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Gear Question

joybuzzerxjoybuzzerx Posts: 882 Arc User
edited August 2013 in Power Discussion
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.
Post edited by Unknown User on

Comments

  • tditstdits Posts: 666 Arc User
    edited August 2013
    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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  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    edited August 2013
    +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.
  • joybuzzerxjoybuzzerx Posts: 882 Arc User
    edited August 2013
    PowerHouse (Link to this build)

    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.
  • despairsrequiemdespairsrequiem Posts: 126 Arc User
    edited August 2013
    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.
  • secondalksecondalk Posts: 67 Arc User
    edited August 2013
    General rule with defense is to go heavy or go home.
  • doveoflovedoveoflove Posts: 4 Arc User
    edited August 2013
    I dunno, maybe going str over ego would make that defense count?
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    edited August 2013
    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.
    joybuzzerx wrote: »
    So my question is, should I replace the 2 EGO Mods with a CON and INT Mod?

    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.
    joybuzzerx wrote: »
    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?
  • joybuzzerxjoybuzzerx Posts: 882 Arc User
    edited August 2013
    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.
  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited August 2013
    joybuzzerx wrote: »
    STR would help defense?

    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.
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    edited August 2013
    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.
  • secondalksecondalk Posts: 67 Arc User
    edited August 2013
    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).

    Also consider STR tree's HP scaling.
  • joybuzzerxjoybuzzerx Posts: 882 Arc User
    edited August 2013
    Okay, new question :)

    What if those R7 mods were R9? Would I be better off going another route with the mods?
  • ayonachanayonachan Posts: 557 Arc User
    edited August 2013
    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).
  • secondalksecondalk Posts: 67 Arc User
    edited August 2013
    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.
  • gavinrunebladegavinruneblade Posts: 3,781 Arc User
    edited August 2013
    secondalk wrote: »
    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.
  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited August 2013
    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.
  • fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited August 2013
    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.
    @HangingDeath

    Deliciously nutritious!
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