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Posts
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Without going further into the build I'll say this: you've gone past the limit on 6.25% Rech and 5% Rech bonuses. Quickly counting them up you have two 6.25%s and one 5% too many.
Have a look at the Rule of Fives. -
With SOs I'd only use one slot. Two or three only if I had slots spare after slotting everything else.
With IOs, though... There are so many options you could even justify using six slots. I'd go for one to four slots depending on what you're after. One slot for the +3% Def IO. Two for both of them (or +3% Def and any other global IO that can go there). Three for Aegis or Titanium Coating. Four for Reactive or Impervium Armour.
The list can go on as there are loads of possibilities. -
The Overseers are a bit problematic on anything that relies on Defense for survival. IIRC, they have an obscene ToHit buff going on at all times, something like +100% ToHit.
Best bet is to find lower level ones or just munch insps so that you either deal so much damage they don't have the time to kick your *** or that you outsurvive them through Resistance/Defense. -
Not exactly, you could have 5 * 7.5% bonus from say, Kinetic Crash, as well as 5 LotGs for a total of 75% Recharge. The rule applies to bonuses with the same name, i.e. only five "Moderate Recharge Bonuses" and such. LotG is pretty much a special case, because its a global enhancement rather than a set bonus so it was coded with a different name, something like "Luck of the Gambler: Recharge Bonus" whereas the 7.5% from Kinetic Crash is IIRC "Huge Recharge Bonus".
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Quote:Not exactly, but close. Just about everything has a base ToHit of 50%. It is 50% for all ranks, and stays at 50% for everything up to +4 of your level. The enemies will have higher end hit chance, but that's because of Accuracy mods rather than ToHit which means that the soft cap isn't changed due to the way Accuracy works. After +4 the enemies will also start to gain ToHit as they difference between your and their level grows.
Let's see if I can explain Soft-Cap effectively..
No matter how high your Defenses get everything will always have at least a 5% chance to hit you. Under typical settings a Minion has a 50% chance to hit you. So the Soft-cap is 45%. Lieutenants under the same condition have a 62.5% chance to hit you, so to soft-cap against them is a little higher. Bosses have a 75% chance to hit you. For every level the creatures are above you they receive a +6.5% more to hit.
The Soft-cap is considered to be 45%, which makes you practically untouchable by Minions and Lts having a hard time at it too. I personally like to have my Defenses a little higher than 45 (about 1-2%) since we always run things at +2 or +3 level.
Basically the thing works like this: ToHit * (1 + Accuracy) = Hit Chance. Where ToHit is always at least 0.05. What it actually works out to is (ToHit - Enemy_Defense) * (1 + Accuracy) = Hit Chance which in turn leads to this for (nearly) all enemies up to +4 in level (0.50 - 0.45) * (1 + Accuracy) = Hit Chance, and as Accuracy cannot be debuffed and ToHit's lowest possible value is 0.05, 45% Defense results in the lowest possible Hit Chance for anything up to +4.
My explanation may be a bit off, but I blame that on the break I've been having for a while... Anyways, there was a good post by someone where the importance and effects of soft cap were explained better than I did here. -
Quote:I'm not taking this at seriously at all, but it just bothers me when people make mistakes where the fix would be obvious. Just five seconds more thinking and there, you save loads of inf, which makes for a more enjoyable time building your character because of less time spent saving up. You see, even in this BotZ case, should you have looked at the enhancements for 5 seconds you'd see the following: Travel, Travel/End, KB prot. Why pick the KB prot out of those if you think 1) you don't like how much it costs 2) you know you don't need the KB prot 3) you're only using the set to get the first bonus?RELAX. As I said that's what I had slotted in mids to cap E/NE. I didn't like that method due to cost and lack of need for KB protection, which is why I posted the build for advice. I DID think before I slotted thank you very much and I didn't spend any inf yet.
Sorry if this comes out harsh (most probably does), but as I said, it really pains me when people miss something very obvious... -
First things first, and then we get to me helping you :P
Quote:Whenever I see stuff like this it makes me want to cry. Do people really not think when they slot? It's basically the same when you see stuff like Health 1 slotted with Numina's: Heal. Completely wasted money. There are three pieces in the BotZ set, two of them inexpensive and for some reason you opted to skip the other inexpensive piece for a useless but expensive one..? And now with that off of my chest I'll get on to helping you:Right now I have 2 Zephyr sets planned to reach the E/NE soft cap but that seems like a waste since I don't think I need the KB protection.
I really dislike picking Fighting pool on an Ice tank because I find it's already easy to soft-cap and you don't really need to get all the way there, it's good enough when you're past 40% Defense. In combat you should be running multistacked EA all the time which should get you the last few points of Defense.
Second thing; as a Dark Meleer I'd pick Pyre Mastery for Fire Ball. DM lacks in the AoE department and this could help your anemic AoE. I also picked Fire Blast instead of Smite, because it's basically identical in terms of damage (slightly lower), but it's ranged and something was needed to get to Fire Ball. I only took Char to two-slot it for some E/NE Def.
As for the attack chain, I'm basically thinking MG > SP > FBlast > SL > SP > FBlast > repeat. Quite a long chain, but it's not too hard to memorize (I use it on my SD/DM/Pyre).
Keep in mind, though, that this is a level 50 respec build so leveling up with it could be frustrating due to lack of attacks at low levels.
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I think if you're mostly planning to play normal content the Fire/Inv will be better for you due to the AoE.
I put together a build you should be able to get with a few hundred mil, which isn't too much in today's CoH. About 200-300mil would be my guess. You should be more than sufficient with endurance and also very survivable.
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I think this thread is quite funny. It might be because in one thread you cry about being owned in PvP (by Stalkers, but the AT doesn't really matter) and in this one you want to build a Claws/Inv for it. What should we think about that?
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I came back from a few months break and decided it's finally time to update my Ice/Rad's build. I've had the intention to do that for a long time, but never really got around to do it so he has been sitting unplayed since before IOs were introduced...
The original problem with this character was that he kept running out of endurance. I wanted to play him as a melee centric character to add some risk and fun into it, but running the two debuff toggles as well as Arctic Air and Choking Cloud quickly got me to 0 endurance if I used any active abilities.
With the advent of IOs I thought I could fix this, but as I said, I never got around to do it. Now I have some spare inf (no, none for you! :P) lying around so I thought I'd give it a shot at a medium budget. Nothing too shiney in there (LotGs and stuff like that are a no-no), but it has a fair share of good IOs.
Basically what I'm planning to do with this build goes as follows: throw Ice Slick to have time for setting up debuff toggles, then run in and start spamming Frostbite/Psinado so that most of the enemies are either Held or Confused and if neither they've got a load of debuffs on them. This is why I picked Psy Mastery, I thought the Mez Protection would be more handy than whatever S/L Def I could stack with IOs and Stone Mastery, because I really don't want my toggles to drop.
And finally after the long introduction, here's the build :P
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And because no one else has yet said what I thought the second I saw this, I will say it.
You're asking a HUGE favor of us here. First of all, we'd need to come up with a competent PvP build for a horrible powerset combination (PvP wise, that is). This wouldn't be a problem if someone actually played a Claws/Inv in PvP and had a build ready, just waiting to be posted, but because that's not the case... Second, you want us to take it off of Mid's and make it into a spreadsheet, just for you? Nice. Want it on a silver plate, too?
You should at least listen to what other people have said on the PvP forums, give it a try and then post what you've come up with for criticism. This is the common method for everyone.
Trust me, if I had a good PvP build for Claws/Inv saved on Mid's, I'd post it here. -
Quote:Just taking a quick glance at the numbers posted, and it seems you'd need similar levels of recharge to get the +30% average damage buff from BU.That is one hellava vaccum right there. Why with SS are you using double stacked rage for everything? You know the end crash would kill most people if they tried to keep that up and it takes a large recharge bonus to even make it double stacked.
Quote:Then you for some reason only add Build up to fire melee but skipped Firery embrace, why? Seems like your making SS look ALOT better then it is.
Quote:Sorry but when someone looks at numbers like you have and skips so many important other factors they really hold no merit at all. -
Quote:No problem!DSorrow: I'm not planning on soloing AVs with this character; maybe one or two to see if I can, but I'm not going to make a habit of it. I've managed to squeeze in the Achilles Heel at the cost of 1.25% Energy/Neg def...because I thought about my Katana/Dark, then I thought about Zeus Titans, then about my AR and DB toons, then back to the Zeus Titans....and the -res wins.
And I didn't even think about the Winter's Gift IO, I'm so used to putting BotZs in Super Jump...I'll be getting one of those, thanks for the idea.
The Achilles' Heel is a really good investment. In a spammable attack like GC you can easily keep it up 50% of the time, which means 10% extra damage on average. For one slot. Not too bad! -
I'll give you a short list on what I find particularly useful:
Elec Melee:
Build Up - for more damage. That's what you do as a Scrapper.
Lightning Rod - your "mini" nuke. It's great, and coupled with Shield Charge you can cycle a mini nuke for each spawn.
Thunder Strike - a good AoE, also nice to throw in a +Rech proc which are quite cheap.
Charged Brawl - your best ST attack. It has the second best DPA in the set with only a three second recharge.
Jacob's Ladder/Havoc Punch/Chain Induction - pick at least two of those to spice up your ST damage.
Shield Defense:
The first 6 powers - for self defense and added damage.
Shield Charge - see Lightning Rod.
Grant Cover - nice for added Def Debuff Res, but not very useful outside of that. If you aren't planning on tanking or soloing something insane, I'd probably skip it.
Fitness:
Hurdle/Swift - your pick.
Health - I think this is very useful for a set with Defense and +HP.
Stamina - I don't think this needs an explanation.
Fighting:
Kick/Boxing - both suck, take your pick.
Tough - useful, but not as good as Weave for a Shielder. Take it and slot it, but don't run it if you end up not having the recovery for it.
Weave - very nice thing to add some length into your average lifespan. Pick it, slot it, run it.
Speed:
Hasten - to give you more nuke. It is by no means mandatory, though. It can make your blue bar cry.
Travel power of your choice.
As for ancillary pools there are two choices: Body Mastery to sacrifice extra damage potential for easy Endurance or Blaze Mastery to sacrifice potential easy Endurance for more damage.
First, Body Mastery:
Conserve Power - to get rid of any Endurance woes for 90 seconds whenever it's recharged.
Physical Perfection - to make Endurance management easier.
Second, Blaze Mastery:
Char/RoF - your pick, but I'd take Char.
Fire Blast/Melt Armour - your pick, but I'd take Fire Blast because it's a solid attack (as good as Charged Brawl damage-wise) and it has a range of 80ft. Melt Armour's values are so low for Scrappers I wouldn't bother.
Fire Ball - for more AoE obviously. -
Hm, I do think Presence is quite bad for Scrappers. I used to have it on my MA/Regen back when I still played him. The concept seemed awesome, stop enemies from attacking me so that I have time to regenerate. Sadly it just didn't really work as well as I imagined, and I ended up going back to Fighting for more protection.
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BS/Inv is a beast against anything that deals mainly smash or lethal damage. You'll rarely be hit and when you do get hit you won't even take much damage. It's not as great against elemental damage, though, without buffing Defense via IOs. This isn't to say that it is only good against S/L.
I'd say that rather than getting Aid Self, you should get the Fighting Pool. I had Aid Self on my Kat/Inv, but found Fighting saved me from faceplants more than Aid Self ever did. The situations where you need AS the most are also usually those situations where pulling it off is quite near impossible, thanks to the interruptable cast. -
That Ragnarok idea does seem quite appealing. Just wondering how expensive they're nowadays, because the last I checked (2 months back or so) they were already quite outrageous. :P
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After the changes to the BotZ my Elec/SD needed some tweaking. Gladly, I only had one set of those shinies, but it proved out to be nasty trying to substitute my two slot Ranged/AoE defense anywhere else without really losing other nice stuff. I got quite close with 45/45/42 defenses, but I really want it to be 45/45/45. I don't really care for the cost as long as it doesn't go into more purples or pvp IOs.
If anyone has any ideas on how to squeeze out that 3% AoE defense, please share it with me!
Here's what I have so far:
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Seems like I'm a tad bit late coming back from a break. Anyways, Kat/Invul is always something I'm ready to help with! After playing my main (obviously Kat/Invul) for about five years, I've come to the point where I can't really bother to improve his build anymore because he does everything I wanted him to do with it and then more. Your build looks good to me, except for one thing: sustainability. My build runs out of endurance on average at Conserve Power recharge intervals, which works out to basically infinite endurance. I have to slow down on the attacks, though, if I get unlucky and get an awfully small number of PS procs happening during a long fight. Then again, if you aren't planning to solo AVs or do anything like that I think you should be well off with that build! You have solid defenses and good DPS, but I would still try to get an Achilles proc into GC, it bumps up your DPS by quite a bit.
My build is probably different in terms of what I'm thinking to do with it, but it works too :P, I can do good ST damage (I think around 175 DPS against a Pylon?) as well as decent AoE damage (as decent as it gets with Katana), but top thing is the survivability of this build. Nearly 70% S/L Resistance with 20% exotic Resistances is nothing short of good when you have 36% F/C/E/N Def with one person in melee and always soft capped Lethal Def when in combat. The more enemies you have in melee range, the closer you will get to soft capped F/C/E/N, which you will reach at 9 enemies. And usually it's not needed before. I soloed three AVs simultaneously with only one minion working as Invincibility booster, and could do it without chewing insps.
So, what can this build do?
Soloing an AV? Check.
Soloing multiple AVs at once? Check.
Soloing missions at +1/8 or +2/8? Check. Have to admit, though, that some of the more problematic enemy groups are still... Well, problematic at times.
Still space for buffs? Check. I think this is quite important so that I can keep on chewing insps or take team buffs without them being a waste.
The build is very expensive, so you might have to peel off some of the more expensive parts like purples or the PvP IO.
Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Acc/Rchg(46), Hectmb-Dmg/EndRdx(46), Hectmb-Dam%(48), Achilles-ResDeb%(50)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
Level 2: Flashing Steel -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(3), Erad-Acc/Dmg/Rchg(3), Erad-Acc/Dmg/EndRdx/Rchg(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(45)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(43)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(11), LkGmblr-Rchg+(11), HO:Nucle(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(42)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), RgnTis-Regen+(40), Mrcl-Rcvry+(40), Mrcl-Heal(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: The Lotus Drops -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 24: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(25)
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(31), C'ngImp-Dmg/EndRdx/Rchg(31), LdyGrey-%Dam(34)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Kick -- Empty(A)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(39), RctvArm-EndRdx(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Cyto(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
Level 49: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
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I still think what I've thought for ages: a team with at least half of the players who know what they're doing. Four people in a team of eight can pull the whole team through nearly anything if they're competent, have good builds and can play as a team.
Basically, pretty much any setup of four can plow through a mission set for eight at +0 or +1. With good IOs or good set synergy even one or two is sufficient at higher levels of difficulty. -
DM has all sorts of synergies with Invuln;
1) Invuln doesn't have any +regen or a quick recharging heal. Dark fixes this with Siphon Life, which also doubles as an awesome attack only shadowed (hehe) by Midnight Grasp.
2) Dark Consumption fixes Invuln's lack of an Endurance tool.
3) Defense paired with ToHit debuffs is an unholy alliance.
That's off the top of my head. I have a feeling it'll be a tight build, though... -
Quote:I can't speak for the whole CoX community, but I use Mid's just because it makes things easier. This is a superhero game, ergo I like my characters super and Mid's helps me do that. The immense number of different power/slot/IO set combinations you can put on one character would be pretty much impossible to handle without tools.Ok, I have to ask the same question iv asked before, but ill ask it in a diffrent way.Maybe ill get more then flamming this time around.*crosses fingers*
Now, what I want to know is why people stick to Mids, and why they only stick to Flavor builds that 1 Min/Max suggjests to another?
Of course, we could do it by hand, but why bother? Doing it by hand would just lead to a table of information similar to Mid's, but it would most probably not be as accurate or as easy to use.
Quote:I get flak from other players and booted from teams before missions begin, as well as have minor to cases of extreem biast when I play something that they dont commonly see when it comes to builds.Lets not forget a snarky player that belive your combonation is horrible and lets you know they feel that way.Reguardless if the combo is good or not.
I know alot of you on these boards claim you dont have this issue when you play with other people.Odds are, your playing what they play or whats common.I however dont.
Quote:I know this subject acctually angers people, and everyone wants to belive they are individuals, but im still not understanding how thats a possiblity when almost everyone plays mostly the common builds that everyone else does?
When I see 20 Blasters ranging from level 1 to 50 under Atlas.With common or identical combos and looking like a Mercinary re-hash, or Hit Man likeness.All with the Dual Pistols Primary, and 1 of 2 Common Secondaries like Energy Melee or Mental Manipulation.It makes me ask why.
As for using these common powersets... Well, as someone else already pointed out they're not used because they're common but rather the other way around. If you go and ask the average Bob to make a choice between getting a good car or a better car for free, what do you think he will choose? It's not that hard trying to predict human nature with simple things such as this.
Quote:I see more then I care to count in Fire/Kin controllers.We dont even have to get into that one.Its self exsplanitary already.
Quote:I see on forums where people say things along the lines of "Worthless joke build." and its oddly a very nice combonation.Like Ice/Sonic on a Controller, and Storm/Elec on a Defender.These builds arnt jokes, nore are they bad.I have these builds and they are awesome.
We aren't saying that everything except the FoTM is bad. What we're saying is that you might not feel as super as the other heroes, that's all. If you're fine with that we have no problem with you playing the character. It's worse if the player themself has a problem playing their character because of a choice they could've avoided given proper information. This is also one of the reasons people use Mid's.
Quote:Why do people push more then half the power sets in the game back so feircely when they are alot better then they belive them to be?
Is it a fear of the unknown?
Im curious.
P.S. Your disregard of grammar and proper spelling is quite annoying. English isn't my first language and I'm no grammar police, but I do pay attention to anything I write. If you want to be taken seriously, at least try. I thought this attempt (as the ones preceding it) was quite pathetic.
P.P.S. Excellent response to this, Thirty_Seven! -
Glad I've been staying away from the BotZ sets pretty much. Just annoys me a bit because I had just respecced one of my scrappers and got around 45.5% Def to all positions so this screws the build a little. Not much, but enough that I'll need to tweak his build.