EGO/CON/INT
Quarry
EGO Tree/Vindicator/Warden (Range Tank)/EGO Mastery (<---EGO Mastery is why I went EGO over DEX).
Legion Gloves of Precision (2 LGs/2 INT)
Heroic BP of Agility (1 LG/2 EGO)
Legion Helm of Speed (2 Impacts/2 CON)
Vigilante Offense and Defense Secondary, with +20 CON/+300 something life (Friendly Eyepiece).
Looking over the Legion BP of Agility, I saw it got 10 Defense less than the Heroic. Should I be going for the Higher Dodge Chance with the lower Defense?
Would another LG Mod make a difference in my Dodge Chance? What about Avoidance Mod? My current Dodge/Avoid is at roughly 60% Each.
The avoidance gear will serve you better than the defense one. Dodge hits soft cap at about 50%, avoidance takes longer to reach softcap. So if you get Legion gear then feel free to put an Avoidance Core in there along with your LG.
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+272 Dodge (Rank 6 Gambler's Gem and Heroic Breastplate of Elusiveness, which gives slightly less than a Rank 7 Gem) with Rank 3 Quarry yields 71.1% Dodge.
+256 Avoidance (Rank 4 Avoidance Core with Heroic Breastplate of Agility) with 3 Audacity stacks yields 72.8% Avoidance.
You can get slightly higher percentages with better mods, but not by much.
An extra 10% Dodge or 10% Avoidance is, on average, better mitigation for you than 10 Defense. But whether it's worth breaking the bank for Legion Agility is up to you. If I had globals to burn, I'd go with Dodge (Legion Agility w/Gambler's Gems) for better reliability, especially if you have an on-dodge power like advantaged BCR.
Primary Offense: Legion's Precision w/ 2 LG and 2 INT
Secondary Offense: Vigilantes Critical Strike
Primary Defense: Heroic Agility w/ 1 LG and 2 EGO
Secondary Defense: Vigilante Armored Bracers
Primary Utility: Legion's Speed w/ 2 Impact and 2 CON
Secondary Utility: Brillant Eyepiece (+20 CON/INT, +46 Cost/Cooldown)
Even without the 2 EGO Mods, my energy return sustainability seems to be the same. At least no noticable difference.
So my question is, should I replace the 2 EGO Mods with a CON and INT Mod?
If I do, I believe nothing changes on any power that scales with super stats. Quarry would give more +INT/+EGO. My SEV drops 5% with the loss of 124 EGO (105 goes down to 100), CRIT stays the same.
I also have a Secondary Utility that provides +20 CON/EGO and could get a +20 EGO/INT.
So, bad idea to lose all that EGO? I don't seem to lose much on Concentration either.
its only 10 defense thats nothing, you won't really notice a difference even if you were to switch it out with a random piece of a gear that was 20 defense less but had the same items / stats... the whole defense number actually is weird to understand, take for instance my tank 28th, his defense is only like 100 or something, but defensively he's one of the toughest players in the game. anyhow I'd personally tell you to leave that stuff, ESPECIALLY since ego is your primary, thats the driver to your go-kart, the others are just really cool passengers.
Since it seems like you're worried about survivability, you could consider using a set of Armadillo secondaries. You'd lose some critical strike and cooldown reduction, but you're already pushing diminishing returns on those. The stat drop would be minor.
I would remove Modified Gear in order to fully rank Focused Strikes. The return from Modified Gear is very minor, especially with no +Offense on your primary offense gear.
If I do, I believe nothing changes on any power that scales with super stats. Quarry would give more +INT/+EGO. My SEV drops 5% with the loss of 124 EGO (105 goes down to 100), CRIT stays the same.
Wouldn't your crit rate slightly increase, thanks to Sixth Sense?
Since it seems like you're worried about survivability, you could consider using a set of Armadillo secondaries. You'd lose some critical strike and cooldown reduction, but you're already pushing diminishing returns on those. The stat drop would be minor.
I would remove Modified Gear in order to fully rank Focused Strikes. The return from Modified Gear is very minor, especially with no +Offense on your primary offense gear.
I think that's a reasonable swap. You'd trade a small amount of damage for a bit of durability. I'd say it comes down to personal preference.
Wouldn't your crit rate slightly increase, thanks to Sixth Sense?
I believe it would, but I don't think it would be to noticable.
As for other comments...
STR would help defense?
And I'm just trying to get good survivability with good damage This is my main after all. So just trying to tweak the build just right.
From Mecha Teddy's Attribute and Passive Scaling Thread: Specialization: Juggernaut (+0.1/0.2/0.3 Defense per point of constitution.) Specialization: Force of Will (+0.05/0.10 Defense per point of secondary SS.)
With your setup, you'd get a little more Defense out of Juggernaut compared to Force of Will...but not by much. In this case, I think the most attractive benefit of STR is the knock resist (albeit not a lot of knock resist, since you wouldn't be modding for STR).
You'd lose a chunk of additive damage bonus by going STR primary, plus the added crit chance from Sixth Sense. It might be worth trying the STR setup on the Test Server, to see just how much actual damage you'd lose.
I'll tell you now, if you aren't stacking STR to the sky, you aren't going to notice the difference in how much you get knocked around. Likewise, you'll have to determine for yourself just how much a ~30% additional melee damage is going to do for you.
The greatest appeal to STR stat is, by far, it's spec tree. Which is one of the best.
Assuming you have at least 200 in the relevant stats, Juggernaut will net you 60 defense easy vs 40 from Force of Will. Not the biggest difference (single point in defense gear spec will cover that).
Primary Offense: Legion's Precision w/ 2 LG and 2 INT
Secondary Offense: Vigilantes Critical Strike
Primary Defense: Heroic Agility w/ 1 LG and 2 EGO
Secondary Defense: Vigilante Armored Bracers
Primary Utility: Legion's Speed w/ 2 Impact and 2 CON
Secondary Utility: Brillant Eyepiece (+20 CON/INT, +46 Cost/Cooldown)
Using the above set-up(and the information from your build link) with rank 9 mods yields:
Int = 249
Con = 249
Ego = 309
Total = 807
348 Critical Strike which is between 32% and 38%(not including dex and spec tree)
Rank 3 Quarry is slightly less than 85% 43% 18% But when you gain audacity stacks you gain slightly more than this
With your set-up you have around 592 "Cooldown Points" which I do not have any information for. So instead, enjoy this 380 "Cooldown Points" equates to turning:
5.9 seconds into 2.9 seconds
15 seconds into 7.2 seconds
30 seconds into 15 seconds
1 minute 29 seconds into 43 seconds
1 minute 58 seconds into 58 seconds
236 minutes 27 seconds into 115 minutes 50 seconds
492(112 point difference than the information above) "Cooldown Points" makes 1 minute 58 seconds into 50 seconds
(**Not including spec tree**)
If you have concentration on your powers more than likely cost around:
Two-Gun Mojo 8.5 Initial 6.6 per .5
(**Not including spec tree**)
Speaking of concentration, your concentration is between:
13% = 304
14% = 334
15% = 365
16% = 396
With audacity stacks determining which one you get and your ego being the stat in-question.
139 Avoidance = 58.7%
139 Avoidance+(3-Stacked)Audacity = 62.2%
153 Dodge = 42.5%
153+QuarryRank3(18%) = 60.5%
Quarry's Audacity Stat-Scales off of int. Currently with rank 9 mods you'd have 249 int. Rank 3 Quarry and 300 Int is the lowest int that it takes to reach the cap for the stat-boost of quarry's audacity.
Would you be better off? Depends on your playstyle and what you set yourself up against but in all honesty there isn't any content that 1 attack 1 self-heal and 1 passive can't be beaten with as long as attrition and patience are picking up the slack for the lack-of-a-better-passive passives(Quarry is not one of these).
Cooldown reduction scales with Int for purposes of determining cooldown reduction.
Those cooldowns scale as per having roughly 840 int. Thankfully, cooldown scales linearly, but still faces an indirect diminishing return of sorts. You're looking at a little under half time for everything with a 2.1 scalar reduction.
You'll lose a couple of seconds, if that, if you drop 100 points.
Your power costs will be about 1/3 less, slightly above when concentration is up.
I'll tell you now, if you aren't stacking STR to the sky, you aren't going to notice the difference in how much you get knocked around. Likewise, you'll have to determine for yourself just how much a ~30% additional melee damage is going to do for you..
To back this up with annecdotal evidence. I have a heavy weapons character with about 198 str AND the circle that gives knock protection.
the spider in the Fatal Error mission still tosses me out of range of a lunge every 30 seconds or so.
I don't believe the spider has ANY knocks. I think it's the Villain-rank viruses it summons doing that.
The spider does have a knock, however you can't see it charge up unless you look under the spiders model to the floor, since that's where the emanation point seems to be. It glows orange before knocking you back, without a hit effect.
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+256 Avoidance (Rank 4 Avoidance Core with Heroic Breastplate of Agility) with 3 Audacity stacks yields 72.8% Avoidance.
You can get slightly higher percentages with better mods, but not by much.
An extra 10% Dodge or 10% Avoidance is, on average, better mitigation for you than 10 Defense. But whether it's worth breaking the bank for Legion Agility is up to you. If I had globals to burn, I'd go with Dodge (Legion Agility w/Gambler's Gems) for better reliability, especially if you have an on-dodge power like advantaged BCR.
Name: Brand X2
Archetype: Freeform
Super Stats:
Level 6: Ego (Primary)
Level 10: Constitution (Secondary)
Level 15: Intelligence (Secondary)
Talents:
Level 1: The Glacier
Level 6: Enduring
Level 9: Brilliant
Level 12: Healthy Mind
Level 15: Quick Recovery
Level 18: Negotiator
Level 21: Field Ops Training
Powers:
Level 1: Vicious Strikes
Level 1: Two-Gun Mojo (Rank 2, Close the Gap)
Level 6: Killer Instinct
Level 8: Concentration
Level 11: Parry
Level 14: Lock N Load (Rank 2)
Level 17: Masterful Dodge
Level 20: Resurgence (Rank 2, Rank 3)
Level 23: Lead Tempest (Rank 2, Rank 3)
Level 26: Conviction (Rank 2, Rank 3)
Level 29: Ego Surge (Rank 2, Nimble Mind)
Level 32: Void Shift (Nailed to the Ground)
Level 35: Evasive Maneuvers (Rank 2, Rank 3)
Level 38: Quarry (Rank 2, Rank 3)
Travel Powers:
Level 6: Acrobatics (Rank 2, Rank 3)
Level 35: Bat Flight (Rank 2, Rank 3)
Specializations:
Ego: Force of Will (2/2)
Ego: Insight (1/3)
Ego: Aggression (2/2)
Ego: Follow Through (3/3)
Ego: Sixth Sense (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (1/3)
Vindicator: Modified Gear (2/2)
Vindicator: Offensive Expertise (2/2)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Ego Mastery (1/1)
All mods are R7
Primary Offense: Legion's Precision w/ 2 LG and 2 INT
Secondary Offense: Vigilantes Critical Strike
Primary Defense: Heroic Agility w/ 1 LG and 2 EGO
Secondary Defense: Vigilante Armored Bracers
Primary Utility: Legion's Speed w/ 2 Impact and 2 CON
Secondary Utility: Brillant Eyepiece (+20 CON/INT, +46 Cost/Cooldown)
Even without the 2 EGO Mods, my energy return sustainability seems to be the same. At least no noticable difference.
So my question is, should I replace the 2 EGO Mods with a CON and INT Mod?
If I do, I believe nothing changes on any power that scales with super stats. Quarry would give more +INT/+EGO. My SEV drops 5% with the loss of 124 EGO (105 goes down to 100), CRIT stays the same.
I also have a Secondary Utility that provides +20 CON/EGO and could get a +20 EGO/INT.
So, bad idea to lose all that EGO? I don't seem to lose much on Concentration either.
I would remove Modified Gear in order to fully rank Focused Strikes. The return from Modified Gear is very minor, especially with no +Offense on your primary offense gear.
I think that's a reasonable swap. You'd trade a small amount of damage for a bit of durability. I'd say it comes down to personal preference.
Wouldn't your crit rate slightly increase, thanks to Sixth Sense?
I believe it would, but I don't think it would be to noticable.
As for other comments...
STR would help defense?
And I'm just trying to get good survivability with good damage This is my main after all. So just trying to tweak the build just right.
The Strength tree has Juggernaut, which gives Defense scaled off Con, which you have as a Superstat, so it would be a very good choice to take.
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
Specialization: Juggernaut (+0.1/0.2/0.3 Defense per point of constitution.)
Specialization: Force of Will (+0.05/0.10 Defense per point of secondary SS.)
With your setup, you'd get a little more Defense out of Juggernaut compared to Force of Will...but not by much. In this case, I think the most attractive benefit of STR is the knock resist (albeit not a lot of knock resist, since you wouldn't be modding for STR).
You'd lose a chunk of additive damage bonus by going STR primary, plus the added crit chance from Sixth Sense. It might be worth trying the STR setup on the Test Server, to see just how much actual damage you'd lose.
The greatest appeal to STR stat is, by far, it's spec tree. Which is one of the best.
Assuming you have at least 200 in the relevant stats, Juggernaut will net you 60 defense easy vs 40 from Force of Will. Not the biggest difference (single point in defense gear spec will cover that).
Also consider STR tree's HP scaling.
What if those R7 mods were R9? Would I be better off going another route with the mods?
Using the above set-up(and the information from your build link) with rank 9 mods yields:
Quarry's Audacity Stat-Scales off of int. Currently with rank 9 mods you'd have 249 int. Rank 3 Quarry and 300 Int is the lowest int that it takes to reach the cap for the stat-boost of quarry's audacity.
Would you be better off? Depends on your playstyle and what you set yourself up against but in all honesty there isn't any content that 1 attack 1 self-heal and 1 passive can't be beaten with as long as attrition and patience are picking up the slack for the lack-of-a-better-passive passives(Quarry is not one of these).
Those cooldowns scale as per having roughly 840 int. Thankfully, cooldown scales linearly, but still faces an indirect diminishing return of sorts. You're looking at a little under half time for everything with a 2.1 scalar reduction.
You'll lose a couple of seconds, if that, if you drop 100 points.
Your power costs will be about 1/3 less, slightly above when concentration is up.
To back this up with annecdotal evidence. I have a heavy weapons character with about 198 str AND the circle that gives knock protection.
the spider in the Fatal Error mission still tosses me out of range of a lunge every 30 seconds or so.
I don't believe the spider has ANY knocks. I think it's the Villain-rank viruses it summons doing that.
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
The spider does have a knock, however you can't see it charge up unless you look under the spiders model to the floor, since that's where the emanation point seems to be. It glows orange before knocking you back, without a hit effect.
Deliciously nutritious!