I've got a sort of an Infernal/Sorcery hybrid FF that I'm really enjoying so far (only level 20), and looking ahead, I know I want to pick up
Defile as my big gun. What are some options for optimizing that particular attack?
Currently, I'm running with the following things (which I would like to keep if at all possible):
- Passive: Fiery Form
- Toggle: Concentration
- Energy Unlock: Supernatural Power*
- Super Stats: Int/Dex/Rec
- Specs: Int/Avenger/Vindicator; Avenger Mastery (propsoed)
I'm also using
Circle of Arcane Power in boss fights, as it both fits the theme, and should help obviate some of
Defile's energy concerns.
Does this look about right and/or decent?
*I seem to remember reading somewhere that SSing End instead of Rec is preferable for
Supernatural Power; yea/nay? I'm also on the fence about just switching to MSA, using Conviction to fuel it, and swapping out Rec for Con.
Comments
From my experience with Supernatural Power, it has a slight delay for proccing after using an Infernal Supernatural power bringing you below the breakpoint to give you the energy back. It was just enough for me to notice, but not something that completely turned me away from it. But it's something to think about along the fact that you are already using Int as a primary superstat, so you'll be getting more energy returns from MSA because of Conviction and any other cooldowns you may have (Fire Snake would be another).
I believe swapping out REC for CON as a superstat could be beneficial just because Fiery Form does not provide much innate defense. I believe with INT as a primary reducing energy costs, MSA giving you great energy returns, and Circle of Arcane Power will give you more than enough energy management to justify dropping REC as a superstat.
Good luck with the build, Defile is a great power.
I don't find outright Defile spam to be as efficient- it doesn't stack or refresh/proc DP naturally, and activation delays when chaining one spell also lower its dps, even if you can use CoAP to help circumvent energy issues (CoAP scaling w/ Rec as well).
If ya use R3 CoAP then ya dun fully need to SS Rec by lvl 40 to afford even charged Defile spam, as long as ya have enough Int for Concnetration and some cost discount gear, w/ some Rec on the side. Rec SS can then be dropped for Con SS for Nimble Mind scaling and the health. Only issue w/ that setup is you'll be bound to the circle to really do what ya want w/ ur rotation.
- Be safe and have fun, champs - for science!
I still like Supernatural Recovery, though. MSA just wasn't cutting it. That said: is it better to Talent/Gear for End or Rec with that EU?
I do still like CoAP, both for thematic reasons and obviating energy concerns. Being rooted doesn't bother me, as by the time I might actually need/want it, it'd just be me and a boss.
Fire Snake! Good call, I forgot all about that. And it is definitely in theme.
Merci!
Not 100% sure on talents, but I think that's right. You'll want to gear for crit chance, and will probably need to gear for some amount of cost reduction (instead of exclusively focusing on cooldown reduction).
Basic attack sequence (single target) is full charge defile, tap defile until avenger mastery procs, full charge infernal blast, repeat. Once you've got a decent crit chance, this will usually keep poison stacks up. Sometimes you won't have enough energy for a full charge on defile; when this happens... oh well, so be it. But you should always have enough energy for a tap defile, and you should end up with enough equilibrium for full charge + tap (important since you won't get the energy return from SP until after you've gotten that first tap off).
And yes, endurance is generally better for making Supernatural Power work, due to its larger contribution to your max energy - which in turn increases the 15% limit under which SP will actually proc.
I went trail blazer over r3 fire snake because I prefer to stay at range; if you expect to be up close, r3 becomes the better choice.
Second vote for END powering SP. I say why here: http://co-forum.perfectworld.com/showpost.php?p=4486261&postcount=3
- Be safe and have fun, champs - for science!
Also, Grav Polarity is not what I'd recommend. The 15% is additive, requires standing in the well, and likely you won't be close enough for the Force Eruptions to be hitting ur target. For dps FFs, its not really a notable dps increase overall due to the upkeep required and the 15% being on the harsh passive dmg DR. I'd save the power slot and adv points for something else.
- Be safe and have fun, champs - for science!
ego/con/int
fire snake
aura of primal majesty
ebon circle
shadow blast
spirit reverb
defile
toxic nanites/sonic device
dark transfusion / blood sacrifice
ego surge / nimble mind
For specs, the important ones would be Follow Through and Exploit Opening from ego tree, as well as ranged cost discount. Pre-emptive strike and surprise attack from avenger. Make it count/find the mark/the best defense from guardian.
You'll get energy from the fear effects you toss out and passively generate, therefore completely deleting any energy issues you might have. Your blast will make defile hit harder. the on next hit won't suck. ebon circle/dark transfusion should amplify the damage pretty fantastically, especially considering the fact that your passive isn't really gonna get in the way.
Point: firey form isn't really gonna help a ton with Defile. It does boost the damage, but honestly you'll find a lot more effectiveness with either one of the sorcery passives or pestilence. Then again, I've never been a fan of the passive as it stands. Fire's a set that started out strong but seems to be slowly getting left behind as new powers are released.
RIP Caine
Would much rather save a power slot and the adv points, esp in a non-Force themed build.
- Be safe and have fun, champs - for science!
He didn't have much defense at all in this build, and I thought getting enemies off would be an advantage to survival, plus adding some damage. Some people don't like knocks, but in this instance I think it's fine. Force eruption has less knock range than most other knocks. Although, you're probably right by saying that he'd be better off with something else. Just trying to help.
And yeah, they could better clarify this sorta stuff in the tooltips; there's numerous issues w/ them as is, but at least there's other sources to look up info like this. Basically, never fully trust what's described in game - though assume most 'damage bonus' descriptions are referring to the lowest 'passive' layer, since that is the general trend.
If ya want more info on the dmg layers in this game, cause Cryptic certainly lives up to their name there, ya can see this sticky:
http://co-forum.perfectworld.com/showthread.php?t=288871
- Be safe and have fun, champs - for science!
That's good info, thanks for posting that. I'm a little confused about what percentage of the "equation" the various layers are. For instance, how much does offense contribute to total damage? If it's not that much I may have to consider a retcon on a few of my toons. I try to maximize offense and defense as much as I can, but if offense is relatively insignificant in the grand scheme of damage, I need to rethink some stuff. Any info you could give to help clarify this would be helpful....thanks.
The algorithms are complicated overall, but to give a general example: a +50% passive dmg boost for a dps FF would be closer to a 11-13% 'final' dmg boost at 1 stack of a dmg toggle (Concentration, Focus, Enrage, etc) and 6-9% dmg at 8 stacks of a dmg toggle. How much the bonus is diminished depends on how much passive dmg you've already accumulated, but w/ toggles, SS's, Ego/Str, and offensive passives all giving the same type of bonus dmg, its pretty easy for it to pile all up and lead you rather heavily into diminishing returns (the diminishing point, iirc, starts at about 100% passive dmg bonus total for FFs, which can be gotten from a damage toggle alone).
- Be safe and have fun, champs - for science!