a buncha hard math and approximate ur rotation and normal energy use that way, but that seems like much work as well, and even then it can be off or not a good approximation to what you end up using in game.
I usually have at least one lvl 40 I can sit in the PH to test stuff w/. It does take a bit of investment (esp if ya can't access the PTS), but it can be handy if ur invested in experimenting w/ builds in CO like this. It seems like you haven't experienced how much energy you'd get on avg w/ ur own builds from Defiance, Enrage, etc.? I can tell you that for most FF builds, having a fitting EU and toggle w/ the correct stats can handle most attack rotations w/o end building by lvl 40 gearing. Adding Defiance on top of that may even be overkill, but only if ur planning on getting hit often.
Lastly, the Debugger npc on the PTS (sits outside PHs) can boost a character to max lvl and give you infinite free (low quality) level-appropriate gear (that ya can also sell for resources on the PTS if ya want). So if ya can access the PTS its not hard at all to get a lvl 40 toon there.
- Be safe and have fun, champs - for science!
The PH Planner is not up to date w/ the recent power changes in-game. Its a work in progress. But yes the VD adv in-game is 3 points now (and capped at 5 stacks instead of 10).
As for the block enhancers.. they all perform the basic function of making the base block better, so it could depend on the look or theme ya want. But yeah, even after the nerfs, VD on Ebon Void is still good for a linger effect- but it does have to be built up via turtling and its stacks maintained for the buff to not fall off.
It can depend on ur playstyle and priorities a bit. Like.. Energy Shield w/ Laser Knight (for ex) is very good for melee builds that want to be tanky, since it adds a total ~15% final dmg mitigation and some knock resist, but it does also give a dmg penalty on melee attacks when tis up, costs 3 adv points, and can drop off quickly when not attacking.
- Be safe and have fun, champs - for science!
http://powerhouse.nullware.com/powerhouse.html?v=13&n=&d=1132a1239AGp300G000G103G400IG0DG205G70HDM00G801G905G603000000000000000011F03bIm09gO
I was curious of your thoughts on it. They said it was optimized to suit my character.
The normal rank in the lunge (decimate) is also a waste of points, imo. The build could also use a heal (Absorb Heat and/or Conviction), and an AO (Ego Surge w/ Nimble Mind, or Aggressor, though the former is better for dps). Ya don't really need Cleave either- I'd prob replace it w/ Brimstone latter on in the build, as Annihilate is ur boss killer and Brimstone is easier to AoE with than Cleave. Would also prob get Focused Strikes and/or Mass Destruction in Vindicator over Modified Gear and/or Rush of Battle.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
Now the only thing I need to figure out is the difference between the talents and tree selections between:
http://powerhouse.nullware.com/powerhouse.html?v=13&n=Fire Drakkon&d=1132aAFQhGLp300G000G205G4002800GC08G905G803GE05GG052D04DM00G603J503EI0510gw3bIm3bDM
and
http://powerhouse.nullware.com/powerhouse.html?v=13&n=&d=1132a1239AGp300G000G103G400IG0DG205G70HDM00G801G905G603000000000000000011F03bIm09gO
My testing has shown that the second one gives me more defense and offense, but I am uncertain of what the catch is compared to the first one. But the first one seems to give me a little more HP, not that I need it that much. With those two things being the last on my mind, what sort of opinion would you have on them? Warden was generally left unchanged.
Tree 1:
Strength-
Strength grants +3 health points
Secondary Super Stats grant cost discount to melee powers
Secondary Super Stats now increase critical severity
Your Constitution now grants Defense
Warden-
Increases the amount of Defense you received from items by 30%
Increate critical severity by 10%
When you take damage, gain 10 offense. Effect lasts for 15 seconds, stacks up to 5 times, and occurs once more second.
Gain 100% of defense as offence
Vindicator-
Increases your Defense by 20% of your offense value
Increase critical severity by 15%
Increase the amount of Offense you receive from items by 20%
Increases critical strike chance of AoE attacks by 6%
Build 2:
Strength-
Secondary Super Stats now grant cost discount to Melee Powers
Increase the amount of Offense you receive from items by 20%
Secondary Super Stats now increase Critical Severity
Constitution now grants defense
Warden-
Increases the amount of Defense you received from items by 30%
Increate critical severity by 10%
When you take damage, gain 10 offense. Effect lasts for 15 seconds, stacks up to 5 times, and occurs once more second.
Gain 100% of defense as offence
Vindicator-
Increases your Defense by 20% of your offense value
Increase critical severity by 15%
When you defeat an enemy, you regain 15% of your max health over the next 5 seconds
Increases the amount of offense you receieve from items by 20%
The other choices aren't as important, imo, though some could be a bit better than others depending on ur priorities or the content ur tackling. Some examples: If ya wanted more dps, then I'd trade Rush of Battle for Focused Strikes if using Annihilate. I don't typically find the "+%Offense from items" choices to be that good in return, but if ya have the Justice 3-set bonus they can be nice. Tenacious is good for extra Offense from getting hit, but vs. certain fights like Gravi Warden's Elusive is quite nice. And ya can make similar cost-benefit analysis for most of the other choices I didn't list above, but they shouldn't really make or break the build either way.
- Be safe and have fun, champs - for science!
Name: Fire Drakkon
Archetype: Freeform
Role: Hybrid
Super Stats:
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Dexterity (Secondary)
Talents:
Level 1: The Master
Level 6: Mighty
Level 9: Agile
Level 12: Enduring
Level 15: Martial Training
Level 18: Physical Conditioning
Level 21: Acrobat
Powers:
Level 1: Bludgeon
Level 1: Eruption (Rank 2, Magma Burst)
Level 6: Defiance
Level 8: Thermal Reverberation
Level 11: Enrage (Rank 2, Endorphin Rush, Giant Growth)
Level 14: Arc of Ruin (Rank 2, No Quarter)
Level 17: Annihilate (Rank 2, Scorching Blade)
Level 20: Brimstone (Rank 2, Aftershock)
Level 23: Guard
Level 26: Decimate (Rank 1, Nailed to the Ground)
Level 29: Masterful Dodge
Level 32: Fire Snake (Trail Blazer)
Level 35: Ego Surge (Rank 2, Nimble Mind)
Level 38: Absorb Heat (Rank 2, Rank 3)
Travel Powers:
Level 6: Millennial Flight (Rank 2, Rank 3)
Level 35: Inky Ooze Tunneling
Specializations:
Strength: Physical Peak (3/3)
Strength: Aggression (2/2)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Tenacious (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: The Rush of Battle (3/3)
Vindicator: Modified Gear (2/2)
Mastery: Strength Mastery (1/1)
Gear:
PO: Justice Gloves of Precision
Con Enhancement 7
Dex Enhancement 7
Impact Prism 7 x2
PD: Justice Tights of Fitness
Con Armoring 7
Dex Armoring 7
Impact Prism 7 x2
PU: Justic Mask of Efficiency
Dex Enhancement 7
Con Armoring 7
Growth Amulet 7
Growth Amulet 7
SO: Vigilante's Critical Belt
SD: Vigilante's Armored Bracers
SU: Vigilante's Bolstering Eyepiece
Vitals:
Health: 9,964
Energy: 42/140
Supestats and Stats:
291 Strength
285 Dexterity
285 Constitution
10 Intelligence
10 Ego
10 Presence
13 Recovery
10 Endurance
Attack:
937.9 Offense - 975 at max tenacious
33% Crit Chance
113.3% Crit Severity
Defense:
472.6 Defense - 482 at max tenacious
Dodge Chance: 10%
Avoidance: 20%
Brief Summary:
I could put in Focused Strikes and/or Mass Destruction, but would it really benefit me more when I would already have 33% crit chance and have use of ego surge w/NM to boost it up to 70.4%? I tried to keep myself down to 5 attacks, Eruption, Annihilate, Brimstone, Vicious Decent, and Arc of Ruin.. but added Decimate on the side with NttG adv as an optional to ground fliers. My healing comes from Endorphin Rush, which scales off my Con and Enrage in potentcy, and defiance in duration, with enraged stacks acquired from Annihilate, Vicious Decent, and Eruption knocks. My secondary healing would come from Absorb Heat at max rank which consumes clinging flames, which not only doubles as a constant heal for myself in addition to Endorphin Rush, but also heals my allies for some amount as well. On top of that, I also get 15% of my max hp back when I kill an enemy.
A few of my other skills serve purposes as well, but I am just trying to optimize the hell out of my survival and dps. I could switch my role to tank to assure that I get defiance stacks, and constant energy, but I do not know if I would be capable of surviving constant attacks from multiple enemies.
Edit: I am tempted to trade out Eruption (R2, Magma Burst) for Cleave (R2, R3). Your thoughts?
If ya want to prioritize single-target threat, then I'd get 3/3 Focused Strikes and 2/2 Mod Gear (since ur using Justice 3-set). Keep in mind that Vind's crit boosts are flat, which is nice cause that means they ignore diminishing returns that crit rating and Dex have to crit%. Ya can axe one of them for Rush of Battle if ya really want; just keep in mind that ur trading some dps/threat for situational extra healing.
I already outlined Cleave vs. Eruption- Cleave can hit more things and work as an early AoE, but its slower to apply CF and lower dps than popping a quick Eruption and going back to Annihilate (or Brimstone for AoE). Its ur call.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
Is threat something I want, though? The only reason I would see myself wanting some threat is due to defiance for stacks and energy, but at the same time I do not want to get myself so much threat that I cannot handle it. I didn't notice any bonus healing from hybrid role. But the extra health does look nice, despite the max energy drop. I think my only major concern was the 78%+ threat I would be dealing out.
Does rush of battle only occur when I get the last hit before they get killed?
Lasly, what sort of rotation should I set up for my combat abilities?
Also, it may be better to get Invuln as the passive over Defiance if ur not just using this build solo, since Defiance means you must be getting hit pretty frequently, and in groups if ur not wanting to tank then that may not always happen. It does mean that ya need to free up 4 adv points for rank 3 Invuln, but can gear less Con for more Str or End to help w/ energy and dps. For solo builds, though, Defiance is just fine.
iirc, RoB's heal only procs if you get the killing blow, yes.
-
on 'roations'
For AoE: lunge in w/ Decimate, then just spam charged Brimstone. Ya can add other things in there, like Firesnake or Arc's debuff, but in general just using Brimstone in the middle of mobs covers AoE just fine.
For single-target: Apply CF w/ Eruption (or a full combo of Cleave), apply Arc's debuff (can just tap it for that), and then spam charged Annihilate until ya need to refresh Arc's debuff and/or CF. Throw in Firesnake when its available.
If ya don't want to send the enemy flying everywhere w/ Annihilate, then just add two quick taps of Brimstone after the opening Eruption to buildup enemy knock immunity (3x knock resist buff), and while the knock immune buff lasts they won't be knocked away, and you'll gain a bit of bonus dmg against them w/ most attacks that try to knock.
- Be safe and have fun, champs - for science!