DSorrow

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  1. I'm pretty much thinking along those lines. I like my balanced Def (weighed towards S/L/E/NE, though) because it works better in general missions. Also if one Luck allows me to soft cap with one enemy in melee range, it's good enough.
  2. Quote:
    Originally Posted by Werner View Post
    Yeah, on brief glance, it didn't look like that gap would hurt you beyond the obvious minor effect. There are some chains on some builds where even a tiny gap will mess up how various powers and procs stack, pretty much destroying the chain. This doesn't appear to be one of those cases.

    Yeah, the 200ish DPS for your build was with the Fury of the Gladiator included.
    Thanks for the affirmation, Werner! I think the build is good enough to be applied.

    I will wait a while, though, because I want to get my Ouro badges done before I swap to going with Ninja run. If I can run half of the arcs with travel power (SJ) it's going to take less time than running only 25% of them with Ninja Run! After that, though...

    This will be quite an improvement, as my current build is "only" capable of a bit over 170 DPS based on Pylon tests.
  3. I think your build looks fine and if I stole some slotting choices I might get a little bit better performance in some areas. However, I really dislike complete IO mules such as 5 slotting Boxing with the Purple set, even when it could be a good choice. It's just something I "won't do". Blame me and my stupid self-imposed rules of how-to-build a character... :P

    I'd also pick Energy Torrent (liked it on my MA scrapper), but it requires redraw with Katana so it's out. Blah. If they ever change that it's one of those powers that on my list to add because it can remarkably increase survivability.

    I still doubt the gap in my GC > GD > GC > SD chain is going to bother me. I have a similar gap on my Fire/SR's (my first and cheapest AV soloer) and it took me multiple AVs until I even noticed the gap. And even then, it doesn't bother me at all because it gets the job done. In general missions I can finish most enemies with one application of the chain so the gap is all fine there. Against AVs? We will see about that, but if it worked with my FM/SR, I think it will work with this one, too.

    EDIT: This did spark the idea that I could move slots from CJ, Tough Hide and Invincibility into Kick or Brawl to place an additional set of Kinetic Combat. 20% Slow/-Rech Resist and 0.7% Def(All) vs. 3.75% S/L Def? I kind of like having 40% Slow/-Rech Resistance, and my current S/L Def is lower than this build's by 2% or so and it is already sufficient for just about everything. Choices...
  4. Quote:
    Originally Posted by Delta_Strider View Post
    Super Speed maybe?

    -

    -

    I suppose that works, though personally the redraw and recharge would annoy me.

    I was mainly looking at the Tier 2 Demons, whom can benefit from healing enhancements.

    Caltrops and Web Grenade are about the only powers you have to use more than once in a normal battle, everything else can be going strong throughout the battle.

    It's a pretty good build, I'm just picky and tired.
    I'd pick Super Speed if I didn't dislike it so much :P

    Anyways, I don't think the redraw of the mace would annoy me that much due to the nature of Traps. Besides, against even level enemies it lasts half a minute which should cover a fight. Against higher levels... Well, I might have to cast it more often but that's how it is with any other power against higher levels. Besides, I usually don't run my missions higher than +1 because I like moving fast from spawn to spawn.
  5. Quote:
    Originally Posted by Delta_Strider View Post
    Power Boost is useless for 8/9 of your Secondary powers and all of your primary powers.
    That's exactly what I thought. Any ideas on what I should pick instead?

    Quote:
    Caltrops is a great power. You're losing a lot of damage, mitigation, and control by putting it at 47 and only putting a Purple in it.
    I was a bit afraid this would be the case, but then again there are so many things I want early on...


    Quote:
    Scorpion Shield as your primary means of mitigation is fine, but remember you have zero Debuff resistance, meaning that all debuffs will be for the listed amount, which is more than enough to cascade you into nothingness should one hit. If it's Dark Embrace or Scorpion Shield, I say you're better off with Dark Embrace.
    Yep, I'm aware of this and it shouldn't be a problem. I use inspirations as needed, so unless I impose artificial rules upon myself for whatever reason I don't see this being a problem.

    Quote:
    Web Grenade is a very important power, especially against Bosses and the like. You can definitely hurt yourself by only one-slotting it.
    I'm probably using it more in the lower levels. After all, this is a respec build and not an actual leveling build. At high levels I was thinking of using the AoE web nade instead, even on single targets because the build doesn't seem very endurance intensive.

    Quote:
    Hell on Earth should mule all your Henchmen Auras. This way you don't hinder your full-time henchmen's slotting badly.
    I don't think they're hurt at all. 60%+ Acc, 30% End and 95% Damage in the Demons which should be fine. It was fine with my Ninjas MM who had everything slotted with 2 Acc, 1 End and 3 Dam with SOs IIRC.

    Quote:
    You can get by with less global recharge easily; Hasten is up a lot of the time, and even when it's not your powers typically recharge fast enough to be used every battle. So don' feel like you have to over-slot to fit in as much recharge as possible.
    I guess I could. I just like spamming the most powerful abilities I have often. It's very typical of me to aim for recharge bonuses on all of my builds, even if I weren't specifically building for them. Besides, Traps does look like it benefits a lot from Recharge.

    Guess I'll go back to the drawing board.
  6. And this is what I came up with:

    0.1% from soft capped S/L, 3% from soft-capped Energy. I call it good enough for the budget I'm able to afford redside. Besides, I will have Seekers, Poison Trap and Demons running about so I don't think it'll hurt me that much, and if things go bad I can always pop a few inspirations. I was also able to fit in Provoke which I think will be nice.

    I'm going to pick up the KB set for Crack Whip at lvl 21 to get cheap KB protection early on. IIRC, most KB is mag 2 and the remaining little is way over that so I should be fine.

    I'm not really sure about Power Boost, if I ever understood how it works it won't do much good for me aside from boosting my S/L/E Def every once in a while. Then again, I don't really know what to pick instead.

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  7. There are quite many similar elements in the builds so I guess I'm on the right track.

    I'd love to pick Provoke for my Demons/Traps, but I absolutely hate going by with just SS. I guess I'd need to ditch Leadership in order to get it. Then it might also be smart to grab Scorpion Shield instead of Dark Embrace to get my S/L Def closer to the soft cap.

    Scorpion and Dark both fit the concept of him so neither is really a problem. I wish I had more influence redside... I guess a few hundred million just has to be enough. Shrug, if I could afford those LotGs it'd make this so much easier.

    The KB set idea in Crack Whip is quite nice because it does so little damage anyways. It does, however, make the KB powerful which is something I might or might not like. I think it will be nice to pound enemies against corners and such, but on open maps it might be too much of a pain. Good thing is that the KB set is so inexpensive I can easily replace it.

    Now to toy with all these ideas...
  8. This is what I'd go for if I wanted max damage for a medium budget.

    Damage wise; you have 29.5% damage buff going at all times thanks to set bonuses and Assault, almost one SO's worth so not too bad. Boost Range and the enhancements in Frost Breath greatly increase it's area of effect making it easier to catch whole spawns in it resulting in higher total damage. Used in conjunction with Ice Storm you can crank out some serious AoE damage.

    Survival; each of your ice blasts has a hold proc in them. Freeze Ray included, this means that generally if you run a chain of Freeze Ray > IBolt > IBlast > BIB against a tough target it should be held very reliably. After those four attacks you have a 60% chance that a boss is held, when you repeat the chain you have the boss held with nearly 100% certainty. You also have a self heal (although on long recharge) and Hibernate when things really go south.

    I think it'd work fine.

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  9. Sounds odd.

    I'd expect this to be lag, but can't be 100% certain as it's not me playing here. Sometimes you get the power icons in the "recharged" state, even though they are actually still recharging due to server lag. Defiance should always let you use those powers as long as you have the Endurance for them and your HP value is greater than zero.

    If you're sure this isn't lag I recommend filing a bug report.
  10. For a long time now I've wanted to roll a Traps character and actually like it. Problem so far has been that on Defenders it's too slow for teams, same with Corruptors, so most of the time I only feel I'm really contributing in longer fights. That left me with MMs and after playing one to 50 after CoV release... Well, the remaining primaries didn't really interest me.

    Then they gave us Demon Summoning! Now I have something that seems interesting, not only because the Demons look great, but also because the MM attack powers in the set seem worthwhile with the -Res. Anyways, let's cut the rambling...

    This is the build I rolled up, primary goals were personal Defense as well as some for my demons. Any powers I should get rid of / add to my build? Different slottings?

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

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Traps
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
    Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
    Level 2: Corruption -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(33)
    Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 10: Acid Mortar -- Achilles-ResDeb%(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(40), AnWeak-Acc/Rchg/EndRdx(40), RechRdx-I(43), UndDef-DefDeb/Rchg/EndRdx(43)
    Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(19), BldM'dt-Acc(19), BldM'dt-Dmg(21)
    Level 14: Crack Whip -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17)
    Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(48)
    Level 18: Hell on Earth -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(34), C'Arms-Acc/Rchg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37)
    Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Swift -- Flight-I(A)
    Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Dmg(29), EdctM'r-PetDef(31)
    Level 28: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/EndRdx/Rchg(33)
    Level 30: Health -- Heal-I(A)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-End%(36)
    Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(46)
    Level 41: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), S'fstPrt-ResDam/EndRdx(42), S'fstPrt-ResKB(42), S'fstPrt-ResDam/Def+(42)
    Level 44: Soul Tentacles -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(46)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Caltrops -- Posi-Dam%(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 6: Ninja Run



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  11. Quote:
    Originally Posted by Werner View Post
    Fury of the Gladior ends up "double stacked" on every attack, for a (100%-81%^2)*20% = 6.878% DPS buff. So if you do 200 DPS without it, you'll do 213.756 DPS with it.
    Sounds good enough for me to buy it, then.

    Quote:
    You don't have the recharge for the chain to be gapless. Golden Dragonfly needs to recharge in 3.43 seconds for that, and you're at 3.59 seconds. I think your gap will round up to 0.264 seconds.
    I noticed that while calculating my attack chain and ended up with the same result. Then again, I don't really think 0.26 seconds is something that will actually bother me, especially if I can time my clicks to be used after each chain.

    Quote:
    I got 206 DPS with the gap while Hasten is up, assuming I did everything right. I rushed it and didn't double check my work, but I was thinking about 200 DPS before I started, so it's probably good. So yeah, probably around 200 DPS.
    Again, I got similar results, so we're probably at least quite close to what's correct. So, that's 206 DPS 87% of the time and somewhere about 190 DPS 13% of the time so I think about 200 DPS is where it'll end up.

    Is this with the FotG -Res proc, by the way?

    Quote:
    Edit: If we're talking about Phase Shift, can't you just use the temporary power? I have it on several characters. I have never, ever thought to click it. Seems like it would work, though.
    I have the temporary power(s) on most of my characters. Just don't seem to use them that much because I forget they are there. I still prefer to use inspirations instead, they can make me nearly invincible and yet allow me to continue my killing spree.


    Thanks for the comments so far.
  12. Quote:
    Originally Posted by MallardDuck View Post
    No clue on the first two questions but I do have a Katana/Invul scrapper of almost the identical build. That I love playing. Only differences - I like Sting of the Wasp a bit better than Gamblers Cut. And I opted for Stealth, Invisibility & Phase Shift over Combat Jumping, Resist Elements & Resist Energies. Combat Jumping is great but it detoggles with Ninja Run and it's just a pain to keep switching back and forth. Resist Elements and Energies are also both good but I've come to really like the Stealth set. Stealth gives some defense. Invisibility is really nice when soloing for strolling through a map unharmed. And Phase Shift is a wonderful "Oh crap" power. Much better than something like Unstoppable. And it recharges fairly fast. Minor differences of course. Your build looks excellent.
    I picked Gambler's Cut over SotW because GC is superior in the DPS aspect. And the gap between them gets wider once you throw procs into it.

    As for the stealth pool; I don't really like Stealth because it slows me down. It also costs loads of endurance for the same Defense as Combat Jumping, which is basically free. I also like the increased combat mobility from CJ which allows better positioning in fights and faster movement from target to target. Invisibility I consider a bit useless, I'm very close to soft capped S/L/E/NE Defenses so I can run through most missions basically unharmed. Phase Shift I don't consider very useful with the two temporary Phase Shift powers available to anyone.
  13. I think this idea has some very good potential.

    I can see it making some of the rarer IOs a bit cheaper. After all, this would enable people to more easily move IOs around their characters. Especially from unused to more used ones, making totally new IOs of the same variety less desireable. It is also one of those features I'd really like into the game. Same as a "move one slot" respecs. It's kind of annoying to have to do a full respec in order to move only one slot.

    I think it'd also be ok to have a chance that the "Black Hole IO" does nothing. Mildly inconvenient, but it adds to the inf sink so it's all good. I think it should be made so that the lower level Black Hole IOs (if I understood right, only applicable to lower level characters?) should have a lesser chance of failing because influence is scarcer at lower levels, assuming no sugar daddies are involved.

    The idea of the BHIO deleting the enhancement in question came up, I think it has some very big problems into it. While a similar system is in place for combining SOs, IOs are a whole other animal. The prices of SOs move within few tens of thousands of each other, so we can basically say they all cost the same. Lose any of the SOs and it doesn't matter that much which it was. With IOs, the thing is that we have mostly cheap IOs, expensive IOs and super expensive IOs. It does really matter which IO happens to get deleted not only because the loss of investment may be devastating, but also because it might drive market prices up due to some rare IOs being erased.

    One lost SO, or even generic IO doesn't do much, but imagine something like a PvP 3% Def IO being erased. It would first and foremost be a huge hit to whoever it occurred, second it would drive the price of the PvP IO up because only very few are being produced, I think we're talking of a few dozens per month at maximum. One out of those is already something that hurts.
  14. Mmm. I have to say I didn't expect so few responses. :P

    I guess the post was too long so I'll make a TL;DR version.

    Fury of the Glad: -Res, what's the average -Res for a seamless GC > GD > GC > SD chain?

    Does it look like I could do more than 200 DPS? I know it should be quite close.

    Build in general, anything I could do better?
  15. Quote:
    Originally Posted by Panzerwaffen View Post
    Click the button in the top right that says "Pop-Up: Off".
    Thanks a lot! Don't know how I could've missed that while spending half an hour trying to fix it... Heh, I guess sometimes the most obvious thing is the easiest to miss.
  16. I somehow managed to get rid of the pop-up boxes that show enhancement values when mouse-overing a power. Anyone know how to get them back?

    Note: I didn't download a new Mid's version, they worked with this one up until yesterday evening, and didn't come back with rebooting Mid's or the PC.
  17. Quote:
    Originally Posted by maxtsorm View Post
    WOW maybe you could be more of dick? Sorry I bothered you.
    Well, I sort of agree with Fury_Flechette about it. Especially when it results in replies like this.

    Kind of reminds me of a spoiled kid who starts crying when he doesn't get all the candy at once...
  18. Doing a good build hardly requires hours of number crunching. Most of the time other people are willing to do their share of the crunching here on the forums. Download Mid's, work out a build and post it on the forums, then tell us what you want the build to do and what your budget is. Most of the time you'll get responses as to if it's even possible with that kind of budget and even whole builds.

    As you build more characters you become more proficient with Mid's and you learn some of the sets so building becomes faster and you'll need to worry less about how your product is going to turn out.

    Getting the optimal performance requires many of the more uncommon and expensive IOs which means for most that you have to work for it. I think this is completely balanced and how it should be. Good performance on the other hand can be achieved by anyone, simply frankenslotting powers and using inexpensive sets results in a much higher performance than SOs. With the some of the unwanted IOs on the market which cost next to nothing you can easily slot powers so that they have 50% more SOs worth of enhancement value than you have the slots for, i.e. in 6 slots you can easily have 9 SOs worth of enhancement value.

    This already boosts your performance because instead of the generic 3Dam/1Acc/1End/1Rech you can have 3Dam/2Acc/2End/2Rech resulting in basically 30% global Acc, Rech and End reduction. Not bad.

    It pays here, as well as everywhere else, to learn stuff. If you're willing to learn some simple rules it won't take long before you've automatically also learned some of the harder stuff, too.

    Yeah, I was very softcore before. I still don't consider myself hardcore, something inbetween, I'd say. I don't play that much, but I know my way around stuff. I also know how to make influence without too much work involved and have some characters with heavy IO slotting. Is it impossible? No, unless you feel entitled to it for free. Well, can you get it without work? No. Did it involve massive work as you imply? No.

    The easiest way to get started:
    1) While leveling, do story arcs. TFs too if you have the time. Then save your merits!
    2) Sell your drops, but save whatever you think you can use yourself soon. Basically that means recipes that any of the characters you're currently leveling can use.
    3) Patient bids! I can't stress this point enough. You can easily get your build for 25% less influence if you're willing to wait a few days with your bids. It's guys like Mr. Buy-It-NAO who get my my money.
    4) Use your merits once you get to 50. Most recipes are worth the most at their maximum level.
  19. But it doesn't actually warn you when bidding does it? Only when you're posting items I think.
  20. Following some discoveries I have made playing my Kat/Inv for a while since the last respec I've been starting to think of a few further changes to the build. While the build is already great, these changes would make it better for the purposes I use it for; teaming and high-end soloing.

    The first thing I wanted was added DPS, which meant I needed more Recharge and Recovery. Easiest picks to achieve this were Hasten and Physical Perfection. The problem then was to pick what I'd drop for them. Easiest was Super Jump because I have access to Ninja Run which I think would do well enough for traveling combined with Sprint and Hurdle.

    The second choice was a bit harder, but it still came quite easy. Flashing Steel was the most obvious pick, because most of my soloing concentrates around high-end targets such as AVs, so additional AoE wasn't something I really needed. I also noticed in teams that I'd spend most of my time concentrating on a tougher enemy, such as a boss, when fighting and using Lotus every once in a while to soften up the minions and lieuts for the rest of the team. Flashing Steel's small area of effect and low target cap made it a not-so-useful power for teams either.

    With the power picks decided I had to do some maths, which also explains my earlier post (thanks Werner and Umbral for the help!). I have Hasten up for two minutes, then down just under 18 seconds giving me an uptime of about 87%. While Hasten is up I can run the GC -> GD -> GC -> SD chain with a 0,23 second gap at the end. I don't think it will bother me that much and to I always use my clickies at the end of a chain so not all of the gaps are affecting my DPS anyway. When Hasten is down, I'll be using the GC -> GD -> GC -> SD -> GC -> DA attack chain which results in lower DPS, but this chain's uptime is only 13% of a given fight time assuming no -Rech so the net result isn't that bad.

    Can I expect to pass 200 DPS with this build?

    Other good things about the new build are better Build Up recharge time and perma Dull Pain as well as higher S/L Def at the cost of some F/C. I also think the Endurance sustainability is better, even though Conserve Power is down to only one Rech IO.

    One question I haven't really thought about yet is the PvP -Res proc in GD instead of the triple. The cost isn't as horrible as I remembered so it is an option as well. How much of a DPS increase should I be expecting?

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(46), Hectmb-Dmg/EndRdx(46), Hectmb-Dam%(46), Achilles-ResDeb%(48)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(45)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(43), Dct'dW-Rchg(43)
    Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(7), RechRdx-I(7), RechRdx-I(43)
    Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(11), HO:Nucle(13), LkGmblr-Rchg+(13)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), Ksmt-ToHit+(19), Winter-ResSlow(42)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(40), Mrcl-Heal(42), RgnTis-Regen+(42)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(40)
    Level 18: The Lotus Drops -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg/Rchg(23), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-EndRdx(37)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(36), LdyGrey-%Dam(37)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), HO:Cyto(31)
    Level 32: Golden Dragonfly -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
    Level 38: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-EndRdx/Rchg(39), RctvArm-ResDam(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run



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  21. Thanks loads!

    It is quite close to where I got to myself... Going to check at some point where I went wrong.
  22. With most of the number gurus living in the scrapper boards I thought it was best to ask here. I'm looking for a way to calculate the real uptime of Hasten as opposed to the "uptime" I'm getting from Mid's. I tried searching, but couldn't find anything, even though I was sure I had seen the calculations done by someone (Werner I think) in a post earlier. I also tried to come up with it myself, but couldn't come up with any sensible... I blame that on it being nearly 0:30 AM. :P

    Going to sleep now so thanks in advance!
  23. Anything without debuffs and an open map I'd guess. Council Empire and Freaks should be good.
  24. Build setup looks good to me.

    As for IOs, you can't really do much with 9mil. I suggest you do a couple of story arcs to get 1) drops and 2) reward merits. Once you have enough merits go and do random rolls in the 35-39 range. This is just one option, alternatively you could save up for a really big item and be certain to get some good influence. I kind of prefer the first option, but then I usually roll with loads of merits so I end up getting more influence than from rolling two certain big ones.

    You should also check out Fury_Flechette's guide on making influence. Once you have enough (probably a couple of ten million) you can easily start multiplying your money on the market.
  25. Quote:
    Originally Posted by Nihilii View Post
    The only spot where WM wins is secondary effects, having a stun on its hardest hitter, a KD on its 10 target cone.
    Depends. If you count Parry's +Def as a secondary effect, I'd say BS wins there too. That melee Defense will be very valuable for a leveling up /Shield Scrapper, plus it opens up a cheap way to soft cap at 50 if you're tight on influence.