DSorrow

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    If this were to ever happen, I would so make my Dark Armor tank into an AV and then try to kill him.
    I'd build a soft capped Mental Manipulation/Shields AV with loads of +Rech. Hehehe...
  2. It's STRONG and PRETTY.

    Heh, jokes aside...

    EA isn't the best set around due to the fact that it has three "holes" in it (NE/T/P damage). Four if you count low DDR as well. It's also more expensive to soft cap (which is all the rage nowadays) than positional defense based sets. This is mostly because sets with typed +Def cap at lower levels (Kinetic Combat, Eradication), have lower supply and thus cost more.

    On the upside, you'll have slight resistances to S/L/E/NE/T, infinite Endurance (unless you for some reason don't take Energy Drain) and a decent heal (unless you for some reason don't take Energy Drain). The defenses out of the box aren't bad, but it's not the best set around.

    Think it's worth mentioning that I don't really have any experience playing EA. I'm only going by numbers here.
  3. Quote:
    Originally Posted by Sir_Lionheart View Post
    I know that Health/HP regenerates at certain time intervals or ticks, but I had always thought that these ticks were constant, i.e. everyone heals at the same interval, with Regen boosting the % of health healed per tick.

    Someone told me that the ticks are actually variable, based on the Regeneration rate, and that the constant is 5% of total Health that is healed per tick. Thus Regen would decrease the length of the ticks. Is this correct?
    Correct. You always get healed for 5% of your max HP per tick, thus the only way to increase regen is to either raise your HP (done via +HP) or increase the number of ticks per time unit (done via +regen).

    Easiest way to check it is to roll a new character and compare the time between the ticks to a character with more than base regen.
  4. Quote:
    Originally Posted by rowley_NA View Post

    1. Does Health give any noticeable improvement in regen rate? Or is it not that significant when you add in all the other regeneration that you have?
    It's not that much really. The biggest difference it does for characters with no native regen is the ability to slot heal uniques on top of enhanced Health which allows you to double your base regen.

    Quote:
    2. Is stamina needed if i have Quick Recovery, Miracle unique, Numina unique, and PS chance of + end? I will also have other recovery set bonuses. Influence is not an issue.
    People do just fine with Stamina alone. Add Miracle, Numina and PS procs and it just gets better. Oh, and QR is more powerful than Stamina anyway.
  5. Quote:
    Originally Posted by eryq2 View Post

    Now, on a naked toon(new lev 1), no farming/marketeering, getting to the cap could take years. lol.
    Someone (not me) is going to do this in a week or two just to prove you wrong.

    P.S. I also think marketeering is often preferred to farming because RL puts less constraints on the amount of inf you can make through market than it does on farming.
  6. I've been toying around with the idea of making my Illu/Therm's build even more recharge intensive in order to get PA perma. I've got PA down to 61.1 seconds recharge, but I've heard conflicting information about whether PA needs to be at 63 or 60 seconds recharge to be perma, so I'm not sure if it's enough.

    Here's the build for shredding:

    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Blind -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(7), UbrkCons-Acc/Rchg(7), UbrkCons-EndRdx/Hold(9), UbrkCons-Dam%(9), Apoc-Dmg(11)
    Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(31)
    Level 2: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
    Level 4: Thermal Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(33), ImpSkn-Status(33)
    Level 6: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13), CoPers-Conf%(15)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(50)
    Level 10: Plasma Shield -- HO:Centri(A)
    Level 12: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(46)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), S'bndAl-Build%(19), S'bndAl-Dmg/Rchg(27), ExRmnt-Acc/Dmg/Rchg(29), ExRmnt-EndRdx/Dmg/Rchg(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
    Level 22: Cauterize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(36), Abys-Acc/Fear/Rchg(37), Abys-Dam%(37)
    Level 28: Forge -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(36)
    Level 30: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Dmg/EndRdx(46)
    Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(40)
    Level 38: Melt Armor -- AnWeak-Acc/Rchg/EndRdx(A), ShldBrk-Acc/Rchg(39), ShldBrk-Acc/EndRdx/Rchg(40), RechRdx-I(40)
    Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(50)
    Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 1: Ninja Run



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  7. Quote:
    Originally Posted by Candlestick View Post
    I'm not in Beta, so I can't confirm, but rumor has it that MA is getting some major buffs in GR. I would wait and see what these are, so we know what is going to actually synergize with it.

    Again, pure hearsay, and I have no idea what these changes are.
    I'd be happy for MA to get these. I have two level 50 MA characters and I'm not really enjoying either because of three reasons:

    1) MA has relatively low ST DPS
    2) It also has low AoE DPS
    3) Secondary effects are inconsistent so I can't even properly "stunlock" enemies or anything.
  8. Quote:
    Originally Posted by AnElfCalledMack View Post
    Conccept-wise, though, it's a pretty odd one. I've got a shield... and I kick you in the face.
    There's always the Captain America take on it.
  9. The general etiquette on the forums is that you post your own builds first and then we go on to improve them. Just shows that you're actually willing to work for your characters and not just looking for free stufs.
  10. Shields. It has +DMG to help with MA's relatively weak DPS, it also has Shield Charge which helps MA's low AoE. Plus, with IOs it's probably the best set around overall.
  11. I wonder why no one ever mentions /Fire when they call out for buffs to Regen. Personally, I consider Fire the poor man's Regen (survivability wise), because all it basically has is Reconstruction (albeit on a faster recharge) and low resistances instead of all the cool stuff Regen gets to stay alive. I've never been happy with Regen's clickyness, though, as it interrupts my scrapping.
  12. Adding to what Fury just said...

    Broad Sword should stack up nicely with Shields, maybe even better than with /Fire. You should get to the magical Def soft cap for melee (45% Def, means only 5% of incoming melee attacks are going to hit you) with only one application of Parry (slotted for some Defense).

    Overall, BS/SD is capable of some really nice ST and AoE burst damage and it won't be as expensive to go godmode if you're willing to use Parry.
  13. There are a few things, far less than in most games I play, though.

    * Some maps. "Blue caves" in particular, also the huge Oranbega maps.
    * Defeat all missions when you just can't find that one last minion.
    * Bad teams. I pretty much only play in teams for TFs (well, duoing with a friend doesn't really count), and sometimes if a TF is taking aaaageesss it just kills the gaming mood for me.

    That's about it. I guess I could add the anti-market whiners, but then again, if I got annoyed whenever someone complained about not having something because they can't be bothered to work for it, I'd be annoyed all the time!
  14. Posted two new builds to the guide.

    Quote:
    Originally Posted by lunaseed View Post
    Thanks for the guide, I do not take taunt for a scrapper either, I just typically position myself to prevent the squishes from getting hit. If a high lvl char does attack a teammate, I typically can get there in time, or fire a ranged temp weapon to bring in the aggro. I also find INV does a good job of getting aggro. I would never drop parry for a taunt. I would use parry every single fight, vs once in a blue moon using a taunt. The best way for me to keep them alive is to have a high DPS and to pay attention to where they are in the fight.

    Have you used this toon against any av's? Were there any slow spots on leveling up?

    I don't have the cash for purple sets any thoughts on a cheaper build?
    I've used this character against a few AVs. Mostly those who deal S/L or E/NE damage, though, because that's what my Defense is strongest against. I've succesfully soloed three AVs simultaneously (Chimera, Hro'Dtohz and Agent Indigo) without inspirations or temp powers with my old and current build.

    It's hard to say anything about the slow spots on leveling up because the game is very different from what it was in I3-I5 when I was leveling up. Besides, I made some huge mistakes with my build at first: I didn't pick fitness until mid 20s or low 30s. I didn't pick Divine Avalanche because it did low damage. I only respecced into Unyielding in the mid 30s. In hindsight, all terrible mistakes and it would've been a much more enjoyable experience up to 50 had I known about them making life so much easier.

    Nowadays, though? I'd say any level ranges that have you fighting elemental or psychic based enemies might be painful or slow because Kat/Inv is excellent against smash/lethal enemies with or without IOs, but less so against elementals without IOs. That isn't to say that with smart inspiration (purples of any size) you couldn't easily deal with them. With IOs it feels like a totally other character.

    I guess I should work out a cheap version of the build. I'll post one soon!

    Quote:
    I would easily drop resist elements for CotW, come to think of it.
    That's an option. I do like the stacked slow resistance of REL and Winter's Gift IO, though. With the 2nd build in the guide, you could just toss four of Mocking Beratement into CotW if you replaced REL with it, and gain some S/L Defense at the cost of 1.25% E/NE Def. I still feel like stabbing in the face (was it Werner who said that?) and Invincibility do the taunting quite well.

    Quote:
    The slotting in DS build is very good.
    Thanks!
  15. Really, though, you'll want to get your S/L/E/NE Defenses at 35%+ with one enemy in melee range. My current build has about 38% S/L and 36% E/NE Defense with one enemy in melee range, and it works really nicely for just about everything. Add to that ~30hp/sec regen and capped HPs and you've got a really sturdy scrapper.

    With slight tweaking of the build, I could get to S/L soft cap with only one enemy in melee range at the cost of some F/C resistance and 5% +Rech, but I'm not sure it's worth all the hassle. I'm not really big on soloing AVs so soft capping with only one enemy isn't really what I need to enjoy my playstyle.

    You could check my guide in my sig for an example build. I think it isn't the latest version of the build, however, so if you like what you see in the guide and are happy with using Ninja Run as your travel power, just ask me and I'll post my current build here.
  16. DSorrow

    I Want It All ;D

    I suggest you roll something with buffs/debuffs and pass respites to your teammates if they still want heals.
  17. Here's a very rough build. It's basically modified from my Elec/SD/Blaze, just swapped SD for WP and added some purples/PvP IO because you have the inf for them.

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  18. Quote:
    Originally Posted by Fulmens View Post
    "ten times tougher, most of the time" will do you better than "1.2 times tougher, all the time".
    Well said. It's also very easy to stay at the soft cap even without any DDR. All you need to do is use your purple inspirations intelligently.
  19. Kind of depends on your budget, I guess. Kat/Inv is easier to soft cap and has better resistances, but assuming unlimited budget Kat/WP is most likely better due to higher damage recovery, which is what matters mostly after you reach the soft cap.
  20. I find it easier to count the number of clicks instead I do instead of the numbers on the screen after typing. Basically, I know that if I clicked number keys 6 times, I'm in the 100k-999k range. If I clicked number keys 8 times I'm in the 10-99mil range. Then all I have to know is the first or maybe first few numbers to get all the meaningful data out of the bid. That's just me, though.
  21. DSorrow

    Mo(healer)

    Quote:
    Originally Posted by Madam_Enigma View Post
    Realisticlly, what are the odds of having all that stacked on each person on the team? If the defenders/controllers are that focused on stacking clear mind, they aren't doing other things that may be more useful.

    And yeah, you will be affected by the hold. Just not for very long. Thank goodness we don't get detoggled when held anymore.
    You won't get affected by the hold effect if your hold protection exceeds 100 points. The damage, however, still takes effect.

    I'd say the odds of having that much CM or any of its clones stacked up in a team is quite high assuming anyone in the team has one of those powers. After all, it should be the first priority, because having the AV concentrate on the tank without getting the tank killed is way more useful than having the tank constantly faceplant due to lack of CM. If the tank gets splatted, GW will move on to the squishies and splat them as well.

    Besides, you cannot do much anything useful against a level 54 AVs with control powers, so a controller is most of the time only useful through his secondary set and pets for the duration of AV fights like this. A defender on the other hand? Could be, but I'd still say that keeping the tank alive to allow blasters/scrappers to continue DPSing is more useful than having the defender try to DPS.
  22. DSorrow

    Tank Farmer

    Quote:
    Originally Posted by idea123 View Post
    I would consider ED to be an outright nerf. taking away 6 slotting perma-hasten and reducing it by more than half with 3 slots of diminishing returns.
    Blasters got nerfed big time by ED. ED was not necessary to balance anything between any powersets. It just forced everyone to slot pretty much the same.
    It was a necessary nerf. The game's state back then was comparable to everyone running with maxed out IO builds: something that just won't work in the long run. And this was, indeed, everyone, because you everyone had access to SOs which made the whole thing possible. Then there were HOs, too... In essence, ED wasn't there to balance between powersets, it was there to balance between players and the environment. In other words, a blanket PvE balance. I don't know why you only included blasters being nerfed by ED because everyone was hit in a similar fashion.

    Also, I can't agree with you saying that ED forced everyone to slot pretty much the same. Prior to ED, everyone slotted defensive toggles with 5-6 Resistance or Defense, 0-1 Acc. All attacks were slotted 5-6 Damage, 0-1 Acc. Everything on a long recharge timer (godmodes, BU, Dull Pain, you name it) were slotted 6 Recharge. I think we have much more variety after ED, even though we still have the "basic cookie cutter slottings" (3 dam, 1 rech, 1 acc, 1 end). It's just that nowadays you aren't gimped if you didn't get perma hasten and six slot all your attacks with damage.

    I digress, so let's get back to the topic. I only have two tanks, SD/DM/Pyre and an Ice/SS/Pyre and while they both are good in a team environment (= bashing loads of enemies) the Ice/SS takes the edge because it has a damage aura and two AoEs I can spam, instead of one. Sure, SC makes a difference when you open with it, but I'd say with my build (not focused on farming or +Rech) I have it up only every other spawn.
  23. DSorrow

    DM/WP Scrapper

    Quote:
    Originally Posted by thgebull0425 View Post
    Is this a good combo? Straight and to the point, lol.
    Good combo for what?

    Survival? Yep, it's excellent for that.
    AoE? Nope. Not even middle of the road, it's actually pretty bad.
    PvP? I'd hazard a guess that it's not.
    Soloing single tough targets like AVs? Yeah, shouldn't have much problems with some IOs thrown in.
  24. Quote:
    Originally Posted by Wuigly Squigly View Post
    elemental blast sets, etc
    I think it's worth noting, though, that many elemental blast sets have a smash or lethal damage component in their blasts. For example, every single attack in Ice Blast, Sonic Blast and Energy blast have a Smashing component to them, making S/L Defense effective against them.

    Even some Psychic Blast attacks have a Smashing component. Fire Blast has Smash in Fire Ball and Inferno, but IIRC they don't check against S/L Defense.
  25. Just came in to say I really like this thread. Thumbs up to you seebs!

    I think they should sticky this thread so that everyone coming into these boards crying about influence being scarce could see that with little initiative you can make money even without high level alts.