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I think it time for the thread to change from "Would regeneration work with tankers?" to "What changes should be made if regeneration is ported to tankers?". Below are my thoughts.
I think the first thing changed should be Dull Pains recharge time. It should be perma on SOs. That would aid the lower level survivability a lot. Reconstruction might also benefit from a slight reduction in recharge.
Secondly, the god-modes. IH should be fully enhanceable and give 100% resist to regeneration debuff, as well as providing some Healing over Time as is seen in time manipulation (I'm not sure on the magnitude of the HoT). This creates a highly effective I WILL NOT DIE! button, and stops one of regeneration's two weaknesses, recharge and regeneration debuff. Secondly, I'd like to see IH and MoG switched. Finally, MoG should have its recharge reduced by 20-30% (to account for the fact that increasing resistance/defense would do nothing for it), and give 50% resistance to recharge debuffs for a long duration, say 60 seconds. Additionally, I think quick recovery should give 20-30% recharge resistance.
What does this do? This allows the tanker have an alpha-taking power more often and at a lower level. Level 18 is usually the point where mobs start dealing considerable alpha damage for my toons, and teams usually start rolling at higher level difficulties around that time. Between MoG's new recharge resistance and quick recovery, the tanker gains the ability to resist his greatest enemy, recharge debuffs. However, because the ability is itself tied to a high recharge power, it won't be available all the time, and won't be perma until high levels of IO investment, making it similar to Shield's Active Defense power (which only gives let's the character get to 95% DDR at high levels of recharge and with HOs).
With these changes, regeneration gains the ability to resist both of its weaknesses, but not at the same time (unless you use IH and MoG at the same, usually overkill). MoG at 18 allows them to survive alpha strikes, substantially helping the set at lower levels, especially in combination with perma-Dull Pain. IH allows the set to have a much more Tier 9-like god mode, especially with it being fully enhanceable and giving regeneration resistance. This would also let tankers deal with end game threats better, such as tower buffed LR and high level AVs, as they would be able to cycle their powers better and use IH as a better god mode, and not worry about running out of powers.
I'd also like to see Revive changed to give 5 seconds of untouchable and a considerable amount of regeneration, maybe 500%. As it is now, it could better be called "Die Twice". -
Below is an example of a Broadsword/Dark build with 45% to M/R/A, with no purples/PvPs. Should be basically unkillable. I would combine it with the cardiac alpha to make up for some of the resistance slotting, maybe ageless or rebirth depending on your need for more healing or more endurance. Experiment a little bit to find what you like.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
KADA the first: Level 50 Magic Brute
Primary Power Set: Broad Sword
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Slash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), Achilles-ResDeb%(21)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(9)
Level 2: Death Shroud -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-%Dam(13), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-Dmg(15)
Level 4: Murky Cloud -- HO:Ribo(A)
Level 6: Combat Jumping -- Ksmt-ToHit+(A)
Level 8: Parry -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Dmg/Rchg(17), C'ngImp-Acc/Dmg(19), DefBuff-I(19), LkGmblr-Rchg+(23)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(17)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(25), Sciroc-Acc/Rchg(25), Numna-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27)
Level 18: Whirling Sword -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(48)
Level 20: Cloak of Darkness -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-EndRdx(33), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(48)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(50)
Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def(33), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(40)
Level 26: Disembowel -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(37), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(39), Mako-Acc/Dmg(39)
Level 28: Build Up -- RechRdx-I(A)
Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-EndRdx(33), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
Level 32: Head Splitter -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-%Dam(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg(42)
Level 35: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50), Zephyr-Travel(50)
Level 38: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(48)
Level 41: Afterburner -- Winter-ResSlow(A)
Level 44: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-Build%(45), GSFC-ToHit/EndRdx(46), GSFC-ToHit(46)
Level 47: Superior Conditioning -- P'Shift-End%(A)
Level 49: Physical Perfection -- Numna-Regen/Rcvry+(A)
Level 0: Demonic Aura
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1496;696;1392;HEX;| |78DA6594DB6E12511486F730432B675A5AE801283D49A19682EDB5A695565B8B695| |2A3C61BC4B20B6311C80C467B696234EA039878BCF178E33BF81AEA0B7868F5050C| |AECEFA8BC421906FCF3F6BED75DAECC29DBCF7E3D9BBA785E239532B996671D9B8D| |592CE42A9A26FAB4208FFF9A5FC52A25595891DDD305BBD24452C936241D6A4CC2C| |1B8D52B9B875BB61948758CFCB1D593765265F32768B4BC6CD8621BC9B8D462DB32| |14B4DBD5EF1590FAB7AA5DAA2A7C0D1ABB234CCAADEF4F0DBDAE1EBE195A6BE9D59| |A94BA3B2572C94CC9634F638BF214A2345BF7B03029FB6539409394D38AE8192A95| |D67F66C33073E39840869E2E9A19B62F96A625161DB2CB327C73C76125C603E3B72| |A178CA77DA27A609F70FF027D37B00EE33FDDF98CFC94BE578423D45D05411A67E3| |AA139FF08CBEE01D5D4AB28568CDE73ACF9D798C175663F6AEC8F33C3839CDF0B7A| |74613F5744B16C158AE1E19C85A74D1F1121C5C78AE2FBEAB03C839F992F490D707| |42DD0AF5A3B0C05C13D8E367291A38D5C603EA48CFBD0953E541B4577A2E84E1CDD| |89A32BF3E8D22BF20A71C6CE909FF70BBB99890073CAC39CF332E77D4C95EA18C40| |40731C1494C7012139CC4047398A0463E11C48B60FF04E28E23EE38E28D235E12F1| |1E519DC3A873F806F7626A17D499C7AB6005DC61DE27DF514C617496B53ECA25865| |C62C821FE5FED69E492462E69E4F298F61B432E63E87512BD4EA2D729F438859EA7| |301B17C59DE0B88E09CC3FF705C439F090CD34CEC8346CE66123C242CCA0969951D| |5D242643F8B7C66DFB1DD89B7E01BF00373EE3DF89AE9A2C393C1A9CD3C61CD4B5A| |165AF612D7BCEFA67F1F34C53AC9BFBA95755A24357160B3FAFD4F5194046E0130A| |A756E10FA1E5AA76D4AD6A6E46CCA824D59B429AB5AE7C6696FD8DE6E6A9DBB0579| |BB827463B0D2DE725B96D6FA72D7FA4AD7FA6AD7FA2F6D6EF28E| |-------------------------------------------------------------------|
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I'm thinking about Electric, fire, and Dark. With electric I'm planning on getting 32.5 to M/R/A and shadowmeld, still deciding on whether I will use barrier or rebirth. With Dark I'm going full 45% D/R/A, should be monster survivable and deal good damage. With fire I'm just aiming for smashing/lethal, mostly going to be an offensive superstar.
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I actually just combined enhancements for the first time in 3 years (enhancement boosters). I've just kind of fallen into a no-SO routine-
Level up to 22 with no enhancements
Put level 25 IOs in
Put level-appropriate IOs in as you level
Switch to Set-IO build at 50, either through respec or alt-build.
Much less hassle. I might switch to slotting SOs pre-22 now though.
I agree with your changes though, even if I would never use them. -
No, it isn't (I've used more than one on my /fire scrapper if I remember right).
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Code:There ya go. It's not what I'll end up using but it should work fine. I'm trying to balance the set around using Barrier to get to 45%, and using the extra slots/powers for more damage/recharge/endurance. This one is slightly different from the one I posted in a different thread. LotGs not necessary to softcap, though I'd recommend replacing the one in DA with a defense IO to keep melee capped.
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1491;689;1378;HEX;| |78DA6594DB6E12511486F7C050E44CA1408F147A90029683EDB506A555DB629A68D| |4788323DDC058A4CD8089BDF4018C464D4C3CDE78BCF11D7C0DF505D4B6FA020657| |67FDADC421906FCF3F6BED75DAECCADDB2F7D3B97BA785E239DBD23A9DEA19E34E5| |73A2A5A43AFD98510FED552B994E83665A2AE1B9DAE93A4906952ADC89694B955AD| |ABB5B56196CAB22EDB1D992B6BC666B564DCDE3284777D6BAB955B93DAB6DE6EF8C| |C8765BDD1ECD253E0F0D586343A4D7DDBC36F5B07AF4796B6F55A6EA92D8DC64EB5| |A275BAD2D8E1D486298334FDEE0F097C7A0EB14128AAC27603944CF52673A0C61CF| |A6C1322AC8A67076E8AE9AB8A45856D0BCC8122F3D8497081F9FCD085E2293F689F| |0955B87F82BB4CEF3EB8C7F47F67BE202F3BC713F65304D52EA2D44A0734C71F61D| |A3DA49A9C8A62C6709E67CD7F81195C6186506328CE8C4638BF97F4E8C27EAE9862| |DA2A14C3C3390B4F8F3E22468A8F15C5F7CD667A06BF305F911AE0E86A206437771| |80E823B1C6DF432471BBDC87C44190FA22B83A8761CDD194777E2E84E1C5DC9A34B| |AFC92BCC193BC27EDE2FEA662602CC190F73DECBCCFB9876AA2382094630C1694C7| |01A139CC6048B98A04A3E31C48B61FF04E2261137897849C44B21DE63AA7304758E| |DCE25ECC6C823AF378136C8075E603F21DC314C6B2AC0D522E13C8650239C4FFAB3| |D835C32C825835C9ED07E93C86512BD4EA1D729F43A8D1EA7D1F33466E3A2B8531C| |D73685F917BF8238071EB299C51999854D1E36222AC41C6A99C3C90B937D16F964D| |FB3DD8977E05BF02373FE03F886E9A2C393C3A9CD3D65CD4B5A015AE10AC7D873D3| |BF0F9A629EE45FFDCA0A2D52AAD8B758FDFEA7284A02B70038AE1EDD20F43DB0CE5| |8948245295A94058BB2685196D5A31BA7B76679BBAE1EDD2DC8DB15A41B8395DE25| |B76969AEAFF6ADAFF5ADAFF7ADFF0250A9F0B1| |-------------------------------------------------------------------|
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Here's an example of a Katana/Dark build, which is "fairly" analogous to TW. The build has 45% to M/R/A, and has no purples/PvPs. I've been updating it (mostly changing it so that it softcaps with barrier and is more balanced in other areas), but it should be a good starting point. Note, however, that parry and defensive sweep take different sets, and that parry gives more defense than DS. I'd personally aim for 32.5% to M/R/A and balance the set more. which should be fairly easy.
Here's the build:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
KADA the first: Level 50 Magic Brute
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), Achilles-ResDeb%(21)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(9)
Level 2: Death Shroud -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-%Dam(13), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-Dmg(15)
Level 4: Murky Cloud -- HO:Ribo(A)
Level 6: Combat Jumping -- Ksmt-ToHit+(A)
Level 8: Divine Avalanche -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Dmg/Rchg(17), C'ngImp-Acc/Dmg(19), DefBuff-I(19), LkGmblr-Rchg+(23)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(17)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(25), Sciroc-Acc/Rchg(25), Numna-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27)
Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(48)
Level 20: Cloak of Darkness -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-EndRdx(33), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(48)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(50)
Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def(33), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(40)
Level 26: Soaring Dragon -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(37), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(39), Mako-Acc/Dmg(39)
Level 28: Build Up -- RechRdx-I(A)
Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-EndRdx(33), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
Level 32: Golden Dragonfly -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-%Dam(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg(42)
Level 35: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50), Zephyr-Travel(50)
Level 38: Oppressive Gloom -- Acc-I(A)
Level 41: Fly -- Zephyr-ResKB(A), Zephyr-Travel(48)
Level 44: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-Build%(45), GSFC-ToHit/EndRdx(46), GSFC-ToHit(46)
Level 47: Superior Conditioning -- P'Shift-End%(A)
Level 49: Physical Perfection -- Numna-Regen/Rcvry+(A)
Level 0: Demonic Aura
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1491;692;1384;HEX;| |78DA6594DB6E12511486F7C050E47C2AA52728F420052C07DB6B4D95566D8B69A25| |1E30D8E7417C622250326F6D207301A3531F118138F37BE83AFA1BE8087565FC0E0| |EAACBF953804F2CDFC7BAFBDFEBDD666576E97BD1FCFDC392914CFE9A6D6E9544F1| |9B7BAD251D1EA7ACD2E84F0AF2E961793DD864C6EEA46A7EB24296C4EA9566453CA| |FCAAD6D55ADA304B65B9295B1D992F6BC65675D1B8B96D08EFFAF67633BF26B5B6D| |EAAFBCC9765BDDEE8D25BE06068431A9D86DEF6F068737F7864A9ADD7F24B2D69D4| |77AA15ADD395C60E5B1B260719FADD1D14F8F41C6283505285ED1A2899EA75E6408| |D39F8C9264444154FF6C3143356150B0ACF2D32074ACC23C7C179E6D38310CAA77C| |A775E2AA70FF007F32BD7BE02ED3FF8DF98CA2EC9C4FD84F1054BB18A2523AA039F| |E0873DE7DDA935351CC1CCEB3ACF9CF31832BCC30F6184E3087A2ECEF39BDBAB09E| |2BA6987315CAE161CFC2D3A38F8891E26345F17DB59991C1CFCC17A40638BB1A08D| |BCD158683E00E671BBDC8D946CF331F90E310AA12C26EC7519D71542781EA245095| |02AAF492A222ECD811F1F37A436E6632C09CF630E7BCCC828F69A77D44D1C1283A3| |8850E4EA18353E860091D542926867C31AC9F44DE14F2A6902F857C69E47B48FB1C| |C13E476E702DA6B7409D79B401D6C14DE63D8A1D4317C672AC85C84B1C5EE2F090F| |86FEF5978C9C24B165E1ED17A13F032815AA751EB346A9D418D33A87906BD7151DE| |49CE6B9B44FF4B5F409C8357343A03BF33A3ECD74371B33837B3882B607E84C672F| |0937BC7DAB1B7E01BF00373EE3DF89AE9A2C393C7A9CD3F66CD4B5A115AF112EF79| |D74DFF3E688A79927FF52B2BF49056C59E65D6EF7F8AA224710B80E3EAE10D42DFF| |DD9598B52B428258B326F51162CCAB27A78E3F4D62CA3EBEAE1DD02DFAE20DD18AC| |F42EB8CD99E6F3E5BEE72B7DCF57FB9EFF022E4CF13F| |-------------------------------------------------------------------|
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I've soloed the Kraken, Babbage, Jurassik, Eochai, Jack in Irons, Sally
, Adamastor, every DE Monster, and the Kronos Titan on my DM/SD with lore pets. I've also done some of the lower level ones without Lore pets, and could solo most of them with my DPS alone if I could keep 10 targets in melee range at all times.
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Two things I've been thinking about:
1. Change the critical damage from 100% to 150%
2. Add a 100% chance to critical for the next attack or two after BU is used, or perhaps 75% for scrappers/brutes and 100% for stalkers (allowing them to use it for another critical attack out of hide). Keep a little +damage.
I think this mechanic would help both the big number jockeys and the sets overall performance. -
Just to be clear:
My intention is not to say that Titan Weapons is bad because it uses too much endurance. It is a very powerful and balanced set, in my opinion. Every point of damage pays its fair share of endurance, which is why the set is a high end set, and why it is good. However, people need to understand that it is a high endurance set and plan around it, and there hasn't been a large amount of information about the set do to the limited nature of the testing, so I am trying to spread the word, before people make a TW/DA with no endurance control and complain about it. The sets endurance drain can become manageable (I'm planning on combining it with at least one fairly intensive secondary after all), but only if you take some time to plan for it. -
Quote:Hypothetical examples are supposed to be extreme, and simplified. I could also have just said using all the powers in a row (aka, BM->every attack), would burn 89 endurance in a little over 10 seconds, which requires no outside endurance burned to seriously hurt blue bar. But my main point with TW/Dark was that it could do more to hurt your blue bar than any other combo I've seen (maybe stone/dark could beat it, haven't run any numbers).I like how you threw the most endurance-expensive power in on the end there and it's from your secondary.
Your greater point is worthwhile.
The good thing is that TW doesn't need patron or AoE attacks to help it, so you can get by with taking Power Mastery. In my opinion, an SO-build will probably be good if they slot 1-2 end reduction per attacks and slot PP/Stamina, and maybe take Cardiac. As you start making use of the higher recharge powers, I'd suggest sets like Granite, Dark, and SR make good use of +recovery, hopefully getting 15-25% and the numina/miracle uniques, along with the above. Any toon with a large amount of endurance options will probably be fine taking a different Incarnate path OR dropping Cardiac. If you use electric or energy aura and have a large amount of end reduction and +recovery you may be able to make do without Cardiac, Ageless, or Power Mastery.
I've solidified what I'm going to do, and I think these combos would be viable:
TW/Electric Scrapper, with Power Mastery, Musculature, and either rebirth or barrier for defense
TW/Fire Brute, with Power, Spiritual, and ageless (maybe rebirth if endurance isn't an issue)
TW/Dark Brute, with Power, Cardial, and ageless/barrier -
Put any 6 procs into it. Laugh as it does decent damage and either: knocks the target back/gives extra disorient/immobilizes them/ or gives -tohit.
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I was under the impression that procs generally do not work in summoned pseudopets like Burn, as the proc will affect the target, which would be the summon. This is why Shield Charge doesn't work with procs. Now, if the proc applied to the power Burn used by the Burn pseudopet, it may work.
I don't know, haven't tested. If you say it works, I'll believe you. -
Quote:I mentioned that only because it was an easy example, not as a "this is exactly what will happen" example. Only two attacks in the set use less than 10 endurance (Crushing Blow and Defensive Sweep), and have relatively high EPA even outside of momentum, AoD for instance, which uses 7.628 end per second outside of momentum. Add momentum, which reduces all animations to 1.3 except follow through and whirling smash (which are 1 second), and you have REALLY high endurance use. For instance, the chain I calculated for single target damage uses 8.28 EPS. In contrast, most chains tend to run in the 4-6 range, and the AoE chain will be even more expensive. Even with heavy endurance slotting, you will still need to regain 4 end per sec AFTER toggles, if you want to run that chain.Except you arent factoring end redution and the amount of endurance that you would recover over those 9.372 seconds, your situation isn't practical or accurate. Over 10 seconds you will probably recover 10-20 endurance depending on how you slot, your dark regeneration will be slotted with decent end reduction as well as a +end proc, and all your attacks will have at least 40% endurance reduction or more. On top of that eventually you will have cardiac or ageless (not both mind you, thats a bit overkill) to boost your endurance management further. There are many sets already in the game that can drop your end bar to 0 within a matter of seconds with no enhancements, cause ya know, thats what having no enhancements does.
Now, you can use a less expensive chain, but that may cost you more endurance if you are forced to use WS or Sweeping Strikes as single target attacks. The only way to be more efficient is to use crushing blow and defensive sweep as your main attacks, which will kill your DPS.
The animations for the attacks aren't really THAT slow outside of momentum. The longest one, AoD is only 2.5 seconds, about the same as Hurl, for instance. It may feel like they take 4 seconds, but that is just a trick of the animation (much like Kinetic Melee feels slower than it actually is).
EDIT: Oh, and I didn't add power mastery because it may run counter to some peoples' themes. I know people who plan epics/ancillaries around thematic choices, but even most of these people don't really care about incarnates, which are much easier to hand wave. -
Dark is the ultimate for survivability, willpower the the penultimate but has no clicks. A shield character can get good defense to all but non-positional psy attacks, so very few weaknesses (I've pretty much done all the solo-content in the game at +1/*8/AVs on mine, but super expensive build), but you've already said you don't want /SD.
If you want I'll post a build I've been working on for a cheap Katana/Dark Brute that is soft-capped to every position (no purples, no PvPs). I'm still editing it (trying to restructure it around Barrier), but it should work well for a template. I also could do one for Willpower if you want. Dark should be fine if you can get about 2 end/sec after toggles and slot Dark Regeneration well (theft of essence proc and end reduction mainly). Werner is the guru for that combination, so talk with him.
Willpower goes good with anything. All you need is decent defenses (capped smashing/lethal is great), and you'll be set for anything. -
Couple comments:
Endurance recovery is going to be killer. While having 45% to smashing/lethal is nice, it isn't worth only having 2.8 recovery before accolades. On my normal toons I try for about 3.2-3.3 before accolades, and a Titan Weapons user will want more than that. I'd suggest moving at least one slot from consume to Health (for the numina proc), taking cardiac, and maybe even ageless to balance the recovery. Another option is taking ageless and the new Alpha Agility, which gives bonuses to end mod, defense, and recharge. That would let you take slots from defense powers, help with consume stamina, and would also give you some free recharge.
Secondly, I am questioning the amount of -kb. If you follow my advice above, you should be able to move a few slots around and slip in some Karma -kb in for enzymes or LotG (not the +recharge). You only have 4 pts of -kb, and most people suggest about 12.
Accuracy seems to be good, and you probably won't need Defensive Sweep with that build. If you are going out all, you might consider switching Panacea for Doctored Wounds, which gives much nicer bonuses. Other than that, looks good. I'm not sure if the glad proc will work in Burn however, so it may be wise to switch the slotting of Burn and Arc of Destruction. -
To give you an idea of how bad the set is for endurance, I'll use a hypothetical example for a TW/Dark with no endurance reduction..
Say I use the power shatter armor to activate momentum, then use the AoE powers Sweeping Strikes, Arc of Destruction, and Whirling Smash to wipe out the small targets. I then use Follow Through to finish the hard target, but notice my health has dropped dangerously low, so I use Dark Regeneration to heal myself off of the remaining targets. Hopefully I have over 100 endurance, because in just 9.372 seconds you have used 103.8 endurance. Just using the three AoEs (not counting Defensive Sweep), you have already used 48.64 endurance, and you can do that in 4.09 seconds. Needless to say, the set can burn endurance. -
Titan Weapons will cost a lost of endurance, so it would be worthwhile to pair with electric for energize/power sink. It also would pair well with energy aura for the same reason, though defensive sweep doesn't have a ton of synergy with typed position sets (it only protects against smashing).
Overall, if you are planning on a titan weapon toon, you will need endurance control. The sets that work well with it from an endurance standpoint are, in order, electric/energy>willpower/regeneration>fire>all others. If you pair it with another secondary, I would HIGHLY advise taking cardiac and/or ageless to combat endurance issues. TW also pairs well with sets that can make use of its parry cone, which helps positional sets more than types sets. The sets that can make the best use of that are, in order, Dark>SR>EA>Willpower>Regen>all others (dark ranks higher because the defense is in addition to other means of protection). TW/Dark is going to be an extremely endurance heavy combination however.
So, regeneration will work well with TW. However, it is extremely clicky and using its clicks will greatly reduce the benefit of momentum (for instance, reconstruction will take 20% of your momentum time just from its activation time, and force a redraw of your weapon). Electric should be a good combination, because it will combine high resistances and a little regeneration with the ability to increase defense from TW, as well as helping to combat the set's endurance problem. If you want to go hardcore, you can go either /Dark, for maximum survivability, or /fire, for maximum damage. Willpower should be a good combo because it will help with endurance and won't take any momentum time, and it benefits from the smashing portion of your defense. EA is also good for the same reason, but also gives you some leeway on recharge.
The sets that I, personally, would not use it with are /SR, /Stone, and /Invuln. All will struggle to deal with endurance while not gaining much benefit from the defense. Regeneration is a good combo, but I wouldn't want the clicks taking momentum time away. I think the go-to sets are going to be electric, energy aura, and willpower, because they will benefit from the defense power while fighting endurance, and aren't extremely reliant on click powers. Fire and dark are outliers. A TW/Fire character should be an absolute offensive powerhouse, with ridiculous AoE and single target damage, but won't be incredibly survivable, even with defensive sweep. Dark will have a tremendous amount of soft control from the mez auras and knockdown, and can use DS to get to soft-capped defenses, allowing them to be very survivable and take advantage of the higher damage of TW compared to the other sword sets. However, TW/DA will drain endurance like none other, and you will practically be forced to take power mastery, cardiac, and ageless, and even that might not be enough.
And that's my take. I'm going to make 3 titan weapon characters: An electric armor, a willpower, and a dark armor. -
I know /Fire can be pretty survivable, but he wouldn't have the DDR or the extra healing my scrapper had from Siphon Life (or the defense to other types of damage, but the TF is almost all smashing/lethal anyway). This is why I was impressed, because he could still be hurt by cascading defense failure, and because some things probably could still hurt him. My scrapper can cap his smashing/lethal resistance with his T9, and regenerates 110 hps, so he probably has better maximum survivability and his DDR, which is why I was impressed a /fire doing so well.
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Nice, that time is faster than my DM/SD scrappers time, though I did it a little differently (no insps, no deaths, 0/8). I'm trying to see how high I can crank the level. I know I can do a +1, probably a +2, but +3 and +4 look difficult. I did it 59:00. This is a great achievement though, since you have probably have a lot less survivability than my character. But then again, you probably can kill stuff faster in AoE at least.
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With incarnate pets, you should be good if you can deal a decent amount of damage and survive. A SD/DM is a great combo. With the scrapper version, I have soloed most of the hard content in this game, including every level 50 hero arc at +2/x8/AVs, MoITF, all of the regular GMs, etc. A tanker may have more trouble overcoming villains with large amounts of resistance, but will deal with high damage mobs better. Street Justice will also put out good numbers, but may not be as survivable with Siphon Life's heal.
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Quote:\Heh, pretty much this for me. I've become so used to playing with IOs (and pretty much all the play I do nowadays is 50s) that I have very little patience for sub-50 play.
The builds don't always cost 15b though :3
You are right, sometimes they cost more. My DM/SD build for example... 5 purple sets, the 3 PvP uniques, +3 Hami-Os, 5 LotGs, etc... I should calculate the actual total cost sometime.
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Ambush nerf should hurt those running at lower levels, but won't really make a difference for +4 farmers. Just throw in 2 ambushes and patrols and you should still cap in the same amount of time.
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Well, if you spent a ridiculous amount a CEBR could probably beat a SS/Fire, if you get something like 5 purple sets and 5 healing PvP sets. With Spin killing all bosses around every 3-4 seconds it probably was and is game-breaking. But I don't think anyone actually attempted that.
And though I'll probably be grinding the lowbie trial for levels now, I did use CEBR on several characters, and found it to be a fun way to play the game. -
What I'd like to see is a build-up that would max the damage of the next attack, or drastically increase it if maxing is too much. Would make the set by far the best burst damage, but with a long enough recharge it wouldn't DPS considerably. I'm thinking a 2k non-critical Headsplitter.