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Posts
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Quote:I know it's possible to get 55% global recharge without purples, I've done it. It requires Blaze or Dark Mastery, but as a regen you can afford to not take Physical Perfection.I believe his build uses purples though. I've been trying to do it without purples and I don't think it is possible to pull off recharge, regen and defense without them.
5xDecimation in a ranged attack, 4xBasilisk's Gaze in a Hold, 5xPosi's Blast in a targeted AoE. That nets you 20% recharge right there. Blaze or Dark Mastery gives you all 3 of those things, I'd go Blaze because Fireball isn't a cone that would make you leave melee range to use.
5x 5% recharge bonuses from any combination of Obliteration, Crushing Impact or Doctored Wounds for another 25%. 45% total.
2xLotG recharge IOs for another 15% leaving your total at 60%. If Dull Pain and Hasten are both slotted to at least 95% recharge within the power itself, you should be capable of perma Dull Pain. -
Your thought is a good one. A Fire/WP or /Regen would be a lot cheaper, and nearly as effective, since you won't be getting one of the best reasons to take Shield Defense: Shield Charge.(it unlocks at 35)
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Take Body Mastery for Physical Perfection and you should be in good shape.
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Regen survives just fine on it's own, mine is only moderately IOed and is nearly unkillable in any sane situation.
What Santorican is getting at is that when you start adding IOs you should focus on the things Regen does NOT have rather than improving what it already has scads of.
Regen already has a metric butt ton of passive regen. I like adding some because I don't like hitting my heals when I'm fighting minions (I prefer to save them for things that might actually hurt me), but it shouldn't really be a priority.
Regen has almost no resistance in the set and no inherent defense at all. If you are getting hit with everything coming your way, all the passive regen in the world isn't going to keep you alive. But, if some of that stuff is missing you, all that passive regen gets a lot more valuable. Since only Resilience has any kind of resistance in it, all that stuff hitting you is going to be doing full damage, or close to it.
After recharge, a regen should start looking into defense bonuses so regen and healing isn't the only thing keeping you alive. If you look through all the really good scrapper builds posted on the forums, a common theme you will notice is that the truly standout ones all have more than one layer of mitigation.
My own BS/DA is softcapped to all positions. When my defense fails me, it is backed up by good resistances, which are in turn backed up by a massive heal.
A Regen that focuses on recharge and passive regen really only has healing as a means of mitigation. The major downside to that is, there are things in the game that can kill you faster than you can react to them (coughDr.Aeoncough). Also, if you're relying on nothing but your heals to keep you alive getting hit with a large amount of recharge debuff really screws you. There are a lot of slows in the game, and they are a regen scrapper's worst enemy.
Not saying you're wrong for building you character how you want to, just saying that layering your mitigation is better than having only one source of it. Because that source WILL fail you eventually. -
PVE: Shield, WP, Regen and SR (tie)
PvP: Regen, Fire, and Electric -
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Nicely said.
I enjoy the community here as well. After falling in love and moving 700 miles to my new life (My wife and I met playing CoH) I have found that lately CoH is the majority of my social life because I make friends slowly and don't know that many people in my new city yet.
The community accepted me immediately upon my arrival in late 2005 and has never let me down. I have no plans on leaving anytime soon because of that, if nothing else. I even went so far as to make sure I have $15 set aside every month to make sure I can keep my subscription up. -
Did it occur to anyone that they may have released it with damage on the low side intentionally so that they can buff it in the future?
It would make sense. Release the set with low damage that they can later buff if it is shown that the set underperforms compared to other sets, as opposed to releasing it incredibly strong only to nerf it later when they realize that it is too strong. They erred on the side of making people happy later with a buff, instead of pissing them off with a nerf.
Seems like they learned something from the port of claws to brutes. The set was overpowered when they first ported it, so they changed it to be in line with other sets, which many people viewed as a nerf. -
This just in:
Numbers are not everything.
I play what I enjoy playing. If the numbers happen to be good on it, cool. If the numbers aren't the best, so what? I've been playing a claws scrapper since it had the worst damage per activation of any scrapper set (back when Slash had the baseball pitch animation that Impale still has)
Refusal to play a set just because the numbers don't compare favorably to the highest performing set available is just dumb (in my opinion of course). I happen to like Dual Pistols for the visuals of it, not because it's the most awesome thing ever released. My DP characters are fun to play, whereas some of my better performing characters get boring fairly quick. -
Well, you can fight +9's and get XP...if you manage to kill it. But there's no way to be on a team with a +9 teammate and get massive xp.
Just clarifying that. -
I know both are affected by Fury in the brute version of the set, so I assume that they would also be affected by damage buffs.
And Lightning Clap serves the same purpose in Electric Melee that Hand Clap serves in Super Strength.....it gives you a power you can skip without gimping yourself. Between that and Confront you get two completely skippable poweras in the set, which is nice if your build is tight. -
Quote:A person who has been shot is also "starting to recover" when they stop bleeding.
Yep. 'Starting to recover' is a pretty broad descriptor there. -
If you get enough recharge you can have perma Dull Pain and not need to worry about +HP.
You only need about 55% according to Umbral's math. -
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Quote:Well, for starters, you're thinking of Soul Drain, not Midnight Grasp. And yes, on a tank the damage will be pathetic. The only AT they are worth slotting for damage on is a brute, and even then the damage is nothing to write home about. They're also on a looooooong recharge, so not very useful as attacks.I am playing with the idea of a DA tanker, but I am having trouble with what to pick with it. I made a Dark Melee and as much as I love the concept, I don't know if I can overcome the lack of AoE in the set. Will my AoE need be controlled when I get Dark Consumption and Midnight grasp or do those do pitiful damage? I was thinking Electric might be alright since it has a chance to give me end to help with DA end problems. Let me know what has worked for you. TYVM!
Electric would work well I think. Energy has a useful secondary effect in it's stuns that will stack with Oppressive Gloom, but it's even worse on AoE. Fire is a nice AoE set, but it doesn't really have a helpful secondary effect. War Mace and Battle Axe are a pretty good mix of ST and AoE with knockdowns and stuns in War Mace's case. (both have knockdowns, War Mace has at least 2 stuns in it)
Super Strength has one AoE attack, but it's one of the best in the game. Stone is awesome, but will kill your end bar. Dual Blades might not be bad.
Hard to say really, I'll leave the detail stuff to those who know the sets better. -
BS/Fire should be a solid combo.
I have a BS/DA that rocks the house, and on the surface Fire and Dark are somewhat similar powersets. You will need KB protection in either set. They are largely resistance based with a nice heal power. Both have damage auras. But from there they start to differ.
Broadsword/Fire has the potential to unleash some truly devastating attacks in 10 second increments, due to the fact that it gets 2 Build Up powers (Fiery Embrace is the other). It also has an endurance recovery power (Consume). It's Tier 9 is a self rez that damages nearby enemies (Dark has a self rez that stuns them, butyou need to have enemies nearby to use it)
All in all, it should be a nice combo for solo play. -
The redraw hasn't really bothered me that much, to be honest.
I'm used to playing Regen with weapon sets, so I'm used to redraw. Sure my corruptor and my blaster are squishy, but before epic pools what ones aren't squishy?
Thinking about rerolling as DP/Dark on my corruptor. The -dam on Chem rounds seems like it might add to the -dam from Darkest Night nicely. And later on Fluffy will be a big help. -
I was considering the debuffs from Sonic Blast as well in that. Defenders get slightly better numbers, unless I am remembering wrong. Slightly more -res would, in theory, close the gap a little bit. But once scourge kicks in the corruptor would leap ahead.
Any other set than sonic the corruptor would be the clear winner (especially fire, since, well, defenders don't have it). Just saying that with sonic blast specifically the difference shouldn't be that huge until the corruptor starts scourging.
I didn't say the defender would ever do more damage than the corruptor, just that with that particular combo the gap isn't as large as some other combos. -
Quote:I have to say I am with you on the melee scrapper thing. I love playing scrappers and Melee, and after many trial and error... error being dead 100+ times. lol I discovered that the best combo for a blapper is Sonic/Energy.
Suggested Primary Powers: Shriek, Amplify, Screech, and Dreadful Wail.
Suggested Secondary Powers: All NRG powers except Boost Range.
Suggested Power Pool Powers: Stealth, Hasten, Super Speed, Hurdle, Health, Stamina, Combat Jump, Super Jump, Acrobatics.
At that point you can choose whatever epic pool you want cause these are all you need, and I find this type of blapper is amazing! Just use Screech, and Shriek for it's disorient, and it's dmg resist debuff on the highest ranked enemy in the group take him out first, and the rest will fall even faster after he's gone from the built up defiance. Also never use AoE's concentrate on one enemy at a time. Slot as you see fit, but I suggest you obviously focus on acc, dmg, and disorient just so you know. I have Disorient Enhc in Screech, and Stun.
Skipping Siren's Song on a Sonic/Energy blapper is a HUGE mistake. Put the whole mob to sleep and wake them up one at a time with a stun power = blapping in perfect safety. Siren's Song is perma out of the box, so just before they wake up, hit them with it again. -
I also have a DP/EM blaster named Killing Doll 310.
Dark Respite is probably the only person in this thread that might get that reference, I'll be somewhat surprised if she doesn't. -
Quote:Defender builds bring better debuff numbers. It won't make much of a difference as far as Radiation Infection goes, because both effects of it are highly resisted by AVs, but it will be slightly more effective with Enervating Field.Would the Sonic/Rad/Mu corrupt be a better AV/GM soloer than the Defender version? I was thinking because of scourge it would be better, but I'm not so sure what Defender builds bring to the table.
Toward the middle to end of the fight the corruptor would pull ahead due to scourge, but they will get to that point at roughly the same speed. -
It also has the same disadvantages as Super Speed and Super Jump.
Lack of vertical mobility (but not as severe as Super Speed) and it's not as fast as SS.
It keeps you at ground level and has no stealth component, so it's more difficult to avoid agro with it. I can't count the number of times I've been heading to a mission and jumped over a wall, only to agro a spawn on the other side that I didn't see. -
What about the fact that has been brought up a copuple times and then apparently forgotten about?
Teleport, Flight, Super Jump, and Super Speed are all yours at level 14, just for paying the subscription fee that you were paying anyway.
In order to get Ninja Run (apparently a travel power with no downside) you have to pony up $10 in real money.
Ninja Run = $10
The other 4 travel powers = effectively free (unless you want to say you're paying $15 a month for travel powers, which seems kind of silly, I pay $15 a month to play the game) -
Youre still ignoring the question of: What if your build is so tight that you CAN'T take anything else?
Example: SR scrapper trying to softcap without spending a fortune. Power pools chosen to do that are: Fitness, Fighting, Leadership, and Medicine (to make up for SR's lack of a self heal) That leaves no room to take a slottable travel power. Slotting BotZ would be a logical way to gain some defense to 2 positions, but they can't because Ninja Run can't be slotted, and they have no other travel power.
Hence; disadvantage. -
Quote:What server are you on, and is anything else affecting your network connection? I've been playing on Triumph and having no problems.Hmmmm.Quote:Freedom. And LOTS of people on Broadcast were talking about lag/lost connections.
The mystery is solved.
When that many people cram together on one server at one time, the ones with the less than absolutely awesome computer systems get screwed because their computers can't handle all the information the game is trying to shove through them.
If you don't have a top of the line gaming rig, you're going to have problems on the higher populated servers during events like this. One of many reasons I play on Pinnacle.
